ArcticLancerBest served chilled.Registered Userregular
admanb has it. IMO, some of the guesswork hidden information is among the dumber rules in the game (seriously, not knowing if you are being engaged is the epitome of silly-goosery). But yeah, you only check once the effect is in motion.
OtakuD00DCan I hit the exploding rocks?San DiegoRegistered Userregular
edited August 2014
It's a good rule, because if everyone knew the range of everything all the time, it would eliminate a lot of guesswork and things would get pretty boring. The risk factor is hugely decreased.
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ArcticLancerBest served chilled.Registered Userregular
I disagree, because I'm not advocating ALL hidden information should be gone. However you should really be able to tell if your own models are being engaged before you try and move away or shoot or anything else that messes with.
I'll be honest, I am a big fan of premeasuring, and I wish WM/H had it. I take more time hemming and hawing over whether something is in range than if I could just go ahead and measure and get the game on with. For me, range guessing adds nothing to the game, other than making it more difficult for people that are less talented at it and increasing turn length.
That said, I understand lots of gamers like it, and the current WM/H ruleset is built and balanced with it in mind, so I won't hold it against the game.
And, in some games, no premeasuring does make sense to me, like X-Wing movement.
But all that aside, I definitely agree with ArticLancer that there is some info that just seems silly not to have access to ...
EDIT: I am assuming Geth gave me a Hail Hydra? since he has perfect range measuring skills.
In our group we're open about what stuff can do, and we start games by going through our list and saying if there's anything special ("these guys have Reach and Berserk" etc).
We also put a token for stealth by units with stealth, because that's a bastard to remember and we kept planning fancy maneuvers that then got thwarted by the target having stealth. We'll probably skip those when we get better at knowing what has stealth.
In our group we just tell you. I hate playing the "gotcha" game that some of the hidden information rules encourage. We don't premeasure or anything, but if you ask me "Is that dude being destroyed by your control area power?" I'll tell you.
This weekend I'm going to finally have the time to sit down and work on fixing my Stormwall (repinning the arms and figuring out how to fix the right leg).
Looking at Skorne again, haven't seen them in years. Catachapract Incindiarii are the tits, Archidon makes the Gladiator less of a must and Bronzebacks one-shotting anything never gets old.
And Xerxis2 looks very fun.
EDIT: 35 pts easy list:
Xerxis, Fury of Halaak (*5pts)
* Basilisk Krea (4pts)
* Archidon (7pts) (Bonded)
* Tiberion (11pts)
Cataphract Incindiarii (Leader and 3 Grunts) (6pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)
Mortitheurge Willbreaker (2pts)
If it doesn't hold, I think I'll fill the slots on the back with greenstuff and trim down the tabs on the lantern thingies, should give me enough space to pin them.
I proxied the Neraph in a couple of games today. I ran it with Absylonia1 both times because I thought it would be a great target for Playing God, but I found it likes Forced Evolution better. Coil + multiple automatically hitting P+S 18 attacks = very dead Avatar. Not bad for a 7 point model. The animus is fun too, I used it to pull some shield-walled Iron Fangs out of formation so my Scythean could eat them, clearing room for Absylonia to fly over to Irusk and say hi. I'm really looking forward to trying it out with some other warlocks now.
Xerxis 2 is amazing. Like, just amazing. My ninja managed to get one for me and I can't wait to put him on the table! And he buffs ranged attacks! He buffs ranged attacks in Skorne! I love it! He's basically everything I like in a caster, massive personal threat, solid spell list that synergizes with tons of options. Seriously, the guy makes me want to put Ferox on the table. Ferox!
Re, Despoiler: the despoiler being so spindly and break prone is one of the things holding me back from picking one up, that and I have no void spirits, so the despoiler actually costs about twice as much as he appears to get the full use out of him .-.
The trollblood community is kind of a meme by this point. They like to insist their faction is underpowered and not competitive, everyone else is better, and none of their models or casters are any good and need a Harby or ehaley release to make them competitive. It's particularly bad in the PP forums to the point that most troll blooded players I know just don't go there at all
This weekend I'm going to finally have the time to sit down and work on fixing my Stormwall (repinning the arms and figuring out how to fix the right leg).
Stormwall's arms repinned (ran a rod through the torso to connect them both to). Apparently had already fixed the leg
Yeah. He's an awesome player but even awesome players make dumb mistakes sometimes. He latter had some comments on the game kicking around the pp forums. I think he partially chalked it up to a mixture of simple mistakes and unfamiliarity
I winced when I saw his warlock had one fury and a single champion on front of him when he was in range of two colossals
You can hear the "he's screwing up" tone from DC when he points out the one fury thing. Speaking off, why the CEO and the Development Manager of the company are the commentators? I mean, I get the whole "being close to the fans" and all of that, but is so weird.
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admanbunionize your workplaceSeattle, WARegistered Userregular
I winced when I saw his warlock had one fury and a single champion on front of him when he was in range of two colossals
You can hear the "he's screwing up" tone from DC when he points out the one fury thing. Speaking off, why the CEO and the Development Manager of the company are the commentators? I mean, I get the whole "being close to the fans" and all of that, but is so weird.
Because everyone else in the company is busy making sure the tournament doesn't explode.
And they'll never let anyone outside the company do it.
Gabriel_Pitt(effective against Russian warships)Registered Userregular
I'm finally making the jump into Warmachine, 'cause Cephalyx as a faction seems to have mindmushed my ability to not take out my wallet.
