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Headcase2

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Everything posted by Headcase2

  1. 1 and 2 are correct. For 3: Dispel is an immediate effect, it permanently removes whatever effect it was targetting. It also removes the entire effect (ignoring LoS, and the application of Poison 2 in the closing phase). However, any poison tokens already on the target model will remain behind until the poison has run its course or until the tokens are removed via Dispel or a similar spell.
  2. "Perform" means you can only try it once. So just one try at leap, in case of failure to cats you'll have to cheat if you really want to use it.
  3. StD would happen first. It interrupts the entire damage string.
  4. It's a bit complicated, but it works like a normal Replace with 1 exception: you pick which Victoria to use as the point of placement. Apart from that you continue with the activation as if the Victoria that took the manifest action was replaced (so if she used 1 AP to manifest and did nothing else before that she would have 1 regular AP, 2 Melee Master AP and a (0) action left). Also note that if she has used her Melee Expert AP before manifesting it counts as 1 of her Melee Master APs after manifesting, so she would only have 1 extra strike left.
  5. Yes, but attacks flips are clearly defined and only apply to Strike actions.
  6. That PDF will be really handy when I have to explain this to a new player (again). So thanks!
  7. I'm with Godlyness here. Move actions aren't clearly defined in the RM, so I've always considered it as an action that counts as a movement effect (see RM page 35); in other words: Relentless takes Hoffman along, Shadow doesn't as the Hunter isn't taking an action.
  8. Never caught that before. I assume the intention was "attack flips" or "attacks" rather than "Attack Flips", but that's based on... well, nothing really, other than gut feeling.
  9. You can shrug off Rabies. Also, there's no such thing as an immediate effect that permanently alters stats, as far as I know (save for wounds suffered, but that not an effect). If it reduces Wp by 2 it's an effect on the model (pretty much regardless of where it came from or how long it lasts) and that effect can be removed. The Wp penalty from Darin Souls is something else entirely, it's an effect on your crew and not on any single model.
  10. Th ability means that all gremlins within 4" of Ophelia count as not having Whoops at all. If they are farther away they will still happily shoot eachother. The new target of the Whoops attack can be within the aura, if only affects the attacking gremlin (she does not negate the damage if the Whoops does happen).
  11. Easiest way is to cut the tab down to a pin (don't make it too small though!), drill a hole a bit wider than your tab/pin into your base, greenstuff + superglue it into the hole and you should have a fairly stable puppy.
  12. Not in a single game, and not over the course of a tournament using the Gaining Ground rules.
  13. I thought Dust Storm was a spirit, which specifically means it doesn't drop any counters.
  14. No, you pick the spell, work out CC (including cover and such), cast it and then there is a resist (if applicable). Works similar to Magical Extension.
  15. I'm runnign mainly Sonnia an Hoffman at the moment, with the occasioanl Lady J. Never was a big fan of Perdita or Lucius.
  16. Okay, 2 things you got wrong: > Protect range is only 3". > You have to transfer all of the wounds, or no wounds at all. You are correct however about armour counting only on the model actually taking the hit. The only reason the Toolkit would even cast protect in my chain is to offload some minor damage to when things get tight or to die to a huge hit ("Oh, your 10 damage RJ+severe hit on Hoffman just blew up his totem. I'll take that scrap counter now.").
  17. Relax, just yanking your chain. P.S. Hoffman for president!
  18. We'll have to agree to disagree. I explained why I'd place it at the end of the chain, but if your play style prefers it in the middle, well, more power to you. :Robot1:
  19. I think you play against Colette a bit too often. There are still other masters out there.
  20. Okay, but if you insist on using the Mobile Toolkit, why not cast Protect on the Guardian, placing the Toolkit at the very end of the chain? That way your chain isn't as easily interrupted. There are a lot of fast crews out there that can easily get in a position to attack the Toolkit even if it's hidden, and then all of a sudden either you let it die and the PK is vulnerable, or you're moving a load of damage to Hoffman or the Guardian. I realize this strategy leaves the Toolkit vulnerable and it only absorbs 2 wounds before it's maxed out (short of dying), but if you keep it hidden there's less of an incentive to attack it now. And on a final note: at 4 points the toolkit is more expensive than a flashlight... Think about it next time before you say "auto-include".
  21. True, but that still doesn't give him armour.
  22. NOTE: The Student of Conflict specifically states the Fast effect ends in the closing phase! Also note that you can't make Hamelin Fast with a SoC because of Bully. Anyway, I've used Hamelin many times and his best trick isn't Obey, it's Piper's Lure and Irresistible Dance. Piper's Lure has an insane range, so this reduces mobility issues. If you advance (part of) your crew along the edges of the board, forcing your opponent out of the center of the board, you can often kill something with 1 or 2 casts. It can also be used to get one of your own models out of melee, because it's a push. Irresistible Dance isn't quite as good as Paralyze, but it's close. It also shuts down Slow to Die (have a nice walk... to your grave! MUAHAHAHA!). And Obey, of course, needs no introduction. All of this + Casting Expert and you have one very nasty toolbox/board control model, that often finds a spot in my Guild or Victorias crews. P.S. Oh, and Gremlins really hate this guy. Just try not to get blown up by Père Ravagé.
  23. I believe it was Rathnard who said that Killjoy isn't a model, it's a strategy. And right he was. If you're playing Killjoy in a Colette crew I'd start by considering Johann (Slow to Die is still the preferred way of getting KJ to the table). Unless you're playing a really big game you'll have to drop the Duet (which shouldn't be an auto-include anyway if you ask me) or Cassandra. When he hits the table the worst thing you can do is just leave Killjoy to fend for himself. He can probably kill some stuff, but unsupported he tends to go down to concentrated fire fairly quickly before he can use (0) Eat your fill again to top himself off. Next you should carefully consider your target. If it's a model that can survive an assault from him and then disengage with ease (such as Von Schill, Colette,...) your better off picking something else. Also make sure your target is sufficiently valuable; dropping Killjoy to take out a Canine Remains... I probably don't need to elaborate. Terrifying + Black Blood: Get him in the middle of as many opponents as you can if these abilities could make a difference. Neverborn don't take black blood damage, and non-living don't take terrifying tests, so this part is situational. And finally: Don't forget to keep a card to discard (activate him early versus Gremlins with Somer, or you'll be in trouble!).
  24. Protect chain 101: I don't run a Mobile Toolkit (I don't like Easy to Wound no armour models in the chain, it tends to overload too quickly that way) and a Mechanical Attendant can't keep up with the Hoffbal, so for me it's usually just Peace Keeper -> Hoffman -> Guardian. Hoffman assimilates Protect on turn 1 and casts it on the Peace Keeper, Guardian protects Hoffman, and now you can transfer wounds from the PK to Hoffman and from Hoffman to the Guardian as long as they are within 3" (Guardian uses Overprotective to keep up). Wounds that you drop on Hoffman can also be reduced by soul stones, which is why I like a healthy pool. The entire bubble is at least Armour +2, mostly Immune to Influence and it's one of the fastest moving things you can field in a guild list. It makes for a fairly nasty combination that many crews have difficulty neutralizing.
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