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Aner-Dyfan

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About Aner-Dyfan

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  1. I base them up the same as all the other factions. 1 I know how to do that, and 2 the battlefield is the same for both sides. The hordes may be from the oceans of Malifaux, but they are fighting upon land driving the skinny creatures from the surface. I do admit it's not especially creative, but I'm actually using a very simple style for my schemes in The Other Side. Greyscale with minimal flashes of colour, so more complex basing wouldn't work anyway.
  2. ECB have insane (ie totally broken) capacity as attacker in Supply Cache, but yeah against Abyssinia they are amazing. Engineers and Prototypes each count as assets, which means you'll end up with +1 or +2 Str against almost all of them. They also make taking Morphlings rather interesting as that shot can then come from so many fronts. I find they also help counter many titan killers, protecting horo. Not tried Doomseekers with them, worried about hurting my own with the area attacks. But the translocation ritual is of course really potent adding additional mobility which is always import
  3. It says that affected fireteams take an Sp Vs 12 duel or suffer a Str4 hit. Is this an opposed duel, a simple duel using fireteams speed, or simple duel using titans speed? I played it as simple duel using each of the affected fireteams speed value, but wanted to make sure.
  4. Well it can copy envoys, having it use ECB actions is always good fun, and yeah there are some interesting shenanigans which can be played using it with the skulkers. Things like Regenerating Segments or Hatch are others which niche uses, something which the other adjuncts aren't really able to match. 1scrip for an extra action on a unit is always nice, sure it's no engineer, but I do consider those way too effective. Morphling will gain versatility in the future as well, being able to draw action from more units. The other thing is that GH are more of a reinforcement focus, this means th
  5. Tieing up a much more valuable unit for the duration of the game is a good use. But yes, seems very dull. One of the things I love about ToS is that there aren't such run of the mill units, everything has that niche. I'd like to propose making fire nova more potent but suicidal, but then Rhinos would become way too similar to breachlings. But that made me wonder how to keep them separate, and actually area damage melee attacks, with trigger for increased range of blast felt like it could work. This would still keep the unit varied, provide a negative (hitting friendlies) but still being a
  6. Summoned units can't play an objective on the turn they are summoned. However they will still contest and cause engagement preventing others from playing the objective too. I actually find summons ok balance wise. Sure they start weak, but it's another unit. More activations is still good, even if poor ones. Yeah a tweak might be needed, but I've not found them extreme unless synced with some other nasty shenanigans. 1. Yup Rhinos need looking at, no fire nova or no toughness imo. 2. Eels reinforcement use reduces damage by 1, and/or no toughness pick 3. relics shouldn't be vers
  7. I've not used them much currently just cause of how powerful they seem, and I enjoy competitive games. Eels too seem stupidly good value. In both cases I feel a fair amount of bite is removed if they do not take assets. They are still really strong in this scenario, but at the very least they have the initial 2 pens taken of them. This makes them much more vulnerable until they begin to stack tokens. Which yes they can do, but that means the tokens aren't being used elsewhere. Rhinos allowing assets but without firenova? I hadn't actually considered that, I actually quite like the id
  8. 2 options here, both deployment zones same as Seize Ground. They might need a little tweaking since I've not tried them out. The aim I was trying to do was improve conflict between all players instead of becoming 2 1v1 games. As such some of the VP allocation may need mixing up, eg allowing all the pitched assault scoring to be Per player.
  9. Ok then so it seems like it's the first part which is the major thing then, I was really only considering it for the initial attack duel and not for the pen flips or defense duels, which could really snowball out of control if attacking twice a turn. I could probably do with improving my card draw when playing Cult as well. Any tips in this regard?
  10. Ah made a mistake then when playing that game then, since placed them before. So yeah a mistake which cost me that game, but still makes me scared about ECB, since they are allowed to do exactly that!
  11. I find cult are one of the easiest to get units into glory, hordes are easier, but they suffer from placement and losing a fireteam in the process. As such the lack of melee attacks portrait side does not concern me, and then the melee attack they do get is amazingly potent, being able to flip enemies from glory is so very good. Electrocutioners are arguably the best unit in the entire game when in glory. Rifle corp are really nice, but suffer from the hardest to flip to glory. In both cases, ECB can remove that power with a punch. Also ECB, like with all Cult, have amazing mobility with
  12. The first ability allows good card recycling and the second allows to recover from death. But to me this feels a rather weak asset. Don't get me wrong getting a 11+masks and being able to recover it each activation is really good, but also requires cards in hand. And getting that initial card can take a while, or I'd rather use it in an important duel elsewhere. This seems to require a great amount of chance to pull off, and also makes the attack more predictable. The second part feels mostly pointless. This effect requires the asset to not be disabled or scrapped, so instantly you'v
  13. So the hordes were spawning in full 3 fireteam squads? Hehh, wondered if that were the case, cause yeah that would make them very strong. Yes "Tide Caller" from hordes and "Flaming Breath" from Cult. Each are versatile allowing an action from them to be performed each activation, I couldn't remember the names.
  14. Yes they can, it's a situational benefit, and mostly used on eggs to gain more reinforcement tokens. In fact they can eat a fireteam and not flip to glory if they really wanted. You can use Horo to put 2 shaken tokens on someone, allows them to flip easily. Arcane Tome, Corona of Flame and Hovering Portal can all help toward flipping to glory. For Horo assets though I try and take both the hordes and cult unique ones for them, that way they have more actions per activation. I've actually not had too much success with Endless Numbers while playing with hordes, coming back as a si
  15. Translocation Ritual has amazing potential, one of it's awesome features is that it always works. No card flip required. And yes they can be used to save forces, but it also has some crazy shenanigans which can be used in combo with the hard hitting titans. You translocate Horo onto a portal marker, which you then use, then you chain activate into Horo, and considering the portal jump wasn't part of Horo's movement, you can rush order immediately to cover a deadly amount of distance (especially being able to walk over fireteams). Top that off which area damage and breachlings, you have a very
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