Jump to content

-Loki-

Vote Enabled
  • Posts

    1,232
  • Joined

  • Last visited

Posts posted by -Loki-

  1. The rule that stops infinite loops specifically says Triggers and Actions that provide an extra Action can only repeat once.

    The Frenzy gain Reinforcement tokens off their Crow trigger, but they have a general ability to discard a Reinforcment token to make the same attack again. It's not an action that lets them repeat the attack. As written, they can just attack forever as long as you've got the Reinforcement tokens. It'll probably get an errata that also says Abilities, but really 2 attacks off each is usually enough to brutalize anything.

    • Agree 1
  2. Getting all those penetration flips from luring into Hazardous Tide Pools is reliant on getting the Lure off in the first place. If you flip badly and don't have a card to cheat, and/or the opponent flips well or has a good card to cheat, the Lure doesn't go off and you don't get any penetration flips.

    The Frenzy have pretty massive weight of attacks. If they have a few Reinforcment tokens or to manage to fish some out with their Crow trigger (which isn't too unlikely with their extra flip), they just keep on hitting and hitting and hitting. If the hitting engine stalls on one, there's another two to start up.

  3. I put The Frenzy down today in a 1 commander game, Relics of Ancient Malifaux and Sharktooth Necklaces.

    While it was nice being able to cast 3 Healing Magics, the bonus flips to Actions are a massive, massive bonus from Sharktooth Necklaces. They did so much heavy lifting, since you really want Crows and preferably high cards on their melee attacks. They managed to kill the Lord of Steel with all their bonus attacks brute forcing through Evasive Maneuvers.

    It was a real shift from the Stormsirens long range luring into tide pools so I was initially hesitant to try them single commander, but I'm glad I did.

    • Like 1
    • Agree 1
  4. The only bit that I’m still curious about is the effects being on different sides on the card, if that affects it. The Devouring Eel has the same little trick - if you can get three Reinforcement tokens on it when it’s not in Glory, it can activate, Devour something, flip to Glory, and Split to create another Eel in the one activation.

  5. 23 hours ago, Clement said:

    I won't lie, Grenadiers are kind of ridiculous murderers if you let them fire with impunity.  As an Abyssinia player, I'm generally at a loss for great methods to deal with them.  So far my best results seem to be 'run as fast as possible and try to engage them as much as possible, while keeping anything with bad defense (*anything at all*) VERY clear of them' 

    Luckily Hordes players have the Tidal Scepter. Teleporting The Frenzy or Horomatangi into the Grenadiers will finish them.

  6. 1. Sounds like you're not getting enough Reinforcement tokens on it.

    2. Still a gamble. Beating you by 6 at Df 3 still requires a bad flip from you and a good flip from them. With no guaranteed hand and any hand you get coming at the cost of Tactics tokens there's no guaranteed cheat to get the margin. Even if they do, they're wasting their hand for that or they're going to risk not shooting the rest of your stuff at the chance of glorying their army? Go ahead. Let me advance and take objectives.

    3. Not sure where the issue is. If you haven't had problems and you don't think it's worth the points, chances are you're not using it aggressively enough.

    The difference between Overeager and Powerful Legs comes down to playstyle. Overeager gives you a much better chance to kill what you charge, which gives you a better chance to charge again. Also it's kinda hard to tarpit Hordes when their most common commander can Lure at 24", and send the Lured target in different directions.

  7. 5 hours ago, Wombats said:

    Having my first game with Hordes Wednesday so grain of salt but reading through the rules I am picking up a subtle theme of eating your own dudes and snaffling Reinforcement tokens by the handful before venturing out.  

    Feels very December.  Chow down!

    I'm proxying some Nameless from Mantic's Deadzone as Spotted Crawlers - I'm wondering if the starter set doesn't need them to operate the Alpha Crawler properly?

    Allegiance box already has a couple of ways to hand them out without Speckled Crawlers. Stormsiren with Relics of Ancient Malifaux and Karkinoi laying Egg Clutches. Speckled Crawlers are autopilot for handing them out, but it's important to remember they're pretty crap in combat. You're buying them as a tarpit and/or to hand out Reinforcement tokens. Putting them in the Allegiance box would have made it easier to hand out those tokens, but as a standalone force it would have completely lacked teeth. Replacing the Karkinoi removes your shock troops, replacing the Striped Skulkers removes your basic melee grunts.

    The Allegiance box works fine with those two sources as long as you properly utilize tide pools (remember you get to place 3 with the Stormsiren, and she can summon more when in Glory. That's a lot of -2 to opponent Av's).

  8. Haven’t used it but I’m looking at Overeager (+2 to all acting values during its activation), Roiling Innards (extra ranged attack at Av 8 (thanks to Overeager) that flips target from Glory) and Crushing Hands (Av 8 melee attack that Champions can’t pass wounds off to nearby units) for my usual build.

    It’s definitely worth getting Reinforcement tokens on it. A Commander with Relics of Ancient Malifaux should make it it’s first priority, same with gobbling an egg clutch and/or grabbing a token off some speckled Crawlers. Reinforcement tokens are life for it.

    That’s Hordes in a nutshell though. Get those reinforcement tokens down.

