It seems to say that during the battlefield phase that they cancel all damage do they take... does that mean if I'm attacking with say 6 damage they will be able to take up to six damage and still live? If someone could clarify this that would be awesome.
How do Swordmasters of Hoeth work?
YEP! that is correct (while they are in the Battlefield only, however). Note that non-combat damage will hurt them as normal. Also, Mob Up or Bloodthirster will void their ability.
They can also be corrupted, stolen, banished, Sniktched, Electored, Throwered, etc....
AKA Swordmasters of Verizon. they're kind of like....
FREE UNLIMITED NATIONWIDE CALLING!!!!
offer void where prohibited. subject to blackout dates, rules & restrictions. while supplies last.
Quick clarification, their ability has nothing to do with the Battlefield Phase, it is their ability only works if they are placed in the Battlefield Zone. This means any non-combat damage, even if delivered during the Battlefield Phase, and even if delivered during combat, cannot be canceled by their ability.
Awesome thanks for the info!
Sorry, but I've to ask something...
In a recent answer to a user, James stated that if I deal "200" hypotetical damage, I've to assign ALL OF THEM to the Swordmaster for the rule of "assign everything you have to assign to Units befor assigning damage to the capital...
Now, I obviously trust James answer, but (I don't remember were) it happened that some rulings were different from developer to developer...
Now, the thing is: the rule is that I've to assign HP + TOUGHNESS damage before assigning it to the capital...Now...even if the ability prevents this badass from dying for combat damage, I guessed I had to assign just 3 damage to it...
What do you think about it? Did you receive different rulings? Do you agree with this ruling?
Thanks.
With the current FAQ, James' ruling that you must assign all damage to the Swordmasters is the correct one (it was a hypothetical 20 dmg assigned with just the Swordmasters defending). You have to assign enough to destroy, taking into account any cancelling that is already in play (that is, waiting to kick in), even if you can't actually destroy the unit.
Dam said:
With the current FAQ, James' ruling that you must assign all damage to the Swordmasters is the correct one (it was a hypothetical 20 dmg assigned with just the Swordmasters defending). You have to assign enough to destroy, taking into account any cancelling that is already in play (that is, waiting to kick in), even if you can't actually destroy the unit.
Thanks a lot.
Someone of that has answered to the question is an oficial ruller or are players discussing how the rules work?
As I understand, you must assing 3 damages, enought to destroy the unit, and you assing the rest of your damage to the city. Then when you go to apply damage you ingnore all damage assigned in combat.
The same take place with the dragon mage.
jesteher said:
Someone of that has answered to the question is an oficial ruller or are players discussing how the rules work?
As I understand, you must assing 3 damages, enought to destroy the unit, and you assing the rest of your damage to the city. Then when you go to apply damage you ingnore all damage assigned in combat.
The same take place with the dragon mage.
The quote from James that you must assign 20 to the Swordmasters and 0 goes through is an official ruling. When assigning, you must assign enough damage to destroy all defending units AND must take into account all cancelling effects that are in play at the time of assigning (like Swordmasters' text, Toughness, Steel Bane cast before the Assign Damage step, etc.), before any can be assigned to the capital. End result, without uncancellable damage, Swordmasters defending Battlefield = 0 dmg will ever get assigned to capital in combat (same for Dragonmage in any zone).
Your understanding was correct before the FAQ. Personally, I vastly preferred the rulebook way of handling things, but FAQ changed things and is official.
""Hi,
Yes, in your example you must assign all 20 damage to the Swordmasters
of Hoeth.
James
> Message from:
> Tobogan
>
> Rule Question:
> Hi there.
>
> Since the release of the FAQ, there have been a little controversial
> about Combat Damage, arguing that you have to apply damage equal to
> defending units remaining hit points plus active damage cancellation
> on those units, which seem weird because removes optional decisions
> to players. So the question is this:
>
> If i attack with a total power of, lets see, 20, and my opponent
> only defends with the brand new Swordmasters of Hoeth, do I have to
> assign ALL of those 20 damage to the Swordmasters, or just 3, which
> would be neccesary to kill them in a normal situation and the
> remaining 17 damage to the capital?
>
> Thanks."
Answer for last question in FAQ: Yes, it is destroyed immediately because it has damage equal to its hit points .
rule to thoughness: The Toughness keyword is always followed by a numeric value (Toughness 1, Toughness 2, etc.). Whenever a unit with the Toughness keyword is assigned damage, the Toughness keyword cancels its numeric value of that damage before the damage is applied. Cancelled damage is not applied to the unit. (But yet assigned).
Core Set Rulebook Errata FAQ: The attacking player assigns damage to his opponent first. Damage must be assigned to defending units before
it can be assigned to the defending player’s capital. In other words, 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. Damage tokens are placed near the card(s) to which
the damage is being assigned, and if any
damage reaches the capital, damage tokens are placed next to the attacked section, but not yet applied
.”
Think what you want. The answer the question with the toilet paper and smoking a bone.
Unlike a lot of other players (apparently), I actually like the new way that toughness & damage prevention works. It makes Dwarves and High Elves significantly more competitive, which they desperately need. Otherwise cards like Dragonmage are pretty terrible - the Orcs will snigger at it as they charge past to burn a zone with ease.