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maxam

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Everything posted by maxam

  1. Hobart, Tasmania, Australia
  2. It's a long time (20 years!) since I painted anything and have been tempted to paint my Descent minis after seeing a few of your videos, but I think I'll actually take the plunge and do it for Runewars ... dead keen to get started and looking forward to your Runewars videos!
  3. Quick question - will you be using the same paint brands (i.e. largely GW) as you use on Descent and Imperial Assault?
  4. I am absolutely at a loss for words to express how grateful I am to have this fantastic resource. Thank you, thank you, thank you Sadgit!
  5. Yeah you're right. My bad. Somehow I thought they only came with Champion, Musician and Standard Bearer ... forgot about the Mage component.
  6. So we're still waiting on the Necromancer and Mage that were originally showcased in the initial announcement is that right?
  7. The new terrain seems thematically linked to the faction (at least the Waiqar ones) I can see this going one of two ways ... Either the terrain is functionally identical to terrain already in the core, merely different art/shape or There are cool new properties/effects associated with the new terrain.
  8. 1. There is a brief mention in the App to place all the heroes and monsters on water square... no specific squares are highlighted, it's just at the players discretion on how to position them I guess... 2. Every time I've played this scenario (twice now) the transition has happened in the secret room with changelings (and the archive) on the board. The first time I didn't change the active monsters, the second time I did, figuring that "replace all Act I Monster cards" includes the ones on the table... 3. I would go with yes... but in-App clarification would be nice. 4. That is totally a bug(!) This scenario is hard enough without the Archive attacking the Heroes too! I've only ever seen his normal "attack or move" activation.
  9. I really liked the concept art - would love to see more of that!
  10. Thanks for the reply - I didn't think of Doom ... you're right, that is a perfect precedent for handling Bleeding and Burning.
  11. Congratulations on the release! You've made my morning - been eagerly awaiting this! Thank you!
  12. Bleeding and Bleeding Monsters in RTL So, in the RTL rulebook, the wording for removing these conditions is "If a monster cannot perform any action in the current activation and has at least 1 action remaining, it performs the special action to discard [condition]" In the CRRG, it is worded thus: "If a [Condition] monster cannot perform any other action, it performs the special action to discard [Condition]" Now the way I initially read/interpreted the RTL rulebook reading was that if a monster had looped through it's action list and still had a remaining action, then it would remove the condition, which seems to be what the wording in the CRRG reflects... this would lead to monsters ending up too busy to remove the conditions, i.e. the removal of the condition became the last resort when all other options had been used or were not valid. However, recently I've been playing/interpreting the RTL rules differently, in other words, the first time a monster hits an action it can't perform in it's action list, it immediately "subs" that action with the condition removal if it still has one activation remaining ... this seems to me to be more fitting (monsters are more proactive about removing conditions) and seems to be a valid way to interpret the ruling. Here’s some examples: Monster 1: - Engage closest Hero - Attack hero - If within 2 spaces of Hero retreat If Monster 1 is already adjacent to Hero: CRRG: Monster attacks and retreats, does not address condition ALT: Monster removes condition then attacks If Monster 1 is not adjacent to Hero: CRRG: Monster engages and attacks, does not address condition ALT: Monster engages and attacks, does not address condition Monster 2: - Engage closest Hero who is not Cursed - Engage closest Hero - Attack adjacent Hero who is not Cursed - Attack adjacent Hero - If within 2 spaces of Hero retreat If Monster 1 is already adjacent to Cursed Hero (all Heroes Cursed): CRRG: Monster attacks and retreats, does not address condition ALT: Monster removes condition then attacks If Monster 1 is not adjacent to Cursed Hero (all Heroes Cursed): CRRG: Monster engages and attacks, does not address condition ALT: Monster removes condition, Monster engages Cursed Hero Am I interpreting the wording in the Rulebook and the CRRG incorrectly? Am I going mad?
  13. I always liked the way WHFB used to handle it (at least in the old days ... I never played past 4th ed.)... Basically, neutral units were their own unique thing, not designed to be filler units to make up for faction slack (as in the examples above), just interesting units in their own right that could be added to an army for fun. Neutral units were either beasts (Dragons, Manticores, etc) that had been captured and trained to fight for an army, or mercenary minded monsters like Ogres and Giants (yes Ogres eventually got fleshed out to be their own faction but this was before that).
  14. Seeds of Corruption "Unstable Forces" stage. Setup lists tile 52B, but uses 51B on map. Setup does not list extender, but extender is used.
  15. So is this the "fortification" that TallTonyB mentioned in the Team Covenant video?
  16. I feel your pain, I really do - personally I miss the "unformatted" option... At any rate I have an answer for you... If you want no spaces between lines... Like this... And this... You need to hold the Shift key when you hit return. I only found this by trial and error, there doesn't seem to be a guide to the interface that I can find.
  17. Wow! If you feel this way about The Delve, Seeds of Corruption is going to blow your mind!
  18. I was wondering too if maybe their somehow "unique" - i.e. "Oathsworn Cavalry" as opposed to "Daqan Cavalry", and the mounted hero (Sir Hawthorne?) may be their command option...
  19. Anyone care to speculate why this isn't a thing? (announced at least) The infantry command unit for Waiqar can be used with both units that ship with the core, but the infantry command can only be used with the spearmen. Of course, we're also missing expansions for the Daqan Spearmen and the Waiqar Infantry, so I guess it could be announced with those...
  20. Overgrowth can be freely moved through, just no line of sight or adjacent attacks through them. They can be removed with an "Open Door" action, but it is not necessary to do so. Having said that though, large models like Shadow Dragons, can have difficultly moving through them as they are not allowed to end their move "straddling" the Overgrowth (i.e., the Overgrowth cannot be anywhere within their base area at the end of their move). This is hard enough for most 4 square base creatures, but a 6 square like the dragon can have huge difficulty on a cramped map with Overgrowth.
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