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About MuMantai

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  1. What faction(s) are you playing? Abyssinia. I really like the asthetic, and I like the elite style gameplay. What faction(s) are you playing against? Gibbering Hordes, mostly, but we do have all four factions distributed over the four players that are active here. One or double commander? I have not played a two commander game yet, unfortunately. I am looking forward to it, though! Overall impression I like it. The game rules are nice and fluid, the gameplay feels good. The models are really great! What do you like/dislike about your chosen faction? I love the mini-titans. Both the sculpts and the idea of having a combined element to your army. I just think they are a bit too strong, they tend to swing games. But I have to see if that evens out in two commander games. I like the prototype mechanic, but they are not balanced at all. Flare Gun is really strong, while Discus Grenades look weak in comparrison. I like the situational nature of Active Defenses Armor and Shock Batons, though. Anything you are concerned about, ruleswise or anything else? Balance is an issue. Some units are too strong for what they cost (eel, rhino, mechanized infantry), some are too weak (artillery). But the game is new, lets see how things pan out. I am also a bit concerned for the imbalanced distribution of resouces over the factions. Abyssinia has a lot of card draw, Cult has some, Empire and Hordes have almost none. That may be a problem in the future. Looking forward to....? More fleshed out guild and court. Interested in what the kingdoms and Kimon will bring in terms of playstyle. Also, more Abyssinia. Always more Abyssinia
  2. The penetration flip is not a duel, and inspired and shaken token may only be used to modify duels.
  3. The easiest would be to drop one of the madmen. If that, I would probably drop the one with the Doomseekers? They would need him the least, I would assume, as they don't want to be that near to the enemy. Also, if I remember correctly, the Warped want to be in glory before them, so they need the protection more. Otherwise, I would think about maybe dropping a set of Stalking Portals. I am not quite sure what you would want to do with the last scrip, and yes, the mobility of a second squad of those is nice, but they have low def, so they may help Abyssinia as much as they help you, getting their units to glory via margins. And they die even to flare guns. But then, that may be the idea behind having two of them, to have redundancy? Not sure here.
  4. From an abyssinian players perspective: - ECB are brutal against us, because of prototype assets. Just something to consider. - Goryshche with just Fast Regeneration is risky. If I get to activate before it, and can get a shot of with a flare gun, you risk losing that asset before it ever does something. If I get to shoot with something more powerful, like a walker, you risk losing your goryshche.
  5. Hm, if you put it that way, I do not have a citation. Serves me right for assuming things. The only thing I can find is this: "If a model gains a second instance of an Ability it already possesses (most often from an Upgrade), the second instance of the Ability has no effect unless the Ability has a value (such as Armor +1)." But that is for a single model. I do not know how this ability works with multiple models.
  6. Abilities with the same name that do not have a +1 do not stack. Confirmed. Magical Training changed late in the closed beta to not have Arcane Reservoir +1 any more, and it was suggested to bring it back but not let it stack. This seems to be the way they chose to do it. Quite elegant, I think.
  7. There is a problem the other way around, too. If we say all masters should have game against any other master, then we can't have all that many interesting mechanics. In this case, we either have to change the whole Kaeris crew to not utilize burning in the way they do now, or change the way Sonnia interacts with burning. Either master would lose an interesting mechanic. Either Tara loses her burying interactions, or Justice loses hers. What will it be? I think having bad matchups is a necessary evil if you want interesting and deep mechanic. Sometimes your strengths can be used against you and that is fine. If it is just a master that counteracts another, it is not so bad, what we should watch out for is single models countering a masters mechanic, because then we definitely cannot take master X into faction Y. Also, in a single master tournament, if I take Kaeris and my opponents happens to have chosen Sonnia, thats just unlucky. It is not as if Kaeris is not able to take on the guild, just one master.
  8. I got three Fate Decks with my Pledge: The one in my Allegiance Box was the "earth side"-Deck that usually seems to be there and is card board The special Kickstarter one that every backer gets is also card board The allegiance specific deck you could also order with the Kickstarter as an addon is plastic
  9. Prince Unathi has an action called "Field Test". It makes a fireteam take a prototype action, then draw a card. Question is, does this actually require an action to be taken? What if: The fireteam does not have a prototype asset attached? The fireteam has nothing in range of it's prototype assets action? I do not want to discard a card to use the prototype assets action? Or, easier, can I use the action to just draw a card? And if yes, what would be the necessary circumstances? This quote from the rulebook I found seems to allow that: "ADDITIONAL ACTIONS Some Actions (or their Triggers) are capable of generating additional Actions. If a Fireteam is unable to take an additional Action (perhaps because there are no targets within range), the additional Action is ignored." (page 23)
  10. We kind of have that in Kassa, supporting titans in particular. More variety will come with time.
  11. Depends on whats in there. If he is talking about his experiences in the beta, that should be fine. If he is reading the beta cards, that would probably not be fine. Also stupid, as everybody gets the cards next wednesday.
  12. You cannot. The general timing of abilities does not permit this (see Page 46 of the big Core Rule Book). The mage, as the defending model, has to resolve its abilities before Fitzsimmons, so Arcane Shield triggers before Protected by the Union. Still Armor +2, but not to 0, unfortunately. Still I really like Fitzsimmons in a Ironsides crew. I usually give him Armor +1 with the Steamfitter, instead of Toni, because he is a priority target. He makes the crew so much more survivable, and hits well enough for his pricetag.
  13. To add to this, if it's true that models lose damage across the board, this also changes the equation, as the lower level models are hard pressed to lose lots of it as they will propably keep their min damage of 1. So this will in theory hit the elite models harder than the "chaff".
  14. I think, a lot of masters will keep a good amount of their theme and will take it over to M3E. You can check the description of the masters on the faction pages here to see if the theme checks out for you going forward. That said, M3E is a good amount of time away, so even with masters that may not interest you going into M3E, you will have quite some time before that comes around. I for one would think if you want to experience new masters now, in M2E, or if you are comfortable with the masters you have, and not think too much about M3E for now.
  15. I agree with you that it would open design space. If masters did have different costs, then it would make sense to hire them for their costs instead of getting them for free, as it is now. I have three qualms with that: - The final goal should be that all masters are equal in power. That is a hard to achieve goal for sure, but if done right, there should be no difference between buying the matser and getting it for free. - The master, at least in fluff, should be the one putting together the crew. Paying for him/her makes no sense in that regard, so if we start paying costs for t5he first master, we have a slight disconnect between lore and game. - If models start to cost more, the whole system gets harder to process. I know of a lot of people, that even now like to use the app to calculate their crews costs, but I like that (at least) I am able to calculate it in my head. To 50, this is mostly no problem, to 100, this would be a lot harder. I played Legion, which goes up to 800, and I really don't like that. Also, +1 for out of faction is not fair, as it is a different percentage in regards to the models cost, but it is easy. And I think that is important as well. As to the whole merc tax discussion: I don't think it is fair to compare three models of 4 SS each to one of 12 SS. Yes, with the system in place right now, it would be benefical to hire the one over the three in respect to the tax, but what is not taken into account here is that a 12 SS model has usually a completely different role than a 4 SS model. Will this lead to more expensive models being hired out of theme than cheap ones? Maybe, but I think, as a whole, out of theme models will be hired because either they fill a role that is hard to fill in theme, or they are just that good. In both cases, the cost is irrelevant, and they are worth the one SS more than they would cost otherwise. One thing I am worried about is the fact that masters seem to be 14 SS models that are balanced including their totems. So, for 14 SS you get the master plus their totem, which is either a fantastic deal, or masters are not as powerful as they should be. I hope this gets sorted out in the playtest.
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