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Rob Lo

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Posts posted by Rob Lo

  1. Can you imagine someone playing the game just reading the shiny new cards fresh out of the box, playing with friend for days/weeks/months and then going out into the bigger world of faux and "well, actually, being a target doesn't mean you were targeted, and that card doesn't work the way that card reads, and never did."

    That's a lovely intro into faux, if you ask me.

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  2. Between McM, some other incidental models, Rafkin or Seb, plus two nurses obeying them to drop even more shockwaves on turn 1,  I've been able to get 14-21 poison on whatever models I want to stand close together at the start of the turn. Susceptible to early blasts, takes a ridiculous amount of card flips that takes a fair bit of time and tracking, is hilarious, gives a ridiculous end of turn heal and causes your opponent to focus on one model at a time and kill it completely. Kentauroi help move the models forward a bit after all the standing around. You get distract on the obeyed model, but shockwaves don't care and you can deal with it.

    Whether it's worthwhile or not is up to your playstyle, I suppose. Experimental is the crew where I wish I liked the playstyle more than I do, so I can't really speak to effectiveness. 

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    • Haha 1
  3. It's always been a thing where people think of damage as a number, oh and also an extra blast. I remember one of the devs back in 2e trying to get people to think of it as one thing, happening all at once. It doesn't do 6, and a blast, it does 6 blast. Blast happens at the same time as the 6 because they're one thing. The amount of actual damage any particular model involved takes does depend on if they're the target or standing nearby, but they're both damaged by the same thing at the same time. This is all more theoretical and any particular fiddly rule in the 3e book might tell you something different, so if someone shows up quoting rules, I'd listen to them. :)

     

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  4. The unbury can be a lovely thing. A few games ago, my opponent had snuck one model through to my backfield for breakthrough. There was nothing I could really do to stop them from getting those points. So instead I went with it and started unburying everything of theirs I could, 3 other models I believe, in my deployment, away from any real effect on the rest of the game. 

    • Haha 2
  5. I wonder if a 'full' table of Wyrdscape, plus a mat, would be even close to $200. I feel like it would be much more than that. 

    I am all for the idea of a full table of terrain plus options, no matter who I'm buying it from. I try very hard to avoid a table that's part Plastcraft, part MDF, part whatever. The first few things from Plastcraft were like that. Nice in their way, but not a full table's worth. I thin the dark circus set came closest to that mark.

    I'd love to see a full table of Wyrdscape. It would look as expensive as it would be.

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  6. 3 hours ago, Maniacal_cackle said:

    A common sequence for me is they get him down to 1-3 life, then start turn regeneration plus I flurry for the heal, leap to safety and move. Then next turn I do the same thing, and it's an 8 health swing without him being hit.

    Another option that I tend to use when I want to get rid of bad cards (which I always seem to have in abundance) and want him to burst up in health is Challenge him with a punk zombie on one activation, then next activation activate Archie and have him go crazy on whatever random target. He has to discard to be able to target that model, so with flurry you're talking four discards and four heals. Card intensive? Absolutely. Just doing it once will often leave the idea in your opponents mind that going after Archie just isn't worth it, and he could be safer after that for games to come. Even if you know you're just going to leap, walk, attack once with no flurry, the Challenge then becomes a one card discard to top him up. It's one of the best uses you can get out of a random 6 in your hand to discard for a 2pt heal.

  7. For those still waiting, I got a shipment notice about 3 hours ago, early this morning, so they're still happening. My order was placed about 2 hours after the sale started, and included a little bit of everything; rulebook, faction book, cards, and models. The email said it was a complete shipment of the order, so I assume that means everything is in there. 

  8. From the story, if I'm remembering correctly, when they get ambushed in the saloon, and at the end Parker is kinda waiting on Doc to take advantage, Doc thinks about it and then thinks better of it, Parker relaxes his hand going for his gun and rests. Parker kinda knows.

