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James Gus

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  1. Am I reading this correctly? Charge says push and then take a melee action that doesn't count against your limits. Engulf is a melee action. Can I charge, swallow someone, and then, say, drop a scheme down?
  2. Slam only affects impassable markers or destructible terrain. The lamps are neither.
  3. ... and Gluttony ... I keep finding more darn it! Not sure slam works though.
  4. Definitely telegraphed, but the markers are not destructible. The number of models that can just remove non-destructable markers is pretty small. Jedza, Molly, Zoraida, Dashel, Corpse Curator or Wong. I'm not sure what most folks can do about it. Also, pretty hard not to telegraph Load 'em Up!
  5. Is taking all 3 Lamplighters going to make the first point for Load 'em Up all but unstoppable? The lamps aren't destructible, right? And nothing says you can't put them all on the opponent's side. Only some rare anti-marker tech like Lost Knowledge is going to stop it, no? Might get tricky in standard deployment but especially in flank or corner it should be easy to get them all down.
  6. I'm just taking the dive into EVS and I'm thinking Hidden Agenda seems interesting on Calypso. Anyone tried this? If you have it in the thick of things it's survivable enough that it should proc "Backup Plan" with some regularity. Plus, with Dr Beebe inside, your opponent can't be sure if you're cheating a throw away but reconfigured low card/9 or a severe. With Armour 2, maybe you don't care! Thoughts?
  7. I think the point of the OP is that you only need them for one turn or two if it is the right turn or two and you use them correctly. The way schemes have changed a surprise reckless run from a hiding place at the right time can net you points even if the model is thrown away in the process.
  8. Aha! Somehow I read "may" as must. So I can move all the fireteams into range, and then they can all fire. That makes more sense! Thanks yall!
  9. Afternoon gang, The Advance Order specifically says the unit takes an action, and then moves. Am I correct that that timing is specific, or am I missing something that says the movement can come before or after the action? In other words, all other things being equal, a generic "missile" unit can only target something that is in it's range at the start of it's activation, either with Advance or Focused Effort. It has no way to move to get a target in range and then fire in the same activation (again, generic and all other things being equal.) Is this correct?
  10. If this is a settled issue, it makes it much easier for me! Thanks yall!
  11. I agree that Radiance is a condition on Sandeep. However, the wording of Radiance says "Models which are damaged by one of this model's _attack actions_ ..." It doesn't say models which are damaged by this _model_. That would have definitely settled it. Technically speaking, Arcane Storm is Sandeep's attack action regardless of who uses it.
  12. Afternoon gang, Quick question for everyone. Say your Arcane Effigy casts Arcane Radiance on Sandeep. The wording of Arcane Radiance states "models which are damaged by one of this model's Attack Actions must discard ... blah blah." Does that mean that if someone else copied Arcane Storm via Sandeep's Beacon ability, that the Radiance would still apply. Because technically, it is Sandeep's Attack Action that is damaging the enemy model, even if it isn't Sandeep's AP that caused it. What do yall think? James.
  13. Yeah, I think yall are right. I mean, he could only feasibly heal himself 3 times unless I'm missing something for a max of 6 anyway (and that would be either really lucky or crazy resource dependent.) If they meant only to stop that, they could have limited his "healing" trigger to twice per activation.
  14. Morning gang, Archie's "He Dropped His Ice Cream Again" says he can only heal up to 4 wounds per activation, but doesn't specify his activation. Does that mean that, for instance, a Nurse can't heal him completely in a turn with "Take Your Meds?" Or do we assume "per activation" implies only per Archie's activations? Thanks!
  15. Progress I believe! The movement rule says determine how far the model will be moving. Disengaging strikes offers the possibility that the model will be moving 0" as they are resolved before the model moves. Resolving it is part of determining how far the model will be moving by definition. I think I get what you're going for. I'd state it like this: by my reasoning it is impossible to kill a model before the pre-determined end of the move, as anything before that would not be ending the move as close as possible unless something impossible to foresee happens. That in no way implies that it is impossible to kill a model with lure. A model on a Ht 15 unclimbable cliff will jump to it's death, because the base of the cliff is the closest possible point the model can reach with it's move before the move is ended. That is determinable. You can look at the board and determine that. The pre-determined end of the move is at the base of the cliff because it is the closest possible ending point to the Belle. By that same reasoning, a 6 wd, 5 wk model on a Ht 7 tower will climb down 2", fall the remaining 5" and take 5 wounds, but then move the last remaining 1" closer to the Belle because just taking a suicidal jump off would only get you to the base of the tower, and therefore climbing and falling gets you 1" closer. A 3 wd model will try to make it through hazardous terrain because it is _impossible_ to know if the damage flip will kill it and it is otherwise the shortest route that gets it closest to the Belle. If it dies before hand, you still took the shortest route to get you the closest to the Belle that was possible, because it was impossible to know a crazy flip would kill you.
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