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Jinn

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Everything posted by Jinn

  1. Touching terrain is not in terrain. It is defined on page 36, in the Terrain section: "Any time a model’s base is overlapping terrain, it is said to be in that terrain. If a model’s base is touching terrain (either overlapping or directly next to the terrain), that model is within 0" of that terrain." A model is only 'in' terrain if its base is overlapping the terrain, if it is merely touching without overlap then it is in base contact and within 0", unless you disallow base contact for auras for example in which case it is only within 0".
  2. So would you say that a model standing on a bridge is not in base contact with that bridge then? Another issue with this interpretation, if you cannot be in base contact with an aura then you will not be affected by a hazardous aura if you take actions while touching but not overlapping it. This is because Hazardous Terrain only affects models who move through it, take actions in it, or take actions while in base contact with it, and you are only considered in terrain if your base overlaps it. For example, English Ivan 2's main defence is Refraction Matrix, which makes the area within 1 of him Hazardous (Distracted+1), would you rule that models with a greater than 0" attack can simply charge him and ignore the Hazardous by stopping 1" away? Same for Dashel Barker 2 and his Jailer trigger on Draw Them In. I've never seen anyone play these abilities that way, and this interpretation of base contact with auras would require it. Note that by rules Malifaux allows you to say your intention is for that level of precision, so this has real and not theoretical implications.
  3. Only Hazardous Terrain Markers deal hazardous when they move. If you could move a piece of regular Hazardous Terrain it would have no effect on models it moved through.
  4. Thanks, I skimmed the FAQ looking for something like that and I missed it. Still, as I said, if all terrain has a base then something treated as terrain should be treated as having a base. Also taking that FAQ taken to an illogical conclusion, does this mean you cannot be in base contact with overhanging terrain, like bridges or balconies, because the "base" is the part that's touching the table? I don't think so. Found some wording on an ability that explicitly mentions a model being in base contact with an area actually: "Burn the Midnight Oil Target a Lit Lamp Marker. Until the End Phase, when taking the Interact Action, this model treats the area with 2 of the target as in base contact with itself." Which implies that base contact does not necessarily even require a base on both sides.
  5. This is just not true. "Other" in this context refers to the Moorwraith as the subject as it is a brand new sentence, so models other than the Moorwraith treat area within 2 of it as severe. And that Malifaux World Series ruling is just wrong, terrain doesn't even have a base for goodness sake, and it quite obviously works with that! And if Terrain by necessity does have a base (to allow all the things in the game that mention "base contact" with terrain), then any aura being treated as Terrain would also have a base for the same purposes. If 'Objects' must have 'Bases' (to allow them to be in base contact) and 'Terrain' is an 'Object' and an area is being treated as 'Terrain' then that area logically would be treated as an 'Object' with a 'Base'.
  6. I have a lot of experience with Yannic! My main Outcast opponent brings her in almost every list (out of a pool of almost every Outcast model). She draws a lot of cards, and I still hate that Democratic Elections can cause unresisted damage so easily.
  7. That is true, but a it's a lot worse when you have to choose which of the two cards to use after only seeing one of them. And also a lot worse because it doesn't do one of the best things thatflips do, cancel outflips to allow you to cheat. It can be used on damage flips though, but I'm not exactly sure how much that improves your odds.
  8. Snow Storm and the Wind Golem also have Middle of the Storm. Maybe Sound of Thunder is the keyword ability and Wyrd have finally figured out how to make the Yasunori playable without errataing it again 😆
  9. Love the theme so far. Well-Versed looks like it's the keyword ability, which seems basically like a worse version of getting ato one flip a turn, which is pretty minor power wise, but maybe the leader has a way to amp the ability.
  10. Yeah, Youko 1 is pretty bad IMO and this is part of the reason why. Ranged just destroys her and most of her crew. Youko 2 is a little better off, and I think some people have found success playing her mostly out of keyword to avoid the bad models. If you do bring these models/Youko 1 against a ranged crew you're going to want to hire the Shadow Effigy/Emissary for its concealment aura, or something to that effect. Still gonna be rough. I've never one a game with Youko 1 (well, never won a game since Hinamatsu got nerfed in the original playtest).
