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Gnomezilla

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Everything posted by Gnomezilla

  1. Most of the heal-on-death infinite loops get immediately bonked on the head and dragged off to the rules forum to check against the general timing chart. Black blood going off in step 5, before initial death check at 6A, is the root of the problem here, if I recall rightly.
  2. Of course not. When I’m in Guild under Hoffman’s watchful watcher eyes, I behave. 😇
  3. I think they are still packing Black Friday orders and then doing all the work which should have been done the week after Black Friday. I’m waiting also. I want to write and may as well use that urge to write battle reports.
  4. Our closed beta tables were rather crowded, I’d say 40%—but concealment worked differently then, so. Not to mention many games were against nephilim, which minimized the impact. Honestly I think they still want 1/3 table coverage but are trying to phrase the rules so even the many folks who round down their terrain will get there. Which reminds me, I still have some spider-trees to work on...
  5. Still not letting go of that butterfly jump, eh?
  6. Crit strike for every master! ”But I don’t even have a melee attack—“ “I had provided minimum three damage in melee since edition one point five, actually—“ “I have crit strike, give me the RAM already—“ (actually Lady J might have a point there)
  7. My fellow Guildies...we are being reasonable again. Being reasonable is what got us into this mess in the first place!
  8. True, but I would rather pay zero stones and not take it at all than pay a discount, unless I have failed to learn from M2e and think that bubbling at 3” is a good idea. I would like steamfitter to regain Tools for the Job. Hoffman still isn’t taking them as they aren’t constructs (so dropping Power Converter and the entire power token mechanic is fine), may as well make them able to buff M&SU a bit more reliably.
  9. Yes, please revert the aura of vengeance! I’m sorry I overused it in beta, ok?! I’ve learned to counter-hire more often, they don’t make every Guild list now.
  10. My immediate thought is that a Parker who isn't planning to scheme-run rings around Hoffman for his victory isn't approaching things the right way--but we're in Arcanists, so I suppose bringing Hoffman to such a pool isn't optimal either. I have been running a different sort of stompybot lately (gasp!) but am still surprised at how little ping damage I have seen as incoming tech, apart from a stubborn McCabe. Even with double soul stone cache supplies, using stones to prevent 1 ping damage at a time is too wasteful to contemplate for any armor user, let alone one whose stompybots have had the -1 wound pool penalty applied. The automaton only heals back 1, not many, pings (and if it IS Parker and by extension Mad Dog over there, I'm not clustering in blast range just to have little heal buddy give me 1 back).
  11. Definitely coming down on the side of the miner being fine. Restricting its interact action gave it enough of a brake on scheme running, and it actually pays a cost to produce a stone, unlike its competitor the prospector. Now if you want to say there are too many schemes in this pool which score solely based on positioning a friendly model correctly, I'm in agreement. Once those drop down to a more sensible ratio of total available schemes then the miner should drop back down to being a buff bot and not so much a VP generator.
  12. While you’re right that this train of thought would be a horror to balance (and have to be balanced with reams of simulated flip & deck-filtering data theoryfaux), extending the feel of the stitched’s action being a gamble appeals to me. Though if I understand the better player’s urge to minimize randomness, they still will choose to make the attack hit, every time. As far as the reversed damage track goes, should see if there is anecdotal data from the 3/2/1 track available to Allison Dade, which also even uses a pseudo-cheating, non-randomizing mechanic to determine damage (target reveals card from hand, takes 3/2/1 as though the card were flipped for damage). Given that her other action is card draw, however, there probably isn’t any. I’d happily take a guarantee of moderate 3 damage and risk of better from any model, as the sculpted deck won’t be averaging weak damage but moderate.
  13. New front-of-card ability, replacing Regeneration. As a nephilim, it is the enemy, after all.
  14. I’m a little sleepy, it’s late, and not paying much attention to non-stompybot Guild affairs, but has anyone tried the enslaved nephilim counting as an enemy for the purposes of Bravado? Being able to maybe retreat instead of needlessly endangering their lives on a push would help Family overall, and it’s killable still so the enemy can counterplay it. (If you already suggested this earlier, I’m sorry I didn’t pay attention, but stompybots.)
