Search found 21 matches

by Longshanx
Tue Mar 03, 2015 6:12 am
Forum: Fightin' Fungi Playtest
Topic: Dashing
Replies: 10
Views: 16235

Re: Dashing

I like dashing more in FiFu, it gives you a free action - but only to make a powerfull attack. Also, this action may be used to make an attack when spending the last action to engage the enemy. In my pow, it can be used to represent a thrusting spear, a fierce character, shock cavalry.... the option...
by Longshanx
Sat Feb 28, 2015 9:11 pm
Forum: Fightin' Fungi Playtest
Topic: Skirmish Grail Playtest
Replies: 0
Views: 5653

Skirmish Grail Playtest

A new game report on my blog. With some additional restrictions (max 2xLong, LoS, adjacent to failing or not engaged at all) I liked how the reactions worked - they became rather a spice than a bread and butter of the game. The change of rules for shield and armour was definitely for the better - th...
by Longshanx
Fri Feb 27, 2015 4:52 pm
Forum: Fightin' Fungi Playtest
Topic: Reactions and Turnover
Replies: 20
Views: 27906

Re: Reactions and Turnover

Yesterday we played another game, and we let the other player decide, whether he wanted to try reacting with two dice or triggering a turnover -we mostly triggered turnover, but that may have been dependent on scenario, terrain and below rules. We also limited the reactions to 2x long, LoS and uneng...
by Longshanx
Wed Feb 25, 2015 6:34 pm
Forum: Fightin' Fungi Playtest
Topic: proposed Campaign XP rules
Replies: 13
Views: 18829

Re: proposed Campaign XP rules

So, no wounds in FiFu?
by Longshanx
Sat Feb 21, 2015 6:10 am
Forum: Fightin' Fungi Playtest
Topic: Reaction Restrictions
Replies: 16
Views: 22061

Re: Reaction Restrictions

Jcrozier: I fully agree with your middle paragraph. Regarding the rest, though, this way would just pile more severe and more punishment on a player that fails his activation.
by Longshanx
Fri Feb 20, 2015 4:06 pm
Forum: Fightin' Fungi Playtest
Topic: Reaction Restrictions
Replies: 16
Views: 22061

Re: Reaction Restrictions

...and the model must not be engaged (except with the acting model). Yes, that's more or less what I've meant.

However, I don't think that units should react.

My last playtest: http://skirmishgrail.blogspot.com
by Longshanx
Fri Feb 20, 2015 5:03 am
Forum: Fightin' Fungi Playtest
Topic: Reaction Restrictions
Replies: 16
Views: 22061

Re: Reaction Restrictions

I don't need it easier - I want it to make sense. Good example: My crossbowman reacts to a 1 in 2 failure of opponent's cbow who hasn't loaded yet, and sends a bolt in his general direction, forcing him to recoil and therefore lose his chance to reload. Bad example: Quite unimportant trooper fails t...
by Longshanx
Thu Feb 19, 2015 9:30 pm
Forum: Fightin' Fungi Playtest
Topic: Reaction Restrictions
Replies: 16
Views: 22061

Reaction Restrictions

Hi all, I'm glad that reactions are going to be added to SoBH! However, I've just played my first game with reactions (btw., we used variant 2) - and I feel they need to be more restricted. I know it adds more text to the rules, but if you fail on one side of the table, something on the other side c...
by Longshanx
Wed Feb 18, 2015 8:02 pm
Forum: Fightin' Fungi Playtest
Topic: Reactions and Turnover
Replies: 20
Views: 27906

Re: Reactions and Turnover

" On a related topic, what about leaders and group activations? If a five-strong group activates on two out of three dice, does the opponent roll for one reaction or for five?"

IMO One. That's the advantage of synchronized movement.
by Longshanx
Fri Feb 13, 2015 5:44 am
Forum: Fightin' Fungi Playtest
Topic: Out of Action
Replies: 3
Views: 7105

Out of Action

When a figure is doubled in combat, it is put out of action, and laid on its backwith a possibility of being healed later on. Can it also be given a coup de grace (similar to attacking a sleeping foe)? Honestly, I don't like the idea of oof staying on board without the ability of opponents to finish...

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