Jump to content

We're currently updating the site and a few things may run slow or not as expected at the moment. Give us a day or two to get everything sorted out and changed up if you would.

One of the new things you'll see about are the 'sticky notes' which you will occasionally see from the site Admins if something important shows up or is newsworthy, or if you happen to be in one of our many beta testing groups giving you an additional heads up when something new needs to be looked at or sorted.

You can send these amongst yourselves as well if you wish, just don't abuse it. 

Thanks for your patience!

Nathan Caroland Nathan Caroland
Khyodee

Schemes & Stones Master Spotlight Zipp

Recommended Posts

the tick   

In this episode I heard a reference for a diagram showing how Zipp's smoke markers were used. I can't find a link to this, does anybody know where to find this?

Share this post


Link to post
Share on other sites

I don't recall the user but I've seen something on Youtube about it.  I haven't heard this episode yet, but I'm assuming that it's referencing the diagram to place the markers and block a model in?  If that's the case, you essentially place them in a triangle around Zipp.

 

       X
       Z
   X      X

Share this post


Link to post
Share on other sites
Khyodee   

 

On 6/18/2017 at 1:31 PM, the tick said:

In this episode I heard a reference for a diagram showing how Zipp's smoke markers were used. I can't find a link to this, does anybody know where to find this?

They should be added now, but they are linked here as well.

Example 1
Example 2

Share this post


Link to post
Share on other sites
Adran   

I haven't heard the episode yet, so I don't know what the set up is, but I would only be a legal pllacement of smoke if they were all touching Kades base (And you have presumably use up we go to put Kade in the hole created by Zipp moving). So drop smoke, move Zipp, hit kade and drop him in the gap in the smoke Zip just created.  

Share this post


Link to post
Share on other sites
1 hour ago, MyMalifauxBlog2E said:

I think example 2 is not working. I mean the Card says "playe up tp 3 markers in base contact with this model"...or am i wong?

The idea is to use the smoke, move Zipp, then "Up We Go" your target into the smoke.  It works, I just don't see many situations where it's useful to be honest.  You're wasting 3 AP from your (fairly versatile and annoying) master to trap 1 model for 1 turn.  The tradeoff doesn't seem incredibly beneficial other than very specific situations.

Of course I could be missing the point entirely, which is definitely 100% plausible.

Share this post


Link to post
Share on other sites
15 hours ago, Four_N_Six said:

The idea is to use the smoke, move Zipp, then "Up We Go" your target into the smoke.  It works, I just don't see many situations where it's useful to be honest.  You're wasting 3 AP from your (fairly versatile and annoying) master to trap 1 model for 1 turn.  The tradeoff doesn't seem incredibly beneficial other than very specific situations.

Of course I could be missing the point entirely, which is definitely 100% plausible.

It would work i think. The problem is, that you have to hit up we go - and the 2nd is you loose the markers at the end of the turn so if you loose ini at the beginning u have a charge model around. It is a nice combo. Question is if its worth it :) as always :D

Share this post


Link to post
Share on other sites
Rosskov   
16 hours ago, Four_N_Six said:

The idea is to use the smoke, move Zipp, then "Up We Go" your target into the smoke.  It works, I just don't see many situations where it's useful to be honest.  You're wasting 3 AP from your (fairly versatile and annoying) master to trap 1 model for 1 turn. 

Another way to do it is to up we go the target first and place it close to impassable scenery (eg the side of a building)  then pop smoke to trap it there. If you get your positioning correct it should still only cost you two ap. 

 

I agree it is very situational  but it is a handy tool. I used this tactic in my last game to trap the captain against a wall in a turn where he was fast. He wasted his ap while I had other models drop scheme markers round him to score three points for set up. 

 

I tend to use the smoke more defensively or when I can create a choke point on the battle field. Depending on the board set up you can occasionally stop the opponent's crew from interfering with at least one of your schemes for a turn. 

Share this post


Link to post
Share on other sites
Joel   

It's simply a nice trick to have if the situation where it would be important ever arises. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


×