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Adran

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Everything posted by Adran

  1. There are only 4 members to a team, so Team A will decide which faction plays on tables 1, 3 and, by default 4 according to the document. It may be fairer to allow team 1 to set tables 1 and 2 whilst team 2 choose tables 3 and by default 4, but I've never done a team selection tournement so I couldn't say how much it mattered.
  2. That is a good shout, the "remove all markers" doesn't have any timing associated with it (such as the end time most auras have). I can't find any other auras that have a "pulse" effect (The nearest I saw was the Inner glow trigger on Jacob Lynch, dark debt), but the effects not being in the "until end of turn" means if they aren't instant only means they would last for ever.
  3. Ohh! good question. I've thought about this, and I think it is probably the original intent that the marker destruction was a 1 off effect, but if something came with an that just said "remove destructible terrain in range", then I would expect the effect to constantly work. So whilst I don't think the intent was for it to be a constant wrecking ball, I can't see anything in the rules that would stop it.
  4. Looking back at the thread I don't think there was any argument as to why focus wouldn't work other than it seemed too good. It's at least an uncheatable damage flip so even if you are at positives you can't control the damage.
  5. That question doesn't have any relevance to resistance triggers, because they aren't generated by an action. I don't know what the answer is but as long as both players agree beforehand it shouldn't break anything either way, it just changes the decision space around concentrate and targeting Toni.
  6. I don't think that the damage flip counts as a damage flip from the action, and so it won't have that extra negative flip.
  7. Leap is amazing. The fact you need a mask means you will have to plan your hand usage more carefully, but there are certainly times I've happily used 9 or 10 of mask to get a leap off.
  8. It really does depend on the crew and your play style. Some things to think about when you are saving soulstone. - How many models can use the stones? -If you have several soulstone users, then you are more likely to use soulstone than if you only have 1. What are you planning on using them for during the game? -If you are aiming for adding a suit to a duel, and you expect to do that duel roughly 5 times in the game, then you probably want to think seriously about having 4 stones to get you that suit How much do you value a good hand? -There are crews/models that really need a certain card in their hand to work at their best, it might be you need that mask to get a model to leap, or something similar, but if that is vital to your plans, you are much more likely to spend stones on drawing/discarding cards in the draw phase. Play style matters, so I might find if I play Dr McMorning, I am primarily using him as a brawler in the thick of things, and so I need a few stones for damage prevention flips (or giving negatives to damage flips against him) to help him stay alive, but you might take the same list and use him more as a scalpel, killing lone models and largely not getting hit back, so that style would need a lot fewer stones to work. The easiest way to find out what works for you is probably to play the same list with 10 stones several times and see how many you often end the game with. If its 4 or 5 most of the time, you may well be able to spend them on another model for best effect, but it you are spending them all already, you probably don't want to reduce it too much.
  9. Yes, that is right. Other models will only take damage from the hazardous aura if they act within the aura, and/or if they move within the aura (which could be from their own actions, such as walk and charge, or could be from things like being pushed by the" Draw them in" action)
  10. The model holding the aura does not treat the terrain as hazardous, so they won't ever have to take a hazardous terrain effect from it. Moving a hazardous aura does not trigger hazardous on the models the aura passes through. Hazardous is triggered by 3 things - Moving through something hazardous (either as an action or any other form of movement) Resolving any part of an action whilst you are in hazardous terrain. (This can include attacks, or interacts so its not just movement) Having a hazardous marker moved through you. This only applies to hazardous terrain markers and not auras.
  11. Yes, place effects are still movement, so the laugh off model may choose to ignore them.
  12. There will be but it hasn't yet been released. I'm not sure it has a release date announced, but it should be this year. ( Wyrd typically release a book of new profiles once a year and then sell the models over the year. )
  13. The hazardous damage will occur even if you remove the hazardous source, but the vengeance damage does not happen if you kill the model. ( so in your example the attacker would suffer 1 damage after finishing the action which killed Jakuuna).
  14. Remove a card from the discard pile and put that card into the configuration.
  15. Yes, the target is discarding cards
  16. Typically abysinnia won't often be winning duels by a margin of 6, gibbering hordes won't be killing there own fire teams, and burning man won't be putting shaken tokens on their own models UNLESS they are trying to get to glory. They all still will be trying to kill enemy fire teams, even though they don't flip to glory for doing it. So that is what I mean by Kings empire flips to glory for doing something that you will be doing anyway. I'm not saying the other factions struggle to achieve theirs, but they are having to do something extra to achieve it.
