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Rufess

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About Rufess

Total Testosterone 2018
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    Enforcer
  • Birthday 01/22/1992

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    Male
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    Hong Kong

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  1. The faction that has most fair/close game with Neverborn is: Neverborn
  2. Guild and Neverborn, if I remember it right, have no Nightmare box yet so a Nightmare Lucius crew would excite both Faction.
  3. Then how would you determine who would be the attacker of the HH?
  4. Did not expected the thread would be pushed up again. As a player who suffer a lot from Nekima, I am more than happy to see her and her keyword struggle with the new GG S&S. Want to share a game 2 months ago, playing Somer against Nekima with Lilith in a killy pool with Public Enemy, Assassinate and Let Them Bleed. I won 5-2. The opponent was not as skilled as the one I struggled with before, but still it was an exciting game that had proved Bayou can handle Nekima. It was a brutal game that I tabled him at the end of turn 4 while had only 4 models left, with not more than 10 wounds in total. He charged to my deployment zone in the head of turn 1, and I could not pass through center line during the whole game. The point when playing Somer into Nekima is to make use of their Black Blood in your advantage to trigger Pig-Eating Grin. And keep Lenny survive at any cost.
  5. How do you think that if a model suffer 0 damage from an attack, would it suffer the "after damaged" effect?
  6. The game length "problem" is only occur in tournament hence I believe changing the format of tournament is a more proper way to fix it. Not sure if it can help or not, but the tournament format of my local meta has vary time length among all 3 rounds. the 1st round lasts for 2 hours, 2.5 hours for 2nd and 3 hours for 3rd. Since it is no way to hold a 3 3-hour games aday so I have to move the time from 1st round to the more important 3rd round to ensure it ends at turn 5.
  7. Is it really the case? There are 2 words in the rule book to describe distance between a model and a terrain: in the terrain: when a model's base is overlapping the terrain. within 0" of the terrain: when the model's base is touching the terrain, either directly next to or overlapping the terrain. A.k.a. base contact. According to the rule book, a model suffer effect from Hazard terrin moved through or resolved an action while in the terrain. So the question here is: "Is a model considered as in the terrain when it is base contact with it?" If is was a yes, then in the case of Geode Marker, a model in base contact with it would mean it was in the Hazard and Impassable terrain. It does not sound right to me that a model can be stand in an Impassable terrain. Also, considering that a model start or end a placing effect in a terrain is treated as the model have moved through the terrain, that, in the terrain = base contact with the terrain, would also mean a model cannot place from nor to a position that is base contact with an Impassable terrain. It would be a huge mistake that lots of players (I guess so) would had made from the start of M3E. I think the Geode Marker being Hazard and Impassable at the same time is for other models within the keyword may need the terrain trait for their Abilities and/or Actions. ps: It is still possible to deal the Hazard effect to a model by pushing Geode Marker to base contact with that model, nothing happen, however, if a model is pushed to base contact with the Geode Marker.
  8. I love the spirit behind. But as a person who live in a area that cost $15+ to ship anything to US and UK, I do not like this method.
  9. A model can ignore up to 1" of Concealing terrain only if it is inside of the terrain. Since the strategy marker is also impassible so a model can never step in it, hence Concealment will always applied.
  10. Seems like I am the minority on the Q2. I have no issue on answer that "open info" question in all games, both causal and tournament. My theory is, if I am winning by incomprehension of my opponent, then I am not actually winning. No one has prefect knowledge and memory to every single model in the game(at least none in my meta). I believe that providing all info my opponent need, including interactions and shenanigans between my models, is the best way to bring most fair and competitive game to both me and opponent.
  11. What happen if a model is pushed toward a marker that its center point is already covered by the model? Does the model "go back" to the position that rim-to-center or rim-to-rim? Either of these do not sound like "push forward" to me.
  12. Is theorycrafting here actually means "throws out all imagination and idea on the Apex keyword"? Because I am good at his. Not saying that I could come up with balanced, well designed and characteristic idea, instead I can think of A LOT OF idea. Apex: I am not a native English user, but the word Apex (along with the artworks) makes me feel like that Lord Cooper and his crew are Hunter. And before they can start the hunt, they must first have target(s). Considering the current mechanism of the game (other than adding new Token type), the best way I can think of to represent "picking a target to hunt" is the Adversary condition. To distinguish from the Urami crew, Apex in my idea uses Adversary as a resource that can spend for extra benefit. So the common ability would be like: Hunt of the Apex: When declaring Triggers in an opposed duel, this model may end the Adversary(Apex) Condition on the opposed model to receive any suit to the final duel