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Tris

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Everything posted by Tris

  1. Yes, trigger is another Upgrade. But you can flip between back and front as you like if you're declaring the action multiple times
  2. I want to try the Radio Transmitter and Binoculars more, former seems useful for getting some of our juicy triggers off (mostly stuff like plus str, card draw or pinned) the other looks like it could be hard to get off reliably but could help with one of the biggest problems I´ve encountered - closing the gap to the opponent to bring our shooters into the action without exposing them. Any experiences with either one of them? I guess we all have used the Medal of Honour to up our tactics points, I also like it`s trigger, nearly always useful - great upgrade and well worth the price. Never tried the Battlefield Map or the Megaphone, did anyone get to try them and would like to share the experience? Monocle seems pretty meh, but it`s the only upgarde so far for Thrace (besides Toughness of course) - did it ever do anything in your games so far? Stratagems I´ve got less experience so far, still getting used to the balance between drawing cards, scoring and buying them^^ Just think that the Artillery strike looks like something I would never use, just like the unit - I feel like I can sense a theme here....
  3. So, pretty much what the title says - I´m curious about what stratagems you like to play as well as which upgrades you like to take on your commander. Would be awesome if you could also provide some sort of tactica like when and against whom you like to take what and why - think this could be a pretty ineteresting thread ^^
  4. Questionable to get all 3 in range and a good hand to have enough impact - field intel have sh 5 and accurate is not built in.
  5. Ok, we got our stuff here in Austria, usually it`s the month after it`s out in the US but that was always the case, as I suppose they start shipping on the official release date, not before.
  6. What's the models you're talking about? Don't have the connection between month/model in my head
  7. But it nowhere does it say it may use the allegiance ability without the penalty
  8. But the ability itself overrides the core rules as it clearly says you can use a while engaged, I assume that the "without penalty" part is just here to clarify that part as they obviously have a very similar abilty on their Allegiance card.
  9. From the RRCs Glory side: Point blank: Fireteams in this unit may take actions against targets they are engaged with without penalty. It's not the ability from the allegiance card, it doesn't change the attack type, it's still a projectile attack, and they get no penalty for using it.
  10. You can always use it on a gloried RRC though as they have an ability that allows them to shoot while in combat, without the -2
  11. I've said before that I deem them a problem too, it's just that Rhinos are even more opressive atm due to many different things, but they are also on my list of models that seem broken ^^
  12. But Armor is declared as an AV in the card explanation section in the front of the book.
  13. Could I ask you to provide examples of which models/stratagems you mean here? And how does Abyssinias Mechanized Infantry draw any more cards than their other units? Also, I wouldn`t say that KE is a faction with resource advantages, seeing as all of that comes from Abyssinian units.
  14. I sure hope so, there`s a few glaring balancing issues, and the Rhino is the biggest offender atm To answer your question though - nobody knows but Wyrd, and seeing as their latest errata/faq came without any sort of announcement (not neccessarily a bad thing) I doubt that we`ll know any more this time.
  15. We are talking about doing it twice in succession, not with the trigger
  16. I would say so at the moment, yes.
  17. I can't tell you if it's intended or not, but as written the rule says to cheat second, the timing of token usage doesn't change imo
  18. She can indeed do that, as you mentioned already, nothing in her wording or the rules prevents it
  19. Ah, thank you very much, that's true and a slip up on my part. Will edit the post above^^ Makes her even better
  20. I'll start with myself of course^^ - what faction(s) are you playing? Kings Empire, starting to splash Abyssinia into it. - against? Abyssinia, Hordes most of the time, a few games against Cult atm, one Hordes player starts splashing Cult. - one or double commander? Started with single commander, but never again after playing double the first time. - overall impression I like the out of the box playability and think that could be a great selling point in the future. I really like the pressure on ressources that you (should) feel most of the time in the game. No true line of sight makes me very happy xD Overall it's a good game that can be made great by releasing balanced new stuff and errata some of the (imo) now problematic stuff, be it because it's to strong, useless, badly written or has old rules/misprints from the beta on it. A document to clarify/streamline some wordings would be very much appreciated, as would be a few more pictured examples of situations that can occur during a game. - what do you like/dislike about your chosen faction? (Flavour, units, their overall perfomance, unclear rules which could've been written better, ....just a few of the top of my head) I really like to say "Royal Rifle Corps"^^ The stories are superb (I actually loved all of them) Rapid Maneuvering needs to be spelled out better/clarified, the factions playstyle changes a lot wether you have to discard 3 cards to shoot after rushing or just 1. RRC, Borderers, Grenadiers all seem good, Artillery on the other hand is imo the worst unit in the game right now. Infiltrators are situational, as are the Field Intelligence Corps, both can win you games if used correctly. Dragoons suffer from not having an asset/adjunct atm but I like them as a fast counter unit Margaret Belle is one of the best schemers in the game, and can be brutal against enemy commanders. Edmonton fell from Grace a little bit as I've found that I really need the card draw Kassa provides and thus have to cut