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TheUnseemlyOne

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Everything posted by TheUnseemlyOne

  1. As of now, there isn’t a henchmen program. It was suspended and hasn’t restarted yet
  2. No. On pg 28 of the rules under Drop and Create, it says “If a Marker is Dropped, it is simply put on the table in the indicated location without any further game effects; this is not considered moving the Marker.” Moving a hazardous terrain marker onto a model would deal the hazardous effects, but the rules callout the marker not counting as being moved in that situation.
  3. For Cursed Objects, it doesn’t matter how the enemy model with the curse token dies, only that it does. So an enemy could get killed by an insignificant models, hazardous terrain, falling damage, etc. It can matter for other strategies, like Turf War for example. That one says “ When a friendly model kills an enemy model…”
  4. There are other differing wordings that happen at the same timing step, like “when this model activates” and “at the start of this model’s activation.” Using your own logic on this, the argument could be made that since it doesn’t match the wording of something like hazardous terrain which states damage occurs if any part of a move or action occurs in the terrain, it wouldn’t work the way you described
  5. Yes, although Bete Noir's bury is stated to happen when resolving in the trigger, so that one doesn’t require succeeding.
  6. Against Dashel2, I prefer Cooper2. I like to throw out pit traps and use the Grave Goo. If you take a Crypsis Corp and the stars align, you can make a model engaging you take multiple pings of damage, injured, and poison per action.
  7. I think this is an instance where the rules are a bit counterintuitive, but it looks like the answer is yes, concealing would still apply. This basically comes down to that blocked sight lines don’t end, and are still drawn to the model. A blocked sight line is still a sight line.
  8. I was going to recommend EVS too, but wasn’t sure if all of the reconfigure fell within the requested “no complicated synergies,” since it can be pretty though intensive to play well. Otherwise, I would put EVS right behind Wastrel in terms of versatility.
  9. I think Wastrel may be the most versatile keyword all around that fits your criteria, but I think Apex would be a good choice also.
  10. You can’t score the reveal and end point of a scheme during the same turn. You are able to score the end point of a scheme without scoring the reveal point. You will only be able to do so during the last end phase of the game. You can find the bit about not being able to score end and reveal points on pg 21 of the rules under B and C of the End Phase.
  11. I agree, that’s really the only way to take it that makes sense.
  12. Missed that. Seems slightly at odds with this though.
  13. A blast extends 1” above and below the the base of the target, so you can hit models that are slightly above/below a models that you are placing the blast off of. The rules for blasts are on pg 30 of the rules for reference.
  14. The answer is on pg 26 under Friendly, Enemy, and Control. Markers are friendly to the model/crew that created/dropped them. Who’s controlling the model at the time doesn’t change that edit: Abilities like Exclusive Interview that allow you to treat the model as friendly while interacting would allow the model to drop an enemy scheme marker
  15. For Guard the Stash I would take 3 Botanists as a start. If run McCabe2 they will be Df 7 with a -1 stat to enemy attacks near them if there is a relic around. That will give them a lot of staying power for hanging around a stash marker or if you want to use them for Catch or Public Demonstration. I really like Desper into the pool/matchup. He’s mobile enough to run schemes and can run down a lot of problematic model for you. I would also recommend looking at the Corpse Curator. It can count as a scrap marker for card draw with Looted Supplies, to get out relics with McCabe and Luna, and with its Cursed Sludge can hand out poison and make enemies with poison not be engaged, which can be useful for McCabe2 shooting or allowing your models to charge/walk away from enemies. McCabe2 gives out stunned stunned to anything he damages with his gun, so he can get a lot value popping a shot into a model that relies heavily on its triggers. He can give out focused to all friendly wastrels in a 5” range with a trigger when he digs up a relic, which will help a lot with his gun into rezzers. Another thing to be aware of is that he can generate a scrap off of another wastrel with the trigger on Take What You Can Carry, so he can make his on scrap for when he wants to make a relic if he has another wastrel around. Luna is a handy target for this on turn 1-2 Hucksters are definitely worth considering. The stash markers are blocking, so a Huckster can jump from marker to marker with Secret Passage, making them extremely mobile. They would also be good for a late turn jump to get either Catch and Release of Public Demonstration. False Claim makes them good for getting Set the Trap and for getting or denying Leave Your Mark. Rough Riders are helpful for mobility, healing, and potentially running down enemy scheme runners.
  16. I’m guessing from this you’re planning to play Relic Hunter McCabe? For this pool, Botanists and Hucksters are good to have. Yan can very easily get 2 grow tokens on some Botanists quickly, and they’re tanky enough to be a good choice for both Public Demonstration and Catch and Release. Hucksters activating late can be good for good for both of those schemes as well if the terrain is suitable for them to bounce around with Secret Passage. They can also pretty reliably get Set the Trap done by placing next to model(s) that have activated and dropping scheme markers with False Claim. They can similarly threaten or deny Leave Your Mark this way. I’ve actually had pretty decent success running 3 Botanists and 3 Hucksters in a crew, but I used McCabe’s new title when I did that. Do you know what the strategy is or what your opponent is playing? Also, do you have McCabe’s new title?
  17. Because Join Us doesn’t state its timing, it defaults to an After Succeeding trigger. So Join Us resolves at step VI-f and the model would be killed at step VI-e. Because of that timing, the model Nexus is attacking needs to survive the initial attack for Join Us to go off. Otherwise it’s killed and removed before the trigger is resolved.
  18. No, because the Ruffian and Sidir would still be friendly to one another
  19. You don’t have to summon models that you’ve hired. So in the case of Ashigaru, you can summon them even if they weren’t in your starting crew. Because they are Minion (3) you can have 3 of them in play at a time. So you could hire 1 and summon 2, hire 3 and summon one after one of them dies, or hire none and summon up to 3.
  20. I don’t really see a problem here. Gaining concealment from concealing terrain requires requires a sight line to pass through that terrain. You can correct me if I’m wrong, but you seem to be conflating a paragraph about blocked sight lines, which specifically applies to blocking terrain and models, with aspects of concealing terrain. Being able to draw a sight line over a piece of concealing terrain would have no effect on whether it would give concealment. As far as things like fog and forests not having a height, this is generally because people play those types of terrain as dense, and sight lines can not be drawn through dense terrain. “Dense: LoS can be drawn into or out of Dense Terrain but not through it. Most woods count as Dense Terrain.” The only mechanical reason to specify a height for those terrain pieces is if they aren’t being played as dense.
  21. Tokens are only removed if an ability tells you to remove them, so no.
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