Zaqir Posted July 30, 2011 Report Share Posted July 30, 2011 I was wondering if anyone has or can point me a list of abilities Hoffman can get per construct and what benefits they bring to him etc. Just a general list because well I want to use Hoffman but I was looking for a place where everything was compiled to help assemble a crew. Quote Link to comment Share on other sites More sharing options...
moob Posted July 30, 2011 Report Share Posted July 30, 2011 Not really a full list, but some of the better ones I've found are: - Breach Psychosis from Ryle, or immune to influence from a lot of things - Slow to Die from the Watcher - Tunneling from the Soulstone Miner (so you don't lose what you've assimilated already) - Reactivate [can get this by override edict on something that's already gone - it gains reactivate which you can steal) Quote Link to comment Share on other sites More sharing options...
mistercactus Posted July 31, 2011 Report Share Posted July 31, 2011 You can really assimilate reactivate? Never would have thought about that. 100 posts! Quote Link to comment Share on other sites More sharing options...
Zaqir Posted August 1, 2011 Author Report Share Posted August 1, 2011 any of the riders have good things to assimilate? Quote Link to comment Share on other sites More sharing options...
LoboStele Posted August 1, 2011 Report Share Posted August 1, 2011 You can really assimilate reactivate? Never would have thought about that. 100 posts! Pretty sure you can't assimilate Reactivate that way. In that case, Reactivate is an EFFECT, not an ABILITY. Essentially, it has to be something that was printed on the card in the first place. That's the easiest way to remember it. Quote Link to comment Share on other sites More sharing options...
Aegis Arising Posted August 1, 2011 Report Share Posted August 1, 2011 Pretty sure you can't assimilate Reactivate that way. In that case, Reactivate is an EFFECT, not an ABILITY. Essentially, it has to be something that was printed on the card in the first place. That's the easiest way to remember it. Interestingly, the action assimilate mentions that it cannot not assimilate effects that reference a model by name... So I would contend that you could assimilate reactivate. From a different perspective, according to override edict the model gains reactivate. Reactivate is listed in the rulebook as an action modifier which is an ability(pg. 34). Furthermore, abilities are talents (pg. 12). So it is legit. However there is a limit as a model may only reactivate once per turn, no infinite loop possible. Quote Link to comment Share on other sites More sharing options...
Aegis Arising Posted August 1, 2011 Report Share Posted August 1, 2011 I was wondering if anyone has or can point me a list of abilities Hoffman can get per construct and what benefits they bring to him etc. Just a general list because well I want to use Hoffman but I was looking for a place where everything was compiled to help assemble a crew. Some of my other (not already listed) favorite talents to assimilate are the following... (2) Flurry - 3 attacks with the Soulstone Torch can tear anything apart...(+1) Relentless - if you need to get somewhere fast...Terrifying -> 12 - When you want to keep something from acting close.(0) Self Repair - Great for healing.Forward observer and Forewarned - Great in combination with tap power to see what your next casting total will be...(+1) Melee expert - Another melee attack isn't bad.(+2) Melee master - Why stop at one extra melee attack when you can have two.(1) Steam Cloud - Add cover from ranged attacks.Ambush - Great if you want to actually attack something.Strength in Numbers - Good for damage flips. There might be a few more if you hired Hoffman into Colette's crew, especially with the Coryphee... Anyway I hope this helps a little. Quote Link to comment Share on other sites More sharing options...
LoboStele Posted August 1, 2011 Report Share Posted August 1, 2011 Some of my other (not already listed) favorite talents to assimilate are the following... (2) Flurry - 3 attacks with the Soulstone Torch can tear anything apart...(+1) Relentless - if you need to get somewhere fast...Terrifying -> 12 - When you want to keep something from acting close.(0) Self Repair - Great for healing.Forward observer and Forewarned - Great in combination with tap power to see what your next casting total will be...(+1) Melee expert - Another melee attack isn't bad.(+2) Melee master - Why stop at one extra melee attack when you can have two.(1) Steam Cloud - Add cover from ranged attacks.Ambush - Great if you want to actually attack something.Strength in Numbers - Good for damage flips. There might be a few more if you hired Hoffman into Colette's crew, especially with the Coryphee... Anyway I hope this helps a little. Oooh, Strength in Numbers is a good one, and then use Machine Puppet to have Hoffman himself doing the attacking. Quote Link to comment Share on other sites More sharing options...
