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touchdown

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Everything posted by touchdown

  1. For casual play do whatever you find more fun. I usually use the latest GG as I figure the current schemes and strats are based on lessons learned as the game is out longer.
  2. Well now I have a question. If you have hidden Martyrs on a Soul Stone Miner and another model, you unbury the miner and your opponent kills both models. Do you score the first point because the miner doesn't count for your scheme and thus your opponent killed exactly one of the models?
  3. There's a white overlay that looks very ugly when adding a new crew. This is version 1.1.120 and with dark faction themes turned on.
  4. One thing that takes a lot of work but is also helpful is replaying turns from Big Decision Points. You encounter and activation and there's 2 or 3 things you could and you know it's important but don't know what the right choice. If you can put in the work of tracking the flips so you can undo them, then play it out with each choice and see how it goes.
  5. The upgrade moves when the model dies. So that might do something interesting.
  6. Disclaimer, I only set up terrain for casual play. When if a building is impassible I keep the 6" max size. If you can enter the building I'm fine with it being bigger. However I also have my own personal rule that all enterable buildings have at least 2 doors. I find them super boring to play with otherwise.
  7. You don't gain the sin token until after the action and dropping the scheme marker is part of the action so it happens first.
  8. I disagree. The wording doesn't say "if this model gained a flicker token do x" it says "when this model gained a flicker token do x after y" which implies you would do X for each flicker token gained but at the timing specified.
  9. The Carver should be really good against the Freikorps. They should be loading focus up. Stunned in general should be good too. The whole crew loves its bonus actions and triggers. Von Schill can Shrug Off so it *only* costs him an action but it should turn Arik, Hannah, and the Engineer into pretty ineffective models. With no focus, having to use a full action for bonus, and no critical strike, you should just be taking min 2 with a bunch of your models being incorporeal. Using Mood Swings to stop them from activating Hannah and Arik until you have a chance to strip their focus should be strong too. I think I'd go with 1 of two plans. Either let him buff Hannah/Arik up, then lure them into your kill zone, don't let him activate them, and have the Carver go to town. Or make killing your models as inefficient as possible, using all your auras and positioning to make it as hard as possible and while your opponent (slowly) kills your main crew go scheming around the flanks.
  10. is that Mad Dog's music I hear? 😆
  11. I don't think Misaki is particularly hard matchup for Zoraida. Her bury protects her a little bit. However, Ototo is WP4 and a juicy target to obey. Charge through on almost every model means when you obey them to charge friendlies you're getting that bonus. If you're struggling with mobility, I'd leave these models behind. Instead try the Spawn Mother. If you think Torakage are annoying, just wait until you're filling the battlefield with Gupps. Try Grootslang or First Mate for a hyper mobile model of your own. Or maybe both and run with fewer stones. Also shadow markers are destructible. You can have a silurid pop over and remove them or obey his models to remove his own markers.
  12. Grasping Tentacles says before the move so I would subtract 2" then half what's left if the model moves through severe terrain.
  13. I've found a lot of the rules make more sense when you get models on the table and play. It's hard to absorb them by just reading
  14. obviously it's drilling through the ice to get out
  15. You basically have it. You add the stat value and the suit to your duel total. So if you do Kang's shovel and you flip an 8 of Masks. You would have a total of 14 + Mask + Ram. This would let you pick either trigger. If you flipped a 9 of Rams then you'd have 2 Rams which lets you do +2 damage from Critical Strike instead of +1. There are other various reasons for wanting 2 suits. Sometimes the action has a suit in the TN. So you need that suit to do the action and then will have a trigger with a different suit. You only ever get to do one of your triggers. For LOS you only ever need one sight line. Technically there are an infinite number of sight lines between the two models but they show 3 in the rule book to as a general guide. Imagine 2 models with a gap between them and then 2 models that can see each other through the gap. The sides of their bases will be blocked but you'll have a sight line roughly in the center of the bases. Cover and concealment are caused by properties of the terrain. If you have blocking terrain (say a wall), it casts a shadow and models in the shadow have cover if any sight lines pass through the terrain. A model has concealment if any sight lines pass through concealing terrain (imagine a foggy swamp, or a dense forest where it's hard to see). In your example the Sz 2 model behind a Ht 1 crate would have cover if LoS goes through the crate. Picture the defending model ducking behind the crate when it hears gunfire. For most crews this is exactly it. A lot of times having the last model to go in the turn is very important. Some specific crews (Qi and Gong comes to mind), get an extra bonus for pass tokens.
  16. Freikorps has a library division with a head librarian but no head engineer for the engineering division. Seems like an opportunity for advancement. If you want to give me a good 14" gun model to for That One Count as Mine—I wont say no
  17. One of things I struggle with most is know when it's a good decision to sacrifice a model, so well done on that front. Sounds like you had a solid plan and mostly executed it (have to remember when you still have models lol). It's crazy how much effect summons have. A Goryo and Ikiryo is 15 stones of models. Once they're summoned, anything else Kirai does is gravy. Also that reap trigger for the Dead Rider is so good. You used to just remove the Emissary's aura and Kharnage was able to turn 1 kill the Mechanical Rider thanks to it. Looking at the card I'm sure everyone's eyes are drawn to Soulfire, but I'm starting to think that's more effective to put fear into your opponent than actually use. Were you expecting such a low scoring game when you went in? It sounds like at least to a degree you were (eg leaving the marker on turn 2).
  18. In melee, Levi can just leave you on 1 health, let you die from entropy and heal 1 for the privilege.
  19. The big challenge is that Levi can kill a Vik with 2 weak damage attacks. With no stone reduction, it's just a very unforgiving matchup.
  20. Levi is a tough matchup for the Viks (and I have some ideas about it but it means the Viks going almost entirely ook to deal with his damage) further I think the Viks are a hard master/crew to play for new players. They reward good positioning and punish bad and positioning is one of the harder things to learn in the game imo. I would say Parker is the best choice. His crew can do all 4 strategies well enough, and doesn't rely on damage reduction. Von Schill is a forgiving master and keyword so it would be a good option to lend out but the crew uses armor and shielding which doesn't help against Levi (although will help against the rest of the crew). Zipp is very good too but I don't have a lot of experience with or against him. Almost all his models are bayou so if you go Zipp, you will be branching into another faction. That might be good though. People could try declaring either faction and trying out different upgrades without you needing to spend any more money.
  21. The avatar models are official proxies for the emissaries so I don't think we'll be picking Avatar Masters but if they do it some alternate version of the masters (and maybe henchmen?)
  22. I may have played 2e wrong. I thought if they were different abilities you could chain them. Like accomplice one model then companion another.
  23. I never played 1 or 1.5. 2 was bad enough with some of the combos lol
  24. You get both pushes and I believe you get to choose the order they happen. So if you need 2" to get around terrain before the big 6" push or vice versa you get to do it how you want.
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