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  9. 4) Barely at all. If a model is on a rooftop and ends a move 1mm over the edge, does it suddenly move a whole base width forward and down to whatever is below? 3mm? There's always a bit of issue dealing with most decent terrain. We've always done something along the lines of what Warcry recently codified. If the center of the base is on the terrain, it's fine.

    Neither is a perfect answer, but I'm more comfortable with a size 4 golem with 51% of it's base on the roof staying up there than I am with him falling off because his toe is over the edge.

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  10. It doesn't look like anyone other than a FAQ is going to convince you that the introduction and definition of friendly and enemy on page 26 is more generic than the case of dropping a marker by way of a model being controlled by a model in another crew on page 28. If your group agrees, by all means play it that way. I'd only suggest before you play a random opponent where this might come up, you should discuss it beforehand.  They're likely to disagree. 

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  11. You need someone to sell all these golden monkeys and crystal skulls to. A back alley curio shop owner with connections to all the wrong people. She knew that thing was cursed the moment you walked it into her shop, and has just what she needs to protect herself from its curse behind the counter. Annoy her and you'll leave her shop with a lovely relic that will leave you dead or worse in the next few days.

    ---

    Claire Felsworth, Ghost Hunter, uses technical soulstone powered marvels to either recorporate and destroy, or immobilize and capture all manner of ghosts, haunts, and unwanted spirits. Whether laying traps or giving them a sound zapping, incorporeal beings have little chance against her. Your building will be ghost free in no time, given the right price. If she ever found out how her trusty sidekick drummed up business however, there'd be hell to pay. 

     

    • Like 2
  12. From page 13 of the rulebook 

    Quote

    Any effect that references an object being “within” a distance is talking about range

    so don't they all apply? Perhaps the base contact doesn't apply, I don't know if they have any specific language somewhere that says base contact is 0" (was that last edition/faq?), just the part that says physically touching, so possibly not scheme markers.

     

  13. Quote

    Mark Of Obliteration: This model may take Actions while buried. It may target Buried models or draw range and LoS for its Actions from friendly Obliteration Minions. After this model takes an Action while Buried, it suffers 1 damage.

     

    So, does that include any action, such as Deliver a message? Assist? Push a cursed idol? Drop a scheme marker? What if the model you're drawing LoS and range from is engaged, since technically the Scion isn't?

     

  14. On 7/10/2019 at 2:42 AM, Thangoruin said:

    The text of Glimpse says to "Unbury it [the target] within 1" of an enemy model;" therefore, your option for Unburying is within 1" of every enemy model on the table and so if you have an option then you have to take it.

    This is what I was thinking, based on the wording. And yeah, it really does punish crews that want to leave a model in the backfield to hide. Not too long before a good chunk of their crew is back their with them.

  15. Her two extra AP could easily be considered her defensive ability. Maybe think of it as, she gets 3 AP to do what she wants, just like every other master, but she also has 2 extra AP to be in a great defensive position away from attacks. And if she happens not to need them to stay alive, she's free to drop a marker or set up some positioning for next turn.

    I'm only one game in with new Tara, but so far I'm not terribly worried if she is threatened or dies. This isn't a crew where if she dies everything falls apart. Simply reminding them at the beginning of the game that Karina keeps tara from dying is sometimes enough to change their whole plan of attack. But if they do focus on her, bury her, heal her, move her to safety, or be happy their damage went to her and took pressure off something else.

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  16. When I'm unburying this enemy model, can I pick an enemy model with no room around it, so it then unburies in its deployment zone, or does the unbury just fail without falling back to the default deployment zone unbury,  or must I only pick a model it could unbury within 1" of?

  17. We have a new player grow league that's been going about 6 or so weeks at this point. The few experienced players decided to pick 'new to us' masters to keep things somewhat balanced. I ended up with Dreamer. Between so many basically min 3 damage models, summoning in general, summoned models being unburied next to a model that's already getting hit up with WP duels, and the crazy crazy insanity that is Lucid Dreams + Stitched Together removing low cards from your deck and pocketing high cards for Gamble Your Life, Dreamer can be really overwhelming.

