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I have been playing for a while and have never played with combined fire. I find it confusing, but it is necessary to understand it so here we go. First, I have to be adjacent if someone has the gunner SA or withing a certain amount of squares with mounted weapon (how many?) to combine fire with them and who can I combine fire with? Second, The person on my team who "jumps in" to combine fire with my currently activated character grant's the other actually attacking person a +4 bonus to their attack, right? Does this make my "jumper in" activated and does he get to shoot as well and with any bonuses? Third, I have more questions, but I am already confusing myself. Any help is appreciated. I will be asking spotter questions as well as others soon
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You skipped past basic combine fire.
On any non-melee attack, an unactivated ally without melee attack and damage 10 or greater can combine fire (i.e. the "jumper in" in your terminology). The ally combining fire (the "jumper in") has to have line of sight to the target, and that's all. The target doesn't have to be a legal target for the "jumper in", and there is no distance restriction either to the attacker or to the target. The attacker gets +4 attack for EACH ally who combines fire (i.e. this stacks), and each ally who combines fire is considered activated. The allies combining fire do not get their own attacks - basically you give up their turn to grant +4 attack on one ally's attack.
If that makes sense, we can move on to the special abilities that relate to combining fire.
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If an attacker has Mounted Weapon, an ally cannot combine fire with that attacker unless the ally also has Mounted Weapon, or the ally is adjacent to the attacker and has Gunner.
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That is helpful. So it is possible for your entire squad to activate at once, for one shot, and be done for that round.
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darthbinks1 wrote:That is helpful. So it is possible for your entire squad to activate at once, for one shot, and be done for that round. Yes. Probably not a good idea, though. And usually not possible because your whole squad probably doesn't have line of sight to the same enemy. Plus some probably have melee attack. And... it would REALLY stink to roll a 1 on that attack. But yes it's possible.
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If Chewy of Hoth is adjacent to a Golan Arms and combines fire with it, he gives it a +4 boost on the attack and +10 damage for a total of a potential 30 point damage hit on the enemy, right? I am assuming that if a critical 20 is rolled (not to get off topic, but why do cards specify a natural roll of 20 is needed? If you spend a force point to re-roll and get a 20, is that not considered a natural roll of 20, and if not, what is an unnatural roll of 20?), it would just be doubling the 20 damage to 40 damage and then add in Chewy's +10 damage at the end for a total of 50 damage, right?
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FlyingArrow wrote:darthbinks1 wrote:That is helpful. So it is possible for your entire squad to activate at once, for one shot, and be done for that round. Yes. Probably not a good idea, though. And usually not possible because your whole squad probably doesn't have line of sight to the same enemy. Plus some probably have melee attack. And... it would REALLY stink to roll a 1 on that attack. But yes it's possible. Right. I have not played with combining fire yet, but, it seems like it makes more sense if you are desperate, at that moment, to guarantee a hit against a specific enemy target that you want to ensure that they die.
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darthbinks1 wrote:If Chewy of Hoth is adjacent to a Golan Arms and combines fire with it, he gives it a +4 boost on the attack and +10 damage for a total of a potential 30 point damage hit on the enemy, right? I am assuming that if a critical 20 is rolled (not to get off topic, but why do cards specify a natural roll of 20 is needed? If you spend a force point to re-roll and get a 20, is that not considered a natural roll of 20, and if not, what is an unnatural roll of 20?), it would just be doubling the 20 damage to 40 damage and then add in Chewy's +10 damage at the end for a total of 50 damage, right? You described the Chewbacca situation correctly, including the total damage from a potential critical hit. Natural roll of 20 means it's a 20 on the die. Not 16 plus attack of 4 = 20, for example.
