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Paddywhack

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Everything posted by Paddywhack

  1. And they don't really hit that hard... You mean 8" right? I wish it were still 12". That would make Reva much stronger.
  2. I agree, this one is hard to wrap your head around and will lead to some arguments on the table. Wish they had found a better way to word it.
  3. I don't hate them as much as others, but they are definitely not as strong as they used to be (for good and bad). I just really wish they had a Bonus action. I still think their Lure should have the Mask built in. That would give them more utility than they currently have and synergize better with the crew. Unassuming Demeanor with the + dmg flips can be better than it looks. Wouldn't mind the Mask built in there either I usually only bring one and often OOK to assist. I'll have to try bringing a crew of them with Seamus and see how it goes.
  4. Correct. The 1 dmg comes after the Charge movement is complete and the Charge Action ends. Then you take your free Attack action. Still great for that extra little ping damage.
  5. Jessie seems like a steal at 7SS. Love the model for the Alpinist. Looks like a fun and useful model as it can always use Knock Aside or Unintelligible Screaming on a Charge attack.
  6. Somewhat. I've added a few small pieces since taking pics. I was mostly going for a themed board. The mat is from Mats By Mars and is their ''Ortega' themed one that shows the footprint of a large building. I thought the ruins of the monastery would go well with it. I sometimes put too much terrain down, and have been trying to adjust. I don't want any huge long lanes or places impossible to get to. This board would favor an incorporeal crew a lot. I need/want to add some severe and concealing. I just don't have anything great right now. I am putting together BattleSystems lakeside cottage and the water features are double sided - one side a lake and the other a marshy swamp like ground. A couple of the smaller swamp like ones might fit on this board and help break it up a bit.
  7. That is my recollection as well. Otherwise it wouldn't even trigger on a summon (which is also an Ability). If it doesn't trigger on an Ability, then when would you get to use it? There is no one in Keyword I can think of that causes a Place and few in Faction (Ride with me, Dead Rider Reap, ?). What else would be the purpose of Made to Kill if there is pretty much no way to get it to work? It certainly seems like it was originally a reason to summon them rather than something else. By Your Side was added later in Beta and just worked well with it. I don't think I've ever seen it played without allowing it.
  8. I kickstarted this stuff and am still slowly making my way through putting it together. I'm a bit neurotic, so I have to use a marker on all the edges, otherwise I don't feel it looks quite right, so its taking ages to assemble everything I got. I did get the Ruined Monastery set together to create the below table. Also using some stuff from TerrainCrate to fill it out. And the BattleSystems 'Portal' near the middle. I need some more concealing terrain (fog banks or something) as most of this is hard cover stuff. I did intend to call the area through the portal as concealing, so that's something. Now I just need to find time to play on it.... and get the rest of the terrain together...
  9. I think Dead Rider is intentional. He's a rider. I think giving Chiaki Split Spirit broke Yan Lo's mechanics. I was not happy with the final direction in Beta and made my case, but there was no going back. I believe giving Chiaki Split Spirit happened late in Beta and maybe didn't get enough play. It does negate one of the downsides of the Reliquaries, which imo are a cool idea, but never really panned out as intended. I think Split Spirit was an attempt to correct, but maybe over corrected? It is simply too good and too easy to protect your big hitters by splitting early and easy and then throwing that model in the enemy's face with no real downside.
  10. Yeah... that seems like an odd restriction. For fun games maybe, but some keywords are waaaaaaaay better than others.
  11. From the rules under control: If the controlled model Cheats Fate, the controlling player must do so from their own Control Hand. If the controlled model uses a Soulstone or discards a card, Pass Token, or other resource, the controlling player must discard the appropriate Soulstone, card, Pass Token, etc. The controlling model (lawyer) must discard the card, not the target.
  12. Same issue here. Works well against melee ruthless, doesn't do anything against ranged. Ah! Maybe that's a way to fix Mourners? Make Weeping Widow so that Friendly models within range (probably less than now)cannot have their Terrifying ignored. That would likely make them far more interesting and useful. Keep the Mourners around your guys and the enemy can't ignore it. Works on Ranged and Melee crews and might actually make the Mourners worth their salt.
  13. Ah, yes. I really haven't felt the love others have for the new Necropunks. I miss them being able to self-heal with a non-action. Without that and now a Df of 4, I find they die quite easily if the opponent spends any time going after them. So I've been reluctant to rely on them for the scheme heavy schemes. I honestly almost never pick any of the scheme marker related schemes in GG1. They just seem so much more difficult than the other schemes.
  14. Even if there ends up not being much armor, the Student of Steel still can hit hard with the same 2/4/5 dmg track as all the students, still puts out Stunned, and even brings a heal for all your constructs. They are good even if not facing armor.
