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Shadai

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  • Birthday 12/19/1979

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  1. Not to hijack or anything, but has anyone tested gunsmiths? Gunsmiths are one of the best and most versatile models Arcanists have access to. The problem is usually your opponent knows it too, and thus they get a big target. I would think pairing the smiths with a metal gamin would help increase their survivability all while offering a jump point for Mei. Side question: does Kangs boost ability bump Gunsmiths? They are assests not members so I'm thinking no.
  2. Before I begin, this is going to sound like I'm calling out Lobo, but he has a lot of really good points so I'm just quoting him so I don't miss anything. Okay so I agree with you all the way up to this part. And not that I feel this is aimed at me, but even so, I feel it's aimed in my general direction. And players like me. I agree that some masters are a bit slower to get their game face on. Colette is like a sup'd up drag racer with flames painted on the sides. Ramos... well Ramos is like a beat up 79 Buick Park Ave with a bad starter. It's a floaty tank, but the problem is getting that beast started in the am. But to say "if you can't play in a tournament with the goal of getting to Turn 6 in 70 minutes, then IMO, you shouldn't have entered the 'Masters' tournament" that's just not fair. No really, it's not fair. At all. I was one of those guys that made it to the masters. I didn't do it by slow play on purpose, I'm still new. And if someone told me, I'm sorry dude, but you can't play on Sunday even though you qualified because you're not good enough... Let's just say that right there would turn me away from this game faster then a naked Felicia Day giving me the "come hither" glance. Seriously. If you want this to be an elitist game, please feel free to play with your 5 other elitist friends and I'll go do something else. I believe all of my games made it AT LEAST to turn 4 before some of them were called for time. I think I had 1 that I was in turn 6 when it was called. And a few others where I was in turn 5. I didn't finish a game all weekend, save for that raping I took at the hands of Webster where I conceded 3rd round of the masters. Was I doing it on purpose? Hell no. But I'm not Webster, I don't know all the cards like he does, I don't have the memorized, and occasionally I (shocker) have to read them during my turn to make sure they do what I think they do. So to expect me to know and/or play like that, well, enjoy elitist Malifaux. I don't actually think that's what you mean Lobo. But that's kinda what it sounds like. Please don't think I'm jumping you or anything. I'm thinking it was either a poor choice of words, or just the way I'm reading it, or something. If you do mean it that way, I think that alienating players because they are "not good enough" to play 6 rounds under a strict-ass time limit, well that's just not fair. Totally agree. I wasn't around last year so I don't have anything to compare to, but all of this sounds reasonable and is pretty much where I was feeling about it during play. Loved it actually. It was nice knowing when I lost I was done. There was no hanging around, I could just up and leave the con and go home. I think a loser's bracket would be more trouble then it's worth, but I can see the draw. I'm actually of two minds on this. I didn't like it as Colette cause really, who am I going to take. Please. My opponent if he knew anything about Colette could probably tell me my list before I even showed him. However, at the same time I kind of liked knowing what kind of rape train was inbound for my table before it arrived. Problem is, I don't really know how to fix it. Don't do it, and you give Outcast Masters a bit more of an advantage over other guys. Do it, and you kind of screw specialized armies, like Kirai, Colette, Ramos, Gremlins, etc. So it's an issue of six one way, half a dozen another. I liked it. I liked that there wasn't a brawl at the center right at the beginning for that all important center marker. I didn't really like the whole, "no interact on turn 1". Like Lobo said, it really screws fast moving Colette armies where that is their bread and butter. I don't stand toe to toe with anything, nor should it. Hit and run is my game, and being forced into a slugfest is not really fair. I think the answer is actually a bit of both. I think you DO allow interact actions with markers on turn 1. However, what I think you do is increase the cost of the action for TURN 1 ONLY. Thus, if I somehow get across the board on turn 1 with 2 actions left, I can destroy the evidence. If I can't, well, each turn after the first, the cost comes down to (1). That makes it fair for everyone. It discourages the first turn blitz, but not so much that it just simply cannot be done. See my thoughts about the previous. Totally agree here. I'm not going to touch on scoring or anything, cause I really don't know any better so who am I to say. Finally, someone mentioned about playing on the same table. This happened to me at least twice over the weekend, and I just flipped to the other side so I could play something different. I agree that steps should be taken to try and avoid letting players play on the same table, but sometimes that just doesn't work. I think the players can take the initiative by either switching sides, moving terrain, and or twisting the board so they both will be playing from a different angle. Just some thoughts from a new(er) player
