INFORMANT Palanite Enforcers Play this during the pre-battle sequence, during step 8: Deployment Nominate one fighter from your opponent's starting crew. You may remove this fighter and redeploy them as you wish, following the normal deployment rules for the scenario being played. I think he's cheating a little, the goliath should have been deployed in his respective deployment zone.
I think you messed up the Stimmer's number of attacks. It should be 8 attacks on the charge - your Attacks characteristic is doubled because of Paired. +1 for charging.+1 for having an additional hand weapon. On the converse side, the Stimmer should only be rolling 4 dice for reaction attacks, since Paired only doubles your attacks on the charge. 3 Base, +1 for an additional hand weapon.
Thanks for letting us know - I will let the guys know. Still would have mushed my gang up I think but always best to play it right. Wow stimmers are horrible on the charge then
INFORMANT
Palanite Enforcers
Play this during the pre-battle sequence, during step 8: Deployment
Nominate one fighter from your opponent's starting crew. You may remove this fighter and redeploy them as you wish, following the normal deployment rules for the scenario being played. I think he's cheating a little, the goliath should have been deployed in his respective deployment zone.
Rob the swine. I'll get him for this 😎
Oh man - that tactics card right at the start - hat a scene!
Tom is still talking about this and how the redeemer is coming to save him
" The Doomed Brethren" you might want to consider a name change. Lol. Great game
Tom always delivers on a theme. This time it's dying for the Emperor
Sound tactics, shit dice meets unsound tactics, amazing dice
🤣🤣🤣
I think you messed up the Stimmer's number of attacks. It should be 8 attacks on the charge - your Attacks characteristic is doubled because of Paired. +1 for charging.+1 for having an additional hand weapon.
On the converse side, the Stimmer should only be rolling 4 dice for reaction attacks, since Paired only doubles your attacks on the charge. 3 Base, +1 for an additional hand weapon.
Thanks for letting us know - I will let the guys know. Still would have mushed my gang up I think but always best to play it right.
Wow stimmers are horrible on the charge then
Quick Question, Where did you get those custom injury dice? Also great game guys.
One for Rob let me ask him
Hail all
Hail all except informants
Do you need to roll a nerve check for every fighter if they’re within range of their leader?
The bottle check can use the leaders stat within 12" but I think the nerve check is done for everyone within 3" of the downed fighter.
We think Rob is correct here but let us know if not
@@robhacker8882 Yep you’re right. Think I’ve been used to using Inspirational or something 😅