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diki

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Posts posted by diki

  1. I don't see why you should ignore the "BREAKING THE RULES" section on Pg3 for wicked specifically calling out it includes triggers.

    I also don't think friendly trigger obeys should be counter tech to disengage from enemy models with wicked!
     

  2. 15 minutes ago, Adran said:

    I think this may have been errata'd since it was last discussed, and that the attack generated by the ensorcelled disengage may count as an action generated by an action generated by a trigger, in the same way that Models made to charge by Marcus' trigger can no longer declare triggers on that attack. But I had completely forgotten about that errata and how it would affect this situation until now, so I hadn't thought to mention it, and was probably using the same answers I used when it was last discussed 2 years ago....

    Have you seen anything that would overrule the Wicked Ability? I don't think anything about actions generated from triggers would currently stop the text of the wicked ability allowing the ensorcel trigger to stop the actack generated by wicked declaring triggers

  3. You can obey Hina to charge with a threat range of 9" (possibly doing onslaught from built in plus flip but you only control Hina's flips),
    then obey what she is then engaging to disengage twice with ensorcel trigger, which let's Hina take two more attacks which can declare triggers (again with plus flips, possibly onslaught and you are controlling all the cards at this point) and let's you move the enemy model twice so if there is any hazardous around you can possibly take advantage of that.

    Hina can use stones so you aren't as reliant on cards, and Z1 can draw a new hand during her activation so the main issue for cards is forcing through the ensorcel attack on your enemy.

    Comedy MAX maths if everything went perfectly for you:
    Poisoned Fate: (they cheat but still fail) 2 damage
    Obey Hina
    - charge and they cheat attack : 4 damage + 2 fate
    - onslaught attack 4  + 2 fate
    Obey target they cheat: 2 fate
    - They disenage (but don't really :D )
    -- Hina attacks and you cheat for them: 4 + 2 fate
    -- onslaught attack 4  + 2 fate
    - They disenage again
    -- Hina attacks and you cheat for them: 4 + 2 fate
    -- onslaught attack 4  + 2 fate
    You move them into some horrible terrain
    6x Damage track + 8x 2 fate = 40 damage

    • Agree 1
  4. 9 hours ago, Sprixus said:

    I mean you could tech in a poltergeist for 5 points, but is it worth it? Probably not. The other issue with mass marker removal is that it will eat your undergrowth as well.

    Sadly Poltergeist is a totem. You can only hire or summon a totem if there linked master is in your crew.

    7 hours ago, solkan said:

    Dropped markers can overlap other marker, it’s created that can’t.  (With the confusing point that impassible markers are always Created even when the effect says to Drop them...)

    So Titania can’t put her Underbrush on top of a Shadow Marker due to Create, but Misaki can Drop a Shadow Marker on top of an Underbrush Marker.

     

    At least Titania can move the underbursh markers around once theyre on the table

  5. Or use ranged attacks!

    If you had Emisary and could drop hungry land markers on the shadows it would do at least 2 damage when they place and then move off. But they are blast markers, so probably not that easy to place where you want them.

  6. 2 hours ago, Adran said:

    I am assuming you are adding the unwritten "while this upgrade card is attached" to the triggers/actions, because if not then "upgrade" masters  get a lot better if the upgrade effects remain after they have gone, which is sort of what you seem to be implying.

    :D
    I think from a balance and logic point of view you have to play that the gains are only valid whilst the card is attached
    . it seems extremely likely that is the Intention - but sadly from rules perspective I'm not sure anything ever really calls that out clearly? I feel like as the rules for the triggers/actions/abilities are on a card that is no longer attached they are out of the game (sadly it feels a bug, like there is a link on a webpage but you don't resolve hitting it because it's now a 404 missing page rather than having correctly been told to delete the link when it got removed). Generally model cards etc have rules that exist as long as the card is in play but there are exceptions (eg the outcome from needle and thread could persist till end of turn even if the model who gave it out died because it is effecting another entity)

    I wish upgrade cards where just a list of Abilities and Actions the model has these whilst the upgrade was attached (Maybe stat modifications too??) but I can't think of anything that couldn't be accurately defined as an ability. And have Abilities to attach the triggers. I think it would simplify the cards a lot!

