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Nikodemus

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Everything posted by Nikodemus

  1. I play him on the Arc side but a standard opening for me turn 1 is 2ap on Chimeramancy with the mask trigger both times. I will stone for the mask if I need to. It's that important for my gameplan. I usually do it once (with trigger) on turn 2, but rarely any more than that. Occasionally if I have the time, but I find 6 upgrades out tends to do enough for my purposes. Granted that also depends on whether or not you go full chimera/beast or not. I try to bring a few good Arc models out of keyword so I have a few models that can't take Mutations.
  2. Haven't decided yet, but I might do something for the Rotten Harvest competition, in which case I can't post any of it here until that's concluded. I'll let you know once I know. Link for convenience: https://themostexcellentandawesomeforumever-wyrd.com/gallery/category/126-rotten-harvest-2019/
  3. @Caedrus 5+5=10ss done. That pair of saboteurs I've had sitting half finished for a while now, I did them real quick last week. Only now taking some photos: Very definition of "phoning it it" for meJust wasn't feeling it this month. Kept the colour scheme extremely simple for expediency's sake.
  4. That's going to happen. Period. There's enough things you don't understand the power of yet, and enough corner-case stuff that when that corner pops up you will be "oh right I can do this other thing too". It just happens., no matter how hard you try to avoid it. Do try to avoid gotchas and the like, but understand you're not gonna be 100% successful. I try to go over relevant scheme stuff at the start of the game. "Can you do things to my scheme markers?", "can you move my models?", "these are legal prisoner targets", going over model costs with Vendetta etc., stuff like that. If you don't people are going to try to imprison your henchman or vendetta your leader and that's always a letdown, even if it technically is their fault and you win almost by default due to a null scheme. During game I try to ask questions as appropriate. Very specific questions. "Can you move [activated model] in any way this turn?". "Can you damage [model X] this turn?". "Can you do anything to this scheme marker here this turn?". I personally like reminding my opponent of my little rules when I think appropriate, stuff like charge or shooting immunities. I've told people Misaki has a 2" no-charge aura, five or so times in the game, and they've still tried charging her on turn 3 or 4. So I remind people about those little things, possibly every round, few times a round. And I guess a general high level "what does your crew do?" at the start of the game is nice. "I move quickly and punch you". If you've got a big gimmick (Misaki teleports around the table) go over that. Main thing you need to understand is that you're on the clock. You don't have time to go over the crew in detail. You will therefore leave out some details. You try not to leave any really important details out, but you & your opponent might not agree on what's an important detail. That's fine. Hopefully you both understand that going into a game.
  5. Upgrades are, by default, unique. Unless an Upgrade has the “Plentiful” Limitation, a Crew can only possess a single copy of that Upgrade. ^Direct quote from rules pdf page 6. Reliquaries aren't Plentiful.
  6. I use my High River Monks. They look pretty similar to spoiled Gokudo art anyway. Shenlong is on the bench for the moment so not like they'd see table otherwise (and they sure didn't back in 2e).
  7. Local scene here did that some years ago in 2e. I can't remember exact limits, I think a few varieties were tried. In my experience it didn't really "help" (I don't really see a problem here to start with). People who were playing with 2 crew boxes had ~12 models to play with or whatever, but profile variety wasn't there. People who had big collections might also play the tournament with just 12 figures total, but they didn't have to take any duplicates, effectively allowing them to make much more optimised lists. I'm not opposed to the idea, but I don't think it benefits much, or even at all. It can easily make more niche models less likely to appear since space is an issue. edit: I guess you could limit actual physical release boxes. eg. "Crew box + any 1 keyword expansion box" or some such. Even so you're comparing new people who have possibly quite randomly chosen master vs. a 1e vet with 8 masters worth of keywords to pick from for the tournament. I'm not convinced you can truly equalise the field as such. But I don't think it's particularly necessary either. For reference I'm someone who mained 1-2 masters per faction for all of 2e and for the first fifty odd games of 3e, in a meta filled with more than a few players who have case of "gotta gatch them all" with their respective factions.
  8. It's not up to A&B's player, it's up to the models. When model decides, the player in control of the action decides (rules pdf page 26). In your example it would be the obeying player, because they're in control, to decide whether they ignore the concealing terrain they're standing in or not. Somewhat of a nitpick in this specific case since as Adran pointed out, neither model can ignore the concealing terrain they aren't standing in.
  9. Only in Guild though. Johnny R isn't dual faction, sadly.
  10. Rules pdf page 23 deals with action resolution. and: Once you start step 1 you're resolving the action. Once you stop, no matter what reason or which step, you've resolved the action and any "after resolving" stuff, like Flurry, happen.
