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retnab

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Everything posted by retnab

  1. retnab

    Survival of the Fittest: Cannibalism

    So this is a bit of a two-parter: Yes, a Fireteam may choose to "eat" itself for Survival of the Fittest No, if the last Fireteam in the unit "eats" itself, it does not flip to Glory since being killed happens first Also, just because I know this will come up for someone later, no it doesn't matter who kills your Commander, it's the fact that a Commander dies that scores the VP.
  2. retnab

    TOS - airbrush tabletop work

    Yet still nothing in Canada Dang postal strike.
  3. retnab

    Hazardous without a number

    I thought so too but just checked the rulebook and there's no baseline number mentioned in it.
  4. retnab

    Pitched Assault clarification

    Incorrect, each clause is counted separately. So in your example you'd score 1 VP when the Skulker Fireteam is killed, then later you'd score 1 VP for killing a Fireteam near an Objective Marker and 1 VP for killing the unit. Otherwise, since everything is made of Fireteams, it'd be almost impossible to score more than 1 VP from kills each turn.
  5. retnab

    Emotes

    So now that TOS is out and people are likely to talk about it more on here, could we get the Magic, Morale, and Flip icons turned into emotes? Also, should we get a batrep section added too?
  6. retnab

    Mech Lists - lets see them

    I would strongly recommend giving Kassa 2 assets (I suggest maxing out on all Commanders), since losing her is a BIG blow both for your synergies and giving your opponent VP. But yeah, it's a good idea behind the list in general!
  7. retnab

    Gibbering Spam

    Eel spam, while good, relies on synergy to get going. 2-3 Eels are, weirdly enough, going to be more survivable overall than 4-6. Remember they're relying on their good Df and expending RT's to negate damage, so someone like Maggie who can force a unit to dump all of their tokens (or really just the Empire in general for their PT output) can just mow them down. As was mentioned above, definitely put it on the board first. There's probably a sweet spot as far as the # of Eels you bring in, but I don't think "use ALL the Eels!" is going to be a winning strategy.
  8. retnab

    Mech Lists - lets see them

    Totally depends on how you're building. If you're taking a mix of Dreadnought/Mech Infantry/Steel Legion then Kassa's probably a better bet. But if you're bring Electrocutioners or want access to auto-Reinforcing, Prince U's your call. Or hey, bring both and let Kassa give the Cutter's extra actions while Prince U auto-Reinforces them when they get injured.
  9. retnab

    Gibbering Spam

    The thing about the cheap spammable models is that bringing a handful of them is strong, but as soon as you can no longer reliably keep them topped up with the resources they need (RT's for Eels, ST's for Rhinos, etc) then they fall apart. It's why the 16 Rhino list, while hilarious, is pretty bad even though their natural durability should make it strong because all it takes is one hit and it's gone.
  10. retnab

    Gibbering Spam

    Each player has to pass for the turn to end, either player can keep passing without it occurring if the other player doesn't do it.
  11. retnab

    Gibbering Spam

    Looks about right! Don't forget that unlike in Malifaux you can start scoring turn 1, so while this does set you up for a solid late game it does mean you're going to be behind in VP for a while. Just having the Frenzy and Horo throw a lot of RT's onto the Eels slows down your company less and it still should let you spike up your # of Eels right away.
  12. retnab

    Missing bases

    https://www.wyrd-games.net/contact/ There's a Damaged/Mispacked form you can fill out.
  13. retnab

    Pitched Assault with GH

    Yes, it doesn't matter what killed the Fireteam or unit, it's just the fact that one was killed that scores the VP. So don't bring Egg Clutches/Breachlings into Pitched Assault! With that said, eating one of your own Fireteams will rarely actually matter for the score - if your opponent fails to kill a single one of your Fireteams in a turn, you're probably in a very good position already
  14. The easiest answer is because that's what the game was balanced around. If you don't want your non-Tide Pool water to be Concealing, just don't play it with it. All of the traits in the Terrain Examples are "suggested" traits, not required ones.
  15. Two rules to keep in mind for this: So, while Concealing terrain does not block Line of Sight (you can see the Gibbering Hordes units on the other side of a Tide Pool), because your LoS is crossing a piece of Concealing terrain, the Gibbering Hordes units have Cover from your attacks.
  16. It works exactly like it says. It provides Cover "as if" it was Blocking instead of by actually doing so.
  17. retnab

    ToS and Heat

    Yikes, stories like that make me glad I live in good old freezing cold Canada!
  18. retnab

    Any update on TOS goodies?

