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theamazingmrg

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Everything posted by theamazingmrg

  1. Basse 2 definitely has potential there too
  2. A traditionally summoned Daeva that costs a card and/or a stone, sure. The one you get for just turning up? Not so much. Except they don't. They seem extremely good effects. Wanting them to be more isn't the same thing as them seeming lacking. These are unresisted effects. The opponent can do absolutely nothing to stop them. You're both basically complaining that the free effects don't make life for your opponent more miserable than they already do. Its a very odd take.
  3. Turncoat allows you to target an enemy Enforcer/Minion and make them do something with a positive on their flips, if there is one. why is it broken to not include Charges in that? Any ranged ability works. You can still attack anyone in melee range. It's still ridiculously powerful for an unresisted effect that costs no stones or cards. Same goes for Secrets In Shadow. "Here, have a free 7ss model that will reduce the Df of whatever I put it in base contact with and grant concealing for my other shadowy nonsense" It feels very much that those abilities work exactly as intended. They're very powerful considering they cost nothing.
  4. This is how I see Frontiersmen in Frontier. I can look at the card and see nothing objectively wrong with them (post-errata), but they'll almost always be left in favour of a Pathfinder. The ability to summon Traps, move them, and shoot at 14" ignoring Concealment is just objectively much better for 1ss more. I might take them more if Deputy didn't cost a card, but that Keyword struggles for cards at the best of times.
  5. I haven't played Marcus but I can see it. Hoff 2 is great, but "better" may not be true. His entire crew is more independent, thanks to Pylons, and the irreducible damage is superb, but Hoff 1 was more of a support Master who buffed his crew. As good as Hoff 2 is, I can't put Fast on Joss anymore. That in itself is a downside!
  6. As someone who has played Basse 1 I completley agree. Basse 2 does a lot of things that Basse 1 doesn't, but I still think I prefer the original because that shotgun is glorious. I'm not sure which is better, but they do different things.
  7. Configuration does sound very Ramos.
  8. Which would give meaning to the term "Configuration" too...
  9. There aren't many Guild Masters consistently making the podium at major events, tbf. I think its more a lack of Guild representation, rather than competitive imbalances, though. I do think Nellie suffers from being a bit more complex than most though. Her crew can put out quite a bit of damage, but it requires the front-loading of Staggered to be effective, and they can be quite squishy, which doesn't help them when they want to be close for controlling Scheme marker placement. I do think they have potential though. The only buff they really need is the same as any crew that wants to use their 5ss or less Minions. The general lack of survivability of the cheap Minions limits a lot of the Keywords toolbox.
  10. As far as I can tell, they're best used individually as needed to fill gaps, rather than trying to build around the Keyword. That said, an Orderly and Grimwell can work well if there is other Staggered support in the crew which makes them decent picks in Lucius or Nellie crews. Its a shame that Pine box targets Wp, not Mv, because that would make them nice picks for Lady J too (or just with the Effigy/Emissary). I don't think we'll ever see an Asylum Master though. I think they'll forever remain a small semi-Keyword. I'll happily be surprised on that score though!
  11. Honestly, I find the potential of King's Glory to be a bit underwhelming. Sonnia 1 can shoot and put out extra Burning or an extra Blast with the triggers. Sonnia, Unmasked can shoot and possibly drop a few Pyres. None of those things are things she struggles with, and shooting that puts out Burning and Blasts is exactly what the Keyword excels at - one more shot isn't particularly exciting. Cleansing Spirit, on the other hand, is something that the Keyword will find very useful. As is Taregt Practice (and teh trigger there is also going to be great fun). Runed Quiver making both of those fairly easy to pull off is the icing on the cake, and I think that'll be where this model excels.
  12. I wouldn't have said that at the start of M3E, but yeah, they're definitely on the level now.
  13. We do already have an exception with Bayou (1 Henchman, 3 Enforcers) so the Arcanist starter could also break the mould. That said, I think its more likely to be a normal expansion box. My first thought was Minions for Sandeep, as they each control a different element, which ties into him, but my friends have 80% convinced me they'll be for Wong because of the fish!
  14. I'm finding this is very true for Unmasked. Much moreso than for the original. So much so that I really miss not having a summon! I want Sonnia to get a Witchling-summoning Enforcer so that I can spend all the stones on the support pieces, then bring in the Witchlings to smash face!
