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Everything posted by Sid

  1. Pride!

    @R.J.Dio you must be reading the CP wrong: Route One allows sBrisket to jog towards that player, not the other way around. Though, even if it worked the way you thought, most likely the ball handler would become temporary friendly during the jog and hence wouldn't be able to trigger counter charge.
  2. GBKeeper 1.6 Released

    Do you mean these?
  3. Season 4

    Do you have the same problem with Ratchet? Should some combination of Tooled Up / Overclocked / Fixer be moved to other models as well (Locus being one of them, for example)?
  4. If vHemlocke uses Soul Seer, for example, to Blind someone when she is at 3HP, does she get to use the CP before getting taken-out? I don't think the Sequence has the "Check for taken-out" for your own model, and stage 3 refers to the opponent's model.
  5. Minerva, second Falconers dual guild model: http://steamforged.com/sfg-news-blog/3-5-2018-guild-ball-minerva-owl-tell-you-this-for-free
  6. Make an enemy model (especially Furious ones) go stand on the obstruction - and they can't charge this turn any more.
  7. Locus: Where and When?

    Locus can't use Remote Control to pass the ball to himself. Here's a quote from the Collected Clarifications: The only way you can pull something like that off is if you kick the ball with Remote Control targeting a spot near Locus, and the scatter will land within 1" of him.
  8. If AoEs are alike to markers (which I believe they are), then Harrier will be friendly to the team that has placed it (in your example, Morticians).
  9. Sorry for posting after "Checking", but 1 MP is spent when a model declares a shot (step 1) and bonus time MP is spent during step 3 according to this: Clearly those are different timings of using momentum, hence separate cases for Pay the Piper application. Concerning the second question, I believe that 'Each time...' in the CP description implies rather a separate case of using momentum than the timing when it happens (otherwise one could claim that Take a Breather!, Come on Mate! and Gliding should give away only 1 MP, as they can be used at the same moment of time during the activation). I guess that applies to Defensive Stance and Counter Attack as well: although they are used at the same time ("After a Charge is declared..."), they have different functions and should be considered separate cases.
  10. Initiative phase (when the Game Plans are played and their effects are resolved) is a part of the turn. So yes, Skulk would be able to use his Lightning Reflexes. Here's an example with Counter Charge in response to a jog when the model returns to the pitch during the Maintenance phase:
  11. First among Exiles

    @Mako Will we get the PDFs of the remaining Exiles as well (or the combined one for all of them)?
  12. Veteran Sakana

    Sakana gradually turns into Angel: bandanna - check, trident - check (and the pose is overall less show-off); I bet the seasoned version will be wearing fishnet tights and cuddling otters.
  13. Beat engineers

    I've had quite the opposite experience against Engineers (and they are probably my most played opponent as Brewers): I always play Tapper into them and it pays off. Once you will engage them (usually that happens on turn 2), reliable KD, Commanding Aura and extra influence will give you a decent advantage. And Brewers are resilient enough to shrug off the damage and survive without risk of early takeouts until you will be able to engage them. Harriet will become a real problem though... and 16 HP with 4+/1 means that you probably won't be able to one-round her even with fully loaded Tapper.
  14. A New Brew

    Also I wouldn't recommend playing Friday on the wing: keep her close to Spigot to get protected. She might also occasionally appreciate his Heroic for the goal run for extra range and/or maneuverability, or you may use her in a scrum to spread out Dirty Knives triggered from a KD opponent.
  15. Fertile Soil + Field of Wheat

    No, you remove the marker from the pitch and place a new one - you don't reposition the existing marker.
  16. From the rulebook: So yes, Nature's Growth forest restriction of 2" applies to the goal-posts as well.
  17. Football Derwish sequence

    Yes, you are correct: with all the talking going on, they didn't spend the momentum for the Pass with Football Dervish. Basically, the whole goal run was impossible there, cause the Ratcatchers didn't have enough momentum at that time.
  18. Wrapped Snacks and VP

    From the Collected Clarifications:
  19. So yes, on turn 1 Lucky gains one extra Influence with Stack the Deck as well (if you are kicking).
  20. My mason 10, let's see how the hammer hits.

    So, the biggest part of shaking things up is having only 9 models as your 10?
  21. http://www.buzzsprout.com/57387/666852-episode-63-talking-game-plans-and-veteran-gutter I think the problem is in the description of the episode, which contains another link, and the forum uses the latter.
  22. Display issue with google chrome

    Seems like the issue with Chrome has been fixed.
  23. vGutter card shown

    MP != VP Fan Favourite gives additional momentum, so with 4 takeouts you will still be at 8 VPs regardless.
  24. Since Tilled Earth allows friendly models to use Gliding for free within the aura and Gliding is not an action, I can't see anything that would prevent you from using it mid-movement.
  25. From the Collected Clarifications: So I believe with Counter Charge a model may move away from the target that has triggered it only if the model has enough movement penalties on it. That way the target is out of range, and you should be able to use your Counter Charge advance in any direction. For example, Brick is in the rough-ground and is suffering the burning condition. Enemy model moves within 6" of him to use a Character Play (let's say, Dirty Knives). In this case, I think Brick could use his Counter Charge to move away from the enemy and get out of range of the CP.