  15. They can die pretty fast for their cost and need Reva or someone to keep them healed. I have been able to get a lot of movement out of them. If you keep a low Mask (although everyone in Reva's crew wants masks) you can Draw Off Flame to place within 8", then Charge one of your own (Shieldbearer preferably, but anyone can do) for another 5", use Shove Aside Trigger to move the other model and the Draugr another 4" and if you end in range of an enemy still get to take a swing at them. Does mean you need someone to Draw Off Flame from and be willing to hurt one of your own a bit, but I find that happens a lot in Reva's crew. They need Burning AND Focus to really get the damage out there before they die. It helps if you can keep them in a Pyre and make sure to get Shielded as often as possible. So yeah - nothing great. Just OK. Maybe if they had something like the GreatSword ability for their Axe to help with dmg output?
  16. And I definitely don't think that is the intent for extra Bonus actions. The timing is similar to Seamus' ability. Ikiryo does have different wording so may work differently (though why?). Sure would like a FAQ to avoid someone trying to pull a 'gotcha' at a tourney. Especially for the Bonus actions and Seamus.
  17. Seems like a lot of people are mentioning the Mech Rider (for good reason). So does anyone have a good way of dealing with it? Anything that works well for you? When I hear Arcanists I like to try and bring something to help with armour, as they seem to have a lot of it. I used to favor Shikome, but now that she has to kill something first to get her auto-trigger I'm less inclined. Student of Steel is always good and has other uses as well.
  18. Um. Not sure what you mean here. Dense: LoS can be drawn into or out of Dense Terrain, but not through it. If a model is in Dense terrain it can see out and anyone can see it. Most Dense also has Concealing, but not necessarily. You might be thinking of Concealing. With that only the model in Concealing can ignore it (if close enough to the edge), but Concealing doesn't block LoS at all.
  19. Yep, but FireBranded have the same Bonus action, so Reva and her crew will face the same issues. Reva and Draugr without Burning can fold pretty quick. Her Pyre Attack is pretty good and Kaeris' crew will like to stay near them, so definitely a thing to consider.
  20. Seems like it would be a swingy, but fun match up. In keyword: Both have access to Embrace the Flame (Kaeris wins this though as she can take 3 cheap minions with it while Reva can only cast it twice) Both have access to Draw Off Flame (2 Draugr vs 1 Fire Golem) Both masters get a + from Burning, but Kaeris only if it on her. Reva can pull from any friendly nearby Kaeris gets better use of Pyres as she can push them and cause a duel for 2dmg, plus whatever effect Both hava Blaze of Glory (3 Firebranded vs 2 Draugr - Draugr can hit harder, but only in melee - Firebranded can shoot from range) I think it bends in Kaeris's favor as she has more cheap but effective models (Fire gamin, Firebranded) and a good tough beater in the Fire Golem. Reva can be a good beater herself and has some range, but feels more fragile than Kaeris if you can get to her.
  21. Nice write up - thank you! Someone else pointed out to me that the Student of Sinew's Keeping the Peace is often most useful for that extra attack. For a 4+ Rams, a suit not much needed in the crew, he gets a free attack. It can be hard to use that bonus action instead of Lecture Notes, but with their good damage tracks it can sometimes mean another dead model. And if you have a high Crow you have decide between Lecture Notes with 3dmg or a Command Corpse. Command Corpse gets all the attention, but it can be very card dependent.
  22. Another nice set of mdf terrain from WarCradle. I really like my Dunsmuth set and am sorely tempted by this set too. Their stuff is good quality and you get a lot for the cost. https://www.waylandgames.co.uk/warcradle-studios/76702-gloomburg-sprawl-set?search_query=gloomburg&results=1 I'm currently putting together my BattleSystems Fantasy Terrain pledge, and while there are some great pieces, I'm a bit worried about stability of their ruined houses. There isn't much weight to the cardboard pieces and they seem like they will fall over easily in play. I've got a lot to assemble, so I'm hopeful the non-ruined buildings will be better. Still, the MDF stuff like Gloomburg feels better.
  23. Oh I do that too, but I find I can burn (ha!) through it very fast. That and I don't like risking too much fire damage at the end of the turn. Reva can get off a lot of Actions with her triggers and needs to keep some for Df as well.
  24. Wanyudo are quicker, but I don't like that you have to take dmg to get burning from them. Lampads can Hovering Flame and give out Burning without anyone taking damage. And don't you still have to take the duel from Wanyudo? So you might pass it and get nothing (or waste a card). Lampads are definitely overpriced for their stats right now though. Drop 'em to 6SS and they'd be golden (might even take 2).
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