Questions

By Qutory, in StarCraft

I played with my friends some games of starcraft but some scenerios didn't come up untill recently. Reasons? only one of them played with zerg and he played slappy, without tehnologies, in the regrouping phase we usualy had 6 or more combat cards in hand or we usually build our base during the last order when we didn't had minerals for anything else. So please help me with the following question. I also took a look on the forum and didn found exactly what i was looking for. If i missed something please give me a link. I understood that there was an old forum also, i am sure that there were more answers there, if i can still acces the old forum please give me a link.

1. After you execute a build order in wich you build a new base on the active planet, are you allowed to build anything else during that order? (like buildings or modules or even new units on the active planet.)

2. I... actually we (because me and my friends got into a debate) didn't quite got how the scourge unit can be used. The problem occured when a defender zerg put his assist unit a Scourge (the front line unit being an Ultralisk). If he plays a Scourge combat card does the text written on the card still applies?

I also like to correct me if i'm wrong, but the only way that makes sense to play that card is if you have a Scourge as a frontline.

3. Player 1 has a base on a planet and on another zone units. Player 2 executes a mobilize order on the planet and attacks the zone where the units are. Player 1 survives the attack and player 2 must retreat to an friendly ot neutral zone. Can he retreat to another zone on the active planet or he must retreat back to the planet he came from? Another way to put this is if the empty zone on the planet is considered to be neutral or it belongs to Player 1?

4. In the regrouping phase. You must remain with 6(8) combat cards in hand. If you have more then this you must put them back in the combat cards deck, but what if you have less cards in hand? will you draw the diffrence from the deck or you will have to execute one or more reserch orders in the fallowing round?

Qutory said:

1. After you execute a build order in wich you build a new base on the active planet, are you allowed to build anything else during that order? (like buildings or modules or even new units on the active planet.)

The build order is broken up into 3 seperate parts that are resolved in order.

Build - Step 1 : You need a base allready in existence on the planet to do this part. This is where you build units based on the buildings you have available just before executing the build order.

Build - Step 2 : This requires you to have a base OR units on the planet (or both). This is the step when you can upgrade 1 of your buildings AND / OR add a new module.

Build - Step 3 : This requires you to have unit(s) on the planet. In this step you can build a base in an area that you have a friendly unit.

Since you wouldn't have had a base on the planet before step 3 of the build order, then you would not have been able to build any units in step 1. Because you had units on the planet though, you would be able to do step 2, and then step 3.

Qutory said:

2. I... actually we (because me and my friends got into a debate) didn't quite got how the scourge unit can be used. The problem occured when a defender zerg put his assist unit a Scourge (the front line unit being an Ultralisk). If he plays a Scourge combat card does the text written on the card still applies?

I also like to correct me if i'm wrong, but the only way that makes sense to play that card is if you have a Scourge as a frontline.

You are not wrong, the frontline unit is the only one that determines if the text applies. Since the ultralisk was in the frontline, the scourge text does not apply. The tesxt on the card for the original game had been rewritten. Here is where to find the FAQ with the changes to gameplay, just croll down to 'answers' :

http://new.fantasyflightgames.com/edge_minisite_sec.asp?eidm=7&esem=4

Qutory said:

3. Player 1 has a base on a planet and on another zone units. Player 2 executes a mobilize order on the planet and attacks the zone where the units are. Player 1 survives the attack and player 2 must retreat to an friendly ot neutral zone. Can he retreat to another zone on the active planet or he must retreat back to the planet he came from? Another way to put this is if the empty zone on the planet is considered to be neutral or it belongs to Player 1?

The empty zones on the planet do not belong to player 1. Player one owns any areas where he has units (plastic) or a base. An empty area that you have the resource card for is not controlled by you, even if you have workers there. You need units (plastic) or a base there to have control of it.

Qutory said:

4. In the regrouping phase. You must remain with 6(8) combat cards in hand. If you have more then this you must put them back in the combat cards deck, but what if you have less cards in hand? will you draw the diffrence from the deck or you will have to execute one or more reserch orders in the fallowing round?

You actually create a discard pile with the combat cards that you use or throw away because its above your hand limit. After your draw pile becomes empty, youthen take the discards and shuffle them and that shuffled deck becomes your new combat deck to draw from.

If you have less cards than your hand limit, you will have to place orders during the next turn to do research or attack which will allow you to gain more combat cards. You don't get to draw up to your limit if you are under.

I hope you enjoy many more battle with starcraft!

That was so helpful for me. Many thank's!

I don't like to write short messages so i'll like to thank you for the answers in the post above.

In the last game one of the players attepted a ... let's say new strategy and a new question arised. He attempted to move with a Move Order (of curse) a transport from one transport route to another around the active planet. (in this scenerio it was for shure an invalid move because on the destination route he didn't had any bases)

So my question is: Are you allowed to move your transports from a transport route to another?

Qutory said:

So my question is: Are you allowed to move your transports from a transport route to another?

No, transports are no units in game sense. You'll have to buy one for each route you want to connect separately.

Or more, which makes sense since Brood War.

Stefan said:

Or more, which makes sense since Brood War.

