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Pending Forum Suspension

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Pending Forum Suspension last won the day on September 2

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  1. Should A Missed Trigger Clear?

    So I recently asked in the rules forum if a missed trigger would clear. The exact examples were these: Scenario 1 Player A puts up Clone on Snakeskin then ends his turn. Player B attacks Snakeskin 3 times and does damage on each attack. The attacks happen because Player A has not noticed his Clone token. Player A activates his next model but realizes his mistake. It is now too late to go back and correct this. Clone specifically says on the next attack. Would the toke be left in play for the NEXT attack or removed since the condition was met and the player didn't activate it? Scenario 2 Player A puts up Clone on Snakeskin Player B attacks Snakeskin 3 times. When he announces his 4th attack Player A realizes he does indeed have a Clone token next to Snakeskin. It is too late to go back and take these attacks back. Should Clone clear or trigger on the 4th attack that Player B is about to make? The answer that @MilitaryCoo gave me was that it ultimately needs to come down to a TO decision if players cannot reach an agreement. He suggested a thread here where we could all discuss it. So what say you fellow TOs? Do we say that the fairest way to proceed on abilities that specifically trigger on the "next" instance is to say that they happened but the individual elected not to take their action? Or do we say that the trigger happened but the individual made a simple human error in a game that it is easy for even seasoned vets to miss something and allow them to use their ability on the new "next" triggering instance? Personally I have played it as allowing someone to treat the new next instance as legal and gaining their trigger but the more I think about it I really start to think the "correct" way to play and interpret the rules would be to say the condition was met, nothing was done, the ability is gone, and then proceed. It seems a little cold but if it were established and understood that this is the way it is going to be (perhaps even at the start of an event) I think players would understand and be mindful of it. As a TO it protects you from looking like you are playing favorites by having one way of ruling. As a player it keeps that uncomfortable moment at a tournament where a player asks for a clutch trigger when it has been missed from feeling like an exercise in morality. I'd be really interested in what other Lawyers think on this matter too if only in a personal regard. I can untag you if you'd like but just so I reach you: @TheLieutenant @Henry @LeadDiceandBeers @TimW. If I missed others I apologize these were just the 5 that I could think of off the top of my head.
  2. Need tactical help for 6th player vs. Fish

    Out of those 3 I think Tenderizer is the most frustrating to play against. oRage is easy to babysit with all of the 2" melee and becomes a momentum battery for Fish in my experience. I love seeing him because he is easily made ineffective. I don't usually also see Boar on the table with Rage and the two as buddies might be good but that still means you're over committing if you don't kill the model you are swinging at and can lead to neither of them getting their charge if the Fish sets himself up correctly. Minx is solid but again easy to babysit. She gets quite a bit less efficient when she isn't popping that charge every turn. She is fast and marked Target makes your team less predictable. Tenderizer makes Shark Fish miss. Even if it doesn't happen every goal shot it is the threat that matters. While his Rush Keeper will likely never trigger he squashes goal #3 for the Shark Team for the simple matter of TN6 snapshots. It is really hard to not have the option on the board. He is also another 2" melee you can bring into Ox's Aura if you manage to kill the ball well. Mom 3 on 3 and mom 4 on 4 if in the aura means he is swinging well against anyone that is double engaged or that Meathook has had her chance to get at. He is highly underrated. If your roster isn't totally set in stone then I would throw you a wild card and say that Harry the Hat is a solid pick. If your league locks the roster like most do that probably isn't an option but our local Butcher player always manages to put Harry right where I don't want him. Your list brings enough damage but a Bonus Time Goad is so god damn irritating as a striking team. Molotov also forces Fish to play that much further up the field because of the looming threat of losing movement. Rising anger isn't AS helpful since you are probably winning the momentum race anyway but it is a great deterrent if for some reason the other guy were to plop A&G to secure a 2-2 game with Shark.
  3. GuildBalloween

    Do the right thing @Steamforged just hire @Anphiarus. You know you want toooooo.
  4. Does a missed trigger clear?

