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Scoffer

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Everything posted by Scoffer

  1. That's true. But I wouldn't expect many cheap scheme runners in a Public Enemies game.
  2. Mah is a great leader for public enemies, but I think you shouldn't make final decisions about your crew before you see enemy leader. First of all I think Gracie should not be hired vs Misaki or Shenlong - they have enough sources of irreducible damage in keyword to kill her in a couple of activations. Roosters are too fragile, give your enemy 2 strategy points each and do nothing else. Three of them (in theory) can kill Yan Lo on the first turn...if your opponent forgets to give him Stealth. Unfortunately such things never happen in my meta. Bushwhackers and Survivors... Well, I don't like cheap models with low stats and low health if they can't do something VERY special. Those guys can't. You'll need a tanky beater to do the killing job and stay alive. It's definitely Francois. You can also take Raphael, Whiskey Golem or Alphonse but they are not that good. Another good option vs Misaki is the Emissary - it can remove shadow markers and seriously limits Misaki's mobility. Big Brain Brin is an auto-include for Mah. And he is also one of the best models for Claim Jump in faction. Sparks. He packs your main beaters with explosives - and nobody wants to hit them in melee (except for Last Blossoms with their 2" weapons). He also can give fast and shielded and it's great. A healer is a must for Public Enemies, and when we say "healer" we mean "Bokor". Rami is very good vs Yan Lo, but Misaki can get into your backline and kill him too fast. His effectiveness is also very dependent on the terrain. Soulstone miner. I would take one for this pool, especially vs Misaki because of it's ability to remove destructible terrain.
  3. I do it like this: 1. Olivia. Drop a scheme within 6" from Wong, Tossed Sparklers at Swine Cursed/Alphonse to give glowy, assist to remove burning. 2. Wong. Launch the scheme Into Space (with a Tome trigger), double Fzzzzap at all wyzz-bangs, bonus action fir extra glowy and cards (if necessary) 3. Bokor. Triple heal with a tome/crow trigger. All models should be at full health at the end of Bokor's activation. 4-N. Push Wong into position with Swine Cursed/Alphonse, move beaters closer to the fight, position Sammy within 6 from the rest of the crew, throw a grenade with Burt to make backliners fast.
  4. Abomination is treated as Desolation Engine for all effects. I think the model, that killed Desolation Engine, gets credit.
  5. Zoraida can hire a Wisp - it's 1 stone cheaper, gives stunned, distracted and slow, which I think is a little better, than slow, poison and 1 damage.
  6. This particular situation is already clarified in the Rulebook (p29 digital): If an Action would kill a model from damage suffered from a Condition¸such as an Action that states "Target suffers damage from the Burning Condition” the model taking the Action is considered to have killed the model
  7. For me it's pretty clear, that "the action/ability that kills a model" is the action/ability that says "model suffers X damage" or "kill the model/model is killed". Walk action doesn't say anything about damage that's why it can not kill anything even if it's a walk in hazardous terrain. Abilities and Actions that generate Hazardous terrain also don't say "models within (aura) suffer X damage".
  8. The model will not be affected by A Cage For All. This was covered in the FAQ (1.18): Effects that resolve when a model Activates in Step 1 (such as On the Move, Life Leech, Goad Witchling, etc.) are generated at the start of Step 1 before resolving any effects. If a model would generate another effect that would normally resolve during this step, the effect is not generated.
  9. "Attach an upgrade" is the Action's effect and it is not optional, because it doesn't say "may attach". You must choose an upgrade and attach it if possible But I think you can choose an upgrade you will not be able to attach. In this situation you ignore the "attach an upgrade" part and move to resolving the triggers.
  10. I'm a big fan of lists, that are effective, simple to use and have a fixed (or almost fixed) sequence of activations on the first turn. I call them "round four lists" - because you can pick such a list in the morning of the second day of a big event after all that "socializing" that occurred yesterday, and play without forcing your brains to work. And I proudly present a round four list for Zipp: Zipp4(Bayou) Size: 50 - Pool: 5 Leader: Captain Zipp Twelve Cups of Coffee Totem(s): Earl Burns Hires: The First Mate Francois LaCroix Twelve Cups of Coffee Iron Skeeter Gautraeux Bokor Bayou Gremlin *Lucky Effigy Effigy of Fate * This is a variable 6/7ss slot: you can take Porkchop, Silurid, Rami or anything else you need for the pool. The plan is to stuff Zipp and Francois with focuses on the first turn, steal/kill some important enemy model with Zipp on the second turn, threaten enemies with focused Francois in the center (he doesn't even have to kill anything, being a threat is enough) while The First Mate goes scheming. This list needs precise deployment (see picture), so try it at home before you use it in a real game. Green rims represent initial position, pink - position at the end of turn. For Earl you can switch initial and final positions if you don't expect an alfa-strike or want to use Earl for scheming. Red markers are placed by Earl and Effigy and removed by Francois, blue marker are placed by Francois and Skeeter and removed by Zipp. If everything goes right (no bj comes out), Zipp.and Francois end turn one with 4 focuses each. You can see this list in action here. I made a lot of mistakes and lost the game, but the first two rounds were almost perfect 🙂 https://youtu.be/nQnQZ5iCk8E
  11. We play with multimasters and allow DMH, but DMH masters are allowed as a single master only and non-master DMH models can't be hired ook. I don't like alternative restrictive formats (like bans, vanilla, alternating leaders etc) - when playing on a tournament I want to have an opportunity to use all my best tools.
