At about 21 mins, playing Muskrat... Joe abilities happen when you play them. So you pick a vehicle and assign Muskrat, as soon as you do that roll 5 dice. Those "hits" are bonus hits, they are automatic and not "star results". Then, assign any other Joes, Gear, etc. Then roll your dice and add your "hits" to your "star results" to determine success. If Muskrats 5 bonus hits give you enough hits in total, you don't need to add in any more Joes. Muskrat is almost always a must buy, he can really give you some flexibility in assigning who is going on a mission, holding a Joe back for a complication.
I just got this game and your videos are great and explain the rules really well. I didn't realize the rifles were an always available pile you could draw from for instance. I look forward to playing it.
For the vehicle terrain bonus, here's a ruling from one of the lead play testers: "The icon is a terrain bonus. It means exactly the same thing when used on a vehicle or on a Joe. If Ace goes on an Air mission, he gets +1 Wild skill. If Deep Six goes on a Sea mission, he gets +2 wild skill. This is regardless of the transport used, but if the vehicle also has a terrain bonus matching the mission, it would also apply (e.g., Ace in the Skystriker on an Air Mission would get a total of +4 Wild skill)."
Oh! Thank you so much! That makes a *lot* of sense and sounds much simpler. The icon applies a global effect to all legal objects. Easy. You're pretty good with Renegade's rules. :3 How would you feel about -joining- leading the space program? ^^
So they confirmed (via expansions) that for Flint's skill to trigger, you need 3 vehicles in the hanger prior to the mission. The vehicle is pulled out of the hanger first, then you assign Joes. Solid playthrough.
on the comms card. As it says target teammate, not sure you can target yourself. Think in solo it can only be used to clear cards and keep the drafting row moving (though I am really really hoping I am wrong)
@@TheMeepleMarathon am still a noob and trying to learn the game properly, but will confess the rule book isn't all that helpful and a few triggers seem very confusing at times
Also - for joe effects, I thought that happens after missions, not sure flint would trigger until after? (But I could so be wrong on that as there is a bit that has me confused after a few play throughs myself)
That I am also unclear on, as I stated in the video, does the vehicle I am getting ready to use on the mission count towards the "2". Renegade definitely needs to come out with an Official FAQ for the game.
@ 38:43 Do you not need a vehicle for side missions? Are vehicles optional? (so you could send as many JOEs as you wanted on a mission without vehicle occupancy limitations?) :3
Great video, and ya hit the nail on the head about the rulebook, it is very poor. Am still in the beginning but a quick question- no player could have more then 1 prec strike. Is that different for solo?
No player can have more than 2 and I could not see anywhere in the rulebook that stated it was different for Solo. Good news is that there does not appear to be any penalty for another one popping up. You just discard it.
@ 43:14 Wait. So if you screw up and draw what you *just loaded* and then forgot you can just put it back? HOW?? If you are *ostensibly teaching* the rules it kinda' helps if YOU actually follow them. This stuff is confusing enough without you sacrificing accurate information to your damned EGO! >.< "Gross."
At about 21 mins, playing Muskrat... Joe abilities happen when you play them. So you pick a vehicle and assign Muskrat, as soon as you do that roll 5 dice. Those "hits" are bonus hits, they are automatic and not "star results". Then, assign any other Joes, Gear, etc. Then roll your dice and add your "hits" to your "star results" to determine success.
If Muskrats 5 bonus hits give you enough hits in total, you don't need to add in any more Joes.
Muskrat is almost always a must buy, he can really give you some flexibility in assigning who is going on a mission, holding a Joe back for a complication.
I just got this game and your videos are great and explain the rules really well. I didn't realize the rifles were an always available pile you could draw from for instance. I look forward to playing it.
For the vehicle terrain bonus, here's a ruling from one of the lead play testers:
"The icon is a terrain bonus. It means exactly the same thing when used on a vehicle or on a Joe. If Ace goes on an Air mission, he gets +1 Wild skill. If Deep Six goes on a Sea mission, he gets +2 wild skill. This is regardless of the transport used, but if the vehicle also has a terrain bonus matching the mission, it would also apply (e.g., Ace in the Skystriker on an Air Mission would get a total of +4 Wild skill)."
Thanks. That makes the game a little easier.
Oh! Thank you so much! That makes a *lot* of sense and sounds much simpler. The icon applies a global effect to all legal objects. Easy. You're pretty good with Renegade's rules. :3
How would you feel about -joining- leading the space program? ^^
So they confirmed (via expansions) that for Flint's skill to trigger, you need 3 vehicles in the hanger prior to the mission. The vehicle is pulled out of the hanger first, then you assign Joes.
Solid playthrough.
I think it would really help if they sold a good playmat or at least included a couple of boards in the box to show where all of the stacks are.
I made one with a large sheet of paper from a sketch pad
@@KLeger-iq3so I'll probably end up doing the same.
@@KLeger-iq3so Do it yourself Pit? xD
on the comms card. As it says target teammate, not sure you can target yourself. Think in solo it can only be used to clear cards and keep the drafting row moving (though I am really really hoping I am wrong)
I believe there is a forum on BGG where a designer confirmed that "Target Teammate" can be yourself.
@@TheMeepleMarathon will need to hunt that down, saw that discussion but didn't see the dev response, which would be awesome
@@TheMeepleMarathon am still a noob and trying to learn the game properly, but will confess the rule book isn't all that helpful and a few triggers seem very confusing at times
@@TheMeepleMarathon Thank you for that clarification, it could be a game saver! :D
Also - for joe effects, I thought that happens after missions, not sure flint would trigger until after? (But I could so be wrong on that as there is a bit that has me confused after a few play throughs myself)
That I am also unclear on, as I stated in the video, does the vehicle I am getting ready to use on the mission count towards the "2". Renegade definitely needs to come out with an Official FAQ for the game.
@@TheMeepleMarathon ps- really did love the video and appreciate the play through
@ 38:43 Do you not need a vehicle for side missions? Are vehicles optional? (so you could send as many JOEs as you wanted on a mission without vehicle occupancy limitations?) :3
Great video, and ya hit the nail on the head about the rulebook, it is very poor.
Am still in the beginning but a quick question- no player could have more then 1 prec strike. Is that different for solo?
No player can have more than 2 and I could not see anywhere in the rulebook that stated it was different for Solo. Good news is that there does not appear to be any penalty for another one popping up. You just discard it.
@ 30:53 Would you still get the +2 Wild dice if Deep Six were still assigned to the W.H.A.L.E. but *not* on a mission with the Ship icon please?
Did you forget to add a Cobra Batallion at the end of the round when threat was in the middle?
It’s a very real possibility.
Speak louder
@ 43:14 Wait. So if you screw up and draw what you *just loaded* and then forgot you can just put it back? HOW?? If you are *ostensibly teaching* the rules it kinda' helps if YOU actually follow them. This stuff is confusing enough without you sacrificing accurate information to your damned EGO! >.< "Gross."