  3. Yeah, I'll echo what some of the others have said. You need more terrain. You should be able to duck and cover all the way to their side of the board if need be. But really, Colette's crew is so fast it really doesn't matter. They might get a shot off before you are all over them. Raspy and Kaeris on the other hand are something else entirely. Kaeris is faster then Raspy, Raspy is just painful to play against the guild. I probably wouldn't take her to play unless I was forced to. The problem with Raspy is she is A. Slow, and B. your typical Archanist master, meaning she does the great majority of her damage through spells. Sonnia is a nightmare for her, witchling stalkers and their anti magic aura often mean doom if they reach her. Kaeris is a better choice. He can actually move with purpose unlike Raspy, and can clear out of those pesky anti-magic auras and light people up quickly. You'll need ways to spread the burning counter love to make him really tick, however. I would suggest Fire Gamin at least. I would also look to the new stuff. Metal Gamin can spread the burning token love, and since they are constructs, Kaeris can blow them to spread even more counters. Even the Rail Workers are good choices here, as they count as both living and construct. They can literally shovel burning tokens on people, and when they get low wounds, Kaeris can blow them up for even more. But don't stop there. I can see using Mei Feng (my new crush) really successfully against the guild. She has hard hitting melee attacks, and with her ride the rails ability she can literally go from one side of the board to the other. This will allow her to move from cover, get into combat, blow stuff up, then ride the rails back to the safety of cover. Lots of fun stuff here in Archanists now!
  4. Thanks for the support guys! But seriously, I don't feel bad at all. I was just happy to be there! I don't think I got cheated or anything. I think I just really didn't understand what was coming my way and I got blindsided. Webster at least apologized after he asked if I knew what Pandora/Collodi did and I replied Kinda and no. I thought he was a class guy, just very competitive, which again, was what I was expecting to play in the Masters. You know in hindsight a Duet bomb might have worked, but A) didn't think of it at the time, and since I didn't know what his models were capable of, if I did think of it I probably would have dismissed it as an overly risky move. I guess that would work if the following is true: 1. If I kill the Performer and she can give Reactivate to a Coryphee, which when it later forms to be the Duet it gets to keep Reactivate (otherwise, range and logistics might be a problem). and 2. If six wounds would be enough to kill the majority of the army. It wouldn't be a bad tactic if it played out right. But it's an all or nothing deal. You are going all in, soulstones and all. Best case: Colette ices the performer, gives reactivate to the coryphee, coryphee activates, sword dance, use soulstone, shambles twice, other one dance partner, uses the 0 action to get the :masks to ca and cb, move, attack. Reactivate it, crescendo 3 times using SS each cast. Cassie activates (hopefully remembered to push her straight at the army to start), nimble move another 5, hopefully that is within 18 for her to dance partner, follow up with SS augmented Flame Breath for blast. Possible really. I'll try it next time I face that (if I ever face that kind of army again), but at least the next time I'll have the foresight to know what I'm looking at. All part of the learning experience.
  5. Some advice, since I just ran Colette in the Masters: Those videos are a good place to start. Helped me a lot try to wrap my head around the rules text on the cards and give you a base idea of what the crew is capable of. Read the cards. No seriously, read the $$$$$$$$ing cards. Read them all, take a break, read them again. When I was reading them for the first 10 times I would always find some new synergy or ability or something each time I read them. Hell, I still every-so-often sit and just read the showgirls cards just to re-familiarize myself with them. The day of the Saturday Gencon Qualifier? Yeah. I read the cards. Twice. As far as the Avatar is concerned, you don't need it. Hell I didn't even run it. Personally I don't see the draw. She gets a few new tricks and loses illusionist (I think, don't have the card in front of me). I find more uses for Illusionist then I find for her entire Avatar card. And if you are new to the crew, she is hard enough to comprehend without her Avatar to even worry about manifesting to begin with. It is just not an auto-include. She goes from being WOW Colette to eh... that's nice Colette. Unlike rezzer avatars which are almost auto-include, because they make the master significantly better. Colette's Avatar just isn't on the same wavelength. aColette gets some nice stuff, but not over and above better then what she can do by herself. Oh and use Doves. Never ever use the Arcane Effergy. Ever. Doves bring so much more to the crew then the Effergy can ever provide. It shouldn't even be debated.