    When playing casually it generally won't matter. I am curious if in an event setting I am playing this the way that it would be played in an official setting. I'll present it in two ways: Scenario 1 Player A puts up Clone on Snakeskin then ends his turn. Player B attacks Snakeskin 3 times and does damage on each attack. The attacks happen because Player A has not noticed his Clone token. Player A activates his next model but realizes his mistake. It is now too late to go back and correct this. Clone specifically says on the next attack. Would the toke be left in play for the NEXT attack or removed since the condition was met and the player didn't activate it? Scenario 2 Player A puts up Clone on Snakeskin Player B attacks Snakeskin 3 times. When he announces his 4th attack Player A realizes he does indeed have a Clone token next to Snakeskin. It is too late to go back and take these attacks back. Should Clone clear or trigger on the 4th attack that Player B is about to make? Obviously Clone isn't the only time this would kind of thing might happen. I'm just not sure what the correct way to play this would be. Is it just a best judgement call or does the condition being met but not acted upon invalidate it against later triggers? I have normally allowed a missed trigger to occur on the next eligible occurrence but I'm not sure if this is what I should be doing since several of these are explicit about the "Next" attack.
  5. GuildBalloween

    TWO FOR ONE MODEL!!!
  6. GuildBalloween

    On the early access sign up background image there appears to be gears jammed into thresher. Perhaps there is a fluff explanation for this that I am missing?
  7. Lucky feedback

    Raise the stakes is such an oddity. A target self character play with a rangeless ability for the opponent. It almost feels like it goes too far to make sure it doesn't over power itself for 0 cost. Plenty of room on the front of his card. Would like to see something that allows the controlling player to limit the effectiveness from the opposition, something like a 6" or 8" from Lucky before his dodge. Or even if the opponent had to nominate the dodging model before Lucky actually moved.
  8. Fallow?!

    If one were to use google creatively you could probably find additional concept art beyond the cropped image, not a model or rules. I wouldn't link it here but happy hunting.
  9. [W] Lucky

    He moved into 123 Sesame St in season 46 when Gordon, Susan, and their son Miles moved out.
  10. How to buff Angel?

    Yeah I think it is probably my favorite of the 3. I wonder where it sits in terms of power. I tried my darnedest not to make any of them too powerful. Constant Goal Threat would ask you to commit a fairly squishy model deep into enemy territory. It also telegraphs what you are going to do. TN3 goals with the guys you are going to shoot with makes a difference but it can't be too ridiculous if someone were to do the math, ideally it would be used for TN4 snapshots. The more I thought about it though I realized I didn't Tap Ins into account. It would be easily fixed by adding "This bonus does not stack with the Tap In rule." a la Rage's Bloody Coin rules. TN2 shots goes too far and TN 3 snapshots would certainly not be good for the game.
  11. How to buff Angel?

    Character Trait Ideas Changing Tides At the start of this model's activation, if this model's controlling player has fewer VPs than the opposing player, this model gains Rough Seas. Constant Goal Threat If this model is within 4" of an enemy goal marker, friendly shots gain [-1TN] Predatory Striker [Shark] At the start of this model's activation, if this model is within 4" of named friendly model, it may choose one of the following benefits. This mode gains the chose benefit for the remainder of the turn: +0/+2 MOV when charging a model in possession of a ball marker If this model is in possession of the ball marker it gains +2 TAC This model Gains Volley Threat [This model may spend one less MP to use snapshot]
  12. Decimate Revealed In Brewers

    Double negative. Dual claymore wielding Decimate confirmed.
  13. Coyotebd's Kickoff

    What did you use to prime yours? The citidel I use on my metals (when I actually felt like priming) doesn't seem to apply as smoothly on the kick off plastics as it did on the Farmer plastic.
  14. Jaecar, charging and Pit Fall

    That is the thing. The movement and attack are 2 parts of the same action. So there is the opportunity to interrupt the movement portion of a charge, with something like unpredictable movement or counter charge, but since placing a trap doesn't seem to have an interrupting trigger it would seem as though you would need to complete what you are doing before placing the trap. It would be the same idea as declaring a charge, moving, paying for a character play, then attacking. "A Charging model may Advance up to its max-move and, if able, must end the Advance engaging the target enemy model. A model may not change direction during a Charge. The active model then makes an Attack (without spending Influence) against the target enemy model. This Attack gains [+4] dice-pool." This doesn't really leave any room in the timing sequence to interrupt yourself as it is step one then step two. I presume the reason the word "immediately" is missing from the charge sequence is because it would allow the attacking play to decide the order if counter charge or unpredictable movement were in play, which he would almost certainly choose to resolve his own action first. Those interrupting actions by the opposing player aside, I think it is safe to assume the attack is to resolve immediately after the advance. Welcome to the forum!
  15. Jaecar, charging and Pit Fall

    I don't believe you are allowed to interrupt your own action with another action unless the interrupting action says to do so.
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