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wizuriel

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Posts posted by wizuriel

  1. 33 minutes ago, Adran said:

    I don't think anything in this edition changes "Friendly" status, so there aren't any rules about it at the moment. (in fact the rule book tells us that things don't change the friendly status).

    So we would need to make those rules.

    For example:

    Does making it friendly to a different crew affect its status towards its own crew?

    If it drops a scheme marker who does the scheme marker belong to?

     

     

     

    Nellie crew has a bunch of pseudo obeys that channge friendly status iirc.

     

    I would just change it though to "this model counts as friendly to the target during this activation" so the obey Target can still shoot or charge even when engaged by fingers

    • Thanks 1
  2. Since Mah is now immune to her own markers I think it's a lot better. Place them before engaging or force oppents to have to take a walk action to get around them. 

    Worst case scenario can try to heart of the cards to get the card draw.

    • Agree 1
  3. 2 hours ago, solkan said:

    As far as I can tell, the only way to resolve this is to resort to simultaneous effects (treating the blasts as simultaneous).  But that's a huge mess.

    I asked this earlier in the beta and that is pretty much the answer. The active player drops their blasts first and Sparks last

    • Agree 1
  4. My last game I took Sparks into battle against Mei Feng (who took him against my Mah).

    Both our Sparks died pretty early doing nothing (his died to a rooster rider, I took him as an easy vendetta target then accidentally killed him top of turn 2) and mine died when it finally got close to the action to the mobile tool kit and forgeling

    • Agree 1
  5. 10 hours ago, Redrick said:

    Dunno, looks fine to me
    Accidentally shooting an ally while beating the enemy with the butt of the gun is what gremlins do

    Wildshot still requires the target to be in range though which is why it seems weird on a :ToS-Melee:

  6. For 1SS difference I personally prefer the bokor over lightning bugs. With magical influence getting the :mask for obey isn't actually too terrible and I like the potential for aoe heal or card draw in kin.  stat 5 vs 4 is also pretty nice. Getting more shielded or moving a scheme marker are both useful :ToS-Fast:. Lightning bug has more offensive potential though especially against damage reduction. 

    • Agree 1
  7. Bokor I find works well in Kin.

    My go to Kin list has been

    Ophelia + 2SS
    3 Young 
    Francois
    Sammy
    Rami
    Merris
    Raphael
    LaCroix Raider
    Bokor

     

    Usually Raider/Raph are optional being changed with Burt, Gracie or similar models 
     

    • Like 1
  8. 2 hours ago, Rosskov said:

    Unless you want him to self destruct. Presumably he doesn't count as being killed by a friendly model if he does that? 

    Both Pere and Stuffed Pigs demise only checks if it was killed and from an attack (for stuffed pigs) so I think it would count. As for Pere though if you wanted to self destruct him that way you should be using Breath of Fire instead of Flaming Baton as it does much more damage and you only lose out on distracted 1 (which after 2/3/4 +3 damage flip and then another 3 damage chances are you won't need that distracted on the target)

    • Agree 1
  9. I don't think pigapult has that trigger and imo stuffed pigs rarely get to attack to even use it. 

     

    Pere also doesn't have to declare triggers so imo just ignore it

  10. 30 minutes ago, retnab said:

    Taking the Bayou example, a Big Hat model throws away it's old hat and becomes a Bayou Gremlin. But because Sparks is hanging around, it blows up at the same time even though the BG is still standing around as if it never happened.

    Similar to how darkwing duck appears out of a puff of smoke and mystery except instead of a cloud is a giant fiery ball of death. while the enemy model is distracted by said death, the gremlin throws off his hat to reveal he's been a baayou gremlin this entire time! Wong approve of such theatrics

    • Like 2
    • Haha 5
  11. 9 minutes ago, ShinChan said:

    Well, that requires a lot of setup and paying the tax for Sparks, ehile keeping him close to the pigapult. 

    It coukd be the trick that you don't see coming the first time, but after that, it won't caught you by surprise and it will only affect 1 model for avoidable damage 3 + Injured+1 and 3 damage. 

     

    There is a lot of setup, but first turn you can easily get 2 glowy on the stuffed pigs (in a Wong crew) doing a potential

    Mv: 15 or 2 damage, MV: 13 or 3 damage and injured 1 (or leave them be to just annoy the enemy model forcing them to deal with it) and unavoidable 3 damage to every model within 2" up to 18" away from the pigapult. 

    • Agree 1
  12. Personally would like to see Trixie's lure regain some M2E flavour

    Remove mental trauma

    :ToS-Ram: or :ToS-Tome: gremlin lure: you may choose to move the model away from this model instead of towards

    :ToS-Mask: IT'S A TARP!: you may choose to move the model towards a pit trap instead of this model

    Don't mind me though makes a lot of sense for her

    I like the idea of Sparks using pit traps as scrap markers. Still think stuffed with explosive should go though  😛

    • Like 1
    • Agree 2
  13. 45 minutes ago, HipsterWhale said:

    Two flying pigs and merris do a lot of scheming for 2 stones less than 2 skeeters. 

    But I think they are a lot harder to take down. 

    I think it is actually pretty comparable (and should be 1SS difference not 2)

     

    Compared to a flying pig the Iron skeeter has:

    +3hp, +2MV, +1DF and +2WP, armor and concelment

    That is a ton of extra defense (even the 2 flying pigs together only have +1HP over an iron skeeter so even against a crew that ignores armor and concealment in terms of pure numbers 1 iron skeeter is harder to kill than 2 flying pigs).

    While the flying pigs make scheming easier (2 models over 1), an iron skeeter can still pretty reliable drop 2 scheme markers a turn with a  7+ card. If your flying pig gets engaged they are pretty stuck

    I don't think I would take 2 flying pigs over 1 iron skeeter personally.

     

     

    Compared to Merris Iron Skeeters have

    +1 HP, +1MV, +1DF, +1WP, armor (though Merris can pretty easily get shielded 1 when attacked)

    so in a lot of ways Merris is very comparable stat wise to an Iron Skeeter against Sz2+ models (and a bit worse against Sz1 models).

    As a scheme runner Merris needs a 5+:tome to drop 2 scheme markers a turn which is harder than the Iron Skeeters 7+.

    Merris is a lot more disruptive though with Up We Go and both probably have similar shooting. Merris doesn't help you taxi models though or have showboating for potential card cycling. 

     

    personally imo Merris >= Iron Skeeters > 2x flying pigs

  14. 3 hours ago, Wizz-bang said:

    The biggest complaint that I have about the Wizz-bang crew is that the only model who can utilise the glowy tokens on enemy models is Wong! There is no other benefit or drawback to it. If Wong dies, it is pointless.

    This has been my biggest issue with wizz-bang all through closed and open beta. Losing Wong and seeing enemy models with 2-3 glowy tokens you can't see anything with just sours the game imo

    • Agree 4
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