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darthbinks1 wrote:FlyingArrow wrote:darthbinks1 wrote:That is helpful. So it is possible for your entire squad to activate at once, for one shot, and be done for that round. Yes. Probably not a good idea, though. And usually not possible because your whole squad probably doesn't have line of sight to the same enemy. Plus some probably have melee attack. And... it would REALLY stink to roll a 1 on that attack. But yes it's possible. Right. I have not played with combining fire yet, but, it seems like it makes more sense if you are desperate, at that moment, to guarantee a hit against a specific enemy target that you want to ensure that they die. Yes, absolutely. Of course, anymore most good enemies have some kind of attack or damage avoidance (e.g. Evade, Shields, etc.). So even if the attack hits, the damage may not get through.
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It's a good use of tech pieces like General Dodonna - it makes more sense using them to help your heavy hitters to hit, rather than putting out a puny 10 damage themselves.
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Just to make sure for my sake, if Chewy of Hoth combines fire with the Golan Arms, he can not do ANYTHING else like industrial repair or any other SA, right? He completely sacrifices his turn to grant the +4 attack boost, right? Also, same question for some one with a force rating that is non-melee. That person can not spend one of their force points to re-roll the missed attack of the ally they are combining fire with, right?
If all of this is correct, is there anything else that I have not brought up about the world of combined fire, spotter, mounted weapon, etc.. that may not seem as it appears?
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TheHutts wrote:It's a good use of tech pieces like General Dodonna - it makes more sense using them to help your heavy hitters to hit, rather than putting out a puny 10 damage themselves. Ahhh. That makes sense. Using one of my Allies that were added to my squad for the sole purpose of the CE like Dodonna, Reikkan, etc...actually have a much improved purpose by combining fire. I usually just hide them in the back so they don't get killed, but combining fire might be worth poking their heads out sometimes.
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TheHutts wrote:It's a good use of tech pieces like General Dodonna - it makes more sense using them to help your heavy hitters to hit, rather than putting out a puny 10 damage themselves. Does tech stand for technical? If so, I assume that's synonymous for CE?
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darthbinks1 wrote:That is helpful. So it is possible for your entire squad to activate at once, for one shot, and be done for that round. LOL, that would be HILARIOUS. I might try it sometime, just to see what the opponent does
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darthbinks1 wrote:TheHutts wrote:It's a good use of tech pieces like General Dodonna - it makes more sense using them to help your heavy hitters to hit, rather than putting out a puny 10 damage themselves. Does tech stand for technical? If so, I assume that's synonymous for CE? More like support pieces, either commanders, pieces with an SA that is more helpful to allies than offensive on their own. The Temp Control SAs, someone who might have Traps or Blaster Upgrade, they may not be the best attackers on their own but they can help you when you need to combine fire instead of just standing there. Though personally I like to see what Dodonna can hit throwing his book on his own.
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FlyingArrow wrote:You skipped past basic combine fire.
On any non-melee attack, an unactivated ally without melee attack and damage 10 or greater can combine fire (i.e. the "jumper in" in your terminology). The ally combining fire (the "jumper in") has to have line of sight to the target, and that's all. The target doesn't have to be a legal target for the "jumper in", and there is no distance restriction either to the attacker or to the target. The attacker gets +4 attack for EACH ally who combines fire (i.e. this stacks), and each ally who combines fire is considered activated. The allies combining fire do not get their own attacks - basically you give up their turn to grant +4 attack on one ally's attack.
If that makes sense, we can move on to the special abilities that relate to combining fire. I just wanted to make sure of one point more here. To combine fire, both the attacker and the ally combining fire must be non-melee and both have damage 10 or higher, right?
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They both have to be non-melee. The attacker can have 0 printed damage, but the ally combining fire must have a printed damage of 10 or higher. (The attacker with 0 printed damage could still do damage due to having a damage boost from a CE.)
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Thanks. Do they both have to be non-droid or does that not matter?
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Droids can combine fire
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I assume that when an ally looks to combine fire it replaces turn and they can't move first, correct? Also, I assume that the ally firing can move it's normal amount first than attack as normal right?
What about combining fire with a character that has double or twin attack? Does the character get the +4 from one ally combining fire for each and every shot or just the first attack?
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