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Aner-Dyfan

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Everything posted by Aner-Dyfan

  1. I've been operating on the later "Only on the affected Fireteam's activation" with the caveat of if they are forced to move then that take the damage then.
  2. Yup, they are a fireteam in the unit, but not a squad fireteam in the unit (ie can't shove hits from commanders onto the walker or cutter) To OP: Mech infantry are amazing. Theoretical max pen flip for them is 32 or something. In actual it's not that good due to the number of shots they take mills your own deck to low cards preventing the potential mess. But 5-8 attacks each adding +AV and thus damage is so very good, getting a 20 pen flip per activation is really achievable which will wipe any 3model squad.
  3. - Survival of the Fittest: can you eat a fireteam if you already are in Glory? Yes, good for getting reinforcement tokens from eggs - Siren's Call: Does all the fireteam must move toward the same pool? I would say yes, all fireteams need to remain in formation regardless. So even if not it would usually be needed to. - If an action (like The Spawning) or Stratagem says to Reinforce an unit, do you have to use a Reinforcement Token? Yes, and it does nothing if they are lacking a token. Since Reinforce requires a token to be discarded before you can add the 2 models - If a solo Frenzy reinforce, can you respawn 2 Frenzy? Yes - Are the Versatile Actions of Alpha Crawler "free action" ? Yes, it may use each versatile asset once per activation.
  4. Yup each duel is resolved in full first. So card will be in hand for future ones. This is where tactical order of duels and pen flips comes into play! So KE player will likely want to resolve the other duels first so that Kassa doesn't result with the card advantage early.
  5. @rancor709 "Then, the player who did not initiate the duel (if another player is involved) may Cheat Fate and/or use any Tokens." Simple duel has no other player involved, only the acting player.
  6. Unfortunately I've just not got the experience with 2C just yet, limited on the play space currently. Once I've had some more 2C games, hopefully I'll have some more insight to this topic. I have all factions though tend towards GH, so hopefully can give feedback from their point of view as to what I find tricky to face. Have you tried Margaret? She might be a good fit here, and although it would probably never happen, using Rapier Wit to remove one of Horo's own assets would be just wondrous. Yeah behind enemy lines for Borderers is amazing. Though if you run with the abys envoy consider Basotho, automatic pinned application (7vsWp and 10vsWp in glory) with triggers to apply more, also in glory they automatically gain reinforcement tokens 6" within enemy deployment zone. This can be immensely disruptive to GH plans. The wallet always loses One reason I mentioned the mech was due to the titan hunting topic in Abys, insane potential with them. Hitting 3 or 4 damage with them against horo is entirely possible. But abys envoys in general is useful for the extra card draw, I love having cards with KE.
  7. Oh I quite like "Tidal sceptre" on Horo, then can teleport... BEFORE taking an action. 17" threat range from tide pools is rather evil. Anyway... The hordes love the reinforcement tokens, healing frenzy can spit out more than horo can and spread the love more, which is really important. But horo is no slouch, and the pair of horo and alpha is a force to be reckoned with. In a 1C game the only other thing they can afford is the skulkers, and order to do the teleport shenanigans a skulker will be on 1 fireteam. Kill that, to prevent the teleporting objective thing, new summons can't play the objective from endless numbers the turn they arrive (can keep it dead and grind up Glory). For stalling South Wales Boarders are great, Kings hand will happily shoot into the conflict and the welsh will take a huge beating. That +2AV is for all the acting values, defence and armour are acting values. Ok they might get avoided, but then you have a free unit able to move and act, fun note: the 100mm bases allow for 2 objective markers to be placed on a single turn 12" apart. If this is 2C games, what is the other commander usually taken? For yourself, 2 Kings Hand, mech infantry and Kassa are a nice mix. Awesome card draw and a lot of deadly shooting. Kassa should get focused massively in that situation, which you can use to your advantage.
  8. Oh that is interesting, I think the Magister's Hand would be armed with a giant harpoon weapon, much like the peacekeeper. Though being armed with a giant coffin like some huge crazed metal death marshal would be all kinds of amazing.