  17. Not all glory is meant to be equal. To some degree the Kings empire goes to glory by doing something you were going to be doing anyway. If you put no effort into going to glory, more Kings empire units would go to glory than any other faction, so it then makes a little more sense that its the hardest requirement to control. If you really wanted the weaker units to get to glory, you need to put effort into setting up enemy fire teams to be hurt enough that they can kill them. (It also makes a huge difference who you are playing against and what they have, its much easier to kill a barbed crawler fire team than a armoured whelk fire team or an electrocutioner fireteam). Glory isn't essential for a lot of units. I might think about getting the motor scout to glory so I can summon a new one, but in practice an un-gloried motor scout is going to do pretty much what a Gloried one is going to do, since you only gain +1 Df, WP, AR and attack stat (and the ability to summon a new one by flipping from glory). A full unit of Infiltrators is probably capable of consistently doing 2 or 3 damage to a similar costed squad each turn, so from that view point could reach the Glory requirements 3+ times in a game. (Sure that is not really why you hire Infiltrators, but then that's a player choice on how they use a unit and how highly they value getting it to glory). ( I know, going to glory is cool, and you get all those new tricks, and I hate feeling I'm not getting the best out of my unit because I'm not using it in its most optimal form, but sometimes its better to just do what you need to do with the ungloried version rather than spend the time trying to get the unit to glory. That said If your plan is to drop as many mine fields as you can with Infiltrators, then yes, you need to work out ways to glory them, and its not easy, but I don't think they want it to be easy top cover the table in hazardous minefields)
  18. This was looked at, back during the kickstarter, but I think that the end answer was, no its not possible to do this in a practical way.
  19. If you were trying to break protection money you probably did it with dead outlaws and guilty to get 10 cards in a turn in your own deployment zone, it's just healing the guilty to keep it alive I'm unable to figure...
  20. Reva summons her corpse candles every turn, seamus can summon belles if you use his title version, mcmourning still summons flesh constructs, kirai still summons spirits, and yan lo can reanimate his ancestors Sebastian still summons canine remains and asura is now the main zombie summoner. Even von stock and hack daw have a little summoning potential in their crews. So the faction is still through summoning faction but each keyword does it its own way, with separate options. So zombie raising is less common, but summoning is in almost every keyword Levi, well he now has his waifs more as extra lives rather than his whole style about killing him every turn. The theme is still the same, but the implementation is more " balanced"
  21. Whilst scheme markers can equal VP, I think you are also missing the point that if I can drop enemy scheme markers, I can be denying VP as well. In most cases the scheme marker needs to be in a fixed position. If I can drop a marker nearby, then you can't use the interact action to drop a marker in the right spot to score. In general most crews can't move markers and can't drop scheme markers without taking the interact action. The markers dropped by Takers bane could easily be adding a 2 or 3 action penalty to you being able to score (walk to marker, interact to remove, walk to the right spot). There are certainly crews and models that can take advantage of them, and will gain a much greater benefit from them, but in general a good player placing an enemy scheme marker is something that is either neutral or detrimental to the enemy in its own right, so not really a cost. (Even more so here than with drop it as here, the marker doesn't even need to be in base contact with the target) My understanding of the current FAQ is that the phrase "another model..." would mean not the target of the action "...(not this model)... " means not the model resolving the text, so Koji in this case. So My loyal servant can't heal the target or Koji. But doesn't this in part justify why Bandits have a clunky way of doing it? We give someone a non-clunky way to do it, and suddenly the world falls over. (I don't think any bandit power is as good as protection money (now they have lost that as an option), but the crew could be dropping more enemy scheme markers per turn than this even with 4 wind punch, this might be a problem).
  22. There isn't a maximum regeneration value. And it's an ability with a + so you do just add all values together.
  23. I would be surprised if it replaced 50ss. It might become popular as a faster game, but I don't see just 2 master actions becoming popular. I used to really enjoy randomly determining game size ( we flipped a number of cards to determine size) as a way to disrupt fixed list building, so it could well be a way to try and reset the meta.
  24. Enemy is from the point of view of the model its written on, so in this case who ever you shoot it's an enemy scheme marker to koji
  25. I think your quote is the default, but there are things in the game that can change it, such as enemy controlling the action and an action specifying you are dropping an enemy marker.
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