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santaclaws01

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Everything posted by santaclaws01

  1. Explorer's Society also have treasure map for general marker removal.
  2. One thing to consider is that corner already makes interact heavy schemes harder, because you have to spend more time just getting into a position where you can score them, and then breakthrough becomes uniquely difficult in corner because of the small size of the deployment zone and the high likely hood that the enemy will still be pretty near their deployment zone to be able to pivot and go back to deny. Add to that there were only 4 schemes to choose from and options become a lot more limited.
  3. You want to have at least 5 lucid dream models with Dreamer so that you can always get him burried without him activating(until those models start dying)
  4. Hodgepodge is pretty much the least useful Effigy for Zoraida. She already has bokors in keyword, as well as the intrepid's healing making its own less useful. Only the Mysterious Effigy is less useful than it is.
  5. He's already a decent beater. Him focusing even more as a beater is absolutely terrifying.
  6. 3 Masters let's gooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
  7. A lot of it is that gg1 was a perfect playground for Cadmus. It encouraged close brawls a lot whereas gg2 doesn't. That combined with the summon changes means eyes and ears/berserker husks that have been summoned are a lot less important for your opponent to kill as they can't threaten strategy markers anymore, leaving the opponent more free to try and focus on the bigger guys. Another reason is that of the really successful Cadmus players leading up the worlds, only Longtin actually stuck with explorer's where the rest of us went back to our main factions. As for it not happening in r1, Cadmus isn't the biggest fan of corner to start with, and then it being btl as well is rough, especially against Bayou where you have to worry about Zipp.
  8. Conversely, we have an action that gives individual friendly models each a OPA use in Light The Way on the lamplighters which uses a very different wording than what Molly uses.
  9. Walking a model up a cliff and then making it fall at the end is pretty repeatable.
  10. Dreamer and Asami shows it won't be purely story based. Probably going to be a mix of both story and mechanics/thematics.
  11. Counterpoint, umbra/woe with an opportunist+misery that works on distracted.
  12. I assume you mean you passed the upgrade from Izamu to the Komainu(or Izamu died).
  13. You can't use old ways on a damage flip. To continue with using old ways interactions, if you waited to discard the card for taking the action until after fully resolving the action, then you'd have the card used for taking the action being discarded at the same time as the card used for the damage flip, and could just put the card for the action on top and use the old ways on it.
  14. The duel is the effect that put the card in the conflict in this case.
  15. It's really great when you tie up one flying Up We Go model with another flying Up we Go model.
  16. I think I'd describe only spending 14ss or less on OOK stuff as "mostly in keyword".
  17. I'm not sure what you think the issue with chaining damage is.
  18. ...why? Model A chooses Model B to suffer damage. No rule is bring broken here.
  19. If they were using Cryptologists I assume that was @Longtin running Cadmus then?
  20. Grammatically it's fine, just non-standard. The standard way to word it would be "...moves through an enemy model..."
  21. 1: The target chooses which to do, assuming they have cards in hand to choose that option. 2:Any action that target is able to decalre. 3:Friendly and Enemy do not change when being controlled. You can read more in under "Friendly, Enemy, and Control" on page 26
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