one commander - Maggie helps with getting me all the markers, Edmonton gloried helps with closing the gap between me and my opponent, but you need to kill a fireteam to get him there, so that's likely turn 2 onwards. I like our tech choices for every situation what I don't like is that we as the advertised "ranged faction" have problems with closing the gap and keeping our units save in the process. Cult and Hordes have very interesting mechanics to teleport around the table disrupting our game and getting close without gwtting shot at, while Abyssinia has 4 Flare guns that completely outrange us, give us no oppurtunity to hide and force us to make the first charge. Afterwards we are in range of their superior weaponry nd close combat units where they proceed to kill us and plink of our assault due to the fact that we got no card draw and they have plenty. Tl;Dr - KE still needs something in my opinion to make them completely work, they might have favourable match ups if there's elevated terrain on the table as that would help us to negate the omnipresent cover from the 25-30% terrain on the battlefield (as would even one half of an Abyssinian Engineers weapon do - 18" ignore cover and str3 pierce...) but as of know I'm hard pressed to not take Kassa as we need those cards to perform in our (I think) intended role - shooting stuff to get where we want. - anything you are concerned about, ruleswise or anything else? Besides my concerns for my own faction above there's a few thing that bug me in the overall game: - the 3 point units. Rhinos and Eels are stupidly good, especially the former. They got interesting, thematic defense mechanics, which I'm fine with. But why are their stats so high then? Usually it's high stats or defensive mechanisms, maybe both on very expenisve units/commanders/Titans. They have both, which, in combination with their good actions, makes them way too strong for their cost. Eels are hard to kill, super fast, hard hitting with an auto 2 damage and can multiply, although that's the moment where both of them are more vulnerable for a short amount of time. Rhinos are just a NPE with 2 strong defensive mechanisms on top of their high stats, an AoE attack where the opponent has no way of interfering with the damage coming through and the complete shutdown of Morale actions around them, the type of action needed to do most of the missions and 90% of the actions that attack on of their 3 defensive mechanisms... They can be dealt with but imo it shouldn't take the whole army, a very specific plan and still some luck of one player to deal with one 3.5 scrip model (toughness) of the other. They got nerfed a bit by the clarification on the Cults portals and prder movement but that doesn't change the massive oberperformance these models bring to the table. Marauders are hands on the best "scheme runner" in the game, their ability to do any action after rushing is very strong. KEs Artillery doesn't even come close to any of the above, in fact it's just not worth a single point atm, high strength and range but easily countered and needs way more cards than KE can provide to be even remotely effective - but even a 13 is not that valuable on a sh3 (and no, it's never sh5 with an inspired token because you can't ignore cover, are not mobile enough to get into a good position and can't even fire up close where you would've a chance of getting a good fire corridor.) Str6 seems impressive but only if you can land a hit which this unit isn't capable of. Let it ignore LoS when shooting at Titans, discard a card to ignore LoS and/or cover or give the artillery strike stratagem a bonus if an Artillery team is on the field. Higher armour would help too. Just a few ideas Second part of autotakes atm are the two envoy champions - tactic tokens are way to valuable imo to not include one of the two in your respective Alliance if you're staying in your own faction commnder wise. That can be fixed by giving us faction specific units with a tactics value although I would like the game to retain it's pressure on them as a ressource, so don't let too many of them join the same army please The clarification on Markers/created terrain leads to a weird situation flr Abyssinias Electrocutioners at the moment as the only thk g they can "change history" (remove) on are now Mission objective markers and I think portal markers? Feels weird to be able to remove the mission objective, shutting my opponent out of the game in certain situations but not being able to remove a tide pool. - looking forward to....? More games, more expansions, an extended FAQ and errata soon. I like that game but think there're still some things to improve, hope that happens fast and that I'll enjoy it as much as I do Malifaux^^ That's quite some rambling now for one post, feel free to comment and discuss as much you like, but remember to keep it civil - I'm interested in hearing your opinions so far
  21. So, now that the game has hit retail pretty much everywhere and the kickstarters had their chance to play it thoroughly the last weeks or even few months I would like to get a friendly discussion regarding overall impressions going Interesting bits I would like to know from participants (feel free to copy that if you want ): - what faction(s) are you playing? - against? - one or double commander? - overall impression - what do you like/dislike about your chosen faction? (Flavour, units, their overall perfomance, unclear rules which could've been written better, ....just a few of the top of my head) - anything you are concerned about, ruleswise or anything else? - looking forward to....? To just name some suggestions^^ Would be very interested in the opinions of all you players out there and I think it would be nice to get a good chunk of them together in a single thread here
  22. Sure, it's better than before without question^^
  23. They still seem to be with Thrace, Unathi and Overclocked all letting them fire their Flare Guns multiple times a turn and using Abyssinias absurd hand advantage to kill fireteams without any fear for retribution^^
  24. Malifaux? 😛 not helpful at all, I know, but I doubt Wyrd would do another Skirmisher in the foreseeable future
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