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solkan

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Everything posted by solkan

  1. How do you do that without dealing with boiling water? A $40 dollar variable speed heat gun (the sort you find in a hardware store for stripping paint, but which also gets used for thermoplastic crafting for cosplay) and a set of a pliers. It works a lot better than the boiling water technique because you’ll actually have control over the temperature. (I couldn’t get a consistent temperature with water, if my notes are right the temp to shoot for is around 150 to 175C. A two speed heat gun is going to get too hot really fast.) Feel free to ask me about my two boxes of Bothoso Cavalry where I straightened the spears, and repositioned half of the horse legs, if you want advice. In comparison, I think I only needed to straighten two ankles out of two starter boxes.
  2. The other alternative is to make it an ongoing challenge. Because, really, "Are we being followed?" isn't the sort of question you can answer by just stopping and looking around before continuing. (At best, it just tells you whether you can spot anyone suspicious looking. The secret agent is looking for someone else, but you don't know that. 😎) If there's no one following the players, give them an arbitrary difficulty rating roughly corresponding to their level of paranoia. If there IS someone following the players, give them a difficulty rating based on the corresponding ratings. (Although probably use their paranoia level as an alternative minimum TN still). and look at the Gathering Information event for examples about how it can wrong. For example, they go along and they become convinced that some person who's completely innocent is following them (and they end up attracting attention because of they freaked this person out). And, probably more importantly, ask the players which they'd rather do in the challenge: "Do you want to get to wherever without being followed, or do you want to know whether you're being followed right now?" Because "Get wherever you're going without being followed" is a lot more straight forward, and if the players are really paranoid they'll catch the emphasis on "Do you want to know whether you're being followed right now?" doesn't say they won't be followed later. 😎 Edit: If you've got Into the Steam or some of the adventures, you should look at ongoing challenges like "Avoiding Patrols". Because a lot of the time, someone asking "Were we being followed?" really should be asked "Just how suspicious/conspicuous do you think you look right now?"
  3. Spare Parts says "discards one or more Assets". Swap Sides (what the rules call that icon that looks like a door) isn't discarding the asset. When you use Emergency Repairs, you don't get a card draw from Spare Parts because you haven't discarded an Asset. There's a completely different discussion concerning Emergency Repairs and its trigger for whether you get: One card draw from the main action effect. One card draw from the trigger (because of the "If an Asset is [Swap Sides] in this way..." text but what you're asking about specifically is "No. You didn't discard anything." Edit: Arg. I take all of that back. I missed the fact that Spare Parts said "[Swap Sides] or discards". This forum really needs to get that icon for rules questions. So, yeah, that is allowed.
  4. No, what you’re trying to do requires the fireteam to be placed first: “If an object does not fit in a location, it cannot be placed and does not move.” and “A Fireteam may not be placed on top of another Fireteam.” (Place, Page 17, PDF). That causes the placement to fail if there’s no room to place Goryschyche in base contact with the portal. The fact that you intend to move from that position immediately upon placement doesn’t waive the requirement.
  5. Sure can. Each player is limited to using one of each type of token to modify the duel.
  6. I don't dispute that it feels weird. 😐 It's exactly backwards from how I expect it work after playing Warmachine/Hordes with their huge models, if I try to think of it as elevations. I think it really depends on how much meta-game there's going to be surrounding creating [High] terrain. Impassible[High] terrain seems to be more sensible as "constricted" where titans are simply too big to pass through, given the existence of Abyssinia's Combined Arms Titans. Probably likewise for Hazardous[High]--overhanging power cables or hazards that you can get through safely if you're not huge. I'm not sure what would make sense for Blocking[High]. What would block your line of sight only if you were big? it'd have to be a really abstract sort of overhanging terrain.