  11. I've only played him a couple of times, but he seems to have some moves. Picture this: it's flank and your opponent has no idea what they're up against (Disclaimer: I don't support gotchas). They've made a terrible mistake and put some of their models within 5" of each other. A Wind Gamin concentrates, moving the Banasuva up the board. Sandeep activates, using Student of All to make the Banasuva Toss him 10" up the board. He uses Aetheric Control to blast the entire enemy crew with a Shockwave 2, Mv13 duel or 2 damage and +2 burning, drawing a 2" pulse from the Pyre marker they're now all standing in. Next, Sandeep Concentrates (potentially using the trigger on his gun) which triggers his Demise using the Banasuva's aura which gives half the enemy crew Staggered. Then he does Aetheric Control again, and it is a Mv duel and a bunch of them are at -2 Mv. Then he upgrades a Gamin or gives himself Shielded or whatever. Next, the enemy does something that hopefully doesn't scatter them to the winds. Then Banasuva goes, using Student of All to make Sandeep do the shockwave again (Bana'll be a bit further back and you have to draw range from him, so if he isn't close enough do something else, maybe drop a pillar in a choke point instead), then Banasuva obeys Sandeep to do the Shockwave again. When Sandeep needs to get out you can use a Wind Gamin to place him, or if he gets dived you can use Kandara's I've Got Your Back. Other tips: don't actually hire a Wind Gamin. Hire two 4SS Gamins, turn one into a Wind Gamin using Cassandra (who you should also hire) to copy Sandeep's action, and then upgrade the other one with Sandeep. Other than that, you should only hire at most one academic who is not also an elemental. Kandara and the Banasuva are Academics, but they also get the Elemental synergy and aren't actively bad. Cassandra can copy Banasuva's obey as well, great hire. The gist of it is that Sandeep + Banasuva + Free Toss = very high threat range with little reaction time. This particular threat is something like potentially 15-20"+ threat depending on how you rule the base size of his Pyre Markers. I'd recommend putting Soulstone Cache on the Banasuva by the way, this whole crew can fall apart without his demise aura and he hits hard enough (and often enough, 4 attacks a turn if he obeys himself) to potentially finish off things for the stones. You really want to be able to discard a card when you activate to make a Wind Gamin concentrate to place you within 4" using their demise, it's fun!
  12. The Low River Monk is great because you can use the healing aura for the chip damage and then save up all of your chi for a nova heal when you need it. If you just walk + concentrate on turns 1 and 2 then you'll have minimum 5 chi on turn 3, which you can use to walk + heal a model 13” away 6/7/8 health, which is insane. You absolutely want to have a way to guarantee that trigger to get the most out of the LRM, so either save any moderate rams you see or plan to use the aura on Shenlong's Low River Style to build in the suit. Take a look at Terracotta Warriors for a cheap versatile option that'll take some pressure off your hand (and the other wonderful things they do). Also note that if you punch an ally with Sensei Yu you can still declare the Good For a Laugh trigger to improve your hand, and then heal up the damage with the LRM. In fact, if you're okay with risking it, the LRM itself heals 2 when it activates, so you can hit it with Yu for the card draw. Just be careful not to flip severe!
  13. Charm Warders are just generally good models due to Chi and Leverage + the crow trigger on their ranged attack. And they're anti-demise and anti-incorporeal as well to be fair, their anti-summon niche is the weakest niche they have IMO. I would never hire an Illuminated personally, not even in Lynch where they at least get brilliance synergy. They're too squishy and only really offer 2AP + min 3 (and rig +1 I guess). If you want that in Youko you can just hire a Kabuki for the same price, at least they have an extra wd and combat finesse. Or take the Lone Swordsman or Fuhatsu in this kind of list. If you do have to hire one you should probably embrace the synergy and put Gwyneth and a Kabuki so you can put the enemy at negative to the shockwave and Gwyn's attack.
