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frumpypigskin

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Posts posted by frumpypigskin

  1. 1 hour ago, Mycellanious said:

    Here's a more interesting question tho, can you declare a trigger, fail to succeed, but still push from Constant Motion? 

    Constant Motion procs whenever you declare a trigger, and you declare triggers before checking for success.

    However, the March FAQ 1-4 clarifies that even though you can declare a trigger with a cost even if you cant pay the cost, if you dont pay the cost the triggers effects and effects that occur as a result of declaring  trigger, are ignored. This clearly indicates that you cannot declare Blinded by Iron when there are no scheme markers and use Constant Motion.

    But say you flip a total of 8:crowwhile your opponent flips a 10. Could you use Press the Advantage to reduce your total to 6:crow:ram, declare Jackhammer Kick, fail the attack so the trigger doesnt happen, but still push 2" from Constant Motion because you declared a trigger?

    🤯

  2. 6 hours ago, Thatguy said:

    It can? I must have missed the faq.

    Yeah, I can't find it... I also don't know a version of English where "another" could mean "the same". I understand the parentheses confuse the sentence a bit but is seems to act as a further stipulation rather than change the meaning of "another".

     

    My 2¢

     

     

  3. 12 hours ago, Mycellanious said:

    So in my last game I figured out something cool. Willie's bonus action Set Charge doesnt specify Friendly Scheme marker, you can blow up Enemy Scheme markers if you want to. So you can push an enemy into their own Scheme Marker to blow it up, hurt them, and deny Leave Your Mark

    He can also do research mission almost by himself in Foundry using his blow it to hell marker next to himself and a scheme and scrap marker in the opponent's half.

    • Agree 1
  4. On 3/7/2020 at 10:17 AM, Drowsheep said:

    Okay—I totally misread runic bunding; it’s actually pretty easy to accomplish.

    So, other than corrupted leylines, I think Misaki can be efficient with any strat or scheme at present.

    Easy with last Blossom or easy in general? I feel like as soon as you try and measure between 2 of your scheme markers near a scrum they are going to do everything they can to get at least 1 model out of there... 

    What did you think I was? Maybe I'm not understanding it. What models were you going to use? Torakage?

  5. I don't consider Chiaki's nerf that bad. If you want the upgrade on ANY model you just need it within 8"(no LOS req.) of the Retainer with the upgrade. Flip a 5 with Dispel Magic and you're sweet.

    So it costs 1 card and an extra AP if you want to put some hot sauce on anything other than a Retainer. 

    I'm a little Sad for Minako in a Mei Feng crew but I think i'll probably still take her. Also considering taking her as a Ball carrier in a lot of crews since she has move 6 and Laugh off. Add trained ninja if there is hazardous or lots of guns and she'll take it where it needs to be with the occasional push or lure to get to to go the distance.

  6. Well, I for one can't until next week before discussing this so let's start speculating on meta changes for funsies!

    Some thunder thoughts that come to mind.

    I'm really liking the idea of Asami into symbols. Yokai and (edit)tengu specifically..

     

    I think Lures in Lynch and Youko could be very important for evidence and getting schemes like binding done. Luring the squishy targets to the front for death and evidence collection sounds sweet for more bubble type strategies. I like this meta change. I wonder if this will hold up with the rest of the pools with a lean away from spread-out-and-score where mobility is king.

    Bubble crews with 1 mobile model that can activate late can probably get binding done... One scheme at either end of their bubble just behind it and then fly your tengu (edit ) or whatever behind the enemy to pickup their engaged model or 2 and hopefully one of their support models.

    I'm assuming you can draw the area from the outermost edge of the scheme markers and any part of the enemy models base included counts .... I feel that playing "ingress" years back has prepared me for this Strat... It's still hard though.

    I also Like Hucksters for binding... Assuming they don't cop a hard swing from the Nerf bat. 

     

    What are people's thoughts and impression... And speculations

     

  7. On 2/13/2020 at 7:48 AM, Wakefield said:

    I stand humbly corrected. I guess Charm Warders are also dope against Hamelin, but in a much more 'I'm discarding HOW many cards off the top of my deck?' way.

