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About MuMantai

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  1. On the Yasunori card there is a typo in the Revel In Chaos action
  2. Essence of Power is an Enforcer, so it cannot be summoned. It is a pure support piece, more useful defensively than offensively, and unfortunately not worth it in my opinion. But in a less competative environment, it is a cool and useful (and flavorful) model.
  3. Field Test allows you to take one action from a prototype asset, like Perfect Accuracy would allow you to take one action. I think it is clear enough, but maybe it gets into the FAQ at some point All I could find was this thread: They seem to acknowledge that when a non-titan fireteam is on elevated terrain, it counts as high. I haven't found anything in the rules about it, but I would play it as such for the time being. Else, it would be nearly unplayable, as a fireteam on elevated, blocking [low] terrain can see anything, but cannot be seen by anything other than titans.
  4. No. Field Test especially needs a prototype asset action, so adjunkt does not work. Hm. Can't find it right now. I was sure it was in the FAQ somewhere... A hill would be Elevated, Blocking [Low], so if both units are completely on it, the blocking part would not be relevant for them, and they would be able to shoot on one another without the cover. If (like in your example) the enemy unit is on the hill, yours is not (or only partly), then they can shoot on you without cover, as elevated units ignore low terrain, but they would get cover against you, as you can see them (they are elevated, yes, I know, this is not in the rules, but please! You cannot stand on a hill and NOT be seen!), but the shot still goes through blocking terrain. A hill with just blocking is a mountain and should be impassable
  5. You cannot give assets to Combined Arms titan, as it is itself an asset, not a unit. The unit (in this case a Steel Legion) is a squad, where one fireteam happens to be a titan. That does not change the fact that the unit is a squad. So it cannot attach Chemical Foggers, but it can attach Active Defenses Armor (even when the titan cannot use it). Yes. Even if only the titasn is left, he still represents a unit of Steel Legion and can be reinforced as such. Not sure, but I would guess yes? I you would like... I wouldn't recommend it... As far as I know it does. I haven't played for some time, but as far as I know, all flips can be reflipped or cheated, if there is no rule that says otherwise. See above, as far as I know yes. Yes, you can take that action. You still can only one action with those effects. No, you cannot. You either activate a unit, or you pass. A stratagem is part of an activation. If you have no units left to activate, you automatically pass, with no oportunity to play statagems. You also cannot play a stratagem between two Coordinated Strike activations (see FAQ). Not sure, but I would assume yes? As long as either your fireteam or the opponents fireteam is in the blocking terrain (here: on the hill), they can see each other. Cover applies as normal, though, and in this case, both fireteams would probably get cover. I would guess so. Both effects trigger at the same time, so you should be able to choose in which order they are resolved. So the other unit should be able to teleport first, then the portals. Not completely sure on this one though. No. Endless Numbers summons a new unit, which cannot have an adjunct attached. A unit can target friendly units (including itself) with actions that do not involve an opposed duel (like Bellow of Command or Field Test). Also, yes, as far as I know you can use Field Test on a unit without Prototype Asset (or valid target) to just draw a card.
  6. As I said, the Chache is not glued to Colette. If you find a better model, put it somewhere else, by all means. That said, it is not a bad upgrade on Colette, as she usually is where the action takes place and may siphon a stone or two there. As for killing more doves, true, that is something you can do. I have to think about that. It would fix the activation issue. I know you can do that, but that would mean bringing models closer to the enemy before you want to necessarily have them there. The list is (in my opinion) fast enough to not having to do that. But it is an option in case there is little threat there. Just be sure to target the right model, you probably want the dove with Colette, not 8" away from her. And now, to the silly stuff: Yes, you can expand on the gimmick. But that is not the point of the list. I use the killing dove stuff, because it is cheap (One additional cache and some doves, which may or may not be free) and effectiv. This is neither cheap nor particularily more effective, which would defeat that purpose. Showgirls, imho, are bad models. They do nothing for this list. Having more soulstones, at some point, has diminishing returns, so I don't think this is worth it.
