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Everything posted by retnab

  1. retnab

    Any update on TOS goodies?

    As far as we know the shipping-out-to-us dates of late July / early Aug are still the current schedule. Since they've got to be boated out they're almost certainly on the water now, who knows beyond that though.
  2. retnab

    M2E Rasputina

    Rasputina is a very polarized Master, in that her strengths are brutally powerful but her weaknesses are painful to deal with. She is the equivalent of a tactical nuke in the game, able to do massive damage to clumps of models from huge distances. She has access to Slows and Paralyzes to shut down what she can’t kill. She can make her models much more durable or block off massive amounts of the board. However, she’s painfully slow (Wk 3 and no Cg), and getting into engagements can be a serious problem for her, as most of her attacks are . She has ways of getting around both of those weaknesses, but they are only workarounds and rely either on taking certain models or upgrades. So we're all on the same page here, let's take a look at her card, as per Wyrd's website: CARD FRONT So that sounds cool and all, but what does Rasputina actually do? Well, primarily she kills things dead. Her crews are a bit unique in that she interacts not with a Characteristic like M&SU but instead with the Ability Frozen Heart. This Ability is pretty good on its own, giving the model immunity to Horror Duels and Paralyzed, but it’s the interaction Rasputina (and her Silent Ones) have with it that’s the real winner here. Rasputina (and her Silent Ones) have another Ability called Ice Mirror, which allows you to use an unengaged Frozen Heart model within 10” and LOS for determining the range and LOS of their Actions, massively extending the range of your abilities and allowing you to basically shoot around corners! Players of WM/H will feel comfortable with this ability by thinking of it like an Arc Node. If you choose to use Ice Mirror the Action gets -1 to Ca and can’t use triggers though. Since you're using the other model as the point of LOS, picking a Ht 3 or 4 model for this lets you also see over things Raspy wouldn't otherwise be able to! The synergy between these two Abilities really are Rasputina’s shtick, and they allow her to do enormous damage from half the board away and out of LOS of any enemy models. Rasputina’s stats range from bad to pretty okay, nothing really stands out here. Wp 6 is good, same with Wd 12, but the aforementioned terrible mobility and Df 4 is pretty painful when it matters. The other two abilities on her card help out a fair bit here though. She has a Df trigger called Sub Zero (it's not built in sadly) where if she takes damage from a Ml Action, the attacker's activation then immediately ends – so if an enemy Flurries on you and you get this on the first attack, they don’t get the other two attacks! Her last Ability, Counterspell, is a bit more niche: Ca actions against her lose their built-in suits. This is useful against other spellcasters like in the weird Raspy v Raspy game, but this won’t come up in most games. CARD BACK Now, while we’re going through her Actions, remember all of these can be Ice Mirror'ed to have ridiculous range. Her first Attack Action, Freeze Over, does no damage at all. Instead, the target and any non-Leaders in base contact with them immediately gain Paralyzed! Base range is 6, and it requires an 8. This is best used when targeting a friendly Frozen Heart model, as the opponent can’t defend against it (except by killing the model first) and your model’s immune to the Paralyzed so it loses nothing! Keep in mind you can't give Paralyzed to a Leader in base contact with the target, but you can Paralyse them if the Leader is the target. Her other main attack, December’s Curse, is the real winner though. Ca 7, Rg 12, and a 2/4/5 spread lets you put out some very nice and reliable damage. This comes with two triggers, both of which are amazing! They are Surge on a to draw a card, and Overpower on a to take the action again with no more triggers. Her last attack is also her (0), Biting Chill. Unlike all of her other Actions this is only Ca 5, bad range (2 and no ), and bad damage (1/2/2). On a trigger she gets to do it again though, and unlike Overpower this one can trigger repeatedly. This is essentially going to be used only if she gets stuck in melee. Her only Tactical Action, December’s Touch, lets you give a friendly model Armor +2 and Frozen Heart for a 4 at Rg 12. I'll be touching more on this one in the model synergy section, but for now just note that giving out both of those is really good! This also has the Surge trigger on a . PERSONAL UPGRADES The last things to go over with Rasputina herself are her upgrades, and hoo boy are they wonderful! They are very expensive though, with two at 1ss, three at 2ss, and one at a crazy 3ss. Like with most Arcanist masters, you're very likely going to be taking 3 upgrades on her every game, and each slot is quite competitive. Child of December is her Paralyze upgrade. It gives her the Ability Bearskin Armor, making her immune to damage from and which can be nice to have against certain crews and stops your own models’ Explosive Demise from hurting her. It also gives her another (0) called Shatter. This has a good Rg but can only target a Paralyzed model, and gives it an incredible to all duels for the turn! On a trigger you also get to do a flat 4 damage, and on a trigger you do 3 damage for every Upgrade the model has (yes, that can be 9 damage and on the enemy Master if you Paralyze them first)! Cold Nights is her control upgrade. She gains the Ability Ice Shield, letting her go to Df 8 against one Action but only if she then trashes this upgrade (very rarely worth it unless she's about to die). The real reason you take this though is for the Tactical Action Ice Pillars. These are Rg 12 (with a secondary restriction that they also have to be within 12” of the user so you can’t throw them super far forward) and they put down two 50mm Ht 5 Blocking Impassable markers in base contact with each other, effectively shutting down the enemy’s charge lanes and LOS without giving them Cover. It also has the Surge trigger on a . This is just such a great upgrade, I take it almost every game. December’s Pawn is a bit of a gamble. For 2ss you get only one Ability, with the same name as the upgrade, but it lets her count the Black Joker as if it was a Red Joker (note: it’s only her, so if another model flips it they’re still screwed). This is sometimes incredible, but it’s not very likely to have an effect most games. Enveloped in Ice is her melee upgrade. She gets +1 Wk and Armor +1, both of which are just flat out great to have. She also gets the ability In My Clutches, which is basically a once-per-turn Pounce. But why would that matter if she doesn’t have any actions, you might ask? Well, the upgrade also gives her one! Frozen Spear isn’t a super amazing attack, 95% of the time you’re still going to want to use December’s Curse. However, if the enemy is Slow or Paralyzed then they can’t reduce or prevent the damage from it! On a trigger it also Slows the target, so with this she’s surprisingly good at killing high Armor models in melee (she still has a Cg of - though). Frozen Servants is her summoner upgrade. This gives her and all other Living Frozen Heart models a (0) Consume the Fallen, which lets them eat nearby Corpse Markers for a surprisingly decent heal. The big thing here though is a pair of Actions called Icy Minions and December’s Fist. The first lets her summon a 3-wound Ice Gamin off of a Scrap Marker for a mid-, and the other summons a 6-wound Ice Golem for a high- and a Soulstone. She’s not really a Scrap Marker user outside this, but dropping little critters into the enemy’s crew is very nice, and this is generally believed to be the best way to make sure that your Ice Golem get engaged with your enemy. More on this in Tips & Tricks. Shattered Heart is her ranged upgrade, and is also the most expensive one in the whole faction. It replaces her Ice Mirror Ability with Shattered Mirror, which acts the same but doesn't have the -1 to Ca and it does let you use triggers (Actions