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Nagi21

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Everything posted by Nagi21

  1. Except she has no box so anyone who has the full setup is from 2e.
  2. Could take that to mean you could consider ANY model on the table is the closest one... I mean if we're keeping the logic of permadeath to the lodestone lol.
  3. I mean Nekima doesn't even have a "greatsword" in the game lol... Kidding aside, the reason Lilith worked so well for so long is that while she was a simple melee beater, she actually had some interesting abilities, such as her ability to reposition easily, and her high defense combined with a decent beater statline. Nekima literally has no subtlety, and really doesn't do anything for her crew outside of being just... big and hitty.
  4. I've been banging this drum for so long and nobody's listened. Nekima is only a slightly better hitter than some 10 point minions and doesn't have enough cannon to compensate for her fragility. Like... Seamus has a literal cannon that does more damage than her, and even he gets better defenses.
  5. My post literally said 100% to 50% of situations, not that there was a 50% chance of anything. You're nitpicking statistics of card draw when that's irrelevant to how many situations can occur during one duel. That's been a tempting thought... or even over to Outcasts since they have murder without being the squishiest things ever. Into Rezzers Nekima is fine but I'd be more scared of Pandora since their main shtick is HTW. As far as a shooty faction... we really don't have much to deal with that anyway. Dreamer can kind of hold his own vs things like Guild and Thunders, but we just don't have any good anti-range tech other than run through the gunfire and hope we murder what's on the other end... which doesn't work out as well as the designers seem to think.
  6. I'm not using the math to calculate the infinite hands we could have/flip, only the number of different situations that can happen during a single action. Scamper you would use focus just as well, because you don't want to have to cheat because you'd only get one hit instead of two. This is actually better for you as an opponent. If you don't cheat, you get a second chance to attack and may not have to cheat, and then if you lose the second flip, you can still cheat. In the original you would have to cheat and hope for the best, or let them go regardless. That's a thought which is why Pandora and Dreamer aren't that affected by this (ironically), but the crews that use that upgrade for direct defense are massively affected. It doesn't even out and punishes already fragile crews. Average attack range for all abilities is between 10-12", however the attacks that are 6" and less are not significant (only two guns: sidearm and sawed-off shotgun, and a minority of attack spells). Anything above 6" can safely stay out of scamper range, and most factions have access to a lot of 12"-14" weaponry (including the most common gun: the Clockwork Rifle).
  7. Alright so the most recent TFW podcast with Matt and Kyle just dropped publicly. There's one important statement that should clarify half of this discussion. https://www.podbean.com/media/share/dir-ps8wq-8429921?utm_campaign=w_share_ep&utm_medium=dlink&utm_source=w_share 1:25:50 Matt: And those flips are, y'know, they suffer from accuracy, um, now. Which is a huge change of like, I'm not necessarily just going to be hit for five points of damage cause that was the top card of t-the deck or whatever. Granted, you can still cheat, but if the Stitched Together fails you can probably equally cheat, provided you don't, you're not on that negative yourself if you only barely won. This seems to clarify that the attack happens in reverse as if the opponent was attacking you (as some expected) with normal accuracy modifiers. No word on how this interacts with failures due to terrifying and such. Also raises an interesting question about focus but that's another matter.
  8. Not exactly. Let's run through this with stat 5 models: Pre-nerf: Your opponent beats you by one, you cheat, they dont. You jump away. Your opponent beats you by one, you don't cheat. You jump away and take a hit. Your opponent beats you by one, you cheat, they cheat. You jump away and take a hit. You beat your opponent by one. They don't cheat. You jump away. You beat your opponent by one. They cheat, you don't. You jump away and take a hit. You beat your opponent by one. They cheat, you cheat. You jump away. Post-neft: Your opponent beats you by one, you cheat, they dont. You don't jump away. Your opponent beats you by one, you don't cheat. You don't jump away and take a hit. Your opponent beats you by one, you cheat, they cheat. You jump away and take a hit. You beat your opponent by one. They don't cheat. You don't jump away. You beat your opponent by one. They cheat, you don't. You jump away and take a hit. You beat your opponent by one. They cheat, you cheat. You jump away. So (someone double check my math), the issue isn't that you're taking more hits, it's that you've gone from jumping away 100% of the time to 50% of the time, and 50% of situations where you jump away without taking damage, to 16% of situations where you can jump away without taking damage, and that effectively costs 1 card to do it since your opponent is not going to cheat without beating you the first time. So effectively the nerf has made it where you either take a hit to scamper, or have to (again effectively) discard a card to not take a hit and scamper. Objectively (not including terrifying because math), the upgrade is somewhere between 50% and 25% as good as it was. A massive nerf. Also remember this only applies to melee... our ranged defenses are now effectively non-existent.