  11. Looking at the upcoming releases page, we can see Tara box was a July release without resculpted models: https://www.wyrd-games.net/upcoming-releases Levi is getting a resculpt as spoiled in a Waldo's Weekly shown here:
  12. It is indeed "After Succeeding" trigger. And here's what After Succeeding says in the rulebook (pdf page 12): Since the target is dead, you can't measure 2 from it. So no effect.
  13. As was pointed out, Myranda gets to keep her upgrades when replacing due to her special rule. Ototo however is not a legal Prisoner target. That scheme specifies minion or enforcer, and Ototo is a henchman. I would imagine Paul Crockett suffers at lower point sizes, since so much of his power is seemingly tied into having other models to combo attacks with. Preferably Beasts, which you don't have a lot of. Guess not if it hasn't bothered you. I think Marcus has decent options for dealing with Extended Reach, far as melee crews go. If you bubble up (though again at lower point size you may or may not be able to afford that due to scheming needs), you can get quite a bit of non-charging movement. Marcus' bonus (3-4" likely) + Leap (~8" on a Cerberus) let's you punch things that are just shy of 13" away without doing charges. More if you don't need to chain activate and can spend ap on Call of the Wild. Sure it really puts a dent on your threat ranges, but I'd say most melee crews struggle to do even that.
  14. Yup, model can't be damaged more than once by a singel shockwave action. No matter how many markers get put down. All that ram trigger does for Misaki is gives her a lot more AoE. Give her Trained Ninja (for Stealth) and keep Shang safe. Most things will struggle to meaningfully hurt her.
  15. Eh, if you plan ahead a bit you can move Gokudo pretty far on their own on a previous turn. There's some amount of movement shenanigans in the crew to move either Gokudo or relevant Ancestors in range. And the reliquary range is 8" which gives Yan Lo a lot of wiggle room.
  16. They appear to have the same timing, yes. Given the same timing, active player indeed does theirs first. Some timing rules for ease of reference on rules pdf page 34: Disengage allows the opponent to take an attack action against you. Attack actions have to check for terrifying when possible. So yes, if the opponent wants to try to stop you, they have to flip terrifying first.
  17. I'm not entirely convinced by Initiates, but I feel if you're going to hire any you're going to want to run them near Marcus for reasons you pointed out. I understand they essentially get a "free" mutation (it's not free if Cerberus doesn't get it because of plentiful limitations), so it's hard to just look at their base card. And the guaranteed card draw is nice. But I'm not seeing it on paper. And few times I've tried them they were very, very underwhelming. Admittedly one of those was back in beta when they weren't beasts so some of the crew buffs didn't apply to them. I'm glad they fixed that for release. They just die so easily, and everything else they do requires at least some amount of set up and positioning and whatnot. They're part of a machine and I'm not sure the machine as a whole performs as well as it should. I really should get 2-3 good games in with them for more data but every time I consider adding them I look at all the other things I can get in the 6-8ss range. Right now it looks like 3x Initiates will be my go-to for "gloves on" newbie games and that's it. Time will tell. edit: I don't like passing hits onto them since they're df5 and have no damage reduction natively. By comparison Slateridge Mauler has htw (and I often throw armour+1 on it for other reasons so might as well eat a few hits while it's at it), has good Grit ability and a self heal if things get too rough. Jackalope is nigh unkillable so long as I have cards and it isn't hard countered. I guess if I have to I will, but it's not one of those models I happily pass hits onto.
