Request for feedback on GAS handling
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Thread: Request for feedback on GAS handling

  1. #1

    Default Request for feedback on GAS handling?

    Hi,

    I've written a little hint sheet on how to execute a Gas Attack:

    1st Round:
    Attack the targeted grid. Place a gas token on the targeted grid. Deviate the gas cloud in the beginning of the movement phase.

    2nd Round:
    Deviate the gas cloud in the beginning on the movement phase.

    3rd Round:
    Remove the gas cloud in the beginning of the combat phase.

    Use the big cloud side in round 1 and the small cloud side in round 2"

    Does this sound correct according to the rules?
    Last edited by armrek; 07-09-2015 at 06:29 AM.
    WFRP v1 and v2 GM and painting since 91' into modelling and casting
    Author of the Android Game: ​A DUNGEON HORROR DEED

  2. #2

    Default

    If this helps your games then power to you. However, Gas Deviates at the beginning of a round. Or at least that's how it works normally. Either way, this doesn't "break" anything. If it works for you during your games then that's all that matters.
    ~Lieutenant Nathaniel Flint of the Landship Scorpios


  3. #3

    Default

    In that case we've been playing it wrong at mine, despite having read other threads on this.
    We do the attack as normal with other weapons. Then do the movement phase, after that we then do the deviation flip and move the counter.
    Next/opposition's turn shoot and then move as normal. Then diviate a second time, flipping the had counter to the lesser gas side.
    This brings it back to the 'gasser's' turn to shoot then move as normal after which the gas is removed entirely.
    We found this works best with least confusion and means you can see the gas to move round it as you naturally would (unless feeling lucky) but it could then deviate onto you afterwards in the wind of war.
    This creates the wariness of the fog, and also because it moves after shooting you don't let it do it's thing and mop up afterwards, you aim for the threats/targets, and just hope the gas goes where you'd like to clear any survivers or at least away from you.
    Unpredictable but safe at a distance.

  4. #4

    Default

    I beg to differ Lieutenant,

    It states in the rules p. 32 that:

    'Gas clouds are carried around by the wind, moving one grid each round at the beginning of the "gasser's" movement phase, with the direction determined by a deviation flip.'

    But if the rules says something other somewhere else please tell me

    Thanks for the feedback it's appreciated.
    Last edited by armrek; 07-09-2015 at 06:08 PM.
    WFRP v1 and v2 GM and painting since 91' into modelling and casting
    Author of the Android Game: ​A DUNGEON HORROR DEED

  5. #5

    Default

    This was written up a while ago here: you need to interpret it in terms of Movement and Action phases, not just rounds; so you know when units get attacked by gas:

    http://www.coolminiornot.com/forums/...out-gas-attack
    Rivet Wars Scenario Editor - http://www.tehill.net/RivetWars

  6. #6

    Default

    Nice thread @Decar,

    Damn I guess I'll keep this sheet a hints for the attacker and then make one for the enemy, I'm making these as small cards. Stay tuned ;-)
    WFRP v1 and v2 GM and painting since 91' into modelling and casting
    Author of the Android Game: ​A DUNGEON HORROR DEED

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