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solkan

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Everything posted by solkan

  1. See “Summon” on Page 57 of the rulebook. “... it creates a new unit of the indicated name that is placed in the location specified...” and you get one Fireteam of the unit, as specified. It’s not the same unit, so you don’t keep Glory or any other state from the old unit. Edit: Do note that you can spend more than one tactics token and summon multiple units using the ability, but just one Summon per Killed unit. This sentence “You may Summon any number of Killed Squads in this way.“ is there because English is Evil and without it it’s abiguous whether this sentence “At the start of the Turn, you may discard a Tactics Token to Summon one friendly non-Commander Gibbering Hordes Squad that was Killed on the previous Turn.” is saying you can do the thing once or more than once.
  2. There absolutely needs to be an errata because the rules don’t provide a default strength value—either the card or the Hazard rules need to change. Personally, I’m betting on Hazardous (3) because otherwise it’s going to be a pain in the butt marking Unathi’s clouds and the Fogger clouds.
  3. The thing about crafting time estimates is that they aren't consistently based on size or price. For instance, look up "How long does it take to make a sword?" Doing it the hard way runs somewhere between a few days, a week, or months. A chainmail shirt takes about seventy five days. Sewing a shirt together is somewhere between a few hours to a few days, depending on how ornate it is. On the other hand, a dresser takes on the order of a day or two, or more depending on how ornate it's going to be. On the other hand, various explosives might take anywhere from a few minutes to a few hours depending on how much safety is being observed, and the price is mostly just reflecting the nature of the components.
  4. That's the important sentence concerning what you do if you kill an enemy Titan standing on an objective marker. Without the last sentence, Player 1 scoring for an event would prevent Player 2 scoring the event. Or there'd be uncertainty whether both Player 1 and Player 2 could score for the same event, since it's an alternating activation turn structure. In other words: Player 1 gets the event "Enemy Fireteam Killed" a few things happen Player 2 gets the event "Enemy Fireteam Killed" The first sentence says that Player 1 gets to score. The third sentence says that both Player 1 and Player 2 get to score.
  5. The really big point for Pitched Assault: It doesn't matter who or how the thing was Killed, just that it was Killed. If a Gibbering Hordes player kills one of his fire teams for Survival of the Fittest, that satisfies "An enemy Fireteam is Killed" for the other player. I think there's going to be a lot of 5 by 4 grids used for this scenario. Check each box as it happens, score up to 4VP each turn. Kill an enemy striped skulker fire team 1 VP for "Enemy Fireteam is Killed" Kill the rest of the squad, one of whom was within 6 of an Objective Marker 1 VP for enemy unit killed 1 VP for "enemy Fireteam Killed within 6 of Objective Marker" No additional VP for "An enemy Fireteam is Killed" because that was already claimed. and then if you manage to get a Kill on a Commander Unit or Titan unit later in the turn, you'd get VP #4 for that that turn.
  6. Look at the Reinforcement rules. Compare vs. Nowhere in the Reinforcement rules are those models referred to as "additional". So you add the two specified in Reinforce and then you add "an additional number of models up to the Reserves value(x)." In other words, 2 + X. Edit: For the record: South Wales Borders: Reserves(1). Squad(2), Fireateam (5x30) The Broken: Reserves(2). Squad(2), Fireteam (5x30) Speckled Crawlers: Reserves(3). Squad(2), Fireteam (5x30) They're all big base fire teams that are supposed to go through a lot of models.
  7. From a different thread: As far as crafting time formulas guidelines go, different types of crafting would need to have different multipliers. Because different types of things take different amounts of time to make, often not dependent on cost. And, really, if the players are trying to do crafting to fit the schedule, you should be looking at a sustained challenge, so there’s more opportunity for control over the time.
  8. What's wrong with using one of the pre-existing magic theories? Even if you're looking for a Guild specific one, Thalarian is already in the main book, isn't?
  9. If you didn’t get a Massive Furnace asset with your Dreadnought cards, you’ll want to file for the missing card. I think mine was in the cards in the dreadnought box. On a related note, you probably only got one Mounted Gunner card. I think people are working out various ways to make extra copies of that one.
  10. Yes, the trigger still resolves and kills Juju a second time. What’s worse, Eternal won’t resolve the second time due to Bury rules preventing it.
