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Buhallin

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Everything posted by Buhallin

  1. Buhallin

    New cycle: The Circle Undone

    I'll need to go back and re-read her story, but it seems like she's more opposing the cult than trying to get out. And it wouldn't be Lovecraft if people weren't making bad choices about the tools they'll use...
  2. Buhallin

    New cycle: The Circle Undone

    I wouldn't have expected it from Father Mateo either, but...
  3. Buhallin

    New cycle: The Circle Undone

    This is true for starting out, but gets a lot less so as you get the more expensive spells. They include large enough bonuses that you could reasonably start making tests at 2 WP, which is fairly automatic for her. I suppose this is possible, but I'd be really surprised. I don't think it would fit her character at all, or the Mystic class. It would also make her will ramp rather contradictory.
  4. Buhallin

    New cycle: The Circle Undone

    Worth remembering her Elder Sign lets her pull a card back into her hand too. Obviously not something you want to rely on, but it does help the "Spend it early to gain WP or hold for that perfect cancel." Burn it early, build up WP with everything else, and get it back at some point THEN hold it for the perfect cancel.
  5. Buhallin

    New cycle: The Circle Undone

    I actually like this, and expect that we'll start to see more investigators like this, Carolyn that theme to specific game effects. While it may annoy people who just want their favorite investigator to be all-around awesome, I think it's going to be good for the game that different investigators will reinforce different playstyles. The Willpower ramp will be interesting, but I think there are enough cancel options to power her up fairly quickly. It will depend a lot on her deck restrictions, as cancellation effects are rather broadly spread across the classes - Mystics only have 3, one of which is Level 2 only. But I also think it won't be a real hindrance even if the ramp is a bit slow. Her other stats are solid enough to contribute as an off-whatever until she gets ramped for her spells. Certainly faster and easier than Calvin.
  6. Gah, I did as well. I guess that's what happens when the poor guy spends so much time in the box.
  7. Payday also has an interesting use for everyone's least favorite Rogue. It effectively recovers most of the cost of Skids' extra actions - start a turn with 8 resources, you get 6 actions for a net 1 resource cost. Probably not enough to make Skids awesome all by itself, but it almost seems made for him as much as Slip Away is for Finn.
  8. I'm not sure why the timing on Payday is an issue. Is Jenny's extra resource less valuable because you can only use it next turn? How many times do you have a card you want to play early in your turn (like Emergency Cache) but can't because you drew an enemy? Isn't it nice to have the money sitting around to pump a test during mythos? It seems to be a wash, at best. While I do agree that playing Payday for that 12-action turn is silly, bonus actions are a pretty core part of Rogue gameplay. You should be able to get 4 resources out of it pretty much all the time, and more should be common. It's also a card which will scale up as the rest of your deck does - when all you've got is Leo, or you're hoping for a Double or Nothing/Quick Thinking, it feels limited. But later in a campaign when you've added Ace in the Hole, Borrowed Time, and upgraded the .41s, it's far less combo-tastic. Seems solid enough for 1 XP.
  9. Buhallin

    Invocation 2018

    The number of copies given out at the various events is probably fairly small compared to the overall print run. When compared to the overhead of another SKU - both for FFG to produce and stores to stock on shelves - the duplicate purchase for some of us is pretty minor.
  10. Buhallin

