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Warhammer 40K

Ruleshammer Q&A: July 1st 2022

Welcome to Ruleshammer! This week we’re covering some more questions submitted by you, the readers, and our patrons on the Goonhammer Discord. Remember the banner below will take you to the Ruleshammer 9th Edition Compedium, for all the questions I’ve answered for the last few months! Q&A Orks - Kustom Jobs - what do they cost? This is a frequent question following the latest GW Points Update - many players noticed that Ork Kustom Jobs - and their associated costs - are missing from the new document. However their counterparts are present for...

Age of Sigmar

White Dwarf 477 – Tome Celestial: Flesh-eater Courts

Who loves ghastly cannibalistic fiends hallucinating that they're noble questing knights protecting all the realms? You love it! I love it! Nagash love - well, maybe Nagash doesn't love the Flesh-eater Courts, but Games Workshop very well may, since this month we've got another Tome Celestial to give them a bit of a boost until they get a new battletome which, going by past Tomes Celestial, isn't looking like it'll be any time in the near future. FEC aren't... great, right now. They're looking probably about the bottom of the...

Columns

Magic the Gathering

Commander Focus: Tivit, Seller of Secrets

There are a lot of new interesting choose mechanics coming out in recent sets where Wizards has been creating cards to cater to the multiplayer environment. New effects that have you "choose two opponents" or cards like Jolene, the Plunder Queen, which is more or less an improved "targets-all-opponents" Curse of Opulence stapled onto a Xorn. She's a solid commander, and the concept itself is solid. White for a long time has had a horrifying amount of "group hug" type cards, though other colors each have a few. There've been a few decks that try to leverage group hug cards for advantage, like Zedruu, the Greathearted, giving cards to your opponents that help everyone, but since they have the card it helps you even more.   White cards like Smuggler's Share really benefit from a strategy like this, if opponents are drawing more you are drawing more. It's a tough line to ride though because you're investing in card draw down the line, and if your opponents' decks are cutthroat and efficient giving them resources now that they'll instantly exploit to end the game will cost you. Depending on your meta that may mean your other opponents will then be wasting resources...

Hobby

Ilor’s Road to GenCon Part 3: Karen from Sales

Preparations for the ITS After Dark event at GenCon continue. This week we'll be looking at the magic of Impersonators Impersonation More than any other tabletop miniatures game I've ever played, Infinity allows you to lie to your opponent. No, Infinity encourages you to lie to your opponent. It supports deception in a way that few other games do, with multiple rules mechanisms built into the game to provide loads of ways to keep your opponent guessing. In the Part 2 I talked a little bit about Hidden Deployment, which allows you to just not put a miniature on the table at all until you decide it's time to reveal it. While Hidden Deployment can be a super unpleasant surprise for your opponent, it's still limited by your deployment zone. The Infiltration skill (which many troops with Hidden Deployment also come with) allows you to deploy up to the mid-line of the table without making a check, or - if you're feeling frisky - allows you to deploy that model anywhere outside your opponent's deployment zone by passing a PH test with a -3 modifier. Loads of troopers with the Camouflage special skill (which allows you to deploy as a marker rather...

Gaming

Ilor’s Road to GenCon Part 3: Karen from Sales

Preparations for the ITS After Dark event at GenCon continue. This week we'll be looking at the magic of Impersonators Impersonation More than any other tabletop miniatures game I've ever played, Infinity allows you to lie to your opponent. No, Infinity encourages you to lie to your opponent. It supports deception in a way that few other games do, with multiple rules mechanisms built into the game to provide loads of ways to keep your opponent guessing. In the Part 2 I talked a little bit about Hidden Deployment, which allows you to just not put a miniature on the table at all until you decide it's time to reveal it. While Hidden Deployment can be a super unpleasant surprise for your opponent, it's still limited by your deployment zone. The Infiltration skill (which many troops with Hidden Deployment also come with) allows you to deploy up to the mid-line of the table without making a check, or - if you're feeling frisky - allows you to deploy that model anywhere outside your opponent's deployment zone by passing a PH test with a -3 modifier. Loads of troopers with the Camouflage special skill (which allows you to deploy as a marker rather...