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shakhak

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Posts posted by shakhak

  1. I started keeping track of what miniatures everyone was requesting in the comments. Thought I would share the results here.

    *cough cough cough Tarrasque cough cough cough*

     

    Damn lots of flem in the morning...

     

    Ha! No one has nominated him since I started keeping track. I'm more than sure that everyone at Reaper and in the Kickstarter knows that is the most wanted miniature though. Mmmm... Tarrasque...

    • Like 2
  2. I started keeping track of what miniatures everyone was requesting in the comments. Thought I would share the results here.

     

    --Kyra & Lavawrath (+11)

     

    --Mossbeard (+11)
    --Umber Hulk(+10)
    --More Ogres: Including Tanaka, Ogre Shaman or PF Ogres (+5)
    --Cerberus Hound of Hell (+4)
    --Bulette(+5)
    --Roderic Ambermean & Glitter (+3)
    --Pegasus (+2)
    --Air Elementals (+4)
    --Burrowing Horror (+2)
    --Stormwing the Dragon (+2)
    --Dungeon Decorm (+1)
    --Otyugh(+1)
    --Angels and Celestials (+4) (Removed because of latest update)
    --Archons (+1)
    --Siege Weaponry (+2)
    --Arabian Style Figures (+1)
    --Manticore (+1)
    --Wyvern (+1)
    --Cybertroll (+1)
    • Like 3
  3. Hey everyone, someone informed me of this topic, so I thought it would be nice to come here and drop a few lines.

     

    First of all, thanks for being seriously patient. I understand what a pain in the butt it is to give up cold hard cash and to see no news or updates. I want to make an effort to correct this, but first come our excuses.

     

     

     

    First of all, we will not be taking any money and running. I will make sure that those that have put faith in us will be rewarded above and beyond what we have agreed too.

     

    We haven't been posting he regular updates for two main reasons. One, is that we will be re-branding away from Too Late Dev, to a name that is not already TMed, to avoid too much connection with our old name we want to stop using it. The second reason is that we haven't been able to make much progress with he actual game since we have been working on the fund raiser and behind the scenes business stuff.

     

    So onto some specifics...

    When we agreed to paint all the armies we had a team of 4 people, locally and I thought that when split up it would be easy to do. Well 2 people quit the project and myself and Jason Dees, the lead programmer, have been plowering through the armies. Slapping paint to the best of our ability and pulling in the occasional gaming buddy when possible.

     

    The specifics of business work comes mostly from work with taxes, identifying TMs, reworking the new site and future forum, writing some fiction for the game, deciding on a business plan, trying to manage our volunteer artists, and most importantly setting obtainable milestones that we will release to you. We originally set out to make weekly updates on our Blog, but when we lost part of the local team and had to spend less time making the game more playable, we quickly lost focus of that.

     

    On our side, a weekly update of "Did some tax stuff" or "Painted some dark elves" seems silly. Yet it probably would be best to open those doors and give everyone a chance to see what we're actually doing. I'll personally make an effort to write regular updates once the new website is live. Other updates will be feature based, so hey may be few and far between.

     

    I hope that gives some clarity to our situation. Also I am pretty good at answering emails sent through the website or private messages on this forum. So feel free to ask me anything that way.

  4. I don't have access to the rules right now, but that doesn't sound right Greywolf. My understanding is that the number of cards each player gets is determined at the beginning of the game, and that number remains throughout the game, no matter what troops are lost, creatures summoned, abilities used, etc.

     

    Kristof65 is correct, with one exception. When you use the Summon SA to summon a Solo into play, that solo model gets it's own initiative card on the next round. The adding of the card in the middle of play is the exception, not the rule. So tell your buddy to chill out with all the extra cards.

     

    Also the intent of that rule was that the bonus cards go away as your opponent uses their Spy SA.

    So if I have 2 Spys, I grant my enemy 2 initiative cards. If in the first round I use both of my model's Spy SA, then my opponent gets no bonus initiative cards in the 2nd round.

  5. Gruesome Weapon: both Demoralize and Vicious are melee special abilities, and do not apply to ranged attacks.

    Read them again. Using your own argument, since neither specifically say Melee, they can be used in ranged combat. The limitation is that it's typically only given to models in the Melee SAs section. As is, if the logic for the Hammer stands Gruesome weapon becomes effective a ranged weapon.

     

    Demoralize - the end of any Activation in which a model with this SA kills an enemy model, all other enemy models in B2B with this model must pass a Discipline Check or become Shaken.

     

    Vicious - Whenever a model with this SA damages another model, the damaged model must pass a Discipline Check or become Shaken. Only one Discipline Check is needed per Activation, regardless of the number of points of damage or the number of Vicious models attacking.

