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steel tiger

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Everything posted by steel tiger

  1. I have yet to see one up close but have you tried pinning it?
  2. Copying from a previous thread where someone asked the same question: In brief general format; Azur Alliance - Stealthy Plowers that can take down most characters in a hit or two, if they aren't seen coming. Masters of stealth and arbiter orders to gain additional actions. Church - Healers and buffing support (Saints) sitting behind massive tanks. Empire - A slow moving, heavily armored tide of iron, lives for critical hits Samael - Ranged mystics, masters of debuffing and ranged attacks Wissenshaft - Fast harriers, masters of charging save for two snipers and their gear units that would be at home in Empire.
  3. Grandmikus, it's not uncommon to see teams using more than one copy of an advantage card. For example, if you fight Samael enough you'll come across line ups that have half a dozen transfer rods spread out between their mystics.
  4. You can play the expansion, Beyond Good and Evil, with the first print of Shadows of Omega without any problems except that the cardstock is different and the boarder color on the back of the card is different between the two so players will be able to tell if the next cards are expansion or original before they are drawn. If you can get over that it's fine but all the same I'd recommend you try to find the newer printing of Shadows just so you don't have issues with it and so you get the better cardstock.
  5. You are going to get creamed with that line up against those Wissenschaft ladies, change Sophia out for Cenette and that should balance out the teams more to two meele fighters and a ranged per team with closer point levels. Wissenschaft isn't really difficult to play (it's middle ground) I'd say Azur is the hardest to play well because you always need to watch control zones for stealth and arbiter orders. Another thing to note is that if you two decide to expand your playing there are faction advantages for playing with Wissenschaft but not wanders. Finally, no you don't need to have a summon to field Belith and she actually can stand up on her own pretty decently without one.
  6. In brief general format; Azur Alliance - Stealthy Plowers that can take down most characters in a hit or two, if they aren't seen coming. Masters of stealth and arbiter orders to gain additional actions. Church - Healers and buffing support (Saints) sitting behind massive tanks. Empire - A slow moving, heavily armored tide of iron, lives for critical hits Samael - Ranged mystics, masters of debuffing and ranged attacks Wissenshaft - Fast harriers, masters of charging save for two snipers and their gear units that would be at home in Empire.
  7. Griever is a monster and I wouldn't be quick to dismiss him but at 70 points, if you take him when your group starts 250 armies you'll need to change your 200 line-up anyway so I just won't worry about it for the time being. I'd honestly consider changing Odin for Griever when you hit that point but that's a lot of money to continue to on minis. Once you invest in someone as expensive as Odin you'll want to table him as much as you can. That's a pretty solid reason that I'd pick Yuri over Griever, but maybe you're richer than me. Tactically, the problem with "let the bout come to you" is that when it does come it will be on the other persons terms. As I field Samael I can tell you those terms would be me on hills as close to 16 inches away as I can make it. One thing that helps me when making a list is to think "How will I move these guys?" If your plan is to sit in one spot and hope to duck ranged attacks... well, let's just say they aren't called sitting ducks for nothing.
  8. She's a 50 point Light Wanderer Warrior that has a dismal basic attack +4/+4 but an interesting ability to redirect damage to herself and grant a re-roll, I could see her being used in a high-point Church team to keep the Saints alive (or your squishy units of choice). She's very reactive on things happening in her control zone to her teammates so I don't really see her as an attacker but more as a damage screen. She reads like a Mystic in her support abilities. Personally I think 50 points is a bit expensive for her abilities but I haven't actually seen her tabled anywhere so what do I know?
  9. I'd second the idea of dropping Kronen, Maybe replace him with Lilian Virgil to add some healing back in, her plus 1 to resistances isn't to be overlooked, and she's fast enough to get out to support Daniella. Switch Elemental weapon for Supernatural weapon if you can; attack matters far more than damage. As is you're going to get chewed up by someone fielding a Samael team; unfortunately, it's pretty difficult to avoid that when you're Empire. The Pool of Life plot card could turn you into a nasty king of the hill champion if you can AD Daniella to the hill if it's near your side.
  10. A publisher will almost always sell at the MSRP they set. Some other businesses may buy a lot of a product, sell it at reduced profit margins, and hope to make up the difference in volume of sales, it's a risk that can be very profitable but it can always destroy your business. No one says you MUST by from FFG for their products but I think it does help support them more than buying through a third party. Plus their customer service is excellent. Runewars is an expensive board game, no doubt about that, but from playing it I can say it's well worth the money if you play it even twice with four people it works out the same as two visits to the cinema.
  11. I use liquitex soft body acrylic and matte medium. It's a lot cheaper than specialized mini paints and gives you a lot of flexibility in how you use the paints.
  12. While my knee-jerk reaction is to say "Player A lost! He has no units, the battle doesn't even need to go to the resolution stage." I can see why this issue is cloudy. While I'd rule that A loses I'm willing to admit that I could be mistaken and I hope we get an official ruling on this soon so that I have something to cite should it ever happen in a game I'm playing.
  13. Ditto, I'm hoping this helps Anima Tactics get off its laurels here in the Cities.
  14. Once I get the money together to get this game I'm going to paint my heroes but leave the basic army units unpainted. Keeping the primary scheme with the army units games it easy to tell at a glance who is where; this is the same reason I haven't painted my CaveTroll minis. However, I painted my Drakon mini's and it really helps the look of the game plus helps non-gamers play because people can remember "I have the mostly green one" instead of "What's a dwarf?" Having had a chance to play this at the Sneak Peek last week I can cleanly state that to me, the heroes MUST be painted. The whole time I was playing I was thinking how much better they'd look with even a 5 minute splashjob.
  15. I've always ruled that Millenium can cancel any ONE advantage card when it's placed on the table. This means that cards that are not intended to remain in play for longer than one battle (AKA cards put into play during the battle phase) can and in many cases should be the targets of her ability. She is one of the strongest Arcane Characters with this reading of the rules however in a 3-5 player game her power diminishes greatly. Moreover, her power cannot affect advantage cards that are already in play such as a Faction played last round.
  16. steel tiger