  7. I think instructions on upgrade cards are written in present tense as instructions for something to do now.

    EG Serrated teeth and claws has

    The model gains the following Ability:

    The model's :meleeActions gains the following trigger

    If they wanted attaching the trigger to be a passive effect that your check for each time you declare a trigger I think they would have given the model an Ability that adds the trigger to the action type they wanted it to match.

    Actions on models are things, that a model always has. Models can take actions, resolve actions etc, but in the context of the game they fundamentally exist as a thing that models have. If that thing gains something I don't see any logic for why you would later apply unwritten restrictions on what it's gained.

    If Marcus mutates a beast so that it's claws are sharper, then a mimic copies its attack - I also don't understand the fluff reason why it wouldn't be copying the mutated version (same for loading your gun with shiny bullets in guild, if your gun has shiny bullets what difference does it make if you shoot them 1" or 12" - they are still shiny bullets)

    My "do the gains thing immediately" interpretation ** does make it more confusing and complicated in the mimic case though, as if Doppleganger had LLC Expert Marksman (thanks @Adran) and then copied someone else's gun it wouldn't get the trigger - because I don't think it's a passive ability to later modify future actions.

    **(which obviously could be getting the intention wrong)

  8. 22 hours ago, muraki said:

    Tns don't use up suits, so action with a trigger on the suit of the tn might as well have the trigger built in as you'll always have it.

    Now why isn't the trigger just built into the action? Well that's due to action standardization + the fact that stuff like stunned could still prevent you from doing the trigger.

    Other reasons to not have the trigger effect built in maybe you might have other triggers you might prefer to declare, or you might not want the tigger effect in which case you can usually choose not to declare it.

    • Agree 1
  9. The trigger says take the action again. It doesn't require you to target the same model. Additionally if you push the traget into something that stops it moving it may still be in range.

    @solkan
    "Step 6: After Resolving" (pg23) is actually still part of resolving an Action

    "If a Trigger generates an Action, that Action is an independent Action from the Action that generated it. The Trigger takes effect per its timing structure, but the model taking the Action cannot do so until all other effects (including other Triggers) have been resolved." pg12

    Even if this wasn't the case the trigger itself specfically gives the order the effects need to be resoled in. Which is resolve the push and then take the action again.

    Sorry, bad reading day :(

    • Like 1
  10. Stacking wounds should bring down henchmen reasonably quickly.

    I think the Fatamaster should often have their characters surrender or pass out before that though assuming it's appropriate to the story - at which point you could dispatch them if your character is so inclined.

    I think the combat generally lends itself to like 80's action tv - you defeat them, lock them up or make them agree to stop being so naughty, then next week they get out again and you go after them again :D

  11. You might also want to consider Hinamatsu as well.
    She's generally very good but also you can obey:ensorcel an enemy model to dissengage from her twice, which lets her take two wicked attacks including her own triggers against the enemy model you are flipping for and they can't declare resistance triggers and then assuming they survive you push them wherever you want them!

    • Like 1
  12. I was thiking it probably wouldn't break anything and it's probably reasonable to let characters add the suit even if it's not the highest value. But then does that mean that skills triggers also get added to the defense duels?

    If a character is set out to want a suit assocaited with their defense and they are adding it to a low skill they aren't as likely to get much value from the suit on the skill as they will the defense - so it seems like it would sort of balance out. But if you then give them additional triggers maybe it is too good??

  13. I think it would clearly state if it wanted you to add the acting value. Note also whilst some skills have commonly associated attributes, these do vary by situation and aren't built-in to a skill.

    Having looked at some of the NPC's in the books they only add either evade ranks or speed attribute to calculate defense.

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