Fantastic video all together! You helped me finally understand how blocking with units and especially when it comes to any resistances in play, goes and with such clarity and detail that I'd highly recommend this to anyone getting into Mage Knight🙏
Hi, great job on these videos! Very informative, they have helped me tremendously. Question on unit resistance. Aounrd the 45 minute mark you gave the example of the heroes unit resisting the damage from the orc. So the orc has a damage rating of 4 and the heroes unit has an armor of 3. Can you assign the 1 remaining damage to your own hero or another unit, or does it have to be assigned to the heroes unit? I was under the impression that any "leftover" damage after a unit resistance can be assigned by your own choosing.
@@plothos8380 Perfect, thanks. Your video series was very beneficial for me as I am still learning the game. I only have the base game so I won't have to deal with some of the enemies you gave examples of, which is fine with me! But this has been most helpful. Thanks!
Quick question. If you are going to recruit a new unit to replace a wounded and spent unit, can this only be done if you have no available commands tokens? For example, if I have three units and four command tokens, can I opt replace a wounded unit with an available command token, or do I need to fill all available command tokens before I can do this swap? Meaning can I only replace units when my command tokens are all used up?
The rulebook is not clear on this point, as it only says that you have to disband if you recruit and don't have an empty command token (with the lone exception that if you are in the end phase and about to get a token by leveling up, then you may use the incoming token). But the FAQ states explicitly that you can only disband a unit if you are recruiting in excess of your available tokens. So no, you have to use the open spot, if you have it.
Question from the 45 min mark, the fire dragon against fire mages. After the first 4 fire dmg is absorbed by fire resistance, I see you had them take 4 more dmg from the 9 total and of course take the wound, leaving 1 more fire dmg to dole out. Is this correct about how units take elemental dmg? I thought (probably just assumed:) after the first 4 it then reverted to just regular armor so it would only absorb 2 more fire dmg, leaving 3 more fire dmg to deal with? Can you clarify? Love the series, definitely made me enjoy playing this great, but extremely dense game so much more!
Bobby Bullock Thanks! There is in this case no “normal” armor to revert to. The unit has 4 armor. They also have fire resistance. You can think of this as a buffer against fire equal to their armor rating. So the first four points get absorbed, as it were, with no ill effect. At that point, resistance has been effectively used up and this is just like 5 points of damage against any other unit with 4 armor. (You cannot have it hit the resistance and not continue on to hurt the unit if any is left over.)
Plothos also, with that 5 remaining fire dmg, based on a statement earlier, it can then be applied to a different unit or player character if you so choose and don’t want to dmg the fire mages...correct? Or do you have to carry through with all the dmg until their ability to absorb dmg is “dried up”?
You would have to apply the damage to the mages and they would have to take the wound. You send damage to a unit and the damage is resolved completely before there is any remaining damage to be reassigned. So there never is 5 damage you are sending to the mages. You send 9 and they chew up 8 and give you back 1, which you then assign to yourself or another unit (in this case I sent to the Delphana masters, as they would not be wounded by 1 fore damage - though this does mean I can’t send any other damage to them in the same combat, if that is a factor).
Thanks! Yes, 181 is quite solid. For many, at least in solo conquest, the 200 point line is the aim of aims. Different scenarios score differently, so you have to judge your score by the game you played.
Awesome video thank you! Question on enemies w assassin trait. Would it only make sense to block them w a unit only if that unit can fully absorb using a resistance? Otherwise, they cannot take the wound anyway, correct?
Philip Bean If you block them, assassin has no effect. I think you mean send damage to a unit, and you are wondering if resistance allows this, since the unit would not be wounded. The answer is no, because for resistance to work damage is sent to the unit, and assassin prevents this.
Fantastic video all together! You helped me finally understand how blocking with units and especially when it comes to any resistances in play, goes and with such clarity and detail that I'd highly recommend this to anyone getting into Mage Knight🙏
Thank you so much!
I’m super glad it’s helping people enjoy this wonderful game!
Excellent video for new players to learn all effects
Great series, thank you for posting, appreciate your depth, tone, pace, specificity, and clarity. I'm looking forward to teaching this to others.