    The most recent update said the warehouse workers got a two day weekend, hence the lull. Shipments are still happening as per Discord chat.
  19. For those of you who missed the announcement, I've got a new series going in Chronicles where I'm covering tips and tricks with each Allegiance's Commanders and the first article is on CoBM's Adeodatos and Fenton! If you're just getting into the Cult, give it a look And if you're more experienced with the Cult, feel free to add more tips below!
  20. retnab

    Any update on TOS goodies?

    I'm still waiting for the Homestuck game to fully release and I backed that back when I actually read it It had an original release date of Dec 2012 lmao
  21. retnab

    Any update on TOS goodies?

    The original projected delivery month was Dec 17, so it was delayed by 10 months (but then again, I've literally never had one of my KS' arrive on time). Looks like everyone whose gotten their things yet is US based, hoping the int'l stuff arrives soon too!
  22. retnab

    Waldo's Weekly - M3E Core Rules

    The problem with the current rules are that people found vantage rules confusing and unnecessarily complicated.
  23. retnab

    Any update on TOS goodies?

    Incorrect, the allegiance boxes are built to be viable 1C lists. They might not have as many options in them as a 1C list from someone with multiples of everything, but for their cost you can literally open the box and immediately start playing at your LGS with just that.
  24. retnab

    HYPE TRAIN

    I'm definitely on the hype train, can't wait to finally have these models! I've got some base rollers waiting to get them ready ASAP, and I've got some locals who want to demo which should be good.
  25. retnab