  7. I was under the impression that you could both add a suit and get a modifier. That is not the case, thanks for that correction, I will incorporate that As I said, I usually don't have my opponent jump im my face agressively at the start of the first turn. If that happens, it most likely is at the end of the turn, and even if not, the list has a duet and some other models to deal with that. Or Colette herself, if necessary. In that case, your gameplan is out of the window and you have to improvise anyway. But usually, Colette doesn't really have anything better to do turn one other than bury and prepare her reemering turn two.
  8. I had some fun games with Colette, using this core: - Colette (Soulstone Cache) - Mechanical Dove (times 3) - Mechanical Rider (Soulstone Cache) - Coryphee Duet Season to taste (Swarms, Emissary, Mobile Toolkit, Captain, Joss... you have options) The Soulstone Cache on Colette is not fixed there, if you find a better target, go for it. It just has to be there. The Cache on the Rider is necessary. So, what does this list do? Simple, you abuse two things: At the start of the game, Colette sacrifices doves to summon more doves, getting a card and two stones per dead dove in the process. She buries herself and gets another card and another two stones. You get a good hand for turn one/turn two and a lot of stones to keep your models alive, as well as the freedom to put Colette whereever you want turn two, for the low cost of... nothing really. We will get to how that works. Second, starting turn two, the rider reactivates the duet, giving it six to eight actions to work with a turn. So you have a very sturdy, very mobile beater/scheme runner that can annoy the enemy crew, while at the same time taking pressure off the rider, who can do her thing unharassed. How does this work? Deployment: You need to group up a bit. Both Cache models need to be in range of all doves, Colette should also be there. She doesn't necessarily need to be there, but she will be buried after her activation anyway, so I usually put her with her doves somwhere at the front, with the Cache models nearby. Put the duet somewhere where it project threat and the rest accordingly. Turn 1: You want to have initiative. Cheat it if necessary. You will probably play one activation down, so this is important. I am rarely really threatened early turn one, so if that happens... deal with it? The tools should be there... - Should you have pass tokens for some reason, use them. - First dove does nothing - Second dove does nothing - Third dove does nothing - If you have more chump activations, use them here. Every model that activates before Colette is one more activation your opponent has to take and that can not react to what happens after Colette. - Colette activates -- and uses Presto-Chango on a dove. Check if you have a 7 of masks or tomes in hand. If you have not, you can buy one of those with a soulstone. Sacrifice another dove to get two stones and a card for the second suit, or if you do not want to summon, for a mask. Either way, place the doves exactly where they were before, movement is not the point. If you did not declare the trigger, swap one with a scheme marker. -- Do this up to two more times, make sure to always sacrifice another dove. In the end, you should have up to three new doves, drawn up to three cards, and (depending how lucky you were with cards) up to six new soulstones. If you have an original dove left, focus with your last AP and use it for the next step. -- As your last trick, use Sword Trick on a dove, either with a low mask, or saccing another dove. Relent, kill the dove for all in all two to four more stones and one to two cards, and bury. - At this point, your opponent has some pass token, and you have new doves to counteract them. Do that. If you killed more than the original three doves, your opponent has more pass token than you have doves. That is unfortunate, but cannot be helped. - You can activate the rider here, she does nothing of consequence turn one other than advancing a bit, if possible. She has to be kept safe, as she cannot use her fate tokens. You can use stones to keep her alive, but if possible, she should not be attacked in the first place. - Duet and other beaters can activate now. The duet wants to be on a flank, so it can attack scheme runners or support without directly engaging the enemy fighting core. If you can do so safely, you can attempt to split/reform, but it is not necessary. At least one beater should be near the enemy core crew for Colette to be able to emerge somewhere impactful. This can also be a dove, but they are a bit fragile. They are expendable now, though, so they will serve, if necessary. Turn 2: You want at least one 6+ tomes this turn, and this crew has very little card draw, so stone for it, if necessary. - Your first activation will probably be Colette, if nothing else need immediate fixing. The rider wants to go as late as possible. - Colette wants to unbury in 3" to as many models as possible. Once there, you want to either Distracting Illusion to give