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Zebo

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Everything posted by Zebo

  1. Not sure about your reading of "To Dust" action. In "Connect Soul" doesn't points that yoy need to make the "To Dust" action, so you could make only the "Connect Soul". That makes me understand that the "Connect Soul" action from "To Dust" doesn't spend any AP.
  2. It can give armor to constructs, regardless of their armor level.
  3. In fact, it seems that the Incorporeal models have lees wounds that they should. In the Shifting Loyalties's campaign rules you can make one of your models incorporeal, but then you must reduce its wounds to half.
  4. I thought that placing Hannah on top of the marker keep the buried model out if the table.
  5. Mmm with no randomization? You could use Lazarus or the Specialist to shoot to YOUR troop to assure the moderate (with Lazarus is the same than the weak, minus the armor or even the enhanced-by-engineer armor, 1 to your buddy and 3 to the enemies under the template).
  6. Thisbthread has make me ask me... If Freikorps can't gte damage from , can they benefit from "Move or Burn"? It's like the models must take damage to benefit of the action, and they cannot take damage...
  7. I thought it could be a good boost to Freikorps crew the possibility of get pushes, and a great boost to Specialist utility if he was the source. Still not sure about it being a 1 AP instead of 0, since it's 10 an you could use it twice (or three times with oathkeeper) and almost redeploy your entire crew. It could be once per activation, but I prefer to make this a 0 action.
  8. I would increase his Df and Wk to 5 and would add to his "Move or burn" action "each model in range can suffer 2 damage to lose Slow and Paralized and push up to 4" in any direction".
  9. Sorry, but if the summon would require both scrap and corpse marker, it would be in fact almost unplayable. It's actually a 2ss upgrade that I'm not sure how often is seen. You need now a 9to summon an Abomination.
  10. Since his abominations are both flesh and metal, I think his summon upgrade should allow him to use both scrap/corpse markers to summon.
  11. Well, with his upgrade and I Pay Better Hans can make two focused shoots each activation... Not a bad deal.
  12. Not sure what do you mean with big beater, but just in Arcanist we have Blessed, The Captain and Snow & Storm. All of them beaters with df 6 and defensive habilities. Also all of them are cheaper than A&D. Not saying that A&D is worse than those, not even he's bad. But pointig his Df6 as a reason to be as expensive is a nonsense. I could agree that a good reason for its cost is the activation advantage that can be the possibility of letting him to die, activate his two parts, reunite them...
  13. I can only speak of Freikorps, as long as I only had played them. - Von Schill needs to improve greatly to fill that cache of 1. I would give him Hard to Wound or Impossible to wound, to represent the old mercenary's famous toughness. I also would increase his Ml and Sh to 7, where I think should be a Master who's intended to be good but with an average damage. Finally, I would reduce te ap cost of Stand and Shoot to 2, while is very very situational as it is like now. - The Specialist could perfectly have Df and Wk 5 without increasing it cost, and also I would give some tweak to him. For example, the Run or Burn "friendly models in range can increase the damage suffered to 2 to push themselves up to 4" in any direction". - The Freikorpsmann could have some (0) action that allow them to take an interact action, for example. - I would also give the Steam Trunk a (0) action like "make 1 damage to a friendly Steam Trunk to draw a card"
  14. I agree in Specialist needing a boost (I think everybody agrees). Just trying to have some fun with him.
  15. Well, the idea of VS grabbing one of his loyal soldiers and launching him/her onto the top of a building looked like funny to me xD. I understand the balance issues, of course.
  16. Yes, I know that it's not the best tactic in the game, and ww can do better Alpha Strikes with less efforts. But it's a possibility that you haven't with previous VS. Even your opponent avoidind the menacing bubble of the flying Specialist could be good. You still have the chance of doing this late in the game, and it maybe hard, but can be done.
  17. I've been thinking about new upgrades, and what I like the most is that now we can think about combos with VS (¡!) I want to try 2 options, in one VS has Oath of the Freikorps, Nythera's Aftermath and I Pay Better (full support) and the Specialist wears Scout The Field. With the StF movement the Specialist moves up to 2" in front of VS. As long as possible, the Engineer (probably will become a must in my lists) gives the Specialist the +1 armor and the +. Then, when you want, with 2 ap VS gives the Specialist Oathkeeper and places him up to 6" of its current location, keeping 1 ap for him to walk, give Oathkeeper to another ally or himsel or wathever you want. At this point, you have the Specialist placed up to 8" + 6cm from your deployment zone, ideally on top of some elevated terrain that grants him cover and provides with good LoS. Then you can activate him, discard a card to gain focus, burn oathkeeper for a third ap and make two focused shots that put on his targets burning +2 each. It could be 6 dmg + burning 4 to the affected for the blasts. The other option is to include Hannah with I Pay Better and give VS Scout the Field (I really LOVE this upgrade on VS and SA). That would mean a couple of inches with the same actions, or maybe, using the three actions of VS, you could place the Specialist up to 13" + 6cm. I feel that 2 focused shots from the Specialist are better than 2 from Lazarus, but the same tactic could be used with the construct.
  18. One thing about Oath of the Freikorps. The condition that gives to the damaged models gives to all DUELS versus him to all friendly models with Oathkeeper. I mean, not to damage flips, but yes to defense or any other kind of duel versus him.
  19. I usually run 2 Trapper and one Librarian. Using 2 10ss models would force me to play with 7 models when I try to put at least 8.
  20. Hannah is simply good in many things, but her real strengths are the Arcane Reservoir and the possibility of bury people with her 2ss upgrade (making her quite expensive). I've tried her sometimes without her upgrade, and she's too squishy to being a beater. Her damage output is not as good to risk a 10ss model as killable as her. When I kept her at distance and used her (0) and the 2ss upgrade, she made a good job. When I tried to charge something and use her only (1) action, she dealt a little bit of damage and then died easily.
  21. I've had ups and downs using Hannah. Since being the star of the match to being absolutely irrelevant. I feel difficult to use her since she's 10ss, and Strongarm cost the same 10ss and has never ever failed to me.
  22. I need the final rules of both the new upgrades and the Engineer. The idea of placing the Specialist up to 11" out of your deployment even in elevated terrain, with Armor +2 and to all duels sound so cool that I need to try it. If you want to, it could be even placed up to 16" (I've always loved Scout the field on VS). Yes, the same trick could be used with Lazarus... but Lazarus isn't wearing a Flamethrower.
  23. I feel that elevated profiles are better at the beginning of the turn, when you have your hand loaded of cards, while are better at the end, when your hand is empty. That's not an exact rule. If your hand sucks there's no high card to cheat, so depending of your luck could be better the positive flip, while if your opponent has good luck with the cards flipped from the deck, your positive flips are almost useless.
  24. Actually, summonig IS placing. In fact, the rulebook point summonig and unburying as the most common ways of placing.
  25. Hoffman can't hire Lazarus since he's Guild...
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