    Invocation 2018

    Disappointing that the alt art cards are the same as the GenCon ones. The dividers... meh. At least with investigator cards you won't have the same issue you do with the encounter sets being too small, but the height won't work for anything but their stupidly oversized boxes. The mat's nice enough at least, if a little bright for my personal taste.
  11. I factored that into the XP cost The numbers are to show the level of the card. I started it to distinguish the version of the .41, and then just carried it through the rest.
  12. OK then. Still trying to unravel this. If I'm following, you're using: Key of Ys (5), Leo de Luca (1), two .41 Derringers (2), Ace in the Hole (3), Borrowed Time (3), 2x Quick Thinking, 2x Double or Nothing, True Survivor (3), 2x Will to Survive (3), Monstrous Transformation, and an Improvisation. That's a 12 card combo that requires 36 XP (40 if you want the second True Survivor and Leo to help the draw, although they're not used in the combo) to get into your deck, and 25 resources. Did I miss anything? Oh... you need a way to get three horror on her, and enemies with at least 8 total health engaged so you can get all 4 Derringer shots off. It will also take 8 actions just to play the various assets and events, leaving nothing to make the attacks with. So turn 3 you could start your banking, and turn 4 you'd have your twenty-whatever actions. And that's just Lola's half of it. Minh's half is fairly tame, requiring only double Guidance, one Eidetic Memory, and two Cryptic Research. So you ONLY need a perfect 5-card opening hand for her part, although I suppose there would be some flexibility with a second Eidetic Memory covering some part of that. So Lola's chance for the draw comes out somewhere below 0.0025169%, assuming that Minh manages to triple-Cryptic her. I have no idea where the resources come from to play it all, and at this point I'm afraid to ask. Although amusingly, you have about a 50% chance of drawing a Crisis of Identity in that mix, blowing the entire plan straight to ****. Entirely possible I missed something in there, I'll freely admit that I wasn't really putting a ton of effort into this bit of fantasy fluff.
  13. No. Just because cards you control in your play area are in play does not mean that it's the only way you can control a card, just as it doesn't mean it's the only way a card can be in play.
  14. https://arkhamdb.com/decklist/view/7066/minh-thi-phan-two-decks-that-can-win-the-game-in-one-round-w-1.0 https://arkhamdb.com/decklist/view/7065/lola-hayes-two-decks-that-can-win-the-game-in-one-round-with-1.0 I took a look. These decks are not optimistic. Thinking we can solve world hunger, achieve world peace, and colonize Mars by dinner time tonight is optimistic. These decks assume things will go better than that. The very first step is for Lola to succeed at two Double or Nothing'ed Quick Thinking attacks by 3+ - with no other cards in hand, because she used them all to set up the combo. They also just don't work. The "in two" combo plan requires 11 resources from Lola and ignores the storage limit on Borrowed Time. It's an interesting mental exercise in what can happen if everything goes beyond perfect. But not much more than that.
  15. The full Founder's Pack for $47 should get you everything, but you have to be smart with how you do certain things. Mainly the Palantirs - they give you a card you don't have, so you want to buy all as much of the cheap stuff as you can first.
  16. The rules for control are fairly clear. RR pg 16. Control is entirely held by either players or the scenario itself, never individual cards. Control is defined by the card type and which zone it is in. Unless something specifically changes control (and not much does) they remain controlled by the player.
  17. Buhallin

    Luke3 with Aturu Strike

    This is not how grammar works. If it works because "resolve" comes before "showing", does that mean it doesn't work if my cards happen to be in French or Polish? Because in those languages it's the other way around. I'm pretty sure FFG is going to rule that it works, which is a really, really dumb thing to do. It puts the rules into a sort of holistic "Did whatever I just did meet the requirement?" post-check, rather than a pre-check. What you can resolve with Ataru Strike is a blue die showing melee. You shouldn't ever be able to pick Luke's die to resolve because it doesn't meet that condition. Instead what we're going to get is "Resolve an X die" basically means "Resolve any die you want, and then check once you're done to see if it was legal." But whatever, it's not like rules stability has ever been a high point for FFG. Destiny is heading down the exact same path as X-wing, where they try to start with super-light rules and it turns into a nightmare a few years down the road.
  18. Buhallin

    X-Wing 2.0 feels de-powered

    I don't believe they tracked and confirmed kills for bombers the way they did for fighters, at least I've never seen any. They were very difficult to confirm. Even if they did, the numbers are probably really low due to the high casualty rates.
  19. Buhallin

