Jump to content


Lawyer's Guild
  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by Henry

  1. Faithful of Solthesius in May

    Thanks, that was a peculiar game. I know Dom's one of the top farmer players in the country but I couldn't see where he planned to get the rest of his VP from. Played them three times last night against Hunters. First game Mist scores immediately, dies, then it's impossible to get the ball back and I get wiped out. Second game doesn't get past the first couple of activations. Mist whiffs, gets taken out and it was going to be a rinse and repeat of the first so I called it. Third is a little better. First turn I get the whole team to move forward so that the strikers aren't isolated. Mist scores a lucky goal (that really should have been a repeat of the first two games), Brisket pops the legendary, using the dodge to get a ganging up bonus on the model I'm tackling, and scores. Amazingly Grace gets a take out on Hearne (five inf, getting two damage each roll thanks to lots of ganging up and knocked down). Harry pushes a model close to the edge of the pitch and Mist gets the final push to win the game. Moment of the game was Benediction spotting a model in close range with the ball and barging his way through the team to make an attempt on goal. Would have been spectacular if it worked. So my initial thoughts in no particular order: Momentum generation is an issue. Mist needs his inf to ensure the goal, so can't waste attacks trying to get momentum for the goal. Harry and Benediction are the guaranteed momentum generators, so they can't afford to sit back. Your opponent does well to not trigger Rising Anger until after the Church have committed. Take outs are tough. I had to spend ten influence in one turn to take out an already wounded Hearne (his team was in one half of the field completely surrounding Benediction while the entirety of my team was in the other half fully surrounding Hearne). I also got lucky that my opponent foolishly let a model get close to the edge of the pitch for a push off. Take outs are possible, no doubt, but that is almost a game in itself. The team is vulnerable to take outs. Your strikers naturally want to go after the ball, but that leaves them isolated and vulnerable to gang ups. Benediction is key here. He stands in the centre of the pitch and comes to the rescue of stranded strikers. Committing the strikers without this support can be fatal. Tac 4 sucks. In a normal Union team Mist can gain Tac bonuses in many ways. In Church his only bonus comes from gang ups. As he's off on his own so often this makes his playbook very hit and miss, especially when you are right on influence. Goals that need a tackle on route are not reliable at all. You can find yourself sacrificing your striker for no VP in return. The dodge from Brisket's legendary is essential for getting a gang up bonus, helping you hit something good in the playbook. With Aplomb is worthless. In a normal Union team an extra VP opens up different paths to winning the game. One VP makes almost no difference to the Church game. Brisket also has an OK chance of getting it on the playbook thanks to Tac and Def modifiers in a Union team. Church has none of this, so you're entirely reliant on Brisket's natural Tac to get it. Against a 4+/1 you're wasting your time. Playbook is everything. This team does no damage from its plays. Only two models have plays that affect the enemy, and one of those is Pride, who is limited to affecting goal shots. So really only Harry affects the enemy. Aside from him you can't reposition the enemy, you can't slow them down or make them weaker or more vulnerable. This team has to make attacks to achieve anything. That means you have to be close to the enemy if they are in your way. There's no Lure or Puppet Master here. No Deadbolt, Unexpected Arrival or Tidal Surge. You're whole game relies upon what you can do with your models, not what you can do to your opponent. (I dread the thought of a Church on Church match up. One of the Benedictions gets the ball and it will be the slowest, most boring grind of a game). So those are just my first thoughts and I'm open to suggestions on how to work around the problems I've encountered.
  2. From the collected clarifications: Reinforced Plating:- works on the immediate effects of the Character Play that directly affect Burnish himself (damage, conditions, plus anything that has a SUSTAIN effect). If Burnish spends 1MP to use Reinforced Plating when hit by Crop Dusting, he would ignore the 2 DMG to himself. All other effects of the play would work as normal.
  3. Season 4 Playtesting Event

    That's mighty tempting. Would even give me an excuse to visit the old folks for the weekend. The only downside is that I'm only really experienced playing with one of those teams.
  4. Faithful of Solthesius in May

    Anyone played pure Solthecians yet? I'm gonna start this weekend and give every model "Solthecians" so that Mist can bounce off them all (make Motivated "other" so he can't trigger himself). It's looking like a tough ask that's got to be 3-0. I just can't see any take outs. I hope vFangtooth brings some damage, but I fear if he does then he'll become an auto include as the only way of setting up a 2-2. At the moment With Aplomb might as well not exist. It's tough to get on the playbook, takes up a result which sBrisket needs to do work (and she's an influence greedy gal when she's doing a goal run), and the only way it could impact a game is if you play 2-2 with one being a mascot. Maybe sSpigot comes with With Aplomb too so that a 2Aplomb-1 becomes an option. To me that doesn't sound out of balance as, unless Fangtooth comes with some serious killing skills, that one take out is gonna take as much effort as Butchers use to get six. As for vFangtooth himself, I'm expecting on his first two columns, Glut Mass and some way of controlling the movement of enemies around him. (and praying for 3" KD on 1). @MechMageI love the idea of continuing the Impart theme.
  5. Answer... For an Advance or Reposition to begin and end the model must move. (An Advance or Reposition of 0" does not move the model)
  6. Just noticed an interesting interaction with another rule that's related to this question. Please note this as checking for now...
  7. I hate fan based guilds, but....

