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Everything posted by spooky_squirrel

  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 the core rules outright state that the Combined Arms Titan is a Fireteam in the Squad. Perhaps a clarification on the difference between Squad Fireteam and Fireteam (with)in a Squad should come up, with Squad Fireteam being the base Fireteam(s) for a Squad, as well as an explanation as to why these two are different. The current implications raise more questions than they resolve.
  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 stuck in combat for a long time if you don't allocate resources to work around it. It's colored our impression of those two models/units. We have not run multiples, let alone spam-level multiples of them against each other. Nor are we likely to, because we like to play the game and not the gimmicks. I can see why people are concerned about Rhino spam and action/activation attrition when Rhinos are on the table because they immediately become less frail when you have to kill more than one. It's still not hard to erase one early, but it does take resources to do. Two of them take more resources, especially since the Cult player will likely have enough time to put the second one in Glory after you kill the first one.
  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. The Lord of Steel can quickly cover the distance and outright Wound the Rhino (Strength 5 base) without needing a Tome in hand to guarantee it. My favorite: Nuke it from orbit before it has a chance to go to Glory or do anything, especially Advance or Rush. Mechanized Infantry's Combined Arms Fireteam is brilliant for doing stuff. That Battle Cannon has a built in trigger for knocking Shaken Tokens off of the Rhino even if you cannot use the tokens, which dramatically reduces its toughness when it's in Glory. You get this just for hitting the Rhino, before you worry about hurting it. It's also Strength 3 piercing (base), so you need one of the two cards flipped to be a 2 or higher or to have enough of a Margin to go to Strength 4 (or take the action again with the Versatile Tactics trigger). You can do this from 36 inches away. If you happen to have a Flare Gun on the Squad, you can be taking the Battle Cannon shot at an AV of 7 instead of 6, giving you an improved chance against the Rhino. If it's not in Glory, you can use a Shaken token to get an improved Margin to give you an even greater chance of getting those Margins. Rail Gunner, especially if it's already in Glory, is stupendously good for this. AV 12 vs Df 5 with a Margin 3 trigger for bumping your strength means that you have a very strong chance of being able to kill the Rhino even without a Tome. Getting it into Glory while still having the ability to shoot is potentially tricky, but we've got tricks for that. Like Unathi having them use a Prototype (and they only need a Tome on success to go to Glory). If you get desperate, Detonate Soulstone does a Strength 5 hit, which is enough to crack Armor and inflict a single Wound. Trading a hurt Fireteam to kill a Rhino isn't a bad trade.
  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 would spend all 3 of those Scrip handily if you're replacing a 1 Scrip Asset..
  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 for the scenario? I see discarding a card to keep Thunderstorm in your hand, instead of discarding it. Speckled Crawlers may discard a card to gain Piercing on a S2/3 attack. Barbed Crawlers may discard a card to gain Piercing on a S1/2 attack. Non-GH specific card discarding: Binh Nguyen (Court Envoy) may discard a Crow to reduce damage to 0. Icon of Ancient Power grants the Ability to discard a card to shed tokens. Unchecked Magic allows you to discard a card to have an additional different Squad take an action. You have some in faction card draw if card cycling is something you consider important enough to work into your company: Swarm of Bottom Feeders (Asset, Champion only, has Frenzy written all over it) allows card draw on killing a Fireteam, two if it was a Titan. Barbed Crawlers in Glory have a trigger to draw cards on their Launch Barbs Ability. Out of faction, but available: Binh Nguyen (Court Envoy) has a trigger to draw cards on killing models. That trigger is built in on being in Glory. Uncanny Instincts allows you to draw a card when the Commander activates, in addition to the always Cheating Fate second. Resource Management in general is figuring out what you need as well as how to get it. If you don't need a full Control Hand (or a Control Hand at all), then there's no reason to worry about buying cards. If you're using Abilities that allow you to flip two cards during duels, having the ability to Cheat Fate doesn't matter as much. If you think you need to use one of those six things that require discarding a card in order to score on Objectives for the Operation, then yeah.. buy those cards because they will help you run the scenario and potentially win the game. Or construct your Company so that it has some card draw built into it. Otherwise, the resource management focus might steer you towards using those Tactics Tokens for other things that will help complete the Operation.
