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theamazingmrg

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Everything posted by theamazingmrg

  1. I love that he can Creep Along out of engagement, fire two shots into someone else to spread the Burning, and then charge them and whack them with his big mallet. I'd have liked if he was HtK too, but I'm happy with what we got.
  2. I do, but I'm in the mood for setting things on fire and I've committed myself to not trying any new Masters until I win at least one game with one. Unfortunately, that means I'm stuck with Sonnia (who I have actually won with) and Hoffman (who I'm just not getting on well with, which saddens me) for the short-term. An entirely self-inflicted situation, of course, but its only a casual game, so its not the end of the world!
  3. Ooh, I hadn't thought of Grimwell. That could definitely work. Doctor's Orders could be a way to get Sonnia into a better position early on too... I think my biggest problem with building a Sonnia crew is wanting all the toys for maximum fire, so that often doesn't leave enough SS for tech pieces (which is clearly where I go wrong with my life!) A Death Marshal could definitely work to try and keep annoying models Buried though, and if it can get Fast from the Undead, even better...
  4. I've got a game tomorrow against Jack Daw and I'm going to be taking Sonnia (which may not be the best choice but I want to set fire to things). I've never played him before so I imagine its going to be painful! What's the best way to deal with his nonsense (Models to focus on killing, tech picks, etc.)? The setup will be: Deployment: Flank Strategy: Public Enemies (which in theory I should stand a decent chance of scoring if I can actually kill things) Schemes: Runic Bindings, Leave Your Mark, Let Them Bleed, Breakthrough, Research Mission. Thanks in advance.
  5. It's self-heal really helps with that.
  6. Hey now, the Frontiersman can now do a small heal instead of get Shielded... But yeah, I know how you feel.
  7. I think the biggest problem with Watchers is they are so fragile, tbh. For something like Breakthrough they're fast enough to succeed at it but they'll still die to a stiff wind if looked at the wrong way, even with Armor +1. Hoffman's Power Tokens offset that a little bit, but they won't have those if they're in other crews. And unfortunately my terrible flips tend to mean nothing dies when its supposed to, which really doesn't help!
  8. My gut would say no because they're just the same type of Marker with different owners.
  9. I'm the first person to say that Elite and Journalist crews are very good at Scheme-heavy pools. It's the rest of the faction that I have issues with. And its not just the ability to drop Scheme Markers (althoguh that is obviously the major factor). And I never said getting Burning on models was a problem with Sonnia's crew. I said that being able to use the Queller's ability requires that other Action first, and otherwise the Queller is a pretty poor model. I'll happily be proved wrong once good players are winning tournaments with Guild all over the place. I'm not going to hold my breath for that though.
  10. Very true. One of the (many!) reasons I think we'll be seeing a lot more of Guard crews!
  11. Draw Out Secrets - yes, this is great. and there's no denying Lucius and Nellie are great for Scheme-heavy pools, but on Jury its on a 1" melee action that causes no damage (although Slow is nice) so puts the Jury in a vulnerable position to be able to use it. False Claim is really good, but again is mostly a Lucius/Nellie thing. You can take models out of Keyword, obviously, but then you run the risk of diluting synergies you need so isn't always the best choice. Secrets Exposed isn't really Scheme Marker dropping. The FAQ makes it clear that an opponent can choose to remove Scheme markers even if there aren't any, so more often than not its going to result in Scheme marker removal, not placement, if anything. The Sergeants Scheme Marker movement doesn't count either. You still need the Interact Action to place the Marker in the first place (most of the time). It helps with positioning, but not with the efficiency (in fact its less efficient, as its one Action to place the Marker, and then another one to move it). Queeg also takes two Actions in order to get the enemy to drop a Scheme Marker and then turn it to a friendly one. Helpful, yes, but efficient, not so much. Queller's Scheme Marker dropping is also contingent on another Action first (whether its own Arcane Staff, or some other source of Burning) so is inefficient. It's also the Queller, which isn't the best model even in ideal circumstances. Augmented have zero Scheme Marker dropping in Guild. They do have access to the Arcanist Union Steamfitter, who can discard a card or a Scrap Marker to drop a Scheme (or Scrap) Marker as a bonus action, but I'm a) talking about Guild, and b) Guild Augmented have a distinct lack of intentional Scrap Marker dropping to fuel that (the two Hoffmans have Creative Salvage, so need to kill something, and the Mechanical Attendant can do it as a Trigger on his bonus). Joss also has Creative Salvage, but again, we're then into looking at Arcanist models. And Frontier has no way of dropping them outside of Interacts. So yes, Guild have options, but outside of Elite and Journalist, they generally require a minimum of two Actions to drop. That just makes them less efficient than other factions, which coupled with their simplistic movement makes trying to score Marker-heavy Schemes incredibly Action-intensive. Especially things like Runic Binding which require you to not only have the Markers in the right place, but engineer the enemy models to be in the right place too. Thank the Governor for Lucius, that's all I can say! I imagine we'll be seeing a lot of him and Dashel in the next year.