Bravo ! Une excellente vidéo.
Hi, great job on these videos! Very informative, they have helped me tremendously. Question on unit resistance. Aounrd the 45 minute mark you gave the example of the heroes unit resisting the damage from the orc. So the orc has a damage rating of 4 and the heroes unit has an armor of 3. Can you assign the 1 remaining damage to your own hero or another unit, or does it have to be assigned to the heroes unit? I was under the impression that any "leftover" damage after a unit resistance can be assigned by your own choosing.
Tony B Hello and thank you!
You can choose where the leftover damage goes. It just has to go somewhere on your “team” (you and your units).
@@plothos8380 Perfect, thanks. Your video series was very beneficial for me as I am still learning the game. I only have the base game so I won't have to deal with some of the enemies you gave examples of, which is fine with me! But this has been most helpful. Thanks!
Quick question. If you are going to recruit a new unit to replace a wounded and spent unit, can this only be done if you have no available commands tokens? For example, if I have three units and four command tokens, can I opt replace a wounded unit with an available command token, or do I need to fill all available command tokens before I can do this swap? Meaning can I only replace units when my command tokens are all used up?
The rulebook is not clear on this point, as it only says that you have to disband if you recruit and don't have an empty command token (with the lone exception that if you are in the end phase and about to get a token by leveling up, then you may use the incoming token). But the FAQ states explicitly that you can only disband a unit if you are recruiting in excess of your available tokens. So no, you have to use the open spot, if you have it.
Question from the 45 min mark, the fire dragon against fire mages. After the first 4 fire dmg is absorbed by fire resistance, I see you had them take 4 more dmg from the 9 total and of course take the wound, leaving 1 more fire dmg to dole out. Is this correct about how units take elemental dmg? I thought (probably just assumed:) after the first 4 it then reverted to just regular armor so it would only absorb 2 more fire dmg, leaving 3 more fire dmg to deal with? Can you clarify?
Love the series, definitely made me enjoy playing this great, but extremely dense game so much more!
Bobby Bullock Thanks!
There is in this case no “normal” armor to revert to. The unit has 4 armor. They also have fire resistance. You can think of this as a buffer against fire equal to their armor rating. So the first four points get absorbed, as it were, with no ill effect. At that point, resistance has been effectively used up and this is just like 5 points of damage against any other unit with 4 armor. (You cannot have it hit the resistance and not continue on to hurt the unit if any is left over.)
Plothos also, with that 5 remaining fire dmg, based on a statement earlier, it can then be applied to a different unit or player character if you so choose and don’t want to dmg the fire mages...correct? Or do you have to carry through with all the dmg until their ability to absorb dmg is “dried up”?
You would have to apply the damage to the mages and they would have to take the wound. You send damage to a unit and the damage is resolved completely before there is any remaining damage to be reassigned. So there never is 5 damage you are sending to the mages. You send 9 and they chew up 8 and give you back 1, which you then assign to yourself or another unit (in this case I sent to the Delphana masters, as they would not be wounded by 1 fore damage - though this does mean I can’t send any other damage to them in the same combat, if that is a factor).
Finely done! Explained perfectly and understandably!
chillbocamron Thank you!
Very informative, thank you!
Thanks! Glad you found it helpful!
Really loving the series.
Keep them coming. Just finished my first MK game with a score of 181. No idea if that's any good.
Thanks! Yes, 181 is quite solid. For many, at least in solo conquest, the 200 point line is the aim of aims. Different scenarios score differently, so you have to judge your score by the game you played.
Looking forward for the 2 next videos!
PsRetrogamer Glad to hear it, and thank you. The next vid should be a lot shorter. :-)
Awesome video thank you! Question on enemies w assassin trait. Would it only make sense to block them w a unit only if that unit can fully absorb using a resistance? Otherwise, they cannot take the wound anyway, correct?
Philip Bean
If you block them, assassin has no effect. I think you mean send damage to a unit, and you are wondering if resistance allows this, since the unit would not be wounded. The answer is no, because for resistance to work damage is sent to the unit, and assassin prevents this.