bacon
Junior Strategist
Posts: 134
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Post by bacon on Jan 2, 2019 16:50:20 GMT
Yes. According to warroom what happens is you need to activate the officer early and declare you are using grapeshot. Until after the officer's next activation models in her unit that are in her control range get the spray. Interestingly since it says it lasts until the end of the officer's next activation you can basically get it for 2 turns as long as the officer activates later the turn after you use the minifeat.
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Post by michael on Jan 2, 2019 19:10:41 GMT
A hand size of 1 is laughably detrimental in Company of Iron. You should have been able to outfox him with a lot of battle plans and rerolls and whatnot. I haven’t found Stealth that strong in CoI, because the 8” ranged attack penalty, and copious LOS-blocking terrain, tend toward close-range firefights and melee engagement pretty quickly.
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Zaku
Junior Strategist
Posts: 224
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Post by Zaku on Jan 2, 2019 20:54:34 GMT
Can the WGI officer give the unit sprays in COI? Yes, but to make it so there is a decent chance of hitting ANYTHING, it essentially requires Joe to go first, hand out a buff, the officer to go, and than the troopers. With the Trencher Commandos. They already have better stats (especially with Finn nearby), and every one of them has a grenade. I tried activating the officer and troopers before Joe a few times so that the Commandos wouldn't be able to scurry away, or strike first... But with needing 8's to hit... It didn't work out so hot.
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Post by michael on Jan 2, 2019 22:34:00 GMT
Can the WGI officer give the unit sprays in COI? Yes, but to make it so there is a decent chance of hitting ANYTHING, it essentially requires Joe to go first, hand out a buff, the officer to go, and than the troopers. With the Trencher Commandos. They already have better stats (especially with Finn nearby), and every one of them has a grenade. I tried activating the officer and troopers before Joe a few times so that the Commandos wouldn't be able to scurry away, or strike first... But with needing 8's to hit... It didn't work out so hot. So, Joe's speeches work for a full round, just like everything else. So you can set up Joe's to-hit speech like almost two full rounds beforehand.
Also, I'm pretty sure the Officer doesn't have to issue the Grapeshot order in CoI, but I haven't used a minifeat unit in a while, and I'm too lazy to look it up right now, so maybe I am wrong.
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Zaku
Junior Strategist
Posts: 224
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Post by Zaku on Jan 3, 2019 0:07:31 GMT
Yes, but to make it so there is a decent chance of hitting ANYTHING, it essentially requires Joe to go first, hand out a buff, the officer to go, and than the troopers. With the Trencher Commandos. They already have better stats (especially with Finn nearby), and every one of them has a grenade. I tried activating the officer and troopers before Joe a few times so that the Commandos wouldn't be able to scurry away, or strike first... But with needing 8's to hit... It didn't work out so hot. So, Joe's speeches work for a full round, just like everything else. So you can set up Joe's to-hit speech like almost two full rounds beforehand.
Also, I'm pretty sure the Officer doesn't have to issue the Grapeshot order in CoI, but I haven't used a minifeat unit in a while, and I'm too lazy to look it up right now, so maybe I am wrong. Interesting, we didn't realize that the way the full round abilities don't end until the next activation for that model. Ugh, that horrifies me. Two rounds of Trencher Commandos fighting at MAT 10 RAT 9 when near Maxwell under their mini-feat...
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Post by michael on Jan 3, 2019 20:56:47 GMT
So, Joe's speeches work for a full round, just like everything else. So you can set up Joe's to-hit speech like almost two full rounds beforehand.
Also, I'm pretty sure the Officer doesn't have to issue the Grapeshot order in CoI, but I haven't used a minifeat unit in a while, and I'm too lazy to look it up right now, so maybe I am wrong. Interesting, we didn't realize that the way the full round abilities don't end until the next activation for that model. Ugh, that horrifies me. Two rounds of Trencher Commandos fighting at MAT 10 RAT 9 when near Maxwell under their mini-feat... You should be able to overcome that with your tremendous card advantage. Such combos are usually not as bad in practice as they sound on paper. You’re playing with an appropriate amount of CoI-recommended terrain, right?