    M2E Ironsides

    Toni Ironsides is a character who has a very interesting place in the Arcanists, both on the board and in the story. She is the only Arcanist Master whose primary tricks aren't focused on Magic, instead focusing on protecting her crew and providing excellent enemy control and denial. She is also one of the Masters who can get the most out of bringing M&SU models, as she can massively increase both their accuracy and damage! However, an enemy who can pull her out of position, stop healing, or remove Conditions will give her a very difficult time. So we're all on the same page here, let's take a look at her card, as per Wyrd's website: CARD FRONT Now, Ironsides has a lot going on with her stat card so let's break it all down. First, she has a very decent stat line! Df 5 is okay, but for reasons we'll get into later getting hit is not a problem for her. She has an incredible Wd 14 (the most in the game) and a Cg of 8, meaning she can take some serious damage before going down and she's quite mobile as well. A core part of her kit is her first Ability, Quell the Riot, which gives her Adrenaline +1 for every nearby enemy when she activates. This is so, so important for her, as she can do some incredible things with Adrenaline! On its own though, all it does is go down by 1 and heal you for 1 at the end of the turn (note that this is a MUST, so it goes down even if she's at full wounds). Her second Ability is Hard to Kill, which just adds into her tankiness. Between HtK and Adrenaline, ending the turn with 1 wound remaining means she'd have to take at least 2 more hits before she can be taken out! The last of her defensive tricks is her Df trigger Good Shot, My Turn which, if she takes damage from a Ml Action, gives her a free uncheatable damage flip against the target and she gains a free Adrenaline. As of the Jan 2017 errata, this is built-in as well! The final part of the front of her card is something you can easily build your entire crew around: Hand Picked Men. This ability gives all other friendly M&SU models within a decent range 's to ALL attack and damage flips as long as they're at less than full health! There's no TN, no AP has to be spent, it just happens. This alone can turn Ironsides into a huge threat for your enemy. CARD BACK So the back of her card is simpler in some ways. She has two Ml Attack Actions, which conveniently can combo into each other! The first is Brass Knuckles, which is very accurate at Ml 7, has decent range and damage, and gets built-in 's against Disengaging Strikes (which, if you're playing her a certain way, is very important). This has two triggers: Warm Up gives an Adrenaline if it dealt damage, and Follow Through lets you spend 2 Adrenaline, push 2", and take a (2) Ml Action. Conveniently, her other Attack Action Uppercut is a (2) Ml Action! It sounds bad at first, with it only being Ml 4, but she gains +1 to its Ml for each Adrenaline on her, maxing at Ml 8. It also has a huge 4/5/7 spread and gives the enemy Slow as well. This only has one trigger, Who Wants Some? which is exactly the same as Follow Through but lets her take a (1) Ml Action instead. When she combines those two Attack Actions together, she theoretically can take nearly infinite AP in a turn if she has enough Adrenaline and enemies! Her only non-Ml Attack Action is You Lookin' At Me? and it is amazing. It's a Ca 7 vs Wp giving decent accuracy, and at a good range too. It basically does two things: forces the target to push its Cg towards Ironsides, and then take a (1) Ml Action against her (if it's in range to) at and without triggers. Now, while the enemy can't declare triggers Ironsides can, meaning she can force the enemy to come closer to her and then punch them in the face for the effort! It also has the trigger Next! which lets her do it again without triggers. The final Action on her stat card is also her only Tactical Action and (0) Action, Rush 'Em which reduces her Adrenaline by 1 to place into base contact with an enemy within 6", giving her even more mobility. PERSONAL UPGRADES Ironsides has a good variety of upgrades, some are good and some are less so. Thankfully, they're all quite cheap though with four at 1ss and two at 2ss! Several of her upgrades are fairly simple, but as most also just provide passive buffs it works in her favor. Challenge the Crowd is her tanking upgrade. It provides a single Ability, Bring It! which gives her to all Df duels as long as she has at least two enemies within 2". This gives a significant amount of control over if and when she gets hit, letting you choose whether you want to avoid the hit entirely or take the damage to get your Df trigger and strike them back. Frontline Leadership is her mobility denial upgrade. It's one of her pricier upgrades, and it provides two interesting options for her. The first is the Ability Protective, which lets her discard a card to gain an Adrenaline when a nearby friendly model is damaged by an enemy. The second is the (0) Tactical Action Come Get Some which forces all enemy models in a decent range who want to use a Walk or Charge Action to take a moderate Wp duel. If they fail, they have to end the Walk as close to Ironsides as possible or take the Charge Action against Ironsides. This can really help to mess up enemy positioning/targeting, and is especially good in Strategies that are based on table quarters. Iron Determination is her tankiness/healing upgrade. This gives the Ability Sleep Now In The Fire which means if the enemy flips the Red Joker in a damage flip against her, it's immediately discarded and the enemy has to flip another card to replace it! Note that it's ONLY if they flip the RJ, if they cheat it then it stays. It also provides