Mastershake wrote:RuneGrey wrote:Laughing Man wrote:That's targeting restrictions. Jack Hunter doesn't look at what you're targeting, but what you're damaging. Starting on line 9 of Man in the Machine: "Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him." He takes the extra die from Jack Hunter.
Ah, true enough. My apologies on that then. As always,
MITM is an absurdly long and crazy rule.
He's not a warrior or a jack, but suffers all the penalties of both including crippled systems and taking extra damage from jack hunters and poisoned weapons
Yeah, the rule is terrible. With Aiyana's harm up, the MHSF will kill him with average dice in 10 hits and because he's both on a large base and likes being up front for Tow shennanigans he just hates that unit.
MHSF just tends to annoy me in general, since there's little you can do besides A) stay out of range and B) Hill. They're not super obnoxious for most warcasters due to their non-Caine levels of
RAT, but ignoring
LOS and overboost AND defensive spells is a bit of a problem most of the time.
DEF 18 on a hill only helps until you run into Ravyn as well, then you're just all sorts of screwed on her feat turn.
There is only one solution for me.
Trencher Commandos.
Sure other factions have their own ways of dealing with them - Satyxis, Winterguard Death Star, anything starting with the word 'Errant', 'Deliverer', or 'Harbinger', but when push comes to shove, there's nothing like Deadeye and a few shotguns and a lot of grenades for dealing with sneaky assassin elves.