  18. Myranda is a potential CJ model yes. Bear likewise, though my bear has had rotten luck when it comes to red joker damages against it so far. I'm thinking maybe a Blessed (either via Myranda or not). Hop to the centre when I can to score 1VP, then hop back in t5 to get 2nd VP. It's pretty mobile so should be able to stay alive and do useful stuff in-between CJ scoring. Yup. My standard so far has been 2x Chimeramancy on t1 with mask trigger (so that's 4 models upgraded). Then at least one Chimeramancy + trigger on t2 (on Jackalope and whatever else). Most things get just one upgrade and I'll stone for the mask trigger if I have to to get them spread around quickly. I don't usually have AP to give Jackalope (or anything else) a third upgrade on t3 onwards, but if it happens it happens. Fluff-wise maybe yeah. But I see that as a balance nightmare waiting to happen. I'm very much in favour of a few game-y restrictions here 'n there to keep things more manageable for the dev team. An example that springs to mind is Fransisco in 2e. Could give +2 df & wp to any model in its crew. I don't know if it did, but going by forum chatter it may have impacted how guild models, masters included, were designed after it since everything had to be statted with the expectation that Fransisco could come along to buff it by 2. I don't want every living Arcanist model to be restricted in design due to the possibility of them getting extra buffs in a Marcus crew. I also don't want any arcanist model to become broken filth due to getting buffs from mutations. Arguably OP and UP models still happen so I can see why some people don't even consider this to be an issue. I wouldn't cry foul if Wyrd did allow mutating all living models, but for now I'm happy they don't. Yeah it's not free shielded. Paul Crockett is a good one, he has a 14" gun without movement shenanigans. I guess you can setup things by having Marcus tell friends to charge and then just attack on those models' own activation. Marcus and support Myranda can pull it off more easily, though nowhere near consistently with how I like to play them. I mostly just use the upgrade for the armour +1. Goes nicely with the bear since htw + arm1 is a neat combo. One unfortunate rules thing is that models that charge count as having moved even if they charge 0". So I can't have horned bears hitting their 2/4/5 on a +flip and still get shielded.
  19. re.Claim Jump: Claim Jump can only be chosen for "non-Leaders". Haven't figured out an obvious CJ model yet for the crew. re: Protected: I like using Jackalope. It's trivial to hit Marcus' roar for +3 or +4" movement on it. It can double walk 8" (or 10") and leap for an extra ~7" on top of that. Remember that Lamarckian Evolution applies to all duel totals, ie. Leap included. This is why I often prioritise 2 upgrades on Jackalope to get it up to effective stat6 on most things. re: Chimeramancy on Living: oh god no. re: Ferdiy the not-Beast: Yeah, that's one thing you need to learn early with the crew. Some models are Chimera. Some are Beast. Some are both. Occasionally neither. Really look at where your abilities work since some specify a Beast, or Chimera, or either. as target eg. Myranda's awesome awesome heal only works on Beasts, while her Df aura only works on Chimera. re: Jackalope: It's great re:Movement: "Moving" is a generic term for all move effects, be that "walk", "push", "place" or other "movement". (see rules pdf page 14 under "Moving"). Note that Replaced models inherit all "gamestates" and whatnot of the original model, so if for example you charge with armoured Myranda and then shift her into a whatever before ending her activation, that whatever doesn't get shielded since it "inherits" Myranda having moved during that same activation. I know you didn't ask that but thought I'd throw this in too. I remember this being less than obvious in some past thread.
  20. How does the Emissary mess with Misaki's bury shenanigans? All I'm seeing is the not built-in trigger on Into the Cage. And "boohoo, 1 damage" is all I can say about that. But Emissary has been one of the more problematic Guild models when I've played Misaki. Well positioned Crowd Control really messes up with how I like to play her. Armour is tough for Last Blossom.
  21. While back they said that cards will go online for models that have either gotten a physical release or once its faction book has been released. That'd be October for Schtook.
  22. If they get attacked, yes. Some models, on some tables, can survive well enough to get things done in my experience. Molemen (4ss) for Marcus are fairly survivable with a Mutation upgrade (stealth + disguise). Admittedly that's one less survivability Mutation on a Cerberus or something, but it's worked for me. Tengu (4+1ss) have also done well when I've used them. Mv6, Flight, Interacts with a bonus action. Crooligans already mentioned. I'd be surprised if those were the only ones. I mean yea they die if I let anything get a bead on them. And some counter models pose more problems than others (Manos, ugh). But in my experience, making use of terrain and playing suitably cage-y, I can keep my cheap runners alive till they've scored VP or two. All that said I do like premium schemers. I often pay 8-11ss for my runner, or just use a master, and it has worked well. ____ On topic, this hasn't been my experience. And I say this as someone who's played a fair bit against Molly and Perdita I'm certainly less inclined to pick marker stuff if there's Perdita with an ook Executioner and whatnot, but that's true for all types of schemes and counterbuilding. For reference I've been playing some 40-ish games using Misaki, Yan Lo and Marcus. Common to all crews is they're pretty much limited to Interacting to get their markers down, but they're quite mobile so they can get those few key Interacts where and when they need them. Harness Ley Line and Search the Ruins are common picks for me. Admittedly so are Breakthrough (non-Corner) and Power Ritual (preferably Corner or Flank).
  23. -See "Friendly, Enemy, & Control", page 26 in the rules pdf. So if Tara's card says "at the start of it's activation, Unbury it within 1" of an enemy model", then 'enemy' refers to an enemy of Tara.
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