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KingCrow

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KingCrow last won the day on November 11 2018

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About KingCrow

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  1. Did not realize that you can use the ability multiple times until you mentioned it but completely makes sense since it doesnt state any use restrictions. A few questions, if I declare this ability twice do I get two soulstones back for killing the model? If the positives to attack and damage stack, it seems that this should as well. Or would it only work that way if I declared this ability vs two different models and killed them? If the enemy model is not killed after using this action twice, do I suffer 8 damage? Thanks!
  2. One thing I have noticed about the Terracotta Warriors is they're good with Asami. They're able to use A Mother's Love to take Flicker Tokens off of Oni and give Focused +1. Also, since her summons are killed, its possible to replace the TC with a previously killed summon. Of course that's usually if you dont want to use that Mask for Asami to summon. For the Emissary, its bonus action to redraw cards has been invaluable in many games I've played, especially with Asami. I usually hire the Effigy and "grow" it to the Emissary but by that third turn, being able to redraw cards is a amazing ability made even more so with its trigger to draw up to a larger handsize. I took Fuhatsu into Mama Z once and forgot to put the Stealth upgrade on him so he was being used by my opponent to shoot my crew since he has a WP 3... still was able to tie that game. Probably always a good idea to put the Stealth upgrade on him. Always bring a Tanuki. Always. I ran a Lone Swordman into an Archie the other day... ended terribly. Seems the Swordsman is best suited for hunting down those cheaper non-minion models.
  3. Not sure I'd this is where I ask (if it's the wrong place, could the mods move it to the proper place?)... but for anyone who's in the know: Will Wyrd be making an appearance at Origins Game Fair in Columbus, OH this year? Curently I see no events but figured I'd ask. Plus I need to know for work scheduling purposes. As a follow-up, if Wyrd is present, will there be a M3E tournament?
  4. Not sure I'd this is where I ask (if it's the wrong place, could the mods move it to the proper place?)... but for anyone who's in the know: Will Wyrd be making an appearance at Origins Game Fair in Columbus, OH this year? Curently I see no events but figured I'd ask. Plus I need to know for work scheduling purposes. As a follow-up, if Wyrd is present, will there be a M3E tournament?
  5. Amina was an experimental hire as her aura was there to be a deterrent against the Neverborn charging my weaker models (Raspy and Silent One), useful with defense by giving out Shielded +2, potential to get back SoulStones, repositioning (with expected card draw in a game of Reckoning), and the lucky Obey. I think Amina is a great model to have beside Raspy (and squishy models) for protection against crews that cannot teleport beside them and hit for min 3 damage. I think I may definitely try her again with Raspy. As for the Rider, I tried to get off Revelations but due to poor card draw my last turn and a good suit call on Euripides Df(?) trigger, I was down to zero cards when I attempted the action. The fates mocked me by flipping a five. This was my first game playing Raspy and it was a fun game. I thoroughly enjoyed Raspy and think she is in a great spot. Being my first game with her, I definitely made some tactical errors but I do plan on playing Raspy more in the following months to get a better handle on her and her crew. Euripides and crew are one of the tankier and heavier hitting crews I've played against (granted I've only played about 6 games of M3E) although it was probably more so because both crews were summoning Ice Pillars.
  6. As a Marcus main in M2E, Alpha was one of my most used abilities that swung games in my favor multiple times. I just wanted to say farewell to the enemy control-based Marcus and can only hope that a future alt-Marcus card gives him control abilities akin to Alpha. Are there any other playstyles that people are sad to see disappear?
  7. KingCrow

