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MistStlkr
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Post subject: Home Guard Posted: Thu Jan 15, 2009 12:52 am |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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Should they be changed to treat any base as home? Currently, idiots like me will play them around a grove using the Pantheon for domain and they die immediately.
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Sunyaku
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Post subject: Re: Home Guard Posted: Thu Jan 15, 2009 1:11 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Lala
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Post subject: Re: Home Guard Posted: Thu Jan 15, 2009 4:16 am |
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Joined: Sun Nov 02, 2008 1:09 am Posts: 4
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Definitely done that... once. (but I was also dumb enough to be all "where'd it go? what'd you do?"
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Sunyaku
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Post subject: Re: Home Guard Posted: Thu Jan 15, 2009 5:09 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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About half the times that I do something stupid I stop and I say "Whoah, wait... is that a bug?"
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MistStlkr
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Post subject: Re: Home Guard Posted: Thu Jan 15, 2009 7:06 am |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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Nah, the worst part was that had you asked, I'd have SWORN that I had cast a Stone Mason.. I just wasn't paying attention. That said, I hadn't thought the Home Guard would have disappeared either...
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Wicked
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Post subject: Re: Home Guard Posted: Sat Apr 11, 2009 9:15 pm |
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Joined: Sun Apr 06, 2008 12:17 pm Posts: 98
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I have another problem with it. The wording on Home Guard says that the Home Guard will be destroyed if it is not within sight of a MF base at the end of turn. The problem I have is that we are not able to move Home Guards out of sight of a MF base. Sometimes one has to know when to sacrifice one self to save the community, and as such I demand the right to be able to give suicide missions to all of my troops if I feel that is what needs to be done. Home guards make lousy suicide troopers. I have chosen to boy-cot Home Guards.
~Wicked~
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MistStlkr
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Post subject: Re: Home Guard Posted: Sat Apr 11, 2009 11:23 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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This is true, but I have on occasion played while far too tired and used them in a dual domain deck, and cast them a different domain's base... at which point they stand there loyally for the duration of the round and promptly just disappear at the end before ever undimming. LOL erm... oops.
I've thought on occasion that the card should have been modified so they can guard any base you control if you are playing multiple domains.... but certainly they shouldn't be allowed to live such a pointless existence as the above example LOL
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Agroagro
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Post subject: Re: Home Guard Posted: Sun Apr 12, 2009 2:00 pm |
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Joined: Mon Mar 30, 2009 2:56 am Posts: 51
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shame on you guys for orderin your home gaurd to death.
MF isnt DL you know....
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raptorus
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Post subject: Re: Home Guard Posted: Tue May 26, 2009 2:38 pm |
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Joined: Wed Feb 04, 2009 5:28 pm Posts: 150 Location: german
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maybe make them: if they cant see a MF domain they attack is 0 and hp is 1 and not killing them
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