Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Adran last won the day on November 22 2018

Adran had the most liked content!

Community Reputation

3,120 Excellent Walrus

About Adran

  • Rank
  • Birthday 02/09/1979

Profile Information

  • Gender
    Not Telling
  • Location
    Kent, UK

Recent Profile Visitors

3,695 profile views
  1. Have you read the section on moving (page 13) and the subsection of that on Place (Page 14)? I personally can't see a way to read the movement section and not be happy that place is a movement, but I know things that are clear to me, aren't always to others.
  2. Wait! You mean there were collodi players that weren't just making stitched do 6 gamble your life per turn.... I think I faced 8 from 1 stitched in one turn once. I can't remember facing collidi without at least 2 stitched. That said, on topic, there are chances for actions to back fire in the current rules ( although more in the last 2 editions). You are more likely to die to a defensive trigger than have lucid dreaming Make the deck worse.
  3. Don't forget henchmen can lead as well so you would need to consider them.
  4. I think it was put in to close one loophole ( killing your own model to deny vp), and that it opens a different one that is harder to abuse is possibly the easiest solution. As is you need to win 2 duel s for that final kill so it's still not easy. Obey is strong, but fairly rare. I don't know a way to have these schemes and not have a loophole.
  5. That 15 usages talked about will be the average, so will have included uses where you removed a high card in those 15 and you will still on average shift your cards up. An ideal 15 pushs your average to about 9. And having 5 models do it for 3 turns doesn't seem unreasonable to still get 2 turns with it. Especially since dreamer will likely summon those models in.
  6. I agree, but setting this up required more than just flipping a 5. Its not that hard to set up, but it does take up actions that may have been better used else where, and it does involve other card flipping. I think I helped break several versions of hazardous in the closed beta, so I remember some of the pain. Doing 15 damage in a turn with snapping -plants at the moment seems to me either Lilith focused strongly on that (making strong use of lures and pushes in her crew) and either the other player wasn't trying to prevent it or just played badly. (That may also have including hiring a bad crew to face Lilith). I can come up with better cases, but yes I agree its a good action. Iironsides as a largely group together master is especially suceptabel to this. that said... Ironsides can move friendly models away, (possibly if she is far enough away from lilith) Amina can push models out of the hazardous Captain can push the aura away Howard can push away, or move the aura (Granted it will still be on him, but he can then walk out if he wants, and the other models will be safe) or just put up his own aura first. And if he is engaging a large number of enemy models then vent steam is great to get off early.
  7. Interact says place a marker in base contact with this model Base contact is part of the actions effect. That's not using a range. No where in the action does it tell you it is a range. It doesn't use the rg stat. Its like Charge doesn't have a range. it has an effect which has a distance, but it doesn't have a range. Although its a good point, the general actions should probably have the standard profile added to them, because I think assist ought to have a 2" range, but currently it doesn't. (Although for all the other general actions it would be a dash in every column)
  8. Did your opponents not just try and leave it with the first AP? I've faced several versions of the Hazardous stuff, and for most of my models I would just leave the hazardous area. It can do that much damage, but most of the time that's the other players choice. Or were you also using actions to bring the enemy models to you?
  9. Yes. I strongly suggest going to read page 25 of the rule book and see if it is clear from that.
  10. But if the Viks use co-ordinated attack then that's a new attack that you can also stone. (And don't forget you can also stone to give extra negative flips). Yes there are a few times when this change will kill a model, but in my experience its really rare to want to improve that prevention flip and have the stones, and not have been able to use them earlier to have had a similar effect. (Granted the way I play I don't have a key model, they are all expendable)
  11. The nearest to this ability I can remember testing was when you could just remove a card from your hand from the game. I didn't try it, but the forums seemed against it as the Dreamer didn't really have enough cards in hand to support that level of discard. I'm not sure what advantage your suggestion offers. I would probably only use it on bad cards, and then never bring them back. I'm not sure of enough occasions where I would even want to use it on a moderate card let alone a severe.
  12. As I said, the interact action doesn't mention ranges at all. Place a marker in base contact with this model has nothing in it that would suggest you can place it in base contact with another model even with Mark of obliteration. I had a closed beta report where I had a hot spell of about 8 cards at the start of a turn , including one or 2 cheated from my hand. I then switched that back to my deck and had a pretty good next 2-3 activations re-using those good cards in a known order. Certainly not all that common, but a decent use.
  13. In the games I've played with it, I normally don't try and force it, until they have emptied their hand. The presence of the trigger on the other side of the table makes me play differently. I will save the poor cards in my hand a lot more, rather than discard them to power up my own effects. You are unlikely to execute a model early in the game, but as you near the end of each turn and hands are getting small, you can start using it to force out soulstone. And as you near the end of the game you can get the trigger to work. You've already said your meta generally chooses to use a large cache, so this ability is unlikely to kill. Other metas vary in crew composition, and if people prefere activations over ss then this is a better trigger And trading ss for ss is normally fine as long as you're the one in control of the trade, which you are here as the attacker. And I think using a soulstone is different to discarding a soulstone. The 2wo examples Solkan mentions have the limit to lower the power of the action/trigger rather than the first part require to allow the second. (Unfortuantly due to recent updates at work my pdf search function has disappeared, so can't find a reference. There used to be one)
  14. You're not wrong, scine the question was posed, the rules have changed. 1 for drawing cards, 1 for reduction. The biggest change is only 1 for modifying a duel, so either gain a suit OR gain a , you can't get both anymore
  15. I disagee, partially because if you are worried about the durability you should have used that 2nd stone on an earlier attack.. Spending 2 stones over 2 different attacks is more efficient than spending 2 stones on the attack and none on the other. And don't think any ss users are low enough health that they are going to die on 1 attack.
  • Create New...