  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.
  16. Artillery is traditionally a harassment and interdiction asset. You park it as far from the front lines as you can, and you use its fires to force or restrict movement. For 3 scrip and parking it on a hill or other elevated location (which changes LOS as @Clement already mentioned)... ...it can change how your opponent does things. Even if you aren't elevated, if they're constantly trying to keep the Titan screened from your Artillery, they're restricting their own movement. If you are elevated, then it makes it extremely dangerous for your opponent to move the Titan into places where it might get more work done. This is not a mode of play that matches everyone's playstyle, but for people who like this mode of play who are looking at a table that supports using Artillery, it can be very effective. If your table doesn't support Artillery (i.e. no elevated terrain in your deployment area or lots of LOS-blocking Terrain in the middle that's not also Low Terrain), then yeah, its use will be limited.
  17. Every one of the main Titans except for Horo is Df 3. Horo is Df 4. AV 3 versus Df 3 is a straight flip/cheat comparison, so that's not all that bad to begin with. Its utility improves dramatically if you get it into Glory. So it's not super bad in the context of Titan hunting. It's not the AV 5 of the Area grenades of Grenadiers, which happen to be Strength 3. It is the AV 3 of the Strength 5 (Piercing) Grenadier shots, with a 48 inch range. Additionally, if we look at the Armor ratings of different Titans (12 for Horo, KH, and DN, 11 for AC, 6 for Gory) S3 shots only crack Armor 12 on a flip/cheat of 9+ (21/54 base, but cards are already flipped so the probability is different depending on what cards were flipped), while S6 does it on a 6+ (33/54). To do 2 Wounds with a S3 shot, you need the Red Joker. S6 does it on any Severe. So it depends on what you need out of it. If you just want to disable Assets with a slightly higher probability of hitting while being well within the threat range of the Titan, AV5 S3 shots might work out for you because you have a better chance of hitting in the first place in spite of the lower chance of damaging. The real weakness that I see in it is it may not shoot at Fireteams within 8 inches of it.
  18. The trade-offs on that are what I've been thinking about with templated builds. I could conceivably get 8-9 Tactics Tokens a turn (Unathi + Medal Of Honor and Hand Held Recording Device gives 3, Kassa with envoy and her KE Asset gives 4 but cuts off bringing Thrace/alternatively Kassa with HHRD and Envoy in Thrace, and Computational Brain on Dreadnought gets me all the way to 8, MoH on Kassa brings it to 9), but it cuts off my options a bit to a lot depending on Operation and opposing force and it counts on those Assets staying up. If I bring Lord of Steel, that's one less Tactics value to draw with, but discounted prices... and getting him MoH makes him less resilient and less capable of running Objectives for me. It also means that by inflicting some damage, not even lethal amounts, just some damage, my GH opponent can bring my Tactics Token draw right back down or cut off my card management. Cutting off my card management means that I can't just shrug off Tactics Tokens for cards, and Thrace means a little more cost up front to make things happen. So while I can conceivably get more Tactics Tokens and thus be able to do more breaking away from things like the Alpha Crawler, I do so at force composition expense and greater risk of being interfered with by a canny GH player, because I've now tied up 13-14 Scrip (little over a quarter of my available total) in Assets that will be shared between 3 Champions, a Dreadnought, and 2-3 squads. Ideally I want to be a bit lower than that, even if only 10-11, as that gives me enough room to bring in things that will get work done on the battlefield--because the money sink of up to 24 scrip (w/ Dreadnought and Thrace cost) means that half of my force is dedicated to getting Tactics Tokens and managing the card draw (need 2-3 squads for the 2-3 Engineers for more card draw to make up for card use). Instead of, you know, the Operation. I end up missing out on bringing specialist Squads and Fireteams that do lots of work because I'm counting on Tactics Tokens to carry the day. Which makes life easier for the GH player when it comes to target priority with the Alpha Crawler. It goes after the things that might complete the operation, while Karkinoi and either Horo or the Frenzy go into the things with the Assets and breaks all the Assets. In the meantime, their Striped Skulkers and Yarazi are running objectives unmolested because.. well.. I don't have all the Unit tools I need.
