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Nikodemus

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Everything posted by Nikodemus

  1. Note that you can only declare a single trigger, even if you somehow get multiple suits in your duel total (and plenty of models do).
  2. Just don't try to turn her into a DM. Already had to point out to one Guildie that Grim Recruitment specifies Living Minion.
  3. "From Beyond: Before performing a duel, ..." "Pay any Costs" is step 2, as you noted. "Perform Duels" is step 4. Rulebook even states, on page 10 under "Modify the Duel": "If either player has any effects that resolve before performing a duel, they resolve now." 'Now' being step 4.
  4. Short answer: you combine health of all the Gamin together. This bit is found alongside rest of the replace rules, page 32 in the pdf:
  5. It can copy Ototo's shadow marker placement. Decent use for a 7. More situational, but it can copy Misaki's "charge obey" for a 10. Bit expensive, but considering most of the keyword (including Misaki herself) gets charge buffs... I tried it for 1-2 games and it was ok. Better than I expected. But testing was cut short due to various reasons. It's something I plan on returning to at some point.
  6. When you hire your crew, you first designate a singular Leader for your list (Encounter Setup step E, rules pdf page 42). You don't get any other Leaders. Other Vik hired in the Encounter Setup step F is just a Master. Short answer: you can move freely. Disengaging strike is very specific in that it only occurs when a model declares they're Disengaging (rules pdf page 22). Rules pdf page 26 lists out what you cannot do while engaged. Walk and Charge are specifically forbidden. But generic movement is not. If you have an effect that "moves" you, "places" you, "pushes" you, you're free to do them. Assuming those actions themselves aren't limited to non-engaged (some are, but "On the Move" isn't).
  7. You know what they say, hindsight is 2020 I'm hoping they haven't scrapped it entirely and am assuming it's just on the backburner while they get M3e and whatever else sorted.
  8. You didn't specify a Shockwave Marker. Sure any 30mm will do the job, but thought I'd mention it for completeness. I know at least one model (TT Misaki) can drop two at once. Arcanist Chimera need a 50mm Dustcloud Marker. They've got Paul Crockett who is an Arcanist Frontier/Chimera. Ten Thunders Last Blossom needs 30mm Shadow Markers. In my experience you rarely run out if you have ten. So 12 sounds reasonable. Ten Thunders Monks need 50mm Windwall Markers for for their Wandering River Monks. Theoretical maximum is 9 (minion 3 model, potential Fast on everyone, hitting the windwall trigger every time). In practice I suspect 3 or less will be sufficient.
  9. If you can stand to proxy, beta files are easy to find. Here's one such site: https://m3e-crew-builder.herokuapp.com/
  10. Youko's totem has Stealth. If I recall correctly, besides her only Stealth model in TT is Torakage (Last Blossom, 6ss + tax). So arguably Qi&Gong is right up there when it comes to TT stealth crews.
  11. Tanuki (5ss versatile). There's few more in keywords but Tanuki is your best bet.
  12. In my experience standard 50ss games will be around 7 to 9 models. Since leader & totem is free, going down to 30-ish (often recommended "small game") is about 2-3 models less. Try to avoid summoners if you can, those can add quite a bit to minis required. Specifically with Molly try to avoid Forgotten Marshal for now, since his main job will be summoning more models in. Do be aware that one of Molly's big things is indiscriminately removing markers from the table for card draw. Mei Feng's thing is dropping scrap markers here 'n there for her crews' benefit. Against an unskilled player Molly might seem bit overpowering in this matchup. Nothing Mei Feng can't handle if she plays her markers right, but it is an extra thing to worry about which can be difficult to get right when you're still learning basics of the game. Not saying don't get that pair of masters to start with, but just be aware that it can be a bit rocky for Mei Feng if the player doesn't even know the game very well yet. All this assuming Molly has any idea what to do herself of course.
  13. Anything that stops him from healing will also do the job.
  14. You place, then do the next attack. For reference: And rules pdf page 34: Specifically the second paragraph.
  15. You should have them. Models come with upgrades necessary to run them. Not having them for Von Schtook is a commonly reported mispack for this year's GenCon sale. Just let Wyrd know and they'll sort you out: https://www.wyrd-games.net/contact
  16. Yeah there's a few. List of things that discard Mutations: Ability on Marcus: Ability on Jackalope: Trigger on Myranda: Action on Myranda and Order Initiates: Ability on Cojo, The Scorpius, Sabretooth Cerberus, Slate Ridge Mauler and Order Initiate: Obey people want to keep an eye on that last one
  17. As a general rule upgrades don't disappear off of a model and nothing in the Mutation upgrades says that they do, so they don't. Some Chimera can discard their Mutations for benefits, but that's a specific ability on some models.
  18. Despite the often cited issues with them, you could try using chess clocks. Both players get 15 minutes and if either runs out... something happens. Usual variation I've heard used is they simply forfeit all activations for rest of the game. Alternatively, since it's presumably a group goal to get everyone to a more reasonable speed, just talk it out and understand it might take a few games. If the snail player understands that they are, and wants to not be, then the situation should gradually improve. Speed of play is a skill you can practice. There's been many threads in the past about what a player can do to speed themselves up.
  19. Unless markers have "impassable", they can be stood on. Good to keep in mind. That said, some players are more ok with a bit (or a lot) of three dimensionality in their markers. I do mostly 2d imagery on my markers. Is visually interesting, rough DIY look fits in with the models and is very playable to boot.
  20. I'd appreciate it if you shared your feelings on the oils (and I guess Contrast™ while you're at it) Already placed an order at the LGS for Werewolf & pals box for 3e. That can't release soon enough.
  21. Its good. Bit annoying to pay 9ss for an 8ss model, but that's more psychological than anything. Reserves and versatility is good. 4-3 vs McM in Corner Turf. Hard to wound and terrifying sure are annoying. Eeked out a 3-2 strategy scoring while tying on schemes. Moleman has really distinguished itself in the last two games. With Natural Camouflage its quite annoying to take out. Rest of the crew can relatively comfortably afford to drop a few scheme markers down to tunnel to. I've had it cheaply claim Turf markers near my deployment zone and lategame popping to remove opponent's scheme markers on my side of the table.
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