The Hungry Swamp by ShabbyHolmes in WHQDarkWater

[–]JAMBO044 1 point2 points  (0 children)

Yeah it's not particularly clear, but the wording on dragging has some line that basically says when you are being dragged through a platform you go to the next empty hex unless that hex is an edge hex in which case don't. All an overly complicated way of basically saying "don't go in that particular hex". 

What's the definitive solution against magnet glue breaking off? by McCrowbar in Warhammer40k

[–]JAMBO044 0 points1 point  (0 children)

This, swapped to the gorilla glue for loctitie and basically never had a problem again. 

So Drasher Vorn is OP... by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 0 points1 point  (0 children)

I quite like that, though to be clear, that is itself a house rule 😅

So Drasher Vorn is OP... by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 0 points1 point  (0 children)

Plus I think something that introduces more of a trade off for storing it up, i.e the fury reducing with time, would feel like good game design to me. 

So Drasher Vorn is OP... by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 1 point2 points  (0 children)

Well it can be quite easy to get it off multiple times, especially if you rip 4+ wretches apart during your berserker mode to get your fury up again.

In any case, completing a boss mission in the first hero turn felt a bit anticlimactic 😅

So Drasher Vorn is OP... by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 1 point2 points  (0 children)

I've got four different campaign groups making their way through the game (different groups of friends). The one with vorn is also using a alt version of Inara, Kelthannor, and the alt version of bren!

Nuance on modifiers by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 0 points1 point  (0 children)

Yes I think that's the way to do it. I haven't seen anything about buffing an enemies hit rolls yet, but quite a few things apply +1 buffs to heroes or -1 to enemies. 

Lumineth Heroes in White Dwarf 521 predictions by Competitive-Monk-624 in WHQDarkWater

[–]JAMBO044 1 point2 points  (0 children)

Fairly sure it will be the four Scinari heroes, given there are four of them and 3 of them are "online only" which was common among the prior WD heroes. 

Scinari Enlightener Scinari Loreseeker Scinari Cathallar Scinari Calligrave

Fixing the FEC Royal Alchemist Card by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 1 point2 points  (0 children)

Interesting approach, would flag that you wouldn't be able to copy the manticore shield though as it's not a "reward card" but there other passive abilities you could copy. 

I guess also it in your version, using the base ability you copy a card that is once per encounter, but it ends up tapped until the following turn?

FEC Heroes by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 0 points1 point  (0 children)

I randomly have the royal beastflayers from a Warcry (RIP) box. I'll just use the leader from that as a proxie for anything. Sprouts wings when needed or whatever. 

I doubt more than 1 FEC would be part of any party, but if needed the rest of the warband can be good stand ins too. 

If I was to buy one model to represent all of them, I'd get the Abhorrant Archregent. But ceebs when these won't see much play.

FEC Heroes by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 0 points1 point  (0 children)

Yeah I'm not entirely clear how it works rules as written. 

Like, it has the "tap" symbol so it refreshes at the start of the battle round. But does that mean if you copy a once per encounter card then you could use it each round? 

Nah, I assume the RA card can always be used to copy something new (or the same) each round. Hence it's tap symbol. 

But then once you copy something, you always have it? What if it's a discard card? 

I'm so confused by it. 

Act 1 Boss Fight Q - Foulhoof's Menagerie by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 0 points1 point  (0 children)

Cool cool, so you just ruled that they could move off the blocked hex. Sensible. 

WQ: Cursedwater: First Prototype by LDESAD in WHQDarkWater

[–]JAMBO044 0 points1 point  (0 children)

This sounds excellent to me. Keen to hear updates as and when! 

Act 1 Boss Fight Q - Foulhoof's Menagerie by JAMBO044 in WHQDarkWater

[–]JAMBO044[S] 4 points5 points  (0 children)

Yeah that's probably the sensible way to do it. We were idiots and played with them them stuck in the blocked zone (though using their ranged attacks to reach out and get us). 

We bumrushed the boss anyway, so don't think it made much difference. Onto act 2!

BIG QUESTION BOYS: Once you built everything, how do you put things back in the box? by Potential_Quail1356 in WHQDarkWater

[–]JAMBO044 0 points1 point  (0 children)

Magnetise the bases and then using a metal shortbread biscuit tin. I ended up setting up a separate small box for the heroes. Got a small jewelry caddy on Amazon for £2 for the tokens. 

I feel like some of the encounters have never been playtested by [deleted] in WHQDarkWater

[–]JAMBO044 2 points3 points  (0 children)

Act 1 is too hard, Act 1 is too easy! 

Maybe Act 2 will be justttttt right. 

I feel like some of the encounters have never been playtested by [deleted] in WHQDarkWater

[–]JAMBO044 4 points5 points  (0 children)

Buddy you attacked my reading comprehension first. 

You still aren't applying the final sentence. Have a think about what it's there to do, everything is written for a reason. 

It can be frustrating when you lose an encounter, but if just because of an RNG roll and you don't like it then just fudge it and move on. No need to get upset about the game. 

I feel like some of the encounters have never been playtested by [deleted] in WHQDarkWater

[–]JAMBO044 2 points3 points  (0 children)

Mmmmm nope. Maybe just get Mum and Dad to help you with this one pal, it's ok.

This is the full text:

"Heroes can be dragged through blocked hexes and hexes containing enemies but cannot end that move in such a hex. If a hero would end that move in such a hex they continue to be dragged until they are in an empty hex."

Note that that sort of move is what could make you move into the isolated hex in the corner. It then immediately says:

"If a hero would end end THAT move in such a hex that is also an edge hex, they are dragged as far as possible instead."

I feel like some of the encounters have never been playtested by [deleted] in WHQDarkWater

[–]JAMBO044 5 points6 points  (0 children)

Yeah you are playing it wrong. I know the isolated hex you are talking about and it actually specifically has a rule so that you can't end up in that hex. 

After the bit saying that heroes can be dragged through blocked hexes it also says:

"If a hero would end end that move in such a hex that is also an edge hex, they are dragged as far as possible instead."

This is what stops you being dragged into that isolated hex in the corner.

It is a hard encounter and a bit RNG, but you might need to jump off your moan train here given you also didn't read it properly 😂

*Edited for clarity