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Paddywhack

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Everything posted by Paddywhack

  1. I tend to think of the (0) actions as their own thing and separate from AP actions. I want to look through the rules again for the definition of (0) Actions though.
  2. The FAQ deals specifically with 'landing' on a different height. Generally all distances are measured horizontally. If you had to take into account every obstacle you 'flew' over, Flight would be less than useless (lets see, I crossed a Ht 2 model, Ht 1 wall, the HT 2 crate... Guess I can only move 1"...wait...). The FAQ clarifies one specific instance to avoid giving models with Flight more of an advantage in multiple height terrain than they intended and is only for that specific case - changing vertical levels and the total distance moved. The rule that the FAQ is very specific and shouldn't be used for other things applies here. Now the fact that they forgot about Markers that have a HT charateristic does lead to a RaW situation, though in my opinion this was unintentional and should be clarified in the FAQ.
  3. I think the word 'placed' in the FAQ agrees with Binkys opinion. Interacting is not placing. The FAQ only address placing the scheme marker, nothing else.
  4. Yeah, she went with a small group of hard to kill models to avoid Reckoning. Might have backfired if I could have killed Perdita (so close) or had focused on the Judge at all. I was more concerned trying to get my schemes and get whatever points I could for Reckoning. The Lone Marshall is the only model she didn't really get enough use out of and me killing the Peacekeeper really ruined her offensive plan I think. Shikome are definitely going to be on my summon often list.
  5. hmmm.. I can see your points. It still doesn't feel right, but I can see your arguement. I still think its a lot of free healing off a (0) action though and with gremlins getting to flip extra cards a lot (you youself say how much Ophelia can flip in one duel) it does seem a bit much. I am less certain now though. And don't get me started on Effigies... I'm a resser and ours sucks.
  6. Yeah. I mean I did get the points I could from it (unrevealed 2vp), but not the best option really. I should have brought a different Henchman and taken bodyguard. I didn't like Protect Territory option much as I couldn't be sure how many models I'd have left at the end of the game, but I suppose it might have been worth trying. A Line in the Sand might have been even better. Have to remember that one next time.
  7. I would agree with Devalmont. Carse also ninja me to the RJ comment. The cheated card replaces the flipped card for the duel. I would also argue that you only get to use the chosen card, not all the cards that are flipped. From the small rulebook: Bonus modifiers (+) force a model to flip additional cards and then provide the model with a choice of which card to use. Usually the highest card is chosen, but there are situations in which the model might wish to use a lower card, such as when a specific suit is desired. and: Once all cards are flipped, the model chooses one to use as its active card. A model flipping cards with one or more + chooses one of the flipped cards as the active card anddiscards the others to the Discard Pile. If you could use the suit from any flipped card for these types of abilities, then why would they need the last part of the first bit? It would definitely seem overpowered to me and the Gremlins don't really need anymore help in that arena... Lynch's ability according to the FAQ relates to aces that are put in the Discard pile - that ability is not tied directly to the flip (again, I'm going off the FAQ as I don't have the card). It is a different situation. A: He can place any aces into his hand which ended up in the discard pile, regardless of whether they were cheated, discarded, flipped, etc. The language “When an ace from this Crew’s deck…” is simply meant to clarify that Jakob cannot place aces from his opponent’s deck into his hand.
