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Adran

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Everything posted by Adran

  1. You've got it all wrong, yasanori is the gremlins parody of the 5th horsemen, Kaos, (who the outcasts will get at some point) but left the group due to creative differences. 😁 ( I've still not got over the beta test ever even considering that yas should be a horseman).
  2. Something like that would be the end of the world as we know it...
  3. Its possible that the 2 masters you have can cover all the scenarios for you then. (I know plenty of top players that have largely played with only 1 master). Can you come up with any combinations of Strategies and schemes and board layouts and opponents that you think you would really hate to have to pick either of these two for? Assuming you still want to get a third master then I would either look for one that you like the look and style of, or one that offers you a different style. You don't seem to have a huge hole that you need the 3rd master to fill, so it doesn't matter all that much how it compliments what you already have.
  4. I'd say it was covered in the rules quoted by Trikk "Concealing This model ignores the concealing trait when drawing LOS. " The FAQ really answers a different question, of can a model that ignores the concealing trait still gain benefit of the concealing trait if someone else draws line of sight to it. EDIT - Although, as pointed out, the second sentence of the answer does echo the rules for this answer
  5. My first question would probably be "Are there any scenarios that you think you're going to struggle with with what you currently have?" At a guess I would assume you are probably going to stuggle most with dealing damage to an opponent, but that may depend on how you play what you already have. As a Master, Reva, McMourning and Seamus have the biggest damage tracks, but you might not find the keywords that damaging. The last key word is Transmortis, and the new boxes to make the keyword really playable are due out shortly (They weren't quite ready for Gen con I think).
  6. No the enemy does not because when Aeslin draws the sight lines she will ignore the concealing trait on the Underbrush marker.
  7. It is one of the few ways a model can be forced to miss an activation this edition. So whilst it is worse when directly compared to its old rules, it's relative power level is towards the top end of 'control'. That said I really disliked the most common use of it was to bury your friends, so I am glad that went after 2 editions of taxi.
  8. Joining the tormented is easy you just need to use *REDACTED* from the explorers society along with the cool combination of the new *REDACTED* for *REDACTED* and then combine them with *REDACTED* and there is your solution. Although if that doesn't torment you enough, then you could look back at 2nd edition, where it was very common to make other models Tormented by the use of the Guilty. (and from a story point of view, I would expect you either try and find a tormented model you can "blackmail", or you get a loyal operative, and work on trying to make them into a tormented, looking at the guilty and the Dead outlaws and the drowned as ways to join Jack Daws forces. Can you tell I recently re-read Puzzle box from twisted fates, where a group manage to "infiltrate" the guild by getting one of their own turned into a witchling stalker...)
  9. This order makes some sense if you have very limited model collections, but it misses the fun of altering the crew to deal with the specific issues raised by the board. There are certainly some boards that will give huge advantages/ disadvantages to some keywords, but give perfectly fine games for most crews. I would like to know what the table looked like before I hired a crew so I know if I can shoot(be shot at) long distances, or do need to cross severe terrain. I also try to build the board as not symmetrical. I don't think it matters as much this edition, as the attacker/defender choice is more balanced, but last edition there was definently a large bonus forcing your opponent to deploy first, so there ought to be a similar advantage to choosing the deployment zone.
  10. Isn't it just very rare. Viks don't have a henchmen, although I think they might be the only one at the moment if arik is in the core vonschill box now.
  11. I think it's only 7 models in the game, its the 4 bayou options, Molly, poltigiest and lotus eater.
  12. From what I remember the 1.5 rule book had minor editing to the stories, but otherwise it has the same stories as 1.
  13. I keep forgetting them because it's a front of card thing, not an action. Ok, tt probably just edge bayou.
  14. I may be forgetting something, but from what I remember if you put soul stone cache on a corephyee and it combines you lose the upgrade.
  15. The only thing that springs to mind is you'd bring in bandits for the run and gun charge. A powered up Hannah probably would like an extra charge, but that's a lot of points ook to set up. Nothing particularly helps misaki, but most big models won't object to another charge.
  16. Zipp bringing in bayou infamous ( mancha and the wrestlers) removal is the only way. I think it puts them at 4th best faction ( as guild, arcanists and TT can't even do that much if I remember correctly).
  17. This is a fair point but I don't think it's true. I would point out that Colette did used to have the M&SU membership characteristic, and was the 4th character in game ( after Ramos, joss and Johan) with it. So she was a member, even if she didn't mine. Her work was all to do with the smuggling of soulstones as far as I can remember, but it was definitely a M&SU thing, not an arcanist thing.