that come from her triggers are at -2 Ca). This is the core of her “never move, only kill” playstyle and it turns her into one of the biggest ranged threats in the game thanks to the Overpower trigger on December’s Curse. It’s also a limited upgrade. OTHER UPGRADES Armor of December is the other limited upgrade she has access to, though it’s actually not exclusive to her – it can be taken by any Frozen Heart models (so her, Snow Storm, Blessed of December, and Ice Golem). It gives the tactical action Guarded Advance which pushes the model 3" and gives them Armor +1. This is what you'll take for her safer playstyle, since not having Shattered Heart makes her less of a ranged terror but also harder to pin down thanks to these pushes. Most of the time if you’re taking this, you won’t be taking Enveloped in Ice as they both kind of serve the same spot of getting Raspy out of engagement. The other upgrades she has access to go from solid to meh: Arcane Reservoir and Seize the Day are especially good, but neither is mandatory. Sub Zero is okay, but she really shouldn’t be near the frontline enough to be using this so someone else should be taking it if you want it. Imbued Energies for a turn of Fast is okay, but she already has a lot of really good upgrades. Imbued Protection, Recharge Soulstone, and The Philosopher’s Stone are all a bit crap for her so I don’t recommend taking them. FROZEN HEART MODELS Basically every Frozen Heart model is good in a Rasputina crew just because of that ability, but several of them have some pretty amazing synergies beyond that. Most of the time, the majority of your crew is going to come from this pool of models just because of the extreme crew synergy that goes on. It’s hard to talk about Rasputina without her personal Totem, the Wendigo. This is almost a must-take, as it’s basically a better Malifaux Child at the same cost! It's Magical Extension action lets it use Raspy’s actions at -3 Ca. This is usually used for her tactical actions, either December’s Touch to pass out Amor +2 and Frozen Heart or Ice Pillars to block off more of the board. It also has Devour, letting it just delete a Ht 1 or Paralyzed model (and on a , it also gives Raspy Fast)! Making this even better, it has Companion so after someone Paralyzes a model it can charge right in for the cheeky Devour. Snow Storm is the most expensive Arcanist Henchman and is debatably worth that cost. She can be a monster in melee, and is decent at range with three 's on her Severe, but the real reason you take her is her (0) December’s Command, which lets you place another Frozen Heart model into base contact with her. Most of the time, this is the “get Raspy up the board” or “get Raspy out of engagement” move, but it’s also nice to get a Ice Golem within range of the enemy to Smash. Her price keeps her from being an auto-take, but she can definitely bring some good tricks to Raspy’s crew. The Arcane Emissary with the Elemental Conflux brings something very interesting to a Rasputina crew – the power to use Ice Mirror through the Emissary even if it's engaged. This is basically the only way Rasputina will use her Biting Chill through another model, giving her more AP value when it gets stuck into combat. The other Ability it gets from its upgrade, Ice Bridge, gives the Raspy crew an alternative mobility bump to your crew outside Snow Storm, not incredible but nice to have. The model itself is not a huge threat but it’s good at getting in your opponent’s face. Blessed of December is an interesting one, it being the only Arcanist model with Leap with the suit built in. This lets it jump around the board very comfortably, making it a surprisingly good scheme runner! Its attack is very nice as well, though it has a very hard time against Construct models with Armor, as its best triggers can’t be used against them. Another expensive piece (kind of a trend with Frozen Heart), but it’s good at what it’s built for. Ice Golem, the much maligned beater of the Frozen Heart group. It’s slow and hilariously easy to hit, but it has Melee Expert and two very good attacks! Its Tactical Action Toss is fun to use in a pinch as well, as you can whip an injured Ice Gamin into the enemy’s face for the double tap of damage from Toss and Explosive Demise if the Gamin dies! You’ll mostly summon this in, if you hire it you'll want either Snow Storm or another movement booster to get it into combat ASAP. December Acolytes are the queens of shooting in the Arcanists! From The Shadows lets you set them up for some damage on the first turn, but be careful not to put it too far forward or you’re going to lose her really fast. Her ranged attack is what you take them for with a fantastic damage spread, built-in Slow, and built-in forced discard trigger. Those Harpoon Guns are just amazing. Their Smell Weakness Ability also provides amazing anti-Armor and –HtW as well, making them surprisingly good against other Arcanists and Ressers. Take these. Ice Dancers are ridiculously fast scheme runners, arguably even better than the Blessed for 3ss less! Combining their great Wk, Forward Momentum Ability (pushing them if they walk or charge), and Work the Crowd Action (placing a scheme marker at the end of their activation), without Fast they can move 16” and still place a Scheme Marker! It’s kind of ridiculous, but amazing. Their other Tactical Action, Ice Path, messes with your enemy’s positioning by putting a slippery patch onto the ground, very nice against models who want to charge you. Ice Gamin are the support for your crew. Summonable by both Raspy and the Mech Rider, these should show up regularly. Their core Action Bite of Winter is what makes this whole crew work! By discarding a card, models with Frozen Heart around them get +1 to ALL of the damage they do, including on blasts! So suddenly December Acolytes and Raspy are min 3 at range, and anyone Raspy uses December’s Touch on gets it as well (meaning a Frozen Heart Rail Golem using Locomotion is min 6, if you really need something dead). They are also the suicide runners of your crew, as their Explosive Demise 2 regularly punishes the enemy for trying to kill them and if you shoot them to blast into the enemy crew, you won’t mind as much when they’re killed! Silent Ones are each like a mini-Rasputina, being the only other model in the game with Ice Mirror. Their attack is okay with some very nice triggers (attack again, get a free Ice Pillar, and heal all nearby Frozen Heart models), but the big thing they bring is their (0) December’s Favor, which with Ice Mirror is a super long range heal with a trigger to heal other Frozen Heart models around the target! They’re not quite as slow as Raspy but they are easier to hit, which is helped a bit with their built-in Df trigger Frozen Statue, which makes it so any other damage they take is capped to 1 damage at a time (the first hit still does full damage). They won’t survive if the opponent really tries, but the trigger slows down their death a bit which is nice. OTHER MODELS If you don’t want to bring the Wendigo for some extra casting and the potential for Rasputina to get Fast, your other real Totem option is the Essence of Power. Like Rasputina herself this is a very slow model but it has a great aura of +1 Ca, meaning that Rasputina can be Ca 8 from a huge distance away for very reliable damage! Mechanical Rider gets a call-out since it can summon in Ice Gamin for you, and if you’re using Frozen Servants then anything it summons which dies will drop Scrap Markers for you to summon off of later. It’s also just a really solid model, and Rasputina can solve its big problems (bad survivability early-game and low min damage for its cost) with December’s Touch. Sloth is a bit of an odd one here, as he’s arguably one of the worst of the Crossroads Seven. However, if you’re playing Paralyzed Raspy then he’s actually pretty synergistic here! If you get this model into your opponents face you can lay a ton of Slow on them with his aura, and his Lullaby can force the opponent to become Paralyzed if they’re already Slow. Arcane Effigy is honestly a 100% must-take every game. Its Arcane Radiance Action dramatically increases Raspy’s harassment power, as it lets her hand out Burning or force