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Erik1978

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Posts posted by Erik1978

  1. In 2018 I was mostly playing TT and ended up playing about 60 games with Shenlong. I still like him but I think Misaki will be one of my favorites now. Not just because I've made these cool ninja stars as shadow markers but that obviously helps. ;)

    The problem I've had every game is I run out of soulstones, there are so many last blossom models I want to take. Ototo is now good, the Crime Bosses have great tricks, and the more shadow markers you can throw out there the first couple of turns, the more options you get, and not just for Misaki. I need to test her a lot more.

    I've had great use of Thunder Archers both with Misaki and Shenlong, I usually take 1 of them just for the scheme marker sniping and the threat he poses. (People seem to be afraid of his huge bow now).

    • Like 1
  2. Well, "almost nothing else" is unburying 2 models that have yet to activate, that's worth something, I think.

    You get 2 more models AND you get more pass tokens than your opponent, that's my issue. But if everyone else thinks it's fine that the pass token mechanic is kind of non-existence with this ONE crew, than I just have to accept that I suppose, won't ruin the game or anything. :)

    I just think it seems to go against what Wyrd SEEMED to be doing by making summoners hand out pass tokens to "even it out a bit".

  3. Im not saying Aionus is all powerful and crazy. I'm against the mechanic that you can easily gain more pass tokens than your summons give away. It kind of work against the general idea. Half the time Aionus is doing other things and the summons just eat enemy FAST conditions instead but if you really want initiative for the next important turn, he will just make 4 pass tokens automatically.

    • Agree 1
    • Respectfully Disagree 1
  4. I disagree with the summons. In every game I've played the models Tara summon will have plenty of options to unbury next to an enemy model, that is IF Aionus doesn't feel he needs to unbury them away from others, to get behind the enemy for schemes etc. (Getting behind the enemy crew has never been easier!)

    This means that your summons are NOT tied to wherever Tara is summoning them, unlike most summoners. If your summoner is on the far left and you need a model on the far right, tough luck for you. But with Tara your summons can appear all over the board regardless of her own positioning which is a GREAT advantage. Against all other summoners you know where the summons will appear, which is close to the summoner.

    Enemy models with Fast are not hard to come by and on top of that, you have a Mv 6 Aionus (who is often made Fast himself), to unbury with pass tokens.

    I'm not saying Tara needs a rework (well maybe her 6" teleport could need a little something) but her summon is fine. It's more versatile than people seem to think, but the free pass tokens is just silly.

  5. I see Aionus is in the lead. Which makes sense.

    I played against him and Tara again today. The more models Tara summoned, the more sure I was of losing the initiative because of Aionus' brain fart action that requires no TN, no suit, and gives the crew not 1 but 2 pass tokens every time he unburies a friend. I would gain 2 pass tokens for those 2 models, then my opponent would give himelf 4 pass tokens... 

    It needs a TN and IF (that's a big if IMO) you still want him to generate pass tokens for no good reason, that should require a suit, and then only be 1 pass token. All other summoners gets a disadvantage to summoning, Tara and Aionus just gets even more pass tokens along with those extra models.

    I'm just glad I brought Shenlong and his Flaming kick to the face, to release all my pass token frustrations. :D

  6. Quote

    The plauge crew really works best in a big blob tangled together (pun intended) with a blob of the opponents models. And at the same time blasts and shockwave is their bane, and they them self have limited acess to it the self (pustulent tumors with Hamelin and that needs ammo). 

    I think this is a major issue in M3E. We don't have guard the stash or similar strategies anymore, pretty much all schemes need you to spread out. Yet Hamelin & friends really want to stay in a close pile and they want the enemy to do the same, which is not gonna happen very often. I miss Hamelin's Obey but I like the idea of him being more of a Vermin controller than standard Obey.

    I think stealth on Rats would make sense both logically and on the table. You create and want rats close to you but they are lethal to your own models if the opponent has brought Blasts... and guess what? They will, because they know they are playing against Hamelin.

    I wish I had the perfect fix. Not yet. ;)

  7. Everyone wants to play M3E even though it's still in Beta. That's a good thing! So we'll take another day of fun before the official rules arrive.

     

    Sunday the 12th of May 2019 in Rogue Trader Copenhagen. (Harsdorffsvej 108, 2000 Frederiksberg)

    Doors open up at 09:00

    This will be a bit different due to beta rules:

    The last update from Wyrd in MARCH will be the valid rules/cards/upgrades for this event. Whatever comes a few days before will be ignored, to give everyone a chance to know what rules we will be playing by.

    The price is 100 DKr for Rogue Trader members and 150 Dkr for non-members.

    This includes Wyrd mystery prizes and lunch.

    50 soulstones and only 2 rounds to give everyone a chance of finishing a game, which not many of us can manage in 2½ hours just yet.

    Fixed faction.

    Unpainted miniatures will be allowed since some models have switched factions and players might have to bring something they haven't used before.

    Which bring us to proxies: Obviously if you want to play somone like Euripides, proxies will be allowed. But not just any proxy. Put thought and effort into it, or bribe me with chocolate.

    Models which exist can't be replaced by whatever is on your shelf simply because of keywords or faction swap. 

    14 slots for this event!

    Feel free to ask me any questions regarding this day or the new rules.

    Erik

  8. Rasputina might have problems with ice pillars around her against Euripides but all of Euripides' crew will also feel it, with the HARSH WINTER that also affects even the ice yeti giant crew. :)

    It's a cool (and cold) match up.

    Second VP for deliver a message against Euripides? Nice work.

    I like both masters, have played Euripides 5-6 times in beta, and was a great excuse to make a lot of ice pillars. :D

    I can't imagine leaving Snowstorm on the sidelines though, he seems very solid?

