10:17 - Failed a panic test and so should have added a coin to the unit (missing this cost Ash the game!) 12:34 - Ghost failed a charge and so should have taken a morale test 16:53 - The Guardsmen blocked all damage which triggers a Lannister Supremacy which should have been taken 25:28 - Ghost killed a unit in melee and should have had a free manoeuvre 25:44 - You don't get to heal and also add the enemy attachment, you have to choose one 29:20 - Activated a unit next to a corpse pile and didn't take a morale test 34:06 - Failed a charge and so should have taken a morale test 40:14 - Even though there was only one guy left in the unit you can use the captain's order to auto pass the morale check. The unit dies but it would have also triggered a Lannister Supremacy 43:12 - Failed charge - make a morale check! The best way to use Ghost is to combo him with John. So you charge Ghost into a unit and switch off tactics cards for the Turn, then make a charge with John straight after in the same Turn with no fear of cards being used against his unit's attacks. Good game - keep covering it please!
I though it was master Qyburn who dabbed into the forbidden necromancy? Meanwhile it turns out old Aemon is some kind of DnD lich, pulling dozens of watch brothers out of his ass.
Awesome BatRep! Just a couple rule mix ups. ---There is only 2 of each card both Main Deck and Commander add ins, must have some how got a 3rd copy or accidentally picked one back up. ---You have to align 100% or 50% if possible. You can only go less then 50% if 50% or 100% is not possible. You only pull the enemy to you as a last resort if you cant align 50% or 100%. ---In Feast for Crows any time you fail a Morale (Or Panic since its a type of morale) you are worth more points, not just when you fail due to the corpse pile special rule. There is a period separating the 2 sentences which is where the common mistake comes from. ---Until CMON clarifies, The Shield that Guards the Realms of Men when played from the hand and while you control the Wealth Spot will block 2d3 hits because the Card is played Blocks D3 then gets attached and the Vow effect is not optional is in constant effect will block D3 more before you move on. This one is controversial so I understand if you disagree and decide to play it that it does not until it is clarified. ---Take the Black is either/or, not both heal and take an attachment As always, thanks a bunch for the content! Cant wait to see more!
MWG Dave He returned the card to hand using and now his watch has ended if your referring to 3 uses of the shield that guards the realms of men. As far as I saw they were adding a point for each failed morale (this was also talked about at the tournament Ash ran recently). Also I’m pretty sure the card won’t block 2d3 when played from hand but definitely could do with a clarification.
At 41:05 he plays "And now his watch has ended" a third time. I am not referring to "The shield that guards the realms of men". They were adding points for ever failed morale by the corpse pile rule, but the rules of Feast for Crows is ever time you fail a morale test, which is also panic tests, you are worth 1 more point. This is if you fail a morale by any means. You could be running The High Sparrow NCU Commander and play one of his cards to make one of your own units make a morale test and if you fail you will be worth 1 more point. The test you take when you activate within short of a corpse pile is just an added effect of the mission to cause more tests to be made. As for the Shield Vow Card, as I said it is controversial and needs clarification, but most believe it blocks 2d3 because it gets attached right away and since the vow part is auto it does not matter if there is conflicting timing. We shale see though what CMON rules it.
Is it safe to say you really like this game, Ash? I ask because I'm getting into it pretty heavily on the painting table (but haven't played just yet...) and this gives me hope that my efforts are not in vain!
I think you are better off taking a 3rd NCU than Roose. You gained only a few heals extra with Roose and a Panic token, where you could have been pulling way more cards out with the Steward. NW being a little expensive it is also useful to have the jump on the activation game. Bronn is also good neutral add for NW because with Maester A you are always trying to get the coin. He performs a more straight forward function than the Captain who is usually about flexibility.
Played this scenario last night and I think we messed up the Victory Points condition. Do failed Panic Checks generate a Victory Point on a unit as they count as Morale checks??
These miniatures look huge, what do they measure? Awesome miniatures. I think the video does the game justice in that it looks as intended when played, having said that, not a fan of the game or aesthetic. It looks and plays like a board game.