  9. 2 hours ago, Wombats said:

    I might be proxying them as Speckled for now.  

    Base sizes and model count are wrong. Striped are 9 40mm on 3 100mm fireteam bases. Speckled are 10 30mm on 2 120mm fireteam bases.

    Striped are fine. They’re the basic melee grunt. Speckled are a tarpit and Reinforcement token generator, they do different things.

  10. There’s other ways of getting them that require more effort. Relics of Ancient Malifaux gives a Commander a ranged Reinforcement token application with a trigger to cast again, and a choice to actually reinforce.

    Karkinoi laying egg clutches gives up to 2 if you flip the right suits when devouring them. Horomatangi can shout 2 onto a unit twice a turn. Some units have triggers to get them.

    Speckled Crawlers are just the most effortless way.

  11. I think Relics of Ancient Malifaux is going to be a default choice a lot of the time. Being able to easily place Reinforcement tokens on units and the choice to make them Reinforce is so very powerful. Add a margin trigger to cast again and it's too good to not have on a Hordes Commander. It's most efficient on The Frenzy since it allows three casts, but that would also assume The Frenzy is in a position to use it, which is not always going to be the case. But Stormsiren? She's almost always going to have it.

  12. Also remember if you need something dead, giving Tidal Scepter to The Frenzy or Horomatangi lets them literally teleport across the board. Even easier in a 2 commander game with the Stormsiren since she places an extra Tide Pool during Scouting and can also dump a Tide Pool on their head so they don't need to set themselves up.

    Horomatangi is particularly brutal for this. With both his Hordes and Burning Man restricted upgrades (Commanders attach assets based on sharing Allegiance symbols, which he has both of), he can activate next to an egg clutch and in base contact with a Tide Pool, go to Glory, teleport to any other Tide Pool, and either Rush or Focused Effort depending on where the target is, then hit with Superheated Claws. Then use Mighty Willpower to hit with Superheated CLaws again. If the target was a Commander, it will now have discarded (not flipped) both of its assets. Then he can use Tidal Wave (versatile) give make enemies within 3" take an S3 hit, then breath fire on them (versatile). Not much in the game will survive that kind of assault. And if they do, when they activate they take another S2 hit from Cloud of Steam.

  13. I once ordered a sword, and I was not home for the delivery. I was informed that they do not allow pick up at their depot on weekends, and instead they were perfectly happy leaving it on my front porch. When I told them the contents, they offered to toss the package over the fence or I'd have to take a day off work.

    Some delivery services are just terrible.

  14. On 11/19/2018 at 12:28 PM, Siwy said:

    Very glad that conversation started. 

    It is obvious that mobility is name of the game. 

    But my mainpoint is that if you make your normal list, you dont think about "omg i have to counter eel spam or im dead".

    The game gives you propper countermeasures to deal with extremes. But is it so obvious must have? 

    Does eel spam will become meta just at the start of the game?

    To be fair, it's the launch of the game. There's going to be a very rough period where a lot of things are 'overpowered' until people find ways to play around them.

  15. You can pretty easily get The Frenzy or Horomatangi in your opponents backline on turn 1 or 2 in a 2 commander game. Give them Tidal Scepter (allows them to place in base contact with any tide pool as long as they started in base contact with another tide pool), and after they do what they're doing turn 1 (nipping at heels or shouting reinforcment tokens onto things, usually), have the Stormsiren go to Glory, and drop a tide pool on top of them (it can't be placed touching enemy fireteams, but that restriction doesn't apply to friendly fireteams). Next activation, they appear in base contact with a tide pool you placed further towards the opponents deployment zone during scouting.

    If you skip first activating them before the Stormsiren dumps a tide pool on them, they can do it turn 1.

    It telegraphs the attack, but with so many tide pools around when the Stormsiren is in play, the attack could come from anywhere.

    • Like 1
  16. On 11/1/2018 at 11:05 PM, EagerPayload said:

    I am from Australia so obviously don't have my pledge yet but I keep hearing that to fix models use warm water and bend it back into place. My question is (as stupid as it sounds when typing it), what temperatures do they start to become flexible? Like we get a few 45+ degree days (~113+ Fahrenheit) and just wondering would that be an issue in terms of models retaining shape.  It sounds completely stupid and I feel like its a non issue but then again the road out the front of my house melted last year.

    I live in Australia too. Last year we had about a month straight of 45 odd degrees. My suggestion would be keep them in the house, not the shed or garage. Inside the house tends to be cooler due to insulation, shade, no direct sunlight, etc.

    My hobby room is on the south/west side of the house, and the north/east side is hammered by sunlight. The hobby room was usually about 5 degrees cooler than the rest of the house because of that.

    Anything big or heavy, like an Alpha Crawler or Kings Hand, leave it lying on its back rather than standing so any weight is left off the load bearing limbs.

    On 11/2/2018 at 8:12 AM, Merchant said:

    inb4 using ice chests to store your mini's bags

    I heard tales of a guy living in Melbourne that had a permanent place in his beer fridge for his Reaver Titan, since in Australian summer heat it’s legs would buckle without being kept cool.

×
×
  • Create New...

Important Information