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Post by manyslayer on Aug 22, 2020 3:28:00 GMT
A few question on Deathball.
- Can a coach point be spent to reroll a rerolled die? I assume so since you can coach point an opponent's die.
- Under the Pushed result: This ends the model's activation immediately. This could be read that if you push an enemy model your turn ends but if you get another result (Knocked Out or Stunned) you can take remaining actions? I think it is in reference to an acting model being pushed and losing the ball, but wanted to clarify.
Thanks
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Post by onepagerules on Aug 22, 2020 11:26:08 GMT
Hmmm... usually I would limit the amount of re-rolls, simply to avoid the games from getting stale, but it does make sense that both players should have a say in it. Maybe you can play it so that if one coach once to re-roll a die, and the other one as well, then they both spend their coach point and they cancel each other out.
It's assumed that if the model is stunned or knocked out their activation ends, so we added that line just to clarify that pushed results also end the activation.
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Post by manyslayer on Aug 22, 2020 13:18:11 GMT
Thanks anon.
I can see that if a model is KOed its activation would end, but I don't see where it says a stunned model's activation ends. I always assumed if they had activations left they could scramble back to their feet.
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Post by forficule on Feb 27, 2022 11:37:48 GMT
Hello there. I've got a deathball question. A game last for 60 turns. Are they units activation turns or player turns ? My go will be 60 units activations per game. Thanks.
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Post by forficule on Feb 27, 2022 12:42:00 GMT
Hello, another quick question. When a unit moves out 1’’ of an opponent, this opponent gets a free attack, this is a free action. Is it a free action when a unit picks up the ball after a throw that lands in its 1’’ ? Thanks.
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Post by manyslayer on Mar 19, 2023 19:20:46 GMT
Hello there. I've got a deathball question. A game last for 60 turns. Are they units activation turns or player turns ? My go will be 60 units activations per game. Thanks. It's player turns. That sounds like a lot but between not getting to activate everyone (2 or more failures on an activation roll) and the small number of models it really does go pretty fast.
I made a deck of cards to track (and also incorporate the random events) the turns as played.
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