    I did like someone's suggestion to hire a kamaitachi... Lots of summons... Lots of card draw.

  8. 5 hours ago, SerZaka said:

    ...

    If letting die a random dude would mean the death of an Henchman that can summon new models I'm fine with that.

    If that "random dude" dies due to Minako taking damage then the Wanyudo still summons doesn't it? The source of that damage is the front of Minako's card so it belongs to her so the Wanyudo comes into play with full health and no slow. 

    Also, her defensive trigger is optional so you don't have to move it around every time she gets targeted which would be better wouldn't it? Unless she keeps getting targeted by models with lower and lower health... Hmm...

  9. I'll put in votes for Asami, lynch and Shen long and say that MEI Feng doesn't seem to often have room for more than say the Serpent in my lists and that Yan Lo likes his own keyword too much to squeeze in 3 dragons.

     

    Asami likes the versatility of extra mobile beaters that don't require her to babysit the flicker off of. She is another summoner master however.

     

    Shen long cops a bit of flack for being the tall poppy in an otherwise tall field. He offers lots of different play styles but his wandering river style with irriducuble damage may get some attention next errata to make his other styles more appealing. He is mobile himself so will appreciate the company of some flying go anywhere assassins and has wandering river monks in keyword to get the job done. 

     

    Lastly Lynch can function well with 1 or 2 dragons which huggy can obey to get more out of. An extra shadow Emmisary or Yasunori charge can be brutal. Lynch will also appreciate their mobility in front of his auras and can supply the cards to get the most out of them. Putting all 3 in you may find your auras, brilliance delivery or hand shaping suffers a little. Lynch more transforms your opponent's models into your own than he does straight summon like Sandeep and while lots of his in keyword models have ranged attacks, they're only 8" and mostly for putting out brilliance while doing in chip damage and take them out of position so Lynch can convert them.

     

    My 2c on first blush. Honestly 10T and the dragons are so fun you can make lots of combos work.

     

    • Thanks 1
  10. 7 hours ago, grim_stoki said:

    I've been messing around with Hoffman lately. I don't own any of the Guild constructs, so it's been an Arcanist heavy crew:

     

    Hoffman

    Mechanical Attendant

    Soulstone Miner (Magical Training)

    Steam Arachnid Swarm (Soulstone Cache)

    Mech. Rider

    Joss

    Watcher

    Mobile Toolkit

    I absolutely wrecked Wong with this crew, took a loss to Shenlong and Molly and managed a draw vs. Parker. Here's what I've found:

    • This crew has a lot of high TNs you need to hit, 5s and 7s are very precious and hard to come by. I think you can expect Hoff to put fast  on one, maybe two models per turn.
    • Fast spider swarms are disgusting. 20" threat range is absolutely insane
    • Mech Rider is meh. I initially took her to pull Hoffman around with ride with me, and serve as a damage soak for his protected. In practice, people very rarely target Hoffman, and there's enough pointless constructs in this crew (attendant, toolkit) for his protected. It's nice she can score Detonate on her own with Revel in Creation, but I'm going to leave her out except in very specific pools. I may experiment with using her as a scrap generator.
    • Joss is a murder machine, with a potential min 4 irreducible damage. 

    It's been a while since I've used her but I found drawing 3 or 4 cards with mech rider a turn in turn 2 or 3 can be clutch in some situations.

  11. UK masters had a hefty lean toward the attacker going on to win. If you consider that this may not just be an anomaly, I think the next most likely reason is picking the deployment that best plays to their advantage... So in closely matched, highly skilled opponents, terrain choice/advantage may play a significant role. Who's to say how big a benefit to lower average skill matches

    • Like 1
  12. In the words of Craig Shipman 'it's So Good!'.

    If TT had to have a first post since Christmas Day I'm glad it's about Minako 😁🐉🐲

     

    I think they did a pretty good job making avoiding exploits of the Karma mechanic. I just home she doesn't get nerfed through the ground. 

