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  1. Huzzah Spring Fling - May 20th, 2017

    I really liked how at the Fall Brawl no one was paired against someone from the same local club in neither the first round, nor as luck enabled, the second round. I don't particularly like the idea of someone's tournament ranking affecting whom they are matched against in the first round. In particular, it seems arbitrary that the person just above the mean is matched against the worst player and the player just bellow it is matched against the best player. Obviously if the first round is random someone has to play the best and worst player but deliberately selecting someone for those tables based on their past performance seems a lot more spiteful. Wanting the top table in the final round to be the two best players at the event is a noble goal, but I don't find this method of guiding the event towards it appealing.
  2. These plays don't increase the VP generated for inflicting a take out though. They grant VP themselves as an independent source on the same trigger. It's like how inflicting a take out with a momentous playbook damage result doesn't increase the MP generated for the take out but instead generates 1 MP separately.
  3. How does the minute time limit interact with reactions from the opponent? Obviously these examples are poor sportsmanship, but I'm curious how the rules interact with them. The Brewers player has clocked out. Stoker activates and takes an advance very slowly. Before the advance ends, the Brewers player's minute runs out. If Stoker is within 6" of Brick, can Brick counter charge him even though the activation immediately ends, aborting the advance? Next Brewers activation, Spigot attacks Honor who counter attacks. At this point, the Brewers player realizes that Honor's counter attack can take out Spigot. To avoid this, he spends his entire minute slowly rolling the attack. The time is up before the attack is finished. Can Honor make a counter attack?
  4. How To Play the Condition Game?

    @RefyougeeIt makes a lot of sense when you put it like that. I'm going to have to give this lineup a try. This thread has shifted my perspective on the condition game. I'm not convinced it's the best way to play the guild, but I am convinced that there's more to it than I've given it credit for.
  5. I don't think the word "additional" in these plays is meant to imply that preexisting VPs are required to benefit from them but rather to make the distinction clear between the 2 VPs generally obtained for a takeout and the 2 VPs (or 1 VP) granted by the play. There could have been some ambiguity when the only play like this was Casket Time which grants the same number of VPs as a takeout but has another affect. It's only natural that they kept the wording consistent. I'm a bit surprised that this never came up in seasons one or two since back then mascots restored with Creation did not grant VPs for take outs but all of these plays were available.
  6. Come on Mate

    I don't see anything in the description of Come on Mate that indicates the target must have suffered damage or a condition. Seems like a legal move to me.
  7. I'm not a fan of this change. As I understand it, the point of in sync with Greede being a 1/1 was to prevent them being a devastating 7 influence activation. If you only let Greede use Avarice's influence to attack, he can never charge and he's worse at killing the ball than he was in season 2. I don't think the solution to the duo is to make them less flexible.
  8. That cost 4 influence though. Either of them could have just hit an enemy model 4 times and generated just as much influence while doing damage.
  9. How To Play the Condition Game?

    The condition game in my experience is something of a trap. It's possible to get take outs with it, but most opponents will generate enough momentum to heal off the damage dealt by conditions and the Alchemists don't have the damage output to make up for that. Where conditions really shine are as momentum sinks and area control. The ability to drop a 3" circle of unglidable rough ground can negate a player's entire activation in the right circumstance and no one likes leaving their players slowed. The Alchemists are at their heart a football team and conditions serve as a means to deny their opponents the ability to score, not to generate takeouts. The one exception to this is Veteran Katalyst. He will easily take out many players on his own if they're suffering conditions and give you 4 VP for it, but he doesn't do it with condition damage but rather a very high impact playbook. Coming from a Brewers perspective, Witness Me! may not seem like a very good play since you're essentially paying one momentum to move your front line fighter to the edge of the board and give both players 2 VP, but that chunk of 4 VPs helps the Alchemist player close out the game quickly and that's why it's so powerful. Unintuitively, the Alchemists don't win games by grinding out their opponents with conditions and attrition, they do it by scoring 12 VPs faster than their opponents can. Usually this means at least 2 goals because they don't have the staying power to win a prolonged fight. Some Smoke players insist they usually win 1 and 4 using conditions to generate mass take outs, but I've never seen it personally.
  10. Cant decide where to go with the team,

    You say that like taking Mist is a reason not to take Vitriol. If you take Mist Smoke and Vitriol, you've got three players who all have a huge goal threat range and can all throw smoke bombs to improve each others' movement. That gives you the ability to both cover the entire board so that no matter where the ball goes one of them can grab it and score or give it to someone who can score. Furthermore, assisting each other with smoke bombs allows you to get around the natural limit of 4 influence on your strikers, both of whom do much much more the more you give them.
  11. Katalyst

    I'd like to second this. Lure of Gold is so important for maximizing VetKat's effectiveness that I'd go so far as to say that Midas is the better captain for him than Smoke.
  12. Cant decide where to go with the team,

    Smoke is a great footballing captain. She's listed as a midfielder, but her ability to teleport to her own smoke bombs makes her incredibly difficult to pin down. With her 4/6" kick, she can easily score goals herself or stand around as a snapshot turret and doesn't need to give up much to get in tap in range. My experience with union is that they only look as incoherent with your team as you paint them. If you paint Mist in the same colors, no one will think he doesn't belong unless they know the models. Having three models who can produce smoke clouds and move faster by using them is great synergy.
  13. How's My Roster?

    Consider original Katalyst in your last slot as well. Between Misk Vitriol and Smoke, I think you have the ball handling pretty well covered. Katalyst will go a long way towards protecting the rest of your team once they leave Comound's bubble.
  14. Tentacles Tag Along and Charge

    Effects that trigger at the end of an advance, such as Counter Charge and Unpredictable Movement, happen after the advance part of a charge but before the attack part of it, so it's possible for Tentacles to Tag Along and provide a gang up in this scenario.