  19. Thrace is granting an Action to a Squad. She checks range to see if a Squad has at least one Fireteam in range, and if so, a Fireteam from that Squad then takes the Action. The consensus that we reached was that once any Fireteam in that Squad took that action, then the singular Action granted to the Squad is complete. Granting an Action is different than modifying an Order. Modifying an Order is not granting it an Action. With the Rush Order, Squads are not doing a single melee attack, they have the restriction that normally the only action that may be taken is a melee attack. Due to the wording of "instead of" this Ability modifies the Rush Order, thus you replace the portion of the Order that says "a " with "a " which changes the action restriction as a part of the Rush Order. I agree that the wording could be clearer, perhaps to language more along the lines of "[Rush Ordered Squad may discard a card], if it does so then after moving, every Fireteam in this Squad takes a Action if able." ...which explicitly substitutes in the modification I described above, but is clumsy about it.
  20. Thrace is granting an Action to a Squad. This modifies the Rush Order, which limits Actions available to a Squad as a part of that Order, note the key word "instead" in the Ability.
  21. Looking at page 17 of the PDF: It follows that Fireteams placed by the Dimensional Instability (DI) Ability have moved as a result of DI and thus moved "in that way" and may not use any remaining movement for their Advance/Rush Order.
  22. One card for the whole Squad. The text of the Ability granted by the Allegiance card answers this explicitly: The Squad receives the Rush Order and may choose to discard a card. If it does so, it can shoot instead of stabbing at the end of the Rush Order. This Ability modifies the Rush Order itself (pg. 21 of pdf): Since both the Ability and the issuance of the Order refer to the Unit level (Squad), the modification affects the whole Squad if the cost of discarding a single card is paid. If the Ability were worded "King's Empire Fireteams in this company" then it would be one card per Fireteam in the Squad. There are deeper implications of this wording than just making it more expensive for a Squad, but that's for another topic.
  23. Makes much more sense now. You're still feeling out force composition and how to plan your own placement on scenarios. There's a lot of depth to the game beyond "what should I hire" when you start accounting for your opponent's faction and the Operation. With Single Commander games on a 4x4 board, the Operations that feature player-placed Objective Markers will play out quite differently depending on how they are placed. In scenarios like Supply Cache, where your opponent is trying to destroy the markers you place it's in your best interest to place the markers as far back from the center line and as far apart as possible in general. If your opponent has things that deploy outside of the Deployment Zone, then you'll also want to think about the limitations on that special deployment and plan your Objective placement accordingly. As @solkan said: beware of early exchanges. I mentioned a scenario above where 3 Tactics Tokens net 2 VP on the first activation of the first turn. The issue there is that those Infiltrators are on a suicide mission, and different factions will have different levels of enthusiasm about it: Abyssinia will take advantage of the Df4 to get their most dangerous stuff into Glory (just need a margin of success or a Tome on a Prototype). I mentioned Inspired rewrites of history because at the last event at my FLGS one of the Aby players did just that to win the game: Gloried Electrocutioners nuked Objective Markers (using inspired tokens and hand set up by the Aby card draw engine), nullifying his opponent's entire gameplan halfway through the game. KE Allegiance will get themselves to Glory a fireteam at a time With Advance or Focused Effort Orders and picking off a single team as part of it; they have the whole turn to do so and will have a much easier time making up those VP as a result. Any other elements that were planning on running Objectives will have to worry about a Gloried Margaret Belle and Gloried Royal Rifle Corps picking them off, even as the rest of the opposing KE main effort plays the scenario on their planned schedule. Gibbering Hordes will also have less concerns about this exchange, because that early lead from you lets them get their Stratagems cheaper and they likely weren't going to be getting their VP scoring on until late Turn 2 or even Turn 3, after they've ripped the heart out of your ability to stop them. Something nasty and clawed/toothy will happily scamper up and engage those Infiltrators, knowing that any real effort at countering them will cost more resources (cards, Tactics Tokens, Actions/Activations) and that even if the counter works, those gribbly fiends will be back the next turn... because what better way to use the discount savings than to plop some those recently dead Skulkers right back where they present a continuous lurking threat? Cult has movement shenanigans that outclass the Infiltrators, even outside of the ECB. They'll even out the exchange by gaining their own 2 VP at the cost of 2 Tactics Tokens over the course of the turn, putting them ahead on efficiency right off the bat, which will really start to show in later turns. It will also likely be very painful to not just your Infiltrators, but anything near your own Objective Markers. In a tournament with players of varying skills and time limits there's a possibility that the game won't make it all the way to turn 5, but when that's the case, the scenarios and balance don't work. GH attrition play, for example, really starts to sink in in Turn 3, when their first assault wave has had a chance to Endless Numbers back in and take advantage of Reinforcing at least once and start playing the scenario more; their trading half of their Company for half of yours works out to their advantage in the long run if you're not playing GH as well.
