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Micawber

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Posts posted by Micawber

  1. Had a depressing game with Jack against Rasputina today. She placed 5 ice pillars in the first activation of the first turn. Managed to get  two thirds of my crew in 1" of those so moving out of the deployment zone was a drag. Then I wasted 4-5 actions (pulls and lures) to get a Crooked Man in position for a 4 man stagger-earthquake and everything went as planned until I flipped a black joker in the dmg step. The Ice Golem absolutely destroys Monty and with all the shockwaves and blasts my opponent didn't care about terrifying at all. It only went downhill from there.

    Is Tina a bad matchup in general? To be fair I've only played Jack a few times in 2nd and this was my first Jack Daw game in 3rd but it felt like an uphill battle from minute one. Any advice for the matchup?

  2. Like the title says. Does the damage from :ranged action shockwaves count as damage from a ranged action? The question came up in context with Snowstorms "Middle of the Storm" ability. It might seem like an silly and obvious question but I couldn't find a clear answer for it in the rulebook. If a model is targeted directly with a :ranged action the ability would obviously work and reduce the dmg but with an :ranged action that produces a shockwave marker that produces a pulse that does the actual dmg we were not sure how to handle it.
     

  3. 23 minutes ago, Zebo said:

    2/3/4 is not good for a 8ss model, I think. 

     

    45 minutes ago, Zebo said:

    An does a lot lot less damage than before. Sorry but in this I must disagree. Burning was a lot better in M2E. 

    The way I see it it's basically 3/4/5. With the first two shots on each model the Drache now does the same initial dmg as the Specialist with old burning and potentially more ticking dmg.

    Depending on when you activate and where the burning models are relative to the rest of their crew it's inprobable to impossible to prevent that extra dmg from burning. The fact that the condition will keep going and cannot be dealt with by the burning model itself means that lonely enemy models are literally "fire and forget" for the Drache. Between the fact that the opponent will have to, on average, use one assist action per shot of the Drache and potentially letting the burning stack higher each turn there are really no good choices. Yes, condition-removal can effectively deal with burning, but those are few and far between and some crews don't have any of them in theme.

    In M2E it was a legit option to just withdraw to somewhere save with a burning model, eat the dmg once and then heal up. Thats not possible anymore now.

    24 minutes ago, Zebo said:

    In fact, he was 7ss, so his cost has increased. 

    You're right. Just glanced at the pre-errata card and didn't doublecheck.

  4. 1 hour ago, SuperFly TNT said:

    The Drache is back to having the same problems as they did in 2nd: too slow and too expensive.

    Due to the fact that you don't put forth an argument at all I think you're trolling but I'll bite anyway. So why do you think the Drache is too slow or too expensive?

    His dmg floor is solid and the dmg ceiling is... through the roof. He got more DF for the same cost, burning doesn't end automatically anymore, even his themed crew has a LOT more pushes and movement shenanigans to get him where he needs to be, "move or burn" is as awesome as ever  and this new "burn it down"ability is worth it's weight in gold against crews with a lot of placable terrain.

    • Agree 3
  5. 6 hours ago, Erorior said:

    Agreed! I would either bring his weak damage back to three or give him the built in suit to throw enemies on his melee attack (if they want more of a close-support role who can deter enemies from engaging his merry men/women). 

    I like the idea of the inbuild suit with "Pull!" because it makes him even more versatile. I'm just afraid it is even better than just giving him his min dmg 3 back. I mean can you imagine - throwing your enemies into one neat pile and comfortably rocketlaunching/flaming the everloving **** out of them without ever needing to stone for a suit 😆

  6. To be fair - if the Drache gets close at least all those cover providing markers are gone. He is also not dependant on superhigh flips since even two min dmg hits push the burning to +4 and therefor 6 dmg total plus another +1 burning if you get the enemy model within 4" . If they don't bury the model it will probably activate in hazardous terrain at least once so thats another +1 burning. At +6 burning putting the fire out without straight up condition removal will take a couple of actions. This is by no means a magical christmas land scenario. We're talking two min dmg hits, no targets for the blasts and no ram for the flame wall trigger.

    tldr: I think the Drache Trooper is fine as is.

    • Like 1
    • Agree 1
  7. 1 hour ago, Erik1978 said:

    Can Von Schill hand out 2 different pieces of equipment to the same model? Or do rocket boots and grenade launcher count as the "same kind" because they are both equipment?

     

    Oh, and if they count as the same, does that then also mean you can only have a total of 2 equipment upgrades out there at the same time?

    Yes he can. You can have 2 of each piece of equipment handed out at the same time. So thats 10 equipment upgrades at max.

    • Thanks 1
    • Agree 1
  8. On 2/1/2019 at 8:29 PM, Zebo said:

    Yes, in this situation Load Up is really useful. Even you could want to use it two times. 

    And in a lot of situations, you only want to Load Up once to push your librarian out of engagement, and shoot twice. Or maybe charge to use a Pull and shoot once, or simply shoot three times. 