  12. You missed Porkchop's Vent Steam, which is one more hazardous damage )
  13. You can always waste a good obey with a crow to make them fast and walk. Or take two, obey one to charge another and hit with a ram for a place, then obey the second one to hit and place the first one. If you have a nice piece of severe terrain near your deployment, they can go really far this way. As far as a silurid can leap without masters help )
  14. The only weakness of Explorers is Wyrd's release schedule.
  15. Plaag is super-good in vassal, but in offline tournaments he is not that unbeatable. So all you need is drag that monster out of his lair...
  16. That's right. Concealing terrain hight doesn't matter - it will provide concealment anyway, even if the fog (or smoke, or whatever) covers only the knees of your fighters. Dense terrain has endless hight and always blocks sight lines drawn through it regardless of models size. I think you can treat high grass from your example as Blocking (blocking terrain doesn't have to be impassable). But if you define it as blocking, all sight lines passing through it will be blocked and Sz 2 models will be invisible and blind while in that terrain. This isn't very good for the game and may cause confusion so you should discuss ot with your opponent before the game. That's right
  17. Ss miner can't interact during the same activation after it unburies, because it treats interact actions as bonus and it's unbury is a bonus action too. But you can make it take an interact out of it's activation (using Pulling the Strings).
  18. I think the reason why "little" models don't see play is not their fragility. The real reason (and the real problem of m3e) is the combination of scoring system and gg schemes. In m3e you don't need many models and many actions to score. That's why cheap weak models are worthless, unless they have some very special abilities - the big guys can effectively do their job. And it's also the reason why it's ok now to invest 10-12 stones into models that do nothing but buff big guys. And the reason why it's ok to use one action to concentrate instead of walking again into a perfect position for scheming as well.
  19. Some useful things that you should know about Colette: 1. Colette is very mobile. She can bury herself and unbury next to her model or scheme marker at the start of her next activation. Kill the Doves to reduce her mobility. 2. Colette can hit and hide. A typical beginning of the game is: Coryphees give Colette focuses, Rider gives her a ride, she runs into your crew, kills some important support piece (Sword Trick deals 3/4/6 damage) and buries herself. Applause!!! Your crew looks well protected with htw and armour on cheap models, but keep this threat in mind. 3. Colette is very hard to take down with direct damage. She has Serene Countenance and a nasty trigger on both DF (built in) and WP. If you try to hit her, she buries and pops out elsewhere. You can try to catch her with a combination of Drowned (to poison her with attack against MV) and Necrotic Machine (to ban triggers), but it will not be easy. 4. Colette is very annoying. She makes every enemy in (3) Distracted, when unburies, and every Distructed enemy that activates within (6) from her becomes Stunned. Her melee attack also gives Distracted and Stunned. 5. The Rider can reactivate itself to do schemes. Sometimes it's even better than reactivating the Duet.
  20. Quite the opposite: all numbers are rounded up ("Math" section, p.31). Most exceptions from this rule are concerning terrain hight and falling damage.
  21. Also keep in mind, that damage is rounded up: if the Duet has 9 health, it will suffer 5 damage and Coryphees will have only 4 health each.
  22. The duet has to pay half of it's remaining health to Dance Apart. So both Coryphees will have only 2 health and the new Duet will have 4 again.
  23. English is not my native language and I may be missing some nuances, but I read "if it is summoned in this way" as "if this model is named to be summoned", not as "if this model is successfully summoned and placed on the table". Ignoring action's restrictions after the action is successful makes no sense.
  24. When you declare a once per turn action, you must check if this model has already taken this action this turn. It doesn't matter if it ignored once per turn restriction the first time - it is still Blood and Wind and has been taken this turn. So my answer is yes: Kirai can't take a "normal" summon action after she used this action to summon Ikyrio. The same works for Seamus.
  25. I've got a question (I always ask it when the "what-master-should-I-take?" discussion begins). What are the strategy, deployment, schemes and table?
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