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Thunder_God

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Posts posted by Thunder_God

  1. Yeah, could just turn the 2 pointers into auto-announce without the extra +1, or say they can't be announced...

    Regardless, Hamelin's Scheme might be a rare one worth 3 VPs max, because, well, the enemy can just kill one of his own models and deny it to you. It can hurt him, but in the end, the game revolves and resolves on VPs.

    If someone announced that scheme, they're taking a big gamble. Heck, you can often assume they'll take it even if unannounced.

  2. Hamelin's ability doesn't counter Actions that give you Blood Counters.

    And hm, the black blood and the rats issue is indeed an issue, anything that could have 4 or so models activating a dozen times each is an issue... then again, with 2 rat catchers and Hamelin each rat can already activate 4 times before the enemy has anything to do with it...

  3. Hm. I am always somewhat miffed by board-games where all the pieces are pre-desginated, but unpainted. Since people fall for the miniatures, seeing them painted, and then they get them unpainted... before I began painting miniatures, it was even worse!

    Just my opinion.

    These look very cool, and I'm very interested, and I even submitted an application. If a game takes 10-60 minutes, I might be able to meet with friends or my g/f and play more often :P That's very relevant!

    Stupid friends whom I game with each going to a uni in a different city, heh.

  4. Well, what about a Seamus terrifying crew? Or Kirai for that matter.

    If you have 2-3 models with terrifying, the rats will run away. Sure, you can sacrifice them to cancel that, but the new rats will need to re-take those tests. Even with 14 rats, and 2-3 tests per rat, you're unlikely to make more than a couple of tests. Especially if the enemy places his models in such a way that you'll be taking at least 2-3 tests no matter what you do.

    This is doubly true for Seamus with his aura.

  5. Exception based design has a much broader scope than this. It's not only "Core rules in rulebook > Specific model rules."

    It's also within a specific rule and its sub-clauses.

    First you have simple duels, and then contested duels > You need to beat a static TN, except when you're trying to compete with another model.

    Sometimes it looks like an elaboration. Such as Strikes, which are contested duels using specific numbers, but it's ok, these is not truly an exception, but here are a couple:

    When you Strike, you flip one card. Except when you Focus. Focus is an exception based change to Strike.

    When you flip a card, you're stuck with it - except if you cheat/use SS.

    You can cheat fate with cards from your hands, unless you have negative twists of fate. This is a very good example of exception based design.

    Games are filled to the brim with those. They have general frameworks, and then they have things that modify them. Sometimes you may have no situation where you use the bare framework, but every situation has exceptions built into it. Doesn't matter, there's still the framework.

    That rules such as Scout counter the half movement from severe terrain, or Scout modifies the obscuring terrain's rules, does not make them "Specific model rules", which the rulebook refers to. There are plenty of core rules that appear on no model that modify how a baser rule works.

    There are exceptions all over the place. The specific clause in the rulebook does not refer to modification, per se, but how to resolve when the rules flat out contradict one another - such as with the Undead Construct example above.

    Also, really?

    Do people on your planet ever really talk to each other like this?
  6. Yeah. I am not sorry for getting Seamus and Lilith, but I got them mostly cause they're marked as "Simple". And well, it'd probably really help the first few games, and had helped, where we're already struggling with learning the rules.

    I did now invest in Kirai, and want Dreamer, but for the first few games, and trying to get more people interested (especially after the new rulebook pdf comes out!), I'm not at all sorry I got Lilith and Seamus.

    At least the undead masters are more likely to share models between one another, heh.

  7. Leveticus allows plenty of flexibility later, with all the constructs and undead.

    Zoraida has all the goblins and some more models available to her.

    Nicodem works with most undead.

    But none of the casters you listed seem to be considered easy by the people on this forum. I'm a beginner myself and play none of them, so can't tell you for sure...

    Nicodem is probably easier from this lot, but requires more purchases than his starter for you to get everything out of him.

  8. I'm with Ratty. The errata is for the Strike Attack Sequence targeting, not the spell targeting.

    Models can still cast offensive spells on themselves as per the latest rules.

    Errata has:

    1. A spell with a resist is an attack.

    2. Can't target yourself with Strikes.

    It doesn't say anything about spells requiring resists without the melee or ranged icon.

    Also, by this reading, Lilith couldn't use Transposition on herself, which is again, not specified by the RAW.

  9. Obedience is a poor man's Obey, which works for the faction's respawn.

    TBH, when I look at Hamelin lists, I worry they'll keep getting out-activated due to how rats activate, though rat-catchers cycling them can help. The enemy should try to kill the rat-catcher, though the rat-armour will make that slightly harder, prolly. Or make 'em flee.

    And WUWU, Sandwich gave information, and we gave concrete replies, mostly to the effect that the game was played wrong.

    Prodigal, the blight was a mis-reading of the rules I also shared, where each blight counter added 1 damage, where it should be binary - if you have blight counters, any amount, add 1 damage.

  10. 1. I did read the previous posts, all of them. I was restating again how it should work.

    2. Games are usually designed in a system called "Exception based design". You have the core mechanics, and then what are the exceptions to it.

    3. Mercenary, Spirit and "Scout" are core mechanics. They still make an exception to some other core rules. Severe terrain could be re-worded to say "Blah blah blah, unless you have Scout/Spirit". They're both still core rules.

    4. Mercenary is described in the core rulebook, how it works, for hiring. And that's all there is to it.

  11. It was just to note that at most you'd have had 2 VPs at the end of the first turn. Far from 4. Assuming that indeed, you can do two markers within 8" of the enemy DZ, but I think Woldschow might be right about it only being 1, in which case you couldn't have got more than 1 VP in turn 1, which is not that exciting ;)

  12. I've searched before, and even PMed Kaelthos, it's not fixed in the second printing, and nowhere on the rules forum did a Rules Marshall speak of it. Which is really really weird... I mean, not second printing nor on the "Additional errata"? :(

    There are several missing sentences in the book, in the description of Actions on page 255 as well.

    I wonder if Hoffman's is missing the word "Friendly" so you won't have anything but constructs, or it's basically a "never-take", or maybe "All the models within 6" of Hoffman must be constructs" as opposed to "All models on the table must be both constructs and within 6" of Hoffman".

    Yeah, that makes the most sense - all models within 6" of Hoffman when the game ends need to be constructs is how I'd interpret it.

  13. I think they had diagonal DZ, and 12.5" per player. And Coppelius could. Hamelin can walk twice for 10", and his range for Obedience is 12", or 10" for the pipes. This means he can reach out 20-22" from his own DZ, and ping any model that walked more than 3-5" out of the enemy DZ. Since Coppelius walked twice, it's very likely.

    As for the rats, they prolly mis-measured. It's 0.9" or so off, and if each time you move you get another 0.2" wrong, it adds up.

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