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Mycellanious

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Everything posted by Mycellanious

  1. or something like Smoulder I believe, where the target suffers 1 damage from the Burning condition
  2. ok ty Maybe its because you need to remove scheme markers at the end of the game to score points and if they are covered you cant remove them?
  3. Was that a rule in M2E maybe? Thats the way that people I played with said it worked
  4. Because isnt that how other markers work? If a marker is completely covered its not counted as being in the game. Like if you cover a scheme marker your opponent cant score off of it at the end of the game, or you cant use or remove scrap or corpse markers if your opponent is covering it.
  5. Ah, ok. I was only looking at the strategies themselves. Thanks! And Explosive Tokens make Strategy Markers my b Follow up question. If a 40mm model covers a strategy marker, can you not score from it?
  6. Lost Knowledge - Stat: 6 Rst: X Tn: 12 Remove target Marker. Draw 2 cards Rn I'd say that Molly can remove both Strategy Markers (Turf War Markers and Corrupted Idol Markers) and Explosive Markers because I dont see anything in the rules that says they can't be removed. I don't think I like this very much because it feels like Molly cant lose Plant Explosives or Corrupted Idols.
  7. Right, but if you choose to use it as a , then you can't use the action at all because you cant use actions while engaged. Gunfighter lets the Action be either or , not both at the same time.
  8. When I play Mei into Turf War I always set up two squads of gamin and railworkers. Start them in base contact, and the railworkers use pnematic toss on the gamin to put them in base with the strategy markers while still being close enough to walk to Mei (Kang usually for me) to RtR from the scrap im gonna drop next to her.
  9. Disclaimer: I will only pick from the models I own because I dont feel like I could satisfactorily build a competent list with models I've never used. I dont own very many models. Leader: Mei Feng (the only master I own) + Magical Training + 5 ss cache Forgeling Mech Rider Neil Henry + Soul Stone Cache 2x Rail Worker, one with Magical Training 2x Metal Gamin I dont believe this crew has the ap to score two of the interact heavy schemes at the same time, so I would take one of Breakthrough, Harness, or Power Ritual and one of Hold Up or Assassinate Most likely I would choose Breakthrough, because I am already going to try to get to the other table edge for Turf War, and Hold Up because I have a lot of 5 ss minions and the Foundling. I would probably use the Mech Rider to bluff Power Ritual which has the added benefit of keeping the Rider in a safer position Turns 1 and 2 until the rest of the crew can open a path. I can use Neil to bluff Assassinate if I see the opportunity, but if I really wanted to score that scheme I'd take Kang instead of the Mech Rider. If the enemy is the kind of crew thats gonna force confrontation (like the Dreamer or Perdita) I'd probably take Kang and pick Breakthrough and Assassinate. My turn one plan would be to put the Mech Rider at either corner (depending on my opponent's deployment) with the Forgeling at the center, Mei 2" away, and the Neil next to her, but just outside of 2", and two pairs of Rail Worker/ Metal Gamin positioned so that the Rail Works are exactly 4" from the opposite side of the Strategy Markers with the Gamin in base contact. I activate the Rail Workers first and toss the Gamin into base contact with their respective Strategy Markers, then walk them towards Mei Feng. I then activate the Rider, then have the Gamin swap the Strategy Markers and walk forward, then have the Forgeling Remove Impurities for the trigger and drop the second scrap in the center of the board. Now I have a line of 3 scrap across the centerline and Mei and Neil can go where they please, and the Rail Workers can easily follow next turn. At this point, I would look for the weaker side of my opponents forces, and send Mei Feng towards that Strategy Marker. Depending on terrain she can reach it Turn 1 if she removes the scrap she RtR to for the bonus push distance and begin attacking the model he used to flip it, or flip it herself if it is still neutral. This is of course, assuming my opponent hasnt clumped his models up in the center, cuz if he did Mei Feng will instead fireball them repeatedly. Neil would take the other side (because the other scrap would have been removed by Mei Feng). Turn 2, if Mei Feng is in danger I activate her first to get some hits in and either pop Vent Steam to weather the retaliation, or Railwalk away. If not, then I use the Metal Gamin and Railworkers to draw out activations, set down new railways, perhaps bluff Harness the Leyline, but most importantly engage the opponent's models. I try to save the Mech Rider for last this turn to run her into the backline.
