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Rufess

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Posts posted by Rufess

  1. 1 hour ago, regleant said:

    Cautiously optimistic. I am puzzled by the "We Own You" Tactical Action, as it can only target models with Distracted +2. So if you use them to make any attacks, you're at a negative. And per the game rules (Wyrd's own video here: https://www.youtube.com/watch?v=oUV0-8f9DIM&t=2s) when you drop a Scheme marker, it is friendly to your opponent, not friendly to you. So I am at a loss as to how to use this.

    Isn't the scheme marker friendly to the crew which controlling the interaction action, i.e., Youko?

  2. The changes on Somer's card do not affect him as much as it read. He can still play the pre-errata way and keep most of his strength. It is the interact clause and bubble-unfriendly strategies make him unplayable in GG2.

    In the bright side, with the change to the "another" classification, he can now take the Pig-Eating Grin shoot himself.

  3. :ToS-Fast:Welcome to the Bayou

     

    Som'er is now a real summoner who can summon all his minions. So I would say you need all of his minions in order to play him in full efficiency. Good Ol'Boy is the main combat piece who can do considerable damage as well as tanking damage in frontline. Crier is the controller and schemer who can Obey Bayou Gremlin and Skeeter to Interact with Strategy and Schemes. Spig Hog is a healer who also has Lure which is a good tool to move enemies around. I would say Banjonistor is the least you need but the come in the box with Georgy, the main damage source of the crew, so you are buying it anyway.

    Big Brain Brin can be a good add to the crew with his deck manipulating and the extra hand. You may also want a stand-along schemer with high mobility, Emissary or the First Mate, in certain pool, if you decided to play Big Hat in that kind of pool for any reason.

     

    Ophelia and her Kin is a powerful keyword as well. They have great firepower and high durability combined which makes them the top keyword in our Faction when playing Public Enemy and maybe Recover Evidence as well. Lacking of discussion may because they are straight forward enough (plus that inactive is a characteristic of Bayou section). You may want to add a healer or two when playing Kin to max out their durability. Bokor is the most common choice who also has synergy with Sammy for card drawing.

     

    Tri-Chi I do not have enough experience with to give useful advice.

     

    Big Hat by themselves is a generalist keyword that can play into vary pools. Combine them with Infamous or Tricksy you can basically play into any combination of Strategy an Schemes. They are usually not recommended to new player due to the cost and rules count. But they are less problematic for a returning player. So I would suggest buy into Big Hat and have few game before choosing the next keyword.

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  4. In our local tournament there is a lucky draw beside of the main prize after the event. Players can earn points to higher their chance in the draw by:

    a.) winning the game

    b.) full paint

    c.) good sportsmanship

    d.) playing new faction

    and etc.

    From the description, I think it is what you are looking for.

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  5. 40 minutes ago, Plaag said:

    i mean that other models treat area within 2"from moorwraith as severe, and it is terrain trait, right? so what abt grave goo than?

    Grave Goo treats that area as Severe terrain, so the Trail of Slime does take effect. The enemy model then treats that area as Severe Hazard terrain.

     

    8 minutes ago, Plaag said:

    and if goo stand btb in some marker, like ice pillar, and jedza uses her life of earth, would be that pillar impass, hazardous?

    No since Trail of Slime is specified to enemy. So while though the enemy treats the Ice Pillar as Impassible, Blocking Hazardous terrain, to Jedza it is just a regular Ice Pillar (i.e. Impassible Blocking).

  6. 2 hours ago, Plaag said:

    jedza chronicle reduces all dmg that model suffers this activation, or only once suffered?

    It stated "next damage" so it is literally the next single damage. No matter it is 8 damage from Seamus's shot or a single point damage from Black Blood, the Chronicle prevents damage once and is over.

    2 hours ago, Plaag said:

    through the muck makes model gain shielded each time it moves? for example charge and move from atack/trigger are the same effect or different?

    The ability does not state otherwise, so it is every movement effect. Using Grave Goo as example, it will first gain Shielded +1 from the charge move, and if it hits the Accidental Roll Over and move into base contact with a terrain again, it will gain another Shielded +1.

    Note that there is no once per action restriction. So, for instance, if Zipp hit Grave Goo with Up We Go, hit the trigger You're Comin' with Me and push it twice, and if all movement is ended in base contact with terrain, then Grave Goo will end up with Shielded +3.

    2 hours ago, Plaag said:

    in memoriam trigger-for example, i have fliped 13crows for the duel, declare trigger, 13 of crows is already in discard or not?

    Mikhail has to choose the target card when declare the trigger, at that point the 13:crow is still on the Conflict waiting for actually determine the duel result. Hence Mikhail cannot choose that 13:crow.

    2 hours ago, Plaag said:

    moorwraith's rolling stones-if grave goo is in base contact with moorwraith, it is said that other models treat the area as severe, and what abt hazardaous from grave goo?

