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Posts posted by Issalbotproto
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Yup yup glad I could help.
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page 54. 4. apply spell effects read that paragraph and example
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Fate modifiers are not limited to strikes, anytime there is an x/x/x fate modifers are applied unless is says "unmodified"
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well, there is the whole round up rule half of 1 is 1 when rounded up >.>...
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anything with a resist stat is concidered an attack, and is subject to and flips
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A note about Pandora's Self loathing, you still get all the weapons characteristics (if you have Zorida hit herself with her voodoo pins she also revives Poison 2) Or if you have Lady J hit herself, it's at a neutral flip.
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We've always just applied it all at the same time so she's takes poison and regen at the same time leaving 1 wound remaining
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1. pg. 46 she takes a wound if the blast tocuhes her, but no burning counter
2. yes
3. no counter comes from the blast
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Okay thanks for the clarification just want to make sure I do it right.
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Just the second part then or the whole thing??
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Hey I had a quick question on when the ability ends.
So as it reads "Target friendly Beast within 12" may not attack another model while this model's prey is in play. While target Beast is within 4" of this modles prey, it recives Fast and to it's attack and damage flips."
I was wondering if the second part of his ability (the bold part) expires at the end of the turn or if it expires when the prey is no longer in play (basically will it act exactly like the second half of Single Minded works or not)
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That's......a damn good point.
I never even thought of it as having a one turn duration. That actually makes it more applicable as an ability, because at least then if you don't kill the target you're not stuck having to attack it again next turn.
I can live with that. Makes me a little less spooked to use the ability overall, especially on Marcus.
I think I may have to bring this to the Rules discussion at this point just to get a definitive answer >.> because as worded the first part of the ability really does not end because it says While still in play, however the second part has nothing specific so the bonus may go away >.> wish i had the book in front of me now x.x...
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Attending will be Mcmourning... or perhaps Marcus.....
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If you are implying the spell Whispering secrets, it says "Gain one of target's (1) spells" the description is quite clear.
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Dude Molly is hands down the greatest, She's the most involved of all Henchmen, I'm almost positive she knows more about what's going on than Sonnia does.
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There's no kill like overkill.
You do have a fair point though; the extra flips are slightly redundant in this case, and the Duet already has Fast, so you miss out on that from Single Minded as well.
@Issalbotproto: Shikome's are a powerful asset to a Marcus crew, especially because Hunting Partner gives you a powerful, flexible way to ramp up damage (which Marcus' crew relies on for success.)
However, Single Minded and Hunting Partner are abilities that needs to be applied carefully, so I definitely understand not wanting to mess with it right away. Though Shikomes are ultra mobile, you don't want to pick something that your opponent doesn't have to commit, because then your Shikome might spend half the game chasing it down.
You want to make sure you can pick a prey target that is important enough to your opponent that they "have" to commit them to the fight, but you also want a target that the Shikome can deal with quickly if possible. If the Shikome can swoop in, eat it's prey in one activation, and then be sitting in your opponent's grill, able to attack anything, that's a really bad position for them.
Likewise, Hunting Partner should be used with care. You don't want to lock your models out of being able to attack whatever they want willy-nilly, or you may end up not being able to react appropriately to your opponent's crew.
However, when you can combine it with some of the crazy threat ranges Marcus' beasts can pull off, it gets scary. As mentioned by Wormstrum, a Cerberus with Single Minded can cause a helluva lot of damage, and it has a staggering threat range thanks to Leap.
I actually want to try a "Prey Factory" at some point with a Shikome and something cheap like Guild Hounds. Have the Shikome pick a Single Minded target that is moderately tough, then Hunting Partner both Guild Hounds over it's first two activations. On the second turn, you can send in two juiced up Guild Hounds, which could cause a lot of damage relative to their SS cost. If they kill the target, it also frees up the Shikome to run around punching other targets. You could do something similar with Silurids, which could get crazy with Blood Frenzy, though I'd be more likely to do that as a "one at a time" deal, since Silurids need to stay flexible.
That was actually some really god advice, Maybe if my LGS has one in stock I'll get one of those friday.
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I was actually thinking about geting some night terrors for my Mcmourning crew so that pretty much settles that purchase as well..
And after reading the Shikome, I probably wont get one right away, but after reading over it it is for sure on my list.
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So I decided I really want to play Marcus, I'm just gonna take the dive because I really like his fluff, and what I think his play style is.
So I was thinking I would get:
Jackalope (totems are pretty essential specially when they basically don't stay dead right?)
Malifaux Raptors
and a silurid pack
I noticed some people were talking about Waldgeists But I don't think they compare to silurids am I wrong in that??
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What was he saying was letting them charge, because you may only use general AP actions to charge, not say a nimble AP and Melee Expert AP.
But I can't think of anything other than giving a rat fast or Obeying a rat to make them charge
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All: Summon 4 M&SU miners who eat all the cake counters in play?
Manifest1: Ramos must (1) interact with a stove to make a cake
Manifest2: Ramos must (1)interact with at least 2 enemy models to invite them to have cake
If you chose Ramos Avatar of cakes you may hire Guild austringers and they may (1)interact with enemy models instead of ramos to complete Manifest2 using their ranged weapon
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Hate the bear the bad news, but you can only take 1 totem
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I think the general rule is that so long as you are sticking to one special force(you can't have 2 different special forces at the same time) you can summon additional ones(the rule about having only 2 without a henchman is for hiring).
See here:
http://wyrd-games.net/forum/showthread.php?t=24324&highlight=errata
Yeah That's why I'm wondering if This would be a legal move, I'm gonna play it as though I can't for now until there's a ruling because it does seem like they meant it to be only 2 in a crew not just hire
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I looked around and tried to find a ruling on this, I wanna make a list that uses 2 Crooligans (special forces:horror)
with mcmourning if I start with the 2 of them can I still make the Rogue Necromancy? I looked through the book and all I found was the rule saying you may only take 2 specialforces without the attached Henchman
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Don't overthink it good sir, if anything it'll be like the 2 different Hamelin models, you can use either one. But Sonnia will always be a master choice (unless wyrd does something stupid then I'll never forgive them.)
Gupps?
in The Arcanists
Posted
how does everyone feel about the Gupps? I'm gonna be doing a Spawn Mother game Tuesday I think I'm gonna try sending them ahead to scout and draw the slurids forward.
Also, wanted to make sure, they are in fact suppose to be 40mm right it's not a typo?