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About Adran

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  1. Adran

    Running Fish into Farmers

    If you're stopping before turn 3, then they probably aren't going to have more influence than you often (You probably can't do too much about the Turn 1 Harvest Markers anyway) I personally look to do so if I think they want the marker for setting something up, or if I can get 2 or more in 1 sprint, but I've not faced them using Fish.
  2. Adran

    Game plan deck vs Plot cards

    The game plan deck replaces plot cards. It also replaces the initative roll (with a number on the plot card you play).
  3. Adran

    Mascot Time! Frelsi

    I want to live the dream, use Dervana to attack something in a Harrier AOE whilst assisted by Fresi, get the tackle (and hopefully some damage), then push Fresi another 5" and send him the ball. Only down side is surviving another activation before he scores, but you can't have everything, and a 4 dice tap in ought to work even for my dice
  4. Likewise I read it that you target a model in a Harrier effect. So you pick which Harrier effect you are using at that point, then at the end of the attack you remove that effect.
  5. Adran

    The Captain: Devana

    its actually +6 Tac, +2 DMG, death from above adds an extra +4 tac. its a really mean attack, but limited by the templates
  6. Adran

    Minerva, The bird is the word.

    And, whilst she is potentially at risk, you are also hopefully able to have the model taking her out in the Harrier effect, so at threat of that bonus damage.
  7. Adran

    Tormented Agony

    There are a few abilities that allow models to Gain influence, which can put the model over its maximum, but these are relatively rare so almost all the time Tormented agony doesn't remove influence. If you compare it to something such as Concussion which does remove influence you'll see its much easier to get Tormented agony off because it is a much lower powered ability.
  8. Adran

    Rataclysm question

    I assume it has a template because you need to at least put it down to find who it hits.
  9. Adran

    Veteran Cinder

    well it certainly looks like Blacksmiths are only getting 1 new character in this box, so there are a few different ways they could do this. She could remain an Apprentice, but has switched Masters - so gaining bonus's from her new master She could become a master with no apprentice at the moment (But there is the minor guild at some point) She could become a master and take on a different Masters Apprentice. Or something else that I haven't thought of.
  10. Adran

    Veteran Minx Speculation Thread

    I think the fact Jamie has liked this, and not commented shows its not cheating. Go ahead and make a guess. I imagine she will lose furious and gain some character play. It is possible the traps won't snare, but instead do something like hobble, but that would feel strange.
  11. I think the clock is largely needed if you have time constraints. So if you are trying to play 4 games in a day, you need some way to stop the games overrunning. Arbitrarily ending the game at time x is not a fair way to end a guildball game, as it ignores board state. If you don't mind the game occasionally taking 2+ hours, then you don't need a clock.
  12. Adran

    Unsportsmanlike But Legal

    Not gaining momentum is a huge penalty. It may be that your meta doesn't make as much use of it as they could, but without momentum you are losing counter attack, condition removal, healing, Defensive stance and heroic plays. I would often expect to see 12 influence give 6+ momentum, so that's potentially 6 extra attacks, or 24 extra health that the team that hasn't killed the ball gets each turn. Going first can also lead to the removal of enemy influence by killing a model before it activates.
  13. Adran

    Initial thoughts after first proxy game

    Ratcatchers have access to poison, bleed and snared themselves in addition to Knockdown. So that's more conditions than a smoke team can give out. Unsurprisingly, Ratcatchers have access to the most conditions, so can make best use of their disease condition, if you want to go that way. I've not played ratcatchers, but I've tried Crucible in a smoke team, and when she worked it was a great momentum drain on the opposition. (getting her to the position to do that was more the problem), so I can see the potential of building a team to disease the opposition and apply other conditions for the slow burn (so a little like the smoke team plan, but not quite as at range, but with the additional penalty of costing extra momentum to remove). But its the momentum cost that is the strength of Disease to look at I think.
  14. Adran

    Parting Blow

    In practise we say they are leaving and work out roughly where they are going (using dummy markers if needed) then make the parting blow before moving the actual model. Unless only unimportant amounts of damage are likely to happen, in which case we may well just do it after the move has finished. Strictly from the rules the parting blow happens just after you leave the engagement, but unless things like KO or tackle might happen, it doesn't matter and working out the exact spot isn't worth the effort.
  15. Adran

    Without a chance against masons?

    The original poster had no way to stand up after the counter attack because he had already cleared conditions (taken a breather) once on his model that turn and advanced.