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Sarsnick

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About Sarsnick

  • Birthday 02/25/1980

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  1. Sarsnick

    Fool Gold 3

    Guys, guys. You would NOT believe what I found out there. Free booze! Just look for the sign with an "X"!
  2. Hey Chris, This is not Matt S, or Maht, but THAT Matt. Wanted to say you were right proper gentleman, a good sport, and a really amazing doubles partner. I knew you wanted to play something other than Levi during each of those matchups but Levi's death movement is still awesome even with the 6SS restriction. Plus I think I found you another Perth player when you get back! Enjoy the rest of your trip!
  3. I saw the mention of the Widow Weaver and it is rather important those webs only affect models that have LOS to it. What this means you can move a 40mm model on top of it and that 40mm will be the only one taking the Wp debuff.
  4. Look at this guy. Working at a company where he actually enjoys going to everyday. Whatever! seriously congrats duders.
  5. This is a really hard question, because I don't want to bring summoning most of the time in AOE crews. If I suspect an opponent to bring heavy AOE (I never try to base my crew selection on what my opponent has played before) such as my opponent chose Guild and Turf War is the strategy, I would assume they would bring Sonnia to easily clear the middle part of the board. In these cases, I will usually select Shooting Dreamer. You can't kill Dreamer if he is always on the board. Summon a Daydream, Empty Night, Shoot things. Go nuts shooting when getting close to the big fight and switch into LCB. I would consider taking Summoner Dreamer when possibly up against AOE when the Schemes support it. If it's Turf War but the Schemes are Power Ritual/Plant Evidence/etc or any scheme that can be completed with a few minions, I will summon Insidious Madnesses and spread them out. If they spend a model targetting one of these madnesses, then mission completed. I'm trying to do it later. As a general suggestion; think of Chompy as a shield. He is there, the enemy is going to have take that down (unless it's Tara who just burns the kid underground) to get at Dreamer. They need to waste cards getting through Terrifying and not get utterly wasted by insta-kill triggers. Chompy is a great Swamp. 3" claws on a 50mm base is a giant blob on the board. For Turf War, his melee range can take up a good part of the area which means they need to burn more cards for terrifying. Especially if Widow is dropping webs and daydreams are hanging around.
  6. Baby Kade just by himself is good enough.
  7. Hello all, Played many games on Vassal with people. One thing that is bothersome is that as a two-monitor user, I would vastly prefer keeping the map on it's own monitor with all of the windows on the other. It's really bad to have to shrink the map to access the models and counters. Maybe this night I will open the module and see if there is a way to get this functionality and bring it up with the developer if I find a method, but this is a feature I would find very useful. Matt
  8. Barb and Kade always go into my Lilith crews depending on the strat and scheme Barb has armor and area denial with either his upgrade or challenge. Baby Kade, if he can charge into combat that is engaged with another, rocks face. His knife is Ml7 that does +2 damage is another friendly model is engaged with the same model. He gets a trigger that does +2 more damage and slow. Flipping SLOW. So with a high crow, you can get an attack that does min damage 5 plus slow. Not sure how people are using him where he is considered fragile but a Df 7 is really hard to get through and doesn't require much cheating from me. Baby Kade is worth so much his points of 7. I guess I'll throw in my lot by saying lots of Ten Thunder's only minions. They feel very disjointed. Ten Thunders were added last and never developed their own type of fighting; more like stealing other concepts from the factions they are infiltrating.
  9. After playing M:TG in actual tournaments, I cannot help but to shuffle my own deck for 2 minutes (the max alloted time in a match). I do offer a cut mostly. I have killed the flicking of cards in hand though.
  10. Calm down, I was just providing a picture of the situation.
  11. I am the opponent from the OP. In this example ignore the bushes and just the grey rock. Imagine the Alp is a HT 2 model and is within 1" of the grey rock directly to the north.
  12. This does happen all the time. When you try to cast something with a caster focused master/hench or melee with a melee master/hench even on a black joker is still a good chance of hitting if the person flips really low. In general, the strat of holding onto Black Jokers in your hand for as long as you can is always a good thing to do in the first couple of turns. Then on turn 3+ when things get more heated, dump that joker and draw a fresh hand and play the game that there is no black joker at all.
  13. The rule is up to the two players. One rule we came up with that ultra tight houses that anything 40/50 you need to break a hole in the wall and while inside the attack flips are negative for the large Ht 3+ model to signify it's packed in there.
  14. a) no. "[...] play a Scheme Marker in base contact with itself [...]" if you can somehow be on another level and still be in base contact (as stated in A) then sure. But usually not. c) would place on top of uneven terrain (related to Markers rules that says all markers are moved to the top of terrain) but that's how I would rule it. If you could place it underneath the ground where no one can interact with it (to remove it) it would be unfair to the defender. d) As long as that model isn't an enemy ("A model may not delcare this [interact] Action if it is engaged unless the Interact Action targets an enemy model") then sure you can cram that marker under another friendly model. Hell, put it underneath that model if it's also in base to base contact with you.
  15. If you are slow, you can still use an all action. The only limit to All is you cannot do anything else.
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