total. Also they are hunting for purpose, no matter it is for food, cash or fame: Reward Hunting: After this model killed an enemy model with Adversary(Apex), it may draw a card. And they will need a common Trigger to give Adversary to enemy as a crew that rely on that condition: Mark Target: Models damaged by this Action gains Adversary(Apex). Lord Cooper: I do not have much knowledge of the Lord Cooper since I did not read the background story. But to me, Lord Cooper is more a back line commander who pick the target for his follower and order them to do the job. The main abilities of him are: Search for Prey: During the Start Phase, this model may discard up to 3 cards and/or Pass Tokens. For each discarded card or Pass Token, this model may target an enemy model within LoS. Target models gains Adversary(Apex). Stalk to Death: After an enemy model with Adversary(Apex) end its Activation within LoS of this model, this model may discard a card to have another friendly Apex model within LoS of that enemy model to move its Mv toward the enemy model. If the friendly model ends its movement within 8" of the enemy model, the friendly model may take an Attack Action targeting the enemy model. Other than these Cooper may have some range enhancing ability, like ignoring friendly fire/concealment. In the Attack aspect, Cooper should share similar Actions with Von Schill since they have similar equipment. Only Cooper will have Triggers of all 4 suits in his rifle to make use of the Hunt of the Apex ability. His Tactical Action is about setting up for combat: "Surround it": Rg 10" | Stat 5 | TN 12 Enemy only. Push any friendly Apex models within 10" of the target up to 3" toward the target. Model pushed this way cannot end its movement within 6" of the target. If the target has the Adversary(Apex), then all models pushed by this Action gains Focus+1. "Left no exit": Target gains Staggered. If the target has Adversary(Apex), it gains Injured+1. Ullr & Artemis (Bloodhounds, the totems): They are weak totem that can only do limited work for the crew. Their stat should be similar or little worse than other hound model. And they have an unique ability to help other Apex model: Follow Up Attack: When the Adversary(Apex) Condition would end on an enemy model within 2", the enemy model suffer 1 damage. Henchman: I am still not yet sure is the word "Model 9" is the name of the henchman, or means there is 9 models inside the box(highly unlikely though). So I now have no idea of what the roles the henchman will fill and what he/she can do for the crew. Crypsis Crops: They are minion(2), so should be high cost model and the main combat pieces of the keyword. I agree that They may have Disguised or Stealth according to the name and description. Both would be too overkill if we want them to have fighting power at the same time. I would like to see the Beta version of Adversary come back via an ability on them: Knowing the Prey: This model receives to opposed duels with enemy models that have Adversary(Apex). According to the artwork, their weapons are shotgun plus knife (and a spear?). Both of them are common weapons spread around all Factions, so there is no doubt that they are using the same profiles with other models. They should, just like the Lord Cooper, have 2~3 Triggers of different suits under each weapons to make use of the ability. Vatagi Huntsmen: According to the artwork, their only weapon is gun so they should be the mid-cost range unit of the crew. The biggest fear of all range units is being engaged by enemy and cannot escape. The Huntsmen, however, are different. They know how to keep distance with their prey just as good as knowing how to hunt down them: Hunter's Path: During this model's Activation, it is not treated as engaged by enemy models that have Adversary(Apex). Runaways: The minions come with the crew box of Cooper. Look at the artwork and the name I do not think they are combat pieces. Instead they probably a cheap schemer of the crew. From their name I had came up with an Action helping them to move and scheme, but require careful positioning. Run Away from Threat: Rg 6" | Stat 5 | TN 10 Enemy only. Push this model 5" away the target. If he target has Adversary(Apex), this model may end the Adversary(Apex) on target to take an Interact Action. Malisaurus Rex: The dual keywords model that shared by Apex and Fae keyword. I believe it is a enforcer beater that around 10ss,. Who would makes a rex a schemer or supporter? Not sure how many abilities it will keep from the TtB, but I believe the Unimpeded, Ruthless and Terrifying will stay. The Rush and Hard to Wound also have high chance to remain since they fit the characteristic. And then I am not sure if it is suitable to give the common Abilities of the Apex keyword since it already has 5 abilities in the front now. There is no suitable Attack Action for the Rex currently, so it will receive a brand new one (and Triggers for all suits, again): Mightful Jaw: Rg 0" | Stat 6 | Rst Df Target suffers 3/4/6 damage. To distinguish from the Killjoy, the Rex needs a unique Tactical Action: Apex Hunter: Rg 6" | Stat 5 | TN 14 Enemy models within range must each pass a TN 10 Wp duel or gain Adversary(Apex) or Adversary(Fae). If the enemy model has smaller Sz than this model, reduce its duel total of the Wp duel by the difference between the Sz. The Law of the Wildlands: This model may end Adversary(Apex) or Adversary(Fae) on any enemy models within range. For each enemy model ended Condition this way, this model may take a Action targeting the enemy model.
  13. Considering the package is ToS with the small M3E icon at the corner, I think it is a ToS product. Hence the models are ToS materials and pre-built.
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