Cuilion
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Posts posted by Cuilion
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What was the maximum number of markers for Landmines you needed in one game?
I am about to order some...
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After reading more into the rules I fear I owe my opponent an apology... I (wrongly) used all the below methods to remove his scrap markers (Mei Feng) and therefore controlled his game. Could you please verify if I understood everything correctly now?
Drachentrooper, Clear the area: At the end of this model's activation, it may remove all Corpse and Scrap Markers within 3. This is my only legal way to remove Scrap Markers with Freikorps models, correct?
Drachentrooper, Burn it down: Remove all destructible markers within range.... This would only apply to markers like ice pillars, that are described as destructible, and not to scrap markers, correct?
Rocket Launcher, Blow it to hell: Drop a blown apart marker within range, then remove any destructible terrain within 2. This would not even apply to ice pillars since they are markers and not terrain, and of course not to Scrap Markers since they are not destructible, correct?
Any Model, Interact: Interact can only remove scheme markers, but not scrap markers, correct?
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Hard to say. They do have it in my local store in Germany now. Overall the webstore seems to have less than the stores these days.
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Agreed and I bet on Freikorpsmann rather than Scouts. They would be much too specific. After all it is supposed to be a starter box.
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1 hour ago, Jesy Blue said:
Freikorp Trapper (now Scouts) used to be Rare 2, and only 1 came in the starter box; now they are are Rare 3 (Plentiful 3, whatever).
Going by the standard pattern of new boxes, not counting weird things like double masters (Mercenary), or multiple Totems (Plague), the boxes are Master, Totem, Henchmen, and three Rare 3 Minions.
Henchmen are Arik & Hannah.... so chances are Arik is goimg in the box.
Drachen & Librarians are Rare 2, so not them. That means either Scouts or Freikorpsmann will be in the box. I think it will be Freikorpsmann in the starter box as they have actual synergy with Von Schill's Equipment action, putting Hannah with Librarians, Lazarus on his own still, and maybe Drachen with Scouts as a specialists box.
Some have enforcers instead of a henchman, for example mercenaries and obliteration.
But I do agree that Arik is more likely in the box than Hanna or Lazarus.
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21 hours ago, solkan said:
https://www.wyrd-games.net/upcoming-releases
It's in the October releases. (And the editor freaked out on me when I was correcting this...)
It's in the October Releases. (And that means they're trying to get it shipping out at the end of this month, plus whatever other travel delays from distributors...)
OMG you have to scroll the last line to the right to see them 😁
Thank you!
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Thank you, this is very helpful for me since I am just about to start the crew.
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Where is the pic of the new box coming from?
Can't seem to find it or where the box would be available. -
Not bad but I don't see that her as an auto take. Unless she is on the center line and/or you can benefit from the blast, it is not so much better than letting a Ronin or a Desperate Merc shoot.
Also if you have another Vik, Taelor or Bishop in the same fight you always wanna let them strike.
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33 minutes ago, Boomstick said:
I did not, and that's good to know, but I don't think an 8ss tax model for potential help is the answer.
I agree, 8 points might be too much for just that purpose.
I still wanna try him, I think he is an interesting model. The potential to boost the Vics is more a nice addition than the main purpose.
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4 hours ago, Boomstick said:
The stat 7 is great, but with absolutely no way to get positives except Focus, they actually had a good amount of trouble hitting things without draining their hand.
Did you try combining with the Midnight Stalker? I did not try that yet but potentially he can give the Vics positives in each duel...
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I believe this depends on the matchup.
They have a lot of killing potential but they will not wipe everyone. In my view the main strength is the crews mobility. It is easier for them to score victory points than for many other crews.
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15 hours ago, Liched said:
Wait, are you giving fast to the Vics?
I did when my opponent would cast slow on them. But you are right, usually. I would rather cast it in Taelor, bad memory.
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I always played 3 Ronin in my beta games while the main reason is that I don't have enough other miniatures.
Regardless I was for from being disappointed. They are so fast which makes them great scheme runners. Hard to kill and ignore armour makes them so valuable in certain matchups. More than once I would rather cast fast with student of conflict on them rather the Vic's. Also against enemies with armour I used the Vic's trigger for an additional melee attack often in the Ronin.
Owning more miniatures I would probably not play 3 but always 1 or 2.
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Can someone explain to me where Dragon's bite is useful?
You spend and action point to push both sisters 6" to the same target and only if you have the right trigger you can hit once.
This is worse than chain activate them and let both of them charge the same target. Even if you are engaged with another model you can use Battle Tempo to disengage and then charge.
What am I missing? I cannot think of any situation for this to be useful.
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Sisters in spirit says "At the start of this models activation..." - so the classic slingshot (move, then pull the other Vik into base contact, chain activate) does not work any more, right?
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Black Friday 2019 Announcement
in Wyrd Announcements
Posted
Prices on the list would be killer.