Que: some leadership cards + splash & cloaking...

By artemis8, in StarCraft

Recently I encountered several problems playing BW wxpansion:

1) First two are similar. "Preemptive action" event card and Daggot's cerebrate leadership card [Overmind, 2nd stage] (i.e. possibillity to place one order [out of 5 possible] at the start of planning phase). Which of those two happens first (if both are in play)?

The same problem is with "Unexpected action" and Khala devotee leadership card (Zeratul, 2nd stage). Both operate with placing/changing an order of the last order at the end of planning phase. Which of those two happens later?

2) "Terran civilization" leadership card (Mengsk, 3rd stage) enabling building level 3 building of Factory, Barracks and Straport for free. If playing it, may I play this upgrades even if I do not have adequate level 2 buildings? Or may I only use it on those building, which I already have on level 2?

3) If Tassadar faction plays together with another team and he chooses to play "Warp gate" card, may units of that other team also use the gate or not?

4) Should not the Daggoth cerebrate installation be destroyed only via Dark templars (like in a videogame), being in the same area during the Regrouping phase. Not by collateral damage or presence of other enemy units.

5) Splash and cloaking.

Battle between Terran and Zerg, Zerg is deffender.

Skirmish one: marine (normal comabt card) vs. hydralisk (burrow).

Skirmish two: marine with SV (stimpacks + irradiate) vs hydralisk with support of lurker (normal combat card).

After resolving skirmish one, the hydralisk withdraws to an empty area and the marine survives.

After resolving skirmish two, the marine dies, the hydralisk also dies, the lurker and the SV survive.

And now the question concerning a splash damage (from Irradiate): When the Zerg player chooses a victim for that splash damage, does he choose from both the lurker and the withdrawn hydralisk or may he choose only the lurker, because the withdrawn hydralisk is already in another area?

Thanks for your answers.

1) I would assume first player goes first and then clockwise. The same you do it with the executing of event cards and leadership cards.

2) Up to now we played it like this: You can build them even if you don't have a level 2 of the same type. But before you reach stage III you should have at least a level 3 Factory or Starport so it is not that big deal. But the deal is you can change your strategy from air to ground or vice versa without having to build the expensive buildings. On the other hand you can get two battlecruisers or siege tanks immediately with the other card. Maybe the better deal, because in most of our standard games starcraft don't lasts for long as you reach stage III (1 or 2 turns).

3) Page 42 of the rulebook: "Players may not attack their teammates, nor move into areas controlled by their teammates." For the warpgate you have to be in the area, so it doesn't works.

4) So Terrans would have no option to destroy it...

5) Splash Damage works out in step 8 of battle Sequence "Resolve Splash Damage" Witdrawal is worked out as the unit is destroyed in step 7 "Resolve Skirmishes". So the Hydralisk can't be destroyed by Splash, he already had withdrawn.

1) Interesting. I would say that if more than one player use some abilities "at the start / end of ... phase", they should be resolved clockwise, starting from 1st playeri in this round.

2) Another good question. I think that instructions would be different if this card only leveled up each Terran building by 1, up to 3rd lvl. Considering strengh and stage of this card, it is supposed IMO to help the Mengsk if he had problems before with developing buildings (quite probable, because it isn't a faction rich in resources, comparing its leadership cards with others).

3) In Team Games units of your ally are treated as enemy units, so they would rather destroy Tassadar's Warp Gate.

" - Players may not attack their teammates, nor move into areas controlled by their teammates.

- A player’s teammate’s areas are considered enemy areas for all game purposes"

4) Nice Variant Rule, but really empowering Overmind's installations. But, if both you and your oppotent think it's too easy to lose them... why not? :P

5) "Destroyed" cloaking units withdraw (not: retreat) instead being defeated, just before triggered Splash Damage cards are resolved. But, if cloaked units "survives" its skirmish and doesn't withdraw, it remains on the battlefield and may be destroyed by splash.

So, in your example only Lurker can be destroyed with Irradiate.

I agree with all the posts. But just as a reminder for your first question :

In a battle, if two abilities happen at the same time, the attacker goes first and then the defender.

There's no precision outside a battle but the arguement "first player then clockwise" makes sense.

For your last question, here's more points:

A cloaked unit that withdraws does so before Splash damage is resolved.

A cloaked unit is a possible target for splash damage if it didn't retreat just before; and it would die, not withdraw.

Thanks for clarification and nice explanation concerning cloaking, withdrawal and splash.

Strange, it did not strike me that a clockwise order (starting with the first player) in resolving several situations occuring in the same time might be used also in the start/end of planning phase happy.gif