  24. As solkan: Equally confused. Perhaps the opposing player did not think about their Allegiance's strengths and weaknesses when placing markers? If that's the case, then the issue isn't Advanced Deployment so much as it is player experience and knowledge. Best case Scenario for deploying with the friendly markers somewhere safe-ish from Infiltrators is Corners or Killing Field, because you can put them both in your deployment zone where Infiltrators cannot easily reach and your own units are near enough to deny the Morale Action/interact. But every other deployment option will let me place the markers far enough apart where you're only getting both of them with Infiltrators if you're using two units of Infiltrators unless we're playing a Single Commander game on a 4x4 table; even then I can still have them up to about 20" apart on Confrontation/Killing Field deployment and have at least one of the markers in your deployment zone under guard in Corners/Sideways. So unless I do something silly and place my friendly supply markers at exactly 12" apart, at least one of them will be safe barring multiple units of Infiltrators.. and even with multiple Infiltrator units, the second Marker is safe unless the KE player is willing to spend a Tactics Token to make a Coordinated Strike and.. well.. they've spent three Tactics Tokens at the start of Turn 1, which means they're either not holding cards or not sitting on a juicy Stratagem. I hope those 2VP were worth it. At Df 4, they're not going to be the most resilient wall of bodies and I'll lose nothing in turns of Actions if I give the Focused Effort Order to Mehal Sefari or Electrocutioners to go to town on them. The Infiltrators might even make it easier for me to get to Glory, draw cards, get Tactics Tokens for advancing one or more Champions, or even blow up the KE-friendly supply markers no matter where they are on the table with an Inspired rewrite of history. I don't need mobility (though I have it in Crow Runners, Marauders, Bosotho Cavalry, and The Lord of Steel), I just need to hamstring yours in this scenario.
  25. I play Aby, and I'm always feeling like I don't have enough Tactics Tokens. I've even restructured my initial hiring thoughts to enable me to get more Tactics Tokens by hook and crook if necessary. Yes, the Electrocutioners are brutal if they get into Glory and get rolling. The Stratagem that gives a 15 and all suits costs 4 Tactics Tokens (Unwaivering Resolve). Machinations (Aby-only Stratagem that gives my units more flexibility and effectiveness for a Turn) costs 6 Tactics Tokens. At best I can get a 2 Token discount for being behind on VP and having the Lord of Steel (Tactics value of 1, restricting my Tactics Token draw during the turn). Being Earth Allegiance, I'm also likely to be bringing Medic!, Expert Training, Lion Among the Gazelles, and Behind Enemy Lines. If I bring those, I'm not bringing Overclocked and other Stratagems that might see some return on investment. Assuming a two Commander Game with Lord of Steel and Prince Unathi, I get 6 Tactics Tokens at the start of a Turn, to use in buy Stratagems and cards. During the turn, I get 3 Tactics Tokens total for activating both Commanders at least once. There are other things I can do to get Tactics Tokens, but these are the things that are effectively guaranteed on Turn 1. On Turn 1, UR costs 3 Tactics Tokens. Say I spend that. That gives me, for the cost of 3 Tactics Tokens a one time use cheat card that's better than even the Red Joker. To use it, I have to be able to cheat. To make it worth while, it needs to be on a duel of consequence. I might need to have a Tactics Token set aside to force a reflip, just in case that duel happens to have a Black Joker come up on the normal flip. If I want to use it to maximum effect on my Electrocutioners, I also need to have two cards already in hand. I cannot guarantee that during play, so I might want to buy those two cards up front, just in case. Gives me some flexibility in case I need to Cheat Fate in order to make things happen. Especially since I need those Electrocutioners in Glory to maximize their lethality. That's 6 Tactics Tokens accounted for, just for that Stratagem with that unit. That means that I'm counting on Unathi's and the Lord's Tactics Tokens to cover anything else that comes up, including scoring/denying objectives and disengaging from contact. I'm not thinking about Coordinated Strikes here/now because I'm usually trying to keep those tied to Commander-set-up plays, which