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Headcase2

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Everything posted by Headcase2

  1. P.S. We need pictures. (...so I can convince more players to make the trip next year. :Robot1:)
  2. I think I speak for all of the Belgian players here when I say we had a great time. We'll be back next year, stealing your trophies, bringing you proper beer, and killing your Pandoras.
  3. Fast doesn't stack, so no; Lenny gets a maximum of 3 AP.
  4. If you want to keep with the theme I strongly suggest the Exorcist. A Guardian is also a good choice, since he also has (0) Disrupt Magic and can really help to keep Sonnia in one piece. A Pale Rider could also be an option; he's more mobile than your typical Guild minion and is good for hunting down stragglers, cowards and lone objective grabbers. He is a bit more costly though (both SS-wise and $-wise).
  5. My bad. I was going on an older ruling and must've missed your reply.
  6. This is incorrect. If you miss with the shield it's the shield's special ability that inflicts damage, not the strike.
  7. No, I believe Ratty said he only healed the amount of actual wounds inflicted. No time to go digging for that post now though, and I think the ruling might be based on intent and contradict the card.
  8. Companion falls under the simultaneous activation rules. It doesn't require the models in the companion chain to be friendly, but you still have to able to activate the models in question as per the normal activation rules. (The only way I know of to activate an enemy model is through the use of certain spells (like Override Edict and Alpha).)
  9. Since you can't activate an enemy model you can't companion with it either.
  10. The Companion rule doesn't say anything about models having to be friendly, so it's perfectly legit to use companion with prosecuted models.
  11. I think the Austringer's good, but slightly overrated. Nino is always good and rarely fails to repay his points cost (twice over). They make for a good duo though, if you can spare the SS.
  12. I love her totem. Awesome (0) action, and you really want a model with Magical Extension when playing Justice. As for minions, I rarely play Death Marshals (cover is their bane) and tend to load up on Witchlings instead. The Judge and the Executioner fill a similar role, so I'd advise replacing one of them with a Guardian, Nino or Santiago or something like that instead. Also, Justice likes her soulstones, and a high(ish) :masks in hand.
  13. Page 51, under spell range: "Spells that target the caster have a range of C." So yes, they do target.
  14. From memory, not sure about the wording anymore, but I was under the impression that one model able to hire a totem couldn't do so if you wanted to hire an effigy. I don't recall anything about summoning other totems afterward.
  15. I don't think that's correct. The aura would stay up during Hoffman's activation, but would then get suppressed as soon as the activation was over.
  16. Well, that's your problem right there. Why waste AP on killing something that will just repop and activate again to bite you? Learn how Hamelin's crew works (it's a one-trick pony) and you can beat him. Except in reconnoitre...
  17. The RM response is somewhat out-dated. RAW she gets the bonus. It was discussed in several threads since then, but I don't think any had an official repsonse.
  18. But if a Ht 1 model casts a spell into melee and randomly hits Hamelin (Bully: can't be targeted by Ht 1) the shot would simply fail, if it happens to hit Pandora there would be a Wp duel, and so on. The reason you can hit something that's out of LoS is because the rules specifically allow it, there's nothing about ignoring targeting restrictions there. Similarly, if you reflect Obey back to a Master model the spell fails because it can't affect masters. I think DeusInNomen got this one.
  19. The ability says the buried model can engage in a Wp->Wp duel, which means the buried model is the attacker.
  20. I don't tink this works. Breaking it down it would go something like this: >Hoffman is made (-1) Slow. >Hoffman activates and forfeits 1 general AP. >Hoffman uses Tap Power, giving himself (-1) Slow. Since he already forfeited a general AP and Slow won't make you forfeit another, it would carry over to next turn. >Per Tap Power Hoffman now gains (+1) Fast, cancelling this turn's (-1) Slow. Not 100% sure though, but that's how I'd rule it in a tournament. It sort of depends on whether or not it's considered stacking if you have already forfeited the AP for the first Slow.
  21. Also relevant if whatever you summoned gets paralyzed before it can activate. Damn Copellius.
  22. Turn 2 aRamos = dead Brass Arachnid. Rusty's too expensive, if the Peacekeeper gets taken out you're out of heavy hitters. I'd consider taking a Steamborg Executioner (or maybe Joss, if you want more reactivations) instead. I know you miss out on Burn-Out (which is really cool if you can Dispel it after the second activation), but you're crippling your list and lack proper targets for all those reactivates. Just my 2c.
  23. There is indeed a distinction. You still can't Obey a master (Obey says "non-master"), an undead model wouldn't take terrifying tests (only living models take the test per the terrifying rules), and so on.
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