her a (0) Tactical Action, Stand Up, Stand Tall which lets her discard all of her Adrenaline to heal as many wounds as she had Adrenaline. This can really help keep her alive, especially if she's been in the front lines! Message From The Union is her ranged upgrade. It provides her with another ranged Attack Action, Flaming Bottle. It deals no damage, but just gives Burning +3 to the enemy. This is really only worth it if you're building a Burning crew, or if you're taking a couple Gunsmiths. Union President is her Action denial upgrade. This is her other pricier upgrade, and has two great reasons to bring it. First, Slow Burn lets her choose to not reduce her Adrenaline at the end of the turn. The big reason to take it though is the (0) Tactical Action Challenge, which forces all enemy models in a good range who target anyone but her with an Action to take a tough Wp duel. If they fail, the Action fails entirely. This works no matter who is targeted, so it can even deny enemy healers or buffers from doing their jobs! Veteran Fighter is her Adrenaline/healing upgrade. Its Keep Your Fists Up Ability gives her a free Adrenaline when she activates, and it gives her Brass Knuckles the built-in trigger See It Through To The End which heals her equal to the damage it dealt before reductions! OTHER UPGRADES Warding Runes is technically a personal upgrade for Ironsides, but it's going here because it's also available to any of your Henchmen. It's pretty simple, just giving Counterspell, which removes built-in suits from Ca Actions that target this model. However, if you have any nearby Oxfordian Mages with the Blood, Doom, and Nemesis Ward upgrades this gets far, far better! A nearby Blood Ward gives this model Protection from the Blood for immunity to Conditions that come from enemies and damage from 's, Doom Ward gives this model Regeneration +1 to heal when they activate, and Nemesis Ward gives this model Protection from the Nemesis for a in any Df duels against the enemy Leader (yes, taking this with Challenge the Crowd can give her to Df duels, hilariously)! Seize the Day can be a good upgrade for Ironsides as well, as it can let you activate Ironsides before the enemy can try to escape her and gain a bunch of Adrenaline - and thus, roll out the pain train on them (or heal a ton from Stand Up, Stand Tall). You can definitely make an argument for Imbued Protection if you're wanting to go all-in on tankiness, but it's probably 2ss that could be spent better elsewhere. Bleeding Edge Tech and Powered By Flame are also legitimate options if you're hiring Minion Constructs, but otherwise are to be ignored (and are probably better on your Henchmen anyway). The other upgrades available to her, Arcane Reservoir, The Philosopher's Stone, Recharge Soulstone, and Imbued Energies can for the most part just be ignored here. THE HAND PICKED MEN (M&SU) Ironsides' personal Totem is Mouse, who is... niche. He's an above-average cost for an Arcanist Totem, and is an Insignificant Peon. He does have a good statline and Hard to Kill though. He does bring a Attack Action Rope Lash with meh accuracy, range, and damage but with a built-in trigger to pull the target to him and a (0) heal, but as it requires a suit that's not built in only 9 cards in the deck will make this succeed. Overall you can make him work and his Rope Lash can help set up Hand Picked Men for you, but personally I never find him worth his cost. Amina Naidu's denial game becomes hilariously good when you're playing Ironsides in her denial role. Getting you extra Soulstones when enemy's interact, damaging herself to give the enemy when attacking a model under half health, forcing them to gain Slow (and on a trigger only target her on their next activation), pull the enemy towards her (and on a trigger not target any models who aren't on max Wounds, which stacks hilariously with her previous trigger), turn the enemy into Peons for the rest of the game... she has it all (except for her below average Wd anyway)! The Captain is her personal Henchman, and he's great with her. His Airburst can push friendly or enemy models around, really helping Ironsides out with her positioning control, Wild Wall is very nice Soft Cover on demand, and his Relic Hammer is always solid - especially against Constructs or the occasional Tyrant. If you're going to bring him, you should 99% of the time bring his personal upgrade Patron's Blessing for the free Ca each activation. Joss is a solid inclusion into an Ironsides killcrew thanks to her Hand Picked Men, as Joss is very hard to take down so losing a Wd or two to get the bonuses won't slow him down much at all. Because of his Hard to Kill, he's also a great model to give Warding Runes when you have Oxfordian Mages, so he can benefit from Regeneration +1 to get even tankier. His Pneumatic Axe ignores so many defensive techs as well that he becomes a huge threat here. Howard Langston, much like with Joss, is included here because he is a terrifying threat under Hand Picked Men. His job is murder, pure and simple, and getting the 's to attack basically doubles the odds of getting the he needs for his Decapitate trigger. There's not much else to say here, if you want things dead then hire him. Johan is a slightly cheaper Captain if you're looking only as a melee threat, but instead of Airburst and Wind Wall brings mass healing and Condition removal instead. Taking both is an option, otherwise grab whichever works for the situation you think you're going into more. Oxfordian Mages are always a serious consideration for Ironsides, as with their Furious Casting they can become ranged monsters under Hand Picked Men. If Ironsides is using Warding Runes, they also buff her significantly