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Barmution

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Everything posted by Barmution

  1. That is exactly the gist of my question when it comes to placing (Drag Behind): When does the marker become Hazardous? Is it "after" it is placed, i.e. it's not in the aura before it's physically put down on the board, so the Hazardous from Seashells doesn't trigger from the placement. Or does the marker count as Hazardous from the instant the placement takes effect thus triggering damage on models in base contact as per usual?
  2. Drag Behind, as mentioned in my post, as well as Reel Them In on Clampetts, Fisherfolk, comes to mind.
  3. Would models that don't ignore Tide Markers (or Terrain/Hazardous in general) take damage from having a Tide Marker dropped in base contact with them or would the markers not be affected by Seashells... effect until they were done dropping/being physically on the board? Similarly, would a marker starting its movement outside the aura and ending inside it (through Drag Behind, for example) trigger Hazardous damage on enemies in base contact?
  4. Take the Hit: After an enemy model targets a friendly models within a 2in aura with an Attack Action, this model may discard a card to Place itself into base contact with the friendly model and become the target of the new Attack Action (ignoring range, LoS, and targeting restrictions). As LoS is ignored for the attack on the new target, it doesn't get the benefit of Cover or Concealment gained due to LoS going through terrain/shadow? If the new target has Cover or Concealment gained from other sources, ie. a Bodyguard or Sputtering Exhaust aura, it retains these benefits? Example: Lenny Jones gets targeted by a ranged attack from a Freikorpsmann. A Hermit within 2" of Lenny uses Take the Hit to get Placed next to Lenny. Does the Hermit benefit from Cover gained from Lenny's Bodyguard ability for the attack? Cheers for your time!
  5. I think the dream scenario here would be Off the Path'ing your target into a brew'ed up TFM to trigger Pounce, then 1-2 Lost Knowledge to for Seal Fate and summoning the Effigy if needed. Then there's one opposing activation of your choosing between you and going completely ham on your target with 3-4 stat 7 Anchor Attacks with a decently sculpted hand. If the Effigy is already in range you have some flex to do a Focus or Walk action and use Moth Witch to get Z2 and TFM into position first.
  6. If you're not expecting action directly you could bring in Pride to trade 2/4 hp for 2/4 Distracted then heal up with the Jack's tactical, but at that point you've spent 14 SS in a crew where 16+ SS on Hanged is staple and you probably want Monty and a couple of upgrades as well. The opportunity cost is pretty steep so both Auguste and Pride need to do some serious work for that to be viable.
  7. Was initally agreeing with Rufess but gave it some more thought and considering that you can guarantee the trigger you need on both the Clean Up Duty and Firecracker Flingshot on a MV6 Fast model is pretty strong. Seems like Brin is the one that has to go from my standard list when playing O2...
  8. The Agent was insanely strong but this ability allows you to put a 10 SS model's attacks on summonable throw away minions (even with your proposed restriction) or Nurses who has access to built in suits and add to that the fact that the keyword has access to TN-less pseudo-Obey on those same Nurses. And at least with the Agent you could tie down or remove that singular model, with Ressers now gaining another great Take The Hit model I'm not sure what the counterplays will be. I'd love to be proven wrong.
  9. It's a fun ability for sure but with regards to design space this is even worse than the Agent47's previous combo of Mimic and Inhuman Physiology. Not seeing this ability survive an errata if they opt to release it with the current wording and lack of restrictions. Even if both the donator and recipient had to be within keyword this action would be ridiculously strong.
  10. Can only attach Appendages to Experimental models, due to balance issues 🤪
  11. As a non-Resser player I'm certainly looking forward to getting a Fast Crooligan BYS'ing in next to a MV7 Rouge Necromancy in my deployment zone t1, doing 3 of said Necromancy's attacks onto something.
  12. This. It's easy to underestimate the impact of card draw. You can have a couple of key models massively underperform even with +flips on every action if you don't have the card draw to be able to support them. Lack of card draw makes any crew a lot more swingy and makes it really hard to score and deny in killy pools. Potential doesn't mean much if you never get to realize it.
  13. You can't. Pack Leader explicitly only allows a model to attach a single model per turn through that ability.
  14. If you're bringing Vasilisa/BBS/Doll then Vasi can use Pulling the Strings on an Initiate for even more upgrade cycling after she's done with the BBS (or if you didn't get the extra corpse marker needed t1).
  15. With Scrapyard Mines Mah2 can treat any Pit Trap within 6" of her as scrap and you'll probably be bringing the Rock Hopper with her unless you're facing a faction known for ignoring armor, so I doubt getting scrap on the board will be an issue.
  16. You can add Black Blood, Vengeance, the damage taken by Whiskey Gamin summoned by Cooper (so they come in at full health) and damage from Molly1's Lethe's Caress to that list.
  17. There seems to be a some disagreement about that crystal clarity here.
  18. You can quite easily make the same argument in reverse about using it to Ride the Rails, so I'm personally not sold on your interpretation. And any which way one plays it it's not exactly hard to play around.
  19. Not disagreeing that it got worse but if you can find room for Sparks you've got 2 ways to deal with it: Keep the Pit Trap it within Sparks' Scrapyard Mines aura Put a Bombs In Yer Belly onto the Smuggler to both shield it and make it pulse 1 damage everytime you reduce shielded. You'll still get the Injured so it might be a suicide run for the Smuggler but that's fine as long as you make it worth it.
  20. Indeed, looking forward to playing it with Kurgan: Shifting Earth into 1-2 Avalanches and potentially another push from the healing trigger on Mudslide sounds like a bad time for anybody in the vicinity.
  21. They're definitely at their best in Mah but I'll try to give general examples of usefulness: - First move and place a pit trap underneath an opposing model, then charge for an automatic +2 damage and +2 injured before your attack - If you've brought Sparks or other models w Ride the Rails you gain some pretty sweet movement options through moving scrap or traps around. With Sparks you also gain the option to appraise Pit Traps - Brin gives you a corner case but pretty good option if you see 2 cards you want on your hand w his Intuition: Use Pulling the Strings on the Smuggler to activate Tides of Fate, it has no TN so you'll only use the unwanted card on a single duel - Being able to move around markers can help you score 5 of the gg2 schemes and makes you a lot more flexible and harder to play against - Showboating makes it so that your worst, non-Bj result of Appraise is to effectively cycle 2 cards, Carry the Loot makes it so that your best will be to draw 2 cards (when the opposing scheme's removed) All that said they are definitely finesse models, break if given a hard look and should perhaps only be played with models that can produce appraisable markers incidentally. And they will almost never net you soul stones, so it's going to be hard to win a comparison with Prospectors based on that criterion.
  22. Wouldn't sleep on the Smugglers, esp. if you're playing Mah. Card draw is pretty decent and lugging around Pit Traps is nifty. Their bonus is potentially pretty great with Brin as well.
  23. Thank you for summarizing the process. This was my initial take too but it seems sort of off so I wanted to make sure I wasn't the only one seeing this interpretation.
  24. Hi, just came across an interaction that I'm not sure how to resolve: If a model with the Excorcism trigger ("Target must have a Summon Upgrade attached. The target is killed.") declares it vs a model with a Demise that replaces it what are the results? AFAIK the relevant examples are a summoned Mounted Guard or a GG2 reformed Ashes and Dust. Is the model being killed considered a game state that carries over to the replaced model or is the killing of the original model considered resolved at the point in time where the replacement model comes into play?
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