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Silas Cordell

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Everything posted by Silas Cordell

  1. Because I'm crotchety, and I had to learn how to estimate distances. In my opinion, it is part of the game, it is a skill as much as any other part of the game, and I would prefer that premeasuring not be allowed. I can't count cards, but I don't want to change to dice to "level" the playing field, and I usually fail an action every game or two due to misjudging a distance, but I consider it part of the game. I freely admit that this is only my opinion, and I have already said that allowing premeasuring won't make me quit playing or anything. Only once, and I didn't have a problem. I don't recall using the squares to measure, but it was over a year ago at this point, so I might have.
  2. Honestly, my first response is to wonder what drew them to a game system where they'd have such a handicap. There are many quality games out there that don't require the ability to estimate distances. I'd say that allowances should be made for disabilities on an individual basis, but the same goes for, say, young players. I don't think it's a reason to change how the game is played.
  3. Well, since gaming is basically my sport, yeah, I'd listen.
  4. I haven't played with them yet, but I can say that the underwater effect would be quite difficult. The only way I know of to do that, would be to build walls around the model and then slowly, layer by layer, build up enough water effects to cover it. You'd have to let each layer dry at least overnight, so it would take ages.
  5. Hello New England, I will be running a demo at The Game Castle on July 24th from 7-10 PM. Big store, plenty of tables, and I've got decks and crews to spare. Come on down, and check the game out.
  6. I'd say the answer is easily...maybe? I enjoy not being certain of ranges, and I do consider the ability to judge distances to be a skill, on par with ability to build a functioning crew or ability to determine the best tactic on a given turn. Coming from a background much heavier in Warmahordes than Warhammer (either), I have enjoyed having access to a limited amount of pre-measuring, but there doesn't seem to be a convenient way to translate that into most other games. Ultimately, I would say I'm against limitless pre-measuring, but it would by no means ruin the game for me.
  7. Yep, that is correct as far as I recall.
  8. Note that the charge need not succeed, though. I believe you can get the same effect by charging something well out of range.
  9. Having Kirai use Absorb Spirit is my favorite way of doing this. Kirai gets extra healing, and gets to draw cards before having to discard for Ikiryo leaving.
  10. That list will have you losing a stone, since her cache is three. I recommend picking up a Desperate Merc and Canine Remains. Adding the dog to the list leaves you with a 7 stone pool, adding both leaves you with 5. You could even add both and drop a Seishin to have 7 still. You can then have Datsue-ba kill these models and get a Gaki, a Seishin, and a corpse counter (for the gaki) from each one, as long as you use weigh sins for the killing blow. I currently own the same models you listed, and I have been finding that I want some more Gaki. I'd recommend picking up a second blister.
  11. I vote no change, but I will add here, as I have in the other thread, that I would be fine with changing the red joker damage to severe+weak across the board. I do not support changing how the card works based on twists of fate.
  12. Me, too. I predict you meant Gamer's Lounge, as it's the only podcast that has had 3 or 4 episodes in a row. I know Malifools is at 4 officially, but it's 3 really, and none but the last one had any debate in it. Personally, I don't much mind what the topics are, as long as they are entertaining. I love Aethervox, Gamer's Lounge, Cheated Fates, and Malifools. Lost Boys Radio hasn't really clicked for me, and while I like Bayou, it makes Aethervox look regularly scheduled (still check it almost every week, though). As long as it's an entertaining listen, talk about whatever.
  13. While I wouldn't say that I am advocating a change, I would say that the only change to the jokers that I think makes sense would be to make the RJ severe+weak on all damage flips. I would leave everything else as is. I do not think twists of fate should change how the jokers work, and I think they should trump everything else, and black trumps red. They are the two ends of the spectrum of Fate, and anything else seems off to me, within the confines of these concepts. YMMV, I suppose.
  14. I suppose it's the niche nature of the idea. It's a special rule, that supersedes another special rule, but only in particular circumstances. It makes you have to think about the damage the card causes, where every other card you don't have to do that. Am I making any sense?
  15. Personally, I can't see making the RJ count as just severe. The tradeoff would have to be making the BJ do weak damage to maintain balance. RJ as severe + weak, I could get behind, though. I would say that if that change were made, I would want it to be that way in all circumstances. I do not want to have the jokers doing different things depending on how many of what kind of twist they have. That's too complex.
  16. That rule only applies to mercenaries, or other models that have ways to hire outside of faction. I don't believe it is a blanket condition that anyone can take advantage of.
  17. Did I miss something? How can Kirai hire the Widow, Collodi, or the Desolation engine?
  18. Without doing any calculations (so purely perception), I would say that Resser models don't have terrible defense, but are not likely to have high defense, either. They seem to sit more in the 4-5 range, rather than some other factions where an 8 and 2 may balance out in that range, but it can make the average misleading. I'm probably too lazy to confirm this myself, I'll admit.
  19. If your opponent's crew is living, undead, or spirit, you shouldn't have trouble. I end up playing against Colette frequently (low model count, half constructs, all difficult to kill), and I do have some trouble with this. Some of my tricks: Remember to collect your Seishin if Ikiryo is killed, rather than sacrificed. Using Datsue-ba effectively (I still can't, sadly) can generate extra spirits (especially if you start with a dog and/or merc). Don't be afraid to Evolve spirits other than Seishin. This one can be big. If you have an Onryo tied up in combat, for example, you can activate it, then later use Kirai to evolve it into a new Onryo, someplace else, that still gets a turn. I'm only a decent player, and I'm sure there are tricks I've never thought of for keeping the spirits flowing.
  20. You can: a) spend the SS to heal use absorb spirits to eat a seishin (or something else) c) cast In the Spirit World to become a spirit, then use soothe spirits from Kirai/Datsue-ba/Lost Love d) kill things with Ikiryo If none of these work out right away, you can also just set up her forcefield of undying seishin.
  21. Oops, sorry. Didn't mean to set off the avalanche...
  22. Of all the points, I do see how the Red Joker damage on negative twists can be annoying, because of the changes to the odds, and the sheer amount of potential damage involved. @Calmdown: I understand your point, but I still don't see the difference the cards and dice in your example. Beyond the lost resources (a card and a soulstone), red joker on damage prevention is the same as black joker on the attack, which is the same as rolling snakes. I completely understand the frustration of losing to fate at a critical moment, I am trying to understand what makes this different than any other game (beyond the red joker for damage).
  23. Just listened to all of these at work today. You guys are a riot.
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