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Exile

Warlords
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Posts posted by Exile

  1. 14 minutes ago, Mack said:

    The pack seems like it has more variety and all the units can be included in the Onyx Contact Force sectorial.  I already have another Umbra Legates, a Malignos, and a pair of Suryats. So I was thinking it would be a more versatile sectorial force than the Morats and I could still throw everything (pretas, witch soldiers, Sograt) into a vanilla force.  Also, is the only engineer option a Obsidon Mechanoid? This is a future project so any advice or suggestions would be greatly appreciated.

     

    I've been eyeballing the same box, to take my Shasvastii Expeditionary Force into vanilla CA.  It is, in fact, considered the OCF starter, as well as the current 'vanilla' combined starter.  One of the drawbacks of Sectorial forces that we discussed last night is limited profile availability.  For OCF, the only Engineer, and in fact the only DOCTOR available to them is the Dr. Wyrm, IE the Obsidion Mechanoid.  In Vanilla, you have a pair of other options, the Morat Kurgat engineer (One of the options here is a Portable Autocannon, one of the deadliest BS weapons in the game), and the Shasvastii Caliban (A Camouflage FD2 engineer, who unfortunately in Vanilla competes with a very -VERY- attractive Chain of Command; and/or a delightful MSV1 Spitfire profile).

     

     

    • Like 2
  2. Location: 717 SE Main St. Portland OR 97214 (map) - Around the corner from Kokiyo Teriyaki and up the stairs

    Doors Open at 3 pm

    Cost: $5 for Ordo Members, $2 for Ordo Warlord Champions, FREE for Emperors!  And as always, your first Game Night is FREE! 

    Games we play: All games are welcome. Currently we are running an Infinity League and a Necromunda campaign. Their is also often 40K, Kill Team and War Cry games. Although it is possible to find a pickup game at Game Night, it is much better to prearrange a game by posting in this thread before coming downNew players are always welcome, feel free to stop in and check it out.  

    • Like 1
  3. 2 hours ago, Mack said:

    Unlike throwing a grenade, which being an impact template can be "canceled" with a face to face BS attack.  The game doesn't go into what happens to the grenade, maybe I got shot and never threw it. This is because the impact template is not placed until after the resolution of all the orders. Even though minesweeping is considered a BS attack it will not have any effect on the placement of a direct template since that actually happens instantly. Also makes me have to reevaluate boarding shotguns. 

     

    You have this half-correct, and this is one of the nuances of Impact templates; 800px-Itw2.jpg

     

    In this shot, let's start by saying the Morat is in Active turn.  He shoots at alguacile A, and the MOMENT HE DECLARES THE TEMPLATE (IE, Using Blast mode, not AP), he places the Template in the field of play, to determine which models (In this case Fastpanda B, Spekter C, and Alguacile D there, all the way to the right, may be affected.  Mister D off to the right is behind TOTAL COVER, IE, completely out of LOF of the origin of the blast template.  He is therefore not affected by the attack, and is not activated in ARO (aside from a potential Change Facing) C, B, And A are all under the template.  Whatever they declare as ARO, they will be rolling F2F against the Morat's BS Attack, which will have a Target Number in this case generated by his attack on the Alguacile A (Likely a 15-18).  Their individual success or failures don't cancel the template, the template is only cancelled if the Morat misses completely.

     

    2 hours ago, Mack said:

     

    So if I have a unit that is expendable unit or one that can take a hit armed with type of direct template weapon (chain rifle, flame thrower, riot stopper) in the reactive phase, and I really want to get a hit on the active player is there any downside to waiting for the second short skill to make my decision to fire, dodge, what ever? Because if its anything other than dodge he gets hit by a reactive shot using a direct template right? That is the active player is still in LOS after the first order.

    ARO's must be declared immediately, or delayed through A) some level of the Sixth Sense special Skill, or B) in reaction to a Marker state trooper.  You cannot just "wait for the second." The only troops that can declare an ARO against a second Short Skill are ones that Did  Not Have an ARO to the First Short Skill or initial Activation.

    • Like 2
  4. @Talapas

    Does limited edition Blizzard convention swag float your boat?  Come see me!

    Copying my post from Warpspace:

    A fully painted Deathwing Army with TWO! Contemptor dreads

    -A fully painted and based Tyranid Army, 60+ gaunts, 15+ warriors, Metal Raveners, Zoanthropes, Lictors

    -1000+ Points of Bolt Action Americans, with customized carry case

    -Imperial Guard(!) metals, including some Ratlings, and 9/12ths of Schaffer's Last Chancers!

