Jump to content

santaclaws01

Vote Enabled
  • Posts

    3,870
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by santaclaws01

  1. Yes, abilities that are based on a models position on the board do not work while buried.
  2. It's a may effect, so talk does nothing if both schemes are revealed.
  3. It's been different with each release for various reasons, so it's anybody's guess.
  4. No, the rider just gains tokens each turn, and then can use those tokens to build in one per token spent when you're at the declare trigger timing step of a duel.
  5. Yes, a model can choose to activate and just take no actions.
  6. Nothing in the rules states that non-marker terrain is treated as a model, so definitely no.
  7. Only once, firstly because the only thing the gearling did that would proc hazardous is move, and secondly because a model can only suffer the effects of a piece of hazardous terrain once per action.
  8. Last bullet point in Markers "When drawing LoS to a Marker, the Marker is treated as a model with Size 0, unless the Marker has the Height Terrain Trait, in which case its Size is equal to its Height."
  9. For questions 1 and 2, All models that fail the duel for life of the earth would suffer the hazardous effects as it is the action doing those effects. If it does damage, an incorp model would reduce that by 1, but they would still gain whatever conditions if any it gives out. For question 3, when drawing los to a marker it is treated as a model so there is an argument that any attack action that targets a marker.
  10. @solkan Auras not being cumulative is saying auras of the same name do not stack, which you also quoted so I'm not sure how you missed that. This is two different auras both generating their own hazardous terrain that just happen to be centered on the same scheme marker. The Grave Goo FAQ is irrelevent here because it is not adding a hazardous trait to an existing piece of hazardous terrain, it's just creating a wholly different piece of hazardous terrain.
  11. 4.7 *Carve a Path – Can an enemy model use a Strategy Marker to remove a Marker that is under an effect that prevents enemy models from removing it, such as the Dependable or Rusted Metal Abilities? a) No. If an enemy model takes the Interact Action and is controlling the Push of the Strategy Marker, the removal of the non- Strategy Marker is considered an enemy effect.
  12. Why would it be checking if the chosen model can attach the upgrade before it actually tries to attach them?
  13. A marker that is Droped wouldn't proc hazardous as Drop is not a move. A marker moved into the aura and touching a model would proc damage.
  14. The goo making it's own aura or not isn't really relevant, they just misspoke. The grave goo is making terrain that it sees and enemies don't, and applying traits to it that enemies see. Vent steam will become a hazardous aura with different traits based on what models are looking at it. But to have Jedza use life of the earth, she is going to be using the traits that she perceives it to have.
  15. Normally markers are friendly to the crew that dropped it yes. Gamble is overriding that rule and dropping an enemy marker. Pg 3:
  16. No, terrain auras are absolutely meant to be terrain pieces. Every time people ask "but is thus *really* just like any other terrain" the answer has been yes. From the rule book: Every other instance of the term "terrain piece" in the rules, model cards, and FAQ is clearly just using it in lieu of saying "a single piece of terrain". What justification could there be for saying that aura terrain is not a terrain piece.
  17. This last weekend was the gencon tournament, and I decided to be That Guy who buys and assembles a crew at gencon to run at the tournament, so here's a recap of my games and bringing home the belt. R1 Flank, Guard The Stash, Leave Your Mark, Sabotage, Public Demonstration, Set The Trap, Secret Meetup. My crew: Size: 50 - Pool: 4 Leader: Tiri, The Nomad Totem(s): Oro Boro Hires: Kett The First Light Ancient Construct Unseelie Engine The Iron Matron Parson My opponent's crew: Size: 50 - Pool: 6 Leader: Von Schill Totem(s): Steam Trunk Hires: Hodgepodge Effigy Effigy of Fate Freikorps Scout Metallurgist Freikorps Librarian Lazarus Hannah Lovelace Seeing Von Schill being declared I know I'm going to have to deal with a lot of shooting, so I grab the Unseelie Engine to help with that and be able to potentially no sell attacks with the ancient construct and take the hit. I wasn't sure on a specific plan for Arik beyond just ganging up on him if he dove in, but my opponent didn't hire Arik so it didn't end up mattering. I was the attacker, and the map had absolutely terrible deployments on flank no matter where it was, so I took the bottom right that was littered with destructible graves, knowing I'd be able to make a path easily enough. For schemes I took secret meetup on a fountain that surrounded the upper middle stash marker, and LYM. My opponent took sabotage and LYM. The first turn consisted of my