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Zaku
Junior Strategist
Posts: 224
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Post by Zaku on Jan 3, 2019 21:45:10 GMT
Interesting, we didn't realize that the way the full round abilities don't end until the next activation for that model. Ugh, that horrifies me. Two rounds of Trencher Commandos fighting at MAT 10 RAT 9 when near Maxwell under their mini-feat... You should be able to overcome that with your tremendous card advantage. Such combos are usually not as bad in practice as they sound on paper. You’re playing with an appropriate amount of CoI-recommended terrain, right? Oh yeah, we are playing with a very hefty terrain setup. One thing I haven't noticed though, is are we each supposed to have our own deck of cards, or do we share one? Because we have been sharing, and could that be affecting how frequently I draw, or don't draw the cards that allow me to ignore Stealth?
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Post by michael on Jan 3, 2019 21:55:09 GMT
You should be able to overcome that with your tremendous card advantage. Such combos are usually not as bad in practice as they sound on paper. You’re playing with an appropriate amount of CoI-recommended terrain, right? Oh yeah, we are playing with a very hefty terrain setup. One thing I haven't noticed though, is are we each supposed to have our own deck of cards, or do we share one? Because we have been sharing, and could that be affecting how frequently I draw, or don't draw the cards that allow me to ignore Stealth? Players share a single deck. I don’t remember offhand how many anti-Stealth cards there are, but you should have rerolls and movement shenanigans in plenty. You don’t share commander upgrades, though, just the deck itself. (Unless I have been doing something terribly wrong! Hah.)
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Post by Azahul on Jan 3, 2019 22:57:06 GMT
If your opponent is drawing one card a turn then there's a pretty marginal difference between sharing a deck and not, at least from your perspective.
In my experience though, over the course of the game your hand size difference should really show itself in terms of Rerolls and Recover cards. Using those two to stifle your opponent's capacity to do work is a big deal. If you have a hand with, say, two Recover cards and a reroll, your opponents Mat 10 attacks will still likely need to make five "kills" before you ever take a model off the table. Smart play, like trying to engage the opponent in small piecemeal skirmishes to prevent him from bringing the full might of his list against yours in a single round, can mean that it's unlikely that he'll be able to bring more attacks than that to bear. The more drawn out the engagement the more heavily it favours you and your increased hand size.
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Post by michael on Jan 4, 2019 3:35:51 GMT
(I checked; there was only one card that explicitly removes Stealth, but there were so many cards that could have totally flipped that sort of engagement...)
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Post by Soul Samurai on Jan 4, 2019 6:03:59 GMT
I think I heard that you can either share a card deck or use one each, either way is fine?
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Zaku
Junior Strategist
Posts: 224
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Post by Zaku on Jan 4, 2019 6:51:56 GMT
If your opponent is drawing one card a turn then there's a pretty marginal difference between sharing a deck and not, at least from your perspective. In my experience though, over the course of the game your hand size difference should really show itself in terms of Rerolls and Recover cards. Using those two to stifle your opponent's capacity to do work is a big deal. If you have a hand with, say, two Recover cards and a reroll, your opponents Mat 10 attacks will still likely need to make five "kills" before you ever take a model off the table. Smart play, like trying to engage the opponent in small piecemeal skirmishes to prevent him from bringing the full might of his list against yours in a single round, can mean that it's unlikely that he'll be able to bring more attacks than that to bear. The more drawn out the engagement the more heavily it favours you and your increased hand size. Gotcha. And how many cards can you use for their secondary effects a turn? I know you can only play one Command Card per turn unless you have an ability thst says otherwise, but say I still have 4 cards in my hand that can be used for Boosts or a Reroll, can I use all or just one of them?
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Post by Azahul on Jan 4, 2019 7:11:22 GMT
There's no limitations on assets. Obviously a roll can only be boosted once, but you can play three additional dice cards and a boost to the one roll and then reroll it as many times as you have reroll cards if you somehow roll too low on those 6 dice.
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Zaku
Junior Strategist
Posts: 224
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Post by Zaku on Jan 4, 2019 7:51:33 GMT
There's no limitations on assets. Obviously a roll can only be boosted once, but you can play three additional dice cards and a boost to the one roll and then reroll it as many times as you have reroll cards if you somehow roll too low on those 6 dice. Well that... That changes everything haha.
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Post by michael on Jan 4, 2019 17:53:00 GMT
I think I heard that you can either share a card deck or use one each, either way is fine? The rules are not explicit, but the intention (based upon: asking Oz directly in person, and the fact that the Company of Iron box only contains one deck) is that players share the same deck. That gives a risk/reward aspect of “do I hold onto this awesome card that I don’t want my opponent to get?” and so forth.
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