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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Just found another one tonight. Dead rider's triple crow bonus action allows him to take a melee action within 6" and LOS. But unlike the other versions of this ability (like on Hooded Rider), it does NOT ignore range. So in effect it only lets him attack within 2".
  2. For example, on a 2/4/6 track where their stat is higher than yours and they're spending a focus.
  3. Looks like that is correct. The union doesn't like infighting!
  4. Yeah, I went through examples of 'then' and couldn't find why I thought it worked that way. So probably easiest to treat the word as having no mechanical impact.
  5. I do like proactive play, and that seems safer than relying on defending the markers once the opponent gets near. Neat!
  6. Updated What is the draw for Kirai? Slow development on corner, and lots of models to cover both taking and protecting markers?
  7. Actually, Yan Lo using NotSoEmpty's style seems super good here. Two summoned Ashigaru turn one, and it is a slow-to-develop strategy which fits this pool really well. EDIT: although note Ashigaru are useless against Don't Mind Me, so maybe not useful against Arcanists/Colette.
  8. The vassal world series has been announced, and the first event is up! I thought we could have a thread to discuss round 1. Here's the scenario: Map: Grasslands Symbols on Corner Deployment Catch and Release, Leave your mark, Breakthrough, Vendetta Let them bleed What are people thinking for this round? Toshiro and Emissary seem good for denial. Bone piles and crooligans are good for catch and release. We have a number of crews/models that can do Breakthrough or Vendetta. Leave Your Mark is interesting on this scenario, as it really detracts from dominating the rest of the board. Let them bleed seems extra hard unless you're Kirai or someone with board presence everywhere. What do people think? Seamus, Reva, Kirai, and Molly all seem doable, although the terrain isn't that favourable for Seamus or Reva. I assume VS could do this scenario as well? Also feel free to post here once you know your opponent's leader.
  9. I think this is the critical information here. You probably have too many models going out on their own. Archie feasts upon models without support. You need to have models positioned to counterattack him after he does his thing. And be cautious of hiring weak models he can kill in two attacks. He will consistently remove then with little counterplay.
  10. Pandora can do 6 damage with self loathing from 15 inches away, so that is a key bit of offense. If you can mood swings Archie, it should be super easy to beat his health down. His survivability is his mobility. EDIT: what crew is he using Archie with? Forgotten?
  11. I had assumed Bayou of all factions should be attacking their own guys, but I don't know anything about the model.
  12. I think this is ambiguous with no clear answer. My personal interpretation is that 'then' effects only happen if the preceding effect happened (otherwise you could drop the word then). So in my view, if you can't place, you don't remove and draw.
  13. True, I suppose there isn't really another way to define parasite tokens.
  14. It feels a bit clunky to me, like they wanted so many rules they couldn't fit it on the card and so stapled on an upgrade. Cool crew though, looking forward to seeing the rest.
  15. Speaking of summoning design mistakes... Not all summons attach upgrades, but many abilities are based on summon upgrades (like exorcism, or even Let Them Bleed). I'm pretty sure summoned Ashigaru aren't supposed to dodge all these things in the 'spirit' of the design, but they just fell through the gaps.
  16. Summoning a model isn't necessarily better than starting with a model, but this is a thread about design mistakes. It seems to me a design mistake that her summoning power ramps up much (edit: faster) OOK than IK. Getting extra models turn 3 onwards (assuming nothing dies) is not comparable to getting Ikiryo as an available summon when you don't have to 'pay' for her (by declaring Kirai leader). In terms of design, it'd be like if Dreamer could summon Lord Chompy OOK. You'd negate one of the main reasons to hire the master (the free totem). The other reason is to gain access to the keyword, but that is often a bit weak compared to other keywords (since it is normally supplemented with strong summons).
  17. Incidentally I think that's potentially an effective tactic on Recover Evidence, since you don't want your Ikiryo holding an intel token potentially. But to the point, you can't just compare to regular Kirai summoning Ikiryo (then she loses her totem). If you take another master as your leader, you're still getting a totem + all those summons. Keyword Kirai has stronger internal synergies and an awesome totem, but OOK Kirai is bringing more summoning power to the table (which I don't think was the design intention). No other summoner is gaining more summon actions when used OOK that I know of. And it comes down to being able to double summon turn 1 OOK, something that Kirai can't do (she can't take another totem + summon Ikiryo).
  18. Questions about round 1: I assume the silos are meant to be blocking terrain as well (aka, models can't see through them?) Does the height on the forest have any mechanical impact? Barrels and boxes - not destructible? Hills aren't listed but I assume are just standard hills?
  19. This is a great point. Taking models Archie can't kill efficiently really punishes him. Manipulative and serene countenance can be quite effective as well since he can't focus. They just can't kill Archie (because they can't catch him). But the game isn't about killing.
  20. Short answer: you don't (unless the opponent let's you). Long answer: Archie can move 18 inches a turn and is reasonably durable, and has healing to recover in between fights. Killing him when he doesn't want to be killed is extremely difficult. So how do you make him want to be killed? First off, go to where he wants to be (not where he currently is). If you have models in the only places he can score points, he is in for a rough time. Don't take isolated scheme runners against Archie - he is the king of scheming and will murder lone schemers. He will often activate last/first to get in, do his thing, and run away. This means that the rest of his crew is vulnerable to pressure. Emphasise killing the rest of his crew if you can't pin down Archie. If you can pin him down, spam attacks (which can be tricky in a faction without much ruthless). But the more min 3 attacks you hit him with, the faster he goes down. Four will kill him. And he can't stone to reduce damage. Even if you don't kill him, damaging him badly means he has to play safe and will be at reduced effectiveness. In summary - pounce and kill him if you get the chance. Otherwise focus on scoring, denying, and bullying the rest of his crew.
  21. Assuming no models dying (models dying favours OOK Kirai), the number of total extra AP accrued by each turn is... OOK/IK 3/1 8/3 14/8 20/15 26/24 So if I'm not mistaken, OOK Kirai gets more actions out of summons than normal Kirai, especially early game when actions matter most. I didn't count bonus actions, which could skew things of course. EDIT: whether this needs to be fixed or not is of course a separate issue. If so, my preferred fix is to only allow Kirai to double summon if she is the leader. Otherwise Ikiryo should be the only summon for the turn OOK.
  22. Ikiryo is another one. She allows Kirai to resummon her after she dies. But if you're taking Kirai OOK, then you can just summon her straight off the bat without affecting your summon limit. The net result is that Kirai is a stronger summoner OOK than when taken as a leader. Definitely doesn't feel intended.
  23. Also, single masters??? What is this, are we trying to have fair and balanced games?? How am I going to win without OP Kirai OOK? But seriously, this looks great and I'm very keen to participate once I locate the Aussie TO.
  24. I had a similar problem on my phone. Turned out the issue is I wasn't signed in to my Google account.
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