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Megaladon

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  1. jackstraw end of activation timing

    Yes, basically you have to declare it as an action, which you can't do after your activation, so can't be done after you've scored as that immediately ends your activation. The Lieutenant gives a decent explanation over a couple of posts in the Honour/Harmony thread I linked earlier. Although I agree with Fearlord and it definitely feels like it should be on the second list. The wording of TLS and Linked are different however "At the end of its activation" rather than "When this models activation ends," so maybe this difference is intentional? Looking through the list just now, I've just noticed that the wording of The Last Straw is identical to that used in Back to the Shadows, so presumably this would also need moving if TLS is.
  2. jackstraw end of activation timing

    I don't think it's possible to use the teleport. The Last Straw is currently ruled as an "active trait that a player may choose to use during a model's activation" (see here) and since your activation ends immediately upon scoring a goal (s3 rulebook pg 27) you're unable to declare/use it. This is similar to the discussion around Linked last season (here), which led Linked to be changed into a passive trait so that it would work (it's been again in s3 to an "active trait a player may choose to use when the defined requirement are satisfied" so it still works - presumably this would be an easy fix for The Last Straw if it was intended he could jump after a goal). As it stands it's not possible to use however.
  3. Well that kinda hurt - July 2017 errata

    I was at an event this weekend, took 2nd. I used Corsair in all my match-ups so won't comment on Shark. Skip to the end for the TL:DR G1 vs Hammer Masons: Took Corsair, Tentacool, oSiren, Sakana, Hag, A&G - 12-5 to me (2 goals, 2 takeouts) oSiren didn't do much this game, she wandered off up the flank into cover, where my opponent surrounded her with all of his returning players. She didn't escape, but I didn't make any effort to do so, since she was delaying half his team. A&G were amazing, working in conjunction with Corsair their increased damage output let me take out Hammer, Brick & Tower with relative ease. I usually find Tough Hide a pain to deal with for Corsair, but the dynamic duo cut through it with ease. G2 vs Smoke Alchemists: Took Corsair, Tentacool, vSiren, Hag, Sakana, Greyscales - 8-2 to me @ dice down (1 goal, 2 takeouts) vSiren was fine here, she charged up the middle, sitting in cover, and being a pain before threatening a goal to finish it off (which never happened due to round time). She took 2 inf each turn and turned it into 2 mom and a Dread Gaze. Definitely no longer a damage dealer, but she's still wrapping on the charge with good target choice. G3 vs Pinvice Engineers: Took Corsair, Tentacool, Hag, Sakana, Greyscales, A&G - 4-12 to my opponent (2 takeouts) So I basically made a couple of stupid mistakes early on, allowing my opponent to get his 2nd goal by 1st activation turn 2. I could have gotten more points, but took some risks to try and claw it back. My first game without either Siren in months, so that was interesting! A&G were a beast again, tag-teaming with the big C to flatten Velocity and Pinvice in a turn and were left licking their lips at KD'd Colossus at the start of turn 3 before I had to give up and actually go after the ball. G4 vs Pinvice Engineers: Took Corsair, Tentacool, Hag, Sakana, Greyscales, A&G - 12-11 to me (2 goals, 2 takeouts) I was 8-2 up here, with 2 of my opponents players on not much health (with reanimate up) when he took out Greede. Boy does Avarice's damage output plummet once the little man's off the table. He feels much worse than before when by himself because he can't even pop up singled out or a KD, leaving him stuck doing 1-2 damage a hit. Summary: A&G - Amazing damage output, great knockdowns, however an extremely short & linear threat range. You *need* to keep Greede alive which can be difficult, as you typically need 1 inf on him to move him (either pick up or sprint), and 1 to singled out. You can only really have him attached between rounds if you're already in position before you activate, which is tricky due to their move stats. They're also insanely inf hungry if you want to get the best from them so you likely won't be scoring much on turns you go for the beat down (if you load up both them and Corsair, you're left with 2 for the rest of the team). Before I used them mostly as a set-up piece for Corsair, popping out some SO and KD, so activation order was occasionally tricky. There's far less of a problem with this now that they can do so much by themselves. oSiren - Hard to say as I didn't use her much; I never liked to play her into female captains anyway, so the fact I didn't take her doesn't reflect on any of the changes. I missed having 4 inf the one turn I had any on her; it makes charging in to trigger Seduced just that little bit more risky without the safety-margin of a spare attack to dodge out. More testing needed but I don't see myself dropping her from the list in match-ups where I'd have taken her previously :-) vSiren - She's definitely lost damage, and I'll forever mourn her 4x wraps when properly set up, but she's still got a lot of tools in Dread Gaze, speed, ability to disengage, escaping fate, and easy momentum generation. Previously I'd have taken her into Engineers (probably instead of Sakana), but with the extra output from A&G I don't think she's needed. She's still in my list against more beaty teams. Overall I think the changes either help or at least are neutral for Corsair, at least until people learn to deal with A&G anyway :-)
  4. Noob asking for your help!

