Myself and my meta game group, are having a wording on
cards(still!!!!!)
When a card says (with an optional manuver/press) attached to a strike
for any damage does the damage count and then do you get your
manuver/press
Cards like combat shotgun, saturday night special, and aid from bats..
that has the word (with) as what is throwing us off
Someone help me.
[ quoted text not captured ]
You may play Aid from Bats during the Maneuver Phase, or you may play it
during the Strike Phase.
If you play it as a maneuver, then you maneuver with it, and then you
are also committed to that strike.
But you can also wait until the strike phase to play it, in which case
you don't use the maneuver from it (but can use the optional press at
superior).
Similarly that goes with guns with a permanent maneuver. If you use
that maneuver "from the gun", you must strike with the gun.
Let's say the combat goes like this:
Meth A: "No prerange"
Meth B: "No prerange"
Meth A: "No maneuver"
Meth B: "Maneuver with Aid from Bats"
Meth A: "Strike: Thrown Sewer Lid"
Meth B: "My strike must be with the Aid from Bats"
or:
Meth A: "No prerange"
Meth B: "No prerange"
Meth A: "No maneuver"
Meth B: "I maneuver with my Saturday Night Special"
Meth A: "Maneuver back to close with Flash"
Meth B: "No more maneuvers"
Meth A: "I play Immortal Grapple. Only hand strikes may be used."
Meth A: "My strike is Pushing the Limit, hands for 4."
Meth B: "Since I used the maneuver from the gun, my strike must be
with the gun. But since only hand strikes are allowed, I don't get
to strike; no strike."
Does that answer your question?
xlainnconn...@yahoo.com wrote:
> Ok does a manuver to long with no more manuvers.. prevent combat, if
> no r weapons or strikes are used.?
It doesn't "prevent combat" -- it just makes short-range strikes (like the
default hand strike) ineffective.
Both minions still choose strikes (hands, say).
And both strikes resolve (for no effect, since they're not effective at long range).
Then each minion has the option of gaining additional strikes.
Then you move to the press step.
If there is an uncanceled press to continue, another round of combat starts.
That round defaults back to close range.
> Cards like combat shotgun, saturday night special, and aid from bats..
> that has the word (with) as what is throwing us off
Nitpick: Combat Shotgun does not provide any maneuvers or presses.
I just wanted to add one thing to the answers to your question. If any
cards you play in a round of combat give you an optional whatever (a
maneuver, a press, a point of damage prevention, etc.) then you can
only use that advantage in that round. If another round starts, and
you didn't use it, it is lost. Examples of this would be the press
from Aid from Bats or Flash at superior, or the damage prevention from
superior Unflinching Persistence.
However, anything played outside the combat as part of the action, but
that has a bearing on the combat can be used in any round. That would
include things like the manuever from Bum's Rush or Spirit's Touch, the
damage prevention from Precognition, and the press from Rat's Warning
or Harass.
I hope that's not confusing, and I know it's not quite what you asked,
but it is important.
P.S. Don't ignore the press step. I tend to find that it's the most
under utilized aspect of combat, and pressing multiple times against a
worthy opponent can be really fun.