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Clement

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Everything posted by Clement

  1. Android version of the app, might be apple also. When running a network game, letting a condition tick down to zero clears it after a few seconds. (Seems to be when you pan over to look at the other crew, but not sure) When you run a local game, those zero condition values stick around. It's very convenient for them to stay since for some conditions (poison, burning, etc) I'm often adding and removing stacks of it pretty regularly.
  2. The way I tend to run the crew is to have the big hitters move centrally up the table (let the rider hang back for a turn to build up tokens) while Molly tries to triangulate between them to take advantage of her Premonition ability. The hitters go in while Molly lurks just behind throwing out Slow and Staggered on whatever opposes you. The crooligans tend to work the flanks and prepare to warp where needed. They really do. I wouldn't get too hung up on that episodes crew list choices though. The guest that episode has a serious love affair with Manos the Risen (who is admittedly fantastic when paired with Archie) but you can certainly run/learn Molly without him.
  3. Soul Stones tend to get used for 3 things (generally). Cards, Offense (for suits and flips), and Defense (flips and damage prevention). Molly often leaves all the henchmen at home, so she's going to be your main user of soul stones. What I have discovered in my games with Molly is that she is very much a lynchpin of the crew. I've heard her referred to as a Quarterback, and I think the comparison is appropriate. But like comparison suggests, Molly has to be somewhat near the action, but isn't particularly well suited to getting beat on like your "lineman" models (Archie/rogue necro/dead rider). You'll discover that when your opponent focuses before attacking, it neatly solves all three of her defensive tricks. (Those being Lethe's caress, Serene Countenance, and Hard to Wound) As such, if you're dealing with a killing focused opponent (and most new players tend to go killing focused) I'd expect both of those stones to be spent keeping Molly alive, rather then on extra cards or on offense. I'm not saying 2 is necessarily terribly low number either. Molly doesn't have any triggers she must have (though Debt of Gratitude is fantastic) or abilities that require a suit to work either. Molly is also sort of blessed that she's got something to do with bad hands (discard them asap to various fading abilities, draw new hand), but having another stone or two or three around can save some of the particularly terrible hands you'll wander into from time to time.
  4. I feel like the crew you've put together might be a bit "top heavy" for really marker-centric stuff, but Archie and the Dead Rider can cover a lot of ground easily if the need calls for it. It's not "optimal", but that honestly shouldn't be your main concern right now. As you move toward 50ss (It's not much of a stretch from 40ss) I'd look to try to increase your SS pool so you can start using them for other things. Molly tends to get beat on for me since she's the source of all my opponents troubles, and you're going in with a very small number. I'd say run it, no matter what actually comes up for the strats and schemes. Then run it a few more times to really get comfortable with it. If you want to make changes (swapping the number of crooligans/rabble risers/big beaters) I'd suggest doing so *slowly*, so you can really figure out what does and doesn't work for you.
  5. it removes "all" markers, so that's not a choice. Can you decide to try to declare dropping a scheme marker, then fail because the other marker is too close though? Not sure on the specifics of dropping a scheme marker...
  6. Just trying to do the "cat math" for the Curiosity Killed the Cat box(es). How much of what do I need to fill out the keyword? 1 Curiosity Killed the Cat box 1 Cat Herders box 2 Cat Princess boxes Is that right? And if I have the math right, that's approximately a million cats? (24?)
  7. Cover rules don't say "one line of sight blocked", they say "one sight line" blocked. That's an important distinction. Despite the fact that the Artillery Team doesn't need Line of Sight, it still draws Sight Lines to the target (as all attacks do), which means cover still applies.
  8. Yes, assuming the trigger is from that action that moved them in there. So for example Zipp hits something with the Zipp Zapper and gets the convulsions trigger. the Zapper moves them 1", then the trigger moves them 3", then maybe 3" more (if they choose not to discard). The first move "triggers" the hazardous terrain, causing the victim to take the damage at the end of the action. The other two moves don't "trigger" anything because Hazardous is a "maximum of once per action".
  9. Hope so, especially on this one. My LGS isn't really "LGS Promotion compatible" (their Point of Sale system is ancient), and this is the only way to get 2 unique Spit Hogs.
  10. Clement

    Guild

    This looks like a job for the internet wayback machine! https://web.archive.org/web/20180128183406/https://www.wyrd-games.net/homefront/
  11. Clement