  18. Yeah, definitely track down the story book that came with the old Transmortis box. There's a small series of letters from VonSchtook to Molly in there. It's been forever so maybe I don't remember well but I think they had an unrequited infatuation vibe to them. 

  19. I'm having a hard time seeing a reason to take Ashigaru rather than either Komainu or Gokudo with Yan Lo. 

    If I'm looking for a Take the Hit model, Armor 2 Def 5 seems more worth it, even against Extended Reach. If I'm looking for something to hold Reliquary upgrades Gokudo with Ancient Bloodline seem an obvious choice.

    Where do you folks see a place for Ashigaru in this crew? And while I'm here, how many crew slots are you taking with these guys vs the Ancestors?

     

  20. I don't know how much the devs want to compare one specific card vs another, but after my game last night I had to straight up compare master vs master, two models that are supposed to be mostly in the same role for their faction, Rasputina vs Sonnia. Just the tech that those two models are bringing to the table for the cost of taking up your master slot. I'm kinda dumbfounded how obvious the difference is, and I'm trying really hard to find what real benefits there are to counteract the shortcomings. 

    Sonnia, +1mv, +1 wp, same health. Sonnia shield +2 and counter spell and df/wp trigger to give burn +1 vs raspy gives slow if you start within 1" of her or her markers.

    Sonnia ignores cover and concealment for burning models vs raspy casts through pillars up to 8" away at a cost of giving up or paying a card for triggers. 

    Sonnia reduces  range of all non close actions by their burning amount for the entire enemy crew anywhere on the board vs Raspy... I dunno, can kinda maybe block things with her 30mm markers which they can also maybe use for cover?

    Melee attack. Same stat, raspy range 0 1/3/4 and slow with one possible trigger vs sonnia range 1 2/3/5 and heal 1 and two possible triggers. Triggers are push 2-6" away vs burning 1 or 2 or they discard a card and she draws a card and discards.

    Range attack. 2" Longer innate range vs raspy extended range at the cost of cards or triggers. Built in suit 2/3b/5bb and burn +1 vs no suit 2/3b/4bb and 1" push. Built in trigger gives more burning, or chose more blast instead, vs gain slow or take the action again vs same target.

    Sonnia 8" 6vsWP (TN 14) up to 5 points of damage that summons a Witchling model if it kills vs 6" 6vsTN11 1" shockwave Mv14 test for slow, staggered and 1 damage or 2 if the shockwave comes from a pillar in range. Not built in trigger to take the action again.

    Raspy creates one ice pillar within 12", not built in trigger to take the action again, or different not built in trigger to move raspy 3".

    Bonus actions:

    Raspy gets one to blow up a pillar within 6 to make all (friend or enemy) models in 2" take a 14 Df duel or 2 damage and staggered.

    Sonnia gets one to heal and focus +1 a witchling within 8" for a 4 or higher card flip. 

    And a second one to gain a 3" enemy hazardous aura that only affects enemy models til end of turn, to give them 1 damage and 1 burning for each action they take in the aura

    ------------------------

    Look, I get it. Model to model comparisons are only worth so much, any or all of this could be a problem with either of the models compared, and a game involves other in faction models and synergies that should overall make up for any 1 on 1 comparisons. But in every instance, Raspy comes up barely equal at best and almost always quantifiably worse than an equivalent master in what she brings to the table. She is saddled with the old themey slowness with no purpose or benefit. She still tries to stand on the added range provided by her ice pillars to play the long range game in a game state where things are faster and start closer and can get out of engagement to get to the back lines much more easily. Getting pillars out in most (not all) cases requires her to use her own AP rather than attack, or the death of part of her crew. The lower all around damage track could be explained away by the onslaught trigger except getting it requires even more resource outlay in stones and/or cards. The crew's reliance on slow as a standard mechanic is weak at best, I assume to avoid the NPE problem of easily blanketing an opposing crew with slow. The balance on that one is razor thin. Unfortunately tuning it to the weaker side to avoid that leaves you with a 'why bother' feeling. 

     

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