  6. I can give you only what little I know. I'm still new at this game so I don't have a lot of experience. Strategy was Shared Distract. I was running standard Colette (Colette, x2 Coryphee + Duet, Cassie, Perf/Mann) with Breakthrough and Power Ritual. He had Pandora with Collodi (sp?) 3 dolls, a couple of stitched togethers, and something else I can't remember. He had bodyguard and breakthrough. Now, just to give you an idea of the matchup, he was (is) a guy who goes to a lot of tournaments, knows all the cards, plays fast, and has already won at least 1 major tournament that I know of. He won this one too, which makes the total I know of 2. Me, well I was just lucky to be sitting in the seat. He was overall game #17 for me, and it took every ounce of what little skill I possessed and a $$$$$$$$load of luck to even be sitting in the seat. Because this is the masters, everyone is expected to know their $$$$$$$$, so I was playing a bit faster then I would have liked so I didn't slow anyone down. I didn't want to be the guy that played really slow in hopes that the game would go to time or anything. Probably my first mistake. Anyway, I won deploy, had him deploy first. He Deployed in the center of the deployment zone, with every one of his models touching each other in a tight, two row group. I put Cassie on one side of the board to activate first corner, Coryphees and mann on the other side, with Colette, Perf, and Dove in the center. I don't remember if it was him or me who won initiative but it didn't matter. I should also mention since this was game #17 for me that I've only played against Pandora once, and that was earlier in the tournament on the Qualifier and if it wasn't called for time would have probably gotten stomped too. So I kinda knew what she was capable of but not really well. Additionally, this was the first time I've seen Collodi and since the time to get a match in was so short and restrictive, I didn't really have time to read his card to see what he did other then a cursory glance. So, his first activation he casts some strange aura/spell/something that if the model fails the resist duel they have to activate last. I get this is going to sound fuzzy without much detail, but again, new player, and he was talking fast. I was struggling to keep up. So he flips 9 cards for each of his models and declares that he is going to have them all tie so they fail. I now have to activate all of my models before he even activates 1. Sigh. Well for Colette, if you are at all familiar with her, this is about the worst thing ever. Colette is a stick and move, act/react type of army. By having to go first, I'm essentially tipping my hand. So Colette makes me a stone, moves a couple of times, Perf moves forward into the cover of a doorway, Cassie activates corner 1 and moves forward, Coryphee activates corner 2 then shots down the other side forming up to the Duet, Dove flys over toward the Duet but not close enough for me to have it within 3" (a mistake of deploy I made that will never happen again) and.... yeah... that's it. Remember, I have to activate all of my stuff apparently, so I'm kind of rushing because I didn't want to take too much time. Second Mistake. So he activates, pushes some dolls and collodi around, gets across the board where they almost kill off my performer on turn 1. I think she had 2 wounds left. Then Pandora wanders over by where my Duet was, and starts casting bad $$$$$$$$. I'm flipping decently, but I need a bit more so I reach for a soulstone and say "I'll use a soulstone." He looks at me and says, "You can't." I'm sure I had a quizzical look on my face when I replied "They have Use Soulstone." "No, you didn't say you used the ability." "I used it on the Corphee before they danced together." "No," he said with emphasis, "You didn't actually say it." Now, I've been playing just to have fun this entire weekend. Luckily for me, I hadn't met anyone ultra competitive so most of the games have been fun and my opponent and I coming to mutual agreements as we played on when questions arose. But, this is the Masters, so I expected to meet players like this. I set my hand on the table and said "Okay, I see how this game is going to be." But he was right, I DIDN'T actually say it. I always remember to do it, and had for the entire tournament, but because I was trying to play faster, I guess I just missed it. Pandora continued the rape train. When she was done, the Duet was falling back to the board edge it was right next to, had negatives for flips, and was taking on wounds quickly. My opponent had also managed to kill the Mannequin right away too, so the fact I got mirrors off did not matter. The stitched togethers came over and tried to help but for the grace of my luck, somehow managed to survive their willpower flippy duels that would do damage to me, and did damage to them instead. End turn 1. I was running out of options at this point. At the start of turn 2, he wins initiative. I try to stone and lose anyway. He activates Pandora and shoots the still helpless, falling back, unable to use stone Duet with some more damage and or kill trigger (I don't remember the exact sequence, sorry). My Duet came off the board and with it, my chances of