  8. Had a second game with my Ressers - it’s nice to be able to play more regularly. Can't really get a feel for what works/doesn't without playing. Strat: Reckoning Deployment: Flank Resurrectionists Crew - 50 Schemes: Entourage (Nico) & Power Ritual Nicodem -- 6 Pool +Love Thy Master [1] +Undertaker [1] +Unnerving Aura [1] Graveyard Spirit [3] Canine Remains [4] Canine Remains [4] Crooked Man [5] Flesh Construct [6] Guild Autopsy [4] Guild Autopsy [4] Necropunk [5] Rafkin [7] +Decaying Aura [2] Guild Crew - 50 (Don't know all the upgrades she took) Schemes: Bodyguard (Judge) and Power Ritual) Perdita Ortega -- 6 Pool Governor's Proxy [3] Abuela Ortega [7] Peacekeeper [11] Santiago Ortega [7] +Hair Trigger [1] The Judge [9] The Lone Marshal [8] I realize my build isn't the best for Reckoning as I brought a lot of squishy models. I really wanted to try out the canine remains and autopsy combo though. The activation control was also huge too. I was also unsure about Rafkin, but wanted to try him out. Deployment wasn't an issue and I like the corner versus the standard deployment. It also means only 1 corner is in your deployment zone for Power Ritual making that a little better overall. It was a rough game with a lot of dead ressers and a lot of summoning. I had great cards for several turns and was able to summon at least one model pretty much every turn if needed. Right away had trouble with Perdita on my flank though and I had put the Autopsies and Canines there. That Df7 of hers is awful. I was lucky enough to have drawn the RJ on the first turn though and was able to ping her with poison and then charge her with 2 dogs from quite a distance. They had horrible flips though and only managed a couple of minor points. I was able to activate one the next turn before they were killed and flipped a Severe - that put a big fear that Perdita could go down. Overall a master would not have been my preferred target for the CRs, but if I didn't charge, then Perdita and the Judge would have been able to mow them down without any trouble anyway. I like the tactic though and it can give a great threat range to tie up models. I didn't play Nico very well as I kept forgetting his Auras (again). At least with all the death he was able to summon and even summon at full Wd thanks to extra corpse markers and his upgrade. The Flesh Constructs (bought and summoned) were great meat shields. One took a full 3 shots from Santiago and was still standing . I was able to summon in a Shikome and throw it in the face of the Peacekeeper, taking it out in 2 turns. That was a huge relief for me. I was also really worried about the Lone Marshall, but he spent the game just pinging a couple shots and heading over to try and get power ritual. My Crooked Man intercepted him on the last turn and managed to flip a high for the paralyze trigger (I should have let the rider activate though as he could have killed the Crooked Man in 2 blows and I would have had another corner for Power Ritual and he still wouldn't have had enough AP to drop one himself). The other player had wasted her hand trying to get Perdita out the melee range of a shikome and flesh construct. She had Entourage too and was trying to make sure she was in my deployment zone and not get killed. Sadly those two between them could not manage 1 hit against her Df (my hand was crap the last turn). However the summoned Belle pulling Perdita back after she spent 3ap and several cards to finally get out of engagement from them both was priceless The necropunk was much better than I thought. I see now just how fast they can be and will be taking them more often for scheme running. I wish they were a point less or had another Wd, but overall a good model. I can see 2-3 of them being a real pain to stop. He managed to fly across the board and get another corner for Ritual and even took a couple of shots from the judge and survived to heal himself. The graveyard spirit was a star though. Not for his Armout+2, but for his card discard mechanic. I only really benefited from it 1 turn (getting 2 autopsies to reactivate - not that they did much), but the threat was huge detriment to my opponent. He also killed 2 models - Santiago and Abuela! They had both been whittled down to 1wd (on different turns) and I really didn't have anything else for him to do, so...charge! His Ml is awful but with a from Nico and a little luck he was able to hit and that’s all he needed. I wouldn't have needed to do this except that the Lone Marshal got a RJ on Rafkin and killed him in one shot.... He didn't really do much before he died so I may need to try him again. In the end I had 5vp to her 7vp. Reckoning only cost me 1vp difference (my one to her two - turn 4 & 5 no-on got points). The real killer was Bodyguard on the Judge. I had focused on Perdita and didn't have anything else in range to even try and take out the judge. I tried to knock him down below half once it was announced, but 1 belle and 1 necropunk don't really have a great amount of damage they can do... Nico had to choose moving to get in the enemy deployment zone for extra vp or trying to summon something to take on the Judge (and the corspe markers were not close). I chose to get the for sure VP from Entourage. Alternatively if I could have killed Perdita and cost her the 2vp for Entourage, we would have tied. I just didn't have the cards at the end to hit her. She made sure to cheat and not let my Shikome get Adversary on her so I didn't even get the to attack and my flips/hand couldn't do it. In the end I should have taken a Rogue Necromancy (though last time the Judge had no trouble taking it out) and less small squishy models. However Reckoning wasn't the real vp issue. Not killing Perdita and not getting the Judge is what cost me in the end. Can't wait for another game. Maybe I’ll take photos next time.
