Rule FAQ post 2/3/10

By Fletchgrooves, in Warhammer Invasion Rules Questions

AFTER you have read the official FAQ and still have questions, then post your new questions here. I'll keep these updated.

I don't see the need to keep updating all the past questions with the new update.

Since I said I would update, our playing group actually has 2 questions as of now:

1) Since we now have Phase 0, can you still spend unspent resources during this phase?

The example we had is if a dwarf player with "runesmith" already in play has 2 or more resources left from his previous turn, can he still spend them to buff another unit?

According to the updated time sequence, the unspent resources are not reset until Phase 1 and the runesmith ability is an "action".

2) For cards that only require 1 damage to be applied for an effect to trigger, do you still have to assign enough damage to a defending unit to "kill" it; or can you assign enough for a triggered response to happen?

Neither of us play Chaos that often, but I believe there is a card/cards that allow this to happen with combat/non-combat damage.

1. Why not, as you pointed out, the pool doesn't reset until after Phase 1 begins.

2. If a card triggers off a card being damaged, then killing it has nothing to do with the equation. If you damage it, the action triggers.

Seems like non issues.

Well, No.2 doesn't specifically deal with trying to "kill" the defender, rather only having to "damage" it for an affect to work.

If No.1 plays this way, then we will have every other turns where players can "pool" their resources to power up many different units/abilities.

Just seems like the addition of Phase 0 and the resource replenish staying in Phase 1 are going to be a "new" thing.

echtalion said:

1.- When the attacker assigns damage, does he have to assign as many points as necessary to KILL the defending unit, or just enouth to match the defending unit's HP?

Is "take damage" (Arrer Boyz) affected by Toughness, i.e. is it the same as "deal X damage to Unit"?

Vegabond said:

2. If a card triggers off a card being damaged, then killing it has nothing to do with the equation. If you damage it, the action triggers.

Problem will arise with "forced" that cancel damage. In BP#3, the Dark Elf Hydra has such a forced effect . So, before damaging the Capital, do you have to assign 6 damages to it (since its ability may trigger up to 5 times to cancel the 5 damages), or only 1 damage (since it has only 1 hp and no toughness)...

I guess you have to assign at least enought damage to kill it, taking into account those "known" effects.

This leads to 2 situations :

A) if your opponent plays "Steel's Bane" (cancel the 10 next damages dealt to a unit) before you assign your combat damage, you have to take it inot account before assigning damage to the capital.

B) if your opponent play's "Steel's Bane" after you assigned your combat damage, his unit will likely live (unless you overassigned 10 damages to it), but you were able to assign more damages to his capital.

So, more subtlety in playing the cards -> more interesting games ! gran_risa.gif

If you cancel the damage (per this new hydra card you describe) then damage was never applied and the trigger (that triggers off damage) won't trigger because the unit wasn't damaged.

Now do you have to assign all the damage to the hydra? Good question. If it cancels all damage that was assigned to it, then there is no way to kill it. You'll have to move it to another zone or do some kind of damage transfer to get rid of it I guess. But since the card isn't out *shrug*.

Now I'm confused about assign damage during an attack.

Before the FAQ I played this way:

Attacker must assign to each defending unit, at least, a number of damage points equal to the health points of the unit minus damage points already dealt to that unit. For example, if I, the attacker, deal 3 damage points, and the defending unit is a unit with 2hp and thoughness 1, then, I can assign 2 damage tokens to the unit and 1 to the capital, or if the unit had one damage token already I could assign only 1 damage token to the unit and the other 2 to the capital.

Is this way of applying the rule still correct? Was I doing wrong damage assigning all this time?

You were playing correct. But the FAQ changed that rule, at least it seems that way. For the moment it is not absolutely clear, how effects that cancel damage (toughness, the warrior priest's forced effect, etc.) must be taken into account when the attacker assigns damage during combat.

There is an official answer to this in the other FAQ thread. In short, you have to change the way to play, Toughness now needs to be accounted before, then you assign to capital.

That is correct, James says it is a rule change. You played it correctly before.

Hurdoc said:

There is an official answer to this in the other FAQ thread. In short, you have to change the way to play, Toughness now needs to be accounted before, then you assign to capital.

Completely false....Stop spreading this rumor.....you are only making the water murkier!

Did anyone actually read the Core Set Rulebook Errata for Assigning damage in the FAQ just released? Nothing has changed except for some wording in assigning damage. It changed from

"the attacking player must assign damage equal to the number of hit points each defending unit possesses to that unit before any damage can be assigned to the attacked section on the defending player’s capital. Note that more damage can be assigned to a unit at the attacker’s discretion, in anticipation of the Toughness keyword or other damage cancellation effects , but a minimum damage equal to the number of remaining hit points possessed by each defending unit must be assigned to each defender before any damage can be assigned to the defender’s capital."

to

"the attacking player must assign enough damage to destroy each defending unit before any damage can be assigned to the defending player’s capital. Note that more damage can be assigned to a unit at the attacker’s discretion, in anticipation of damage cancellation effects , but a minimum damage necessary to destroy each defending unit must be assigned before any damage can be assigned to the defender’s capital."

must assign damage equal to the number of hit points each defending unit possesses = enough damage to destroy each defending unit...

