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Post by Cryptix on May 9, 2017 3:02:53 GMT
I saw on the Battle College page for Mortenbra 2 that all members of a battlegroup are in each other's battlegroup, therefore allowing Deathjack to cast Locomotion. Is this true? If so, can someone point out the ruling or page in the rulebook?
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Post by missingtasks on May 9, 2017 3:59:24 GMT
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on May 9, 2017 4:05:40 GMT
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Post by Cryptix on May 9, 2017 4:08:22 GMT
Well then. That opens up new possibilities - a possible 12" threat extension in infernal machines? Yes please, even if its only viable for assassinations.
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Nyxu
Overseer
NaCl Elemental
Posts: 119
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Post by Nyxu on May 9, 2017 4:57:10 GMT
You can double locomote Malice as well for quite the hilarious drag threat.
But, be mindful: That's quite a bit of focus on a rather inefficient warcaster. Choose carefully.
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Post by Cryptix on May 9, 2017 5:03:24 GMT
I know that, which is why I was thinking run a battlegroup of seethers + deathjack, bringing along a wraith engine and double sirens for efficiency and to protect them on the way in.
Cryx Army - 75 / 75 points [Theme] Infernal Machines
(Mortenebra 2) Mortenebra, Numen of Necrogenesis [+27] - Deathjack [23] - Seether [13] - Seether [13] - Seether [13] Bloat Thrall Overseer Mobius [6] Warwitch Siren [0(4)] Warwitch Siren [4] Mechanithralls (CID) (max) [9] - Brute Thrall (3) [6] Wraith Engine [15]
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Post by MiNDmaZing on May 9, 2017 15:38:27 GMT
You can double locomote Malice as well for quite the hilarious drag threat. But, be mindful: That's quite a bit of focus on a rather inefficient warcaster. Choose carefully. How can you double loco? It says a warjack can only be targeted once per activation? Thanks
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Post by Cryptix on May 9, 2017 15:43:18 GMT
You can double locomote Malice as well for quite the hilarious drag threat. But, be mindful: That's quite a bit of focus on a rather inefficient warcaster. Choose carefully. How can you double loco? It says a warjack can only be targeted once per activation? Thanks Deathjack and Mortie are two different activations.
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Post by macdaddy on May 11, 2017 19:27:18 GMT
Its a good thing I wandered over here there is a cryx player near me that will totally pull this on me Thanks for pointing it out guys!
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Post by tiberius on May 11, 2017 20:06:40 GMT
I believe it to be the ruling, but it doesn't sound like it was an intentional thing, however, it is 6 out of 10 available focus...so go for it. It leaves Deathjack with a maximum of 1 focus after charging or trampling to do any boosting. Very situational, but I suppose it could be setup for a good kill.
I still have a problem in that I thought only someone with the battlegroup commander rule had a battlegroup. You know, the special rules that all warcasters and juniors have?
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marke
Junior Strategist
Posts: 187
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Post by marke on May 11, 2017 21:44:42 GMT
6" non-linear extra threat to any warjack is situational? Alright then
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Post by tiberius on May 12, 2017 10:13:50 GMT
the situational part wasn't the extra movement, that is very good, the situational part is that it costs 6 focus to do. Compared to other similar abilities like say energizer which impacts the entire battlegroup, it just falls short. But with Cryx speed, I guess that is the best we can hope for.
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kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on May 12, 2017 17:10:06 GMT
the situational part wasn't the extra movement, that is very good, the situational part is that it costs 6 focus to do. Compared to other similar abilities like say energizer which impacts the entire battlegroup, it just falls short. But with Cryx speed, I guess that is the best we can hope for. Not to mention the cost of Deathjack, and whatever 'jack you are rocketing into the other guy's stuff. Is it worth excluding other models from the list to get this combo off?
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marke
Junior Strategist
Posts: 187
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Post by marke on May 13, 2017 9:41:40 GMT
DJ generates 3 focus all by himself, so basically you just lose the 3 from the warcaster. Long non-linear threat is one of the things that is extremely "worth it" in Warmachine as far as I'm concerned. It won't reduce DJ to a locomotion bot either, as given his personal threat range of only 10" and being a late game combatant anyway, DJ is just fine chucking 3 focus in the early turns to get a key alpha on some other melee beater, say, a Seether who is a perfect locomotion jack anyway due to needing to charge.
I don't like DJ actually at all, but Locomotion might be the thing making me want it. I used to toss a random nuke before he was able to engage, and that was a poor use of Necromancy, but we didn't have anything better due to upkeep cycling lost in the MK3 transition. Furthermore, the point constraint is less of an issue if you play Mortenebra2 in Infernal Machine.
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Post by Gamingdevil on May 15, 2017 6:57:30 GMT
I still have a problem in that I thought only someone with the battlegroup commander rule had a battlegroup. You know, the special rules that all warcasters and juniors have? All jacks are part of that battlegroup though. It's been ruled before that you don't have to own a battlegroup for "its battlegroup" to apply, like I could refere to "my group of friends" without being the leader of said group. The reason most spells, like Overrun, end up not working is because they require a control range, so it's warcaster only. Locomotion and Ravager are fine (note that most Spell Slaves are not automatically in the battlegroup though)
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