    -Small WarmaHordes starters- Cryx and Legion

    -An Imperial Raider, and a large X-wing 1.0 collection, multiples of most ships from 1.0 waves 1-8/9, Empire Rebel and Scum.  Including rare or variant ship paints, Most Wanted, Aces, Veterans, etc. I plan to accept part outs on this on a case by case basis, talk to me!

    -NIB Xbox 1 and PC gaming headphones (three pair)

    -6th Edition High Elf Phoenix Guard and Swordmasters!

    More as I dig out further this week!

     

    • Like 1
  5. Come and See!  Wonders, marvels, all at negotiable prices!

     

    -A fully painted Deathwing Army with TWO! Contemptor dreads

    -A fully painted and based Tyranid Army, 60+ gaunts, 15+ warriors, Metal Raveners, Zoanthropes, Lictors

    -1000+ Points of Bolt Action Americans, with customized carry case

    -Imperial Guard(!) metals, including some Ratlings, and 9/12ths of Schaffer's Last Chancers!

    -Small WarmaHordes starters- Cryx and Legion

    -An Imperial Raider, and a large X-wing 1.0 collection, multiples of most ships from 1.0 waves 1-8/9, Empire Rebel and Scum.  Including rare or variant ship paints, Most Wanted, Aces, Veterans, etc. I plan to accept part outs on this on a case by case basis, talk to me!

    -NIB Xbox 1 and PC gaming headphones (two pair)

    -More as I dig it out of the garage.

    • Like 4
  6. Units with both CH: Camouflage, and some form of Infiltration (or way to deploy beyond the standard DZ) are very useful for objective missions.  Deploying in the  CH: Camouflage state provides additional defenses, in that the enemy cannot shoot them directly without revealing them using Discover (or them revealing themselves in ARO).

    Bandits have both of these skills, and could find a place in your Nomad list, depending on what kind of player you evolve into. 

    From a more practical standpoint, in Vanilla Nomads, they are AVA 2, and in Corregidor they are also 2.  And they can also always function as a proxy if you think they look damn cool!

    • Like 2
  7. 10 minutes ago, TheBeninator said:

    Did you miss the part where they can’t cast or dispel anything? That’s a HUGE nerf.

    But ya, looks cool. You should make a list! There may be news of an escalation campaign happening soon for new players and/or new armies. We may have already worked out most of the details. It may be more than me just making this up on the spot.

    Yea, I don't know if this guy's design predated the whole "caster templecity" line of Stormcast, including the ladies.  Not sure about that, but I'd need to read more into the magic phase to see how much that really would swerve.  And where you could make up in design space for removing it.  It is homebrew after all 😄  Now to find a used lot of stormcast....

  8. The rule change with larger game play and tournament consequences are the civvie changes:

     

    EFFECTS

    »A Civilian is a game element with a Troop Profile that does not belong to the Army List of any player.

    » Therefore, Civilians cannot be part of any Combat Group and don’t provide Orders to an Order Reserve.

    »Civilians are considered Neutral, unless some rule, Special Skill or piece of Equipment states the contrary.

    »Civilians don’t block LoF.

    »Civilians ignore the Effects and Damage they could suffer, being from an Attack or any other source (As Falling Damage, for example). Therefore, they lack the ARM, BTS, and Wounds Attributes.

    »Some Scenario Special Rules or mission Objectives can modify this rule.

    »Civilians cannot activate Deployable weapons or pieces of Equipment.

    »Synchronized Civilians do not generate AROs.

    » Templates that affect a Civilian are not considered null, but will have no effect on the Civilian  (emphasis mine)

    • Like 1
  9. 1 hour ago, deadwing34 said:

    I got not problem with the date change but was their some reason behind the date change?

    In the previous two years, the end of August date put us in conflict with certain College and University schedules, let alone Labor Day weekend.  There were several teams in that two year period who -could not- attend due to school/work appointments starting, classes underway, etc.  A late July date forestalls both of these issues.  Locking in early this year (and more importantly announcing dates early) allows us more lead time to manage sponsors, promote and sell tickets, and make your future OFCC experience an EVEN BETTER ONE.

    Because that's why we do it.

    • Like 6
    • Thanks 1
  10. 1 hour ago, Fixxer said:

    Well, this is enough motivation for me... 🙂

     

    We'll get Malifaux 3E at the OFCC next year for sure. 

    Glad to hear it.  The Senate will be in touch.

    • Like 1
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