  10. I've played against the Dreamer once, so I'm practically an expert. The Dreamer has a ton of healing in keyword, so make sure you finish off models. If you take out Chompy Bits early that takes a lot of the teeth out of the crew. Dreamer can only summon minions, so focus on enforsers and henchmen. Expect wp duels. Assassinate Dreamer and the game is yours. He has Serene Countenance and Protected, but if you can get him more than 2" away from Nightmate models (by moving or burying him or the models) he's a def FIVE, SEVEN wound master. Two focused hit will make quick work of him. Remember if your opponent is spaming lucid dream to remove low cards, his first few turns will probably be really weak. If hes picking out high cards for Stitched, his late game wont be as strong
  11. No, for two reasons. Also Vent Steam is different from Scrap Yard Mined because it specifically states that enemy non-constructs treat the area as Hazardous TERRAIN. In addition, the rules for Hazardous Terrain were changed specifically because Vent Steam was too strong. The rules say that models suffer the effects of Hazardous Terrain MARKERS when the MARKER is moved. Because Vent Steam has no marker (its an aura centered on a model) nothing happens when the porkchop moves. The rule to follow for Vent Steam is that you take the damage when YOU move or are moved. So if the Porkchop gets his trigger and Bowls Over an enemy, or Mei pushes them with Jackhammer Kick, or a Railworker tosses them into or out of the aura, etc. then they take the dmg
  12. Assuming he hasnt used his demise this turn right? Demise can only be used once per turn. But assuming Killjoy was buried late last turn and attacked early this turn, I'd say that because you try to resolve as much of the action as you can he heals and stays buried
  13. I disagree with the last paragraph. Spark's ability does not let you drop a scrap if it says drop a pit or vice versa. You can treat and existing marker as the other marker, so sparks can remove a pit trap for his bonus, or RtR to a pit trap, but metal gamin will NOT drop pit trap markers at end of their activation.
  14. It depends. IMO Kang makes the crew work very well, and if you're taking Kang you want to take as many Foundry models as possible because he only pulses out focus to Foundry models.
  15. I mean the possible solution to this is that the shockwave isnt 30mm, and instead becomes the size of the model's base. Shockwave attacks specify that you drop a 30mm marker, if the shockwave was centered on a 40mm model perhaps the base of the model counts as the marker, and therefore radiates out as if it were a 40mm marker
  16. But what if you discard an upgrade first, then discard a card? Is this legal? Does "ignores restrictions" mean "if you discard an upgrade it counts as being used 0 times" or "it counts as using the ability, but it can excees the once per turn cap"? Because I dont feel like I've worded that very clearly, here are examples: Interpretarion A) 1st attack. The jackalope is attacked and discards an upgrade to not die. Because it ignores restricrions, the jackalope has used his demise 0 times. 2nd attack. The jackalope is attacked and discards an upgrade to not die. Because it ignores restrictions, the jackalope has used his demise 0 times. 3rd attack. The jackalope is attacked and discards a card to not die. At this point, the jackalope reaches his limit of once per turn. (But he can still discard upgrades) Interpretation B) 1st attack. The jackalope is attacked and discards an upgrade to not die. He has used his demise ability 1 time, and therefor has reached his once per turn limit (but can still discard upgrades) 2nd attack The jackalope is attacked and discards an upgrade to not die. He has used his demise ability 2 times, but because it ignores restrictions, this is ok. He is still at his once per turn limit (but can discard upgrades, if he has any left) 3rd attack The jackalope is once again hit with severe damage, but has no more upgrades to discard. He attempts to discard the Red Joker he was saving (his last card). This is an illegal move because he had already used his demise ability twice this turn which is more than the once per turn limitation. The jackalope is killed. Edit: I'm inclined towards interpretation B, because Creature of Caerbannog doesnt say that discarding upgrades "do not count towards the action's limit" but instead "may ignore the Once per Turn restriction"
  17. Does it matter what size the model's base is, since shockwave markers are 30mm? If it were "centered" on a 50mm base, would it extent 30mm, then still be touching the last 20mm of the model it was centered on?
  18. Can you explain why The Dragon's Command cant be used to make an engaged model Interact?
  19. For some reference: Statwise, 4 is poor, 5 is average, 6 is good, 7 is great. For damage tracks, 2/4/5 is solid / average. A term you will see thrown around a lot is "min 3," which just means if the model hits it will do a minimum of 3 damage before reduction; the damage track would look like 3/4/5. Models with min 3 attacks are powerful, because 5/6 wounds (max hp) is average in this game. Min 3 models can kill many things with 2 actions (so 1 activation) as opposed to 4 actions
  20. Dont forget that you often dont want to place your scrap markers 12" apart. The distance for Ride the Rails is drawn from the model, not the marker. So if you are on the far side of a marker 12" away from another marker, you actually cant Railwalk and would need to walk to the other side first. I often shoot to place markers about 10" apart
  21. I think Crushed Ego uses the suit from the opposing model's duel total. So Pandora cant stone for a Crow to declare the Hoarcats Devour, the Hoarcat would have to flip a crow or be auto-suited for it
  22. Because its not created by a duel its not a real damage flip, like Toni's defensive trigger
  23. They deffinitely arent stronger. They are very good at scoring Dig, but the still need scheme markers to do it and they need to spend their entire turn doing it. Scheme markers can be removed by literally any model, whereas corpse removal is much harder to come by, and all it takes is just the survival of a versitile model? If you are expecting a Walking Forge model to score the points all by himself he'd need to kill something near a scheme marker, which is hard for them, and spend 3 turns walking once, being unengaged, dropping a scheme marker, then ending its activation. If you bring 2 of the cheapest Walking Forge model to speed the process along you are spending 12 stones (out of keyword) to accomplish your scheme... which is more than the mechanical rider, who could score Dig even easier. Compared to the Grave Digger who cost 6 stones, is versatile, and can score Dig passively, literally just for existing. At their worst they are comparable to the Walking Forge (use the interact action, a bonus action, and have 1 AP left over for 3 turns), they have the potential to score the scheme much easier and with much fewer constraintd.
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