  14. What role can they be changed to fill that Colette actually needs? Beyond Magical Training carrier, because even if Showgirls were buffed a lot if I'm playing at all competitively I feel like I have to hire a Silent One to heal the Coryphee Duet. The problem there being that the keyword's healer (Mannequin) can't heal. Despite that, it'd feel a bit weird to me if they gave Showgirls solid healing at ranged when the Mannequins are right there. As for Showgirls current identity, I think Colette doesn't really need lures, and distracted is not really that important to her game plan. What could be good for them is an ability that allows their lure to target a marker, maybe with a way to remove it. Colette 2 would really appreciate a way to get her decoys (the markers, not the doves) up the board and any Arcanist would love some actual marker manipulation/removal.
  15. Just had an idea, give them a demise that gives Distracted +2-4 to their killer. Demise (Dramatic Death +x) or something.
  16. Shojo still seems worth it in this kind of list due to pass token generation and the -3 to cheats aura, can be very strong offensively or defensively. I think you might be right about Youko 2, she really doesn't work that well with her keyword. Bill and Hina justify themselves, but Kabukis and the like are too squishy even in the comparitively Distracted spamming Youko 1, they're gonna fold even faster here. Charm Warders are worth it to counter stuff as well probably. Distracted goes away too fast to be a reliable gimmick for this crew IMO, whether through Assist, cleanses, or bonus action attacks. Instead going for tanky models that you enable with Youko's card swapping and pushing seems decent.
  17. All triggers must be resolved before generated actions: "Many effects in Malifaux, (such as Actions, Abilities, and Triggers) can cause a model to take an Action. When this happens, the new Action is always resolved after the previous Action is completely resolved, including any “After Resolving” effects, but before any other new Action can be taken."
  18. It actually doesn't say they're only added at step D, it just says you add modifiers to determine your final duel total (such as stoned suits and other effects that kick in here). It is telling you to do something, not telling you not to do something. I can see how you could interpret it that way but it isn't how the rules are written, because specific trumps general and Chi tells you to modify your duel total after you flip. That is to say that the duel total is a set of two things, your current duel total and your final duel total. Some effects refer to your current duel total and some refer to your final duel total, but because Chi refers to your just "duel total" it affects both. When an ability tells you to do something that is different to the general rules then you do it unless the general rules specifically tell you not to. The rule in step D would have to specify that you can only add modifiers in that step, rather than simply asking you add any modifiers. Here's the wording of Step D for reference: "Players then add their stat, the value and suit of the card in the Conflict, and any additional suits or modifiers together to determine their final duel total. Players must inform their opponent of their final duel total." If an effect modified your duel total and had no specific timing then I'd agree it wouldn't come into play until step D. I'll also point out that Step B does the exact same thing that Chi does, it asks you to add your Stat + the value of the flipped card and any suits to determine your duel total at a different time than Step D, even though Step D tells you to add those things at a later time. Just because it tells you to do that in Step D to get your final duel total doesn't mean you can't do it in Step B, or after you flip a card in Chi's case.
  19. So how do you determine who cheats first if you aren't calculating a duel total? Harness Chi states when it affects your duel total, after you flip one or more cards as part of a duel. "In an opposed duel, the player with the lowest duel total has the first opportunity to Cheat Fate; in the event of a tie, the Defender Cheats first. Once that player Cheats Fate or decides not to, their opponent has the opportunity to Cheat Fate." "Harness Chi: After this model flips one or more cards as part of a duel, it may discard one Chi Token to gain +2 to its duel total." What am I missing? We know the duel total exists during the Cheat Fate step as it is how we determine who cheats first, and we know when Chi modifies the duel total because it says to do so after flipping. The only way I could see your interpretation being correct is if Chi referred specifically to the "final duel total", but it tells you to modify the duel total instead. There are many other effects that specifically say they modify the final duel total (such as stoning, or Neil Henry's Steel Driver) rather than the duel total.