the opponent to discard cards (she does enough damage that the card discard is probably what you really want here, but either’s good). It’s also one of the extremely few Condition removal options Arcanists have, so that’s handy. Hoarcat Prides are really great value under Rasputina as well, giving her a fair bit of wounds at an amazingly low price, made all the better with Manipulative and Small Target. Their two attacks are also perfect for her, as Fangs and Claws can become min 4 with December’s Touch if they're above half wounds and Devour is great if you’re playing Paralyzed Raspy (it needs a much higher card than the Wendigo to do this though). Union Steamfitters are nearly auto-takes if you're taking the Frozen Servants upgrade, as you're really going to want their ability to drop Scrap Markers each turn. Also, it’s important to note that on anyone who doesn’t already have Armor, you can combine December’s Touch with a Union Steamfitter's Weld Metal Plate to suddenly give that Shastar Vidiya Guard or whoever else Armor +3! Also: literally any beater model. That might seem like a bit of a cop-out, but her ability December's Touch giving out Armor +2 and Frozen Heart (and thus access to an Ice Gamin's Bite of Winter) lets her really crank up both the survivability and the damage that anyone in the faction has access to! We have a lot of min 2 damage models, but with Raspy they’re basically all min 3. Just throwing out a few examples, an Oxfordian Mage can Furious Cast at 3/4/5 with their amazing triggers, the Shastar Vidiya Guard can suddenly be throwing out min 2 Chakrams (and they do love the extra tankiness), and if you want to get a bit fun with things even generally weaker models like Wrath can suddenly become serious threats (his weakness is how frail he is after all, Armor +2 really fixes that). TIPS & TRICKS The Biggest Boom (requires Ice Gamin and Arcane Effigy) This tip's a bit obvious, but as Rasputina's main job is to blow stuff up, if you can it's always best to set her up for success. Have a nearby Ice Gamin put up Bite of Winter and have your Arcane Effigy give her the Radiance condition before she goes. Also make sure that you have your LOS-giving Frozen Heart model in position, and to keep your enemy on their toes don't just have one - the more angles you have, the harder to defend against her attacks. New Angles (best with Wendigo) One thing to keep in mind is that you don't need to (and shouldn't) think only of your Frozen Heart models as your LOS angles. Having your Wendigo use December's Touch on a non-Frozen Heart model to give it that condition, then having that model run into a new LOS angle can really catch your opponent off guard. The more you force your opponent to consider all of your models' board positioning, the more likely you'll catch them off guard in some direction! Peekaboo (requires Cold Nights) The really cheeky thing about Ice Pillars is that they last until the model who placed them next activates. So for turn 1 you can have Raspy move up and put some down to block LOS and enemy charge lanes so that your crew can safely get into a good position. Turn 2 you can get yourself all set up, have Raspy go (removing the Pillars) and fire off her spells into the enemy's crew, and finish it off by having her put down Ice Pillars again! You could do this each turn of the game, always moving the Ice Pillars to wherever you need to block LOS and charges lanes at that time. Turn 1 Explosions (requires December Acolyte or a fast model and a movement effect) If you take a very fast model like Blessed of December or Ice Dancers, or aggressively place December Acolytes, then have Snow Storm pull Raspy nice and far forward you can have Raspy fire into the enemy's deployment zone potentially (really depends on cover and LOS here) to really force them to rush out and do some nice, mostly safe damage! You're probably going to need to put some Ice Pillars down to block LOS to the fast model, or use December's Touch to help it survive the inevitable counterattack. Carpet Bombing (requires Snow Storm and Ice Gamin/Golem) If Snow Storm is about to die and you get her within Explosive Demise range of (ideally several) enemy models, you can use her December's Command to pull forward a 3 wound Ice Gamin or 2 wound Ice Golem into base contact with her and within Explosive Demise range of those same enemy models. This makes it so when Snow Storm dies, the Ice Gamin/Golem also dies, causing two Explosive Demise's to trigger and do some serious mass damage to the enemy! Gone Bowling (requires Ice Golem, best with Ice Gamin) One thing you can only do with the Ice Golem is throw your smaller models around, either to get new Ice Mirror positions or to throw an Ice Gamin into a clump of enemy models. You can then randomize Raspy's December's Curse into the combat - if you end up targeting an enemy, do your duel as usual, but if you hit the Ice Gamin then try to cheat its Df as low as possible to ideally give Raspy a straight or positive flip. If you can hit that moderate or severe damage, your opponent will be forced to take your Blast damage followed by more damage with the Ice Gamin's Explosive Demise! Do You Want to Build a Snowman (requires Frozen Servants, best with Scrap Marker generators) Frozen Servants is enough of a game-changer to really get its own call-out here. The most important thing to keep in mind is that to be able to use this upgrade, you need to have some way of putting Scrap Markers on the board. The common choices for Arcanists can all work here: either having a Union Steamfitter placing a Scrap Marker with its (0), or having Joss, a Large Arachnid, or The Beast Within kill a model for bonus Scrap Markers. While these will help the engine get a-rolling, other options include hiring a Mechanical Rider to summon low-wound units with the intent on having them die and drop Scrap Markers, or just hiring extra Constructs and have them die during the game. Now, the models that you'll be summoning are both very handy to get on the board for just an AP. The most obvious power move here is to drop one or more into a clump of enemy models, forcing them to deal with them (and when they do, deal with its Explosive Demise). Amusingly, the summoned models coming in damaged is actually beneficial: the lower wounds, the closer they are to their Explosive Demise. The other major perk to summoning in these models is that you'll be putting new Ice Mirror angles on the board. Using Raspy's first AP to create a new Frozen Heart model disengaged and with Cover-free LOS to enemy models can be wonderful, and really increases the amount of attack angles you'll force the opponent to think about. The Ice Golem requiring a high as well as a Soulstone means it's not going to happen too often, but getting it off and summoning in a free 9ss model with Melee Expert can be a real swing in your favour. It has to survive to its second activation, but getting a summoned Ice Golem use its (3) Smash on an enemy model can put a lot of damage out! Summoning in some Ice Gamin is going to be a much more common choice, with it needing just a mid (also, the Wendigo can do this on a high ), both to give you more ways to get Bite of Winter on your friendly models as well as putting cheap new Ice Mirror angle targets wherever Scrap Markers are. Since both of these models drop Scrap Markers when they die, you're not really giving anything up by summoning them in (oh, they killed your Ice Gamin? Turn its Scrap Marker into an Ice Golem next turn!). It might initially look like the only spell you’ll be using with Rasputina is December’s Curse but between her control over the board with her Ice Pillars, her support with December’s Touch, her powerful Paralyzed combo of Freeze Over and Shatter, and her summoning options with her Frozen Servants upgrade she actually has a surprisingly deep amount of playstyle options. Regardless of how you play her, she’s still not really going to want to be engaged most of the time, but the flexibility she has makes her a legitimate choice and a threat the opponent can never ignore. If you have any tips and tricks on things you do or models you hire with Raspy that I didn't mention above, please post it below!
  3. retnab