beating my opponent. It was my activation and I took stock of what I had left. I had a performer that was about to die, Cassie running up the side to activate the 3rd corner, Colette, and a dove. Against everything he had that had not even taken 1 wound. I could probably activate that 3rd corner, but I would never get the 4th before he managed to kill Cassie. Since the Dove doesn't count, it didn't matter. Then I have Colette, who is really hard to kill, but which so much firepower, and no girls left to use the triggers really (once cassie and the 2 wound left performer was dead), well, the writing was all the wall. There was no way I was going to get to that corner, and I was pretty sure he was going to wipe me off the map so getting points for Distract and Breakthrough were pretty much out of the question. I conceded. Really at this point I was just happy to be sitting in the seat. And if you would have told me going in to the weekend that I was going to finish 4th overall after the crappy flip day I had on Fridays qualifier I would have told you that you were high. I didn't want to end my Gencon tournament being frustrated and I couldn't do anything against Pandora who just seems unfun to play against. Additionally, I didn't see any reason at all to drag it out. Clearly I was facing a superior player, and it was really only a matter of time before my luck ran out and my noobness cost me a match. I was trying to figure out how to beat that after the match, and I asked my Opponent later what would have happened if I told him on my first turn, Colette makes and stone and I pass all my actions. He told me he would have done the same. When I looked at him funny, he explained that he took Bodyguard, so he was already up 2 points. Since I had to move to his side of the board to get my schemes/strategies, he was going to force me to move first. If I didn't, the game was going to end and he was going to win anyway. So there you are. Sorry I failed the Arcanists. edit: for general grammar derps
  7. I guess it depends on your definition of "pound for pound". There are a lot of really good suggestions here, but I would like to propose we narrow the field a bit. Initially, it would be easy to point out a model and say "this one right here" but oftentimes when we do so, we take some things into consideration that we really shouldn't. Like I'll use the Duet for an example. Now I'm a HUGE fan of the Duet. For me, pound for pound there simply isn't a better model in the game. Can hit hard several different ways, can move like it's ass is on fire, can capture objectives all in an attractive 14 point package. But should we consider it as one of the best models in the game? I would actually hesitate here. The Duet is nice and powerful, yes, but part of that power stems from working in a Colette crew. If we roll the Duet in another crew, cross-faction or not, do we get the same "pound for pound" value? Obviously not. This is because the Duet works so in sync with a Colette crew that running the Duet with anyone else will obviously lower it's power level. That's not to say it isn't still a potent piece... quite the contrary. But to crown it the best overall is foolhardy when you consider you need to roll a specific crew to get the most out of it. Additionally, I feel we should not include Masters or Henchmen in this discussion, as they are not as universal in their ability to play with any master or faction (save VonBadass, but he's the Malifaux version of Boba Fett). My list (in no particular order) is considerably shorter, and includes some diamond in the rough models you might not have thought about. But their value is often over and above what you pay for them, and while they might not be an auto-include, their value puts them on the short list of stuff you ARE considering. 1. Gunsmith Pound for pound, nothing is as good as the gunsmith for Arcanist players. Offensively, it sports the ability to do a solid damage profile at range, a profile that gets even better with experimental ammo. Combined with it's gunfighter ability, just dropping something into base contact isn't enough to make these pesky models go away. When you include the fact they can change their ammo type to tailor their attacks to be the most effective, their damage profile is even more impressive. And to top all this offensive power off - paired pistols to help make the attacks stick. Defensively they are just as solid. While they aren't designed to stand toe-to-toe to anything, they have a wide array of defensive options with Concealed Pistol, Intimidating, and Duty. Even smoldering heart is a nice addition, allowing the gunsmith to easily convert defense to offence with The Hard Way. This makes for a pretty impressive model, but when you combine all of those abilities for a mere 6 points its a goddamn steal. 