  20. As Maniacal said, the Focused trigger is really good because it resolves before any generated action. Obey into an attack (Sniper shot, bow shot, Ototo charge, whatever) will let you use the Focused on that attack. My lists go something like this: Misaki, Fractured Shang Ototo Jin Baccara Thunder Archer Thunder Archer Katanaka Sniper Terracotta Warrior Won games off of Obeying Ototo for double focused and then burying him (and obey the sniper to get Focused +2 or something with the last AP). If your opponent has ways of getting fast or additional actions (more common than you'd think) then you project threat from the middle of their crew. Otherwise you can get a forward shadow marker off of a double walk bonus action from an Archer if you hit the tome trigger, or you can have Shang walk up twice if your opponent lacks range. If you can hit something with Ototo on T1 then Jin makes it more likely you'll get initiative on turn 2, allowing Ototo to hopefully finish them and get Fast from Assassin. I've had Ototo unbury, use The Storm is Coming to teleport ~6-7" and then charged a model (keeping out of their engagement) then gone first next turn, charged them again and finished them off. We're talking two 3/4/5 crit strike attacks from a stone user at double to damage using Focused + Charge Through, followed by a third less impressive attack but the potential to get fast. It's not guaranteed as even at +1 you won't win initiative every time, but it can be a huge early swing and it is pretty safe given you can bury him if he gets in trouble (ideally after an obeyed charge if he's got his grit) and then heal him with Shang. Fun combo with Jin is you unbury on whatever poor minion they've brought and send it back to their deployment (ideally it's one of those 8-10SS minions on T2 or T3 after they've spent a bunch of AP moving it up) then you get Misaki to bury Jin again and send that same minion back again on a later turn.
  21. I also like putting Flush With Cash on him, so it becomes a real gamble to even try to take him down in melee. And he can sit where he wants raking in stones as his models die. Don't know if it is fully worth it, but makes him feel very safe! I have found that his crew somewhat lacks teeth without min 3 Ivan summoning Brocken on people, as they just aren't worth the hire. I'm thinking about hiring Mikhail into the crew as a min 3 beater that Daeva can mimic to get some more threats.
  22. Wow, interesting list! So Beau Fishbocker is targeting the models with comfortable hats and making them have a hazardous aura? That's quite a strong combo...
  23. Bring a cleanse for the burning against Sonnia (Hopeful Prospect'll do fine). Don't rely on Ivan being able to summon Brocken as the Thalarian Queller can make one of their models immune to triggers with its bonus action, and Spelleaters are natively immune. This means you might only have Wp 5 targets available for summoning. Also try to avoid clumping up against her, both versions do solid AoE. Version 2 brings markers as well, so I'd recommend putting Treasure Map on something (probably a DUA model in Ivan 2, so you can use Ivan's bonus to make them do it). Youko is really, really bad against Ivan, so your opponent might bring a second master or heavy OOK (they might not though, some players just bring keyword regardless). Both versions of Youko heavily rely on distracted, and they aren't that good even when it works. Within the crew Bill Algren is scary because he can be pseudo min 7 using double crit strike and Debt of Gratitude. To avoid this, have some scheme markers down that you're fine with removing to block the two damage. If they bring Kabuki Warriors you should be able to obliterate them with Ivan as they're just Wp 5, 8 wds (probably two shot them using a focus). Also, if you can, try to reveal your schemes on turn 4 so they don't get full use of their Leverage ability. Something to consider if you're planning on distracting your own models for is that Youko1 can 1/turn unresisted at range 10" force a non-Master Distracted +2 model to take a non-Charge General action (Walk, Interact, Disengage, so the general stuff not on their card) or a action. Also, Kunoichi can get bonus damage versus distracted models. So if you do put distracted on your stuff you should try to spend it on attacks ASAP. When you're planning your scheme targets remember that Guild has Lead Lined Coat so they'll probably make at least Sonnia Armour +1 with Laugh Off, which might make something like Assassinate difficult. TT now have Terracotta Warriors to worry about as well, which have Take the Hit, three health, and they only ever take 1 damage when they're hit (even from Brocken, they just change all incoming damage to = 1 irreducible). Black Soulstone is a good option if they're using them as bodyguards in a clump. Choosing between Ivan 1 or 2 is mainly based on the schemes I'd say. Just murdering Youko's crew is a pretty valid strategy which makes me think Ivan1 though.
  24. 6 min, can't declare crit strike on the triggered attack. edit: Or 10 min, with Pounce! I see what you mean, you're assuming three attacks with one crit strike on two of them! More reasonable.
  25. No. Only Hazardous Markers being moved causes damage, otherwise a model has to move through the hazardous to trigger it. Or resolve an action in it obviously.
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