  7. No, it doesn't. From Attach: Abyssinia Prototype assets get attached by effects that explicitly say to ignore asset limits, so they can get around that limit: Not at the same time. Keep in mind that Gorysche has that rule on its Glory side allowing it to discard assets. So when it activates in Glory, and you've got some disabled assets (or an upgrade you no longer want), you'll basically have the choice of discarding one of them to get another snapping head instead. I'm not sure what you're asking. If you have two Snapping Head assets attached, you'll get two (2) Snapping Jaws actions with an AV of 5(base 3 + 2 because of the two copies).
  8. And the machine gunner model that looks like the dude on the book cover (standing behind Thrace)...
  9. That's not what Low does. Edit: And there's the cross reference in Blocked: If you apply that to Blocking, you have a piece of Blocking Terrain that only blocks line of sight being drawn by no-Titan Fireteams. Two Titans can draw line of sight to each other across Blocking[Low] terrain because they ignore it. A Titan can draw line of sight to a non-titan across Blocking[Low] terrain because the titan ignores it. A non-Titan can not draw line of sight to a Titan across Blocking[Low] terrain because it is affected by [Low] terrain. Presumably all of this is explained by the fact that Titans aren't constantly towering above things, and only stand up straight when it's to their advantage to do so. Disclaimer: By memory, this is thread #4 that I can recall complaining about line of sight to titans feeling backwards. You don't get to look up to see the Titan standing above the shrubbery. Instead, everyone looks down. Edit #2: And remember the callout box:
  10. Hmm. Yeah, I’ve got to agree with Tris. Step 1. Take the individual models off of the group bases, and give them Malifaux stat cards. Step 2. Play Malifaux Unlike 40k, TOD isn’t a skirmish game that expanded over 25 years to become (to varying degrees of success) an army scale game. There’s no vestigial skirmish game roots to pull out and reuse.
  11. For the record, that's Snow Storm on the right (you can see the person on their back), and the amazing non-terrible Wendigo on the left. I think what luciusmccabe is looking for is a drawing/painting/concept art, not a model.
  12. And arranged to rival Shang’s tail to weave together. 😮
  13. ☠️2019 Nightmare edition crew has an Adams Family theme just so Wyrd can produce a Cousin It model as an alternate Yan Lo. "This model counts as Yan Lo's beard in every way." it says on the card. ☠️
  14. That’s how it’s specified. Yeah, it’s backwards for it works in Warmachine/Hordes (where everyone can see the giant war machines and infantry can hide from giant war machines behind other infantry). You’re not allowed to look up, I guess.
  15. You flip six cards, and then you resolve each of the six suits on those cards. So if you get , you're going to be resolving Tomes twice and Rams four times. I think it's ambiguous what order you resolve the suits in--the order put into the conflict; the order listed on the stratagem; or player's choice. Disclaimer: As far as I can tell, the reason for the errata is because nothing on the card tells you that you to discard those cards you placed in the Conflict. So you don't discard them until you're done resolving the stratagem. So the old version of the Rams technically didn't work.
  16. You were expecting it to be simply impossible instead of impractical?
  17. I have no idea what you mean by "limited troop choice". It's a Chicken scenario. You want to plant the explosives early enough to prevent the other player doing it, but late enough that they can't kill you off and snag the VP. And if you just leave the infiltrators parked near the center line, you find out how many fireteams are deployed on the deployment line with Sp6 or greater to rush and engage them so that they can't plant explosives. I'd like to direct you to the Gibbering Hordes alliance when they're playing Pitched Assault. I'm pretty sure there's a whole lot of GH players who take a few minutes to get over the fact that they're killing their own fireteams, and just get on with their plans to the murder the entire other army. Any quick exchanges gained on turn one are far more likely to end up costing you VP in the second half of the game. Disclaimer: If a TOS game at a tournament doesn't go to round five, the scenarios don't work. But that's a whole different thread.
