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touchdown

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Posts posted by touchdown

  1. Salvage Site blocks damage from Rage Machine. That's huge. Also 2 models in keyword with reckless.

    The Rock Hopper seem flat out amazing to me. All that utility and a stat 6 2/4/5 ignoring armor and preventing resist triggers (with plus flips if the mechanized porkchop is nearby)

    • Like 1
  2. 17 hours ago, Thatguy said:

    Yeah. Concealment too for Zipp or English crews. You'll probably use it mostly in Friendly Fire, but there are lots of edge cases.

    With scouts, friendly fire and concealment aren't usually much trouble for freikorps. Why I'm looking for another angle

  3. 1 hour ago, Jordon said:

    So with Rewind, when would you actually want to suffer the damage? It only works after a full activation so the enemy will have done whatever it wanted to do, so obviously it'll just remove the marker. As a friendly ability, once you've teleported, what use is it to have it stick around? It goes away at the start of the turn anyway. Maybe it is insurance against lures/pushes?

    I don't think it will be super common but you could use it to get a model out of engagement at the end of Tara's activation, have it do it's thing and then teleport back.

  4. 7 hours ago, Maniacal_cackle said:

    Wait, strategy markers aren't counted by abilities.

    DOES THIS MEAN YOU CAN JUST START NEXT TO THE SYMBOLS??? xD

    You can't target strategy markers. They still count. IE full pack gives shielded if you activate near a strategy marker.

    • Like 1
  5. 3 minutes ago, Thatguy said:

    I feel like I'm missing something. Can you run the math by me again?

    2 dam on first attack, 3 on 2nd, 4 on 3rd = 9. After that any shockwave is doing +3 dam. TN 14 is pretty good but I doubt realistically you'll ever hit all 3. More likely it would be 2,3, and then +2 dam on shockwave attacks from other sources the rest of the turn.

  6. On the downside, I think scouts fit this VS much less, and engineers which I already wanted to bring both of every time, fit even better. I would have liked to see him synergize more with the minions that don't get taken much. He doesn't do much for Drachen Troopers. Freikorpsmenn seem about the same with either.

  7. I really like both new models. The Metallurgist should also be very good in amalgam.

    Instinctual when 4 of the 5 equipment upgrades have bonus actions is great. New VS should be a 5 AP model most turns. A 40mm base with 2" engagement is also huge. He's going to be a board control monster and all those models you're engaging? No negative flips for shooting them.

    Don't sleep on explosive payload either. If a model gets hit by that 3 times it's 9 total damage. If you're doing the injury trigger, it's going to get very hard to avoid, you can follow that up with a 5 damage clockwork grenade. More realistically lets say hitting twice, for 5 damage and a 4 damage grenade after. Arik throwing some grenades will make things worse. Maybe this gives play to Lazarus? With injured 2 out, most models would need a 10 to avoid his grenade launcher and it would be doing 5 damage

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