    M2E Rasputina

    The funny thing is I can't think of anything she really *needs*. Her problem isn't a lack of something, but just that the crews/models that are counters to her are HARD counters, and that's what holds her back. That said, one thing I've been wishlisting for are some kind of models that modify spells that are Ice Mirror'd through them (for example, the Ice Mirror'd model can take a damage to give the Action a ) but I don't know how realistic that is.
  4. retnab

    Gen Con 2018 Newsletter

    Some kindhearted gentleman () got some pics of them at Origins here if you're on AWP! I like the barricades kit best personally, though those buildings are pretty nice too.
  5. retnab

    Cards added to Wyrd App?

    It's getting its own app, hopefully at release but not sure.
  6. retnab

    M2E Ramos

    Viktor Ramos is the one of the most efficient summoners in the game, has access to some excellent support auras in his upgrades, and he typically likes to surround himself with lots of Constructs. He’s hard to take down or out-activate, and all it takes for his summoning engine to get a-rolling is a single Scrap Marker. However he can be slow, he’s extremely card greedy (gotta have those 's), and every turn he doesn’t have access to Scrap Markers is one he’s massively going down in efficiency. If an enemy model has a way to remove Scrap Markers then he’s in for a real bad time. So we're all on the same page here, let's take a look at his card, as per Wyrd's website: CARD FRONT As the founder of the M&SU (the Miners and Steamfitters Union), it’s not surprising he has that Characteristic himself. He doesn’t do anything for other M&SU members specifically, but there’s so much synergy in that group that just being a member is a plus. Moving to his stats, one of the first things you’ll see is his unfortunate Df of 4, but I promise you it’s not as bad as it sounds since all of his Abilities are built around keeping him alive! His Df trigger Repulsion increases his Df for each in the duel and also pushes the enemy away (hopefully out of range if they charged you), he has Armor +2 which is just generally great to have, and his Opportunist Ability heals him 2 wounds each time a nearby Construct is killed (NOT Sacrificed) – and spoilers, that will happen a lot. His other stats are decent besides his hilarious Cg of 4, but if he needs to charge something you’re probably already in a bad spot. The front of his card is admittedly a bit boring, but with it all being defense oriented it’ll take some real effort for your opponent to kill him. CARD BACK The back of his card is where things get really interesting! One thing that might be a bit of a shock is Ramos does not have a single trigger on ANY of his actions, not even from his upgrades. This means he doesn’t personally care at all about suits outside his summoning and Df trigger. His attack Clockwork Fist is frankly not great, but it does have a Severe of 7 which can give you a sneaky knockout if luck’s on your side. The attack you’re far more likely to be using is his Electrical Fire. It only has a 2/3/4 spread and is Rg 8, but it ignores Armor, doesn’t randomize, and has a respectable Ca 7! His only core (0) is Magnetism, which can only target a Construct but has a Ca 8 and huge Rg 16! On a success it pushes Ramos towards the Construct and does 2 damage, ignoring Armor. He can use this on his own models to zip around without wasting AP on walking, but also gives him an easy way of taking out enemy Constructs. His real bread-and-butter Ability (and the reason he’s so infamous) is his appropriately named Summon the Swarm. This can only be used once per turn, but summons 1, 2, or 3 Steam Arachnids off of a single AP and a Scrap Marker! One Arachnid only costs a 5 and it comes in on 3 wounds, two Arachnids needs an 8 and they both come in on 3 wounds, and three Arachnids needs an 11 and they each come in on 2 wounds (yes, three Arachnids requires spending a Soulstone). You do need to declare how many Steam Arachnids you’re summoning before you make your flip unfortunately, but since this only costs 1 AP his efficiency in summoning is unparalleled in any faction. His final Action is a bit of a “screw you” move, Uncontrolled Detonation. It Sacrifices a friendly Construct and forces nearby models to win a Df duel or take an impressive 4 damage each! Since this is a Sacrifice, the Construct does not drop a Scrap Marker afterwards and it doesn’t count for Opportunist. One EXTREMELY important thing to note is that because of this ability, dropping Ramos into Arcanists is a huge risk – if your opponent takes Marcus, he can use Alpha on Ramos, forcing him to Sacrifice himself! PERSONAL UPGRADES Ramos has a strong mix of upgrades that really change up how he plays, but they can be a bit pricey as there are three that cost 1ss and three that cost 2ss. Most of his upgrades are pretty support focused, but they have some nice variety in the kinds of support he provides. Combat Mechanic is his healing upgrade. It gives him Accomplice, letting him Chain Activate into another model after he’s finished which has a few nice synergies, but what you’re mostly taking this for is the Combat Mechanic Ability. This gives Ramos a medium range heal for a Construct, but it spends a Scrap Marker to do so. Electric Summoning is his summoning upgrade. It gives a single Action but as it’s a (0) it doesn’t compete much with what else Ramos wants to be doing. Electrical Creation summons the explosive model of the same name at the cost of a mid , which comes in at full health. Not huge, but it's not bad if you think your opponent’s going to be clumping up! Just be careful about the cards you're using on it, as this Ability competes for those mid 's with summoning in two Steam Arachnids. Field Generator is his tanking aura upgrade. It gives the (1) Action Arcing Screen, which gives Ramos a medium ranged aura that gives all nearby friendly models ’s to Df duels. Unlike most of his other actions and abilities, this one is NOT restricted to Constructs so anyone can benefit from this! Leviathan Power Core is his stat boost upgrade. It has the Ability Powering Up, which gives him the Powering Up Condition every time any model spends a Soulstone (so whenever a stone is used except for cards or initiative), which increases his Electrical Fire’s range by 1” per stack of the Condition. The really exciting thing here though is the Bleeding Off Power Ability, which lets you spend some of your