The new assigned damage wording even says you could assign more damage if you want in anticipation of damage cancelling effects. (Pissst hey) Toughness is a damage cancelling effect. So why would you be "required" to assign extra damage to bypass toughness before assigning capital damage? Destroyed means damage equal to remaining hitpoints.

People are getting caught up on the word destroyed. I know the word destroyed was put in the terminology list and it means to put into the owners discard pile. This was put in the FAQ to clarify what " destroyed " and other terms like " leave play ", " put into play " on the cards mean, not tell us what the rule book means.

To put it into perspective, why would they even have toughness as an ability if you had to beat it to get to the capital? Why not just increase the hitpoints by an amount equal of the toughness?

Again the rule has not changed, only clarified and the "rule within a rule" removed.

Posting this from other thread

www.fantasyflightgames.com/edge_foros_discusion.asp

"That was fast. Already got both questions answered by James Hata.

1) According to the FAQ during combat the attacker must assign enough damage to each unit to destroy it, before he may assign damage to the zone being attacked. Does the attacker have to account for cancellation effects (Toughness or Steel's Bane or the Warrior Priest's ability)? I.E. If the defender declares a Pistolier as defender and plays Steel's Bane on it, does the attacker have to assign 12 damage to the Pistoliers, before he may assign damage to the capital?

1) The short answer is yes. The attacker must assign enough damage to destroy any defending units before damage can be assigned to the capital. This includes any damage cancellation effects that are present when the damage is being assigned. (ie. Toughness on a unit). Your example is correct. "

Um... Jaycsin... didn't we have this same kind of interaction last time you posted in this manner. James has already answered this question to a few people and confirmed it, here is what he sent to me, "Hello Damon,

The fundamental change that has taken place due to the rewording of assign damage is that defending units must be destroyed before damage can be assigned to the capital.

This means that Toughness, as well as any damage cancellation effects that are present before damage is assigned (like Steel's Bane as long as it is played before the assign damage step), must be taken into account as these are effects that change how much damage must be assigned in order for the unit to be destroyed.

Over assigning damage can still be used as a measure to account for any damage cancellation effects that might take place between the assign and apply damage steps.

You are correct in your specific card examples about how toughness interacts with this new assign damage. The Sword Masters of Hoeth is a card that we will be closely monitoring to see its effect in the environment.

I hope this answers your questions.

James Hata"

And I hope this helps you, Jaycsin.

toughness does takes place between assign and apply.....

who is james hata?

jaycsin said:

toughness does takes place between assign and apply.....

Toughness kicks in the Apply Step.

And for James Hata:

"James is actually the new lead developer for Warhammer Invasion, Nate is still lead on Cthulu and Thrones."

Page 13, Paragraph 1 -

" 5. Apply Damage
Both players now apply the assigned damage to the
cards to which it has been assigned. At this point,
effects like Toughness (see Toughness, page 16) kick
in and cancel damage before it reaches the target.
Any damage tokens thus cancelled are returned to
the pool in the centre of the play area."

So, no, it doesn't. Toughness and any other cancel effect that has been played prior to step 5, Apply damage happens here. It should be noted if the defending player wishes to soak damage before it can be applied to his capital, they must use damage cancel effects prior to Step 4 the Assign Damage step, so the attacker then must assign a total amount of damage equaling the defenders remaining amount of hit points and any cancel effects that are active. While you wait until after the assign damage step to save your units from destruction your opponent will be able to assign those extra points to your capital since those effects were not present during the assignment.

someone screwed the pooch on this one then. They made the toughness ability for the most part meaningless. There are a couple cards with uncancellable damage, but other than that toughness means extra hitpoints.....ironbreakers are gonna piss off a lot of players. I'm glad I play dwarfs, I got the good end of this raw deal!

oh and just a fun poke at Dormouse, how that noncombat damage and shrine argument work out for ya :P

Actually Jaycsin, just fine, since I was absolutely correct, and Nate and Eric both said as much. I also said that Nate himself mentioned they were keeping an eye on the combo and that if it seemed to abusive they would make adjustments. I said if they chose to they would alter the Shrine with Errata, rather than altering the rule about damage during combat, which I was correct again.

That is okay though. One day you'll try reading the rule book, FAQ, the forums, or send in rules questions for official clarification, before you start spouting off about how everyone is wrong. Or maybe not. Some people feel the need to be confrontational to gain attention. I mean if you just came on here and respectfully put forward your opinion, or respectfully asked how someone arrived at a different interpretation people might not take much notice of you. I mean sure they'd like and respect you, but they might not give you the conflict you so obviously desire.

im not here to be liked or respected, this is lala land. I have better things to do other than spend everyday reading and posting on the internet gui%C3%B1o.gif

Oh you were right, it was DP Cooper was giving me a hard time about combat damage..

Good thing you're not here to be liked or respected.

jaycsin said:

They made the toughness ability for the most part meaningless. There are a couple cards with uncancellable damage, but other than that toughness means extra hitpoints.

One other small difference between toughness and hit points: Cards that reduce hit points (such as Horrific Mutation) can bypass Toughness if they reduce hit points to zero.

Yes, true. But dwarves have the best abilities now with Keystone Forge, Contested Fortress (neutral card) their epic spell (incoming), wake the mountain, and their unit that gets X Toughness (X=developments). That means they will have the best damage mitigation in the game.