Wanted to try some Battleforce, so I'm using the QSR .pdf (don't have SO) and using the units and scenarios in it to play both sides so I can learn the rules a bit.
Didn't see anything about either of these in the SO errata .pdf or forum thread.
One of the elements, the Myst Lynx E, has different movement/jump stats, 7/4j, in this case.
When calculating to-hit numbers, you use the element's movement as a modifier, but which numbers do you use?
Obviously, for some combinations, it would work out to be the same; for example 6/5j, or 3/4j, but the Myst Lnyx doesn't work this way.
Using the 7, it would be +3, but using the 4j, it would be +2 (4=+1, jump=+1); or is it figured with 7
and jump, making it +4?
Doesn't really seem fair to do 7 and jump since it can only jump 4.
If it is either the 7 or the 4j, who decides which movement is used? Seems most rules are that the target chooses (e.g. LOS splits 2 hexes on the line, target decides which hex is used for LOS, but it then applies to their attacks as well).
Also, more of a niggle I guess, but the example on page 7 of the QSR says that the attacker:
cannot see the Unit in Hex E as there are two light woods intervening. It can’t see the Unit in Hex B as there is a heavy woods intervening
as if it is like standard BT where a single woods hex doesn't block LOS but certain combinations do (i.e. 3L, 2H, 1L+1H), but the movement rules on page 6 say:
Light And Heavy Woods: Any woods hex, regardless of type, blocks LOS.
Perhaps the wording could be changed to not mention specific numbers of wooded hexes, just that a (or, at least 1) wooded hex intervenes.
As with other QSR and regular rule books, I assume that this example is used in SO as well, but not having SO, I can't tell, so I don't really know if this should be posted in the errata thread, or if it's really even errata.
I do think my question about calculating to-hit numbers for elements with different move/jump numbers should be clarified in the QSR, and/or given a proper errata entry if it isn't clarified in SO.