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furious assault + mercenary Options
Commander_CoDy
Posted: Tuesday, July 13, 2010 7:07:33 AM
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if you have mercenary can you still use furious assault if you can make an attack? \Does the restrictions of mercenary stop furious assault?
Segastorm
Posted: Tuesday, July 13, 2010 7:21:18 AM
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From the glossary, I would assume that if you can attack an enemy at the start of your turn, you must attack and you cannot use furious assault. If you cannot attack at the start of your turn, you can use furious assault move up to 12 squares even if you get LOS to an enemy that can be targeted when you move 5 squares.
EmporerDragon
Posted: Tuesday, July 13, 2010 7:43:33 AM
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A character must move at least 1 square to use Furious Assault. If a Mercenary hasa legal target at the start of their turn, they cannot move, and thus cannot use Furious Assault.
wannabe mexican
Posted: Tuesday, July 13, 2010 7:50:04 AM
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I'm pretty sure this is wrong. What is the point of giving Mercenaries furious assault if they can barely ever use it? Also, Furious Assault replaces TURN, thus isn't a normal attack move (although it does involve making attacks).

Also, the General Veers/Merc. Commander combination seems to be pretty hard to use if you have to ensure your mercenaries have no LOS to an enemy before you bust out some accurate furious assaults.
Segastorm
Posted: Tuesday, July 13, 2010 7:57:42 AM
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Location: West Bend, Wisconsin
wannabe mexican wrote:
I'm pretty sure this is wrong. What is the point of giving Mercenaries furious assault if they can barely ever use it? Also, Furious Assault replaces TURN, thus isn't a normal attack move (although it does involve making attacks).

Also, the General Veers/Merc. Commander combination seems to be pretty hard to use if you have to ensure your mercenaries have no LOS to an enemy before you bust out some accurate furious assaults.


yes, but mercenary doesn't say only usable on this character's turn or anything like that so it would work in any case.
jedispyder
Posted: Tuesday, July 13, 2010 7:58:54 AM
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Location: Cincinnati, OH
wannabe mexican wrote:
I'm pretty sure this is wrong. What is the point of giving Mercenaries furious assault if they can barely ever use it? Also, Furious Assault replaces TURN, thus isn't a normal attack move (although it does involve making attacks).

Also, the General Veers/Merc. Commander combination seems to be pretty hard to use if you have to ensure your mercenaries have no LOS to an enemy before you bust out some accurate furious assaults.

In order to use Furious Assault, you must move at least 1 square. If you have Mercenary and you have LoS to an enemy, then you cannot move 1 square thus you cannot use Furious Assault. That is why the Mercenary Commander also grants Deadeye, so if you can't move to do Furious Assault then you stay still and use Deadeye.

The whole point of granting Mercenaries Furious Assault is so you can use Furious Assault on your first activation and then use Deadeye on your next (unless you have killed all enemies in your first Furious Assault, in which case you can use it again).
EmporerDragon
Posted: Tuesday, July 13, 2010 8:20:47 AM
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Besides, there are plenty of ways to get Mercenaries back out of LoS so they can furious assault again.
Commander_CoDy
Posted: Tuesday, July 13, 2010 9:38:07 AM
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ok thanks
imyurhukaberry
Posted: Tuesday, July 13, 2010 10:04:37 AM
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Gotal Mercs are nice with Intuition... BlooMilk
juice man
Posted: Tuesday, July 13, 2010 11:57:44 AM
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imyurhukaberry wrote:
Gotal Mercs are nice with Intuition... BlooMilk

Depends on which end of the blaster one is looking at.
qvos
Posted: Tuesday, July 13, 2010 12:57:51 PM
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EmporerDragon wrote:
Besides, there are plenty of ways to get Mercenaries back out of LoS so they can furious assault again.

Yup.. Sometimes having a couple of accurate shooters to back up your merc squad is advantageous. If Mercs with Furious assault weren't grounded by the merc stipulation , they would be nearly unstoppable.
LeftiesWillRule
Posted: Tuesday, July 13, 2010 11:21:39 PM
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Intuition isn't held back by the Mercenary ability is it? Mercenary doesn't say "on this character's turn", so technically that means the character can't move at all until it can't see an enemy.
Sithborg
Posted: Wednesday, July 14, 2010 12:20:41 AM
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LeftiesWillRule wrote:
Intuition isn't held back by the Mercenary ability is it? Mercenary doesn't say "on this character's turn", so technically that means the character can't move at all until it can't see an enemy.


No, since Intuition doesn't allow attacks, Mercenary doesn't take effect.
billiv15
Posted: Wednesday, July 14, 2010 2:46:41 AM
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Sithborg wrote:
LeftiesWillRule wrote:
Intuition isn't held back by the Mercenary ability is it? Mercenary doesn't say "on this character's turn", so technically that means the character can't move at all until it can't see an enemy.


No, since Intuition doesn't allow attacks, Mercenary doesn't take effect.


That and since Intuition is not part of the Merc's Turn, it's totally legal. As are other ways to move not on your turn - like Levitate, Swap, Tow Cable.
qvos
Posted: Wednesday, July 14, 2010 1:37:11 PM
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billiv15 wrote:
Sithborg wrote:
LeftiesWillRule wrote:
Intuition isn't held back by the Mercenary ability is it? Mercenary doesn't say "on this character's turn", so technically that means the character can't move at all until it can't see an enemy.


No, since Intuition doesn't allow attacks, Mercenary doesn't take effect.


That and since Intuition is not part of the Merc's Turn, it's totally legal. As are other ways to move not on your turn - like Levitate, Swap, Tow Cable.

You can definately do some fun things with the Mercs !
Jester007
Posted: Thursday, July 15, 2010 2:03:37 AM
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imyurhukaberry wrote:
Gotal Mercs are nice with Intuition... BlooMilk


One of my fun squads for 200 points is taking 10 Gotals with the Merc Commander and General Veers. You can also take out 3 Gotals to put in Thrawn. But yeah, I like the Gotal Mercs a lot for their Evade and Intuition.

Sincerely,
Jester007
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