putting up Unseelie's -1 stat aura, breaking a grave and walking forward, Oro Boro breaking a grave and walking forward, then Kett moving everyone up with Alter Gravity. It was at this point with me fairly clumped up that my opponent decided to shoot a rocket at me with Von Schill. Thanks to cover and unseelie my totem had the same effective stat as the rocket launcher and I was able to force him to a tie, resulting in a single negative thanks to focus. He got crit strike so I know Oro Boro wouldn't come out completely unscathed, but I wasn't worried about the blasts pinging shielded on some units. Unfortunately for me he red jokers the damage flip. Fortunately for me, Bygone is incredibly tanky and after all is said and done, only 2 models actually have any damage on them between armor and shielded, and Oro Boro uses his demise. Now that Von Schill has gone I knew I could start getting ready to toss Iron Matron in peace, with a little harassment from Lazarus and Hannah. Iron Matron gets succesfully delivered with all her buffs, but unfortunately I black joker a damage flip on Von Schill, so I only succeed in putting 2 damage on him and killing the effigy. From here on I have to split my crew around the fountain to get into the center, with Tiri staying in the middle so I can keep everyone in the card draw aura. I'm able to score secret meet up with my ancient construct and Lazarus on said fountain, and successfully block off his crew from Von Schill, who gets relegated to scheme running duty to try and score sabotage while taking some unsuccessful potshots into my crew. My opponent is able to score the first point of LYM, and 1 point from the strategy thanks to a scout having the bottom left side of the map all to himself, but I start munching through everyone else in the crew while being able to grab all my points. The game ends due to time at the bottom of the turn due to time with a score of 7-2 for my win. R2 Corner, Cursed Objects, Assassinate, Leave Your Mark, Catch and Release, Spread Them Out, Load 'Em Up. My Crew: Size: 50 - Pool: 5 Leader: Tiri, The Nomad Totem(s): Oro Boro Hires: The Iron Matron Parson Aua Warrior Kett Ancient Construct Flush with Cash The First Light My opponent's crew: Size: 50 - Pool: 3 Leader: Sandeep Desai, Font Of Magic Totem(s): Banasuva Hires: Cassandra Felton Kandara Shastar Vidiya Guard Magical Training Ice Gamin Ice Gamin 2 Metal Golem Soulstone Cache Knowing what Sandeep2 does, I knew I was going to have to be prepared for him launching shockwaves into me with a ~20" threat range from wherever he activates, but on corner I knew I'd have time to get up and spread out a bit so I wasn't too worried about it. Also with this map being very open compared to the previous one, I knew I'd have a clean shot with the Iron Matron to wherever Sandeep ends up, and she would be able to put some serious pressure on him early. I take assassinate and LYM, while he takes Spread and Load 'Em Up with scraps. Turn 1 consisted of pretty much what I expected, him getting himself set up to get Sandeep using Aetheric Control 3 times on turn 1, and delivering the Metal Golem into my face. His first shockwave with the pyre marker I didn't care about, since burning could be easily blocked by shielded, and the damage itself being blocked by shielded and armor. The stunned from the two scrap markers is what I really needed to worry about, and that ended up getting some cards from my hand to prevent it on Tiri, Matron and Parson, while unfortunately letting one through on the Ancient Construct. After that, Tiri gets the Construct and Matron set up and ready to launch, then in comes the metal golem. I'm able to block it's attack, and everyone except Oro Boro passes the duel, but that's fine as Oro Boro doesn't take any damage from it at 2 in tech. Now the Construct sends Tiri into Sandeep's face, and turns around to beat on the Golem, getting a nice red joker on the damage flip which he stones to reduce. He uses one of his Ice Gamin turned Wind Gamin to try and extract Sandeep with the demise, and it does force Matron to charge Sandeep but it doesn't end up mattering, as thanks to getting my red joker again (I flipped a lot of cards for it being turn 1 corner), Sandeep ends up dying as he's only able to flip weak on his soulstone reduction flips, and that + 2 shielded is not enough to save him. Turn 2 I'm able to go first and Kett moves everyone around, effectively blocking off any good Off The Rails from the golem, and then charges the golem and steals his focus, choosing not to use it however because why both with a 2/3/4 into armor+2. The Iron Golem retallies by beating up poor Oro Boro, getting him down to 2. I use the First Light to pull him out of engagement to let him charge back in, as the golem is at 5 health and shielded +2, which is exactly what Oro Boro can kill it with a severe damage charge and he does. While this is going on he's getting his wind gamin and casandra to the far corners to work on spread them out, and then Kandara gets revenge by using