Powering Up stack for bonuses that last through his activation! This can be a to his first opposed duel, increase his Electric Fire’s damage by 1 (min 3 ignoring Armor, pretty nice), give him +1 Ca, or Fast. The value of this upgrade takes a while to get going and relies somewhat on your opponent spending Soulstones as well, but since gaining the Condition is passive it’s mostly just free buffs for him! Under Pressure is his melee aura upgrade. It gives Counterspell, a small but handy bit of anti-Ca which removes the enemy’s built-in suits whenever they target Ramos. More importantly though, this provides the Overdrive Ability which gives all friendly Constructs in a decent range aura ’s to Ml attacks! If you’re going to be fighting over a small area of the board, handing out a ton of ’s to your attacks with this can be huge value. Vox Populi is his control upgrade. He gains the short range (0) Shout Them Down, which makes a model count as a Peon until its next Activation (which can really mess with your opponent’s Strategy goals). He also gains the Strike! Action which places two 50mm Markers for the turn that can’t be touching each other or models. These Markers count as Hazardous Severe (but ONLY to your enemies), with a very nice Hazardous damage spread (they are removed if they do any damage though). Dropping two in an opponent’s charge lane gives them two bad choices – charge anyways and take 6+ damage, or waste AP going around them. Win-win for you! OTHER UPGRADES Arcane Reservoir should be considered essentially mandatory for Ramos. It only has one Ability of the same name, but it lets Ramos draw an extra card each turn. This significantly increases the chance of being able to summon 2 or 3 Steam Arachnids each turn, and is absolutely worth the 2ss cost if you compare it to stoning for cards. If you want to play Ramos as an aura bot, Bleeding Edge Tech or Powered by Flame both significantly strengthen his Steam Arachnids. However, they’re both probably better on other models, as Ramos’ upgrade slots are pretty competitive. The other upgrades he has access to are okay to poor: Seize the Day, Imbued Energies, Imbued Protection, and Recharge Soulstone can be used with him but realistically there are better options most of the time. Like the above, Recharge Soulstone is good for his crew but you don’t want Ramos himself taking them. Joss is a great candidate for this if you’re not filling him with aura upgrades. M&SU CONSTRUCT MODELS Ramos’ personal totem, the Brass Arachnid, is a contentious topic. It has the incredibly powerful Ability Stoke which gives non-Leader Constructs Reactivate at the cost of a high (can you say turn 1 Howard Langston alpha strike?), and the can become built-in for the rest of the turn with his Rewire Ability. One common trick if you have a really good hand is to use Rewire, then Stoke itself, then on its next activation use Stoke on two more Constructs for huge activation control! However, the combination of it being a 4ss Insignificant Peon, having a low Wk, and needing high cards to give out Reactivate keeps this from being an auto-take. Joss is an amazing Henchman for several big reasons: he has good, reliable damage, he’s extremely tanky, and his Creative Salvage Ability is one of Ramos’ major sources of Scrap Markers. Even if you’re not taking him as your Scrap Marker engine he’s a solid model to take, especially if you’re planning on giving him Bleeding Edge Tech and/or Powered By Flame since he wants to be in the action at all times and having those upgrades’ auras on such a tanky frontliner is very handy. Howard Langston is an absolute monster in general, and if you need to kill the enemy dead he’s usually the right choice. Especially since the Brass Arachnid lets you do the notorious turn 1 alpha strike or keep him in your reserves and buff the heck out of him with Ramos’ various auras so he can be a danger to your opponent at any point in the game The benefits of the Rail Golem are the same as Howard, but it needs a bit more setup (a Burning provider and a bunch of low 's). However, if you do then his Locomotion provides your crew with even more damage than Howard can put out (this is the only model in-faction with access to min 5 damage without outside support). He can also carry the Hard Worker upgrade which can buff any Rail Workers you might be taking as well. Large Arachnids are some of the tankiest Minions you can hire, and if what you want is something to hold down a point for cheap they’re the models for you. They have a trigger in melee that removes the enemy’s Armor which can be amazing in the Arcanist mirror or when you’re facing Hoffman. Like Joss they have Creative Salvage, so they also provide plenty of Scrap Markers for you no matter what they’re killing. Finally, they also eat Scrap Markers and Scheme Markers for ’s for their Activation, which can be great value if you can get them near an enemy Scheme Marker you want to get rid of. Another contentious choice is the Metal Gamin. These are decently tanky with 4 wounds and Armor +2, they have Ramos’ incredible anti-Construct Magnetism attack (and they share his Ca 8 at it too!), and they have a really fantastic buff called Protection of Metal which gives a friendly model Df 6 and makes it so their Df can’t be changed from that. The downside though is the buff only lasts while the Gamin is in a very short range from that model, so it’s only really valuable to something largely immobile with low Df. They have their purpose and they’re only 4ss, but they’re not for every list. On the flip side, the Mobile Toolkit is to be taken in nearly every list. They’re a common sacrifice for Ramos’ Scrap Engine and they have some of the best Construct buffs Arcanists have access to (an extra Armor, to Ml Actions, or to ALL damage flips). They also have their Time Bomb attack which frankly a lot of people forget about, and on turn 5 having this suddenly walk up to a bunch of enemies and say “everyone pass a TN 16 Df or take 5 damage” can really stun a lot of players (and blow up half their remaining crew or totally drain their hand) Soulstone Miners are another one of these models who have some niche value but are great at what they do. They can start Buried and pop out at the end of any Turn (not near an enemy or the enemy deployment zone though), giving them great access to your opponent’s back lines. They have a good Ml attack that ignores Armor too, with a trigger to mess with enemy positioning or get a Soulstone on