    Grave Goo is other model to Moorwraith, so per the Rolling Stones, Grave Goo treats Moorwraith as Sever Impassable terrain and the :aura2" area of it as Severe terrain.

    Note that if Grave Goo is in base contact with Moorwraith, its Trail of Slime takes effect and adds Hazardous trait to Moorwraith. Per the Rolling Stones ability, however, enemy models do not treat Moorwraith itself as terrain, so indeed it is meaningless.

    • Like 1
  7. 5 hours ago, Plaag said:

    zipp with his conversation will only help jedza, and if he would come to the bubble, he would die

    I am not sure how the Boring Conversation would help Jedza, but if it was the case, Zipp could always choose not to pull it up.

    Also he need not to stay in the center of Seeker bubble. He can just charge in and walk away. The number of 2" of Seeker crew could be a problem, but Zipp has the mobility to decide target and landing spot freely.

    Once again, Zipp is not going for Jedza, not Mikhail nor Emissary neither. His game is trying to pick up an outsider that is not well protected, throw it out to the Jedza's bubble. And once again, Zipp is not an auto-win button against Seeker, the opponent has several ways to play around it. But he is still giving pressure to the opponent on activation order and positioning, which is a raw advantage by itself. And that is the reason I called Zipp a decent pick against Jedza.

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  8. 10 hours ago, Plaag said:

    lol, u forgot abt emissary and lamplighter are garbage

    I believe you are stating 2 points:

    1.) The existing of the Emissary

    2.) The Lamplighters are subpar

     

    For the Emissary, yes it is a trouble to deal with. But at least Zipp, with the Up We Go, can avoid that Df 7 and tie in the stat. A single hit should be enough to throw away the Emissary outside of the Take the Hit range. Sure the Explorer player can place his crew careful enough such that Zipp can hardly displace the Emissary into a bad spot, but by doing so Zipp is already giving out pressure and limiting opponent's choice.

    Plus that the Emissary cannot protect all the crew with the tiny 2" :aura of the Take the Hit. With the mobility, it should be not difficult for Zipp to pick out model outside of the Emissary.

     

    As for the Lamplighters, I am still learning toward them so cannot draw any conclusion yet. But a :+flip on every activation, even in the opponent's, seems brutal to me. The only issue is how to keep as many as possible models within the :aura of the Lamp Marker. Also the range push and healing is a solid tool in the Seeker crew. Another heal source means you can hold Jedza's activation till later even is there was a model need healing instantly. So they are giving you more flexibility on activation ordering and positioning.

  9. 4 hours ago, Daniel Walker said:

    As I found, Ivan’s crew, as I play him, don’t really need resources. I start with 7 stones and can afford to spend 4-5 on :crow if I really need them, but in tuned set up Ivan always has a least :+flip:+flip and :crowon very flip he needs to summon

    3 hours ago, Scoffer said:

    You don't need to spend a stone on each attack. If you have any 13 in hand, it's almost guaranteed summon (unless you attack something rare with WP 7+). 

    Just to ensure everyone is on the same page, Ivan can only transfer a single :+flip to :crow in every attack. So he always needs a stone or a suited card for the 2nd :crow for the summoning trigger.

    Another add, not quite relating though, is that Ivan cannot summon from a killed target. So the health is also a condition when choosing target while summoning.

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  10. Not sure others but I am using the forum dark theme so the black texts are so terrible to read.

    Another non-keyword model to consider with is Botanist. Wastrel can feed it with 2 Grow Token in the first turn without trouble. Life Leech from the Phantasmal Mask along with other healing can make Botanist a decent tarpit model. Note that it cannot be carried by Ride with Me after having 2 or more Grow Token.

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  11. 7 hours ago, Whut said:

    1 - Does Lamplighter's Shimmering Lights apply after the move portion of the Charge action, before it generates the Melee action? (Thus, immediately applying to the melee action)

    • "Shimmering Lights: Enemy models that end a move wthin (A)2 of this model gain Distracted +1 after resolving the current action or ability"

     

    Attack action generated by Charge action happens after the Charge action has been resolved. Hence the charging model gains Distracted after pushing from the Charge action, while before taking the Attack action.

    7 hours ago, Whut said:

    2 - Does Lamplighter's Unnatural Glow consider the "Terrain Marker" from the perspective of the Lamplighter or the Target? Essentially, when targeting a Moorwraith, can the Moorwraith Heal 1/2/3 because from the perspective of the Lamplighter it is within 2" of itself, which the Lamplighter can treat as a Terrain Marker.

    • Unnatural Glow: [...] Then, this model may have the target Heal 1 or 1/2/3 if it is within (A)2 of a Terrain Marker.
    • Rolling Stones: Other friendly Seeker models may treat this model as a Severe Impassable Terrain Marker, which cannot be removed [...]