2. Ronin Ah, Ronin. My love affair with you continues. A very balanced model with a very small 5 SS cost. The ability to move and strike is an impressive yet often overlooked ability. What is even more impressive is the 2" melee range, a weapon that overlooks armor and gets a to damage and oh yeah, a free push. Are you kidding? What could be better? Well how about more attacks? (+1) Melee Expert? Hell yes. A solid damage profile, a ranged weapon for when you just can't close means this 5 point model is an effective offensive powerhouse. When you consider that defensively you have a (1) action to increase your defense, harmless, and hard to kill it is even better. And let's not forget how mobile this model is. 4 walk/6 charge, ignores severe and climb penalties when walking and charging, and did I mention a free 4" push? Even better, if you have one on your crew, and you suddenly find yourself outmanned, you can hire another one in the middle of the fight with it's Always for Hire ability. If they disappoint you, you can force them to commit ritualistic suicide and get 2 SS in change. Not bad! And did I mention they were Mercenaries? That's right, you don't have to be playing outcast to enjoy this model, which makes it impressive across all factions that need a bit more mobility. 3. Miss Demeanor / Convict Gunslinger Someone mentioned this one before. A solid merc model that is a great ranged artillery battery for anyone not playing Arcanists (cause they have the Gunsmiths above). Great range, gunfighter, paired pistols, and you'll not do more damage with a model for this few SS then you will with the Gunslinger if you have a handful of :masks to burn. Even the Gunslinger's spell is pretty good if you have the ability to make it stick. A solid 5 SS model that is worth it's weight in the dead corpse tokens your opponent leaves when its done activating. 4. Rotten Belle Board control is a huge advantage for anyone who wins this game. Ask any Colette player. And for those of you Rezzers out there, it doesn't get more effective or cheaper then the lowly Rotten Belle. Hard to wound, slow to die, and an impressive range of control oriented effects helps you control the flow of the game by directly disrupting your opponent. Need to get that central evidence token but can't cause your opponent has parked something nasty on top of it? Lure it out of the way. Need to damage the cart but can't cause he's got that one guy in melee? Lure him away. Combined with a ranged slow and an ability to drop defenses, unless you are Kirai you'll wonder why you ever left dem Zombie teats on the sidelines before. Bonus Pick - Lawyer What? Lawyer? Are you kidding me? No man. I'm not. Go ahead and laugh. I'm not about to give all the tricks away, but if you even play a guy who knows how to get the most out of this model, its going to be a very, very frustrating day for you. And if you are a Colette or Gremlin player, you learn you have to kill this guy fast. While I don't actually include him in the best "pound for pound" picks (he's a bit expensive and slow of foot) he's got enough potential that if you learn how to use him right, he can actually win you games. Or at the very least, disrupt your opponent enough to allow you to win. (the first post disappeared into the aether, so I hope I'm not double posting)
  8. I second the extra Silent One and the use of Gunsmiths. I also enjoy using Kaeris from time to time
  9. She has a nice... pardon the pun... figure? Other then that, she's pretty useless. I've never had a game where I was like... man... I WISH I had Angelica... She's a true support piece in a skirmish group that doesn't really need her. Her ability to make other girls immune to falling back is great until you realize it doesn't apply to her. Her ability is to debuff WP is awesome until you realize that most of the time the set up is not worth the effort. Bring out the next act is cool and all, but you can do the same thing with the Mannequin companion. She's fragile, and easily killed without much effort by your opponent. She would be good if she could be used as ranged area damage, tying up a bunch of your opponents in a group with your other models and blasting away with her range weapon. The problem with that is the shooting into melee rules. Oh look, I shoot a girl, nope she says I can't, illegal target - wasted AP. At her cost, you are almost always better off taking... well anything really. Gunsmiths, another Performer/Mannequin combo, Johan, a couple of doves, hell even Ronin might be an upgrade. But she has a really nice model! So there you go.
  10. Oops, my bad. For some reason I was thinking it was a 2 action for just the shared strat and the individual strat was just 1. It's what I get for not having my rulebook handy when typing. Yeah in that case, remember the Duet can push through the line without any problems. I would in that instance try for figure on the end of the line to go through, sword dance the duet, move to him, hit him, announce move again, which gives you a free strike, then move to edge of melee range on the other side of him, then with third and final AP, move again, getting the free strike in first. If three attacks don't kill at least one of those guys, either you flipped bad or he flipped good. No worries, move him 9 + melee away (so usually about 10") at this point. With Cassie, you can do the move - sword dance trick too, or you can just dance partner to the duet which should put you safely on the other side of the line. If he's dumb enough to charge with the only one that is close, then no worries, end his sorry existence the next turn then keep moving.
