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spooky_squirrel last won the day on October 10 2017

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  1. She's commanding the Mechanized Infantry Squad, whose player selects a Fireteam to perform the action. Valid Fireteams--barring an FAQ/errata entry that partially unwinds the core rules assertion that the Combined Arms Fireteam is a Fireteam within that Squad for all intents and purposes other than its own stats and abilities, and as clarified in a FAQ already: look out, sir/ma'am "saves" for Champions --include the Combined Arms Fireteam.
  2. Hence my asking why not. The Squad Fireteam clarification seems to be for the purpose of making it so that a Champion cannot get a "look out sir/ma'am" save from a Combined Arms Titan, which makes sense as having a Titan leap in the way of an incoming shot isn't nearly as feasible as a normal Squad member. It's also the only area that uses that specific phrase. Interpreting it to mean that a Combined Arms Titan cannot take an Action for the Squad as the result of something that says "Squad takes an Action" or "a Fireteam in Squad takes an Action" feels like a stretch, especially since th
  3. Ahh.. that seems more like an errata thing than an FAQ.. since the rules state that it functions as a normal Fireteam in the unit it came with. Under the Champion Rule it directly references the term "Squad Fireteam", where Thrace's ability does not, though there is implication on range checking that might fall under it.
  4. The Combined Arms Fireteam from Mechanized Infantry? Why not? She commands the squad, with the only limitation that it be a Squad with at least one Fireteam in that 8" range, and that Squad takes a action. Mechanized Infantry is a Squad (keywords on its card), and per the rules the Combined Arms (Walker) is a Fireteam in that Squad for all intents and purposes other than using the stats on its own card and not the base Squad stats. Page 11 of the PDF:
  5. Marauders definitely take a lot to kill and can do a lot. My opponents would always focus fire on the Marauders or move to deliberately tie them up with something that would take a long time to fully die. It caused me to start reshaping my own play to bring in more Tactics Tokens (break away with one of those instead of spending activations). Their adaptation to my single Marauder happened to sync with my own adaptation to their single Rhino. We learned that a single Rhino is quite fragile against elite elements that can set their hands, just like we learned that a single Marauder will get
  6. There's a few things we can do: Make use of card draw mechanics to get a Tome to hand to cheat on damage. Make use of Margin triggers to improve the Strength of the attack to Strength 5 (5 + 0 versus Armor 5 cracks Armor, does a wound). Magic Dampeners will make the action harder to succeed with in the first place, especially if it's not yet in Glory. It can also mess with other Cult shenanigans, so might not be a bad take in place of an extra Mounted Gunner. Area attacks spill damage onto them, it's not a Penetration Flip, so Cinnamon's usual protection doesn't kick in
  7. I say the thing like that's the only issue.. 😂 Electrocutioners would get an absurd number of attacks pre-errata/clarification.
  8. Fortunately Thrace, Unathi, and Overclocked are separate cards and have separate costs. Thrace and Unathi cost precious actions during limited activations, and Overclocked costs a few Tactics Tokens. The thing that makes Electrocutioners bonkers when attaching multiple Prototypes is that Unathi would get two cards relatively easily on his draw without having to discard to use the Prototype attack. Since they can only be used once per activation, it calms down a little bit.
  9. Which is where token management and manipulation comes into play. There's stuff for handing out or removing tokens beyond just spending them. If you can hand out any token of your choice on an attack, handing an inspired token removes one of the shaken instead. Then, a later attack that knocks the Rhino from glory lets you use the last remaining token to increase your margin so that you can bump the Strength of your attack. Then, as a Cult player already mentioned: cheat in the lowest workable Tome you have that'll let you do enough damage to remove the Rhino from play.
  10. You have 44 Scrip in models listed, leaving you with 6 for upgrades between 2 Commanders, a Champion, and a Titan. So if you drop one unit of Portals it leaves you 9 Scrip for 9 total Upgrade/Asset slots. Retnab has a good start from what I've seen. I'd put at least one Snapping Head on Gory, generally two. If you don't go with two of them, the tail upgrade that lets you move after using a Portal to place will guarantee that she can get into the thick of things, and once it finally is broken you can replace it with a Snapping Head. Uncanny Instincts is another good one to bring, which wou
  11. With your Titan's Df 3 and Ar 6, no. Fast Regen is nice, but it's even better when you're doing the flip on Snapping Heads. That way if it doesn't work, you didn't lose anything important (and can get back during the course of the game). Basically if you're up against Aby, we're either getting enough of a margin to bump our shots' Strength up (AV 5-6+ vs Df 3; if you are cheating, it's to avoid Margin triggers) or getting a suit trigger of some kind. Either case is potentially bad news for her if she doesn't have additional Assets.
  12. As @MuMantai mentioned, against Aby you might consider dropping the second Stalking Portals unit. In my local group the Cult players worry (rightly so) about giving us an easy target to do things to. Not just on margins, but on a wider range of Tomes on our Prototypes (Flare Guns especially) that are likely to succeed.
  13. Ooh, good catch. Will amend post. I mainly focused on the in-faction. I definitely see more use for stuff with pulling in some Cult shenanigans.. and yeah, on borrowed attacks (even in faction, borrow the Karkinoi's) the piercing becomes much more valuable.
  14. What @Thisendup said is a good approach. It's the same approach I use on the other side of the table as an Aby player. As an Aby player though, I have abilities on effectively almost every unit that require discarding cards (Prototype Assets), so an aggressive card draw engine is the sort of thing we build in. Cards are also the resource that Aby gets an advantage on, where GH gets bodies (all the bodies). You also might consider bringing in the Court of Two Envoy just to have another source of Tactics Tokens. For the abilities that require discard a card to use, what do those abilities do
  15. Good. They needed to do something like that in order to protect game balance. With all the cards at our disposal, it makes Electrocutioners absurd.
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