don't require the Token. If you force me to spend those not-yet-in-hand Tokens getting my Dreadnought or Mechanized Infantry out of melee so that they can shoot stuff, I don't have those tokens available to score on Objectives. If I don't spend those Tokens getting my Dreadnought or Mechanized Infantry out of melee, they aren't able to do the job I hired them for. It's a lose-lose scenario for me--one that I have to account for even before the game starts. Also: because they're not yet in hand, you end up forcing the order in which I activate my stuff just so that I can have at least one in hand in order to disengage in the first place. I know that it doesn't seem like much to lose a turn of scoring when elite troops in Aby can potentially score the following turn, but let's widen the scope a bit. You've got 10 scrip in Titan and Assets charging in and tying up a portion of my forces, forcing me to respond to it. That leaves you with 37-40 scrip in other Units and Assets (depending on whether you have Horo or not) to play to the Operation. If you're running The Frenzy or Horo, there's another 2-3 scrip being used to keep me responding to what you're doing, leaving you with still more than 30 scrip in resources working towards the Operation. If you picked your target well, you're tying up 8-10+ scrip worth of forces that cannot reliably fight back and forcing me to respond with elements that can more reliably fight back, potentially tying up half of my forces or more in a fight at my own deployment zone. I've run into this scenario with Gory doing exactly this sort of thing where she ends up in the middle of my guns, forcing me to respond to her instead of the rest of the Cult. Every turn I'm putting resources into dealing with the Alpha Crawler being in my business, including Tactics Tokens, is a turn that I'm not scoring. Hordes' attrition play means that they're more likely to score more points later in the game than Abyssinia by virtue of being able to bring back their workhorse elements and keep the pressure on. Once you kill one of my shock troop squads, it's gone. With the listed Stratagems, the only thing I can bring back is Bosotho Cavalry or Crow Runners. I need to be putting pressure early on because eliminating GH Squads doesn't stop them from being able to affect the battlefield later in the game, so I need to be pushing for board position and VP scoring/denial early on to make up for the fact that I won't have either later. So the rest of your Company having the ability to maneuver and potentially even score early because my attention is sunk into that Alpha Crawler ends up giving you an early momentum edge that's hard for me to take back. If I fall behind on VP against Hordes and have nothing to show for it, I end up feeling like I need a turn in which I have Gloried Electrocutioners at full strength, Unwaivering Resolve and a Red Joker in hand, a full Control Hand, and Expert Training and Machinations ready to drop, as well as Tactics Tokens to spend on Objective markers just to catch up and get enough of a margin to not fall behind again. Note: it's not what is really required, but that's the sense of pressure that comes with a small elite crew against the greater numbers of a horde. What it comes down to (from my perspective as an Aby player) is that your Karkinoi, Striped Skulkers, and Yarazi all do a lot of work when they're allowed to. The Karkinoi are part of the whole Glory Engine for Hordes in addition to be extremely hard hitting and hard to deal with when they get Reinforcement Tokens and Gloried. Striped Skulkers are a pain to remove in the first place, and can pop up anywhere you want them even if I do succeed in wiping them out, allowing them to control board position. Yarazi are fast moving Objective runners. If these units are able to get into position without my being able to do something about it, they're going to win you the game and they don't stay dead. I need to deal with them, and if I'm already behind, I need to deal with them in a massive hurry and hope that I have enough steam left over to try and get those VP. That's the strength of Hordes: being able to put units like those three right back into play after they drain a significant amount of resources from your opponent: Actions, Activations, whole Units, cards, Tactics Tokens because they are too effective at what they do to be ignored. Then you put an Alpha Crawler in my face so that I have to ignore them for at least a turn.
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