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James Dyson

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Everything posted by James Dyson

  1. You are correct - you are allowed to take the charge action and opt to not take a melee action. I am fond of a Squealer with two swine cursed for this very reason - you can go reckless, stampede three times, and live! And with Bo Peep, the Squealer will heal 2 at the end of activation.
  2. Scenario: a Dabbler activates, and theres a card I want in the configuration on top of my discard pile. Q. Can the Dabbler declare it's bonus action, which as a tactical action is a simple duel, then opt to 'relent' (as it's a simple duel generated by a friendly model) and fail (because Relenting a simple duel generated by a friendly model counts as value 0) and, since no cards were flipped (because Relenting avoids card flips on simple duel) place the top card of the discard pile onto the configuration with Unexpected Outcome? If not, why not?
  3. So I hear that someone was running a lot of Asami 2 this weekend at the Scottish GT. If they're on the forums, I'd love a chance to pick their brain. If anyone here played them, would love to hear what it was like facing her. Had a blast painting her model, would love some tips to get me started with her!
  4. The big synergy here is with keyword models that have Protection Money - Lotus Eaters, Crime Bosses, etc. Those models also draw when enemy schemes come down. In fact, there's a playstyle developing that uses Shenlong and his Four Winds Punch to repeatedly drop Enemy scheme markers and draw a whole lot of cards. Which Shenlong then uses to murder enemies.
  5. Even if you keep the aura (which I think the aura should stay) it would make more sense to me for Trigger Finger (and Perdition) to go off when *an enemy model in range* drops a scheme marker, rather than the marker itself.
  6. I find it's less problematic to set up if you save Wendigo or a Silent One for your last activation turn 1, then drop Ice pillars next to your main targets. You can bank severes turn 1 from Glacial surge/ Tools for the Job on Acolytes and cheat to go first, followed by now nuking said target.
  7. The Gaining Grounds documents, since they started being released, have included call out text to the effect of "play how you want to play" So this doesn't strike me as any different than running a Singles tournament, or a Henchman Hardcore event. I would find it interesting to hear feedback from players participating in such an event afterwards to see how it goes over.
  8. You can't blast off friendly models - see page 30 of the digital rulebook. Instead, look at Siphon Power on Wong, Enchanter's card. You can do up to 5 ping damage effects in his activation to hand out 5 Glowy (you can siphon power on the bonus for the do it again trigger, then siphon on the triggered action)
  9. If Wong is the target of her attack (i.e. he is flipping against her in an opposed duel) he will suffer the effects of the attack. If Wong is not the target of the attack, any blast markers from Sonnias Flameburst that get placed over him do not damage him due to his Evasive Ability.
  10. We all know that Thunders only viable master in GG3 is Misaki /s
  11. I took Parker 2 (aiming for mod 4 spam) into Damien 2 in round 2 of the GT. It was Corner Guard the Stash. I was attacker, and placed Damien into a deployment zone with a big severe forest covering most of the edge where he'd leave, and be in concealment. At the end of turn 1 Damien needed a single walk to be able to lure Mad Dog and drop 5 damage on him/4 on my Convict gunslinger. Top of turn 2, Damien killed Mad Dog and the Convict Gunslinger before I killed him. This was due to burning g all but one of his stones with Convict Gunslinger and Mad Dog flipping moderates on him on negatives, with a RJ in the mix. Without Mad Dog I was one or two points of damage away from killing Lohith with Parker (if I was Parker 1 I mightve done it). I lost that game 1-5 because Lohith and Bella cleaned up Benny, Pearl, and the Emissary. I think if I leaned harder into the spam attacks it might've been a bit better, but I worry that I would've just lost more models sooner.
  12. Personally I play Zipp 2 in pools where I want to control board position and leverage his mobility. Almost always hire first mate and two Wanted Criminal Iron Skeeters to start. If the pool isnt working for that, I go elsewhere
  13. Disclaimer - my recommendations are formed based on me facing Guild decently often, and what I would do if I picked up Dashel. I would recommend the three remaining guard boxes (Run Them Down, Crime and Punishment, and Rank and File). This gives you Guard Patrol (Dashel 2 Summon, mounted guard demise), Mounted Guard (solid hire), Guild Hound (Disease Containment Unit summon), Executioner (all star beater minion). After that the Guild Staples of Pale rider, Lone Marshal, Guild Steward, Guild Mage, and Guild Lawyer are all good purchases.
  14. Thank you for sharing this data! I think what's most interesting is that the majority of results seemed to indicate that on the whole, clock use was easy to learn and implement and favored for future events. Yet, only for organized play events - the 'casual' game question is markedly different in a more even split of opinion.
  15. Mannic, the bayou Yannic. Believes themselves to be an "onion organizer" who is trying to bring more Democrazy. Versatile or Enforcer version of a Crier who let's you do the 'discard becomes remove a scheme and draw' effect. Also has Putrid Stench because Onions.
