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Captain Hawkins - Field Command ability
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12-16-2013, 09:03 PM
Post: #2
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RE: Captain Hawkins - Field Command ability
I would say you are right. Since the militia is discarded after its move, then the rule is self-limiting. Call-to-Arms is limited to four militia, so there just won't be that many militia to use Field Command upon as well.
Field Command: AS many times during the Move Phase as desired, limited by the number of available militia and Investigation. (Note: Call-to-Arms is an Action, not done in the Move part of the turn, so a player cannot create Militia, then throw them at a Minion, and then create more Militia.) ________________________________ "The eternal struggle takes time, Max." |
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Messages In This Thread |
Captain Hawkins - Field Command ability - ATOEtalGeek - 12-14-2013, 05:11 PM
RE: Captain Hawkins - Field Command ability - Pfr_Fate - 12-16-2013 09:03 PM
RE: Captain Hawkins - Field Command ability - ATOEtalGeek - 12-16-2013, 10:33 PM
RE: Captain Hawkins - Field Command ability - ForestRunner - 12-17-2013, 02:36 AM
RE: Captain Hawkins - Field Command ability - ATOEtalGeek - 12-17-2013, 02:49 AM
RE: Captain Hawkins - Field Command ability - Pfr_Fate - 12-17-2013, 03:26 AM
RE: Captain Hawkins - Field Command ability - spirit - 12-17-2013, 12:04 PM
RE: Captain Hawkins - Field Command ability - ForestRunner - 12-17-2013, 01:08 PM
RE: Captain Hawkins - Field Command ability - ATOEtalGeek - 12-17-2013, 05:38 PM
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