focus to get a severe damage knife throw off on Oro Boro and stagger him, goes for a paired knives attack on him but being in Tech means it does no damage, and he declines to use Flurry. Tiri gets a scheme marker into the center for LYM, and gets my ancient construct ready to deal with Kandara by giving it fast and focus. He moves his shastar into the center to drop a scheme marker, which would deny my LYM and get him his Spread Them Out but I've got a plan. My Aua Warrior moves up and between Discuss Grenade and Weapon Mastery is able to move the Shastar off the center and away from his scheme marker, while also being within 3" of the scheme marker itself. Next my ancient construct uses focus to smack Kandara for 5, then focuses again and tosses Kandara back towards the center. Iron matron follows up, focusing and charging Kandara killing her, then using Last Matriach on the Aua Warrior, moving it into the center and removing my opponent's scheme marker. It's at this point that my opponent decides to call it, since his crew is completely out of gas, and my Ancient Construct is ready to toss 2 models towards the top Wind Gamin while the rest of my crew can pivot towards the bottom Wind Gamin and Casandra. We agree on an ending score of 7-2 R3 Standard, Crave a Path, Breakthrough, Vendetta, Hidden Martyrs, Spread Them Out, In Your Face. My Crew: Size: 50 - Pool: 4 Leader: Tiri, The Nomad Totem(s): Oro Boro Hires: The Iron Matron Parson Aua Warrior Ancient Construct Flush with Cash The First Light Unseelie Engine My Opponet's crew: Size: 50 - Pool: 3 Leader: Prof. Von Schtook, Stargazer Totem(s): Research Assistant Hires: Necropunk Student of Steel Student of Steel 2 Student of Viscera Anna Lovelace The Valedictorian References: Mindless Zombie Knowing how annoying stunned is for Bygone, and grabbing a little extra defense against ranged attacks at the same time I drop Kett and take the Unseelie Engine. Standard means I don't need his movement to get myself ready for the alpha turn 1, and he's definitely not going to be providing a lot of damage here. For schemes I take In Your Face and Vendetta, witht he Aua Warrior on Valedictorion hoping for a cheeky Discus Grenade blast or ping to get the first point, then it can run and hide. My opponent takes Hidden Martyrs with the necropunk and a student of steel, and breakthrough. Turn 1 I'm not able to go 2nd, so the Iron Matron alpha gets slightly blunted. My opponent is able to get shove aside with Vale and blocks Matron's path to Schtook, but messes up and keeps her engaged so I'm able to get all 3 attacks off without charging. My first attack on vale I use pass through and put the next two on Schtook. I use the RJ in hand to cheat the first damage, which he prevents 3 of, then cheat severe on the 2nd damage, which he prevents 3 of. Next turn I go first, and Matron puts 2 more attacks into schtook. The first one does weak since now I can't cheat my damage flips, but the 2nd one I flip the red joker, which he prevents 3 of with his last stone. I use pass through on the 2nd attack to go back to the other side of Vale and get her ready to get out. Schtook gets down a scheme marker with light of illios to set up for actions and pulse out the heal, studies Matron and displaces her, then is able to get Headless Helper witht he Protect Me trigger off and stun Matron. I use Oro Boro to charge Vale, get off the quick sand trigger and hand out some slow and pushing his marker back over the center line, then a student of steel uses Anayluze Weakness on matron, turning off her armor. The First Light sends out a couple shockwaves, healing Matron and then pulling her back slightly followed by Vale swinging at Matron and bringing her down to 3 health left. I activate Tiri and pull Matron the rest of the way out, then get the Ancient Construct up next to her for take the hit, and then attack the research assistant, using it to blast onto the Zombie(killing it), Schtook and Vale, while also killing the research assistant thanks to Crit Strike. His student of Viscera goes in on Matron, and I use the Construct to take the hit, teleporting him forward and getting him closer to the real action. The Necropunk pushes the marker, then leaps in and goes for the Matron, which fails. Parson charges forwards, is able to knock aside the student of viscera to clear up the ancient construct, and heal it while giving it superheated. Anna makes her way over to the center, and I move up the Unseelie Engine, getting some heals off with his melee trigger. Finally the ancient construct goes and charges in next to Vale and swinging at Von Schtook. The tome trigger being built in lets me kill him, then I get a hit on vale, doing weak against her as well and pushing her off Oro Boro and the ancient construct goes forward. We both score the strat, no schems for 1-1. Turn 3 my opponent goes first and Vale, who pushes a marker and tires to stun the construct but fails. Tiri advances into the central forest, and uses earthquake on Vale to heal up the construct and put