  15. And you're getting very embedded in your position, which is disagreed with by quite a few people, and refusing to accept that anybody else is making good points. Could Wyrd do more errata? Maybe. But every errata has the potential to affect something else and so fewer errata, with time to see the ripples in between isn't a bad trade-off for a game that is, on the whole: decently balanced, fun for competitive play, fun for casual play, changing every year with new GG/releases, and even from game to game due to how different scheme/strat pools can affect choices. Pros: less stagnation of gameplay, accessible for most people, volume of changes not overwhelming Cons: some models that could do with a tweak have to wait a while. Its easy to spend all your time criticising the approach, but take some time to see what benefits that approach gives. Personally, I'd rather not have a game that is in constant flux.
  16. It's the Distracted and the Interacting that I would beware of in the first instance. If you Interact within 8" of Nellie, she will gain Focus. If you kill any of her models, you will gain Distracted and Adversary, and if Nellie has her Slow News Day aura up then you will also be Stunned Where the Scheme Markers are relevant are the +1 damage trigger on One More Question, and Twisting Their Ideals which can get out of hand in marker-heavy games. Where Nellie excels is limiting your ability to attack via Distracted, and screwing with your Marker placement, and generally throwing schemes down makes her a great scheming Master. But against Colette, who can do very similar things in a lot of respects, its a lot to keep track of for both sides! It'll be an interesting game if nothing else!
  17. Colette vs. Nellie? Christ I'm glad I'm not playing that game! I don't think my brain could handle the nonsense! I'm not sure I can give any concrete advice other than to say Nellie can do a surprising amount of damage with the right setup, so thats something to be aware of.
  18. "Thoroughly angry" Seriously dude, go touch some grass.
  19. My first game with this Sonnia is tonight. Only 30ss, so options are limited, so this is my plan: load up on Witchlings and throw them at the enemy and see what happens!
  20. It's only Impassable non-Destructible Terrain Markers. It's not a change that affects TT, it's basically to stop the complaint that Hoffman 2 can block things with Pylons. I like the change to Fuhatsu. He's still capable of putting out good damage, but he's also got great utility if you miss. I'd have liked his Df and Wp to have been increased by 1 though. Losing SS to mitigate damage makes him mighty vulnerable.
  21. Sure, it has implications for Hoff 2 but most of the time isn't really going to do anything. It stops two potential NPE things - blocking off important parts of the board, and reduces Irreducible damage. Far better this solution than something like giving Pylons Destructible which would have far-reaching impacts for Hoff 2. Now its a serious choice for the opponent: do I want to spend an AP moving this Pylon? That AP could be doing something that scores points. I think its a reasonable change, myself.
  22. Slam isn't a good thing for Hoffman, as such, but if the alternatives were either a broken play experience in game for hoff's opponent, or a neutering of the pylons themselves, then I'll take Slam any day of the week. I was never a particular believer that it was really an issue, but I would rather any potential solution was like this than, for example, giving the pylons the Destructible trait and making Hoffman 2 really vulnerable to Blow It to Hell. It's a rule that won't matter 99% of the time, but might stop someones game getting ruined because one player tried to exploit a technicality, and it really doesn't hurt Hoffman 2 at all.
  23. Yeah, I was thinking about Changelings but they're technically Neverborn so I left them out. That marker manipulation for Lucius is very nice
  24. Errata is in. Only two (and a bit) changes for Guild. Quellers got a huge boost, I think I like them now, but we'll see. Ordelies got a mixture. Mostly positive, but the front of card is much less interesting now. The bit though isn't really a Guild errata, but the introduction of the Slam General Action. Just a slight modification to the ability to remove Destructible Terrain, but stops the potential Impassable Pylon issue for Hoffman. I'm fine with it, tbh. What are your thoughts?
  25. Just off the top of my head... If we remove focus, what does that do to Distracted? If we remove distracted as well, where does that leave Ivan? Whats the knock-on effect on abilities like Charge through and Extended Reach? How does this improve the survivability of low-cost Minions? They can still be taken out with a Severe from any model with a decent damage track, except with this change that attack gains positives it might not normally have had.
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