  9. I played my first game against Tara tonight.

    I think it's a straight up ridiculous action from Aionus, unburying a friendly model with NO TN!?! AND getting 2 pass tokens. That negates the whole idea of summoners giving pass tokens to the opponent. 

    Other models can earn a single pass token from attacks with a certain trigger... fine! But an action with no TN that gives 2 pass tokens AND unburies a friend?! 

    It might a "bad" use of his actions beyond turn 1 or 2 but the fact that it negates the normal mechanic of giving out pass tokens because you summon models, feels wrong to me. Especially with no TN. 

    Another thing I noticed was Tara has Timeslip. You can never prevent her from going from one side of the board to the other in a single turn. 5 actions each turn, and Timeslip is not a :ToS-Fast:-action which the similar action is for Lady Justice, it's just a tactical action that requires a 6. Why would she walk 5" when she can place herself within 6"? 

    If my opponent had more experience with Tara I would have never caught her. She is probably the best scheme runner in the game, with 5 actions and a very cheap 6" place.  

    A part from that the crew seemed to work fine, Scion of the Void seemed a little odd.

    • Respectfully Disagree 1
  10. On 3/20/2019 at 10:37 AM, bsm86 said:

    That's interesting. My LRM usually has the least amount of Chi since I tend to spend it all on his Trigger.

    Where you mitigating all damage or did you just not have the chance to heal as much?

    I never got the ram trigger for him when it was relevant. In turn 4-5 I could have used it but it turned out allright I suppose. He did heal a couple of times so I was satisfied with him. Only let down was Sensei Yu who was not worth his 9 stones.

  11. It's still the same duel whether you cheat afterwards or not. No doubt there in my eyes. You do have to decide when you flip though, not after your opponent cheats.

    I played Shenlong last weekend, used all 4 style upgrades throughout the game, which is a good sign.

    My models all ended the game with 0-2 Chi, it didn't really pile up, some models could use some more and only my Low River Monk had plenty. They seem to be in a pretty good place now.

    I'm still not very keen on Sensei Yu though. I really want him to be cool and necessary but those 9 stones for a support model that deals very little damage and hands out fast once or twice... well perhaps give him another chance but he just doesn't impress me. Hive Mv 5 might be an issue, he seems to be too slow, falling behind very quickly especially when he wants to do something other that walking.

    • Like 1
  12. The stat 5 gun is what often makes me bring Fuhatsu instead. Also: stones, hard to wound, rapid fire.

    Don't get me wrong I've used Samurai and will in the future. It's a good model but no more.

    • Agree 1
  13. Something that will change in time. (The "unfairness" of the match)

    Next time his opponent announces Misaki, he will probably build his crew differently. We will have a lot of these games where you learn quite a bit which you can then take into account next time around.

    It will be interesting to see which Masters are the weakest from this. Being able to counter pick some choices to blow up ice pillars or similar.

  14. 14 hours ago, Flippin' Wyrd Jamie said:

    He's a strong melee killer but in doing so puts himself in danger. If you give him enough attention in the right way he drops.

    Everything dies with "enough attention". Df 6 and hard to wound plus even if you remove his poison, he WILL hit something with his nasty attack and heal 2 wounds every time he does so. He's very resilient.

    I must admit I forgot to bring expendable (but durable) fodder to throw at McMourning. ;) 

  15. It's definitely more clear on those cards than the pdf files!

    But underline could also be an idea, that's easier to see for everyone.

    And yes I use the hong-crew crew builder but even seeing the italics in the pdf file is a problem. I would never have noticed if I didn't look for it. But that Misaki card is very clear.

    I want those gorgeous new cards now!! :D

    And Euripides... and.... and...

    • Like 1
  16. Thanks but I guess I wasn't clear: It's not the rule that should be more obvious, it's the italic text itself. 

    When I open the TT stat card file it looks very much the same. I can see a slight difference when I take a really hard look. 

    Here is the printed card, you can see what I mean? If it was in bold it would be easier to spot I think.

    Oh, I'm only allowed 20 KB of picture for some reason... so I can't show it. Anyway it's not in italic when I print it but I CAN see a slight difference now that I know what to look for, still, I need to know to look for it. The real cards might not be a problem at all. :)

  17. I admit I've only seen McMourning in action twive. But he was the only Master in the crew. Which means his own crew was there to heal him when I managed to injure him after his own activation og auto-healing and killing things.

    He summuned 2 flesh constructs against me. 1 in turn 1 and one later when he had killed enough.

    I dealt McMourning 20-25 wounds during the game, he was never in any real danger.

    Har to kill is nice for sure, but some models ignore it. Noone can ignore McMourning's ability to heal himself or be healed by friends and poison all the time.

    • Agree 1
  18. Thunders territory trigger Gang Warfare:

    "Remove an enemy scheme marker within 2" of this model. Take a :ToS-Melee: action targeting a model that was pushed by this action, ignoring range."

    As I understand it, you still get to strike a pushed enemy whether you removed an enemy scheme marker or not? The trigger has 2 things and you can do either or both?

  19. 3 hours ago, trikk said:

    I'd really prefer auto-slow to a non-interact.

    The problem is: Slow can be easily removed, and a model can be pushed/placed to an ideal location and do it's thing.

    The range of interact actions suddenly becomes very far, for summoners. Forgotten Marshal walks twice, summons a model which is then pushed, it then drops a scheme marker or flips a switch. Kirai (effortlessly) summons with slow, which her friends then remove, and they give it a free walk action before it walks in its own acticvation, suddenly there's a scheme marker quite far from Kirai which no one could prevent or intercept. The list goes on. 

    On the opposite side of the table there's a person who just got a pass token as compensation. It's like someone buys my house for a $ 10 voucher for McDonalds and pads me on the head.

    • Agree 6
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