    I'm in completely the opposite end of the boat on this. I love homemade guilds and players. Some of the ideas are wonderful. I hate exploding sixes. They are one of the worst game inventions ever devised. Yuck.
  8. Online rulebook, page 35: Dodge – The active model may make [1”] of Dodge movement for each arrow shown on the Playbook result. Combine all Dodge results from an Attack into a single Dodge movement. Keyword being "may". Your opponent was not required to dodge after selecting the result. It sounds like your game was played correctly. For clarity, a dodge playbook result enables the player to make a dodge reposition. Lightning Reflexes triggers when a dodge reposition ends.
  9. Taking Flight

    Correctly answered by @MechMage
  10. Grave Filler

    This does trigger Grave Digger and the team that is currently enemy to the taken out player gains the additional VP. This is identical to the way sustained plays such as Butchery and Singled Out work when a player temporarily changes alignment.
  11. Parting Advance

    From the collected clarifications: Reposition:- a model may not reposition or place during the resolution of a parting blow. Decimate may not use the reposition from Duellist's Lunge during a Parting Blow.
  12. Double Digging

    Correctly answered.
  13. If a model attempts to move over an marker and ends its move partially over it, use the rule of least disturbance to position the model back along the model’s path of movement in contact with the marker. (This is the same ruling used for when knocked down while partially over an obstruction, and also applies to Flying and Swift Wind moving over models' bases)
  14. Condition damage from existing conditions in the maintenance phase is not damage by an enemy model, so Rising Anger does not trigger. The damage from both Cloak of Rats and Grim Caress are damage by an enemy model, so Rising Anger does trigger. Refer to this previous ruling concerning Rising Anger and Lash Out:
  15. You are correct Mechmage. Noxious Death is a passive trait and so not an action. Because of this Vileswarm doesn't become active so has not inflicted taken out and doesn't gain the MP. Silence is not the model causing Harmony to be taken out, therefore hasn't inflicted taken out and doesn't gain the MP.
  16. @Jotnebanehas it correct in their original post. You would not gain MP for taking a model out without the cause being from the action of an active model. This ruling remains extant:
  17. Correctly answered. The Mechanics restriction for Over Clocked only applies to the targeting part of the ability.
  18. Momentous Knockdown in Milton Keynes (June 30th)

    Any places left?
  19. Easy Pickings

    Correct. The "its" refers to the target enemy model.
  20. This is one of those occasions where you can be told the rules of the game but a member of the lawyers guild will not be stood over your shoulder to enforce it. It is not within the rules, and is certainly unsporting, to deliberately "forget" to pick a benefit.
  21. Pay the piper and bonus time

    Answer: Pay the Piper: Each time an enemy model spends MP within this aura, the friendly team gains [1]MP. Each separate declaration of spending MP counts as a separate time. For example, an enemy declaring a defence stance and counter attack in response to a charge would net Piper's friendly team 2 MP. A further 1 MP would be gained if the counter attack then uses Bonus Time!
  22. PG 53 of the online rulebook, Sequence of an Attack (and sequence of a play, if considering Boom Box for example): Damage modifiers are calculated at step 2.4, results are selected and resolved at 2.5 Pushing a model into our out of a Harrier AoE after damage modifiers have been calculated does not change the amount of damage caused.
  23. Seasoned Spigot and Veteran Fangtooth

    I think we can also see the theme of the Order. Farmers had reapers and planters, Blacksmiths had apprentices and masters. Order seem to have a "fast and fragile" and "slow and robust" split going on. Fast: Mist, Grace, Spigot Slow: Benediction, Fangtooth, Harry I quite like it as it echoes the Union ability that the guild can play any way you want, fighting or scoring, but Order's players seem more specialised in doing one or the other. They seem to be lacking the flexibility that the likes of Decimate and Blackheart give to Union.
  24. Crofting a Legendary

    No, crofting time is once per turn. If Honour uses Surpassing Strategy and has already used Crofting Time this turn, she may not use Crofting Time again but may use the rest of the Legendary Play.
  25. Seasoned Spigot and Veteran Fangtooth

    It does look strange from the point of view of starting from scratch, but considering the history of how the game has changed to get to this point, and how the company has decided to make releases from now on, it does make distribution sense (I hold comment for how much sense it makes to consumers). This gives Union 14 players (2 dual guild) and Order 6 players (2 dual guild). Union will lose one of its strengths of having a larger pool to pick from than other guilds. Maybe we should start thinking of the major/minor dual guild models as having no preferred team for themselves, much in the same way Compound and Lucky are considered. (Also, can we have a 50mm, 3" melee vFangtooth with KD on 1 - an 8" parting blow nightmare. You know it makes sense! Pretty please!)