out Stunned to people, or False Reality to disrupt them. If at all necessary, you can Presto-Chango to move models, but this activation aims at maximum disruption. Bonus action is Sword Trick to bury something scary. At the end of her activation, she should also engage as much as possible. Try to keep her there as long as possible, but if necessary, bury her to keep her safe. - The rest of the turn is not as planned out, the duet wants to activate early to further disrupt/kill models, aiming at models that can help those bound by Colette, or whatever wants to score points. Split if you can, but don't plan on it. - The rider wants to activate late to threaten a second duet activation. It doesn't matter if you really do it, sometimes other models are better suited for that, but the second duet go is usually what is the scariest, so your opponent has to account for that. You should have three fate token, stone for the fourth, you need the card for the fifth tome. The rider is your main scheme runner, keep her safe and she will do any marker scheme there is. Turn 3 you need another tome for the reactivate trigger, else it is just rinse, repeat. Colette can scheme as well, as can the duet if it needs to. Colettes activation turn one needs a bit of moderation. You have to look at what you are working with. If you want to go crazy, you can kill up to five doves here (three with Presto-Change, each saccing one and (maybe) summoning one, and Sword Trick saccing one and killing one), but at that point one has to ask if it is worth it. You play two activations down at that point. You definitely should kill the three original doves, as they are essentially free in terms of activation. Presto-Chango without summoning a new dove is essentially free in terms of stones, as the suit comes from the sacrificed dove. If you have the card in hand, you can summon a dove, but if not, I don't think the stone it worth it. Also, keep in mind that killing newly summoned doves sets you back one activation. I think three doves if you are first player and four if not should be the sweet spot, but that depends heavily on what your hand looks like, what the enemy crew is made of and how many stones you anticipate you will need. What can you do against it? - Anti bury tech works, because Colette is a lot less mobile, and cannot pulse out Distracted. This is not her main trick, but it is part of the book, so it is nice to have. - Anti trigger tech is also nice, as Colette relies on her defense trigger to keep her alive, so she cannot be as agressive if that is on the board. Stunned on the rider is great, as it shuts down the whole reactivate thing. - Armor ignore is great against the duet (and the faction as a whole), irreducable damage works against the main three threats in this (duet, rider, Colette). Beware of this one. Also, Shen Long (as usual) just kills this list, as he ignores all defenses anything will ever have. - Early aggression should be fine, as the only thing that could be killed are the doves, and at that point your opponent is doing your job for you. To really shut it down, you need to focus either the rider or the duet before turn three. Spreading out helps mitigate Colettes impact. And now, the most disgusting part of this: Lets do some math: 16 (Colette) + 2 (Dove) + 2 (Dove) + 2 (Dove) + 11 (Rider) + 13 (Duet) + 2 (Soulstone Cache) + 2 (Soulstone Cache) = 50 Yes, you can do this with any master there is (in Arcanists). This reduces the risk of getting countered significantly. The good: Ramos actually gets the whole package for 46 stones, as he doesn't have to pay tax on doves and duet. He also synergizes great with this, as he can repair duet and rider, gets another card for dead doves, can summon, can blow doves and coryphees up, and is an all out great guy. Also, fast on the duet is disgusting. Sandeep loses out on card draw, but can still use most of his tricks in this setup. You get mobility on top of mobility, and outside of the most aggressive setups you get a very good late game. Also, Banasuva is a beater again and loves himself a Cache. You need to summon a wind gamin to get going, but then, you are good. The bad: Ironsides is a good sturdy beater that can go in with Colette. Not much else to say, some of her tricks work, but the adreanline is slow, the aura doesn't do anything, and anything that disables triggers also works against Colette. Have to test some more, but I suspect pure Ironsides may be stronger. But it is a nice scheming package for Toni, something she doesn't have otherwise. Mei Feng, again, is a good beater. The rider can put scrap markers down, but there is almost no support for her otherwise, so I am not sure if it is worth it. But I am not really experienced with Mei Feng, so maybe it could be good? Hoffman has similar support for the crew to Ramos in that he can make the duet fast, repair it, and can also make it sturdier by making the armor stick. Other than that, nothing in the crew cares about power token, and he doesn't seem to be doing much on his own, but as long as he can support the duet, it