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Vatic

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Everything posted by Vatic

  1. I think in your example the aura would be reduced by 4". The aura wording suggests to me you just measure from the base of the source with the size of thr source model not having any impact.
  2. Yeah they got bumped out to November release, along with Marcus' box. I presume some sort of production challenges. https://www.wyrd-games.net/upcoming-releases Disappointing to have 3 Arcanist masters in the latest releasing boxes. Maybe that's why we are getting the first Madness of Malifaux boxes...
  3. Hi, I'm having trouble with the keyword filter "k:" not functioning. For example, if I type k:wildfire in the search box, I get no results. Am I doing this wrong? Version 1.6.20 on Android. I just did a fresh reinstall and it didn't help.
  4. An academic can effetively use students of all to toss themself right? As they make Banasuva do it, but then target themselves (as they are within 1" of themself). Sounds hilarious.
  5. How do we think some of the border cases of "students of all" works? If an academic makes a Metal Golem walk, how does ride the rails work? Is everything measured in respect of the academic? If the academic is next to a scrap and the golem is 6" behind him, can you chuck the golem up 12" in front of thr academic (so an 18" place)? What about the ice golems blizzard- is the aura around the academic model? If you make a golem focus near banasuva (do you measure the mantras relative to the academic or the golem?), does their demise marker drop next to the golem or the academic?
  6. This question came up in a recent game regarding "on the pyre". Agree with others that the FAQ isn't particularly clear on whether it is referring to Place with a capital P, or more generally to any time something is placed (lower case p) and therefore covers drop and create. But @Yore Huckleberry 's point on the general nature of the FAQ probably rings true. The point that "range includes LOS" seems pretty sweeping. Although let's not pretend Wyrd isn't a bit too sweeping with some statements (see "other model" and ricochet).
  7. I think sequential could make this even more odd (although I can't think of anything off hand that has the right timing for it to happen). If you treat the damage and the push as sequential, then the sequential rules say not to resolve the push until "after any effects which had been previously generated have resolved". Maybe there are no situations where that matters.
  8. Although on reading through the faq, I noticed this: 4. Some Actions have listed effects that are two distinct impacts on a model, such as “Target suffers 2/3/4 damage and is Pushed up to 3" in any direction.” Are these two distinct impacts considered separate effects? a) Yes. In the above instance, these are separate effects that resolve independently. These effects are always resolved one at a time in the order presented in the text. If a model is killed (and removed) from the first of these effects, any following effects (such as being Pushed, discarding cards, etc.) are ignored. This seems to confuse things even more in my mind. If the damage and the push are two distinct effects, then in theory the active player could choose to slot another effect in between them, if it has the same timing?
  9. I think for this section of rules to work, you have to define "effect" as "the thing written on the card" and therefore the effect belongs to the model whose card it is written on. The ordering then goes 1. Effects written on the active players card, affecting either player's models, with order chosen by the active player. 2. Effects written on the non-active players cards (or not on any card, such as terrain) affecting only the non-active player's models, with order chosen by the non-active player. 3. Other effects, including those on the non-active player's cards but affecting the active players models. Crucially, this ordering is chosen by the active player (even if it is one of the non-active player's effects). This means you are unlikely to be able to do the terrifying, take the hit, terrifying combo. These all happen in step 3 and the active player gets to choose their order. So I would say if you want to use take the hit, you have to declare and discard before the active player takes the terrifying duel. It's especially confusing that they don't capitalise some of the "effects". The first sentence of this rules section would much more sense if instead of reading as: "Occasionally, an effect will generate multiple effects that occur at the same time. " It read as "Occasionally, an Effect will generate multiple effects that occur at the same time. "
  10. Thanks, much appreciated, had completely glossed over that section. Good to know I can obey multiple models to charge as well 👍
  11. That doesn't matter, it is still the same activation (Sandeep)
  12. You can only use the concentrate action once per activation. So I don't think you can get 2 wind gamin places in Sandeep a turn (unless you explode one of the gamin instead). I know the last double place isn't necessarily crucial to the strat. But yeah, it is fun to get the golem in there. Super annoying for the opponent.
  13. Yeah I think a FAQ clarification on Revelation would be useful. I can see both arguments. The rulebook says triggers "are subject to all game effects that affect the action" so decent argument that the 6" pulse applies. But the counter argument is that you never have to check range, as the trigger has no wording around range or targeting. Same would apply to Wong's trigger for dropping scheme markers.
  14. @Plaag magical training on Kaeris - are you primarily bringing this for the shielded? Do you find you get good value vs using the two stones for damage reduction? I guess with MT you are normally reducing by 5 across the game (if she doesn't get hit in a turn you still reduce the burning damage), whilst you would need to flip moderate and severe to get the same value from reduction with stones. Seems legit.