  11. I was wondering if it might be worth it to deform the plastic on the base so that it conforms more to the feet--(spread some plastic weld on the plastic to soften it up, then press the feet in).
  12. @Clement Ah, that does push the balance towards Hit meaning "automatically succeeds", although that'd be a nice paragraph to see rewriten in errata. But the King's Empire rule has the unfortunate additional complication that it's referring to "at the end of the Activation". Too much blood shed during rules arguments for other games that have used that phrase but meant for it to only apply during that unit's Activation and not someone else's. Is this a valid sequence? Charles Edmonton uses "Volley Fire, On My Mark" to command squad X to fire on a target. Squad X's Fireteam kills an enemy Fireteam. At the end of Charles Edmonton's activation, Squad X flips to Glory. If that is, and I've seen enough other games where it isn't, then Thimblesage's scenario should be permitted.
  13. King's Empire allegiance card says: Disengaging goes on a bit, but the relevant section is I did a quick search through the rules to try to find a action with a non-trigger side effect and found Curved Knives on the Doom Seekers: There's also Hungry Maw on Goryshche, Superheated Claws on Horomatangi, and I'm sure there are others (especially with the King's Empire Bayonets rule turning guns into claws). According to the game term index, "Hit" is defined under the Penetration Flip rules, and that paragraph appears to be: It's unclear to me whether Disengaging Strike is saying that you automatically succeed with an Action against the disengaging Fireteam or Suffer a Hit using the Strength value of the chosen Action If it's the first option, the King's Empire rule and the side effects specified by the Action would apply. If it's the second option, they don't.
  14. Final blow for the avatars? Dead and buried under salted earth. Probably fire involved somewhere, too. Emissaries are just fine. But you'll be taking the model because you want to take it, not because you're being forced to do so in order to unlock some ability on your leader model.
  15. I think you're looking at "How does a player deal with this after it's done its thing?". Consider the situation from a different perspective. The Other Player has 6 tactics at the start of the turn (because it's a two commander game). What popular stratagem cards are they going to have in their deck for their own purposes that they can use to foil the engine? For Earth forces, "Behind Enemy Lines" (5 tactics tokens) produces a 6 Script monkey wrench. Used by Abyssinia, a summoned unit of Bosotho Cavalry in the Eel Factory's deployment zone and you're looking at potentially six Pinned Tokens put on that engine to negate the RT tokens needed by that engine. (7 vs Wp2 on those Speckled Crawlers, even with cover that's 7 vs 4, putting the odds in favor of stripping the RTs off the Speckled Crawlers). Or just summon something to kill whatever's easy, like the eggs you just summoned. For Burning Man, I don't know. It seems to me that one of the puzzles a Burning Man player has to consider is "If I had a turn all to my own, could I flip my entire army to glory?" "Oh, you set up an eel factory. Cool, cool. That's neat. While you did that, I got my ECB on the table corners, I've got portals where I want them, and here's a fully powered rhino to take out one of your commanders." Because especially in a two commander game I think Burning Man can be played aggressively where in the first turn, they spend 4 points to drop a portal in your deployment zone and just start killing stuff. I mean, it's perfectly crazy for a BM Horomatangi to just get thrown suicidally out of a portal in front of your deployment zone (or inside it) and have it use Bellow of Command twice to dump pinning tokens on the Eel Factory; if they're planning on spending 5 tactics tokens and a VP to respawn it later using Time Paradox. And even if they didn't know what you were doing, they might do that anyway. The Gibbering Hordes have a Squall Stratagem that puts a Pinned Token on every unit in the Eel Factory. And if you try to use the eels from the factory for anything, it still seems like Cut Them Off played strategically makes your eels dead on the table as they get their reinforcements stolen. And then the rest of the player's stuff is scoring VP, gaining tokens, getting free cards from rail gunners, or whatever. But for what it's worth, I'm pretty sure that my brother got Devouring Eel -markers- in his Devouring Eel boxes, so if someone really wanted to try this out they probably don't need to rush out and buy half a dozen boxes--just make up a set of 50mm devouring eel markers. Is someone really going to say "Those markers are fine for -summoned- eels, but you need real models for the ones you hire."? And the precedent from Gaining Grounds is that copies or printouts of the cards are fine.