  18. There is something in the replace rules about gaining conditions in the end phase, but that won't apply here. They are both effects on your model that resolve at the same time so you choose the order.
  19. If I had to split Performers between Arcanists and M&SU, then I would put most of the living ones in Arcanist, and the Corephyee and Maniquins in M&SU. Although I could easily be persuaded that the Corephyee are Arcanist, and the showgirls are M&SU (But not Carlos, Cassandra or Ice dancers, they are all arcanist unless CAssandra stepped up her smuggling role more and reduced her trick learning ). There would have to be new masters created if you split the faction in 2. Its possible Ivan might still have been created, but I doubt that we would have received Lord Cooper as a Master. Going back to you r original question, there is no way that Marcus would have left. from a purely practical design point of view. The Game would need several new masters to make Arcanists have as many as the other factions. its possible that they might have stopped him joining neverborn because they wanted to create new masters, and a new master that crosses 2 factions is probably a better seller. That's or brining in an existing master into Arcanist is more use. M&SU - Toni, Mei, Colette, Hoffman Arcanist - Kaeris, Rasputina, Marcus, Colette, Sandeep. I would make a new construct summoning master in M&SU. Then I think each faction would need to be made up to 7 masters. Guild - Justice, Sonnia, Perdita, Lucuis, Hoffman, Nellie, Dashel. Resser - Seamus, McMorning, Kirai, Molly, Reva, Yan lo, Von Sctook Neverborn - Zoraida, Pandora, Dreamer, Nekima, Lucius, Titania (either Jacob, or Euripides) Outcast - Leviticus, Viks, Von Schill, Hamlin, Jack Daw, Parker Bayou - Sommer, Ophelia, Zipp, Wong, Ulix, Brewmaster, Mah Tucket. Ten Thunder Misaki, McCabe, Yan lo, Mei, Jacob, Shenlong, Asami. Arcanists probably should get another duel master, but I'm not sure who. Wong is a possible, as could Von Stchook. Zoraida, having had to be kicked out of the Bayou may have moved to Arcanists. And New masters is anyone's guess. but we need 1 for arcanist and 2 more for M&SU, but I'm not sure what niche they would have gone for.
  20. No. Blasts go off at the same time as the damage, so you put the blast marker down before you actually damage anything. (Although obviously after you have flipped for damage)
  21. Yes. Actions are held off until the existing action is finished. (I've even checked the next page, and the rules don't change this time). SO it is 1 daamge push, push, (take any hazardous, or any defensive stuff caused by the attack) attack, attack. "When this happens, the new Action is always resolved after the previous Action is completely resolved, including any “After Resolving” effects, but before any other new Action can be taken." This edition doesn't do actions occurring inside actions, the rules aren't written to support it. (I'm going to ignore disengage..)
  22. I would say that his playstyle is different to Von Schill and Marcus. His crew seem to typically want to pass the upgrades amongst themselves, so there is more a case of him getting them out there, and then them being used, where as Vonschill has to keep giving new stuff out as they get used up. I don't know how competitive he is, but some one in the UK used him as explorers faction to win a tournament, so that was just using keyword models . TT have a range of strong versatile models. I'm not sure which ones I would recommend if you're just starting with him, it probably depends a lot on how you want to play, Id look for Minions initially for use with the upgrade, so Samurai and Ten Thunders Brothers look a good start.
  23. This surprises me as I would have said that Sandeep was the first master that joined the Arcanists rather than joined the M&SU. ( Initial 3 of Marcus, Rasputina and Ramos, only Ramos was M&SU, Colette joined and was both a strong spell caster and an important front for the Smuggling activities of M&SU. Kaeris joined as the M&SU enforcer. Mei joined to be part of the workers, although less miner, but still steamfitter as she worked on the rail side of the organisation. Inronsides became the enforcer for M&SU as Kaeris did more Magical stuff). I certainly used to joke at the beginning of M2e that it wasn't the arcanist faction it was the M&SU faction. So whilst I can see story reason why you don't have Kaeris as Duel faction, and Ironsides isn't really a mage so isn't really an arcanist, I see no links between Sandeep and M&SU. Colette is perfect choice in Story, and Flavour to be duel faction. She wants to stick with powerful mages, but is also a good link with the M&SU smuggling. Right back to her First edition card she had special M&SU hiring rules, and she is a master of illusion, so maintaining links to both organisations as they separate should not have been too hard. And most of her income comes from M&SU either in the form of her smuggling, or in the form of the common workers visiting the Star. Other than that I like Solkans breakdown
  24. Cheers. I didn't think to read on. Well in that case I'm back in the 2 actions camp (which was where I was when I started to write the reply, and only changed when I read the effects causing actions box again)
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