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cursingbulldog

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Everything posted by cursingbulldog

  1. Completely agree, more control with where the unit is and what's in range. And using models with terrifying or pounce and healing can really make the most of the triggers. I personally see coppelious illuminated and teddy being prime hosts for this guy as you get to control the horror flip.
  2. I don't have the book in front of me but if it says friendly I think that's just there to keep you from jumping out of a shadow lair your opponent puts down in case they also have a bandersnatch. Dart out is there so you can pop out on your own turn and rebury before an opponent can get a shot in instead of waiting for the upgrade to tick down and force you out potentially somewhere you don't want to be.
  3. You sure can, the effigies buff is a condition and the effect doesn't rely on a trigger so you can use the trigger then pop the condition for 6 inches of movement. if you've got friendies with push attacks such as say mr graves you could also add those into the action to really get moving, attack/push, trigger, effigy buff.
  4. Also it will be interesting to see the actual model as I know I'll have to try to figure out a way to get the spider part seperatable from the rest of the base and either modify a couple of friendly models to accept it or find a way to universally attach it to any base.
  5. I haven't read the entry for the exact wording but I see the bandersnatch being put onto friendly models like teddy and coppelious pretty frequently. Cheat down that horror duel and they are now paralysed and you get a free attack with teddy or tack on two extra damage from coppelious, and they both have heals to deal with the damage tick.
  6. You don't use the twins in a fated list, you use them in a bag of props list. They share conditions so when one focuses or goes defensive they both gain it and you now have two sources to steal from for only 1ap.
  7. Updated to version 2.5. Increased usability for selecting Leaders and Schemes. Now you will only see masters and henchmen that are available to the faction you choose. You can also choose to only show M2E core book schemes, Gaining Grounds 2016 Schemes, or all available schemes on a sheet by sheet basis. Special thanks to @brian291 for giving me the function needed to do this. Unfortunately it doesn't seem like its possible to directly paste your old data into these cells but this should allow for in the future just the replacing of the list sheet for any leader or scheme updates.
  8. I like running a heavy hazardous terrain based crew using lilith, the Emmisary, Cherub, and Ama No Zako. My Experience is that folks get overly scared of the terrain and it gives a huge amount of board control.
  9. Thanks I'll look into it and plan on incorporating it assuming it all works well. Probably look for an update sometime soon folks.
  10. I tend to run bag of props so collodi is usually my main damage dealer. I'll usually toss in lelu and lilitu for focus sharing and coppelious or widow weaver for making use of the obeys I get to deal some extra damage or card draw.
  11. Ask and you shall receive. First post updated with new link. Feel free to share with your friends or anyone else you feel like. Sorry for not getting the cell references fixed when you first messaged me about them but work and changing jobs took up a lot of my time. I'm not sure if adding new rows will work work due to the smaller cell sizes for the schemes and the the way some of my formulas are set up and I haven't tested it. However I have increased the number of game lines to near 500. If you need more then that I'd try to come up with a way to split your games up between two sheets and you've got to much free time. You should be able to just copy your old data into the new file. Do to the nature of the new scheme pool I'd probably make a new sheet exclusively for games you play using those because of how differently things should play out the old data likely won't correlate well. Let me know if you find any other bugs or have any other suggestions and I'll try to be quicker about getting those changes made.
  12. Just received my gift today, only a month late . Recieved NOS mistep and misery (alt howard and Teddy). Although I think the organizer might be a bit confused thinking that Iowa must be in Canada for some reason
  13. You've completely forgotten about spawn mother. Her main roll is in interact schemes. She is basically three gupps with from the shadows that are not targetable untill turn 4. Activate her late turn 4 to spawn at which point your opponent should have few activations left, then move your gupps into position. Turn 5 save your masks for leaps to get 2 markers down per gupp. Easily more then enough for any market based scheme. SM doesn't even need to do any scheming. She just needs to get close to lay some eggs then run interference and deal some damage.
  14. Mine shipped today, no idea how long it will take to get across the border into Canada.
  15. I like the gupps but spawn mothers body is way to thin compared to the size of her head and her pose is to upright. You are wrong about that. SM and gupps are fantastic in play.
  16. I might be able to do that. One more question shouldn't break the back end of these to bad fly, likely do 1-5 from crew dependent to solo as I doubt there will be enough results were the granularity of a 1-10 will be worth it.
  17. Just found that, getting it fixed right now in all the forms. for the terrain I imaged things like unimpeaded or models with leap scoring higher on dense or severe terrain. With guild most of your models should score higher on open due to all the sh actions.