    The great thing about fish is they're all pretty good (maybe with the exception of angel although some people like her). Your list will work fine. Corsair will struggle to output much damage against some of the high armour models the masons have, so make sure to use Sakana's weak point to reduce armour, and use your 2" melee to get lots of crowdouts as lk-tornado says. Tough hide models are also difficult to deal with, you are probably best off just ignoring them rather than trying to kill them (or just use them for momentum). Ideally you want to target the weaker players if going for takeouts (chisel, harmony, etc) but sometimes this can't happen so you have to grind them out. Be careful of siren around honour, as she'll eat her for breakfast, and watch out for counter charge on brick/marbles which can be game ending if you're not expecting it. It can be a good idea to engage those two, just to stop that happening. Corsair and siren can both get around the close control on Flint, and Corsair and greyscales are good places to hide it and stop your opponent getting it back. You'll likely struggle to outfight masons until you get a bit more experience with how the list works, so you want to be aiming for 2 goals. Think about how to get these goals all the time, trying to fight instead of scoring is the biggest mistake I see new players do. Or you could try shark for a totally different, fast paced, 3 goal game :-)
  5. Snapping to kickoff team in formation

    Sorry to belabour the point, but i think it's important to be entirely clear and I'm not sure what you mean by satisfying the requirements of the kick off. According to page 10 of the rulebook, if the ball ends within the kickers side of the pitch, then it can be given to any player on the receiver's side. It being completely within the receiver's side is irrelevant to this rule. As per your above ruling (and others, i.e. on returning to the pitch) a receiving model on the half way line who snaps the ball is within the kickers side of the pitch, and therefore the ball can be given to any player on the receiver's team. Is this correct?
  6. Snapping to kickoff team in formation

    Whoops, misread the post, sorry. I think Siberys is correct. The rules specify the receiver gets the ball if it ends in the kickers side of the pitch "after resolving" the kick-off, which would include any snap-to (since this happens immediately after ball placement). It's based on the final position of the ball, rather than where it lands and the link he posted indicates that in the kicking players possession on her side of the pitch counts as a failed kick. If he wanted to, Colossus could roll of to snap the ball in the situation described in the first post as per this ruling:
  7. Snapping to kickoff team in formation

    The kicker may not snap the ball after resolving the kick-off (ref. page 10 of the s3 rulebook). This still applies to the new deployment rules, which don't reword the actual kick-off, just state (point i) that the kicker performs the kick-off action.
  8. Fair point. I'd say that she remains the controlling player until Brick or Marbles actually make their charges, at which point it switches, she can therefore decide to move Tentacles before or after the counter charge(s). Once she allows her opponent to make a counter charge, the two charges are still happening simultaneously and the opponent is now the controlling player and can choose the order or charge. Once one charge is resolved, control flips back to the first player (there's a split second where no action is being performed by either of player two's counter charging models, therefore control defaults to the player who's activation it is), who can then decide to move Tentacles if she's not done so already, or to force the second counter charge. I think this way of doing it sticks to the definitions on page 13, tho' I'm sure it could be open to argument as it's reasonably unclear at certain points.
  9. As a bit of a follow-up point, assuming both players declare Ooh... Ball! and Snow1 jogs and then snaps the ball, Snow2 would no longer be able to make her jog, as there is no longer free-ball token to move directly towards. This would however use up the once per turn ability for the turn.
  10. You can check out the definition of controling player on pg 13 of the s3 rulebook, basically the controlling player is the one who's activation it is (or who's placing a goal kick) unless the opposing player is performing an action, at which point she becomes the opposing player. So in the case of double Ooh... Ball! the controling player is the one placing the scatter. Once the scatter is placed, both players declare Ooh... Ball! and since the player placing the scatter is still the controlling player at that point, they get to decide which model uses the ability first. Both models definitely don't move simultaneously.
  11. Jac + Siren

    It works great if your opponent doesn't expect it. If they've faced it before or realise what you're doing it becomes much harder to pull off.
  12. Welcome to the game :-) Both happen, so mist hitting his push-dodge allows him to push the opposing model one inch, and dodge one inch himself (you can chose whether to push or to dodge first).
  13. Protect Those Close & Lob Barrel

    You're right, plays can't have an effect on other parts of the same play. However, I believe that the order you apply them can alter the effect of external factors (the dodge in the ruling I linked to, the burning in External Combustion, the kd in the original thread, or even where the ball scatters from in the event of a push/kd or push/TO). Fillet doesn't get the extra damage from Smell Blood either way, because it applies only to Attacks and to Playbook Damage Results. Good find :-) I tried to search for other relevant plays with two effects but the only one I remembered was Pain Circle from last season.
  14. Protect Those Close & Lob Barrel

    I would respectfully disagree here, character plays can have different outcomes depending on the order you resolve them, even if all effects happen "simultaneously." For example see the ruling for s2 Fillet that the bleed from Pain Circle can be applied before the damage, allowing her to make the dodge from Blood Dance even though the damaged model wasn't bleeding before the play. This clearly sets a precedent that the order of resolving character plays *can* alter the outcome of external effects. Character plays can't confer benefits on themselves "internally" (much like playbook wraps) but there's nothing to stop their effects changing based on external factors (i.e. moving a model out of, or into, Tower's aura in this instance). The same thing would presumably apply if I hit a model in melee and managed to get some combination of push/kd, if I pushed him out of the aura first he'd no longer be effected and I could then knock him/her down. The referenced Pain Circle ruling is here, which is presumably still valid, even though the card has changed this season so it no longer applies in the case of Fillet: NB the reason this doesn't benefit Stoker in the ruling you linked above, is that he has to "target" a burning player, rather than "damage" as was the case for Fillet.
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