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TimW last won the day on March 20

TimW had the most liked content!

About TimW

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    Star Player
  • Birthday May 6

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    : Adelaide, Oz
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    Guild Ball, Malifaux, Android Netrunner, Star Wars Armada, X-Wing Miniatures, Wolsung, Carnevale, lots more!

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  1. Charge through melee zone

    Yes that's fine. You cannot initiate a charge if you are engaged by an enemy model (or charge an enemy model that you are already engaging), but you can cross through an enemy model's engagement zone to charge another enemy model. As you say, you will will be subject to a Parting Blow as you leave the first model's engagement zone. Cheers
  2. Correctly answered. The wording on Counter Charge is "...if this model is not engaged it may immediately..." Cheers
  3. Yes this is correct. A model can use Run the Length after scoring a goal, and if it has Second Wind can then make a Jog. This is covered in the collected clarifications thread, under 'Second Wind'. Cheers
  4. Yep spot on. The MOV penalty from burning only applies if you are suffering the condition when you start an Advance, or gain it during an Advance. Clearing it before advancing means no movement penalty. Cheers
  5. In Scenario 1, if the target is not within the charging model's melee range after the advance (e.g. after Unpredictable Movement), the charge attack is lost. If the model can get back within melee range (e.g. Where'd They Go), it may make further Attacks but must spend Influence to do so. In Scenario 2, the target of a Charge cannot be changed once declared, so if the charge target has left the melee zone, the charge attack is lost. Further attacks can be made against models within melee range, but they are new attacks and Influence must be spent. Cheers
  6. Interception

    Correct. Cheers
  7. Goad

    Effects with the same name (e.g. Goad) cannot stack, so the more recently applied Goad would override the previously applied Goad. Cheers
  8. Return model on clock

    See the Organised Play document, 'Use of Timing Devices', and 'Maintenance Phase' in the rulebook. The clock is paused for step (a) and step (b) of the Maintenance Phase, which are resolve Condition Damage and assign Icy Sponge tokens. The clock is restarted from step (c) of the Maintenance Phase, which is where you return models to the Pitch. Cheers
  9. Markers

    I place such tokens/markers after the effect has been used. For me, this just keeps the method consistent with using e.g. Poison tokens or Knocked Down tokens to show the effect. Some of the official tokens actually have 'used' in the wording, e.g. "Dodge Used". However, there's no reason you couldn't do it the way you suggest, the important thing is that you have some way of representing the various effects, and that you and your opponent are both clear and agree on the way the tokens/markers will be used during your game. Cheers
  10. How many times can you move?

    It is covered under the Movement section of the rulebook (page 13 in the Season III hard-back). Reposiitoning and Additional Advances are also discussed there. Cheers
  11. How many times can you move?

    As MechMage says, each model gets one "Standard Advance" each activation. Cheers
  12. Each model* on your team must take an activation once per turn, whether they have Influence allocated to them or not. Cheers *With the notable exception of Memory
  13. Greede

    Greede remains attached to Avarisse until Avarisse is able to return to the Pitch, and Detach Greede during their activaiton. Cheers
  14. Second Wind

    Goad applies to any Advance, so includes the additional Advance granted by Second Wind. Cheers