  18. I wonder if this isn't actually a "How does GB handle this in faction?" question for Supply Cache. Kings Empire and Burning Man have their advanced deployment. Abyssinia has Crow Runners who can just walk forward at the start of the turn and stand on the markers. So the attacker gets two unit activations to try to get the crows off, and then the defender gets to activate. For Gibbering Hordes, going second in Supply Cache, the Tidal Scepter commander upgrade essentially lets you deploy units 3" further past the deployment zone line. That should be enough to have 120mm base fireteams standing on top of the 50mm objective markers. What with the other half of the effects of Tidal Scepter, it seems like a pretty good choice for getting units across the table and getting to those markers. So, after thinking about, I don't think Advanced Deployment troops in particular have a huge effect on Supply Cache. Because at least half the armies have ways of crossing the table without bothering with Advanced Deployment (especially with Behind Enemy Lines as an Earth-side stratagem when you're playing a two commander game), so you've got to think about how you're going to protect your supply cache markers anyway.
  19. You put three markers on the opponent's side of the table that the opponent can get VP for removing and you spent three tactics tokens doing that. Then a unit of Bothoso cavalry or something similar strolls up, spends two tactics tokens and removes those markers. You spent 3 tactics tokens, now you've got one marker remaining that'll get you two VP if it's still there at the end of the turn. The Abyssinian player spent two tactics tokens and has two confirmed VP. And then the slow units catch up the next turn. Correct me if I'm wrong, but where's the huge advantage here for being the first to place? Edit: For Set Traps, you get two VP for every one of those traps that's still there at the end of the turn. But the other player gets 1VP for each of the traps that you set that they remove that turn. Abyssinia's motto may as well be "We'll get there on the second turn, but we'll have cards in our hands" but even they the Crow Runners with their walking 12" from their deployment zone on the first turn. I'm confused. Hyper conservative Abyssinia player doesn't spend any tactics tokens to create additional markers just outside of their deployment zone (because Abyssinia can be slow, and there's no reason to put those markers further forward than just outside their deployment zone.). You push a unit of Infiltrators so that they're five inches away from that deployment zone, then spend two tactics tokens to get rid of those markers. How small of a table were these games taking place on? Because I'm trying to figure out how many Infiltrators you need to get both markers, what with the "at least 12" apart" thing, and everything.
  20. So, for the record: https://themostexcellentandawesomeforumever-wyrd.com/topic/142489-coordinated-strike/ as far as the difference of opinion concerning the semantics.
  21. That's in Hire Your Company. The description back in Stratagem Cards doesn't include all the details, so it's easy to overlook. So, yeah, at most one copy of each.
  22. Putting Pinned Tokens on a unit negates Shaken Tokens. If they don't have Shaken tokens on them, roughly 1/4 of all damage flips kill them. For that matter, they're basically one shot killed by powered up Rail Gunners once they run out of shaken tokens or anything else that can the strength of the hit to 5 (since Str 5 vs AR 5 causes 1 damage with a 0 flip.)
  23. Isn’t there time travel involved (something like a few months or a few years) between the Burning Man’s creation and it’s “first” appearance on Earth due to the dimension crossing?
  24. Note that this result has B being able to move 6.5” directly towards a fireteam 6” or less from it. 😕 The Squad Magnet effect prevents me from thinking this is supposed to work that way.
  25. According to the FAQ On the Tide Caller card, the ☄️ Incoming Tide action has a range of and a trigger. An enemy Squad is positioned clustered around the 6" range. Fireteam A and Fireteam B are within 6", Fireteam C is outside of range. So according to the FAQ, Horomatongi performs separate duels against Fireteam A and Fireteam B. The duel vs. A is successful without any triggers. The duel vs. B is also successful and gets the mask trigger. So Fireteam A will move 3" due to the result of its duel. And Fireteam B will move 5" due to the result of its duel. Fireteam C is out of range, so no duel for it. But Fireteams and Moving says that it will be subject to the movement: A's duel says C would move half of 3", B's duel says C would move half of 5". How far does Fireteam C move?
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