Post by xdesperado on May 17, 2016 16:34:17 GMT -5
Ok just started a new squad on Ironman difficulty. (My first try at this difficulty.)
Being the Hydra fan I am, I made a beeline up the Requisition tree to unlock Hydra's.
Alien Vessel:Counter Attack was first chance I had to swap out my second Scout for my new Hydra.
Had her roasting entire left side of map with Napalm charge 3 while rest of Squad handled the right side as they waited for door to open for Siege Goliath group.
Another Napalm Charge along with the combined attacks of rest of Squad killed all Xeno in doorway except the Goliath on turn they appeared. My Scout is using the basic Needler and hit the Goliath with Penetrating Shot poisoning him for 18damage a turn and he was standing in the area of effect from the Napalm Charge with only way out to retreat.
Following turn we lit him up again but thanks to a couple low damage rolls and misses he was left with 20HP at end of turn, however still taking bio damage and now with a second Napalm Charge completely smothering him.
A Horde of skitterlings and other Xeno had started closing in from the flanks at this point however.
Now here's where the question regarding Effect damage order comes in. Start of Xeno turn Goliath takes 18 Bio damage so should have 2 HP left, he then moves one square still in the AoE of 2 Napalm Charges but doesn't immediately take any damage. Then rest of Xeno start moving and attacking which ends with my Scout getting overwhelmed by Skitterlings and dieing
After Scout dies suddenly Goliath acts like it's going to move again then dies ending the level.
Shouldn't the Napalm Charge damage take effect at start of turn like Bio? Also what about taking damage from moving into fresh square covered by Napalm Charge?
Honestly I wouldn't have paid this much attention if my scout hadn't been killed because of the damage ordering process.
Being the Hydra fan I am, I made a beeline up the Requisition tree to unlock Hydra's.
Alien Vessel:Counter Attack was first chance I had to swap out my second Scout for my new Hydra.
Had her roasting entire left side of map with Napalm charge 3 while rest of Squad handled the right side as they waited for door to open for Siege Goliath group.
Another Napalm Charge along with the combined attacks of rest of Squad killed all Xeno in doorway except the Goliath on turn they appeared. My Scout is using the basic Needler and hit the Goliath with Penetrating Shot poisoning him for 18damage a turn and he was standing in the area of effect from the Napalm Charge with only way out to retreat.
Following turn we lit him up again but thanks to a couple low damage rolls and misses he was left with 20HP at end of turn, however still taking bio damage and now with a second Napalm Charge completely smothering him.
A Horde of skitterlings and other Xeno had started closing in from the flanks at this point however.
Now here's where the question regarding Effect damage order comes in. Start of Xeno turn Goliath takes 18 Bio damage so should have 2 HP left, he then moves one square still in the AoE of 2 Napalm Charges but doesn't immediately take any damage. Then rest of Xeno start moving and attacking which ends with my Scout getting overwhelmed by Skitterlings and dieing
After Scout dies suddenly Goliath acts like it's going to move again then dies ending the level.
Shouldn't the Napalm Charge damage take effect at start of turn like Bio? Also what about taking damage from moving into fresh square covered by Napalm Charge?
Honestly I wouldn't have paid this much attention if my scout hadn't been killed because of the damage ordering process.