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Author Topic: Strange Aeons FAQ  (Read 130129 times)

Offline Litebrite

  • Scientist
  • Posts: 273
Re: Strange Aeons FAQ
« Reply #120 on: February 18, 2016, 02:35:52 AM »
Thanks UM. Just as I thought.

Lembit

Offline jasper

  • Bookworm
  • Posts: 88
Re: Strange Aeons FAQ
« Reply #121 on: February 23, 2016, 07:20:33 PM »
Regarding the solo deck.

"On each Lurker Turn, you will draw a number of Action Cards equal to the number of Nominations the Lurker force is entitled to".

Does this mean that is there is 1 lurker with the command skill in the lurker force, I will draw 3 cards?

Offline Basement Dweller

  • Librarian
  • Posts: 163
Re: Strange Aeons FAQ
« Reply #122 on: February 24, 2016, 11:59:03 PM »
Hi Jasper,

Yes, that is correct.

Let us know if you have any other questions.
leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg

Offline jasper

  • Bookworm
  • Posts: 88
Re: Strange Aeons FAQ
« Reply #123 on: March 20, 2016, 10:37:01 AM »
Question about a turn.

You start with close combat
Then upkeep
Then nominations team 1
Then actions team 1

What happens then?
A) nominations team 2
B) start of a new turn with cc, upkeep and then nominations and actions team 2?

A played using option A sofar

Offline Malebolgia

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Re: Strange Aeons FAQ
« Reply #124 on: March 20, 2016, 10:47:21 AM »
Yes, option A
“What use was time to those who'd soon achieve Digital Immortality?”

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #125 on: March 20, 2016, 04:10:23 PM »
Think of it as a bit like chess and you are on the right track.
 
Play passes back and forth between players with each turn being the movement of one piece. However pieces with Command, Lieutenant or similar abilities get to nominate other pieces during their turn.

Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline Grumbling Grognard

  • Scientist
  • Posts: 244
Re: Strange Aeons FAQ
« Reply #126 on: March 21, 2016, 02:05:31 AM »
Well, screw me.   I've been playing it as "B".

Hmmm...I am not sure I don't like it better that way.  Close combat resolves much faster this way.   ::)

Scott
Scott Clinton
(aka The Grumbling Grognard)

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #127 on: March 21, 2016, 02:17:00 AM »
Lets not get derailed! You are both in the ballpark, and I should have paid closer attention, but 'B' is technically right.

At the start of any turn models in base-to-base contact must fight a round of close combat. Then any upkeep for fire, poison or psychology stuff is dealt with. Then nominations can happen...



« Last Edit: March 21, 2016, 02:22:50 AM by Mr. Peabody »

Offline Malebolgia

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Re: Strange Aeons FAQ
« Reply #128 on: March 21, 2016, 10:24:55 AM »
Disagree there with you Mr. Peabody...

Quote
1. resolve combats
Models that begin the Turn in base-to-base with an enemy (usually due to a drawn combat on the previous Turn) must always fight a round of Close Combat with their opponent(s) before the rest of the Turn may proceed. See the Charge Actions section for details of how combat is undertaken.

Quote
3. nominations
On each player’s Turn, they will choose one model to Nominate.

Note the underlined text. I see a difference between THE turn and a PLAYER'S turn. IMO Each turn is divided into the player's turns. Therefore you do combats only once and not before each player nomintes his models.
At least, that is how I played it ever since the first rulebook was released :D.

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #129 on: March 21, 2016, 04:32:23 PM »
I don't want to suggest you change what has been fun & has been working for you.

But when Uncle Mike has run demo games out here, each player's turn has always begun with resolving any close combats for models in contact.




Offline Grumbling Grognard

  • Scientist
  • Posts: 244
Re: Strange Aeons FAQ
« Reply #130 on: March 21, 2016, 08:08:44 PM »
I don't want to suggest you change what has been fun & has been working for you.

But when Uncle Mike has run demo games out here, each player's turn has always begun with resolving any close combats for models in contact.

That is cool.  And, as much as "Uncle Mike" is one of my two favorite Uncles (okay...I only have one 'real' uncle left these days so you got me there....   ;)  ); I had no intention of changing the way we play, regardless.   8)

IMHO, the other way, with only one CC per/turn would make CC too slow and (again IMO) would give a distinct advantage to one player over the other, as the order that the players move in the turn never changes (i.e. the player moving second would have an edge IMO).

My over-valued 2 cents,
Scott

Offline Malebolgia

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Re: Strange Aeons FAQ
« Reply #131 on: March 21, 2016, 08:54:36 PM »
If Mike explains it that way, then that's the way it is! 8)
Hmmm, don't know whether I like it that way honestly. Close combat is quite powerful and this way even more. Thank god I never played it this way in the first edition with the Werewolf...:D. That thing was a MONSTER without the extra edge ;)
But good to know!

Offline Grumbling Grognard

  • Scientist
  • Posts: 244
Re: Strange Aeons FAQ
« Reply #132 on: March 22, 2016, 01:58:47 AM »
<smack!>  o_o

I just realized WHY I have always played this way.  My favorite skill "Jump Up" clearly says that it is used only in the player's turn.  That would require two close combats per turn...  I just never thought it out before.

Jump Up
Never long off your feet; it’s a good way to keep alive. At the beginning of each of its Turns, prior to resolving combats, this model may take a free Change State Action.


Scott

Offline Uncle Mike

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    • Strange Aeons
Re: Strange Aeons FAQ
« Reply #133 on: March 23, 2016, 03:44:35 AM »
B is correct.  :)

Offline jasper

  • Bookworm
  • Posts: 88
Re: Strange Aeons FAQ
« Reply #134 on: March 23, 2016, 06:27:37 AM »
B is correct.  :)

Tnx Mike, so even more close combat action ;-)

 

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