  18. I'm trying to get a better idea of how people view models. A lot of times folks just go off say x model is better then y model without really backing that up with anything more than gut feel so I thought I'd set up some simple forms to give some rankings to models in more than just x>y. I didn't want to rank specifically for certain schemes or strategies as that many options would be to much for the Google forms and most of those can break down into similar groupings of kill stuff interact with stuff or stay near stuff. If folks could go through their faction rating as many or as few models as they like I would appreciate it, thanks. Arcanists ­ http://goo.gl/forms/frsgq3t5Fr Gremlins ­ http://goo.gl/forms/4Zkwua2Pny Guild ­ http://goo.gl/forms/8lt7DXIEQ0 Neverborn ­ http://goo.gl/forms/6OWA25PMW1 Outcasts ­ http://goo.gl/forms/GySZrOSsO2 Resurrectionists ­ http://goo.gl/forms/c1QVFKU1Jh Ten Thunders ­ http://goo.gl/forms/cjxUG9kmwK
  19. Envy, trapper and 3 changelings in a fated collodi list is just brutal. Envy can have Collodi focus off activation passing it out to the changelings and trapper. Throw in the arcane bonus for burning or the brutal bonus for card draw depending on if you think you can kill that round or not. Three 28 in pounces 3 additional focused shots on their turns and 3 shots from the trapper with spending Collodi's actual AP isn't bad.
  20. That's not even that bad. When you have 3 changelings a trapper and envy to pump focus out without activating Collodi is when things get a bit ridiculous. That said terrain is going to be a big factor and even with double plus flips those 4 sh are still going to miss most targets with decent defense. Did This in a tournament mainly because the tallest terrain was ht two, it was a Killy scheme pool and my opponent declared neverborn. He brought both huggy and nekima. He thought the same thing that I did and that I wasn't going to see a lot of shooting. Even with that getting surprise shots off, and using all of collodi's ap on the trapper it still took the whole first turn to kill nekima. Huggy did get into things and caused some issues with fears given form but collodi could quickly clean things up with casting. Had my opponent brought shorter models it would have been a much different game. Part of that is likely as a faction neverborn players don't play with a lot of mercs and don't factor that in when trying to determine our and our opponents list.
  21. Just doing a little digging into this and I don't think they can currently support what you want it to do. Currently there's no way to really interact with decks besides manually as what I can find in the API says: //Note at this time you can't use the API to "draw", "deal", or "shuffle" cards from the Deck. We're working on helper functions to enable this functionality. Meaning theres going to be no way to automate flips. However I think using rollable tables its almost possible. A whole deck can be listed, it takes modifiers, handles multiple flips and can be rolled from character sheets and macros, with some slight wackyness with the suits. Only issue is with getting rolled cards out of the table. Sounds like theres ways to do it with their API and re-input them when its time to shuffle but that will only work for GM's who pay for that service, for free users the tables wouldn't update properly. So currently doesn't look like theres really a way to get a functioning sheet up there. If you guys can contact them and get them to make some updates to either rollable tables or their card system then it should be pretty simple to get a functioning sheet for anyone with CSS knowledge. My guess is they'll work with you if Wyrd is willing to put some ready to go modules up on their store.
  22. Depends on the game and how I'm positioned. If they have a way to slow or paralyzed you'll need to kill her most likely but if I have the choice I'll hatch them manually as that way she's most likely engaging something so they can't chase down the gupps.
  23. I've used roll 20 a lot for DnD 4 &5, Dark Hersey and used their card system with savage worlds though this was before/right when character sheets were first introduced. That said I don't have a mentor account and would very much doubt my abilities for much of the work. However I can already see some difficult issues unless things have changed since I last looked. Biggest issue is going to be card flips with plus and minus flips as I just don't know if their card system will support automating this. As far as I know the cards expect to be manually flipped outside of initiative. The addition of player fate decks will further complicate things. I also remember some issues with custom decks. I'm guessing tables of some kind to deal with this but that runs into issues with duplicates. Next big thing will be magic with the mix and match nature of the thing. It's going to be tough to get all that to work properly without importing that whole section of the book or requiring a lot of manual entry every time someone pushes the spell button.
  24. Yep she's personally my favorite henchmen and I'll run her with any master besides collodi who she competes with crows for. My whole reasoning is basically because she ensures you can score on any of the marker schemes as your scheme runners can't be taken off the board early in the game. And by the time they do show up your opponent likely won't be in position to do much about them and it's easy to get them in position with a walk and leap on turn 4. Sure nothing on her card especially stands out but her attacks are good enough and her resiliency mostly goes up the more eggs you have out. What she's good at is scoring points and at the end of the game it doesn't matter how many models you've killed or still have on the table, it's about who scored more points.
  25. I personally love coppelious with collodi. Using collodi's obey triggers to walk into coppelious' s engagement and then cheat the horror duel down to paralyze be tack on a few more damage, can be a great way to deal with an model for a turn or two. Can also work with widow weaver to cycle some low cards out.
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