     

    The Terrain Marker without a doubt is determine from the perspective of Lamplighter. If the Lamplighter uses Unnatural Glow to push opponent's Anya to:aura2" of her scheme marker, Anya is healed 1/2/3 rather than 1.

    The arguing point is that if Moorwraith is considered within :aura2" of its Terrain Marker self from the perspective of Lamplighter. I do not have any rule reference to this, but my intuition is yes, Lamplight can heal Moorwraith 1/2/3.

    7 hours ago, Whut said:

    3 - Does a friendly model within 2" of two Lit Lamp Markers get ++ to a duel once per activation? (Don't think so, but...) Can it get + to a duel twice per activation, as this would be making use of two auras with the same name but at two separate times?

    Light the Way states "...the Lit Marker..." rather than a Marker nor one or more Marker, so imo a model can receive multiple benefit if it is within range of multiple Lit Lamp Marker. The effect, however, is an aura, so the model can get :+flip twice per activation, but no :+flip:+flip in a single duel.

    7 hours ago, Whut said:

    4 - When a Bellhop Porter "I Found Another" a Lit Lamp Marker, does that marker also give + flips to friendly models for the rest of the game? Or is the "+ flip for rest of the game" effect created by the Light the Way action and thus tied only to the marker targeted? The action technically does not specify that the effect is a passive ability of all Lit Lamp Markers.

    The :+flip is from the Light the Way action. And the action, as mentioned above, does specified the target Lamp Marker. Hence the Lit Lamp Marker dropped by Bellhop Porter do not give out :+flip. The Lamplighter can target those with Burn the Midnight Oil action though.

    7 hours ago, Whut said:

    5 - When a model heals, can multiple Moorwraiths push towards it, as their Chronicle ability affects themselves and not the healed model?

    Yes, similar to the Scamper ability.

    7 hours ago, Whut said:

    6 - What happens when Grave Goo's Accidental Roll Over trigger cannot clear a model's base? The trigger doesn't permit you to move "up to" 5 inches, so is this move just illegal and you cannot move in that direction, or would you stop in base contact with the model? If you were to stop in base contact with a model, does this count as "moving through" the model for purposes of dealing the damage?

    • ARO: Push this model 5" in any direction, ignoring any models. Models that this model moved through...

     

    There is another trigger named Rampage that as well push the model exactly 5". So Accidental Roll Over resolves similarly, push as fat as possible.

    8 hours ago, Whut said:

    7 - What is the timing of Chronicle effects? Do they apply immediately after the model Heals, or after resolving the action that healed it? This could be especially important for timing Tannenbaum and Austera's deck manipulations.

    • Chronicle(something): After another model within (A)6 Heals, [...]
    • For example: Enemy Nurse uses Bottle of Painkillers to heal McMourning with the Pulled Here and There Trigger. Can a Surveyor Chronicle to create a Geode next to McMourning such that he cannot push 3" in that direction when the Trigger is resolved?

     

    Chronicle does not specify the timing like "after resolving the current action" so it does take effect right after a model heals. In your example, it is possible to do so. Chronicle is triggered and resolved at the time point when McMourning heals, which is when resolving the action and before resolve the trigger.

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  12. Surely you can replace the Effigy with upgrade to the Emissary during the game, just like other replacing model like Coryphee, Gamin and Golem, Pigs, Rats and etc.

    If you refer to my image in the OP, you would find that there is a button next to the Brutal Effigy that can replace it to Brutal Emissary. While there is no similar button on the Intrepid Effigy.

  13. 2 hours ago, Morgan Vening said:

    While it requires a little bit of setup (assuming I've got all the rules right), Anya appears to be a pretty awesome bubblebuster.

    Anya + Calypso.

    Get a scheme marker or two down in the area you want to affect, late in the turn (Winston or Austera), then run Anya in Calypso into the middle as the last thing you do, getting as many enemy into a 3" bubble around Calypso (almost 7" across).

    Use any remaining activations for the below, but work to win Initiative the next turn, and get this off three, if not five times (though for Calypso you need the 7+ tome in hand).

    Anya uses Control Console to use Calypso's Thriller Driller, using Price of Progress to hit the Mass Of Tentacles trigger.

    Move everyone a fraction of an inch, taking one for MoT, one for Expansionist. Repeat. And again.

    6 single points of damage to everything in a 7" bubble, more if you use Pit Markers (Vatagi), or other Hazardous terrain (Surveyors?), and they're allowed to stack.

    Also, the idea of Anya making a robot force everyone to do an ouchy hokey pokey is hilarious. 

    I hate to do this but someone needs to say it.

    1.) Control Console allows Calypso taking action during Anya's activation, and Anya can only declare Price of Progress when she is the one who takes the action. So Anya cannot use Price of Progress on Calypso's action to add suit.

    2.) Other friendly models can draw LoS and range to Anya through Calypso while piloting, Anya however cannot draw LoS and range through Calypso. That means no Hazardous scheme marker from Expansionist.

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