a kill. What really makes them unique is their (2) Action which lets them hurt themselves to give you a Soulstone. If you’re running Leviathan Power Core, these models can keep you filled up on Soulstones – just make sure you give them a way to heal if you do this! The noble Steam Arachnid is the bread and butter in any Ramos crew – but usually not as a hire, since they’re so much more efficient to summon in. Their defenses are excellent with above average Df and Wp and Armor +1, but they also make great scheme runners with a great Wk and Unimpeded. Offensively they’re bad, but they can blow themselves up for extra damage, and any models they’re in base contact with get -1 Df and that does stack! Compared to the individuals, a Steam Arachnid Swarm loses a bit of Df and the ability to reduce the enemy’s Df in exchange for fantastic offense! If they’re half Wds or higher they get ’s to damage and they have a built-in trigger for more attacks at the cost of accuracy. They can also remove all Scheme Markers within 4 or eat a Scrap Marker or friendly Steam Arachnid to do a really good self-heal. You’ll see these less than just spamming single Arachnids, but these absolutely have value in your crew and are a legitimate option to hire. OTHER MODELS Ramos doesn’t give any particular synergy with M&SU models, and he also works fine with non-Constructs (just not as well). Some of the other models you’ll typically see in a Ramos crew will include the following: Amina Naidu is the queen of denial and control and she works great in a Ramos crew. Her Summons Ability can either bring friendly or enemy models closer, as needed, with a trigger to give out her incredible Liable which means the opponent can’t target anyone missing any Wds – like your new summons!. She can also hand out Slow in melee with a trigger to make it so enemies can only target her. She can also permanently make an enemy into a Peon and stop it from doing Interact Actions, which combined with Ramos’ Vox Populi can really stop your opponent from scoring VP. She’s a good model to give Bleeding Edge Tech to, since she likes to be surrounded by friendly models for her auras. The Captain is the Henchman to take if you think your crew is going to need extra movement (it's pretty easy to take a lot of Wk 4 models with Ramos after all). His Relic Hammer makes him solid in melee, and his Air Burst is excellent at repositioning your crew, especially since his personal upgrade Patron's Blessing (which should be considered a must take) gives him an extra Ca each activation. He can also bring Bleeding Edge Tech, but if you do then make sure you're not pushing any models that need those heals out of its range. Johan (or Johana) is the only non-Arcanist member of the M&SU so he does take a Mercenary slot to hire, but he is just SO worth it (even with the price nerf)! He’s pretty tanky, he has a (2) Action that heals ALL nearby M&SU models which is just amazing, and he has one thing that is extremely rare for Arcanists: condition removal. His Relic Hammer is really strong as well, especially with his Solidarity Ability that gives him ’s to Attacks when he is near another M&SU model. Just be careful not to leave him within 3” of a friendly if your opponent has an Obey or you’re in for a bad time. He’s an excellent model to have carry your Bleeding Edge Tech to make him a dedicated healer, or give him Well Rehearsed for that good ol’ double Hard to Kill. Lazarus is the man (or machine?) to hire if you want to drop some blasts on your opponent. He doesn’t bring a lot else to a Ramos crew, but with his Auto-Fire letting him take 3 shots against the same target he can sure blow the heck out of the enemy’s crew at range. Neil Henry adds a really strong Condition to a Ramos crew – Fragile, which is like a reverse Hard to Wound. He’s otherwise a tankier Rail Worker with a better Ml, the Ability Man Over Machine that lets you discard for more attacks against models a friendly Construct damages, and his own version of Ramos' Opportunist called Better Than A Machine, which is pretty nice overall. Like the Rail Golem, he can also carry Hard Worker if so desired. Sue is a personal favourite of mine, as he makes it into most of my Ramos crews for two reasons: he has min 3 shooting which is always nice, and also at the cost of a wound he can draw a card each turn! He also has some powerful anti-Ca with his Man In Black Action, which is very nice against caster-heavy crews. Electric Creations are typically only ever hired if you plan on killing it to start your Scrap Engine. They're not the cheapest, but they are the most fragile of the options to kill (as long as you don't mind them blowing up in your face). As summons they can be very handy, as all their methods of doing damage don't rely on opposed duels - Shocking Touch does damage just for ending their activation in base contact with something, Explosive Demise deals area damage when it's killed, or they can use their Burst Action (needing a high card) to sacrifice itself and do even more damage. Ferdinand Vogel and The Beast Within each give Ramos something he loves, but you do have to choose which you want each turn. Ferdinand can draw extra cards each turn by ending a Walk near a Scheme Marker, and his Censure Action can give a Vox Populi Ramos crew even more denial gameplay. On the other hand, The Beast Within gives min 3 melee and the ability to drop up to THREE Scrap markers on a trigger if he kills an Armored model, for the highest Scrap Marker generation available! Rail Workers only cost 1ss more than a Steam Arachnid, have less Df, Wp, and Wk, but gain Hard to Kill, can discard to gain ’s to all attack and damage flips for the turn(!), and get a much better damage spread. They absolutely love having Johan and/or Bleeding Edge Tech nearby to get even more value out of Hard to Kill, and if you can get past their low mobility they’re a great cheap melee option. Union Steamfitters are another fantastic option for Ramos for two reasons: they have card draw (sort of) in the form of drawing the top card of your discard pile when they activate, but you must discard a card immediately afterwards. If you're bringing the Combat Mechanic upgrade and Ramos ends his activation with an awesome card on top of your discard, using Accomplice to pick it right back up is very useful! They’re also the ONLY model available to Ramos that can create Scrap Markers without killing models. It does cost you 2 cards from your hand though, so it’s