Hm, was that changed? As the SC rulebook states on page 21...

"A player may build any number of transports during a Build order (again, as long as he has a base on the active planet), but may only have one transport on any given navigation route."

haslo said:

Stefan said:

Or more, which makes sense since Brood War.

Hm, was that changed? As the SC rulebook states on page 21...

In the base game you could lose a transport only by not having any bases on either side of the transport, by voluntarily destroying it, or by some select event cards.

I think what he could be referring to is the fact that in Broodwar if you utilize the offensive module to crack the area of a base with the orbital defence module, you have to voluntarily destroy the transport. You will have to replace them each time you wish to move to that planet after you attack a base in that fashion.

Also there are a few leadership cards that allow you to destroy a varying number of transports.

And again, with the new collateral damage rules, bases are more likely to go down, and if you don't have at least one base anchoring a transport during the destroy bases and transports step of the regrouping phase, you will lose the transport.

EMELT said:

I think what he could be referring to is the fact that in Broodwar if you utilize the offensive module to crack the area of a base with the orbital defence module, you have to voluntarily destroy the transport. You will have to replace them each time you wish to move to that planet after you attack a base in that fashion.

Indeed, it makes huge sense to rebuild them then. But you can't have two transports on a route at the same time, and then destroy one of them for the attack with the Offensive module (but keep the other).

@Haslo: Never knew about this rule, but I never built more than one anyway. ^^ Perhaps it is an option for a houserule, can't tell, have to play more games. I will play it according to the rules and let you know if it is a desirable option to increase the navigation-limit.

From the rule book:

"A player may build any number of transports during a Build order (...), but may only have one transport on any given navigation route."

It's very clear and in my opinion a Offensive Module with many transports from one player on one navigation route will be too powerfull.

Aba said:

From the rule book:

"A player may build any number of transports during a Build order (...), but may only have one transport on any given navigation route."

It's very clear and in my opinion a Offensive Module with many transports from one player on one navigation route will be too powerfull.

I agree. If your attack fails and there is no were to retreat your units (if you still have) then you should distroy them. It is a risk taking tactic and it doesn't make sense if you choose to play with more transport on one navigation route. You would better choose to play without air suport module (just kidding, but it's not so much diffrence)

I could edit the post above but then no one would probably see my next questions. There are many topics with "little problem" or "some problems" etc. So i decided to continue posting all my questions here since i starded. So here we go:

1. If i have a mobilize order and i want to attack an enemy zone (without a base on it) can i move there units from one or more friendly zones on the active planet and units from an adject planet (where i have a transport)?

2. The 17/18 and 18/18 terran combat cards says: "Gain +1 health and, if able , move one worker from your Worker Pool to your Unavailable Pool" . Can someone explain me how does this work, i mean the "if able" part. Can you use this +1 health only if you can move that worker or if you use this card either you have or not, but if you have workers in the Worker Pool then move one of them to Unavailable Pool

3. If i build a pilon/supply depot/zerg building during one of my building orders, can I take advantage of that increased capacity durin the same order (if not then during the same turn?)

These answers relate to the questions from the post immediately above, not the original questions. cool.gif

1. Yes. You got it exactly!

2. You get the +1 HEALTH no matter what. If you have any workers in your worker pool at the time this card is used, then you would move one into the unavailable worker pool at that time. If you don't have any workers in your worker pool, then you still get the health bonus and don't worry about moving any worker since you have none left to move.

3. Since building upgrades and modules being built happens during the build order during the step after units are being built, you can't use the increased capacity during the same build order.

Any other build orders executed from that point on (including during the same turn) will have access to the increased capacity.

sorry, but need help:

zerg queen has ability "spawn broodling". Can be medic is target of this ability or not?

thanx:)

The answer is no, the Medic can not be the target of Spawn Broodling.

Some cards have not changed due to balancing the game. Amongst these cards are Spawn Broodling and Irradiate.

i dont understand why you can build an upgrade to a base on a none active planet. this seems to go against the concept of making a planet active. Step 2 in th ebuild order seems to be incontradiction of this principle. please exlain how this can happen.

Kiousu said:

i dont understand why you can build an upgrade to a base on a none active planet. this seems to go against the concept of making a planet active. Step 2 in th ebuild order seems to be incontradiction of this principle. please exlain how this can happen.

If you really want to know why, you should e-mail the designers. I personally think is because you would've need more than one faction sheet, or a bigger one. That also counts for buildings and modules. Beside this it would take a lot longer to develop and start using some real weponry and then comes the problem regardin resources, in other words the entire game would be outbalanced. But f***, if you really want to build those for every base then just buy the **** video game instead.

*By the way, today i received my broodwar :D :D:D ****in' awsome!

I look all over the forum (i know that this isue was debated somewhere) but i couldn't find (and neither in the rulesbook), in BW can a base be build on an area where only flying units are allowed? In my opinion is kinda NO , but still, i would like some feedback.

Qutory said:

Kiousu said:

I look all over the forum (i know that this isue was debated somewhere) but i couldn't find (and neither in the rulesbook), in BW can a base be build on an area where only flying units are allowed? In my opinion is kinda NO , but still, i would like some feedback.

