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katadder

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Posts posted by katadder

  1. 7 hours ago, -Loki- said:

    Still need Titanias Totem in that. Plus I was under the impression this Bol would be more like Crossroads, with a fair whack of new models (mostly for the new masters) but no new game rules.

    the reason there was only a handful of units per faction in Shiftimg Loyalties is the book had the fairly extensive campaign system. Without something like that to fill the book Ripples of Fate will need a larger amount of new models to fill it out.

    Plus I'd be pretty disappointed if we got a whole new Neverborn sub faction and only got rules for what's in the starter plus an enforcer.

    Some people want wyrd to slow down in order to keep balance and some people want more from them. seems Wyrd cannot win.

    I am happy with the stuff they have coming out, if thats just a starter box + 1 or 2 then thats fine as it keeps the game from getting bloated and possibly unbalanced

  2. 9 minutes ago, Fetid Strumpet said:

    Not trying to be argumentative,just mentioning a point brought up in Justin's post. Just mentioning that I would disagree with Justin's assertion that if you have armor lower DF doesn't matter as much. In my experience Lower Df is ALWAYS bad. It might not be as bad from a strictly 'the enemy is trying to kill my model and it's taking them more ap to do it' sort of way, but low defense means you are going to get hit. There are a number of things in the game that are brought into play be being successfully hit or damaged. Conditions abound that are placed on you in such a case, and in my experience and perception many of the models that have low defense burn a ton of abilities that could do other things simply to counteract as much as possible the downsides of having a low stat. Prime example, Perdita vs Seamus (and no I'm not arguing either should be changed or that either is over or underpowered) I've seen a number of threads where the advice for beating Perdita is to basically ignore her because it is too hard to kill her because her DF is so high. Seamus is a difficult to kill master, and the advice is often the same, but Seamus is only hard to kill because he has 4 abilities (and models brought into to crew to take advantage of one of them) that are all essentially trying to do via abilities what +3 defense does for Perdita, who gets abilities on top of this. Which isn't even a fair comparison because while it might be hard to kill Seamus it is absurdly easy to get any particular condition you want on him that is resisted by Defense. 

    Again for clarity, this wasn't a complaint or call for change, just an observation that even if other abilities mitigate it, it is rarely ever a good thing to have low def, no matter how many abilities you have to offset it, so I think at least that part of the statistical look if fair.


    Whilst I am not asking for higher defence on anyone I do agree to some respects. I love to see Seamus or someone with low df when I bring raspy, just means I am going to paralyse them easier to serve up to my wendigo to eat.
    and on the other side having low df doesnt help when so many things can ignore armour (or other defensive ability you wish to insert). df4 or less generally means you will always get hit

  3. No I dont hire arachnid swarms, just summon spiders for them, but they are still not poor models because of having an Ml5. 

    I do like them but most my other crews tend to be fixed (and with arcanist generally play to theme) so squeezing in an 8SS beater instead of a 10SS one is difficult. They have still had some good kills for me and swung games

  4. yes killing is a big way of controlling the board but not everything has df6 either.

    certainly from an arcanist POV I can quite happily say my arachnid swarms (gotta love built in multiple attacks), rail golem (:+fate to attacks) and cojo have all killed plenty it all comes down to when you use them, usually when opponents have used their good cards.

    Also cojo and arachnid swarms can remove enemy markers to deny them VPs

    SRM has a decent survivability for 8SS, certainly more than some others, ItW and HtK with triggers for healing, makes him something that can just stand in your way.

     

    some of the others I cannot comment on, but things like Candy its not that hard to keep alive, no harder than any other model unless an opponent concentrates on it. there isnt a model in the game cant be killed in 1 round/activation if you really want it to go down
     

    • Like 3
  5. never faced a mei feng list, I will take 3+ of your spiders for no return that I am worried about :D

    there are alot of people that can kill spiders for no return, either ranged or melee, yes joss and howard are good but howard is certainly a glass cannon who should die after killing one thing.

    some people dont worry about spiders or the amount you bring, especially wounded ones that die in 1 hit.

  6. she can if you want her to as she is fast, with disguise cant be charged and can throw away cards to move away from people walking into range.

    not sure if it would work well, depends how you play it and schemes/strats etc but she is more of a killy master than schemey one.

  7. on 1 it doesnt say towards or even directly towards.

     

    page 39:

    (2) Charge: Target a model within LOS. Move this model up to its Cg in a straight line. This model must end the move with the target model within its engagement range or this Action may not be taken.

     

    So yes you can charge any direction as long as its a straight line and you end up engaged with the target.

    and this also answers question 2. Yes you can charge those spiders as it says upto your Cg.

  8. ashes - sisters in fury, sisters in spirit, syncronised slaying - have to have the last one to get blood off before your opponent can react and min damage 5 is also great. losing any of these 3 will effect your slingshot in some way (either less damage, no calling blood to you or no activating blood straight away)

    blood - mark of shezuul, oath keeper

    malifaux child (to cast fury)

    taelor - oath keeper

     

  9. with her range I actually like to flaming halo my gunsmiths to get them fast (if I have low rams in hand) and with blinding flame I can push them 3" as well.

    turn 2 moving kaeris forwards is not a great hardship as with range 12 usually 1 walk gets her into the action by that point if she even needs that.

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