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Sandwich

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About Sandwich

  • Birthday 05/21/1991

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  1. Dude, I can't stick around and be the only critical voice left. I sympathize though. It's hard to wait for change that seems like it just isn't coming.

  2. I agree with your argument in its basic form, and I do think that the CCK is a subpar model, but I don't think that's its too far off in having a Belle kill an enemy model afflicted with Belle Spells. Especially because they're fairly core to Seamus (3 seperate Talents on his card directly affect Belles and nothing else) so to say that he has a unique Scheme that requires him to use Models that he can self-sufficiently (In most cases) work with, isn't too bad. I frankly can't see any scenario where summoning an additional Belle into the fray would be a bad idea, nor would starting with one be outright detrimental in practically every strategy available. But again, I can understand the desire to have no limits with how you build a crew. But then again, what do I know. And why am I even arguing this point?
  3. When running a list with Seamus, regardless of the models you start with, what exactly are you doing with the Corpse Counters? All he can summon are Dead Doxies and Rotten Belles, both of which are Belles. Molly? The only non-Belle she can summon is the Crooligan. And I sincerely doubt you're spamming those badboys. I think that Scheme change is actually pretty good, to be honest.
  4. I'd support a similar vein, but I'd like to keep emphasis on his downfalls. For example, His .50 Flintlock should still be once per turn, but with the massive damage output models are capable of, its damage should be drastically increased. To something like 6/8/9. I still agree with my Face of Death getting Anathema statement, but I believe his base Terrifying should be bumped to Terrifying->13. This changes the focus of Face of Death from 4"-> Terrifying 14 to a an irresistible 4" Terrifying. Makes it scarier. I think the Necrotic Ministration buff will work fairly well, also. - - - - Other ideas that'd drastically improve the faction without changing any models within the faction. * Make Terrifying affect everything but Constructs. Make Anathema give to Terrifying flips. - This makes the Avatar of Dread a massive shift in power, while also redirecting some power back to models like The Hanged. - This change will work to increase the feasibility of certain lists outside of Seamus. * Make Last Rites an (All) Action. - This removes a Hard Counter against the faction, without negative the power of the Action. Currently, outside of Kirai, any model with the ability to outright remove all Corpse Counters within 6" is game over for Nicodem, and absolutely shafts Seamus in certain lists where he needs to counter someone like Lady Justice by overwhelming her. But also gives Justice an option to defend herself from a horde if the need arises. * Double or triple the amount of model types that Drop Corpse Counters. - Spirits and Constructs have an excuse for not dropping Corpse Counters. Nothing else does.
  5. I've been designing and testing custom models, and I've just gotten ahold of a pal to help me make real pretty pictures, and I DLed the Card Maker for Photoshop, and the only thing left is to print out the cards and paint up the proxy models. To make it feel legitimate, I want the thickness of the cards to be right. So, Title.
  6. This pretty much sums up your standard statement you'll hear when you claim there's an issue. Trust me, in everything I've done (To date, I'm good at being right, so says the Erratas. ;D), this is the most blanket, unhelpful and useless statement anyone has ever made. And it happens Every. Single. Time. On the other side of that coin, there are a lot of incredibly finnicky models (See: Pandora) that a LOT of people will see as ridiculously overpowered, far too difficult to handle, and entirely unfun to play against, but she's not all that ridiculously broken when you sit down and dissect her and her crew, there are clear cut lynchpin models, etc, that make her far more manageable than she seems at first.
  7. It absolutely is avoidable if you don't arrogantly throw important models into the line of fire. And excuse me, it's a 1/48, dearest apologies. Or perhaps 1/47, if you have an Arcane resevoir. (And I think Lilith can get a hand of 8.) Semantics make you correct, congratulations! The precise wording of my statement immediately invalidates my entire point, though vastly supported by a majority of gamers and with subsequent spine betwixt its shoulders, it does fall brutally flat upon its chiseled face for I stated that the card actually does exist within a game, woe be I. By "Is Really Only" I mean that "The only possible way to Counter Hard to Wound 2 is by, in a 1/47 chance, flipping the Red Joker. I see no interpretation of that statement as somehow even remotely implying that the overall power level of Hard to Wound is hard countered by the existence of the Red Joker. But alas. Except that he's (+1)Fast and can blast models in Melee with a Ca 7 (1)Live For Pain 3 times in a row to heal for a minimum of 6 Wd in a single activation, or, more spiffy, get Lured away but a cutesy-pie Belle. A total of 5 confirmed. It's flattering that each time you attempt to debunk my statements all you ever do is resort to semantics and nitpicking. I believe this is, over the course of my existence