    X-Wing 2.0 feels de-powered

    You're copying numbers without even bothering to understand them. I'm not even sure where they're coming from - Lancasters report around 156,000 sorties, so not sure what 1500 flights even means. Assuming your numbers are at least correct in relation, if meaningless in absolute terms, Lancasters did half the sorties but dropped nearly the same tonnage of bombs, because it carried twice as much (or more, in some mods). The sortie count also speaks to the production count difference as much as anything else than anything else, as there were twice as many B-17s produced. That the Lancaster was a better bomber is obvious just by looking at objective performance stats. Similar speed and range, much higher bomb load. The one advantage the B-17 had was survivability (a common distinguishing trait among American aircraft). The reality here is that casualty rates were astonishingly high among ALL allied bombers, because none of them had good defenses against enemy fighters. Define "overwhelmed by numbers"? Several of the notable raid reports indicate that even equal numbers of fighters vs. bombers led to a slaughter of the bombers. The Schweinfurt raids resulted in about a 30% casualty rate among the bombers. When they were able to try it again with fighter escort, it was 7%. There's a lot of propaganda and fanboy love surrounding the B-17, but the idea that it somehow stood up to fighters on its own is pure myth.
  20. Buhallin

    X-Wing 2.0 feels de-powered

    It wasn't a huge, powerful plane. It carried a dramatically smaller bomb load than either the B-24 or the Lancaster. Its "ability to fend off enemies with firepower" was mythical, and it suffered dramatically during daylight bombing raids until US fighters caught up to its range (as did all the US heavy bombers). The 8th AF's daylight bombing raids is probably one of the worst strategic choices the US made in the war. So, as HolySorcerer says, almost every word you uttered was wrong. There's a great deal of mythology surrounding the B-17, and I love it myself, but the reality is that it was a mediocre aircraft whose biggest strength was in the numbers produced rather than individual quality.
  21. Buhallin

    X-Wing 2.0 feels de-powered

    You apparently know even less about B-17s than you do about X-wings and K-wings.
  22. Not sure why all the hate on Defiance. The L0 one was awful, but the new one will, for most bags, be turning 3-5 extra tokens into +0s. That makes it equivalent to about +3 icons, and potentially more because of how often skulls get big enough modifiers that they might as well be auto-fails. That's on top of the insurance factor of neutralizing the token effects, which can be awfully nasty on hard. I don't think it's strictly inferior to Counterspell either, simply due to the cost. Mystics are often strapped for resources, and having to hold two back just in case seems about as bad as taking the "Will it or won't it" risk that you would with any other skill card.
  23. Buhallin

    X-Wing 2.0 feels de-powered

    There are plenty of historical examples of multirole aircraft which were spectacular in both. The P-47 Thunderbolt is my personal favorite, but most modern aircraft are multirole and excel at it.
  24. Buhallin

    X-Wing 2.0 feels de-powered

    This really isn't accurate, in my experience. I mean yes, it's there - but just the fact that it's moved from EPTs to specific pilots means it's far more limited, and a simple boolean "It exists" really doesn't capture the differences. The post you quoted mentions Fel and Whisper. They're both good examples. Old Fel was basically guaranteed three tokens. New Fel caps at two, and you need a bullseye arc target to get the second. Yes, Whisper (and Echo) can easily end up with multiple tokens, but the new Phantom requiring an Evade to recloak changes that dramatically. These things do not disprove the claims that it's back to a game of flying and decision-making - it reinforces them. Sure, Fel can still get multiple tokens, but it relies on flying better than your opponent. Phantoms under fire have to make a choice between spending the Evade to avoid damage or saving it to recloak. Incidentally, the recloak also becomes subject to the various token stripping effects. If you walk into a random game of 2.0, look at the table, and go "Fel still has two tokens, pfft, nothing's changed" and walk out, you're really, REALLY missing the point.
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