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Everything posted by unknownuser65

  1. TOS suffers really from lack of attention from all sides. There are almost no battle reps on youtube, no marketing and no presence in brick n mortar stores. FAQs and first readjustments are overdue. Even though there is a playerbase around my area and all factions could be played, none if the players bothers to do so. Probably our own fault, but I honestly feel that Parabellum has a higher chabce to establish their new game than wyrd has with TOS. Although I do hope that I will be proven wrong...
  2. Bing can also ignore all damage for discarding. So it is not so inconsistend. In general however I totally agree that there is an obvious need for rebalancing. Tone diwn extremes and improve some weak stuff. Tweaks I see are glory mechanics. KE glory mechanic is really weak. Killing sth and when their activation is finished they flip. Compared to Abysinia who can turn to glory during their activation KE feels left short.
  3. The morphling is way to limited. It cannot even copy the attack of the eel nor can it summon. It does not buff its unit and in most cases simply gives you just an additional melee attack. Furthermore it can only be attached to 3 units in GH. In my experience it is not on par with any other adjunct. You could try to copy the egg clutch "go to glory" action though. Weakening the eel is possible, but then there need to be buffs in the units. Just take a look how casually gb units are removed by Abbysinia. Mech Infantry will kill a unit per turn easily. Concentrating fire/tracer rounds feel far from fair. First experimental weapons, then the engineer, then 2 fireteams and last the mech will shoot the brown stuff out of you. The mech will shoot with an AV of 11!!!! Once he has won he cansually lower the value to generate a 2nd attack. Endless numbers is nice, but gives you back a non-glory crippled unit, that will again be easily removed. And it limits your precious tactics tokens; less interacts. Electrocutioners are borderline broken with their gigawatt attack which is guranteed to work with the "you flip a 15 stratagem". Egg clutches are basically glory Targets for aby. They do not care for los. So no hiding the eggs. Plus the non existing defence and armor By now it is probably clear that abysinnia has gone german on my brazillian gibbering hordes. Therefore I admit that I m at least a little biased when it comes to them. The eels were pretty much the only things which kind of stood a chance against them. I honestly do not see the need for the nerf bat on GH.
  4. Is there any chance that you let armored whelks spit mucus on the rhino? Loosing the tokens and turning them from glory?
  5. Up to now I ve been playing only 1 Commander Games and therefore might not have had enough tactic tokens for buying cards. But is anyone really buying? Or are you also playing without hand cards? I play regularly against Abi and they just have a full hand at the end of the first turn. I feel GH is just missing the card draw element completely even though we have abilities which need to dicard cards for activation. How are you tackling this issue? Same like my early approach just no cards or spending precious tokens for em?
  6. Definetely read up on the game and allegiance mechanics. I went full GB and honestly I am slightly regretting the decision. Most of the stuff is rather underwhelming performance wise.
  7. As an aby Player maybe, I do not see an GH player having that many cards ever. But Karkinoi with enough tokens might also just do the trick. If they get a 5er margin going. But it will still be hard when the rhino has shaken tokens and toughness. Having the qdjunct spit mucus on the rhino might be worth it though.
  8. Hmmm. Probably I m Not playing at maximum scenario. But up to now it was my experience that my opponents always had enough tokens to disengage. And Disengaging killing the whole unit and scoring the next turn is no issue for them. I just did not feel, that the tokens were a limited resource.
  9. I might Not be too familiar with the rules. But can an extra attack generate another one? I thought not. So maximum 6 attacks or am I mistaken?
  10. How r u pining it down? 1 tactic token and it moves out of combat. I honestly hate that rule. I feel that you just cannot tangle up anything. Maybe yarazy can once they are in glory and only after loosing their first fireteam. And it is only 1 per unit and not fireteam. So it seems you r seldomly able to entangle the opposing forces continiously. Worst i have seen was engaging electrocutioners. 1.21 gigawatt just grills everything. Plus a shaken token for each affected fireteam. If you opponent bought the cheat a 15 stratagem you will be hit quite hard. Abyssinia hit so damn hard.
  11. That is true. But a table with 25 to 30% of terrain will leave some openings. And not all of it will be blocking. Yeah. Blocking terrain will give the sharks quite an advantage. The next Question I have is Siren and Sharknado or Godzilla and Siren or Rather boys club with Sharks and Horomatangi?
  12. I have the slight feeling that damage wise, the siren outpaces the Frenzy easily. Luring 2 Units into a pool results in maximum 12 penetration flips (assuming all 6 fireteams move into and activate in the pools). I ve seen her destroying whole units. Power wise the tide pools hit at 3 sometimes 4 str depending on how many pools are touched during a lure. I just cannot see the sharks doing anything similiar at a range of 24 inch. And at 8 vs WP she is also more likely to hit the enemy forces with her lures. At the same time you will also be closing the gap between your critters and the enemy enabling melee which is where your troops will be able to tear em apart. Where the sharks are better is at keeping your hordes alive. Siren gets 2 heals off whereas the frenzy can manage up to 6. Relics of ancient malifaux is an awesome combo with the shark tooth necklace.
  13. The funny thing is actually w e get 3 of these markers and need all of them. Whereas KE and Aby get 4 of their respective minefields or gas markers and do not really need them at all
  14. Am I wrong or is the theoretical maximum for healing magic 8 with the Frenzy? I mean if you are able to get off. I just played that and it felt a little over the top. But then again I was using my commander almost exclusively to heal. My opponent voiced concerns that this interaction was overlooked in the field test.
  15. Is there any other card draw mechanic I have not noticed until now?
  16. That is true. I just feel loosing her will cost you a lot. The shaken tokens and knowledge for the hand might however be interesting. When coupled with bingh, I however agree that we want to have some hand to discard for damage prevention
  17. Is there really any good reason to not take the horn? Loosing the Siren is costing us too much. Pools go back to being difficult only and no control of enemy forces anymore. I might be wrong but up to now she has felt like the workhorse of my force without the squads doing that much, except minor damage and objective grabbing.
  18. Though he has exceptionally high armor I find him not as durable as the siren or the frenzy. Low def and no champion rule make him a good target. And your opponent always only needs 1 hit passing the armor. So 7 hits and the big Lizzard is gone. Against Abbysinia he seems quite fragile. However all of this is only theory crafting.
  19. Which are your favourite stratagems? Heavy rain is pretty obvious but what else do you like to take?
  20. Cant a mod just move this thread there? That is the usual approach in other forums.
  21. Because I am used to Rules as written and not as intended.
  22. That is clear. The whole unit moves and must adhere to the formation rules. However the part concerning moving "toward" is not. The trigger states full distance instead of half but does not mention the toward part. I know I am picky, but I do not like to cheat/wrong play.
  23. Where does it stop you and why? The ability states target enemy moves its speed toward siren or pool. Toward only specifies "it must end its movement closer to that object" which you are still doing when moving up to the center. As the distance to the pool remains 0, which less than the original distance. Also does the rest of the unit have to move toward? As the trigger does not contain the term toward.But only says move. If the rest would move also move toward you can by positioning make yourself immune against the lure effect by park in ng only one base back against another unit's fireteam. This Feels just wrong to me.
  24. Thx I ll give that a go. What I actually lile is the fact, that most GH can almost be played out of the box by just putting them on the base. Where they remain standing without tipping over.
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