  11. It sounds like (and please don't take this the wrong way) you are doing it wrong then. Colette is not designed to go toe to toe with anyone. A properly played Colette army will make you feel like you can go toe to toe with anyone, but the reality is nine times out of ten it simply isn't true. A proper showgirls crew is more of a hit and run type of crew, with the Duet as your queen. As far as "getting to Sonia" as you are referring to.... if you mean for deliver the message you can easily do this with the Duet. 9" in, deliver, 9" out. If you are somehow still in range and you get charged, the Duet has the beefy defenses to live a round before you play swap game with Colette and a mannequin with the Duet, whisking the Duet out of reach and leaving a worthless mannequin (or even better, if that mannequin is linked to Colette, nothing but air). But in terms of pure "destruction" power, a typical all Showgirl crew doesn't have the damage or staying power to go toe-to-toe with anyone. They are short on wounds and damage, and are typically out-activated especially if you have the Duet. This is why you have to pick your battles carefully. You can't be the aggressor, but you can't play passive defense the entire time either. It is a delicate balance that is all about the stage show, fitting for the crew that calls themselves "Showgirls". If for some terrible reason you have to stand toe-to-toe with someone like Sonia, you best go in prepared, and that starts with crew selection. A standard "all" Showgirls army is not going to fare well. Again, you don't have the wounds, damage, and you rely way too heavily on spells. Instead you need to sub in some non-girls figures to make up the beef difference. My suggestions would be Karis and a gunsmith or two, since range is god-like when going up against a field of witchlings. If you need more of a melee presence, then Johan is not only cheap, but has really good synergy with Colette; Not to mention a vicious 3" melee range that takes up a large amount of board control considering you can deliver him anywhere you want with Disappearing Act. He might not last long against a bunch of witchlings, but I almost guarantee that if Colette is nearby to boost his AT he will take a few of those bastards with him.
  12. Sonia is a tough matchup for Colette and I have felt the sting of this one before. Depending on what the Sonia player is bringing, you need to figure out how to get the most points as possible and understand you are probably not going to win the game. Sonia is the guilds anti-arcanist member, and is pretty much a losing match-up for any arcanist master outside of say Marcus (who doesn't rely on spellcasting that much). You will find it is those anti-magic auras that will mess you up the worst. I've has some success playing keep away. If you have a good strat like reconnoiter or deliver the message you can just move around her and pick off models that she leaves exposed trying to get to you. If you have a more interactive strat like Slaughter, well, you probably should have re-flipped. Middle of the road strats that require some interaction like Supply Cart and others you'll just have to do the best you can. Because you usually won't know if your opponent is playing Sonia at the time of Strat flipping, you can handle it one of two ways: 1. Assume if he announces he's playing the guild that Sonia is going to hit the board faster then you can say "Arcanists" and flip or re-flip Strats accordingly. 2. If number 1 doesn't get you a favorable match (as Slaughter on reflip is a painful loss of soulstone AND annoying), then you are down to picking well on Schemes. Remember, you are probably not going to win that matchup, especially if you have Slaughter or the King of the Hill Strat I can't remember the name of. So getting as many points as possible is the most important thing you can do. When playing a vigorous game of keep-away, I prefer Sabotage and Arcane Ritual, since both are really easy to complete in a move heavy Colette squad and have the added bonus of keeping you away from those Auras. Try and isolate a few of his models and take them out quietly. You don't have the strength to confront Sonia and her crew directly. And who knows, if you get your 4 points from Schemes, maybe you can prevent his schemes and strats enough to actually pull off the win.
  13. I'm sure you are already aware of this, but remember the red joker doesn't trump ALL negative flips. I remember I really needed to kill a guy, but I had a negative flip to damage. That one negative screwed me over and put me through the emotional ringer. Okay, negative flip.... so first flip RED JOKER!!!! wooo! yeah! second flip for the negative (and I think at this point I said something to the effect of "not that it matters") ........ black.... joker...... crap..... It was a sad day.
  14. Alright I'm curious enough to ask this. Bruglyother and I debated this in his blog post here. In it, he claims that Steal Relic cannot be completed against a master who has Immune to Influence. Scroll down to the comments to see the arguments. My points in the comments was that Steal Relic is an interact action, and by definition, doesn't have a defender. I linked the ruling of that in the comments section. So therefore, my position was Steal Relic could be completed as Immune to Influence never comes into play. Who's right? I can see his argument, but I have a hard time believing the game designers would put something in like this. A scheme that is impossible to pull off? Edit: Before someone rips my head off. The ruling I linked was to Deliver a Message and targeting restrictions like getting around bully. My thought process was if and interact action gets around something like bully for goblins, then it must also get around Immune to Influence and Steal Relic, since it is also an interact action.
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