  9. I'm going to head up to Haven (formerly MBC Games) in Salem, OR tomorrow night. Should be there about 5:30 or 6 and hope to get in a game or two. Feel free to come on down and take a look or play a game. Hoepfully we'll have a couple of people there.
  10. OK, thats what i thought he might mean. I would agree you'd need a 40mm base to do it though. Never thought of that myself.
  11. @ Godly Thanks - this thread was a bit convoluted and I wasn't sure if I had missed something.
  12. I'm a bit confused as to why an After Succeeding trigger would not go off if the model is killed? I understand that many triggers affect the now dead model and so would be moot. I can't think of a specific trigger at the moment, but lets say there is a trigger that grants the attacking model a push after succeeding. From what I can make out with the above discussion some people are saying such a trigger would not go off if the model was killed, even though the requiremnts of the trigger (in my mind) have been met (succeeding). So, attacker hits defender and declares a trigger (a push for the attacker in this case). The attacker succeeds and manages to kill the defender. Woudl the trigger go off and why or why not? For timing all I see is (in the small rulebook) : Once success or failure is determined, the cards in use are discarded, and then the results of the success or failure are resolved. The results of the success or failure are both the trigger and the damage flip. I will have to look through my big rulebook tonight as maybe I'm missing something.
  13. Maybe my brain isn't working. How does a model standing on the Corpse marker stop you in any way from using said corpse marker?
  14. Thank you! Going to take a look through their stuff.
  15. Those are nice. Are they from a company or cut yourself?
  16. Hi all. Have a few LE minis just sitting in my drawer unused and I want to get some new stuff after GenCon. Wanted to see if I could get a reasonable offer here before going to eBay. Miss Step: $35.00 OBO (MIB) Miss Tedious: $35.00 OBO (shrink wrapped, but no box - got her in my TTB box as an extra) Santana Ortega: $40.00 OBO (MIB) I'm just basing prices on the best numbers I can find on eBay and other sites for what things have been going for. Thanks!
  17. Sorry - duplicate post :/ ----------------------- Hi all. Have a few LE minis just sitting in my drawer unused and I want to get some new stuff after GenCon. Wanted to see if I could get a reasonable offer here before going to eBay. Miss Step: $35.00 OBO (MIB) Miss Tedious: $35.00 OBO (shrink wrapped, but no box - got her in my TTB box as an extra) Santana Ortega: $40.00 OBO (MIB) I'm just basing prices on the best numbers I can find on eBay and other sites for what things have been going for. Thanks!
  18. Australia is alwasy expensive to ship to/from and I can say that the large full case is very, very large. Too large. I've wanted to sell it for a while but haven't found a buyer as shipping somethign that size is crazy $$$.
  19. Thanks. That's what I thought, just wanted to make sure. Could, in limited scenario be devastating. Thinking of several Guild Autopsies and 2-3 Flesh Constructs…. Easy enough for the opponent to avoid though I guess.
  20. Quick question: If you have more than one model with Ceaseless Advance and a friendly model ends its activation while your opponent has no cards in had, do ALL models with Ceaseless Advance gain Reactivate?
  21. Ah. Missed that part. I thought they only couldn't if they used the extra deployment. Good to know. Ah well. A similar plan to try and heal Nico up to full during the game fizzled because I forgot that he is no longer Undead.... I used Necro punks once before and they didn't fully impress me, but I think that game was still in the beta and they didn't have the suit built in (or somethign was different). Definitely going to try them some more. Don't have the Dead Rider yet, though he is nice. I would also really liketo give Guild Autopsies a try now that they are a bit better.
