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Maladroit

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About Maladroit

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  1. In m2e hounds even took a little killing at df5 and 4 wounds. Sometimes scheme runners struggled to put them down efficiently - 3 wounds vs 4 is a huge deal. At least guild hounds are OK summons, you can loot their corpses, and pack mentality is more likely come into play to improve their survivability and effectiveness.
  2. Dropped markers can be placed in base contact with other models (even underneath the base) while created markers can only be in base contact with the model creating the marker and not other models. The change means that the pyre marker can be placed under the model that just killed your model in melee.
  3. Maladroit

    22.03 Update

    Probably a fair call on Ryle - I would have preferred a slight Nerf rather than the cost increase. Orderlies . . . sigh. Unfortunately I really like the models and theme. I actually bought the starter set just to get these (and the Guild themed deck) Hoffman - They fixed the gank you could pull with protected by making it enemy attack actions only. With summoning, I hadn't paid attention before but on the summoners card the upgrade is identified by keyword rather than name (reinforcements for Dashel rather than Patrolling Guard). I wonder if that is leaving the way open for different summoning upgrade options or just a card space issue? I still prefer Master Queeg but I can see that they might not have wanted a non-master model called Master. Did the get threatened by the copyright holders to The Caine Mutiny? Maybe if it was Taggart McQueeg.
  4. Or perhaps the model could only mimic an action during its activation (Mimic ends at the end of the activation rather than in the end phase). At least that would stop multiple shoot attacks and force the Agent to engage where it is more vulnerable. Would be a substantial change though.
  5. If you are being attacked 10 times a turn then being able to cheat or not in defence does not really make a lot of difference. You'll likely need to use the high cards to force attacks through a defence that is probably able to repeatedly use highish cards due to the card draw. How many useful cards will you be able to cheat in to defend with a 6 card control hand? Even if you could cheat you might make a difference to one or two attacks that they'll probably still be able to force through anyway. I can see it feels worse not to have the choice, but if the crew can channel 6-10 attacks through a single model, for many crews cheating or not is not going to make a big difference - that is to say, I don't think allowing cheating with a discard is the solution to the problem you are describing.
  6. It would certainly be an improvement. I guess, unlike Rail Workers the models don't appear Augmented in any way (well perhaps they are in the McMourning way - hard to tell). I'd run one instead of a Toolkit to test it out at least, but I still think that unless you were running Howard, you'd probably still be better off with a toolkit.
  7. I wrote this in another thread but I can't see any value in Steamfitters in a Hoffman crew. The only reason I can see that they actually have Augmented is to support Howard. But the biggest problem with Hoffman is that they are not constructs so do not get Power Tokens when Hoffman activates, cannot use Power Transfer from other models which means they cannot get the 2" push that comes with that. They are far less likely to have a Power Token, so the Mechanical Attendent usually cannot Push them either, which means that they usually have to walk at least once just to keep up with all of the free movement of the rest of the crew. In turn 1 this isn't a problem - but then Shielded and their aura is far less likely to be useful, but even by turn 2 I've found that they either are positioned correctly for their aura or they can use encase in steel maybe once. Hoffman can't even overcharge them to give them fast and a Power Token. You can Toss them with a Guardian, but you've got better things to be doing with that activation. The only reason I might consider them is if the M&SU only restriction was removed from the Bronze Boxing Gloves trigger so that they could also hand out focus with Shielded to models not named Howard. Otherwise a mobile toolkit is only three stones and is as pretty much as effective at handing out buffs (actually Tune Up only needs a 5 rather than a 6) and more mobile because it is a construct.
  8. If they just made "riddles in the dark" a flat distracted +2 rather than comparing control hands that would save the required line of space without a nerf. Would it be too strong?
  9. They are Augmented so only 6ss with Hoffman. But they are not constructs so do not get Power Tokens when Hoffman activates, cannot use Power Transfer from other models which means they cannot get the 2" push that comes with that. They are far less likely to have a Power Token, so the Mechanical Attendent usually cannot Push them either, which means that they usually have to walk at least once just to keep up with all of the free movement of the rest of the crew. In turn 1 this isn't a problem - but then Shielded and their aura is far less likely to be useful, but even by turn 2 I've found that they either are positioned correctly for their aura or they can use encase in steel maybe once. Hoffman can't even overcharge them to give them fast and a Power Token. You can Toss them with a Guardian, but you've got better things to be doing with that activation. So while I agree their abilities are better than a mobile toolkit on paper, but I have found that they are just are not mobile enough. I have not tried bringing in a scrap marker dropping model yet, but I cannot see the value in spending more SS just to make a mediocre model kinda work. I'd probably just rather take a metal Gamin for 5ss+1 on its own, the rest of the crew can eat the scrap markers it drops.
  10. The controlling player is responsible for all resources used by a model during its action. Edit: Page 26 of the rulebook and to add - "resources" like Power tokens on the model are also controlled by the controlling player.
  11. That's pretty much my experience too, you just end up losing too many duels without your opponent really using a lot resources, even if they are on double negatives for damage it does not really matter, especially if they are stacking conditions on every time they damage you. I agree that Armour 2 seems better on SS users. I also have not tried to use masses of Shielded yet, I generally use the toolkit to focus, steamfitters seem overcosted and I have not really used Joss for the pulse. I might have missed something, Did Wardens drop to Armour 1 at some point? They are back to Armour 2 now though? Also regarding the Peacekeeper, the last couple of games we have used a fair amount of severe terrain. Moving Hunters through or around severe terrain is bad enough, the Peacekeeper is almost unusable. At least you can Toss Hunters.
  12. Do we have any word on whether new crew boxes will be of a similar composition (typically Master, Henchman, Totem, 3 minions)? I know there was some speculation that new releases may be more piecemeal (Just a Master and Totem) because people have existing collections. And totally agree on Mei Feng.
  13. Hoffman (Arcanist) with Mechanical Attendant and a massive cache of 2 ss. 6ss Soulstone miner (Hazardous Pit) 4+1 ss Fire Gamin (Pyre Marker on Demise) 10 ss Howard Langston (Vent Steam) 10+1 ss Ice Golum (Blizzard) 6+1 Silent One (For the Ice Pillars) 9 ss Guardian for the Scatter At least there are three models more or less in theme . . . . still working on finding four using Guild.
  14. #Ilovemichibasan So far I'm on four types of hazardous with bonus Scatter and I 9ss left - I'm sure I'm missing something . . . . will keep thinking Hoffman (Arcanist) 6ss Soulstone miner (Hazardous Pit) 4+1 ss Fire Gamin (Pyre Marker on Demise) 10 ss Howard Langston (Vent Steam) 10+1 ss Ice Golum (Blizzard) 9 ss Guardian for the Scatter
  15. Oops, my brain went uses Power Converter, therefore is a construct. Thanks.
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