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Mister_Q

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Everything posted by Mister_Q

  1. You're not leaving her melee range until you leave the 2" range, so I'd say you'd have to use that one.
  2. Testors Dullcote - spray or brush on. Good stuff. Gives a really matt finish. A lot of people recommend doing a gloss coat followed by a matt coat for extra protection.
  3. I use smaller cards. I had some laminator pouches that were smaller than the regular stat cards (I think they were meant for ID cards). I used the Wyrd PDFs where available and scans for the rest. Then I just shrunk them to fit (was about 70% of normal). Much easier to laminate; easy to handle; fits better in the bag; takes up less table space.
  4. Any idea roughly how many decks will fit in a small flat rate box? I'm thinking about a local group order and wondering how many boxes we'd need.
  5. From the new Bury errata: "While buried, a model is out of play". There shouldn't be any argument over them taking Wds when one is buried. The problem is whether the buried ones also take Wds now. See above. She's not in play if she's buried. When she's not buried she can heal herself. If she's buried and both effects happen in the end phase (this is the real question) then she'll take the Wds and be able to use her heal ability. However, she won't be able to target herself for healing as she's out of play. I'm thinking that while effects will end on buried models in the end phase, new effects won't actually occur as the models are out of play.
  6. Mister_Q

    Ortega's

    I had a good feel for the team dynamics with my Lilith crew, but I'm having a hard job getting it with Perdita. She's fantastic by herself and always kicks butt, but I never seem to get a "team" thing happening with her and the rest of her crew. It's early days though. I'll cycle through some different crew options and see what works for me.
  7. Mister_Q

    Ortega's

    Hehe - sorry. I've only just started Perdita so all this is new and exciting. It didn't take long to realise that she's fantastic. Now I just need to work out what to do with the rest of her crew. :-P
  8. If effects that happen at the end of the turn still occur with buried models then Two Sided will happen. With both of them buried there won't be the other "in play" so they'll both take 3 Wds. Not if she's buried though. If she's buried she's not in play, so she can't target herself even if her ability does go off.
  9. 1. Climbing is just movement, so I don't see why you shouldn't be able to attack. 2. I'd use the flat elevation rules and take the climbing model as being at whatever height they are up the climbable object.
  10. Mister_Q

    Ortega's

    She's Fast, and Spellbreaker is (0) action. So Walk 3 times for 18" and Spellbreaker is 18" gives a 36" threat.
  11. Models can't target themselves with attacks. Lilitu's healing ability isn't an attack, so she should be fine to heal herself. Not sure about when she's buried though. End of turn effects still seem to go for buried models now (after the Bury errata), but if Lilitu is buried then there are no friendly Neverborn within 2" (not even herself) - so I think it would go off, but not have a valid model to effect. Two Sided could get nasty. It needs both twins in play or one takes wounds. If one or both are buried then it sounds like they'll both be taking 3 Wds.
  12. Mister_Q

    Ortega's

    For poison - don't use Companion. Just activate Abuela to heal and leave Nino's activation for later. Good question. Since the rules change to say all companions start their activation together this gets confusing. Spirit Sac says it's used at the start of a model's activation (so the group's activation in this case) and ends when that model's activation ends. Would this mean when the first model in the group finishes their activation, or does Spirit Sac get a bonus duration and last for the whole group's activations? Or does the Kirai player get to choose which model in the group it will apply to? Also, just remember that if you're playing against someone who hasn't read the forums they'll still be playing the companion activation the way it says in the Rules Manual (one model activates, then the next, etc.), which makes this much simpler.
  13. A model may charge another model if it doesn't already have it in its melee range. So no, you couldn't.
  14. Mister_Q

    Ortega's

    Oooh - I hadn't thought of that. I like it! Yeah, I think she could. Spirit Sacrifice puts the "can't be hurt by blasts, etc." effect on some of Kirai's models, so Spellbreaker should be able to remove it. There's no resist for Spellbreaker so it doesn't even count as an attack. Nice!
  15. I've been using the Cherub up 'til now ('cos it was the only totem model I had) and I rarely used the Love spell. I've got the Worm model now and will use it in future - the Magic Reservoir seems more useful.
  16. I missed this thread when it was fresh ... This clarification is different to what's in the Rule Manual - which says very clearly to complete the activation of one model and then activate the next, etc. (not that they start their activations together). Also, looking at the Ortega diagram earlier in this thread: is it now only required that each pair of models have a valid companion link, even if the whole companion chain is using different companion characteristics (family with some, totem/master with another)? Again, this seems different to the Rules Manual which says all the models need to have the corresponding characteristic. This seems like a re-written rule rather than a clarification. I'm fine with it either way, but if I'm playing against someone who has read the Rules Manual version then we're going to have some confusion/argument over how it works as they're quite different.
  17. Mister_Q

    Ortega's

    Ok - found it - Companion Clarification. I'd always played it as a chain - one model activates and then the next (which is exactly what it says in the Rules Manual). The clarification post states that the whole group starts their activation at the very beginning and then spends their APs one after the other. In which case: yes, Kirai would have to use Spirit Sacrifice at the start of the companion chain - which would mean you could use Perdita, Abuela and/or a totem to obey Papa nice and close before he gets his turn and explodes.
  18. Mister_Q

    Ortega's

    "Start of any model's activation" ... why start of companion chain? Yes it is - very handy with those pesky spirits. :)
  19. Mister_Q

    Ortega's

    The Spirit Sacrifice ability that lets her ignore blasts, etc. can be done at the start of any model's activation - so she could do it at the start of Papa's activation if it looked like that was what he was planning.
  20. Mister_Q

    Ortega's

    +1 to these. I'm only just starting out with the Ortegas. I've found that moving the whole family can be handy in turn 1 if you need to get everyone out of sight, and very occasionally later on if you need to make sure something is dead. Other than that it's usually best to only companion two or three. My Ortega crew tends to be outnumbered most of the time, so moving all of them and then letting my opponent have the chance to use their entire crew against me doesn't usually work out well for me.
  21. Only do this if you're using the plastic Puppet deck - it's too hard washing the gremlin blood off the regular paper cards.
  22. Where does it say this? Evasive says the model gains armor vs blasts. It doesn't mention anything about it only working if the model is a secondary target.
  23. Basically. You could probably get away with a simple random number generator, but if you're doing it properly remember that you can't randomly flip the same number (card value) twice. There's no deck shuffling between flipping for location, deployment and strategies - so each card you flip for those is no longer available for the next flip. If that makes sense. It's a good idea though. I vote for iOS.
  24. If you're playing with enough terrain on the table then the supply wagon will have to move around a bit. As long as it's moving toward the centre it should be fine.
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