    Rules question

    Lose a random coin back to the dragon's horde and go back to the starting square.
  17. Anima is prolly better thought of as a non-trading card card-game where most of the cards could just as easily be tiles but aren't for sake of handling and production costs. A usual round consists of people declaring an area to bring their party of character cards to and resolving a battle (via opposed dice rolls) with a creature encountered in the area and then finally collecting a reward in the area (another party member, spells and other advantages, or engaging in a special mission for a special boost to combat abilities). The game is beaten when one party is able to amass enough power to defeat a very power special foe. I'd say it compares well, and slightly more favorably, to Munchkin.
  18. No way can you use Move Silently to beat the game. If you're feeling GENEROUS you could say that a use of Move Silently allows the party to escape from fighting the Final Mission; but in no shape or form does Move Silently allow you to simply ignore the final combat.
  19. LinkN said: A question I have after reading this... How exactly do they make the new cards compatible with old locations? I'm assuming it's something along the lines of, for example, requiring you to go to "The Palace", which can be found both in Archangel and one of the new cards... is this right, or is it something else? If that's the case, why wouldn't the old locations also be compatable? The old locations are compatible for just the reason you said, the new missions list both a new location and an old location. Did you mean the old missions? Those could be used but it would be harder to find the location to do your mission. Also, I don't think the old missions are as fairly balanced as the new ones.
  20. Just off the top of my head and completely untested I'd say try starting with the Crisis countdown at like 20 or so. Play as normal from there.
  21. A few points I've noticed: BG&E is far more brutal than the original. Be aware that you can't really expect to hold onto any party of 4 for too long. Even a lvl one (Curse you Cursed Tree) creature can get an easy kill off a party. The backs of the 1st print of Shadow are black, the new print is white (which matches BG&E) Other than that they can be mixed fine. Missions are better balanced in terms of rewards, no more will someone end up completing both their missions with a +1 speed +1 attack while someone else has +3 attack from just one mission. Arcane Characters range from AWESOME to OH NO NOT KAGAMI AGAIN Traps are mostly nothing but a set of rules to learn. Maybe if the rules didn't say that upon entering an area you MAY explore and rather you MUST explore. However has is, they mostly just cause a delay of one round, if someone choses to encounter them in the first place. Males have staying power finally, in Shadow you wanted a mostly, if not all, female dream team; now there are men that are worth seeking (Knight + Arcane character = pwnsome) Somethings are still worded very poorly.
  22. At what point can you have anything in your hand except for Advantage cards?
  23. Beyond Good and Evil clears this up. Moving out of an area is now declared during the Reset phase (page 9 of the BGaE rules). However, you leave can leave your marker in the area but then you are not allowed to move during the movement phase. Also, the revised rules state the same thing too; check them out here
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