on these forums, your fifth time using the same hairsplitting as always to attempt to drive home a point that is unfortunately very, very dull. But to specifically reply to your final statement. If I, for only a moment in my brief capacity for intelligence, am able to remember that you fielded a model with the express purpose to maim any of my beloved ladies, or more importantly, Seamus, I will be more than able to ensure, due strictly to foresight, your ability to maim any high priority targets. Almost all (I'm sure there's one or two non-ressers with Hard to Wound) crews that are afflicted by the disease that is spouted out to the forums, have powerful deniability, via disables (Lure, Paralyze), Regeneration (Self Healing, Decay) or replenishment (Summoning). This means that ALL models affected by Hard To Wound are replaceable, (Except against crews with (0)Last Rites, but again, abilities like that are a focal point of my complaints.) or have enough tools available to them to negate the ultra-power of the Red Joker. If you are unable to pick up and move on from a single flip of the Red Joker, you shouldn't be complaining about that mechanic, you should be working on your tactical thought-process because you are currently severely limited in your ability for foresight. For models without Hard to Wound, and specifically in the sense of Competetive play, the Red Joker acts as a great balancer of sorts. While I do believe that a player who is able to grasp hold of, and maintain a clear lead throughout most of the game will win regardless, I think that the random popping of a Joker (Red or Black) can sometimes steer the game in a direction besides a stalemate, which actually makes tournaments between equally skilled players a lot more dynamic than it would be if we simply withdrew the mechanic altogether from the game. Although on the flip side of that, WH40k has the random factor of dice rolls and a LOT of people switched to Malifaux to get away from the randomness of it all, so I can see where their argument comes from. ---------- Post added at 12:17 AM ---------- Previous post was at 12:07 AM ---------- The balance to Hard to Wound, for Ressers at least, is that all ressurrectionist models are specific niche, or high enough cost that they're allowed to be multi-purpose (Shikome). You will NEVER take a Rotten Belle for anything other than a Lure-tank. You will NEVER pick up a Punk Zombie for their ranged support. But I'm sincerely doubtful that anyone has ever looked at Hard to Wound and said "Oh, minus flips? I guess the ONLY way to counter that is the Red Joker." You're right, that's why some 90% of the forum population believe the Red Joker is perfectly fine. Hence the reason Wyrd doesn't balance models around the Jokers. They're isolated events, and are treated as such. Your statement contradicts itself. You're saying that because its so rare, you don't account for it. But because you don't account for it, you lose games. Every decision I make in a game is made with the possibility of a joker in mind, and I have 0 issues with it. And ask anyone, I play a looooooooooooooooooooooooooooooooooooot of Resurrectionists. This is not the mechanics fault, it's your own.
  8. This argument is a waste of time. If you lose the game based on a clutch flip with a 1/54 chance, you weren't playing well to begin with. The Joker mechanic is unique, simplistic, and avoidable. It works perfectly, is not out of place, and shows up when or where ever it so pleases. Hard to Wound is one of the strongest mechanics in the game and is really only balanced out by that random chance of flipping a seriously damaging card. The one model who is detrimentally f*cked by the Red Joker, Seamus, has Hard to Kill and a powerful heal mechanic to save him if you ever fall victim to the Red Joker. Most of this complaining hoohaw is just theoryfaux and has no practical value in a tournament setting, period. Competetive gamers are going to be able to easily account and prepare for the Joker flip, and casual players are going to burst into laughter when the Sword Vic charges Seamus and deals 14 damage, and then blenders his entire Belle armada into fabulous ribbons.
  9. De-evolution imminent, so speaketh the Sandwich. On the brighter side of things, Seamus' Avatar has attracted 2 new potential players in my region, as well as the fantastic news that we're getting a migratory flock to help pick Tacoma up off the ground. So excited to have a big playgroup again.
  10. You absolutely watch. Make you sure you know their model cards. It isn't cheating to scan LCB / Dreamer card before the game. [EDIT:] OR DURING. >
  11. I laughed so hard at this and I really shouldn't have.
  12. I'm not sure this was the right time to post this as the author(s) of the original thread are going to take it as far more offensive than you intended, or, if you did intend to offend, then I believe it will certainly be received as such. That said, I'm absolutely here to stay. With my annoying opinions and non-biased statements. ;D
  13. I don't understand the negativity towards me, but okay. My specific method statement was incorrect (Oh, semantics), but ultimately I'm still right, as well as the fact that you didn't disagree with what I said, you just reiterated it in a different manner. If you do not remove any amount of incoming Dg/Wd, you suffer an additional Wd. Therefore the only way to prevent the Blight counter Wd is by reducing the rest of the incoming damage to 0.
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