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lumor_

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  1. I would love to make a Leveticus rainbow crew, models from all factions. This is what I got so far: Guild: Ryle Ressers: Flesh construct (or necropunk, but that cannot be an achor) Arcanists: Soulstone miner (some proxy from cryx wormachine) Outcasts: Lots of options Any suggestions on how to fill the rainbow in an easy way? I don't plan to play every faction so crew boxes seems a bit overkill for just making a theme crew.
  2. With such a board I would have allerted the organizers: "Someone have stolen almost all of the terrain! " Seriously, is this common in tournaments? Only shooty crews seems no fun.
  3. Thanks Solkan for correcting me! Very good answer. I confused "LoS line" with "to have LoS".
  4. In the upper picture, the model to the left is trying to shoot the model to the right. The cover comes into play as it obscures some of the LoS lines drawn between models. All is fine. In the other picture the player who intends to shoot, first moves a friendly model between the shooter and the cover. When the shooter activates there can not be drawn any LoS lines through the cover to the target (friendly model blocks LoS lines) and therefore no cover comes into play. [EDIT: This is not correct. See Solkans answer to question for correct explaination.] The lower situation would be more tricky in real life, both cover and pal between me and target but in the game it's suddenly much more easy to pick the enemy off if my friendly model obscures LoS to covering terrain (or if I place the shooter so that other terrain blocks LoS to the cover before I shoot). This can not be intended. How would you play it out? Is there any errata about this?
  5. I hope you are right. Guess I just have to play some more encounters to see the big picture. Thanks for reassuring me!
  6. Noone want to buy skills after they found out I will give them extra scrip every game that they can use to make their arsenals more flexible or save to buy a master. I hope I'm wrong and it will work better later in the campaign.
  7. I think it comes down to in what scale you play your campaign. I may work very good in a campaign of 6-10 players while in my small campaign, with only three, the cost of giving away better income becomes huge in proportion to what you get. Compare the 10 player campaign, where one of your opponents only gain anything from your upgrade in 1/9 of her played games, to the smallest possible campaign (2 players) where your upgrade gives your opponent more income in 100% of her games (and every game after that you have to face an opponent who got that advantage, while giving away even more to later encounters...).
  8. Problem is barterflips is not an opportunity. Why would you ever want to spend scrip to make your opponents economy that much stronger? Maybe one or two results are worth taking, maybe not even that (because even the best rewards are quite situational). Am I missing something?
  9. It seems like there are very few barter results that are worth taking due to what adantage it gives to your opponents economy. I play in a small campaign and after the second game I realized that buying two upgrades after the first game was a big mistake. It gave my opponent two extra soulstones in the encounter and two extra scrip in the aftermath. He will certainly not buy any upgrades less then the most superb ones to give up that advantage. Me on the other hand will strive to get some minor injuries on my crew just to lessen that advantage for my opponents (and never buy another barter uprade untill the other players does it). If I save my models from injuries my opponent will have a much better economy throughout the whole campaign just because I thought buying upgrades was what I was supposed to do. This can not be as it meant to. Other things must count towards campaign rating too or the whole barter thing becomes a meaningless trap for noobs like me.
  10. You have played it right. As there is no wording about categories "all" must mean all.
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