LeperColony Posted August 28, 2019 Report Share Posted August 28, 2019 The new errata dropped today, and since it's probably going to define play for a while, what do you think of it? Quote Link to comment Share on other sites More sharing options...
rancor709 Posted August 29, 2019 Report Share Posted August 29, 2019 Love every bit of it. 1 Quote Link to comment Share on other sites More sharing options...
retnab Posted August 29, 2019 Report Share Posted August 29, 2019 Just to make it easier to find, the new FAQ's are below (they definitely help to answer some of the rules questions that have popped up lately!): Core Rules: 22. If an effect ignores Low Terrain, such as Yarazi's Glide or Titan LoS, does it ignore any terrain with a [Low] Terrain Trait or does it only ignore those traits are that [Low]? a. The effect would only ignore traits that are specified as [Low]. King's Empire: 27. When resolving the South Wales Borderers Remember Our Mates Ability, does the +2 to Acting Values also apply to passive Active Values (Sp, Df, Wp, Ar)? a. Yes. Though the + has no game effect in these instances. The Guild: 28. When resolving Samantha Thrace's "Fire at Will" Action, does each Fireteam in the targeted Squad take an Action or only a single Fireteam in the Squad? a. Only one of the Squad's Fireteams may take an action this way. Cult of the Burning Man: 38: When resolving The Burning Man Descends Stratagem, will multiple cards of the same suit each resolve an effect for the Stratagem? a. Yes, each card in the Conflict will result in a single effect for six effects total. 1 1 Quote Link to comment Share on other sites More sharing options...
MajorUndead Posted August 29, 2019 Report Share Posted August 29, 2019 I love them too. I play gibbering hode, and I feel like the changes are going to be very helpful. I perfectly understand the nerfs to frenzy+relics of malifaux, or the devouring eel. They make sense. I like how they nerfed the immolated rhino. I think it is not going to make it useless, while still making it less OP. So, good balance changes. 1 Quote Link to comment Share on other sites More sharing options...
Clement Posted August 29, 2019 Report Share Posted August 29, 2019 Speaking as someone "on the losing side" of the Thrace FAQ, I'm grateful Wyrd actually put it in there so we can call that argument conclusively done. I'm also glad they took Kassa down a peg or 3, especially in Empire. She was really gross over there. Quote Link to comment Share on other sites More sharing options...
DeleteAccount Posted August 29, 2019 Report Share Posted August 29, 2019 Mostly possitive on the changes but need to see them on the table. I still expect Cult's mobility and Abyssinia's resource generation to keep them on top, though at least it won't be as blatant or oppresive I hope. A clarification on the new Rhino pulse. So Rhino flips card + 6, all enemies within 4 inches resist with Sp with the Tn being the total the Rhino flipped, right? Quote Link to comment Share on other sites More sharing options...
solkan Posted August 29, 2019 Report Share Posted August 29, 2019 2 hours ago, Razhem said: Mostly possitive on the changes but need to see them on the table. I still expect Cult's mobility and Abyssinia's resource generation to keep them on top, though at least it won't be as blatant or oppresive I hope. A clarification on the new Rhino pulse. So Rhino flips card + 6, all enemies within 4 inches resist with Sp with the Tn being the total the Rhino flipped, right? Remember that acting fireteam wins ties. So the defenders are trying to get one higher than the rhino's total. Otherwise, that's consistent with how the duel rules are specified: Each fireteam involved in the action flips a card. The distinction becomes more important for Horomotongi's Incoming Tide action (on the Tide Caller asset) with the mask trigger, so there's only "full distance" and "half distance" for each fireteam in a unit to be moved. Otherwise you'd have to figure out the unspecified mechanics for: Fireteam A in this unit moved 5" (Big H got the Tidal Wave trigger and won) Fireteam B in this unit moved 3" (Big H won but didn't get the Tidal Wave trigger) Fireteam C flipped high enough to avoid the effect. The way it was explained to me at Adepticon when I asked was: The fireteams that fail to defend against the attack move the full distance If you succeeded against the attack (or you were out of range), but one of the other fireteams in the unit failed, you move half distance and every fireteam in a unit only moves once. Quote Link to comment Share on other sites More sharing options...
Clement Posted August 29, 2019 Report Share Posted August 29, 2019 3 hours ago, Razhem said: A clarification on the new Rhino pulse. So Rhino flips card + 6, all enemies within 4 inches resist with Sp with the Tn being the total the Rhino flipped, right? Pretty sure this falls under 16. of the faq. Quote When an Action has a range with a , does the Acting player flip one card and every valid target in range flip against it or does the Acting player make perform a duel against each target individually? a. The Acting player must perform a duel against each target individually. 1 Quote Link to comment Share on other sites More sharing options...
DeleteAccount Posted August 29, 2019 Report Share Posted August 29, 2019 13 minutes ago, Clement said: Pretty sure this falls under 16. of the faq. Oh, ok, so there would be a flurry of opposed duels then? Quote Link to comment Share on other sites More sharing options...
Clement Posted August 29, 2019 Report Share Posted August 29, 2019 2 hours ago, Razhem said: Oh, ok, so there would be a flurry of opposed duels then? exactly Quote Link to comment Share on other sites More sharing options...
Gloomy Posted August 31, 2019 Report Share Posted August 31, 2019 The errata looks great. As a Cult player I'm happy with the Rhino nerf, it still seems very good without being obnoxious 1 Quote Link to comment Share on other sites More sharing options...
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