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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Do you not find the stalker useful for handing out poison? Although I suppose it is the nature of poisoned attacks that it is a bit hard to combo with Meredith anyway.
  2. Meredith gives them guaranteed with two duels (first attack to give two poison, second attack gives two poison for four total meaning the trigger goes off). I suspect they avoided italics specifically to make this work.
  3. Only thing about McCabe is you might miss having his rough riders, but two boxes should be plenty to start the crew. I'm going to learn him soon myself, so see you in the explorer's society forum!
  4. When you split, you don't count as activated (you count as activated at the end of your activation, see FAQ). So when you split, one continues and is activated. The other is unactivated. EDIT: it is the same reason a model that disengages with manipulative still gives a minus flip. It doesn't count as activated yet.
  5. This in fact is one of the primary uses of focus in the game. It negates a minus to the damage flip, allowing you to cheat!
  6. TLDR: Torakage gets to resposition. The Torakage's trigger doesn't specify when it happens, so it happens with the default timing (after suceeding). Zoraida's trigger specifies after resolving, so its timing will be after resolving. We can see on page 23 of the rulebook that both of these triggers occur during step 6 of an action. Page 34 tells us how to handle simultaneous effects, which is what is happening here (since they are both step 6). Basically the active player resolves their effects first - that is probably you, since you're attacking with the Torakage (unless Zoraida obeyed it to attack herself, which would be weird). So you resolve your reposition first. Then Zoraida's resolves her trigger. Note that I think even if they resolved in the other order, you would still get the reposition, but that's more of a rabbit hole so I thought I'd just give you the simpler answer here.
  7. I think they're generally considered bad, but... When they are good, you generally are trying to hit your opponent's ability to hit everywhere. So for example if you have two hounds running down the board and making scheme markers for Spread Them Out, it is potentially really awkward for say a Jack Daw player to send powerful models over just to kill your hounds. You can also run them as a pair alongside a young nephilim who bodyguards them while they do the interacting. That said, I think most 'competitive' crews bring with them a way to hunt down and kill scheme runners whenever needed. So this doesn't work against a lot of crews, which are also the most competitive crews I think.
  8. What's Kirai up to? I don't know anything about the lore, but would like to xD I struggle with podcasts, but if there's a written story anywhere I'd love to read it.
  9. Resurrectionists also have Molly. She has tons of hand manipulation for herself, and lots of abilities based on the opponent's hand size. So there's a lot you have to do to time things around hand sizes, drain your opponent's hand, etc. Her totem can make the opponent draw cards to manipulate their hand size, her little murder children teleport around the table, and more. Definitely worth a look, and not really a popular crew. For 'strange' mechanics in general, though, I would probably say Bayou is your best bet. They have all sorts of weird shenanigans (like Zipp dropping pianos out of the sky).
  10. Just found this in the rules: So there's some further support that the bury itself doesn't count as a move.
  11. I imagine it is for space reasons, as apps need to stay pretty small.
  12. I wish there was a 'cry' response to posts 😧
  13. If this was still in design stage, I think it'd be cool to give Taelor a major synergy with the crew: Get 'em in line: whenever a friendly Mercenary model discards a card for Rapid Fire or Flurry within aura 6, draw a card.
  14. Dang, that sucks Could contact them to cancel your order?
  15. Ohhhh, yeah, the hidden agenda definitely mucks up the math on killing it!
  16. Great points! I would also worry about survivability with trying this. Off the top of my head, efficient ways to kill a nearby nest if it doesn't activate early in the turn are: Manos shot (gives stagger as well, so rest of the turn you can take your time), + archie charge/flurry. Grave golem hurl corpse + reva charge + reva attack. Seamus one shots (with focus) And each of those sequences effectively neutralises it on the first activation (stagger, engagement, and just killing it). So it can be taken off the table pretty quickly/efficiently, and that's not counting all the things that can make it irrelevant (staggered on a willpower attack seems particularly brutal, but also summons, etc). I've not seen it in practice, of course. Until now I had just assumed your first few activations had to include the nests or they get neutralised quickly.
  17. Is the stat 4 enough to usually get a parasite token on turn one (where I assume they have plenty of cards to win the duels?) Although gumming them up with one half of your totem is already a hell of a payoff.
  18. I really like support masters, so I've realised Cadmus might be a crew I want to look at when it releases. I've seen several comments about deploying the Shambling Nests right outside the opponent's deployment zone, but do people also have them deployed right in front of you? A cool Nexus turn one would be: Exoskeletal connection through a Nest to move a model ~8 inches and get a web marker. Repeat, but ~6 inches this time. Repeat with one of the models pushed up the board. Citizens of Malifaux. That's an extra 18+ inches of movement for your crew turn one, which seems crazy powerful, positioning wise. I am probably late to the party on this, of course xD EDIT: I suppose you only need one model to get up there, so can use one nest for this and one for aggression? Or is there a model that efficiently walks into place for it?
  19. Another thing I was thinking was "models on the opponent's table half that are at least 6" apart." That way you still get a similar vibe, but without brawls around each turf war marker.
  20. Could just give them Flaming Body (reduce damage by reducing burning). Would have to nerf something else, though.
  21. Not to mention the issue of power-creep. Plus, errata always comes with a risk of invalidating people's crews. That started to happen to eternal formats in MTG, and a lot of people quit as a result.
  22. There's been lots of rules discussions, but basically the argument is that what kills the corpse candle is its own text, so you just get cremation + demise.
  23. Oh, so it is actually quite wide spread even in ressers. At a rough glance, it is okay to take away hard to wound for more thematic tech. Seems reasonable to me!
  24. Hahaha, oh my goose, I forget she is undead. That's a good point!
  25. Off the top of my head, I can't think of any undead that don't have hard to wound, but I'm sure there must be others. I'm curious, can you think of a few?
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