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Everything posted by MechMage

  1. I thought I understood how this worked, but I just finished a game in which my opponent and I had opposite interpretations. If Minx ends her activation having caused damage 4" from Pelage and triggers Back to the Shadows to move to within an inch of her, does Grim Caress trigger? Would Second Wind behave differently than Back to the Shadows here?
  2. In the timing sequences for attacks and character plays, there is an explicate step to check for taken-out as a result of damage. Models that suffer damage during an attack or character play do not suffer the taken-out condition until this step is reached. What about models that take damage not during the resolution of a play or attack? Examples include damage from Traits like Overheat and Cloak of Rats or plays that do delayed damage like Minefield or Alternator. Do models that suffer damage from these effects that reduce them to 0 hit points suffer the taken out condition immediately or is it delayed until some later check?
  3. Checking for Taken Out

    During an attack, the selected playbook results may be resolved in whatever order the attacking player chooses, but no matter what results are chosen, the check for take-out doesn't happen until all of the effects are resolved. There isn't an explicate check for take-out at the end of taking damage outside the resolution of an attack or play but from the previous ruling on simultaneous sources of damage outside of the resolution of a play a check obviously exists. My confusion is if it happens at the end of all simultaneous damaging effects or instead at the end of all simultaneous effects, including those that don't cause damage, and if for the purposes of this check if damage taken during an advance is considered to be simultaneous with the advance. Consider another scenario. Compound Mainspring and Velocity are all within 3" of each other and each only has 1 HP remaining. Compound ends his activation, suffering 2 damage from Alternator and triggering Noxious Death. This causes Mainspring and Velocity to each suffer 3 damage. If the Engineers player chooses to resolve the check for taken-out on Mainspring first, Overheat is triggered, causing another 3 damage to Velocity. This obviously isn't simultaneous because it doesn't happen until Noxious Death is resolved. If the check for taken-out happens first on Mainspring, does Velocity's check for taken-out happen after the resolution of Overheat or before it and then again after it from the damage caused by Overheat? Effectively, does Reanimate save Velocity in the case of an explosive chain reaction?
  4. Checking for Taken Out

    When exactly does the check for taken-out happen if a model is damaged outside of the resolution of a character play or attack? For example, if Mainspring is affected by both Second Wind and Deletion, at the end of it's activation if the Engineer's player chooses to resolve the damage from Deletion first and this reduces to Mainspring to 0 HP, is the check to take it out before Second Wind is resolved since Second Wind doesn't cause damage or after because they're simultaneous effects? If Flask suffers damage from Ballista's Minefield that reduces it to 0 HP, is the check to it out before Flask finishes it's advance or as soon as the damage is triggered? Does it matter whether it was a standard advance or one granted by Second Wind or a similar ability?
  5. Kat 1 and coming back on

    Now that I think about it, Ready to Go only applies when Greede is off the pitch so what I just said is demonstrably false.
  6. Game Plan deck discussion

    Choosing a game plan can be a complex decision based on a lot of incomplete information. IMO it should be on the clock. Possible solutions include the player who had initiative last turn deciding on their clock then passing it to their opponent then revealing simultaneously or starting off the clock and whoever decides first placing their card face down and passing it to their opponent. I suspect it will remain off the clock but if it does there's nothing to stop a player taking five minutes to plan out their entire turn while picking a game plan card and it's only a matter of time until someone does.
  7. Kat 1 and coming back on

    Traits only apply when a model is on the pitch. If Katalyst is off the pitch at the end of the turn, Pyromania doesn't trigger. -edit- Ignore this it's wrong.
  8. Lone striker

    The player who takes the first activation of a turn has initiative. At least that's how it works for Lucky.
  9. Checking for Taken Out

    Are you referring to 6tus's thread? Perhaps I misinterpreted his question but I read it as asking for clarification about simultaneous triggers. The domain of this question is the timing of the taken-out check for damage outside the normal attack or character play sequences. I didn't think it was similar enough to include in the same thread. If the lawyers disagree I won't hold it against them if they lock this and answer both questions in the other thread.
  10. Reading page 32 of the season three rulebook, both the Sequence of an Attack and the Sequence of a Character Play share step 3. Check for taken-out. Is the entire character play sequence resolved when a character play is triggered from a playbook guildball result? Obviously steps 2.1 through 2.3 are skipped since the character play automatically hits and there's no reason to generate a dice pool. Suppose Gutter charges vSiren and spikes, getting 6 net hits. The union player chooses on the wrap and as her playbook results. First the is resolved, triggering the Scything Blow character play. The 3 damage from this play is enough to reduce vSiren to 0 hit points. Does Escaping Fate trigger here at step 3 of the character play's resolution? If so, is vSiren then taken out by the 1 playbook damage which is resolved second at the end of step 3 of the attack sequence?
  11. Who to kick with?