which is always great. If you're going to hire less than the full three then the priority list for their Wards is typically Blood, then Nemesis, then Doom although you can always fiddle with that as needed. The Shastar Vidiya Guard have a damage track that greatly appreciates 's, and since their primary attack has a trigger on each suit then the 's to attack also massively increases the chances of getting the trigger you want against each target. They're also decently tanky, and their (0) gives a guaranteed short range push which is nice. Gunsmiths are a bit of a contentious issue. Some people think they're not worth their cost (especially compared to December Acolytes), and some people disagree. They're probably at their best under Ironsides since they benefit from Hand Picked Men when December Acolytes don't, but their meh damage spread isn't particularly impressive still. Large Arachnids are actually really decent with Ironsides! They're quite tanky, and their high severe damage really benefits from 's, especially since combined with their Temporary Limbs they can get straight damage flips even if they tie the attack. Medical Automatons don't benefit particularly from Hand Picked Men, but they are a fantastic option with Ironsides. Being able to hand out Hard To Kill as needed is very handy, and besides that they can do several heals each activation. Considering you'll want your crew damaged if you're doing a Hand Picked Men setup, making sure they're not too damaged will be pretty important. Plus, their Bedside Manner pulling friendly models away from threats can deny attempted charges or Flurries, which is great. Steam Arachnid Swarms are okay for their cost, but with their built-in to damage when they're above half health and also from Hand Picked Men you can guarantee their good moderate damage pretty comfortably. Plus they have the best Scheme Marker removal in Arcanists, so in pools where that matters it's very handy. Much like the Swarms, Union Miners benefit strongly from Hand Picked Men as they also get the to damage. They do need to get a to do decent damage, but if you do and it's under the Hand Picked Men benefit then this can punch pretty well above its cost would suggest. Their False Claim action also makes them legitimate schemer options in things that involve placing Scheme Markers near enemy models. Union Steamfitters are nearly an auto-take for a bit of a different reason. They're actually more in the spot of Medical Automatons or Johan, as they help protect your allies. Their special Condition Reinforced Sheet Armor can protect allies from taking Severe damage by turning it into Moderate instead, and they can give allies Armor +1 for the rest of the game as well. You do either need a way to place Scrap Markers or discard two cards to have this model do it with its (0) though, so there is a cost. Ironsides, The Captain, and plenty more M&SU models really love to get that Armor +1, it's a real game changer for them! Now, Willie is a fun one. Hand Picked Men more reliably gives him the on his Severe damage, which can really mess your enemy's crew up. His Wheelbarrow of Doom ability also can do a bit of damage in an area, which makes him the simplest and most reliable way to get the Hand Picked Men aura going. Lastly, his Dropped Load means that even if he dies he can all but guarantee he's going to still do damage to the enemy's crew, which is always nice. OTHER MODELS Personally, I think the best Totem that Ironsides can take is the Malifaux Child. Its heal is even less reliable than Mouse's, but it's able to Just Like You! to borrow Ironsides' You Lookin' At Me?, and since the ability doesn't have a damage track the 's it would have to deal with doesn't come up at all. The Arcane Emissary isn't bad with Ironsides. If you do take it you'll want the Ironclad Conflux upgrade, as it gives Ironsides an extra Adrenaline when she activates (if it's nearby), and it gains a (0) to pull enemy models into base contact with Ironsides. It's really just hiring a model to give Ironsides Adrenaline, but it's an option. I really love Lust with Ironsides. Her movement tricks can really mess with enemy positioning, and she's the best model you can hire to reliably keep heavy hitters off of Ironsides. Also, if you're taking Frontline Leadership then it can become really hard for your opponent to avoid her Looking For A Soul To Steal aura. Neil Henry unfortunately doesn't benefit from Hand Picked Men, but he does does the next best thing: give even more 's to your crew's damage! This is done with the Fragile Condition he hands out, making him one of the best debuffers you can hire. He's pretty tanky too, as he has a really good Wd count for his cost and heals whenever a nearby Construct dies. The Arcane Effigy, like always, is just great. Tanky for its cost, gives Ironsides extra damage via Burning, and guaranteed Condition removal are all reasons to take this. Wind Gamin are a legitimate choice for Scheme runners here. The real benefit here is if they get taken out early (and their average stats for their cost makes it not unlikely), a friendly model gets a decent and free push, helping you get into a better position. TIPS & TRICKS Know When To Fight If you're going to remember anything from this article, let it be this. Ironsides is not built to be DPS. She is not built to be a tank. She can be okay at either of those roles, but she's more of what some other game systems would call a "bruiser," but personally I prefer the term bully. Ironsides is at her best when she's getting deep into your enemy's backlines, beating the hell out of the enemy's squishy support, and holding the enemy in place. If the opponent is running their own Howard or Nekima, DO