not something to do too much. They can also permanently give Armor +1 to your Armor-less models, such as Johan. Overall, a solid choice. TIPS & TRICKS Law of Conservation of Mass? Never Heard of It It’s important to remember that all it takes to start Ramos’ summoning engine is a single Scrap Marker. Honestly it’s kind of hilarious how many models he ends up making just from that one Marker! There are plenty of options to get that first Marker though, and frankly they’re all pretty good so it comes down to personal preference. Your options are: the Union Steamfitter at the cost of their (0) and two cards, Joss / Large Arachnids at the cost of any model killed (two Scrap if it was a Construct), and The Beast Within at the cost of any model with Armor killed if he gets a trigger for two Scrap (three Scrap if it was a Construct). If you choose one of the kill options, your best choices are: Mobile Toolkit for the cheapest option, Electrical Creation for the easiest kill, or a Steam Arachnid for a moderately easy kill that doesn’t blow up when you kill it. All of these have pros and cons, and no one option is inherently better than the rest. They Keep Coming... and Coming... and... One of the most important choices Ramos has to go through every turn is whether to summon any Steam Arachnids, and if so how many. Since you have to declare how many Arachnids to summon before you flip (and you NEED to spend a Soulstone on a Tome to get three), you really shouldn’t leave it to chance. If you’re not certain you can get three Steam Arachnids, declare two instead. It’s typically not worth it to only summon one, and that should only be done if you absolutely need the activation. Big Things Have Small Beginnings It can be a hard thing to decide whether you would rather have three Steam Arachnids or a single Steam Arachnid Swarm. Losing out on two activations, the Df debuffs, and (if you’re playing Aura Ramos) giving up a lot of force amplification is a hard pill to swallow. However, the Swarms being able to wipe out bunched up Scheme Markers, getting ’s to damage when above half health, having a much better damage track, and the ability to heal themselves all makes them legitimate choices. I Herd U Liek Auraz (best with Amina Naidu) One thing Ramos can do that’s not seen elsewhere in Arcanists is to just cover your crew in a ton of beneficial auras. Any crew can take Amina Naidu, Bleeding Edge Tech, and Powered By Flame, but only Ramos can add Field Generator and Under Pressure to that. All of that combined means that even a tiny Steam Arachnid becomes very tanky and can actually put out some decent damage, and in your full crew becomes a huge force amplifier if you choose to play it this way. Ride The Lightning (requires Leviathan Power Core and Soulstone Miners, best with Johan and/or Bleeding Edge Tech) One of the coolest things to come out of Wave 5 for Ramos is Leviathan Power Core, which actually gives him the ability to go a bit “super-solo” and be really awesome in one specific direction each turn – if enough Soulstones get used. To make sure that happens, you can bring one or more Soulstone Miners and have them use their Action Mine Soulstone to constantly feed you new Soulstones to spend. To keep them from dying turn 3, bringing Johan and/or Bleeding Edge Tech to heal them up will comfortably give you 10+ extra Soulstones. With that much spare, Ramos can really go to town with his Electric Fire and give it some pretty wild range! Since he only needs to spend Powering Up +2 to gain the +1 damage to Electric Fire, you’re not giving up much range for the turns you want him to start killing things too. Tyranny of the Masses (requires Vox Populi, Amina Naidu, and Ferdinand Vogel) Ramos’ other new playstyle in Wave 5 is all about shutting the enemy down. Amina can permanently make enemy models into Peons, stop enemies from targeting anyone but her, stop them from targeting anyone missing wounds (friendly or enemy, this shuts down healers very well!), and lets you trade cards for Soulstones when an enemy Interacts near her. Ferdinand’s “It was self-defense!” trigger giving to enemies when they target Minions makes it absurdly hard for the enemy to kill your Steam Arachnids, and his Censure being able to stop enemies from taking any Tactical Actions on its card or upgrades, or making them discard any time they want to attack can really screw with the enemy’s gameplan. Lastly, Vox Populi giving Ramos the (0) Shout Them Down is just amazing in several ways. You can make an enemy model into a Peon until the end of the turn, stopping it from scoring, or you can use it on a friendly model the enemy’s about to score on and deny them points that way! It retains its other level in addition to Peon, so it won’t stop something like Buried Treasure, but you’d be surprised how many Strats and Schemes specify “non-Peon.” One of these on its own can be annoying, but bringing all 3 makes the game hell on your opponent – especially since this can comfortably happen while Ramos gets his Arachnid engine going effortlessly! Let's Start A Riot (requires Vox Populi and models with pushes/places/Lures, best with The Captain, Lazarus, and Malifaux Child) Ramos' Strike Markers are really excellent damage, but a smart opponent's not just going to walk into them if there's an alternative. So to fix this, you can have your other models push or lure the enemy models into the Markers! The Captain is the best at this, since his The Eye of the Storm Ability does mass pushes with no resists, but anyone else who can move the enemies (Amina Naidu, Lust, Performers, etc.) can do this just fine. If you take the Combat Mechanic upgrade then you can Companion straight into these models as well. Making this even better, if you decide to take the Malifaux Child and Lazarus then they can each drop another set of two Strike Markers, for a total of 6 on the board at a time! This can really make it hard for the enemy to move without dealing with Severe and the really good Hazardous damage. As you can tell from all of this, while Ramos may seem like a fairly simple Master between multiple “once per Turn” abilities and a pretty dull card front, he actually has several interesting and legitimate playstyle options which all greatly benefit from him being the most efficient summoner in the game! If you know of any model synergies or tips & tricks I haven’t mentioned above, feel free to post them below
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    M2E Ramos