  22. Stupid browser submitted when I hit return.... Updated.
  23. Had my first game in a long time and it was a lot of fun. Made a few major mistakes and forgot a few rules that would have helped, but I don't think it would have mattered much for the outcome. Standard Deployment Strategy: Reconnoiter Schemes: Breakthrough, Assassinate, Power Ritual and Plant Evidence I chose Breakthrough and revealed Power Ritual. Opponent revealed Power Ritual and hid Assassinate. Crew: 6 SS Pool Nicodem - upgrade were the ones that gave him the extra buff area, and I can't remember the others. They didn’t' help much honestly this time. Rogue Necromancy - Pack upgrade Flesh Construct Crooligans x2 Sebastian (I do not have Mortimer, but he's on my list for next purchase) Canine Remains Crooked Man (think that was it) Guild (from memory) Lady J Judge Santiago Papa Loco Death Marshall x 2 Austringer (who doesn't bring one...) I made an immediate mistake with deployment and had to waste a move to make sure to place scheme marker in my corners. Next time I think I will have a crooligan on each corner with Nico just in range to give them Fast first turn. This should (if the distances work) allow them to place a scheme marker, place within 5" and then still walk twice to get down field. First turn Nico doesn't do much anyway. The Crooligans were pretty nice and with the 6DF survived longer than I thought, but I still wonder if Necro Punks might have fared better. Next huge mistake was after Lady J rocketed up on the first turn (thanks to the Judge) I lost Initiative and should have used a Stone to reflip. She went after Nico and a flurry of cards and stones later left him with 1WD! I managed to hurt her with my other models and almost killed her. I managed to inflict poison on her and Sebastian was close enough for his poison shenanigans, but I made a huge mistake and thought that poison was during the models activation. As it is in Upkeep phase and with the extra damage from Sebastian, Lady J should have died at the end of the turn.... I also forgot the extra for my Punk Zombie (summoned by a desperate Nico) who missed two attacks and was riposted to death my Lady J. My flips were pretty bad but those 2 extra cards might have helped. If he could have taken Lady J out I would have been in a much better setting. Highlights include Nico lasting to Turn 5! After the Judge pulled Lady J out of combat on Turn 3 he even was able to blast her with Decay and finish her off in retaliation! Then Papa Loco blew up near him and killed several models (including Sebastian - didn't have the cards to save him and Nico). Surprisingly the Flesh Construct with a lowly DF3 flipped a 13 and took no damage... I was able to keep Nico alive long enough to have 3 Corpses nearby and Chimed of sorrow to bring him back to 7WD. I thought I could pull it all back, but then the Judge Red Jokered the Rogue Necromancy for 10WDs and killed him with 1 shot. I still had a slight chance after Nico healed with Chime and was able to just get within range of a corpse on the far side. I had no cards in hand that would help and decided to try for another Flesh Construct needing a flip of a 10 ... and I flip a 10 . Priceless, though in the end not enough to help much as he was slow and unable to interact that turn. He dropped a scheme in the last turn, but even with that once a Death marshal was able to finish off Nico and score for Assassinate, it was over. I also lost points for the Strategy a couple of turns as my models bunched up to take out Lady J. Great game and I really thought I'd be toast after Lady J got to Nico turn 2. Managed to keep fighting, but couldn't get my Crooligans down field soon enough without getting them killed. I may have been too cautious with them though. I misused the Crooked man as well as he should have hoofed it as far up field and if he died he still drops a Scheme. Oh well. I will definitely remember Poison next time, especially when using Sebastian. If I had Lady J would have died at the end of turn 2 from the poison she had and freed up my other models for more important tasks (schemes) as well as giving me time to spread out a bit so Papa Loco couldn't hit quite so many. I chose poorly with my schemes as I thought it would be harder to kill Lady J. I rested too much hope on the 2 crooligans being able to get up field and drop enough scheme markers to get me points. I also lost models very quickly and was only able to summon twice (in part due to Lady J and the judge kills not dropping markers). In the end it was a measly 4VP for me with 9VP for Lady J (ouch). However I won't make those same mistakes again next game and hopefully will get more use out of the Rogue Necromancy next game. I really liked his stats and the little he did for me. If he could have survived longer I think He would have been hugely beneficial. Should have thrown him right in their face from turn one. I tend to be overly cautious sometimes. Anyone in the Salem area that wants to play we are going to try and get games there on Wednesday nights in the future. Just let me or Canaria0 know you want to come down.
  24. Thanks again for the game Canaria0. Nico will need a rematch at some point and hoepfully I won't forget so many rules. Turns out that Poison takes affect durign the Upkeep phase at the end of the Turn, not the models activation. That would have killed off Lady J a good deal earlier and allowed me to spread out a bit before Papa Loco could go all explodey. Definitely going to review my rules again before the next game. Poor, poor Rogue Necromancy....
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