"Installations and bases (including Terran bases) may never be
constructed, move into, or be present in flying unit limit areas."
(Page 6)

1. I had some argues with my friends so i need to clarify some rules. It involves the zone with a base but no units.

Example:

On a planet with several zones (lets say 3) Player 1 has a base on one of those zones and no units on any. Player 2 wants to move on the zone that contains the base. Can he move his units also in other zones or not? Other way to put this, moving on the zone that contains player's 1 base, means that he is attacking/starting a battle that he automatically wins because there are no units there?

2.1. If a player 1 has moved on player's 2 zone that contains his base (with defense module) can player 3 attack player 1 from an adject planet on that zone if he doesn't hace the other module build to attack directly at the base(sorry, forgot how it is called, "drop ship one") or is player one protected by player's 2 defense module?

2.2. Same as 2.1 scenario but instead of Player's 3 attack is Player's 2. Since Player 2 is the attacker and he attacks player 1 at his own base, is he gaining +1attack against air units from his defense module?

3. Regardin RETREAT event card. We never understood if "retreat your units" is put on singular or plural. So ... example:

Planet with 3 zones. One zone Player's 1 Base, other zone player's 1 units, the third is empty. Player 2 attacks Player 1 from an adject planet. Player 1 uses the RETREAT event card. Player 1 chooses to retreat his units on the other zone that was previously empty. Now, what happens with player 2? Since it says "the battle is cancelled..." he puts his units back on the adject planet as if never happend? or must he retreat and follow the retreat acording to normal rules of retreating but only on the same planet and in such case he must destroy them because no other zone is empty or friendly except the one that player 1 was on before?

Qutory:

1. During Mobilize order, you may move only into one area your any oppotent controls , but you are free to move your units into empty or friendly areas of active planet. Resolving a battle is a last step of resolving that order - when you start a battle, you cannot move anywhere else (unless you retreat or withdraw during battle).

In your example, Player 1 controls only the area containing his base. However, it has no units, so that battle has not to be resolved.

BTW: If you moved a Queen with "Infest Terran CC" tech into area contaning only Terran base, you may infest it, although no skirmishes are solved. However, you cannot use Collateral Damage without playing Combat Cards in skirmish(es).

2. Air Support Module (with all its benefits) is active as long as the base remains in the area - no matter if area is friendly or contested .

2.1. Unless Player 3 has Offensive Module, it cannot transport units into area containig a base.

2.2. Yes, but only Player 2.

3. retreat your units = retreat defending units

RETREAT

Discard at the start of a battle:

The battle is canceled and no cards are drawn. Move all of your unis from the area into one friendly or empty area on the same planet. Units in excess of the unit limit are destroyed.

It means that attacking units do not retreat at all . What's more, some of them exceding area unit limit must be destroyed (the card doesn't explain if it includes all units participating in canceled battle).

BTW: I have never resolved that card in this way - with that last sentence, it makes much more sense to keep it for later.

so, if you use that card you must retreat your units on the same planet and the attacker occupies the zone that you were on?

Qutory said:

so, if you use that card you must retreat your units on the same planet and the attacker occupies the zone that you were on?

Exactly.

But he also cannot move own units then and if he exceeded unit limit during mobilization, he has to destroy some of own units in that area.

Hi everyone. I started playing SCBG with the expansion and I have some questions:

1. I don't understand at all the purpose of the "special order pool" and how it works.

2. When you place a Guard token, does it stay there forever until it is used during the current or any future turns of the game, or is it just limited to the it was played in? Also can you execute more than one defend order in the same planning phase?

3. In the Offensive Module description, it says "..the player simply transports any number of units into an area containing an enemy base..". Does this mean you can literally attack with any number of units regardless of the area unit limit, or it is just saying te word "any" to state the fact that you can use different transports and destroy them all?

4. It is known that a player can voluntarily destroy any of his units and bases except during a battle as stated in the rulebook (page 22). Does this mean that a player can use the first stage of a build order in a base containing his planet to build units/workers/transports, choose to destroy the base, then use the 2nd phase of the order to build a new base on another area of the planet?

5. Is the Recall ability of the arbiter intended to transport only one unit per move order regardless of the number of arbiters you own? (I know a similar question is in the FAQ, but i just wanted to make sure I got this right)

6. What happens when a player's hand is out of combat cards (because of multiple battles) and is being attacked, and doesn't have any abilities which allow him to draw combat cards during defending?

7. Is Collateral damage resolved before splash damage?

8. The last issue is not really a question but a concern about the balance of the game. I notices it is very easy to eliminate your opponent during the first turn if the base containing your base is adjacent to the planet with your enemy's base, especially if you choose to put your transport to get to him and manage to place the move order last so you can attack him first, and you have more starting forces than he does. Is there any way to balance this in the core game (i.e without the defend order)

Sorry for editing this post several times but i keep remembering questions and I wanted them all to be in the same post for future references :D

Thanks a lot!

I just remembered 1 more question:

9. Are you allowed to play more than one Leadership card per stage?