NOT charge her into them. Dance around them, use Rush 'Em to bounce past them, and leave the enemy heavy hitters for your own to deal with. Ironsides is powerful support and harassment, but if she dies she's going to do nothing for you. Keep her safe, and make sure you have other threats you can tempt your opponent's threats away from her with. "I Choose You!" (requires M&SU models) So one of the biggest things about Ironsides is her Hand Picked Men, and as it only works on other M&SU models this does mean you need to consider if you're going to focus on this or not when you're list building. You're also going to have to decide whether you want her to be in the midlines with ranged M&SU models or in the frontlines with melee. If you're playing her in the midlines, then bringing upgrades like Message from the Union and Warding Runes are probably going to be better for you, and if you're going frontline then you should be looking at ones like Challenge the Crowd and Veteran Fighter. No matter which position you choose, you should almost always bring one of her 2ss upgrades, depending on the situation. Union President is what you're going to want most of the time, but Frontline Leadership is a legitimate choice in Strategies that rely on table quarters as you can stop models from getting where they need to go. Lastly, have a method of both damaging your models slightly (Mouse, Willie, Oxfordian Mages shooting each other, etc.) and also of healing them (Johan or Medical Automatons). Having the buff is nice, but having a dead model isn't going to help you too much. The Gravity Well (requires Challenge the Crowd, Frontline Leadership, and Veteran Fighter, best with The Captain and/or Lust) So, if you're not planning on building around Hand Picked Men then the other option you have (and personally, my favourite playstyle) is to go full-on bully mode and lock down your opponent's crew while yours does all your scheming. With a Cg 8, Rush 'Em giving a 6" place, and several pushes in your crew, it should be simple for her to get into your enemy's lines by the start of turn 2. Once she's near enemy models it's really easy for her to start what I call the Gravity Well style: put up Come Get Some, use You Lookin' At Me? against any weak enemy models she's not already engaging, and just generally pull all your opponents into one big ball of despair. So why would you do this, you ask? Well, a few things: if your opponent tries to walk away, they have to pass the TN for Come Get Some. Once they do that, they have to pass a Disengaging Strike against your Ml 7. Then, and only then, do they get to move away. If they decide (rightfully) that it's unlikely they'll get away and decide to attack you instead, Challenge the Crowd giving her to Df duels makes it very hard to hit her with any threatening attacks. Not only that, but with the non-threatening attacks you can intentionally let yourself be hit for her Good Shot, My Turn trigger to give out free damage and gain free Adrenaline. And remember, while all of this is happening your crew is doing their job, and on Ironsides' next activation she can use her Brass Knuckles' See It Through To The End trigger to heal up plenty (and she'll have a ton of Adrenaline at this point, so you can go into her combo punches if you want as well). The Ol' (1) (2) Punch (best with Union President, Veteran Fighter, and Arcane Emissary with Ironclad Conflux) While Ironsides is not necessarily DPS, she can put out a lot of damage if you're building her to have lots of Adrenaline. Taking the above required things gives her Adrenaline +2 per activation on top of what you get from nearby enemies, which conveniently can be arranged with the Conflux's (0) Raging Challenge. After a turn or so of being engaged, it's completely possible to have 10 or more Adrenaline. Once that's happened, you can comfortably combo between her Brass Knuckles and Uppercut multiple times, as long as you hit. The combo trigger is built-in on Uppercut but not on Brass Knuckles, so stoning in the suit on your (1) is an option if you're confident you can hit. We Can Rebuild Her. We Have The Technology. (requires Union Steamfitter) Remember how a few paragraphs up I said Ironsides is not a tank? I lied. Her kit on its own isn't super tanky, but as soon as you add in a Steamfitter she becomes a nightmare for your opponent to kill. I've already covered most of the reasons in the Steamfitter's section (card cycling increases the odds of good cards in hand, Reinforced Sheet Armor to block Severe damage, and permanent Armor +1), and while any of those would be solid options on most of our models anyways, combining them with Ironsides' own very decent durability makes her the tank the Arcanists have always wanted. Df 5 with a built-in anti-Ml trigger, the highest Wd count in the game, Hard To Kill, Armor +1, 1-3 different healing methods depending on your upgrades all combines into something beautiful and nearly unkillable. So, Ironsides might just seem like a brawler, but she's so much more than that. She has one of the best buff auras in the game built-in, a very strong Lure-like ability, and a combo potential that competes even with a Tremors-oriented Mei Feng. If you want to have a crew that is hyper-accurate and damaging, or if you just want to throw her at your enemy and drink their delicious despair as they try to escape her, Ironsides is the lady you want. I hope you all found this helpful, Ironsides is one of the Masters I personally find the most enjoyable to play and I hope this inspires you to give her a go as well! If you have any tips, tricks, or any model combos that I've missed, feel free to post it below.
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