  12. I think the Rider nerf is going to hurt. It is a completely fair and reasonable change, of course, but its still going to hurt (the agent 46 change is also reasonable, and will also hurt, just less so). The Dispatcher change is the best thing about the errata by some margin, although Nefarious Pact on the Enslaved Nephilim is also very nice. The other changes to Guild just feel like minor shifts for the sake of it, but we'll have to see if there's any improvement in our fortunes as a result. The new schemes have a very strong Scheme marker bent and should be interesting to play, but Guild on the whole has very little in the way of dropping Scheme Markers outside of the basic Interact Action (a few ways of getting additional Actions to make those Interacts, but not many extra Markers) so I can see us still struggling in some pools. I think that overall its a case of improving Guild through the nerf of other factions rather than addressing Guild's issues. But its something and I'll take it!
  13. My main concern is that, apart from the Guard Keyword, which gets a clear buff with the changes to The Dispatcher, the other Guild Keywords are mainly negatively affected (Nefarious Pact on the Enslaved Nephilim is nice though, but the changes to the Frontiersman are very minor -a small heal within 3" instead of Shielded on the active model, and a positive flip on their reaction shot with Deputy) with the nerf to the Rider (which was completely deserved, of course. I'm not sure if the nerfs to the other factions are enough to improve Guild's viability on the whole as their underlying efficiency issues haven't really been addressed. Time will tell, of course.
  14. I haven't even managed 16 games of M3E, never mind with a single Master!
  15. Perhaps. Perhaps not. The difference between the Daeva and the Brocken is that the Explorer's Faction symbol was on the Brocken image but missing from the Daeva one. The Daeva will almost certainly be for an Explorer's Master's Keyword (and probably Umbra), but not necessarily Explorer's themselves. They could easily be Resser Versatile or something.
  16. Couple of points: The purple bit should be Neverborn, not Outcast. The Soulstone Miner is Tricksy, not Tri-Chi. Other than that though, it makes for a very pretty picture!
  17. Short answer: Yes. Longer answer: Page 12 of the free downloadable rulebook lists the various timing possibilities for Triggers (and they apply to all Triggers, whether Action or Resistance). The timings are: Immediately - these Triggers resolve as soon as the Trigger is declared When Resolving - these Triggers resolve alongside the effects of the Action (Step 5 of the Action Timing) After Resolving - these Triggers resolve after the Action's effects should have taken place, whether or not the Action was successful After Succeeding - These Triggers only occur if the action was successful (or, in the case of Resistance Triggers, if the defence flip was successful). That same page also says that if a Trigger does not specifically include any of those timings, then it is treated as an After Succeeding Trigger. Parry doesn't specify which timing category to use, so its treated as an After Succeeding Trigger by default, meaning you have to be successful on the defence flip to use it.
  18. Yeah, I got that. I just think killing a model as a cost is phenomenally expensive to the point of almost-never-usable. Even though Witchlings are basically just slaves, I think forcing them to suicide is a bit of a stretch! I do like the idea of them having some kind of marker removal though that could be worked into the crews strengths.
  19. I like the idea but in a world where Bayou get the Twelve Cups of Coffee upgrade, an ability with a shorter range that kills the models would be incredibly harsh. Thinking about it though, an adjustment that allows you to stack Burning on your models to achieve the same effect could work well. That Burning could then be used as fuel for the Thrall's heal, or as something to improve the Quellers usefulness by allowing you to remove the Burning to drop a Scheme Marker of your own (with the obvious adjustment to that ability to remove the enemy only targeting restriction). And if you can't deal with the Burning, the Witchling dies and gets to trigger it's Demise ability.
  20. I just used Stunned to illustrate my point. Misery is never written as Misery (Stunned) or Misery (Other Condition). It is always just Misery and the text differentiates what Conditions it triggers off. Therefore no more than one Misery can ever affect a single model in a given activation, regardless of the Conditions they are triggering off.
  21. A model can only be affected by one Aura of a particular name once per Activation, regardless of how many copies of that Aura it is in range of (assuming the Aura doesn't have a numeric modifier). So if three Woes with Misery (Models A, B, and C) are in range of three enemy models (Models D, E, F) with their Misery Auras and all three enemy models take Stunned simultaneously then each can only be affected by a single Misery, but all three models could be affected (Model A uses Misery on Model D, Model B uses Misery on Model E, Model C uses Misery on Model F). Each model is only using/affected by Misery once per Activation and nothing stacks.
  22. And yet I've had all of the M3E releases except for January's exactly when they should have turned up. So not par for the course really at all. Of course, if you're in North america there are clearly distributor issues that go way beyond Wyrd's ability to deliver anything, but here in the UK I haven't had an issue as long as I've pre-ordered everything through my FLGS who can be relied upon to actually order from the distributor.
  23. Yep. If you pay attention to even the tiniest bit of global news this really won't come as a surprise. And honestly, restricting the spread of a disease is the only responsible action to take, even if it means delays for our toys!
  24. Definitely, and in any other keyword its a great pick. I'm just not sure Augmented is the best place for it!
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