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MechMage last won the day on October 30 2017

MechMage had the most liked content!


About MechMage

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    National Hero
  1. Scalpel or Obulus

    Yes, either across two turns or with the benefit of tooled up.
  2. Scalpel or Obulus

    That would make Scalpel a terror. She'd be able to negate two models by taking out one.
  3. Pin Vice Kick Off Options

    I almost always kick of with Hoist. If he fails to score a goal, he's much harder for my opponent to remove than anyone else in faction (and possibly the game).
  4. Dice of DOOM

    Faction dice are unlucky. It's a well documented, scientific fact.
  5. Kicking/receiving Midas or Smoke?

    Alchemists are blessed with two captains who are both competent kicking and receiving. Depending on your style, Smoke prefers to receive to utilize the ball as a resource for mobility and Midas likes it because he has an (almost, if the terrain is good and your opponent isn't ready for it) automatic goal turn 1. When kicking you're probably better off kicking off with either Vitriol or Mist either way, but Midas is a viable kicker as he can drag another player forward to increase early ball pressure and there's nothing wrong with putting Smoke a few inches up field. In short, Alchemists should not pick their captain based on who is kicking or receiving. In that regard, they were disadvantaged by the OPD change relative to the previous version since they can't leverage it as well as other teams.
  6. When to Casket?

    Oh right, little details. I don't think there's any rule that says a mascot can't have the human type but I guess there are no examples so far. I suppose the closest analogue would be boxing an apprentice.
  7. When to Casket?

    Would you advocate boxing a mascot?
  8. Crowding Out

    Models suffering the knocked down condition do not contribute to ganging up or crowding out. No model crowds out attacks or character plays that target them. Whether the target model is knocked down or not has no bearing on crowding out; it never causes a penalty.
  9. As the kicker, the best thing you can do is choose a kicker who exerts pressure on your opponent. It's definitely an uphill game, but it's far from unwinnable. Strikers are excellent kickers since their long accurate kicks give you more control over where the ball ends up. Often after your opponent retrieves the ball, you'll have a window in which your striker can tackle it, generate momentum and score. A lot of captains are dangerous enough to also be viable kickers. As the kicking player, you have the last activation of turn 1. If you use it to make 4 to 5 damaging attacks, you'll have a good chance of winning initiative turn 2 and using that first activation to finish a player off.
  10. When do vGraves & Vileswarm ever see play?

    vGraves is an alright road block player who brings two influence. In general you should ignore the back of his card. I predict that vVileswarm will be a beastly Ratcatchers mascot and vGraves will make good use of Packmaster there.
  11. The competitive 10

    @TheCurkov Would you consider Compound as a staple in Smoke against teams without easy access to a ranged pull (aka not against Corsair)? He threatens the KD on the parting blow against Lure and Puppet Master (although not reliably) and more importantly protects your circle layers with a counter charge bubble. I think leaves you without a dedicated striker other than Smoke, but with the Vitriol nerfs I don't terribly miss it.
  12. From Page 14 of the Season 3 Rulebook (bold added for emphasis): Target Number Tests Many actions a model may make are resolved using a target number (TN) test. Models use their attributes and apply all relevant modifiers to gather a number of six-sided dice (D6), in order to generate a dice-pool. Each relevant action confers a base number of dice to the dice-pool; action specific modifiers are then applied. All other applicable modifiers are then applied from Character Traits, Plays and other in-game effects and abilities. This will provide a total dice-pool for the action. The target number needed is shown as a number in brackets. When making a TN test, each individual die rolled in the dice-pool that equals or exceeds the target number generates a successful hit. Any die that rolls less than the target number is unsuccessful. Some actions will have modifiers that affect the number of successful hits after the dice-pool has been rolled. A TN test is successful if it generates at least [1] net-hit. In many TN tests, additional hits improve the overall result. The character play Clone used by Snakeskin and Vitriol reads: Clone 2/ S - The next time this model is hit by an enemy Attack or Character Play that targets this model, except while making an Advance, the Attack or Character Play is ignored. This model then makes a [2”] Dodge. The trait Glutenous Mass reads: the pulse suffer [3] DMG and the poison condition. Gluttonous Mass The first time each turn this model is hit by an enemy Attack or Character Play that targets this model, except while making an Advance, the Attack or Character Play is ignored. Some character plays like Piledriver, Tutelage and Midas Touch and some Plot cards like Who Are Ya? and Vengeance can grant additional net hits to an attack. What does it mean for a model to be hit by an attack? Does it mean that the attack is successful? Does it mean that some dice in the target number test generated a successful hit? Based on previous rulings that Clone and Glutenous Mass affect character plays triggered off of playbooks, I'd guess it's the former. Suppose an attack against a model benefiting from Clone or Glutenous Mass generates no hits; the TN test is not successful. A token is removed, added net hits to the attack. Is the attack successful now? Since it wasn't successful when the dice pool was rolled, does the attack 'hit' and trigger Clone or Glutenous Mass? Do character plays that grant net-hits behave differently to tokens that grant net-hits?
  13. Union 101

    The apprentices are probably the easiest take outs. Use Snakeskin to kill the ball since Blacksmiths will score frighteningly fast if you let them.
  14. Foul odor - Casket

    Ghostly Visage is an often overlooked but potentially clutch play. Don't forget to use it if you see your opponent setting up for a charge. Heavy Burden can be triggered off the playbook momentously and doesn't need to target the same model Casket is attacking. If you're activating early for a Casket Time but you don't need all four attacks to secure it, slipping one in can maximize the value of the activation. Obulus isn't slowed by Foul Odor even if he starts his activation in the aura as long as his Shadowlike movement takes him out of it. If you find you need someone near Casket for one reason or another, the Ferryman is a good candidate.
  15. Why doesn't anyone use Colossus?

    Colossus has a 2" melee zone to easily provide gang ups without being caught by Scything Blows. Tough Hide means that if he is caught in it, he'll probably survive. He's got Singled Out on one hit and he's fast enough to keep up with Gutter or go in first if he has to. He also has a relatively easy momentous knock down. The end result is that with 2 influence, or 1 influence and Overclock, Colossus can grant Gutter +3 Tac and -1 TN which makes both Chain Grab and Scything Blow very achievable. oRage comes close since he can Tooled Up Gutter and gang up safely with Maverick but it means forgoing his Berserk attack which is painful. vRage is obviously great but he's a captain so it's not a fair comparison. Corsair can Drag and KD, but he needs to gang up with friendly models which makes Scything Blow unwieldy. No butcher tech works on oGutter.