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Kadeton

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Kadeton last won the day on July 3 2018

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About Kadeton

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  • Birthday 12/29/1982

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  1. None of the issues brought up here seem to be a "problem" in the sense that the rules don't work. The LoS/shadow rules are pretty clear in these situations. The model on top of the terrain can choose whether or not to allow LoS to the model in the shadow, and can make a different choice every time LoS is checked - for every attack, every time an effect is triggered, an aura is checked, a pulse happens, etc. Effectively, that creates one-way (or selective) LoS, purely to the benefit of the model on the high ground. Whether or not that's a problem is a matter of playtesting, not a matter of principle. If it's something that's coming up in your games a lot, and you're finding the way the rules handle that situation to be a negative play experience, that's something the designers should be aware of. Let them know about the effect it's having - are models with ranged attacks standing on buildings dominating the area around them? Are you having constant rules disputes about how to interpret the shadow rules, and need them clarified further?
  2. I'll admit to preferring (what I think is) the design philosophy behind the current schemes. For most of them, the first point is about you actively doing something, and it's difficult for the opponent to predict or prevent that from happening. I like this, because I think getting on the scoreboard should be easy at first. Once you've revealed the scheme, it becomes much more about your opponent stopping you from completing your plan. In most cases, revealing the scheme requires you to be in a position where, if unopposed, you will get the second point easily. This makes dramatic sense (it's the point in the scene where the heroes work out what the villains are up to, and have to stop them) and I like the way it forces you to split your focus between doing your own schemes and stopping the enemy schemes. That said, I'll freely admit that I haven't played enough games of M3E to get a feel for whether that design actually translates well into gameplay. I can see why "competitive" players like unrevealed end-of-game schemes (they reward system knowledge and above-the-table mindgames), but I always hated their last-second "Haha, gotcha!" aspect.
  3. Sure, but what happens when they swap coats?
  4. Indeed. However, I'd like to gently steer the thread back on topic, rather than continuing any discussion of personal disagreements or conduct. Carry on.
  5. As a personal preference, I absolutely hate any game mechanic that draws reference to the soulstone cost of a model, or for that matter their station, as a criterion for whether they qualify for something. It's a characteristic that exists outside the scope of the in-game universe, and referencing it always breaks the sense of immersion for me. "Here's your lead-lined coat, trooper... woah! Due to some indefinable property extrinsic to reality, it's suddenly become a magical super-coat that grants you extra-special protection! Gimme that back... oh, it's just a normal coat again." I'll go back to being a narrative-focused curmudgeon quietly in the shadows. Carry on.
  6. Having the Enforcer station seems useful for the game's design. You need a space for "unique, non-summonable, unable to use soulstones" models to exist. It sounds to me like the problem lies in the upgrades. The minion bonus is not doing what it was intended for, and instead is just giving extra bonuses to top-shelf minions. You still don't see upgrades on 4ss scheme runners. The simplest solution would seem to be removing the minion bonuses entirely. Upgrades just do what they do, and the players can decide where they want those upgrades to go. If that means they don't get taken on minions very often, does that really matter? I feel like the next best solution is just removing generic upgrades entirely. The concept of Master-specific upgrades was already removed for various reasons, and I suspect a lot of the same reasoning could be applied here.
  7. In fairness, it would only buff models with Armor +2 or more, which is a significantly smaller subset. Those are probably the ones that currently feel like they're paying an overly large premium for a defensive ability that's easy to predict and tech against, since high-value Armor tends to run in certain themes.
  8. I played an introductory game with Hoffman last night - didn't get through enough to do a full battle report, but I thought I'd share my impressions. The positioning game with this crew was quite engaging. The ability to hand out Power tokens and then zip them around the crew for bonus movement felt good (plus the nice visual of lightning arcing between the robots and spurring them into action) and the ability to shunt models in and out of engagement or otherwise adjust their position outside of their activation was very powerful. I sorely missed Hoffman's ability to ride along with other constructs, but the crew overall didn't feel slow at all despite the low average Move. The Hoffball still seemed to be in full effect, with the robots all wanting to stay within 6" of Hoffman whenever possible, and getting in each others' way as a result. That, combined with a somewhat prescribed activation order ("Okay, I need to activate Hoffman to hand out power, then this guy to push this other guy out of the way, then the Guardian to toss, then...") made it feel like I was trying to solve a private placement-and-activation puzzle while also trying to respond to my opponent. With practice, I imagine this will become much easier to handle, but as a new Hoffman player I was constantly chiding myself for models getting into traffic jams. This isn't necessarily a negative - I enjoy crews that require some mastery, and I suspect that the transition from clunky gear-grinding learner to smooth operator of a well-oiled crew-machine will be very satisfying. The biggest positioning problem I encountered was that, due to my models tending to clump together for support, it was difficult to use any model's Electroshock trigger without crippling their friends. Is it intended that this is something you would only ever use when you send a model on a lone suicide-charge? Melissa K.O.R.E. was the standout member of the team, providing a high-mobility resilient ranged threat who generated her own power. The Guardian also proved very valuable for positioning and its good mix of offense and defense, albeit at a premium price. As I was up against a Seamus crew, the Hoffman crew's weakness to Wp duels of all kinds was very apparent (apart from the ruthless Warden). Most of my Power tokens ended up getting spent for advantage on Wp duels, and occasionally for defense.
  9. Personally, I would prefer as few stacking Conditions as possible. It makes sense for Burning and Poisoned, but I don't see any particular need for Injured, Distracted or Focused to stack (and I'd really like to see Distracted and Focused exist in opposition, i.e. if you gain one when you already have the other, you just end the existing one instead of having both). Let's minimise the amount of tracking involved as much as we reasonably can.
  10. I'm on the side of consistency. I don't really mind whether Shockwave has an icon or not, but I'd like it to be treated the same as Blast, Aura and Pulse. I feel like almost any argument for why Shockwave should or shouldn't have an icon can be applied equally to them. The only argument that can't is that the other three already have icons. "Because that's the way it was before" is a terrible argument going into a new edition, IMO.
  11. So with Future Sight, if I name Crows (for example) and my opponent doesn't have any Crows in hand but does have the Red Joker, are they forced to discard the Joker since it has all the suits? I feel like Rasputina's Avatar would make a really good proxy for Euripides.
  12. This update fails to address the fact that Nicodem still has "Living" on his card.
  13. Yep, a push into base contact is "in relation to another model". P. 43:
  14. I figured you would have to use that second AP to walk around Som'er and get into position to charge on the next activation - pushing into base contact with him when he's moving towards the enemy will almost always mean he'll be in the way of your charge. It's the all-in surprise-attack aspect that I think is its weakness. The first few times you saw it, you'd get completely blown away, but it shouldn't take too long to figure out ways to stop it. It's a tactic that inherently becomes weaker the more you use it.
  15. Totally, there are plenty of interesting possibilities! Unfortunately, the further forward you push the lead pig, the easier it is for the enemy crew to respond and kill it before you can get started. And your Som'er-bowling pig has already burned one of its activations and left your Master way upfield and lacking either Wds or soulstones... I'm sure there are lots of cool ways that this list can get across the board if it needs to, but they all have costs and consequences - and no matter what, if someone shuts down one Warpig in any way you've lost a huge amount of punch, and there's no backup plan. It's not a brainless list to play, is ultimately what I'm getting at, I suppose. You'd need to be clever and careful (and a little bit lucky) to make it work, because small positioning errors or enemy interference will wreck its delicate machinery. I'd really like to see it on the table, honestly. It would be a really interesting challenge to pick it apart in actual play.
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