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Clement

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Clement last won the day on March 16

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  1. Clement

    Mech Lists - lets see them

    I'm not 100% sure about drawing 2 cards if you flip two assets, or 2 cards if you flip 1 asset two times for that matter. I think that sentence is on there just to make sure Kassa isn't using her morale action to draw cards directly while not flipping something. (something actually has to flip) Might be worth taking to the rules forum. The rest of your write up on Kassa is dead on though. I have a hard time thinking about taking Kassa without using KE Envoy just to get at her KE Asset, it's amazing.
  2. Clement

    ToS and Heat

    Yes, room temperature. If you haven't seen the walker model, it's a LOT of weight up top, and the second "segment" of the leg is a single rod. If you mount them "off balance" the weight of the model might be enough to cause the problem. Having said that, I'm pretty sure I mounted both of them identically and only one of them had the problem. It's entirely likely that it was just a weird cure or something. A single pin going from base to body fixed the whole problem right up. I'll hide it in grass when I get to the finishing steps.
  3. Clement

    Abyssina vs. Cult Allegiance boxes

    Getting to glory on Eureka! Triggers can be rough, especially on Prototype attacks since the versatile ones have badish stats. Trying to land A Resounding Success is only technically easier, since it can be kind of card dependent, but your opponent can't cheat you out of it like he did. Some things I've found help a lot: 1) Inspiration tokens. Get them from either a Stylish Monacle (likely won't be possible in a starter game though) or even just the Focused Effort order. The ranged attacks on the Mehal are pretty long, so it's not hard to spend a turn getting some tokens together to help really hammer home the high numbers when you need them. Cult has the ability to give you shaken tokens to get rid of those, but any tokens you're getting are tokens they aren't using to go to glory, so it's worth it. 2) Machinations. It's super expensive, but it makes those A Resounding Success triggers much easier to get a hold of. 3) "Roll the Dice". Our starter box has a good number of easy ways to force prototype actions. In the allegiance box games, you can have Unathi mashing the Field Test button (and drawing cards) and use the Overclocked Strategem to just keep trying. Eventually they will run out of cheatable cards and you will get lucky. 4) Which prototypes are you using? Into Cult I'd probably give Shock Batons a serious looking at. A Squad of Mehal with Shock Batons can attack a frankly alarming number of times with the Prince backing them up and Field Testing going on (6 i think?). As an added bonus, the shock batons are accurate, so can easily scalpel out the Madmen.
  4. Clement

    Siren’s Call and Squad movement

    I think you've got it. The targeted fireteam moves full speed, the other fireteams in the same squad move half distance, and when you're done moving everyone they have to be in formation.
  5. Clement

    Endless Numbers: Squads syntax

    I think the wording is as convoluted as it is so that you cannot summon multiple copies of whatever squad died last turn. Here's another wrinkle: the first section indicates that you can only use this ability once per turn, but the last section seems to indicate maybe multiple squads can come back the same turn? Or is that last section some kind of awkward future proofing to allow this ability to be used over multiple turns.
  6. Clement

    Survival of the Fittest: Cannibalism

    It's worth noting that Survival of the Fittest isn't an action, so the limitations on action targeting don't really apply. Based on what we've got then, your fireteam can eat itself no problem.
  7. Clement

    Hazardous without a number

    I think that's what we're going to have to do baring intervention from Wyrd. Unless some has the old beta files and can fill in what it used to be? It should be Erratad. Either to add a strength (even if 0), or to explain the default strength is 0.
  8. Clement

    Endless Numbers: Squads syntax

    At the same time, there actually is a definition of killing a squad. It's when the last fireteam is killed. So your squad can go from round to round while wounded, and only actually be killed when the last fireteam is removed. Next turn, they can come back due to endless numbers
  9. The Chemical Foggers asset from Abyssinia has a trigger that generates hazardous terrain with no number value. Is there a default value to reference? I can't find one.
  10. Clement

    Pitched Assault clarification

    Eh, 2 was pretty simple to consistently score (kill a fireteam near a marker) and we managed to score 4 once (kill a commander near a marker. That meets the requirements for fireteam+unit+commander+near marker all in one go.) That last "Each company may score once in this way each turn" is the part that makes me really unsure about how many points you can wring from this per turn. If the meaning of this was that each of the 4 events scored independently, then that last line seems really unnecessary (the "first time each turn" part would surely handle that part of the logic).
  11. I think we got this right, but I wanted to be sure... The main method of scoring pitched assault is by killing stuff. The *first* time each turn you kill an enemy fireteam, that is the one moment that you get to score for killing things. Depending on how awesome that thing was that you killed, you earn a variable number of points (killed a single fireteam in the middle of nowhere, 1 point. Killed an enemy commander within 6 inches of an objective marker, 4 points). Either way, once you've had that scoring "event", you can't get another event that turn for meeting another condition. So I kill an enemy striped skulker fireteam and score a VP for it (killing a fireteam). Later that turn I kill the REST of the squad, one of whom was within 6 of an objective. I do not get 2 more VP (for killing a unit and killing a fireteam near an objective). Right?
  12. Clement

    Reserves

    While the wording could likely use some cleaning up/FAQing... it's got to be beyond the initial 2, otherwise The Broken make no sense. They have Reserves 2. If Reserves work the way you describe, there'd be no reason to write that, everyone reinforces 2 when they reinforce.
  13. Clement

    ToS and Heat

    I would likely add to that the combined arms titans for Abyssinia. I'm not totally sure on the Steel Legion one, but the Mechanized Infantry one has a bunch of weight up top and one of the leg sections of the model is pretty thin. At room temperature, I had one behave perfectly, but the other I ended up add a support rod to because it kept "settling" over a few hours. I can't imagine they'd do better when heated up.
  14. Clement

    Assembling your Alpha Crawler

    Why not use putty to fill in the foot gaps? Creat little pads to mount the feet in, they should give you plenty of contact. If you do them right, they should pretty much disappear when you base. They should also give you some thickness to mount a pin in if you are so inclined.
  15. That sequence seems perfectly valid to me based on what we've got right now. Honestly I expect if a fight were to break out over that sequence, it would be whether Charles Edmonton or squad X gets to flip to glory (or both!).
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