  15. Another I came across, similar but opposite to your first 2 is auras/pulses. These are measured from the base of the "source" model and ignore its height. So in your first diagram, if the scrap on top is putting out a 12" aura, it hits Mei (as she us SZ 2). But if Mei is putting out a 12" aura, it doesn't hit the top scrap. Is this the right reading?
  16. I haven't tried her yet, but also thought she looked interesting, in particular if you are facing a bubble crew where she can give out staggered and improve the effectiveness of Kaeris/golemn/eternal flame forcing move duals.
  17. Disclaimer that I haven't played academic yet, as I can't get all the models. Just reading the card with the rest of the keyword, it feels his empower ability is a bit wasted. I can't see any triggers on Sandeep or his henchmen that look critical enough to be spending a stone on (maybe Kandara, but is she more likely to be using her ranged attack when within the essences aura?). So only useful if you are giving SS cache to an enforcer (as a minion would get empower from the upgrade).
  18. I agree that the healing can be super nice, but have found them a bit slow relative to the targets they want to be healing (Kaeris, Carlos, maybe firestarter if you are running him). I find this means they are often sat somewhere central/backish so they are in range of more of the board, can stay near a pyre but can also become isolated/exposed and might not be in heal range. Or, they chase around after their healing target, struggle to stay near a pyre but are more likely to be in heal range. I also can't see myself ever running more than 1 at their current cost. It would be nice if running 2-3 was an option.
  19. I don't think it matters that the base toss action doesn't have a variable damage flip. The opposed duel to get the action off still generates an accuracy fate modifier result, which applies to any damage flips on the action or its triggers. Lets say instead there was an attack action that did absolutely nothing, but with a trigger to do 1/2/3. The attack action still generates a fate modifier. The trigger is still a variable flip caused by the action so uses the fate modifier.
  20. I think in absence of something else on their card, yes the heal is a bit weak. But I like the concept of having to balance your resources (burning). Some of your models don't really want burning (firestarter, versatile, OOK) or don't need it (eternal flame, Carlos doesn't need >1 unless using him to teleport Golem). Also you often aren't overly fussed with his much your opponents models are burning. This all gives you interesting choices on how to use the resource and the heal plays into this. Firebranded just needs a little more utility (pushes, pyre manipulation) and/or movement. Even a push trigger on the heal would help a little.
  21. I have (another) question regarding hazardous markers and resolving their effects. A model charges through a pyre marker towards Iggy. After resolving the push, the charging model gains burning from the pyre. This triggers Iggy’s Misery aura, which lets him push the model 2”. Iggy uses this push to push the charging model back into the pyre marker. Does the charing model gain a second instance of burning from being pushed back into the pyre? A few bits a relevant wording for this one. Misery: Hazardous terrain: I think the key part is the parenthesis in the Hazardous Terrain rules “to a maximum of once per Action or Ability”. I could interpret this as allowing the burning to be applied twice (once for the Charge Action and once for the Misery Ability). Or that the Misery push doesn’t apply an extra burning, as we are still resolving the effects caused by the same charge action (once per Action).
  22. I think they do need some love, but would rather they had something a bit more interesting on their card. I think this all applies to Elijah too. They love being in pyre markers, for the flips and damage reduction. I would love to see them have a way to manipulate the position of markers. Given they are also a bit slow relative to the rest of the crew, maybe an ability to move markers and then move themselves. Maybe like target a pyre within 1", push it up to 3" then place or push into base contact with it. The crew is also light on healing. A trigger to pulse heal 1 on this action would be cool. Although maybe a bit much. The whole "burn bright and fast" would start to diminish if the crew had too much healing. Maybe best to leave this as a weakness (you have to manage your burning damage or your crew slowly just dies)
  23. Although I get where you are coming from, the wording on impassable terrain n doesn't use the word "in" at all. I note the contrasting wording in the bullet point under hazardous terrain. This states that if a marker is moved, any models that come into base contact with it suffer the effects. So say the opponent has a model in base to base with a pyre marker. If I move the marker, the model suffers the effect. However, if the model activates and moves away from the marker, it doesn't suffer the effects? Seems odd.
  24. If a model is in base to base contact with a piece of terrain (or a marker with a terrain trait) do they suffer the effects of that terrain (i.e. are they treated as being in it). For example, a model is in base to base contact with a pyre marker and takes an action without moving. Do the effects of the marker apply? The text in the rulebook confused me. The first sentence implies that a base needs to be overlapping to be considered in terrain. The second sentence then adds the concept of within 0'. I couldn't find further reference to within 0" and how it is relevant. Is the wording trying to imply touching is in the terrain or not?
  25. I was looking at the arcane burst ability in the arcane emissary. Models within 3 must pass a TN13 DF duel or suffer 2/3/4. Does the player controlling the emissary flip the damage? Or the player who is performing the simple duel? My gut was the emissary, but I couldn't find anything in the rulebook confirming. Also, I believe whoever flips the damage can cheat? I couldn't find any rule to the contrary
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