Along with the rulebook, I'm getting:
Exulon Thexus, Cephalyx Warcaster (1)
Subduer/Warden/Wrecker Cephalyx Heavy Monstrosity
Cephalyx Mind Slaver and Drudges Unit Box (10)
Cephalyx Agitator Solo (1)
Cephalyx Dominator Unit Attachment (1)
I just want to assemble a decent starting force - is this not too terribad?
I'm finally making the jump into Warmachine, 'cause Cephalyx as a faction seems to have mindmushed my ability to not take out my wallet.
Along with the rulebook, I'm getting:
Exulon Thexus, Cephalyx Warcaster (1)
Subduer/Warden/Wrecker Cephalyx Heavy Monstrosity
Cephalyx Mind Slaver and Drudges Unit Box (10)
Cephalyx Agitator Solo (1)
Cephalyx Dominator Unit Attachment (1)
I just want to assemble a decent starting force - is this not too terribad?
Small games are great for learning the game, but once you have the hang of things you'll want a 35pt force. Cephalyx are a subset of the mercenaries faction, so you're building from a very limited pool of choices. That means that sometimes you'll run up against a hard counter. Is you like the game you can expand your cephalyx into mercs (more options for your dominator) or into cryx (mind slavers and overlords are allowed in cryx armies).
Starting in cephalyx, you'll probably want one of everything pretty quickly. Especially the mind bender unit. The dominator needs a mercenary unit. If you're good at model assembly, nyss hunters are a decent generalist choice. Boomhowler and co are also good, and easier to put together. You'll want a total of about three of the monstrosity kits pretty soon as well.
Tldr: it's a good starting point. No bad purchases. Things won't really come together until you have a few more things though.
Do you have a friend who plays? They can help you learn and play small games for a bit. Otherwise try to track down a local press ganger to help you.
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Perhaps I can interest you in my meager selection of pins?
Perhaps I can interest you in my meager selection of pins?
That said, I understand lots of gamers like it, and the current WM/H ruleset is built and balanced with it in mind, so I won't hold it against the game.
And, in some games, no premeasuring does make sense to me, like X-Wing movement.
But all that aside, I definitely agree with ArticLancer that there is some info that just seems silly not to have access to ...
EDIT: I am assuming Geth gave me a Hail Hydra? since he has perfect range measuring skills.
We also put a token for stealth by units with stealth, because that's a bastard to remember and we kept planning fancy maneuvers that then got thwarted by the target having stealth. We'll probably skip those when we get better at knowing what has stealth.
(screw you pDenny)
"1 CP for controlling Led Zeppelin, 2 CP for dominating."
RAZOR BOARS MAKE SENSE NOW!
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Currently painting: Slowly [flickr]
Mainly with forgetting to do the end of turn part
Or they could say "I chose 0 inches".
And Xerxis2 looks very fun.
EDIT: 35 pts easy list:
Xerxis, Fury of Halaak (*5pts)
* Basilisk Krea (4pts)
* Archidon (7pts) (Bonded)
* Tiberion (11pts)
Cataphract Incindiarii (Leader and 3 Grunts) (6pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)
Mortitheurge Willbreaker (2pts)
Currently painting: Slowly [flickr]
Perhaps I can interest you in my meager selection of pins?
Have read of people having success with magnetizing The Harbringer's flag.
(Hope the putty works for you though)
Perhaps I can interest you in my meager selection of pins?
Re, Despoiler: the despoiler being so spindly and break prone is one of the things holding me back from picking one up, that and I have no void spirits, so the despoiler actually costs about twice as much as he appears to get the full use out of him .-.
The trollblood community is kind of a meme by this point. They like to insist their faction is underpowered and not competitive, everyone else is better, and none of their models or casters are any good and need a Harby or ehaley release to make them competitive. It's particularly bad in the PP forums to the point that most troll blooded players I know just don't go there at all
Stormwall's arms repinned (ran a rod through the torso to connect them both to). Apparently had already fixed the leg
Damn FLGS sales.
Ouch. 75 pts game. Assasination on turn 2.
Either I'm missing something, or the Trollblood player overextended his Warlock badly.
You can hear the "he's screwing up" tone from DC when he points out the one fury thing. Speaking off, why the CEO and the Development Manager of the company are the commentators? I mean, I get the whole "being close to the fans" and all of that, but is so weird.
Because everyone else in the company is busy making sure the tournament doesn't explode.
And they'll never let anyone outside the company do it.
Along with the rulebook, I'm getting:
Exulon Thexus, Cephalyx Warcaster (1)
Subduer/Warden/Wrecker Cephalyx Heavy Monstrosity
Cephalyx Mind Slaver and Drudges Unit Box (10)
Cephalyx Agitator Solo (1)
Cephalyx Dominator Unit Attachment (1)
I just want to assemble a decent starting force - is this not too terribad?
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Small games are great for learning the game, but once you have the hang of things you'll want a 35pt force. Cephalyx are a subset of the mercenaries faction, so you're building from a very limited pool of choices. That means that sometimes you'll run up against a hard counter. Is you like the game you can expand your cephalyx into mercs (more options for your dominator) or into cryx (mind slavers and overlords are allowed in cryx armies).
Starting in cephalyx, you'll probably want one of everything pretty quickly. Especially the mind bender unit. The dominator needs a mercenary unit. If you're good at model assembly, nyss hunters are a decent generalist choice. Boomhowler and co are also good, and easier to put together. You'll want a total of about three of the monstrosity kits pretty soon as well.
Tldr: it's a good starting point. No bad purchases. Things won't really come together until you have a few more things though.
Do you have a friend who plays? They can help you learn and play small games for a bit. Otherwise try to track down a local press ganger to help you.