    I've played him a lot, and we never felt he was over the curve. 

    Agreed. I just feel like we have a lot of Freikorp models that are so much better in dealing dmg that I prefer to use VS as my setup-piece to allow my other models to really shine. Arik, Hannah and the Drache Trooper all have higher dmg potential than VS with all of them having a semi-inbuilt 3dmg attack. Arik with "charge up", Hannah with copied "charge up" or siphoned ram - combine for min 4 dmg awesomeness and last but not least the Drache with the fire condition that practically says "does an additional dmg or leeches one action per attack". Two attacks add up to fire +4 nicely (2 dmg respectively) and have the potential to do much more over time.

     

    So why would I use VS for dmg if I have other options that I can exhaust first? I for one would rather give those other models their spot in the limelight by setting the stage with Von Schill.

    • Like 2
    • Agree 3
  9. 30 minutes ago, Zebo said:

    Yes, Load Up is an useful ability, but when things become hot, you are not gonna being attaching upgrades. Would you? 

    We might have different perceptions of what constitutes "things becoming hot" because for me shit hitting the fan is EXACTLY when I'll go into the tank and devise the best combination of "load up"-gadgets to get out of that situation.

    Let's say two of your key models (already activated) just got engaged by an enemy beater. Engaged and heavily wounded they are in acute danger of dying to the next one or two attacks from pretty much anything before the end of the turn. With noone else (Like the Librarian or Hannah) around to help Von Schill uses "I've got your back" to swap one of them out. The he loads the swapped model up with the handy assault shield to give some basic protection. Maybe he is lucky or he is just cheating in a low crow so the model can immediatly use the shields ability to pull out the other model too (We're still in VS's first non-bonus action).
    From there you can equip the other one with a shield too and fish or cheat for the healing trigger, countercharge with VS, "Pull!" them around a lil while the rest of your crew shoots them for free, lay down some mine fields to further hamper a charge on your key-models or hand out some Rocket Launchers or smoke them yourself.

    That one action alone is so very flexible and interactive with even just a few low suits that it's just a matter of chaining it correctly to get the most out of it.

    • Like 1
    • Agree 4
  10. I cannot for the life of me wrap my head around the fact that some people dismiss VS's "Load Up" ability as something sub-par that you only use when there is nothing else to do...

    It only needs 5's with a trigger on every suit (3 out of 4 universally useful), a built in 2" push (free disengage) and a swiss armyknife of equipment options with something useful for every occasion.

    Your opponent is spread out and the Rocketlauncher would only hit one model? Maybe blow away Tinas Ice Pillars instead or deny one of their key models cover while pumping it full of lead with the rest of your crew.
    You need that extra plus flip on dmg on charge for that pesky henchman model that you expect to stone for dmg-reduction? Maybe you need to get rid of the sniper in the two story building asap and cant waste another turn running up the stairs? Rocketboots for you it is!

    Ofc some are more useful than others but it's a huge part of VS's appeal and playstyle. I can understand that he might feel underwhelming or mediocre if one hasn't tapped into all that potential.

    • Agree 2
  11. 5 minutes ago, Zebo said:

    While I would like to see Freikorps Suit again in some way, I would prefer to see some kind of ability that relies/benefits from Equipment Upgrades. 

    Aye, having a Freikorp-Style ability again would absolutely help maintaining a close vicinity for all our short ranged interactions and I don't fully understand the reasoning behind keeping in on the main man only. That beeing said I'm totally on board with some more equipment synergies too!

  12. @CustosUmbra Thx a bunch. 

    Had my first little test game yesterday and Von Schill feels really fresh and interesting. Most importantly we got sooo many new lil tricks and neat utility. All the pushes, places, heals and subtle synergies really tickled my fancy.

    It was a little awkward that I still huddled up most of the crew without a care in the world because I have not yet acclimateed to the total absence of template protection (Freikorp Suit). Also having to use the bonus action to get the semi-free (it's really not) focus from Von Schill feels very counter-intuitive and meh after playing with the "I pay better"-upgrade in M2 EVERY SINGLE GAME...

  13. I honestly prefer the more interactive and interesting style of bringing a crew together through all the Freikorp keyword matters-abilities than with a random ability like Battle Tempo on a master that has literally one single trigger that interacts at all the rest of her crew (instead of just her double).

    It's fine and even fluffy if some crews are bound by those common denominators but I don't need that in every single crew.

  14. Not sure if this is the right spot to ask my questions but I didn't find any dedicated "Quick question/quick answer"-thread for the Open Beta.

    1. Do I read that correctly that Hannahs "Glimpse the Void" trigger on Ancient Words allows you unbury the buried model 1" next to any of the opponents models without further restrictions?

    2. Siphon Power doesn't specify "other friendly model" so I can siphon power from Hannah (or the Librarian respectively) herself?

    3. Is there anything forbidding me to damage Arik with a blast myself to focus him without action expenditure?

    • Like 1
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