    I'm more surprised about the 3ss cache >.> Do you find that's enough for you?
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    M2E Ramos

    We should probably keep wording and rules discussions in the rules forum, so as to not confuse future newbies. Anyone been playing Ramos lately? What have your lists been?
  9. Hey all, so as I'm sure some of you have seen there are threads popping up all over on Sandeep: how to fix him, how to beat him, why is he winning, etc. However, it doesn't take long for those threads to devolve into arguments, so I was wanting to pull some thoughts aside, ask that people think about them and share their own, but most importantly keep things civil (I'm sick of reading 6+ pages of bickering for the few suggestions on fixes hidden in them). Just to remind you all what it is we're talking about here, this is Sandeep's card (as per Wyrd's site): For my own critique I'm going to be essentially ignoring his upgrades, since I haven't heard anyone complaining about them at all (when's the last time someone even mentioned he has a 0 to make Howard Langston Incorporeal from infinite range?) and there's already plenty to discuss here. When I hear criticisms about Sandeep, it comes in the following flavours: He makes his crew too good and/or flexible (Beacon + his Actions) He has too much AP (Student of All and Beacon, kind of) He's too tanky (ItW, Arcane Shield, and Healing Mantra trigger) He has too much in his kit (his Tactical Actions) There have been some legitimate criticisms towards any one of these, let's go through it all. FLEXIBILITY I'll be giving suggestions for both minor and significant nerfs, just to show off what could happen here. Just looking at Beacon, there are already three things we could do to weaken Sandeep: lower Beacon's potential range (say, 10" or even 8"), increase the Ca reduction (-2 is a common suggestion, could even be -3), and lastly we could restrict who has access to Beacon (could make it only available to Academics and Gamin, and/or only Minions). Starting from the top, reducing the range on Beacon would restrict his playstyle, but I don't think it would answer any of the criticisms he faces, so unless it's a minor nerf (10") I'd skip this. The second is a legitimate choice - most other "borrowing" abilities have a much higher penalty than what Sandeep provides. Hell, he could even get a bit of a buff here if we were feeling spicy, in increasing them all to Ca 7 but have Beacon at -3 (so a +1 to Sandeep and -1 to the rest, from current). I think an alternative to this is increasing his TN's, instead. IMO one of the biggest problems with Sandeep is just how easy all of his Beaconable abilities are to use. The third option could help in focusing exactly who can Beacon in the first place. The benefits to this is that there is far more control over *who* your opponent needs to think about. SO MUCH AP I hear this one a bit, but when you actually look at it Sandeep gets 4 AP and a 0 each turn, not exactly a ton when we look at other Masters in-faction like Raspy, Ironsides, and Mei Feng who can each get 6+ actions in an activation. This extra AP also only occurs if someone successfully Beacons an ability (fairly simple, as mentioned above) with a and if he discards a card. So, I don't see how we could possibly do anything to "fix" Student of All except by flat out replacing it with something else. However, nerfing Beacon inherently nerfs Student of All as well, so that might just take care of itself. TANKINESS Let's be blunt here, one of the Arcanists' big selling point is tankiness. When you play against Arcanists, you're probably taking some anti-Armor (or anti-triggers if you're expecting Colette). I think the big complaint here isn't that he's tanky, but that he's a kind of tankiness that 1) has little-to-no counterplay, and 2) is nothing like the rest of the faction's tankiness. So, what would I do here if I had to change something? Just change ItW to HtW. This would only really affect models that get access to positives to damage or ignore HtW, but it does fix the counterplay issue. Arcane Shield and his stats aren't exactly blowing people's mind on their own, I don't think either of those need any looking at (except maaaaybe reducing his Wds slightly). ACTIONS And here I think is the crux of the issue. Sandeep has a good, Cover-ignoring attack, a pull with a heal trigger, a moderate range place, and an interact with optional Don't Mind Me-like trigger. The fact that his crew can only borrow one of those once doesn't seem to be seen as a problem so much as that there is just SO much he gives out. So, the obvious choice here is nix one of his abilities. I'm against this, but... I also get what they're getting at. One of the Tactical Actions would be the obvious ones to change I'd say, but I don't have the first clue what they should be changed to. We could just move one of his abilities off of one of his upgrades and onto his card, but this would be a resounding weakening of his kit no matter what gets cut. Okay, so let's take a look at an overview of what we could do: Reduce Beacon's range (8/10") Increase Beacon's Ca penalty (-2/3) Restrict who can use Beacon (Academics/Gamin/Minions) Increase the TN's of his actions (+1/2) Replace Student of All (with... something) Reduce Wd (-2) Replace Impossible to Wound (with Hard to Wound?) Remove/replace a tactical action (with... something) I sure as hell don't think even half of these should actually get used, picking a few of these are legitimate options. Personally, I think restricting who can use Beacon and/or increasing the TN's, and replacing Student of All would be the best ways to do this. You'd have less models you need to keep track of for Beacon (and less reliability on it working) and you'd get less AP on Sandeep, both of which I think are the real core issues people have with this Master. So what do you all think? Do you think something else should get changed, or do you think something else is the issue? Let's talk this out and see how we're all feeling on this.
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    July 2018 Errata

    Playtesting definitely does happen. Some things get through the cracks though, and I don't think anyone can say Nico in wave 1 had the same power level he did a week ago.
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    Sandeep: Considerations for Errata

    I always found that turn 1 no matter if I have to pitch two severes for it I'm putting Armor on Sandeep. As @Tors said, once you add in the Steamfitter's extra two layers of protection it made him basically unkillable outside the entire enemy crew gunning for him, and as a ranged summoner I really think him being also tanky was over the top.
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    M2E Ramos

    Leviathan Power Core. I've found myself taking Joss less and less with Ramos and more with Ironsides, but that's just because Ramos' crew tends to already be so tanky. If you can protect Joss and heal him back up each time he reaches HtK, getting multiple Reactivates per game can make him a total monster.
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    July 2018 Errata

    Emissary's pretty good outside the summon too, I hear. Just saying Ramos is definitely not without a cost, and that 25ss of prep is definitely not mandatory on Nico.
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    July 2018 Errata

    Only one of those is required to summon. Plus, Ramos also has to pay to prep for summoning. Joss + Toolkit is a 13ss investment and requires you kill a model, or if you bring a Steamfitter it's 6ss and two cards from your hand each turn you don't have other Scrap.
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    Sandeep: Considerations for Errata

    I mean, he's a summoner with a good 10" non- attack, he's not exactly screaming "front line master" outside his Gada. He basically didn't have a weakness before. Now he does, and hopefully that's enough to get tourney players back to playing other things instead of going 'Deep all day.
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    Sandeep: Considerations for Errata

    Far from a big hit. ITW only matters if you're playing him aggressively (shame they didn't attach this or HtW to Moment of Weakness, but eh), and his Beacons now need 7's instead of 6's. The cache is the biggest hit for sure, but he does so much that honestly I'm totally okay with this. Plus, cool to see that 3 of the 4 most popularly voted options are what got used, so it's the changes the community wants!
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    July 2018 Errata

    Very happy with the Sandeep changes, those are all very fair and should balance him out nicely
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    Monday Preview - Undercover Agent

    Well they sure look fun! I hope if they get an alt sculpt that it's someone pretending to be a zombie
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    Go To Master

    Ironsides, 100%. I wasn't sure when I saw her card, but as soon as I got her on the board it clicked so well I've been rolling with her regularly ever since!
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    Monday Preview - Newsies

    What's wrong with the beautiful butterfly?
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    Wyrd Chronicles 36

    I'm glad people liked the articles The prize for the Obsidian Gate event is a new Adjunct model for someone, so it seems like there definitely will be some new stuff from time to time (and a dual-Allegiance Commander is inherently a new model for that Allegiance too), but I agree that this is a really solid business plan. It also makes things way easier to balance, since you can only have one Envoy so you only have to worry about balancing new things in the Allegiance's pairs.
  22. Frozen Heart. Let me summon Cyclops and have a "cover the board in Ice Pillars" list!
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    Which holes in the Wiki would you like to see filled?

    Sonnia could use an updating to include wave 5 stuff
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    Imbued Protection?

    Back when I played Mei Feng i'd put it on her, desperate to keep her alive somehow Heat Wave Kaeris can also use it to good-ish effect (Df 7 and the enemy that's the biggest threat should be -3 to their stat). Generally I don't bother with it though.
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    Any Wave 6 info??

    It seems likely that the models in the Backdraft and Undying boxes are going to be in the book, and some of the recent Monday Previews have seemed pretty model-ish so maybe they're wave 6 stuff? But besides that, nothing yet.