some damage and staggered out. The necropunk again tries and fails to deal some damage to Matron, and the Unseelie Enginge uses Power The Engine twice, pulling out at least half of my opponents severes in the process, much to his dismay. Anna puts some damage on the unseelie Engine, and I get the Necropunk low with Parson. A student steal takes a swing at the ancient construct and gets it low, but not enough to kill it. I send in my Aua warrior, swinging at student of viscera for moderate damage, then using weapon mastery to push it backwards. His other student of steel continues pushing a carve marker on the left, then Matron goes and kills the necropunk, then kills the student of viscera getting me In Your Face. The first light moves Oro Boro backwards with her bonus to put him into position to double toss carve markers, and then does the shockwave, top decking rams twice to heal both the construct and matron. I score the strat and IYF, he scores Hidden Martyrs, putting us 3-2. His HM student of steel is the almost dead one on the right side. Turn 4 we fight over initiative, and I lose but refresh my hand with FWC. Vale again tries to hurt things, but can't do anyting significant. Tiri blasts her three times with earthquake, healing up Matron and the Ancient Construct while putitng damage on Vale and the Student of Steel. The student of steel heals up Vale, and takes a couple swings at the ancient construct only hitting once. I charge Oro Boro at Vale, getting off quicksand again and pushing a marker. Anna tries to kill the Aua warrior, dealing moderate the first hit and black jokering the 2nd. The Warrior uses weapon mastery to move Anna away, then charges the student of steel, killing it and pushing a carve marker. His other student of steel moves a marker and moves forward. I send the Unseelie engine after that student of steel, engaging it more than 1" from the marker. The ancient construct kills Vale and tosses Iron Matron towards forwards. Matron pushes the final marker into his deployment zone, then walks into it herself. I score the strat, putting us 4-2 Turn 5 he goes first and Anna tries to kill the Unseelie engine, black jokering the 2nd attack and failing to kill it. We call it here as that was his only chance to score any more points, final score 7-2. A final diff of 15 gave me an easy first place finish despite the 2nd and 3rd place finishers also going 3-0 in their games, and I would very much like to thank RNGesus and my red joker for having my back in those games. Also the Superheated trigger on Parson and Tiri's card draw letting me go into Matron's activation at the bottom of each turn 1 with a whole lot of severes in hand. Fun fact: all 3 of my opponents were from Cincinnati, so I travelled from Columbus to Indianapolis to play 3 other people from Ohio. Classic. All 3 were gracious opponents in the face of some frankly BS luck at times combined with everything that is Bygone even after Matron's nerf.
  18. It's not always done top down. If it was then climbing would not work, you wouldn't be able to measure how far you fell for falling damage, drawing how height affects range would work completely differently. The single weird niche instance of a malisaurus rex standing on destructible terrain that gets removed while it has territorial active hardly seems like a big enough issue to try and say falling isn't movement despite fitting the definition of movement in the rules.
  19. From Movement: "Any time something changes location or is affected by a movement effect, it is considered to have moved(even if it moved 0")". Falling is definitely changing location.
  20. It does use the same wording though? And yes, hazardous has different things that trigger it, which is why I pruned it to the ones about coming into base contact. Sure, the "moving into base contact" is different words, but any time a model changes position on the table it moves, and it is about a model moving and not the hazardous terrain moving(as that is covered later), so there is no functional difference between "Model moves into base contact" and "Model moves and comes into base contact" The only part that could arguably function different from how hazardous works is with dropping markers. Dropping a hazardous marker definitionally doesn't work because drop isn't a move. Use 'em as bait doesn't restrict it to just movement, but it also doesn't necessarily contradict that core rule of no game effects happen on a marker dropping(Drop and Create, pg28) Also, to the bit about what I was responding to from Solkan. I have no idea how he thinks the rest of the question he responded to works. He answered for starting an activation in base contact, and then for the rest just said "it's not how hazardous works", even though in any instance of a model or marker moving, it is exactly how hazardous works.
  21. It has to be lined up similar to 1 30mm model blocking LoS between 2 other 30mm models, but yes it would give you a window through the barrier.
×
×
  • Create New...

Important Information