|
Alan Castell
Canada Winnipeg Manitoba
-
1)Swarm and Fortress can't be used as a defensive move against a die in skirmish. What I mean is that if the opponent roles an attack die against one of my dice, I can't respond to this using my fortress against his skirmish die. From the descriptions in the rules you must use a swarm/skirmish against dice in the battle area. Why this is confusing is that the rules themselves talk about how you can roll dice against those in the skirmish zone, or against the dice targeted by a dice in the skirmish zone.
2)Regen can only be used as part of your offensive skirmish, and must be the first dice, not as a skirmish 2. This makes sense to me based on the face that your opponent can't target your die in limbo so a die in limbo can't really be a target dice.
Thanks.
-
Stephan Rothschuh
Germany Munich
-
1) With Swarm and Fortress you CAN react as the defensive player, but it depends on what the offensive player does with his first skirmish die.
a) The offensive player targets one of your dice. In this case you cannot react with a Swarm or a Fortress. (But Swarm and Fortress are not unique in this way. Many dice types have limitations on what they can target and when they can be used. For example, if the offensive player targets one of your attack dice with a Ballistic, you cannot react with a Barrier.)
b) If the offensive player targets one of his own attack or defense dice with his first skirmish die, you can react with a Fortress or Swarm, respectively.
2) Correct. Regeneration can only be used as a first skirmish die by the offensive player.
Much of the strategy in Irondie lies in which dice to keep for the skirmish phase and which dice to use on what targets when you are the offensive player.
-
Alan Castell
Canada Winnipeg Manitoba
-
Thanks.
That is what I kind of thought. Trying to put some video together to explain the game in simpler terms than the rules do. Know what a difference the game was once I was shown a few turns, the same for everyone that I have shown. Really like the game and can see a lot more potential with people buying more dice due to customizing their set. Little things like that could be clarified by some examples like you gave. That is the best type of manual. Ones that have example turns with pictures. In this day and age there is no excuse for a bad manual.
-
Stephan Rothschuh
Germany Munich
-
While the rulebook may not be ideal, there are the compact rules, which, now that I think of it, should better be renamed to quick start rules or something to that effect. Judging from your posts I take it that you have not read them. They do exactly what you ask for: give a step-by-step walk through of a few example turns.
-
|
|