| | | | | You are not authorized to post a reply. |
| | Author | Messages | |
 Vrecknidj Warlord
 9947 Posts


 United States
 | | 07/02/2006 10:00 AM |
| So, I've started looking at the rules now that I've seen the game played at Origins.
I notice that enemy creatures destroyed during the first player’s action phases get deathblows, but that the reverse isn't true. This is an interesting strategic issue, and wonder if anyone has any comments on it.
Second, can this work in a chain? Let's say there's a pile of critters in a cell. If player 1 kills player 2's piece A, then piece A gets a deathblow. If, on its deathblow, it kills player 1's piece B, does B get a deathblow? Does it matter whether piece B was the piece that killed piece A?
Must watch more games to see how this all works.
Dave | | Knowledge Arcana editor issues 5-9, Phoenix Lore Magazine editor, assistant editor for Rite Publishing; My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right! | |
|  Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 07/02/2006 11:11 AM |
| A player can only get deathblows when the their opponent wins initiative and is in one of their action phases. So, in your example, their is no chain. Player 1 uses phase 1 to attack. They kill a unit. That unit gets its deathblow. In deathblows, blades count as misses. Also, if Player 1 kills 2 units at the same time (in the same section of the map), both those units get deathblows.
Note that there are other times when units can die. Some units can spend spawn points to attack in the spawn phase. Units killed then, don't get deathblows, because no activations have occured yet. The same goes for units killed during the 2nd players action phases - they have already activated and don't get a deathblow.
Also interesting, if combat hasn't been resolved in a particular cell, creatures who are fighting in one cell can be moved into that cell due to blade abilities. These units can attack again. That kind of breaks the activation rule, but makes for some very interesting strategies. | | | |
| Balduran I Sergeant
 404 Posts




 | | 07/02/2006 11:14 AM |
| The question is simple: no, there is no 'return deathblow,' no chaining. Player 2 (the player who lost initiative) figures are the only ones to get deathblows, and those only in certain circumstances.
The reason for the mechanic is straightforward - it lessens the advantage to going first. Not that it is always an advantage. Going 2nd is often better to win the turn. But with 2 action phases, declaring a Strike followed by another Strike when there are a couple of cells heavily contested can see multiple figs in the graveyard. Having that happen by virtue of winning the init, with no recourse for player 2, was seen as unbalancing in play. So Deathblow was created. | | | |
|  Vrecknidj Warlord
 9947 Posts


 United States
 | | striderlotr Commander
 3370 Posts




 | | 07/09/2006 10:02 PM |
| | The thing with deathblows is that the blades don't count... except as a miss, so then you really need to roll well. I found that deathblows aside, going second late in the game was much better then going first. Going second allows for deathblows sure, but it also allows you to respond to you opponent and react to keep them from winning. Initiative is not always a great thing to win late in the game. | | Sean Banks Champion of Elementals Official Organizer Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event | |
| Liquidburn Sergeant
 944 Posts




 | | 07/09/2006 11:41 PM |
| | I have played a couple games now and have to say, the deathblow thing is cool. It can make losing init not so bad. | | Jason Slingerland
"Why do I have to be Mr. Pink?" | |
|
| | You are not authorized to post a reply. |
|
| |
ActiveForums 3.7 | You must be signed in to participate in the
games. | |
| | |
|