    Mech Rider

    It seems to me that the Mechanical Rider is meant to confer AP manipulation/force multiplier. What if its final trigger read something along the lines of... "All models within range immediately perform a non-bonus action controlled by this models controller. Models receive a positive to any duels they perform." Would probably have to give a resist WP (maybe enemy constructs get negatives for flavor?) for enemies within the abilities range to make it fair. But could you imagine riding up into a great melee and using this action to manipulate the whole field around the Rider? Especially now that charges are only a one AP action. Maybe not as great as that irreducible damage, Slow and Burning from the Guild's Rider but I think this would put the Mechanical Rider closely on par with the others while staying in flavor. Would purposefully allow Masters to be targeted with this as well... but maybe that's too powerful?
  8. Also, I've had a thought about Marcus that I've been kicking around for a while. What if instead of Marcus being able to hire Beasts from his faction of choice as Versatile, he gave hired models the Chimera keyword (or Beast characteristic). This would represent his control over the evolution of creatures and such. Marcus is one of the few models that seems to rely almost 100% on the keywords of his crew. If you want to branch out to throw a little curveballs at your opponent, you are double slammed with paying the extra soulstone cost and not being able to interact with them via Marcus and multiple other models in the crew. So, with this ability, you would still pay the extra soulstone cost but would benefit from keyword synergy with Marcus. It would give him some versatility in hiring akin to how he plays in game. I realize it's late in the beta but Marcus seems to be doubly hit with his current rule set and I feel like this would help offset it. I also realize that this would mean having to balance a whole faction vs a few models... but it's better than balancing vs all Beast models in the game like back in M2E. Lastly, the upgrades put on those hired out if keyword models are basically "forever upgrades" as there would be no way to really get rid of the upgrades on them until they die. So, thoughts?
  9. With Marcus's new ability to draw cards when evolution upgrades are discarded, it seems that his struggle with cards in hand is no longer an issue. In fact, he can have a good card rotation every turn! I'm excited to get him on the board fo see just how well this helps the Chimera crew. I personally want to try the Mechanical Rider to give out Masks to the crew as this would allow Marcus to give up to 6 upgrades a turn. Plus, a lot of the other Chimeras have good triggers on Masks. Even with the cost bump, it might be worth it.
  10. Paul Crocket has the Coordinated Attack trigger on a on his Long Carbine attack. He ignores Friendly Fire and Concealment with this attack as well. He also has the ability to discard a card after damaging an enemy to allow a friendly Beast to take a action against that same enemy. So you can basically get 6 attacks with two AP, with proper positioning and card discard (which isn't too harsh of a cost with Marcus's new ability). So, my question is, what is the easiest way to abuse this? Ranged Coordinated Attack is a huge trigger that would allow for some insane amount of damage... or at least the opportunity for some insane amount of damage. The Mechanical Rider can let him add a mask to his duels for a turn but then you have to ensure that Paul stays within 6 of the Rider to gain the benefit. Could also attach the upgrade onto him that lets him spend soulstones, but then you're using soulstones that you might need to prevent damage onto Marcus or other such things. Those are the two ways that I've found that could really hike this action and trigger to the next level. What are your thoughts and can you find any other ways to "break" this? Edit: After taking a look at the Chimera crew, it seems that almost all of them have good triggers (such as Marcus can potentially toss out six upgrades). Perhaps it would be quite beneficial taking the Mechanical Rider. Will have to test this out.
  11. I played a game with her last night as a secondary master to Sandeep. Her new action to push around the Pyre Markers is strong (really drains cards from your opponents hand). Overall, it felt like Kaeris was still a "slow burn" master... meaning she took a lot of setup and did very little the early turns but killed my opponents two masters turn 4 and 5. Kaeris's passive increase in burning condition on my opponents models really helped with that feeling of "slow burn." I'm not against her playstyle as a buildup master... it's just I'd prefer if her crew went one way or the other with burning. Either have her crew use it as a resource with using Burning on themselves (decrease their own burning to add damage to their attacks, decrease burning to get positives, etc) or try to put it on their enemies. Trying to put it on both crews is difficult (although the trouble is slightly alleviated with the Pyre Markers). As for the Battle Report, my opponent should be posting it within the next few days. FYI - Arcanist won 8-3 (even though Parker got back 5 soulstones for basically nothing in the 4th turn... it was some bullsh*t).
  12. This is exactly why I was wanting to play these two masters together. It seems an easy way to spam all the Pyre markers and with Kaeris now able to move the Markers... I imagine it will be easy to always have Burning on models. I'm just honestly surprised that no one has played them together yet to try and break the two masters synergy. I haven't seen it in the CB or OB... could've missed it though. The thing about TDB's is that the Injured condition would then only be applied during the enemy models activation which is good for reducing their offense but is bad when you want to get the most out of the condition. Perhaps this is a weird way of debuffing enemy models but it's lacking in how other master's/models get to use the Injured condition to it full benefit. So yes, in regards to my original question, it seems that Sandeep would be the proper Master to lead.
  13. Which do you think is a more effective leader if you took them both in a crew? There seems to be such good synergy between the two of them and their crews that I'm surprised I haven't seen more of them being used together. I hope to run them together in a game next Tuesday and was curious as to what the general consensus would be. I think that Kaeris leading might be the best way as their builds currently are and having to pay for Sandeep and Banasuva would be a good, but expensive, investment. Sandeep basically becomes a huge enabler of the Fire Golem and Gamin and Banasuva allows for the creation of a stupid amount of Pyre markers.
  14. The main issue with only targeting a single Pyre marker is that her Totem already does something similar (pulse to do 1 damage and burning 1). My thought was maybe have her target Pyre Markers equal to the turn number and have the models take the duel. With the increase of Pyre markers, it makes it a real master level ability. I also think it should target friendly models as well as most of Kaeris's crew likes to be on fire. Make that whole "Wildfire" keyword show its indiscriminate nature. I do like the triggers on your action tho
  15. Sooo... I just looked at Reva after hearing that she plays with Pyres as well and WOW! Her "The Unquiet Dead" ability is bonkers. That ability sounds like something that Kaeris should have, especially with the triggers too! It legit seems like Reva and Sonnia have all the "wow!" abilities that deal with Burning and Kaeris just kinda got the "meh" abilities.
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