Stern Posted August 1, 2011 Report Share Posted August 1, 2011 - Slow to Die from the Watcher - Tunneling from the Soulstone Miner (so you don't lose what you've assimilated already) - Reactivate [can get this by override edict on something that's already gone - it gains reactivate which you can steal) Get those 3 abilities on him and your laughing! provided you take a full 8 stones :powerfulpuppet Quote Link to comment Share on other sites More sharing options...
Death Frog Posted August 2, 2011 Report Share Posted August 2, 2011 I have only played one game with The Hoff, but can I assume from all the comments above as once he has assimalted an ability it says with. The reason I ask is that I assumed that the ability went at the end of the turn Quote Link to comment Share on other sites More sharing options...
LoboStele Posted August 2, 2011 Report Share Posted August 2, 2011 I have only played one game with The Hoff, but can I assume from all the comments above as once he has assimalted an ability it says with. The reason I ask is that I assumed that the ability went at the end of the turn It does go away at the end of the turn. You can use a trick with the Soulstone Miner, and take Tunneling on Turn 1. Then you can Tunnel every turn, and while a model is buried, effects do not end. So you can sort of sneak from turn to turn and hang onto all of the abilities. It's not overly effective, IMO, since you have to pay 6 points for it, but it is quite a bit of fun. Quote Link to comment Share on other sites More sharing options...
Aegis Arising Posted August 2, 2011 Report Share Posted August 2, 2011 I have only played one game with The Hoff, but can I assume from all the comments above as once he has assimalted an ability it says with. The reason I ask is that I assumed that the ability went at the end of the turn The assimilated talents usually do go away at the end of the turn, however if Hoffman uses the tunneling ability (from the Soulstone Miner) Hoffman is off the table during the closing phase and doesn't lose the ability... As far as I have come to understand. Quote Link to comment Share on other sites More sharing options...
Turbodog Posted August 5, 2011 Report Share Posted August 5, 2011 I really enjoy playing Hoffman - largely because you literally can look over your model's abilities during the game and take what you need. I'm constantly reminding myself of card abilities in his crew. So in terms of Guild Constructs only, here's what I can see: From Guardian: (1) Protect - particularly useful to set up "chaining protection" that will keep your models alive protecting each other. Particularly good because a) easy for Hoffman to cast and the effect does not end at end of turn. (0) Self Repair - Somewhat costly as you'll use both your 0 actions - 1 to assimilate and 1 to do the heal. But nice to have an additional heal option if you need it. Armor +2 - Because this WILL stack with other armor Immune to Influence - As he is generally the only model in his crew that isn't. Armor can actually come from several models...so this is the last time I'll mention it (or other repeat abilities). Overprotective - Not many people mention this one on these boards. It's situational I suppose. Good to get Hoffman a little extra movement if he somehow gets away from his constructs and is thus in complete danger! From Hunter: (1) Arrest - Hoffman is much better than the hunter at casting this spell. It's a decent way to drain cards from your opponent with a Hoffman crew. Nice if you're looking at a hand full of :crows instead of :rams or :masks. Ambush - If hoffman is in melee with something that hasn't activated, this is a great way to give those attacks a attack, damage. Usually a surprise when I've done this. From Watcher: Slow to Die - Honestly I believe the watcher has this ability ONLY so that Hoffman can get it. Preprogrammed - To allow Hoffman to ignore something Harmless or Pitiful he is engaged with - very situational. Flight - Extreme rare case where Hoffman is doing his own movement. Fly High - To avoid disengaging strikes - situational. From Peacekeeper: Terrifying ->12 - particularly a surprise for living crews not expecting it. (+1) Relentless - additional move action, but hopefully you don't need to go this route and can ride constructs. (2) Flurry - just a note, a nice assimilation