  16. I agree. Som'er 1 has suffered from his errata to the point where it's too much work when you can get comparable or better shooting, staying power and scheming with another keyword. My thoughts: Som'er 1 - revert his summon stat to 6, change Bayou 2 Card to at least work on enemy Activations. One per activation and only friendly activations is way more restrictive than any other keyword with a 'give self a plus flip' mechanic. I really think that's all he needs. It alleviates the hand pressure and makes his summons back on par with other summoners. Lootmonger - change Ransack to either - every time a friendly model removes a scheme; lose the discard cost; or make it happen when they drop a scheme (like Toni 2's summon). As it is, Ransack takes a lot of work to go off outside of Som'ers own action since Big Hat doesn't have a lot of ways to remove schemes that isn't 'interact', and 12 cups of coffee costs stones. Change Work Together Would ya. As it is, it's just not worth it to give yourself slow for a single plus flip. Making it "once per activation a model within 3" of this model or a friendly Bayou Gremlin may get a plus flip" makes it similar to Bayou Two card, encourages making Bayous, and let's you spread it out over the board. And is also similar to Ophelia 2's ability to hand out upgrades The only keyword models I'd touch are: Banjonistas - build in tome on Rebel Yell, or replace it with a tactical action To remove conditions. Maybe remove the card cost for Hootenanny. I'd love for them to gain an aura of hazardous (Distracted +1) from either a tactical or front of card instead of their current bonus action. The idea here is it makes them hard to hit, and provide that passive support that they currently do, but without the hand pressure. Gremlin Crier - give them challenge instead of Spreading the Good News. You really don't want to spend cards to keep them up - they either heal more with Spit hog, or discard for intimidating authority, or just die before healing. Challenge let's them stay disruptive while also letting them fit the pseudo tank role they have. Would also love them to have Draw out Secrets but that's probably not on brand. I dunno. I feel like these changes would be what *I'd* like to see to give the keyword some legs.
  17. These are from a friend (hey Tyler!) That said I could share them.
  18. For clarity, what I was trying to get at is the following: 1. The rulebook defines "Base Contact" as "two objects are said to be in base contact with each other if their bases are physically touching (edge to edge or overlapping)" 2. The Rulebook defines a Terrain Piece (same term I used) as having a base. 3. The rules on Terrain references both being in base contact and in terrain. 4. When a model creates an aura effect that has Terrain Traits, you do not place a plastic base to mount the model on of that size. There is no physical 'base' for that terrain. It is not a "terrain piece", it is simply "terrain". 5. My inference therefore is that absent a physical base, the Grave Goo cannot be in 'base contact' with Terrain that is generated as an aura. Erego, Grave Goo does not turn the Kurgan's Mudslide aura hazardous. It can, however, be within said terrain and benefit from the Concealing trait. As was said above, it's always good to check with your local meta/ TOs to see how they'd rule it.
  19. I think the interpretation that makes the most sense is that Grave Goo's Trail of Slime does not affect auras (see attached). The FAQ specifies that all terrain pieces have 'a base' Trail of Slime affects terrain "in base contact". Mudslide, vent steam, etc. Do not have bases. Therefore, grave Goo cannot be in 'base contact' with the terrain.
  20. @solkandoes this mean that Black Blood/ Vengeance still damage attackers, even if the model with the ability dies to the attack?
  21. I've been pondering things, and while I'm not convinced yet (will need to put models on the table) I do think a pair of Bandidos might be interesting for DMW. The theory being, while you can Drop It! A marker to avoid DMW's aura, you generally can't drop a marker in a position to block LoS to two separate models with a 30mm. Which means, with adequate LoD coverage your opponent now risks a Bandido shot on nearly every drop it effect you make, if they want to avoid Perdition. And even then, two bandidos means if one can't see the marker, the other probably can. Doesn't solve the 'they die like 5 wd models' and I'm not sure than giving them H2K with the upgrade is a great idea, though letting them convert Pearls free marker into a Soulstone does drop them to effectively 6 ss.
  22. I have enjoyed playing a variant of either of these lists. Swine-Cursed build (Bayou) Size: 50 - Pool: 5 Leader: Ulix Turner, Porkbelly Protector Totem(s): Penelope Hires: Old Major Bo Peep Swine Cursed Inferiority Complex Swine Cursed 2 Inferiority Complex Squealer Slop Hauler Or Squealer Gunline (Bayou) Size: 50 - Pool: 5 Leader: Ulix Turner, Porkbelly Protector Totem(s): Penelope Hires: Old Major Bo Peep The Sow Slop Hauler Squealer Squealer 2 Squealer 3
  23. For what worth, Mercenary has tools to ignore armor/shielded, just not on the Viks themselves. Taelor has shielded ignore on her Relic Hammer, and Ronin ignore armor on their Daito. But for someone who has a lot of mobility and can cut through defenses, with a solid anchor model, may I recommend Jedza, Everlasting and/or Lucas McCabe? Jedza, Everlasting does irreducible damage, and can attack through markers at range with Dredge Up. Her keyword is deceptively fast with Move Along, Chain Gang and the Kurgan. Kurgan itself is a great anchor with access to concealment, armor 2 and seekers healing. McCabe, in both versions, is very mobile and his Glowing saber relic upgrade lets you pick a model of your choice to it ignore armor and several other defensive abilities.
  24. Shojos pass tokens are coming from Trade Secrets, not from Biting Insult. Typically you are taking Have a Drink attacks targeting her while inside the Open the Gourd aura to let the hazardous poison +1 stack poison on everyone else (since she's immune to hazardous). As a result, you can stay cagey and not leave your deployment turn 1 while loading her up with poison (or as I sometimes call it, 'pregaming') then move out with Tipsy Slide end of turn 1. Going into turn 2, you then slow drip your poison to get just enough pass tokens to ensure last activation as needed. Since it's able to go off at the end of every activition, you can choose to do it at just the right time.
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