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BFOmega

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Everything posted by BFOmega

  1. I think the black Friday sale had some of the alts on sale, though I could be mistaken. Or you could buy guilders from someone.
  2. I just realized, that would mean Pandora missing an attack would trigger this, wouldn't it?
  3. The 3 students all went down a SS as well, which is possibly relevant to Sandeep.
  4. Add a Steamfitter in there and he can have Armor too. With Joss, that's 3 very difficult to remove pieces, and still a good amount of room to fill out the rest of the crew. Could be something good to run in turf war type schemes
  5. Could do something like letting him use one of Kaeris's 0 actions when in X in, so gives a psuedo instinctual that probably stops working later in the game when Kaeris goes in.
  6. Gunsmiths have a build in way to gain fast and can ignore Armor, HtW, and HtK, or soulstone use, and can give themselves the suit needed for that, and they're faster and tankier than Acolytes. I agree that Acolytes are better, and I would probably remove the suit from their attack so they don't automatically get the discard, or make the damage track 2/4/5, but I don't think they need much.
  7. Ox mages are already Rare 3, and a model can't have more than 1 of the same upgrade, so you're good there. The idea is probably that there's 3 of them, so they're easier to hit. Also, lose not loose (pet peeve of mine)
  8. The Ice Dancers have Ice Paths, but the opponent pushing them 3in when ending in contact with them probably makes that not so useful, and needs a 9 and an ap. Silent One's can place an Ice Piller on a trigger from their attack as well.
  9. It's just to make up for the SS difference in the upgrades I'm guessing. The effigy is great with Sandeep though, for a few reasons: he's a cheap, tanky minion, so he can take advantage of all Sandeep's beacon actions, he has a 1 ap condition removal that requires no card flips, though it is at a short range (which considering the extra movement Sandeep crews can get is less an issue than normal), and he has accomplice, which lets you do silly things like Beacon Arcane storm, Student of All Arcane Storm, and the accomplice to Sandeep for 3 more Storms, giving 5 attacks before they can respond (or instead use the student of all to summon Banasuva, cleanse him of slow, and then accomplice to him.) Yep No, only the 4 Ca actions on his base card can be taken with Beacon. Sandeep can use the 1AP actions on upgrades for Student of All however.
  10. As an aside to this, would Anna and Hannah being Academics be an issue? A 6in place would be really strong for Hannah especially, but I'm not sure she's so strong to begin with that that would be game breaking, and she has a pretty good 0 on her own card as is. Seems like a really interesting crew to play in a turf war style game. Could still play it I guess, just at the cost of an extra stone, though it does free up an upgrade slot.
  11. Red Joker would be 6 damage to a 4 wound model. It's hard to wound, not hard to kill.
  12. So would the Emissary come to think of it, if you can keep them to two wounds. You probably just ignore the buffs she gives out in this matchup, they aren't worth the damage molly will do.
  13. I don't think Storm is a Wendigo, just takes the form of one right? He's actually just a spirit that didn't manage to full possess Snow. Iirc anyway.
  14. I'd say Maybe Ramos, since he can make up for the low amount of activations you'll have, and Aionus can move around his new Hazardous terrain markers, essentially making that 0 do a 3/4/4 damage flip. Probably won't want to run the Joss scrap engine either. Marcus could be interesting too, Alphaing Aionus wouldn't generally be a bad thing.
  15. Fixed it, was having trouble quoting things from two different pages, so I tried quoting your quote. Didn't work
  16. Hue. Unless you're serious, in which case I'd really be interested to know how you've seen him used to a greater effect than other models he competes with. That's only for the 6in place zero action.
  17. A personal upgrade would be a good way to buff him to be playable without making summoning him too strong. Not sure what the best thing to give him would be though. More df or wk is obvious, a healing 0 action could be cool, or a push 0 instead of a wk increase. Ice mirror while engaged maybe, it steps on the toes of the emissary a bit, but they do a few different things. A pulse attack of some kind where it's just like him smashing the ground to do either AoE dmg, wk duel for slow (or - wk to go along with his attack trigger). Or what about just add an ability "This model can take an imbued protection upgrade for 0SS." Helps the defense problem, lets imbued protection get used a bit more, easier, easy to remember without getting the reprinted card. There's options that I don't think would make him OP (I'm not completely sure he'd be worth running at 8SS atm, def not 9 though, so there's definitely wiggle room there.
  18. No, a 3SS minion should never be able to summon a 10 SS enforcer, at all. It probably shouldn't be able to summon anything, and I wouldn't be surprised if it got FAQ'd as such, but needing a 10 to summon is pretty damn good as is.
  19. I'm thinking Ramos and Ironsides are going to be roughly equal, just different in what you take them into to: Ironsides for hold the point type strats, Ramos for hold the corner type strats. Though with ramos now having more damage, range, and not randomizing, he won't be bad in the hold the point type strats; 3/4/5 on Ca7 nothing to sneeze at. Though it is still a projectile.
  20. I didn't actually think about this before, but the new Frozen Servants summon is a cast, and as such can be Ice mirrored. That gives her a much greater summoning range that anyone else in the game I think, and actually makes summoning an Ice Golem on someones face a distinct possibility, especially mirrored through the Emissary.
  21. You can't remove tail 'em, or any strat/scheme based conditions outside of the rules of the strat/scheme, or at least I believe they worded everything that way. It's for things like paralyze/burning/poison/etc. You can use it to remove slow from a summoned spider/swarm, which can be fun.
  22. That's true, which just means you can't expose them, or if you do make the enemy have to get out of position to get to them. And at 5 stones, losing one or two isn't that big of a deal. They can do a lot more that 5 points worth of things, damage and pushes, friendly or enemy, being the main two, plus they're Ca6 with a 10in range. They aren't ubiquitous, but they can be very strong used correctly.
  23. An Incorporeal, armor 1 unactivated mage would have to take 5 damage to even take 1. Don't know that that's useful, but interesting nonetheless.
  24. I mean, we technically have access to even better than this in Hannah, who can give us an extra arcane reservoir. She's expensive, but starting with an 8 card hand every turn can be pretty damn strong.
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