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Thunder_God

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Posts posted by Thunder_God

  1. I think the Rasputina versus mobile teams will become more interesting, especially in larger games, with Snow Storm?

    Two Foul Weathers, a Form Ice, and December's Command really add up. And the only one requiring a flip is December's Command, with a 3 or higher... It won't help much with "Catching" or splitting, but it'd help get the whole crew up-field. Of course, it'd make Jack probably very happy.

  2. Hm. Seems to me you must keep a 4 of crow or higher in your hand for the Ikiryo second turn, or finagle the order of activation with Jack, because it's otherwise nearly impossible to both keep Kirai out of his aura of no cheating and swirl the Ikiryo into place.

    Unless you come from the side, then it's not over 13" from one side of the aura to the other, and more like 8.5".

    Anyway, I'm a bit worried about my ability to gauge an inch. An inch to two is rather hard to gauge, as opposed to 6" which is often easier (I'm used to measuring my CTRL and melee ranged in Warmachine/Hordes). Cause you need to keep Rasputina within Jack's range, and if you get the Ikiryo on the other side, with her melee range and 30mm being 1.07", you've got 2.07". The big issue is less that, and more making sure you don't place Jack too far forward so the Ikiryo can't cheat either.

    I assume you just sacrifice Seishin and hope for getting them back? My Kirai crew is still in the mail, making its way towards me. It kinda seems like a dedicated assassination crew, or heavily reliant on the summoning to get things done, seeing as most of the crew is insignificant.

    And Kirai really needs them crows or SS to get the summoning going off, Ikiryo aside, which further seems to promote this "Assassinate at all costs" mentality?

    Ah, for a regular spirit you only need a regular 11 or higher, so 24% of the deck.

    I think I prefer the list with a Hanged or Datsue-Ba or The Hanged, something else to begin on the board.

    Last point, I see people constantly talking about Lost Soul turning something into a spirit first turn of the game. Seeing as the deck has 54 cards, 4 of which can make it happen, and assuming you use Channel (because it doesn't really need to advance), and you having an extra card in hand from Jack Daw, you've got 52% to make it happen.

    If you use Absorb Spirits once, you're up to 61%, and if you use it twice, then 68%.

    I guess it depends on if you sacrifice spirits for extra cards, otherwise while not a bad chance, I wouldn't want to rely on it happening first turn as the lynchpin of my strategy.

    Chances over two turns are of course better, and also rely on the number of cards you throw.

  3. The first time I've seen Killjoy, I thought of this model.

    Helldorado is getting rebooted as we speak, so wait a month or two and you'll be able to get this figure on eBay.

    Seems it's the Damned One of Sloth, coming in the Demons starter * 2 (so both versions)?

  4. Maybe he really had to go to the toilet, or whatever? I have had times in my life where I had to pace, like, so bad, that I couldn't watch a TV show without pacing back and forth across the living room.

    I'd say not letting someone "stop playing" is bad behaviour, in ways that go beyond "sportsmanship". Even if the other side were poor sportsmen, which is not relevant.

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