Chas Argent
Play to the end.
A broken unit is never eliminated for Failure to Rout at Night.
I'm fine with the current smokin' hot brunette he's got. Salma Hayek is one of the most interesting woman around. Not just beauty, but brains and definitely has a sense of humor.Too funny Argent......don't faust me bro............find me a 6 foot or taller blonde for your next avatar........
Catch that? Once a starshell/IR has been placed, on subsequent turns if you're the DEFENDER and have an IR capable MTR... you can only pop one at the start of your DFPh... (thanks to Trezz for driving that home during a half-in-the-bag VASL observation session). In other words, the ASOP is huge (wikkid 'uge for my YASL/Bunker bros) for Illumination!Once the first Starshell/IR has been placed, subsequent Starshells/IRs may be freely placed according to the methods described below. Unlike placing the first Starshell/IR, subsequent attempts to place a Starshell/IR may be made by qualified units unconditionally (at the proper time): there is no need to meet any conditions, including the conditions for firing the first Starshell/IR. During the Player Turn of the first Starshell/IR, they may be fired at any time during the PFPh, enemy MPh, or DFPh by the appropriate player [E1.92]. After that Player Turn, for the rest of the game, the ATTACKER can fire Starshells/IR only at the beginning of the PFPh [E1.921], and the DEFENDER can place Starshells at the beginning of the enemy MPh and IR (both OBA and MTR) at the beginning of the DFPh [ASOP3.12D, ASOP4.11D]. There is one major exception: a Leader (including a CE Armor Leader) can place a Starshell at any point during the PFPh, enemy MPh, or DFPh [E1.921].
I have not the time to look this up and I am NRBH anyways, but could this be a confusion between the terms SCENARIO DEFENDER (the chap who gets stuck on No Move counters) and DEFENDER (ie; the player who is not the phasing player)? Each player is the DEFENDER and ATTACKER in any given whole game turn. That would allow you to fire the mortar twice a turn (once in PFPh and once in DFF). Anyone else out there who can confirm this? -- jimCatch that? Once a starshell/IR has been placed, on subsequent turns if you're the defender and have an IR capable MTR... you can only pop one at the start of your DFPh... (thanks to Trezz for driving that home during a half-in-the-bag VASL observation session). In other words, the ASOP is huge (wikkid 'uge for my YASL/Bunker bros) for Illumination!
A Scenario Defender is the player that sets up on board with all enemy units entering during the scenario.I have not the time to look this up and I am NRBH anyways, but could this be a confusion between the terms SCENARIO DEFENDER (the chap who gets stuck on No Move counters) and DEFENDER (ie; the player who is not the phasing player)? Each player is the DEFENDER and ATTACKER in any given whole game turn. That would allow you to fire the mortar twice a turn (once in PFPh and once in DFF). Anyone else out there who can confirm this? -- jim
This is what I thought Brian. Thanks! -- jimSo, an IR can be fired twice each turn (i.e. once each player turn) by a MTR. Once while the owning player is the ATTACKER (at the beginning of the PFPh), and once while the owning player is the DEFENDER (at the beginning of the DFPh)--after the player turn in which the first SS/IR was placed.
No to both. It's one attempt per hex so no double-dipping. i.e. units cannot attempt twice at different times nor can multiple units in the same hex make individual attempts during the same player turn.If a leader makes a starshell attempt at the beginning of the opponent's movement phase, can they make another attempt later in the movement phase or at during DFPh?
If not, if a MMC stacked with a leader makes the starshell attempt for that hex in the beginning of movement phase, can the leader in the same hex attempt to do so at DFPh?