24 minutes ago, Orcdruid said:So you have the rules then?
Impact grenades don't have blast they have impact. The concussion grenades in the core are the ones with blast.
Oh, right. Fair enough those should be good!
24 minutes ago, Orcdruid said:So you have the rules then?
Impact grenades don't have blast they have impact. The concussion grenades in the core are the ones with blast.
Oh, right. Fair enough those should be good!
On 17/01/2018 at 11:31 PM, Orcdruid said:So you have the rules then?
Impact grenades don't have blast they have impact. The concussion grenades in the core are the ones with blast.
Its in the leaked Spanish rules. You roll diff attack pools separately. Granted that rule might change, but seems the most logical
4 hours ago, tieren said:Its in the leaked Spanish rules. You roll diff attack pools separately. Granted that rule might change, but seems the most logical
The spanish rules are talking about splitting fire, not firing the different weapons at the same target.
On 1/17/2018 at 3:24 AM, tieren said:You can’t roll different weapons attack pool together. So if u roll 1 hit with a hh12 and 2 hits w a trooper, the hh12 impact 3 only converts 1 hit from its own attack pool
3 hours ago, tieren said:Its in the leaked Spanish rules. You roll diff attack pools separately. Granted that rule might change, but seems the most logical
I'm afraid that this conclusion ("You can't roll different weapons together") is not supported by the leaked Spanish rules.
1) First you declare an enemy unit as the defender of your attack.
2) Then each miniature in the attacking unit that can trace line of sight to the defender can add 1 valid weapon to the attack pool.
3) Then, if the attacking unit still has available weapons you can declare an additional defender and form an attack pool using these weapons.
Under these rules, attack pools are separated according to targets/defenders, not by weapon types. If a squad of Stormtroopers with a Heavy Weapon mini attacks just 1 target, then all the different weapons that are in range and have line of sight will be in the same pool.
Examples:
A unit with 5 regular Rebel Troopers and 1 MPL-57 Ion Trooper are in range of an enemy AT-ST and so the attacking player declares the AT-ST as the defender. The attacking player finds that they can trace line of sight from all 5 regular Rebel Troopers as well as the MPL-57 Ion Trooper. The attacking player creates an attack pool by adding 5 black dice from the regular Rebel Troopers' A-280 Blaster Rifles and 2 red dice from the MPL-57. They resolve the rest of the attack steps in order. **Notice the MPL-57 Ion Trooper card says Ion 1 (A vehicle wounded by an attack that includes this weapon gains 1 ion token.) This implies that as long as the defending unit is wounded it receives an ion token, even if both the red dice from the MPL-57 roll blanks.**
A unit with 4 regular Stormtroopers and 1 DLT-19 Stormtrooper declare an attack on an AT-RT. The AT-RT is at range 4, so only the DLT-19's 2 red dice can be added to the attack (as long as the DLT-19 Stormtrooper can trace line of sight to it.) There is an enemy Rebel Trooper unit in range of the regular Stormtroopers' E-11 Blaster Rifle, so the attacking player can declare that unit as an additional defender and form an attack pool with a white die for each regular Stormtrooper that can trace line of sight to the Rebel Troopers.
So far as I can tell, just as @Caimheul1313 originally said, it appears that if there is a weapon with Impact X in an attack pool, up to X can be changed to crits regardless of what weapons those hits came from. This is logically consistent with the Ion rule reminder text cited above.
Hopefully the English rules will be up soon so we can start analyzing without the added complication of translation!
26 minutes ago, Caimheul1313 said:Hopefully the English rules will be up soon so we can start analyzing without the added complication of translation!
The complication of not having the rules is enough for some. ![]()
I would really like them to go up sooner than later as I can start reading them now and trying to make sense of them. Even the L2P would be great.
1 minute ago, Amanal said:The complication of not having the rules is enough for some.
I would really like them to go up sooner than later as I can start reading them now and trying to make sense of them. Even the L2P would be great.
Tell me about it. The FFG release model of hinting at a vague time period and then eventually announcing a firm date can be frustrating for anticipated products.

look at the Upgrades section -> no triple morter AT-ST
6 hours ago, Grrum said:
look at the Upgrades section -> no triple morter AT-ST
Until we are officially locked to one copy of an upgrade per miniature (which noones seen written anywhere yet) you can fit 3 on a single atst ![]()
19 minutes ago, Ralgon said:Until we are officially locked to one copy of an upgrade per miniature (which noones seen written anywhere yet) you can fit 3 on a single atst
Quote from the visible parts of the section on Upgrades in the photo: "For each upgrade icon in a.... equip one upgrade card with the mat... cannot equip more than one copy..."
I am extrapolating that the full text is something along the lines of "For each upgrade icon in a" unit's upgrade bar, "equip one upgrade card with the mat"ching symbol. Each unit "cannot equip more than one copy" of each upgrade.
Do you have a different interpretation?
3 minutes ago, Caimheul1313 said:Quote from the visible parts of the section on Upgrades in the photo: "For each upgrade icon in a.... equip one upgrade card with the mat... cannot equip more than one copy..."
I am extrapolating that the full text is something along the lines of "For each upgrade icon in a" unit's upgrade bar, "equip one upgrade card with the mat"ching symbol. Each unit "cannot equip more than one copy" of each upgrade.
Do you have a different interpretation?
ok, that may work. (yay btw)
Edited by Ralgon