  9. It is good for that, which is why one of the main takeaways is that models with terrifying and aura's are going to love this, i.e. Pandora and Dreamer. The issue is, those two crews were already in a good spot prior to this, so Wyrd has taken the odd step of buffing the already strong crews, at the cost of all the crews that were already having issues...
  10. Those bonus actions aren't particularly useful as they're outside the 6" bubble when that free movment happens, meaning that you will still be getting charged and attacked twice. Coupled with the fact that you're going to 90% of the time take a hit when your opponent cheats unless they've flipped poorly, and that's the difference between life and death for a lot of our models who have no defensive tech at all. Also this doubles down on our one main weakness: Ranged weapons. Any guns or long ranged spells, we're going to have to sit there and take it. Sometimes I'm pretty sure the designers forget that they have a lot of guns in this game.
  11. No but it’s more chances to move when your not being specifically targeted. Also you cheat during terrifying I move. You cheat during the duel I move. 4” movement per action is possible with it so terrifying synergizes well. The problem is crews that don’t have defenses like Euri and Nekima are taking hits to have a chance to get it off.
  12. Huh... you’re right. Then change that bit to the BBS stabbing each other for the corpse instead.
  13. I mean considering the difference by 1 mm in a mini game I think you're bluffing either way...
  14. I can help a bit with this. Angel eyes is a sniper with black blood, so the 2 BBS there in that list can continually sac dagger for corpses off her so long as they can get any mask in hand, focus bombing the crew consistently (which gives Angel a 24" range, possibly with focus on top of that). With that, 46 can Mimic her rifle and use it as a long range weapon to give him options. Prior to the recent errata, the mimic'd rifle benefitted from inhuman physiology making him a great sniper. With the card cycling from Lucius, that crew is designed to keep pumping out focus to Angel and 46 until the BBS eventually grow into a pair of Mature Nephilim and start doing Mature things with Lucius's Issue Command. Basically it's more or less a hybrid gunline with a high powered melee late game.
  15. Yes (probably). The rules on revealing schemes state "Model(s)".
  16. That's why the new IR is better vs crews with access to terrifying, like Dora and Dreamer. Ironically those two are the ones commonly thought to need the least help.
  17. The Agent change isn't too bad, because you can still do it, you just can't do it to auto obey a model. The IR change is crippling... not sure exactly how much Wyrd tested it but... that's the big thing. It's going to make 46 from a good skirmisher to a cruise missile trading piece. Also nerfs a lot of enforcers he would bring too. Matures are no longer very survivable outside of melee, so I expect to see some more leaning on Hina since she is more inherently tanky.
  18. That if I kill a model with Shove Aside, I still get to push myself. ("If a model is killed (and removed) from the first of these effects, any following effects (such as being Pushed, discarding cards, etc.) are ignored.")
  19. I would agree. I'm just saying what they've stated they will be doing.
  20. Apparently it's the most recent one, which is why it's currently behind a Patreon paywall.
  21. This is exactly like the Zoraida/LOS circle all over again.
  22. Wrong. It is still an enemy controlled model to anything involving your models.
  23. An enemy model that is controlled by an enemy model (i.e. obey), is still an enemy model for your models...
  24. GG1, "A model is enemy-controlled if it is currently controlled by an enemy Crew, player, or model." Models your opponent controls as a player are enemy controlled.
  25. Not sure on what planet 17 players is not a big event. Most metas don't even have half that many players. Nope new rules changed that as well. Marcus got shaaaanked this go around... aside from his initates.
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