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About WildRose94

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  1. @Kyle you said in the beta updates that (Also worth noting that with the Stunned changes, this model (soul stone miner) is staying the same, so it can now Unbury and Interact). how? I see no changes on the card that allows this. stunned says are still action and can only take 1 per turn but count towards the action limit. the soul stone miners card still says interact actions are and the unbury action is still a , so how does it unbury and interact?
  2. side question, has anyone found a use for Iggy? I've never felt that he's worth taking.
  3. Moving away from the landing spot
  4. but he would loss the ability to increase it by removing scrap as you are changing the rail drive action which he shares with the rail workers, so either he will need a stat increase or the action needs to be renamed. agree with construct, as he, sparks and willie really suffer from friendly vent steam at the moment.
  5. I assume you would also increase Neil Hennry's rail driver to stat 7 then as well?
  6. Are rail works in an irrelevant spot? Even though their at the same cost as the metal gamin they do very deferent roles. The gamin are a tanky set up the rails model where as the worker is more offensive model dealing out the damage. I'll agree that the survivors look a bit irrelevant.
  7. It's a create not a place so you can't put the marker in base contact with models or other markers Edit: also the initial placement of a marker does not count as moving the marker, therefore it will not be effected by the hazardous even if it was a place.
  8. I'm inclined to say yes as the trigger happens after the action is resolved
  9. If this is directed at the initial post then firstly the surgestions I made I felt were more lateral change as arguments could be made that making your opponent loss 2 cards (1 for discarding 1 for the cheat) to cheat is better than just no cheat as it gives an element of control over your opponent s hand similarly negative flips to all opossed duel with it can be argued as stronger as they can't cheat and have to take the lower value (if they don't focus). It was just to enable some counter play as I found it a really strong ability. secoundly my main aim was to see if other people also Had an issue or if I was barking up the wrong tree. Like I said in the post, I had played 1 game against and hadn't answers to it so I was also asking for advise. thirdly are you saying we should just leave everything as is and not raise concerns about abilities we think are too strong? In that case why bother with the beta just release it now. Im not saying this ability is broken to all hell, I was raising a concern, surgesting a solution to said concern and asking if others had the same concern. If the developers decide that the ability is fine as is then my concerns are unfounded, but I do think that I should raise any concerns I have while playtesting wether that be this model is to good or this model needs to be made better.
  10. completely agree, I find myself having to take either a Soulstone miner or more recently a wind gamin (now that the miner isn't as good at running schemes) to be a secondary scheme runner as neither the Fire starter or Carlos can do it all by themselves. defiantly think the fire starter should have an action to put out Pyre markers, especially since Kaeris has now lost Inferno. I think you could just give him on the pyre
  11. I have a slightly side question on our versatile models, which ones are you taking (as Versatile, i.e. not including keyword) and with which masters? why did you take that model and was it worth it?
  12. what if mantras were once per activation but still staked?
  13. I played a game against it last night and man is this thing a pain in the but. Inhuman physiology made him almost imposable to kill or defend against. one time I had a positive Df flip against him, flipped two 3 and he flipped a 13 and I couldn't mitigate the result at all to put him on for damage and he ended up flipping a server for 5 damage. on the other hand I was attacking him with a and +2 states due to him being injured, won the duel initially 9 vs 7, and my opponent cheated in a 12 and I couldn't drop the red joker in my hand to force it through. its like my opponent was flipping jokers every time. I world prefer it if the ability was Inhuman Physiology: Enemy models suffer during opposed duels with this model. this still gives the ability of not being able to cheat due to being on negative flips but allows counter play of using focused to get to a straight flip and being able to cheat. or Inhuman Physiology: Enemy models must discard a card to Cheat Fate during opposed duels with this model. either of this changes would still keep him strong both in terms of offense and defence but allows some counter play from his opponent. what have other peoples experience been with it? like I said only played 1 game against it but found it supper obnoxious.
  14. Thing is, as he is now the other 2 have him beat when it comes to defensives and being tanky. They both have constant armour and the metal golem has easy access to shielded and the ice golem has a heal. at the moment they are better than the fire golem in offensive and defensive. if he's meant to be the more tanky tar pit he needs ability to show that. A good start would be to give him at armour 1, making it so he doesn't get steam rolled if he losses burning. A heal wouldn't go amiss either. but I still think his offence is lacking i just can't see the trade off he's getting for having a worse version of armour 2, he's not significantly more mobile, he's not more Killy and he's not more tanky. I know I need to get more games in with both of them but as I see it, at the moment, Elijah is better in almost every way, the only reason I see to take the fire golem is to give himself and the gamin burning +8 on the first turn, after that Elijah is the better choice. If people could piont at what I'm missing that makes him so great can you please tell me cause I can't see it.
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