  15. I offered to mirror a Dashel so we could look at the crews from both sides of the boards at once. Unfortunately Reckoning was paired with the very schemiest of schemey scheme pools. My Dashel brought Queeg, one mounted guard, two riflemen with No Prisoners, and the upgraded effigy: his brought the pale rider, two mounted guards, and two hounds: we both brought a steward. The flips were lackluster for both sides for the entire game, but my, if it weren’t for the pale rider and summoned executioner on his side I would have felt no offensive power at all. Certainly felt mine was also lacking without sufficient targets for coordinated strike triggers, though the mounted guards (I summoned another) punched above their weight into relatively clustered models. Quick, yes, with all that Ride with Me galloping around. Powerful, not really. The potential for weight of attacks never made itself felt outside of the pale rider’s activation.
  16. The ratio of punctuation to words per post must remain constant, so there!
  17. *pre-teen shrilling* @Ceodoc did you see?!????!?!!!!! I’m even super politely waiting until you order first since this will be my second set since I sold my first set since I wasn’t getting to work on them but I missed them ever since also I realized I don’t have necropunks either and what’s cooler than tiny teddies is actually it’s kind of hard to think of a word which means jumping that starts with T, teleporting tiny teddies maybe, anyway that’s a little more within my skill set than exploding the teddyswarm into a Storm of Stuffing...
  18. It hasn’t varied much since the start of this thread: Leveticus (Servant of Dark Powers always), Rusty Alyce (Servant on favorable terrain, Soldier if I’ll be playing the ping damage game), Ashes & Dust, Marlena (Soldier for Hire rarely, mainly if Alyce also has it), Pride, prospector, sometimes child and/or effigy, waifs. Usually Marlena and Pride together would be too many stones spent in support, but the amalgams do passive damage if kept alive so I don’t fall behind in action economy while Pride is helping me utilize suited cards to best effect. I think the prospector will soon be dropped for a more specialized scheming piece.
  19. I like the fluff of it, but that would add a TN to getting out of engagement, and I like getting out of engagement more. If Alyce has trouble getting a spare 6+ card for her trap in Leveticus with only one other model competing for it, how much worse will it be for the scout in Von Schill where everyone wants that 6+ to pass a TN?
  20. True and important, but I read it as a turn 5 [next turn after summoning] interact to deny the second point, as denying the first point and its single scheme marker requirement is next to impossible.
  21. Yeah, but letting the Guildie unbury means it can either interact or tunnel down again, leaving a pit trap in the ranks...anyway I don’t think it’s a great idea.
  22. If I had been playing melee and had the soulstone users taking bigger hits, I would have, but they didn’t need to stone for suits on their ranged attacks. The game did confirm yet again that I really badly want necropunks.
  23. Hoffman can give a power token to a non-construct, allowing that model to be moved by the mechanical attendant’s magnet. I haven’t gotten use out of this yet beyond the turn one pushes, but there is likely something to be done with it: more repositioning is rarely bad. Crowd Control shuts down disengaging strikes. If the enemy disengaging strike is an attack action [not sure atm if this exists outside of the action structure, but I say it is an attack] the: Serene Countenance adds a negative; the duel and penalty can be Take the Hit/Protected off to a model which isn’t disengaging. A sergeant can kick the Dispatcher forward as though it were a scheme marker.
  24. I dropped prospector, stones, and a copy of Servant from my usual Leveticus list for a necropunk, effigy, and child, for more significant scheming actions into Turf War and to give so many targets Von Schill’s scouts couldn’t snipe them all. That part worked, along with a lesson that sometimes it’s possible to backtrack through the dense terrain and cut off LoS even for snipers who ignore ‘most everything else. Also we learned that Von Schill couldn’t keep cards in hand. It was not a good time, for him, to find that Pride and Alyce were finding a respectable number of crows, or that he couldn’t afford the focus tax. [There is a thought struggling to form here about the costs of mass focus via pulses or auras, and how it mostly doesn’t have one, and how neither Dashel nor Von Schill have focus spam going despite it being a front-of-card ability—but whether it’s ‘remove their tax’ or ‘properly tax all mass focus’ is not yet clear.] At any rate, VS’ guns were all flipping minimum damage 2 quite a lot, often against Armor 1 targets. Hannah beat the everloving snot out of Ashes and Dust on double positive damage flips, but otherwise the Freikorps couldn’t finish the job. Visual effect of the night was Marlena’s tiny teddy charging out of Leveticus’ quarter (she was at one wound and VS had thrown them back over the centerline) at the steam trunk and clawing it open with a single red joker swipe, only to find the dynamite inside and explode into a cloud of questionable stuffing.
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