set for Hoffman in melee early in the turn is Ambush + Flurry as he is now doing 3 attacks with 's to attack and damage... (1) Menace - Haven't used it much myself yet...but again, Hoffman is better at casting this than the Peacekeeper. From Ryle: Breach Psychosis - From what I can tell, best WP defense in the game so far (prior to Twisted Fates at least). (0) Socially Repressed - situational additional movement - another one that like the Guardian's heal will ultimately take both your 0's. Hulking - Avoid parting strikes from Ht 1 and 2 models - situational, like Fly High from Watcher. Mechanized - Wierd, huh? This is only on the off chance that you NEED Hoffman to count as a living model. For example, if you have an all construct crew including Ryle and Hoffman. Ryle doesn't have any "friendly" living models to push from with socially repressed usually, but this would make Hoffman count as a living model so Ryle could push from him. From Mechanical Attendant (totem): Ugh...not much Clockwork Tools? - would let you get scrap counters from sacrificed constructs...I've never used it. ...The bigger deal is that the totem (actually any totem) can activate after Hoffman and if he took a (1) Spell with assimilate, then the totem can cast it that turn too. So you can get more (1) Arrests (1) Menaces or (1) Protects which are all not too bad for some totems to cast. Then, of course, there's the Arcanist constructs or constructs you can take in Brawls with Leveticus...but I'll leave that be. Quote Link to comment Share on other sites More sharing options...
sharpobjects Posted August 10, 2011 Report Share Posted August 10, 2011 Ze (spelling?) ruled at Gen Con that Hoffman can assimilate reactivate after he successfully casted it on another construct. Quote Link to comment Share on other sites More sharing options...
Turbodog Posted August 10, 2011 Report Share Posted August 10, 2011 WHOA... Zee? Is this true? Are you there? ...oh wait. DON'T answer this - get back into the warehouse and ship those orders and off these boards! j/k Seriously, if Hoffman can assimilate reactivate that's a great boost for him. I've been assuming he can not. Also makes me wonder where the ruling is on him letting constructs ignore "slow" effects now... Quote Link to comment Share on other sites More sharing options...
Jonas Albrecht Posted August 16, 2011 Report Share Posted August 16, 2011 Jeez, that is one hell of a boost. I dunno why, but I had been operating under the assumption that Action Modifiers didn't count for the purpose of being Assimilated. No more choosing between Override Edict and a full turn for Choff anymore. Quote Link to comment Share on other sites More sharing options...
FearLord Posted August 16, 2011 Report Share Posted August 16, 2011 Also makes me wonder where the ruling is on him letting constructs ignore "slow" effects now... I don't think it changes it - the abilities use different wording and the "can't ignore effects" ruling was based on listed abilities being in the wording for Maintain Machines. Assimilate just says "talents or spells" which doesn't limit it to gaining stuff only on the card... Quote Link to comment Share on other sites More sharing options...
MightyBroden Posted August 16, 2011 Report Share Posted August 16, 2011 And don't forget that Hoffman can hire other constructs outside of the Guild so there could be other things he can Assimilate from the other factions. Don't know exactly what they would be but the option is still there. Quote Link to comment Share on other sites More sharing options...
TalonRaven Posted August 16, 2011 Report Share Posted August 16, 2011 Well, I can think of two Constructs that outside of the Guild that have useful abilities: Arcanist Steampunk Arachnid Swarms: - (0) Healing Flip - (+2) Melee Master Arcanist Mechanical Rider: - Depends on the Power Cycle. - (+1) Nimble - (+1) Melee Expert - Hard to Kill Quote Link to comment Share on other sites More sharing options...
MightyBroden Posted August 17, 2011 Report Share Posted August 17, 2011 Looking at his rules again I was mistaken to what constructs he could take. He can take only Guild constructs and Arcanist ones as long as they don't have Frozen Heart our Smoldering Heart. Quote Link to comment Share on other sites More sharing options...
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