Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Ludvig last won the day on July 17 2018

Ludvig had the most liked content!

Community Reputation

3,087 Excellent Walrus


About Ludvig

  • Rank
  • Birthday 07/25/1986

Profile Information

  • Gender
    Not Telling
  • Location
    Stockholm, Sweden

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I didn't mean masterboxes but the henchman hardcore style boxes with 4 + 4 models from two different factions. The webstore could bundle those with a starter rules box at a slight discount or something. There is guild + neverborn, arcanists + gremlins and ressers + tt so most factions are represented. Bundling rules with master boxes could also work of course but those are rarely balanced for initial play, the smaller crews seemed good as starting options to get right into the game. Yeah, I just meant that m2e also launched without any form of starter box.. It would be nice with a better option this time around, hence the idea for a "pick your own starter" kind of bundle with the current henchman boxes. I haven't kept up to speed in the beta, I guess they are versatile still? Any hope that those crews are actually dual faction as well or is that option completely removed from m3e?
  2. Didn't the m2e starter appear years after m2e dropped or am I just senile? I think the multitude of two-faction boxed sets that now exist would be complemented well by a starter kit with a couple of cheap decks and startup rules. The old set was annoying for those of us who just liked the models but had all the other stuff. This sollution would lead to a more modular starting experience.
  3. Ludvig

    Henchman hardcore

    @Bazlord_Prime My number one suggestion would be dropping the idea of Sam as your leader. I've tried him in HH on several occasions and he just isn't a tanky leader suited for it. He is a glass cannon that relies on a lot of support (usually Sonnia) to reach his full potential. If you are hell bent on Sam I would pick other upgrades and use Francisco to give him at least a shot at staying around and add some damage. Using Sam for rapid fire instead of wasting ap trying to put burning out is probably more efficient. Can't remember if hench leaders can take Debt to the guild but rapid firing with that on the opposing leader is usually pretty effective. Edit: saw that others also gave some good advice while I had my answering typed out but not posted. In my experience Ryle is really solid as a leader and you are usually better off with a disposable heavy hitter like the executioner and cheap chaff that can just stand around for the strat than trying to take a list with several mid-range models. I guess monster hunters might work pretty well instead of stalkers, they pack a punch.
  4. Who knows what Lucius eats? He's stylish and stealthy and seems to control people of weak will which are all classic vampire tropes.
  5. Ludvig


    The merc models are more glass cannons than tanks. Tanky is more of a freikorps thing (freikorps are also mercenaries storywise). The Viks and Bishop are barely dressed.
  6. Ludvig

    Slow Bayou Forum

    The guild section is pretty saturated with jokes and silly stuff that doesn't add all that much betawise but in my experience gremlins have a lot less players than most other factions. The problem with the silly stuff in m2e was that when it went well it went really well and that gave a lot of negative press. Having the silly stuff which people remember mainly when it overperforms spectacularly and also a smaller player base is a dangerous combination. I hope you guys make it through in decent shape.
  7. After the beta is done they still need to do layout, send an order for printing and wait for shipping. Last edition change there were several months between the beta ending and the new rules being released as far as I recall.
  8. Even if there isn't a specifically named stack you often end up in situations where two or three things are waiting to resolve. I don't find it very clear if a declared trigger or ability which met the conditions for being applied would be lost just because the acting model ended the current activation. Nothing in the base rules say that triggers and abilities only happen during a models activation, if they can resolve during the end step or out of activation then why not between two model activations? Regret ending the activation doesn't mention if abilities and triggers are resolved so the natural thing for me would be to continue on to the next ability that we were about to resolve. Regret ends the activation but doesn't say it ends the ongoing action resolution.
  9. Haven't looked at Somer that hard but he also has a bayou two-card aura and arcane reservoir so his card game seems a lot stronger. His summons are insignificant which gives them a very unique role and he is bayou so I doubt his crew feels much like the other two. I feel like Ramos and Sandeep have very different models in their crews. They have non-shared abilities on their cards so I'm not sure they're that similar in playstyle, Sandeep will keep doing his god-awful ranged game while Ramos will try to get stuck in. If anything Sandeep seems like a much better version of Ramos since he summons with less detrimental upgrades, at a higher stat and without needing markers. His explosions are also bigger. I don't think we risk seing too much of Ramos since he's being phased out via DMH and what I assume are meant to be rules below the general power curve so it seems excessive to put too much focus into differentiating them. I don't care if mechanics are similar as long as crews feel different. As Fetid said there are an awful lot of crews with similar attack mechanics or that revolve around scrap or armour or some general condition. Not everything can or should be unique just for the sake of it, it gets really hard to finish games when abilities are unique just for the sake of it.
  10. It seems pretty clear to me. Targeting restrictions are stated to work the same as "may only be taken once per X" restrictions so as long as it's a different model taking the actio you should be able to target the same model, otherwise the targeting restriction isn't working like normal "can only do this once per X" actions. Examples don't cover all possible events but in this case the example isn't that helpful I think. If you just mentally substitute "this action cannot be taken" for "this action cannot target" abd apply all the rules text you should arrive at the coclusion that different models can target the same model.
  11. I don't agree on this. Friendly ap granting abilities were usually worth about two ap so nrver charging out of activation seems needlessly harsch. It is only when you take ap for an enemy that I can see a problem, not being able to declare charges for opposing models could make sense. Thrn again it is now pretty pointless to move an eny once with obey since they can usually just charge back for an ap so the control aspect of obey got devalued with 1ap charges.
  12. Ludvig


    @Ceej you can't reduce to 0 unless specifically mentioned so you are taking that 1 damage from reckless no matter what.
  13. "Combat Finesse: Actions targeting this model cannot be Cheated." Is that the duel or both duel and damage? I seem to remember that bonuses to attack actions in m2e were only the actual duel because of how damage was worded. Just wanted to check. I'm not sure how you would reword to make it clearer, maybe something in the base rules makes this clear?
  14. Step 4 of replacing says: If the new and original models belong to the same Crew, the new model becomes the target of any effects that targeted the original model, such as Schemes and Tokens. The new model is always considered a legal target for those effects. Do tokens on the old model even transfer to the new model? I'm a bit hazy on the "target" part of that rule. The token rules state that models gain tokens and have them. Are we to assume that the tokens target that model?
  15. Why are there several models in the crew (including the mandatory totem) which give you corpses without kills if having access to corpses hasn't been included in the model balancing? On further consideration I think the one corpse marker per action is a pretty healthy restriction and if you really want to grow you'll need your master to help you out. It still seems to me like growing from corpses without any models dying is a very deliberate inclusion in the crew.
  • Create New...