rec.games.trading-cards.jyhad

Range after a press.

4 messages from 4 participants · 31 July 1996
original thread on Google Groups

Patrick Drapeau

When you start a new round, you start a all new manoeuver phase. Means that if you dont play other man cards, you are at close range

L. Scott Johnson

In article <31ff48b9...@news.villagenet.com>, <False Positve> wrote: >After a press, is the range reset to close, does it stay the same, or >does it just go with house rule? Every round of combat resets range to close. Every round of combat resets Presses to "end combat". If you want a round of combat to be at range, you have to maneuver. If you want a round of combat to go to a new round, you have to press. >I assume it stays at Long, or else cards like trap are somewhat >useless except in Pot/Fort decks, no? No. They are very effective in Tremere decks (celerity and/or IR goggles), Brujah Pot/Cel toss (Sewer Lid/Well-maiming Car) decks, and so on. -- ----- L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine Graphics Specialist and V:tES Rulemonger | and subject to card text

false_positve

After a press, is the range reset to close, does it stay the same, or does it just go with house rule? e.g. I pull out my bad ol' Brujah-Torrie deck, and pump Colyn Flynn up with a Hawg and an assault rifle. My opponent whips out his Ventrues and goes to bleed me with Democritus at +5(Govern the Unaligned + Superior Conditioning). I block with Colyn. I manuver out, and take a chunk out of his hide with the assault rifle. Now, I use my hawg to press. Where is range at? I assume it stays at Long, or else cards like trap are somewhat useless except in Pot/Fort decks, no? -- Flip, the congenial Psycho

James Puzzo

FalsePositve wrote: : e.g. I pull out my bad ol' Brujah-Torrie deck, and pump Colyn Flynn : up with a Hawg and an assault rifle. My opponent whips out his : Ventrues and goes to bleed me with Democritus at +5(Govern the : Unaligned + Superior Conditioning). I block with Colyn. I manuver out, : and take a chunk out of his hide with the assault rifle. Now, I use my : hawg to press. Where is range at? close. In the old Jyhad rules this is implicit in the rules declarations and explicit by example: 15.1. Combat Sequence Each round of combat has the following phases: 1. Establish range by maneuver. 2. Choose strike. 3. Resolve strike. 4. Any additional strikes. 5. Press. ..... (Under the Establish Range section...) ... All attacks that are not specifically ranged can only be performed at close range, and all of a vampire's or ally's attacks, whether or not it has a ranged weapon, are assumed to be close range unless that minion plays a maneuver. Maneuvers can be played to make the combat long range, or to cancel an opponent's maneuver. If you want to make the combat long range, you must play a maneuver. These snippets note that EACH round has an establish range section, that attacks are close range unless someone maneuvers, and that if you want combat to be long range, you must play a maneuver. This always led me to believe that if, in a new round, I wanted to play a ranged attack, I needed to play a maneuver during the choose range phase OF THIS ROUND. The proof by example is clearer though: Example: You are blocking Tiberius with Cassandra. Cassandra has a handgun that gives 1 ranged damage, and the handgun gives one maneuver per entire combat. You choose to maneuver, making the combat at long range. Cassandra deals one damage, and Tiberius, not being able to attack, deals none. Example: In the preceding combat Tiberius has a motorcycle, which gives one press a turn. He uses the press to extend combat another round. Cassandra and Tiberius now exchange blows at close range, since Cassandra has already used the maneuver on her handgun. Tiberius plays a Potence card that increases his damage by 1, so Cassandra now loses 2 blood while Tiberius loses only 1. If you had had a card that gave you a press, you could have used it to cancel Tiberius' press. At least, it's clear to me. And from the V:TES rulebook... 1) Establish Range: Combat may occur at either close or long range. Close range is the default for combat. Certain equipment and combat cards can bring combat to long range. However, if a combat card does not state that it can be used at long range, then the card can only be used at close range. Close range is always the default for combat. The only way combat can be brought to long range is if a minion plays a maneuver. : I assume it stays at Long, or else cards like trap are somewhat : useless except in Pot/Fort decks, no? Well, the thought of you being able to trap someone at long range is quite an amusing one to me... "Hey you! Stay right there! No really, don't run away while I reload... no, I'm telling you, hang on a second!!!" Well, feel free to wait for a rulesmonger... it's just my two cents anywho... -spongy