    Sparks

    If you're running him in Tricksy, he can bring the pit trap game up to 11 if you can get him a source of scrap. Since the scrapyard mines make scrap work just like a pit trap, but not BE a pit trap, they stack with pit traps.
  12. when a condition is "canceled", it is immediately removed. (pdf pg 29) So when Sloth casts Rigor Mortis on the Slow model, giving it fast, the fast and slow both fall off. Then if he casts Rigor Mortis again, the model is now fast.
  13. Rabble Risers really depend on what schemes/strats you're dealing with. If you have to hold a zone and do some fighting, they'll work well for you. They don't "scheme" very well, since they're kind of slow (at least compared to Molly's other minion options). As someone just starting out, they'll be OK. Manos is fun to have around not because of what he brings to Molly, but what he brings to Archie. If Manos dies and Archie gets his reliquary, your opponent can pretty much forget killing Archie for the rest of the game. Molly can be a bit tricky to field for maximum effect, especially in the face of Lady Justice who is REALLY straight forward. The good news is that Lethe's caress will slow down Lady Justice's murder spree (it will not stop it though). I'd suggest a podcast on Molly to get some basics. The one linked below goes VERY deep into his VERY specific crew composition, which is kind of beyond where you look to be right now, but tactically it offers a lot of help.
  14. Is there something to be afraid of Z getting her mitts on it beyond "it hits very much hard"? I guess having it Hurl corpses at the grave digger (and get the clinging dead trigger) would really suck for the grave digger.
  15. It would be helpful to know what OS/Phone you're using. At least on Pixel running Android 10 and build 1.0.6 of the builder, I'm not seeing what you're seeing.
  16. By this parsing (where a "bury effect" is literally just the bury part of whatever ability), Grave Golem and Killjoy are effectively immortal, right? Because no amount of additional damage done to them while buried can get past their "Immortal Soil" demise ability (short of ignoring demise abilities or some sort of execute trigger that works on buried things).
  17. We've been interpreting "without any" as "with none", so models can hang over a side and continue. The keeps it consistent with the mechanics of the climbing rules also. Otherwise you can get strange interactions with large bases trying to maneuver around walls/climbing.
  18. Storyline-wise, all the avatar stuff came to an end with the creation of the emissaries I think. Rules-wise. In 2nd ed, the hodgepodge emissary when taken with Levi let you back door in the all riders list (Ironically sacrificing the avatar levi model to make the 4th horseman, so he STILL didn't get to ride with them). With the Horseman all sharing the Horseman keyword there's technically a glimmer of hope that a future Levi version has that keyword and brings them all together, but that's strictly speculation for now.
  19. The replace rules specifically say the new model becomes the target of any effects that targeted or chose the original model such as Schemes, Leader designation, or lasting game effects. The new model is always considered a legal target for those effects. Because it always has to be a legal target of the effect, it has to be able to give up points/bombs etc. when it dies. I know this got kicked around back on the beta forums, but we can't get there now sadly.
  20. 1) Correct, she's not a henchman after she transforms by the replace rules. Of note though, by those same replace rules she IS still a leader. So she might be worth 3 points if the beast dies. 2) Correct also, for the reason you stated. 3) Yes* Note that schemes like vendetta do not suddenly become invalid once you change over though, you are still the vendetta target because replace specifically says you are always a legal target of that effect.
  21. I feel like the bulk tracking of poison here and any other mass condition crew (kaeris and burning) really highlights the way conditions are tracked. If I had to update dice on 9 models, I think I might cry. Card marks or the app though? No big deal (very grateful the app can have a condition at 0).
  22. Technically the stat is just 5 and the and are fate modifiers that are always added to the duel total. It really only comes up with abilities like Ophelia's Flinch that compares which stat is larger between attacker and defender. If you build the into it, you now have to unpack the the question of which is larger, 5 or 5.
  23. She'll do OK without a bunch of her other keyword stuff, don't panic. Everyone is always in a rush to get "the optimal crew" together, but you'll still see a lot of improvement just practicing with what you've got instead of buying a bunch more plastic immediately. When The Returned box (restless spirit and Lampads) drops late this month, pick it up though. Also be patient on those Lampads. They were kind of an adventure to put together.
  24. edited to remove no longer relevant comment on no longer existing comment. On topic, the stuff that's being launched in the special order program ranges from September to June. Should we likely expect things will come up in the special order program the following month or so?
  25. What's the plan for her? Are you still bringing her around? I'm looking at the Dreadnought actions and with a few notable exceptions (furnace and mortar), they don't feel very compelling as a use of my Commander's time. Previously Kassa spent her time flipping assets back and forth and drawing a bunch of cards while you waited for something to try to kill the dreadnought but now...? I guess I'm wondering how people are running Kassa these days. More Combined Arms teams maybe? Just not running Kassa?
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