  16. Two big questions: 1. Are you playing using the scenarios, stratagems, and everything? 2. Is it the contents of the allegiance starter box plus free add ons on each side?
  17. On a related note, is the Gibbering Horde stratagem card "Cut Them Off" limited to a 3" range for grabbing enemy RT tokens? If it isn't (or even if it does have a 3" range and you're fast enough), that seems like it creates a losing scenario for Eel Spam when facing another Gibbering Hordes player.
  18. This should be covered by the middle of the second half of Place: "the indicated position" is "base contact with another Fireteam in this squad", and by the first quoted paragraph, all fire teams in the squad get placed there.
  19. Want to take bets about Regeneration being errat’d to “reduce damage by X (to a minimum of 0)”?
  20. If you got a “shipment cancelled” notification, that tracking number isn’t likely to change; and they probably had to generate a different shipping label. For what it’s worth, there was a Kickstarter update on Friday that was talking about today (Monday) being when the last US shipments were expected to go out. It appears that my stuff was on the Monday trucks, because I got a shipping notification today and a “we’re not admitting to you that we have the package yet” status on the tracking number.
  21. I think it would be useful to point out that the second-to-last page of the rulebook is a “Game Rule Index”. It shows a listing for “Initiative........ 48, 66” Page 48 is where the Initative callout Box is. Page 66 is the multiplayer scenario with its Initiative paragraph. This isn’t as bad as the hunt for the answer to “Are there any negative effects caused by missing models in a fireteam?” “Yes, it’s a single unmarked sentence in Penetration Flips. Edit: Ninja’d by matt.
  22. At this point isn’t Ryle sort of an Amalgamation Charter violation, especially since the blame for what happened can be placed on Ramos? That’s not the sort of matter you want to keep parading around, especially with how close the matter is to Mr. Hoffman. It’s the sort of thing that calls for a small, discreet funeral; a few days of personal leave; and a solemn but vague answers for anyone casually asking about “What ever happened to Ryle?” around the office.
  23. What Malifaux rules clarification? There isn’t any “rules clarification” in print anywhere that explains to a new player how to resolve the contradiction between Climbable and Impassible. You’re simply expected to figure it out for yourself. The people who developed Malifaux also developed TOS, and produced a game with similar rules in a similar style. So it goes. So Tide Pools do exactly as the rules say they do for Tide Pools. You had previously been complaining about the example (and do note that it’s specified in a section with the title Example) for Water and complained that it interacted strangely. That’s why I gave you a suggestion for Water that would behave differently. If that idea bothers you, just assume that they generate mist or something, so that they’re not just flat water. But, really, given the fact that those Tide Pools are generated during the game, they’re presumably being generated by magic, by the Stormsirens, and are still being generated so include rain. If you want to see things that look like ponds of water and generate mist, see Yellowstone. For where the heat required to do that comes from, again, see Stormsiren and magic.
  24. “Blocking, Concealing” for forests is the same sort of contradictory traits as “Climbable, Impassible” in Malifaux M2E, And has a similar resolution: - The overlap between Blocking and Concealing is for what happens to things standing in the forest. If you’re drawing line of sight into (but not completely through) the forest, you’re subject to Concealing; if you’re drawing line of sight completely through the forest, you’re subject to Blocking. (The other way around creates Burning Man terrain. ) Just like if you combine Impassible and Climbable in M2E you get terrain that you can stand on top of but not “in”. Probably it’s going to make for less confusion in games to say “Difficult, Concealing (low) inside area” for water.
  25. The demonstration that that’s not the case: Infinity and Warmachine/Hordes. Putting keywords without explanations on the cards (abilities without definitions) doesn’t make it easier for new players. It creates a barrier to entry where you have these extra abilities that you must memorize in order to proceed. Really, the more important thing that putting all of those common abilities on the cards is that it forces the rules for those common abilities to be -simple-. There’s an ability in Warmachine/Hordes called Gunfighter, it lets models use their guns in melee. The rules for the ability are three paragraphs long, contain about six different rule points, and there are still common questions about its interactions with the rules. Let me get out my Malifaux 1.5 rulebook and look up Flight. What do I see? Three paragraphs. Because the Ability didn’t have to fit on the card.
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