    SE is saying that they are Melee only SA, because they are listed as such. I don't have the book in front of my so I can't confirm, but next to every SA there are parentheses that say what the ability can apply to. I think Demoralize and Vicious are currently listed with (Melee), which means they also can't be used on a ranged attack.

  6. I think the best logic to use here is that Rules win. The rules have also been clarified by, Gus, so that we know that the items can be used both ways.

     

    I'm sure that in the future there may be extra verbiage or more appropriate names for the new magic items we create, but for now I don't see any problems with the current situation.

     

    I'm sure that when I tell our local dwarf about the clarification he'll get excited and create some new builds. I doubt that any of his builds would come close to being unstoppable.

    • Like 1
  7. Vengeful: If a model with this SA is hit during a Fight Action, it gains a +1 bonus to MAV for all Defensive Strikes for that Action.

    While the description of the SA doesn't explicitly say that you only get a single +1 bonus, I'm pretty sure that was our intention during design.

  8. Recommending factions to some players that are just getting introduced to the game and trying to suggest them some fun armies. What do you guys think about the following army?

     

    Troop 1

    Broodmaster, Dragon Rider

    Gaan-Hor Warrior x 9

     

    Troop 2

    Gam-Nan, Gaan-Hor Elder

    Gaan-Hor Warrior x 6

     

    Troop 3

    Crymorian Warrior x 6

     

    Seems like it would be a great all flying army - it could take most by surprise and with the Gaan-Hor warriors you'd use broodmaster/crymorian warriors to take out any spell casters / ranged models / first strike models. Once you've accomplished that it seems like the game would be yours for the taking. It seems like the only troubles it would have would be against heavy caster armies, but even then you've got some serious move range before they can take you out of flight. Thougths?

    Gaan-Hor Warriors are usually limited to 6 models or one troop in tournaments.

     

    You could replace the first 9 Gaan-Hor with Brood of Payanak solders. They aren't flyers on their stat card, but the warlord ability can give them the flight SA for 2 rounds.

     

    Also the Brood Master isn't released yet, so if they're new players you may want to lean him towards Khong-To and a ground based troop.

     

    You also may want to lead them away from an all flying army, since for the most part flyers are a bit harder to take advantage of than other models.

  9. Shadow Step warriors are a risky investment. While they can be devastating when they get initiative and fight offensively, they will get wiped off the board quickly if they are used defensively at all. To make sure you get initiative 2 Spy SAs are very handy. Ganging up on models is also very important when figuring out how to use the Shadow Steps, that way you can prevent a model from taking defensive strike completely if it's killed. I would rarely take fewer than 6 in a single troop.

     

    The Phase Cat is a perfect model to use Swap with. Once your archers have been engaged you can swap them somewhere else and put the Cat into B2B with an enemy.

     

    Since Blink models don't get any run or charge bonuses, buying a Musician is usually worth the points.

     

    Avrix Dirthe, Champion is a great model to cast Iron Skin on, so think about pairing him up with Liela or the Majestrix. That DV 13 + DR/2 can pretty much stop all damage from any defensive strikes that he makes.

     

    There is a lot more to play with and I'll continue to share strategies as I mix and match new troops.

  10. If someone wants to lift their mage into the air, then go ahead. There are plenty of in game counters for such a tactic and every single army in the game has the ability to use them.

    1. Wing lock - Can bring multiple models to the ground for the same number of spell points it costs to cast Wings on one model.
    2. Ranged Attacks - Every time you grant a caster flight, it grants LoS to every model on the board, spells in general are shorter than ranged attacks.
    3. Other Flyers - The point cost of natural flyers compared to spell casters casting Wings on each other would give the natural flyers an advantage.

     

    The discussion on the balance of Non-Unique mages has nothing to do with this thread, but spending 300 points on 6 models that can cast domination at a CP 6 (~60% failure on average) and then they run out of spells just isn't that scary.

  11. Gus has mentioned in previous post that there will not be any FA or WA added online. It is better to view the WL 2.0 rule as an expansion to Slavage North instead of the otehr way around.

     

    So Savage North is now considered the core? Huh.

     

    Think of them both as stand alone rule books that can be used together or separately. Each book features factions and special abilities that are unique to it.

  12. Sethohman, those Razig minis looked freaking awesome. I loved your spectral minions and your salty dog converstions.

     

     

    I also had a great time in the tournament and the first place trophy looks great on my bookshelf in the living room. I ran a very irritating paper tiger army. Lots of Quick Strike, Magic, and high MAV; but very low DV on all my soldiers. The plan was to use the dragon as a distraction whenever I could. Use the Phase Cat to Swap with whomever is in the best positions. Use the Adrenaline and Burst of Speed combo to gang up on soldier models or to kill wounded Tough models and soft targets. The rest of the army was to work together to take down remaining bits and pieces of the enemy.

