|
Post by smoothcriminal on Jul 25, 2017 11:56:34 GMT
Yeah, our heavy spam outheavies their heavy spam. Which is why I think pumpkinmen + hollowmen will be their most popular pick against us.
|
|
|
Post by leotherat on Jul 25, 2017 12:58:04 GMT
Is there a place to find the rules for the Grymkin? I can read their cards on warroom but I can't find out how their casters' arcana work.
|
|
|
Post by sand20go on Jul 25, 2017 13:33:11 GMT
Is there a place to find the rules for the Grymkin? I can read their cards on warroom but I can't find out how their casters' arcana work. Pretty straight forward. Each caster gets a trump card and then gets his/her pick from the 9 commons AFTER list selection. If you trigger the condition (which I think universally involves YOU doing something to them) they can trigger them. They can only trigger 1 arcana a turn. As others have also pointed out, there are at least three things that this means. 1) puts a premium on doing the MOST important thing FIRST each turn. THis is semi opposite how you learn to play Warmachine. So in my first game against them the 1 point filler cask imp coming running down the field. He is in a great spot. I can shoot him with zerkova and then SPRAY the caster and lonrd longfellow. Instead, I shoot somethign on the other side of the board to see how the turn goes before committing Zerkova like that. Of course I hit and kill the model. He triggers the sealth arcana. No arc node for lady Z. 2) He will get weaker as the game goes on. As he uses the arcana he will start to lose steam. So you have a BIG incentive to try to figure out how to bait out the arcana at the most opportune time. That is why trying to play around them doesn't make sense. You WANT them out because, generally, Grymkin starts to lose strength. 3) Arcana can create "tricks" and "gotchas". I am pretty concerned (especially with the mad rush to buy by experienced players) that Grymkin were a bad design decision (but I tend to be negative on PP's business practices). The Arcana are almost designed to create NPE. COnsider the "you advance into melee with one of my troopers, I drop a Heavy." Well you thought that impact attack was going to go well did you? Nope. "Or -2 Sp" when you don't remember to charge your FURTHEREST models in first. or "drop an acid bath" when you pike dudes go charging. Eventually we will all learn to play around that. Until then there will be some NPE. Lets hope people don't go rage and go play 40K. But that brings up the most important thing. Have him tell you/show you his arcana (I am not sure but I think they are supposed to be printed out for you to read). You REALLY want to understand what they can do and plan for it. Don't worry about not triggering it. You will (except POSSIBLY the ones triggered off COmmand). What you need to understand is the effect and how it can alter your play. Good for theme. Fun change up. Premium on learning curve. Finally, all the casters have a pretty exentise back of card special rule set. I suggest reading them and understanding what they do. The Child is the most straight forward and she has several special rules (FM pain response, bulldoze, outrage, ret. strike, critical pitch)
|
|
|
Post by leotherat on Jul 25, 2017 14:13:05 GMT
Thanks but I meant things like how many arcana can a player chose? I understand that they can only use each ability once per game but can they use them out of activation or must the caster be active to use his/her arcana or does it depend on the arcana chosen? These are the basic rules that I'm looking for.
|
|
|
Post by sand20go on Jul 25, 2017 14:22:16 GMT
Thanks but I meant things like how many arcana can a player chose? I understand that they can only use each ability once per game but can they use them out of activation or must the caster be active to use his/her arcana or does it depend on the arcana chosen? These are the basic rules that I'm looking for. three arcana (one trump that is unique to the caster and then chosen 2 from the common set. On warroom it is the third "page" of the casters entry - the trump always listed on top and then the 9 commons underneath.). ARCANAS are DESIGNED to be played "out of activation". So, for example, several CAN be triggered when you move YOUR model into melee with one of theirs in their casters control area. You make that move, the grymkin player says "Wait a second I am thinking" and can then "play" the arcana effecting the rest of your turn through a debuff to you/buff to him. Take a read through them on warroom. It should start to make sense.
|
|
|
Post by smoothcriminal on Jul 25, 2017 14:37:34 GMT
Check out cards.privateerpress.com/ for grymkin caster cards. For some reason Warroom left out the part where it describes how arcana is used.
|
|
|
Post by leotherat on Jul 25, 2017 15:26:35 GMT
Thank you both.
|
|
|
Post by skathrex on Jul 26, 2017 7:20:36 GMT
I am pretty concerned (especially with the mad rush to buy by experienced players) that Grymkin were a bad design decision (but I tend to be negative on PP's business practices). The Arcana are almost designed to create NPE. COnsider the "you advance into melee with one of my troopers, I drop a Heavy." Well you thought that impact attack was going to go well did you? Nope. "Or -2 Sp" when you don't remember to charge your FURTHEREST models in first. or "drop an acid bath" when you pike dudes go charging. Eventually we will all learn to play around that. Until then there will be some NPE. Lets hope people don't go rage and go play 40K. To be honest, thats just because its a new Faction. It like that with every Caster that has strange Assasination Vectors. Most likely you will loose your first game into them and then know the trick (Strakov1, Zerkova1, Sorscha1, Butcher3, Circle in General etc). It takes some time to learn and will create some "Gotcha" Moments, but after that you will learn it pretty quickly.
|
|