  13. I've played this in plant explosives to good effect;

    Plant And Scheme Mei Feng Crew (Ten Thunders)
    Size: 50 - Pool: 6
    Leader:
      Mei Feng
        Masked Agent
    Totem(s):
      Forgeling
    Hires:
      Minako Rei
      Sparks LeBlanc
        Trained Ninja
      Metal Golem
      Dawn Serpent
      Metal Gamin
    References:
      Katashiro
      Karmic Fate
      Bombs In Yer Belly

     

    It was difficult to keep moving up field and have the Katashiro in range to get bombs in them. Also, at the time I wanted the Katashiro to scheme not kill stuff. But in theory you can have them do 4 completely uncontested damage on something by charging through and attacking, gaining flicker and dying. That's before bringing up the extra attack when placing them.

     

     

    This list probably has more scrap than you need *most of the time. Depends on how many rams you have in your opening hand. 

     

    Also keep an eye out for 6+ crows to make a metal golem(or gamin) fast and shielded (+1) after taking no damage.... But this requires specific positioning and the afformentioned ram for extra scrap nearby to sparks.

     

    I've spent WAY too much time nutting out turn 1 positioning for this crew when at the end of the day terrain usually ruins all best laid plans. 

    • Like 1
  14. 1 hour ago, Jesy Blue said:

    Size: 50 - Pool: 7

    Leader:
      Asami Tanaka
    Totem(s):
      Amanjaku
    Hires:
      Katashiro 2
        Masked Agent
      Katashiro
        Masked Agent
      Dawn Serpent
      Ama No Zako
      Shadow Emissary

    Never got a chance to move Dawn into a scoring place, as he was dead turn 2; I was going to just pump burning aura in the area as burning does not trigger Black Blood, and Ama no Zaku's Difficulty Terrain aura and just make the cost of being in the center too great.  Never got to happen as I offed Angel first activation of turn 2, then he offed Dawn out of spite cause he couldn't score Vendetta now.

    I should have hired a couple Yokai for the Strategy; bonus action Interact even when engaged would have been useful...or Tengu.  instead I summoned a so glad Yokai and had to be baby sat by Amanjaku to keep it alive. I got too aggressive with Asami trying clear corps markers to prevent growth, thinking my Execute trigger would save me.   It didn't. I'm still thinking like I have the movement upgrades in 2nd but I don't any more.

    Let me tell you, nothing turns your game around like a Prophesies of Thunder new hand!  I went from a 6 high card to 3 severs turn 2, went from an empty hand to top decking a 7 and the suit to reshuffle both decks and drawing 4 cards.  Emissary is my boy.  Unfortunatly, positioned him wrong and he was nothing but a glorified scheme runner the rest of the game... he's the only reason I have the 2 Strategy points.

    Cool! Did you get the Katashiro Masked agent place double team trick to work? Or did they die to a stiff breeze first or get used for something else?

  15. 22 hours ago, Jesy Blue said:

    Corner, Turf War.  Dig Their Graves, Vendetta, Hold up Their Forces, Claim Jump, Power Ritual.

    Asami vs Nekima ...

    3-3 tie.  made a lot of mistakes, summoned models I should have bought, didn't buy the models I should have started with.  live and learn.

    In curious what you hired you saw as a mistake and why? I'm just getting the hang of Asami myself.

     

    Also, apart from getting slaughtered did you think the serpent worked well for claim jump? What did you use to keep the area clear before moving him in there? 

     

    Thx

     

  16. Thanks for the Report!

    Always great to hear about someone's journey beyond the breach!

    I'm still trying to get more games in with the Oni Crew...

     

    Remember summons cannot take the interact Action on the turn they come into play. None of Asami's mechanics break that rule but akaname's bonus allows them to put scheme markers down the turn they are summoned. Your turn 1 play isn't possible.

  17. To extend on this... Searching for "declare triggers" picks up counter spell which forces a discard to declare triggers vs the target. And finds Sue's bonus action and the Neurotoxin aura which each also prevent triggers but in more restricted areas... We got it easy on that front... 😁

    • Agree 1
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