    I'd consider Piper. Haunting Melody seems like a good ability to recover the ball with. It's also an option to kick with Skulk to discourage teamwork dodges comboing into an early goal and use Reverie to launch Bonesaw up the pitch to try for a late goal.
  12. Maverick and Worthy Sacrifice

    Yes. Maverick doesn't prevent oRage from being targeted, only from being affected. In this case, sBrisket would be placed but oRage would not dodge.
  13. How does the farmers errata affect union?

    It will take some experimenting to be sure since Thresher's playbook responds to positive spikes so well. It isn't immediately obvious exactly how much he'll be affected by his playbook change. Based on the analytics I've seen, Thresher will still usually one round vRage with Tooled Up but is considerably less likely to take him out from full in a single activation. That puts him in the same category as Hammer. I suspect it may be possible for a carefully played vRage to outfight Thresher now but it will take some playtesting to be sure. If that is the case, I believe monocaptain vRage Union will once again be viable.
  14. Fire forged

    A character can not gain a condition they are already suffering from, so if burning would be applied to a character with Fire Forged that is already burning, Fire Forged is not triggered.
  15. On a goal shot yes. On a goal kick the ball is not stopped by obstructions. Note that if the ball can't be placed because the kicker is very close to the obstruction, there are some situations where the rule of least disturbance will put it on the other side.
  16. Faithful of Solthesius in May

    Yes, that's what Solthecious gives out instead of coal.
  17. Scourge Review Video

    I honestly don't think vGraves needs a buff in Ratcatchers. Pelage and Scourge both have +1 playbook damage from traits so they won't miss Tooled Up as much and Gravedigger + Snackbreak seems powerful enough to justify him.
  18. Faithful of Solthesius in May

    I don't buy that Harry can play for the Solethecians, even if he has a Solthecian model. The Union in Chains made it very clear he was on their naughty list.
  19. Faithful of Solthesius in May

    It has the right number of captains players and mascots but they don't all share a faction unless it turns out that Pride can play for the Union and not just Solthecians or that oHarry can play for Solthecians and not just Union.
  20. Faithful of Solthesius in May

    I wonder why they gave Mist new art for the box. I wonder if the Union will be reorganized in some way so that this is a legal team when it's released.
  21. Scourge Review Video

    Did anyone else see the front of his card and think "That's kinda cool but I'm not impressed." then see the back of his card and think "Okay, I'm impressed now."?
  22. Ballista vs Pin Vice

    5 net hits is an awful lot; even with 12 dice it isn't surprising to miss it. Ballista can do a lot to mitigate counter attacks by spending influence on plays either before or after attacking. No one can counter after being knocked down by dead bolt and 3 damage, KD and 1 momentum isn't the worst out come of two attacks so you aren't losing much efficiency that way. Even if Ballista is pushed away after his first attack, his character plays allow him to reclaim some value from that influence. I do use Second Wind, particularly when playing the denial game since it allows Ballista to back off after Dead Bolting and it can also be used as a Knee Slider that doesn't cost momentum. Minefield is much more situational but if it triggers twice it's influence well spent IMO. It's not something I plan to use so much as occasionally see the opportunity for.
  23. Ballista vs Pin Vice

    Momentous Inspiration and Dead Bolt are in many cases more important to have than Pin Vice Tech. Everything else Ballista brings is gravy. It's most important when kicking since it allows Ratchet to Overclock your kicker to drastically increase the odds of a turn 1 goal. Pin Vice is also super vulnerable to counter attacks thanks to her 1" melee and lack of access to a buyable dodge. She also struggles to knock down.
  24. Stamina and Gliding

    Yes, a player can glide during any advance even if it's not their activation. If they do glide, it lasts the entire turn, which applies to any advances they might make later.
  25. Let's go fishing!

    I agree that Ballista is almost always the correct pick into Fish. The rough game plan is to go 2 and 2 since it's too dicing trying to just trade goals with Shark. Into Corsair be prepared to shift to 3-0 since there are no easy take outs but if Corsair ever gets the ball it's very difficult to get it back. Don't be afraid to use Colossus as a road block to hide Ratchet behind since he's Stoic and the first turn or two Ballista should use Second Wind to get out of Corsair's Drag threat after Dead Bolting.