may be worth it. Kaeris has no synergies in this crew whatsoever. Conversly, this may not be a bad thing, as I find the synergies not to be very strong in the first place. As many others, Kaeris would be just a beater here, but she is not bad at that, Colette helps keeping her alive (as do many stones), and pyre markers work as they should. Also, she is a decent scheme runner on her own. I haven't played it yet, but just thinking about it, it could work. She wants a mostly independant crew anyway. The ugly: Marcus would be completely on his own. Nothing wants his upgrades, he can move nothing, he would be just a beater. I don't think this would be remotely as strong as a standard Marcus crew. Rasputina would also have no support or synergy to her name. While that would not be so bad (she has still the ability to place markers and channel through them, as well as make things slow), I don't think Raspi would work particularly well in this setup, because Colette wants models to be aggressive with her, and Raspi does not do that. I think this could be one of the stronger Raspi crews, but definitely one of the weaker masters for this. Poor Raspi
  9. ToS has two "heights". Low and high. This goes for units (Titans are high, everything else is low) and terrain. A Terrain can be one of those or both (a small hut could be low, a bis house could be both, a house on stilts could be high, but not low). A non-titan fireteam can see everything that is not blocked by low terrain or units of the opposing company. A Titan can see everything that is not blocked by high terrain or titans of the opposing company. Yes, that does lead to some weird interactions, but at least it is consistent
  10. You are aware that Stealth does nothing for the Hoarcat when Marcus uses Protected (Beast), right? Manipulative is a neat trick, though, never thought of that.
  11. Lets see. Abyssinia Player here, but I throw my opinion in anyway: You will need some Egg Clutches. The box of Karkinoi should include some Egg Clutch Proxy bases, if I remember correctly, so those would suffice to start with. If you do not want that, you will need two to three of them, I think. Morphlings are at the bottom of adjuncts in terms of usefulness. They have their jobs, but one is enough for starters, and you can skip that if you want. Eels are very good, even after the last change. If you buy one, you get some proxy bases for new eels, but if you want only original models on the field, you will need at least two of them. Your opponents will probably not allow you to multiply them, but should it comes to that, one eel can spawn at least three more over the course of a game. That said, you will need approximately two eels for each one you plan to field. And, again, you will get proxy bases. As for units, Armored Whelks are quite useful, Speckled Crawlers are nice to have to either eat or give out Reinforcement Tokens to other units, Yarazi are fun and Barbed Crawlers are quite useless, imho. So in terms of units you could skip, I would say Barbed can be skipped, Yarazi could be, the other two should not. Hope this helps you. As always with these games, I would say if you are not sure if you want something, borrow it if you can or if you cannot proxy it and try it out. Or if you are like me, buy it anyway
  12. I find this really funny, because in our playing group, Arcanists also have a bad reputation. The reason for that is exactly what Ludvig said. Don't get discouraged because of that, I take it as a badge of pride
  13. MuMantai

    Starting out

    They are in general. The list is more generalists to specialists, less good to bad. For single commander, you probably only want one more unit to start with, and maybe one or two other as soon as you start experimenting. For a dual commander game, you need a second commander (obviously) and a lot more stuff, so here you can start to look at what interests you really, try out other commanders and really go down the list (as far as your wallet gets you).
  14. MuMantai

    Starting out

    I would recommend Mechanized Infantry as a good fire support unit, and Electrocutioners as a flanking unit with good damage and good mobility. A Rail Gunner or two and at least one Adjunct (Abyssinian Engineer) should also be high on the buying list. Kassa wants the titan, so if you want the titan, get her, otherwise get the Lord of Steel (or get both, really). For later purchases, Steel Legion is just al round good, but expensive, Motorcycle is a good mobile schemer, but very fragile, and the Basotho Cav is nice, but not really necessary, imho. Your wallet decides how far down the list you go
  15. My Goto for Reckoning is Ironsides. For this, Schemes I would consider are Dig their Graves, Assassinate and Claim Jump Ironsides, Mouse, Amina, Fitzsimmons, Gunsmith, Season to Taste. Defensive posturing Turn 1, From Turn two on just pull a model in and kill it. Let them come to you (they usually do), and kill everything that comes too close. If you expect a lot of shooting, take the Captain.
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