  9. The slots (body, tail, head, processor etc) you can only take 1 of. Eg for Goryshche you couldn't take both "Fast Regeneration" and "Writhing Coils" since both are for the Slot (Body). This is in addition to the 3 asset limit for Titans. Personally I like to take "Splitting Tails" and keep it, the extra movement is awesome, especially as it allows a push from portal travel. I then take "Writhing Coils" with the intent to remove that for card draw once in glory. 1st activation for Goryshche I don't generally find her in glory, so just discard 1 card to add 1 "Snapping head" to bring the total assets to 3, the max for titans. Once she's in glory I will remove a "snapping head" for 1 or 2 card draw, and then discard 1 card to readd 1 "Snapping head" Though I sometimes remove the "Writhing coils" first to replace for a second "Snapping head" Once she has multiple "snapping head" assets I add a token to the card represent the fact I have 2 on her.
  10. I'm working on planning some ToS demos in the future myself, would love to form a local community for the game. So how did you go about it in the end? My first demo used a load of small pieces of blocking+impassible and concealing+difficult terrain. Felt it was a mistake as made it almost impossible to not get -2AV for actions. As such I think a few large pieces of terrain would be better. This would include things like a long fence/wall/river crossing most the table.
  11. Am I right in thinking that horo with siren could be just death incarnate? Siren pulls into a pools, then horo hops over with "Tidal Sceptre" and then uses "Tide caller" to pull the squads through the pool AGAIN, where horo then hits them and if they are still alive hits them with "cloud of steam", then after all that when they activate they take another hit from the pool. But even if that isn't the case I love the idea of more spawn pools to teleport to, which gives horo an insane threat range (just the 3 pools can threaten most the board) With frenzy, I'd probably just go run horo, an alpha and healing frenzy around together. I might actually prefer this for pitched assault, this deathball can't really be ignored, but would be incredibly resilient to enemy fire, I would expect to haemorrhage less VP this way. Normally, though, I would pick Siren and Frenzy in 2C game. But I've not had much experience with the titans outside of kassa. In summary, Siren. As a follow up question though. How about Horo as cult envoy? Can readily give itself the shaken tokens to flip. But I'm never sure what cult envoy forces are good to take, except maybe ECB and combine that with morphlings for a load of nice
  12. Sure it's a bit belated, but nice little write-up. Would love to see these a bit more. As for the elevate terrain thing, I read it as still providing -2AV for concealing terrain since it just specifies being able to draw line of sight, not ignore (eg titans can draw line of sight through low to low, and ignore low to titans) I will though work out specific terrain features as well on my board to allow for bypassing of this rule, since I feel that the terrain setup is a very important part of the game and has a significant effect on the play of allegiances. A nice little trick I like is strong bonus, but only being able to benefit 1 fireteam, much like the building rule. And yeah I know what you mean by the orders, 1st game I did the whole move+fire for each fireteam instead of all move/fire then all fire/move. Also made WAY more other mistakes than you did!
  13. With the Kassa pick you can be pretty safe to assume a couple of titan targets. It might depend a little as to which commanders you generally take though as to your strategy. I would certainly pick Steel Legion, loads of high quality strikes. And as already mentioned Mechanised Infantry can get ridiculously strong, especially with a few well placed cheating fate to cripple the King's Hand. However I do feel that your actual target should be Kassa herself, she'll be the cornerstone of card draw for KE, and as you say just keeps titans running. Electrocutioners can use 1.21 gigawatts to pulse her down, coupled with some perhaps even with shock batons. Marauder can do this as well. Actually accurate might not be needed since I'd just hide her behind the titans and rely on disables instead of champion rules for defence. Though if it is, that could mean 25+ script in 1 blob, and for that we have ourselves "Activate Experimental Systems" or "Detonate Soulstone". Oh and don't forget titans are an awesome target to get Glory from
  14. I consider this as a must take stratagem, more units on the field means even more activation advantage. However one of the things I like about it is the huge potential we have with the selection of the forces, but equally this makes it harder to decide what to get. Do I go for more awesome Karkinoi providing a tougher core? (I almost always take 1 karkinoi, they have awesome potential in basically any operation) Skulkers and capitalise on the "these things are everywhere" rule? Yarazi for insane speed and ability to buy T1 in a 1 commander game? Of course we can tailor to match the exact flow of the game, unlike Earth's more limiting "Behind enemy lines" but would love to have some input as to how you like to hatch the gribblies.
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