     

    Darkreach - 999 points

     

    Troop 1

    Majestrix Latissula, High Priestess

    Liela Mordollwen, Sorceress

    Zalash, Assassin

    Shadowstep Warrior x 6

    Musician

     

    Troop 2

    Evshyvandra Duskwidow

    Avrix Dirthe, Champion

    Nightshade Warrior x 2

    Shiver Spike

     

    Troop 3

    Tierdeleira, Priestess

    Shiver Spike x 3

     

    Troop 4

    Aazhaleek, Shadow Dragon

     

    Troop 5

    Phase Cat

    Luck Stone

     

     

    My first game was totem trouble against a Reven army. I used Burst of speed to get some units to the totem as quickly as possible. Luck smiled on me with initiative and I got it defiled at the start of the second game while the Shadow Dragon ran distraction. My opponent did something unexpected by abandoning his totem and charging everything he had towards mine. I got a lucky Held spell off which held a few bull orcs back and he only ended up killing a single priest. I wrapped up a 19-1 victory here.

     

    The second game was against an amazingly painted Reptus army. I got some lucky shots off at his flyers in the first round, taking out on of the Gaan-Hor. His army was very split up, which allowed me to focus almost all of my force on one half while sacrificing the Phase Cat to distract the other half. So a few buildings took damage, but I was able to put them out and prevent any further damage as the game went on. My opponent here was incredibly cool, despite the defeat. Great game, and a 20-0 victory.

     

    The third game was with Lawgiver, and despite what he may tell you, this game was far closer than I would have liked. He ran a Reven swarm army. Every activation forced me to over allocate my units which had me sweating the entire time, thinking that my flank is going to get slammed by his bug bears and bull orcs. Fortunately, he went after the dragon and crossbowmen instead. Varaug was a beast to take down, making more tough checks than I would have liked. The game ended with an 11-8, victory was barely mine.

     

     

    I had a blast and we are still talking about all of the twists and turns of our games in the Tournament. It was awesome and I can't wait until next year, where I get a chance to defend my Gen Con title!

  13. Darkspawn, Reptus, Razig, Koborlas, and Darkreach.

     

    Right now I'm loving Darkreach, but since I hate proxies I'll quickly move on to the Lupines as my primary force.

     

    Not sure what army is next, but there are plenty of Lupines and evil elves to buy. The bloodstone gnomes are so freaking tempting...

  14. Necropolis gets a little bigger with Moandain, but they aren't as bloodlusty

    Necropolis Troop: 1312

    Moandain, Arch-Lich

    Count Vandrian, Crimson Knight x 2

    Crimson Knight x 14

     

    Reven does pretty well with Gronkelfibbets (Adding the Reven only armor can add 5 goblin skeeters(+105pts)

    Reven Troop :1259(+105)

    Gronkelfibbets and Mazak

    Yagun Oog, Ogre Mage

    Gaaguk, Bull Orc Berserker

    Ogre Warrior x 15

    Goblin Skeeter x 5

     

     

    I love this thread

  15. After playing a test game in Texas with Gus and other design members present, I can answer with 100% certainty that your answer is Yes.

     

    You can cast spells that modify rolls and it will apply to the other casting checks.

    You can also cast movement modifying spells and then cast burst of speed and you get the movement modifier on your burst of speed spell.

    You can cast offensive spells and then cast a summoning spell, bringing the newly summoned models into the AoE that the first spell hit.

     

    You can't cast spells that modify movement of the mages, once casting starts though. The reason for this is that all measurements must be made when you declare your spells and all spells must be declared at the same time.

     

    In both of the rule books this tactic is explained. On page 34 in the Taltos book, and page 21 in the Savage North book:

    Casting Multiple Spells:

    If a player has multiple Spellcasters in the same troop and casts spells with more than one of them, the player may choose the order in which the spells resolve. All spells to be cast in the Spellcast Action still need to be declared at the start of the Spellcast Action.

  16. The pathfinder dragon is probably the best dragon sculpt I own. I just needed a reason to purchase it and Dark Reach seemed legitimate.

     

    The belts and wrappings are actually very beige. The flash on the camera really lit them up though. What's interesting is that you think that is what makes them look unfinished. I actually primed in grey, so when I would paint their cloaks and robe pieces a dark grey I kept getting confused about what was painted and what wasn't.

     

    I actually missed a model. I have to post the assassin.

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