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Everything posted by Omenbringer

  1. Head on up to Cleveland and visit the Warzone Matrix. I know they have them (and a lot of other stuff to boot). It isn't a pretty store but if you are looking for something it is likely he will have it (even if it has been out of print for like 30 years). Let me know if you need the address or contact info. If you head up on a Friday night there is a good chance you'll see me up there as well.
  2. I would argue the Place potential is the better reason to hire the Pigapult, though even here I am not a huge fan of it for the cost. That positioning comes with a huge downside in the Paralyzed condition (especially in regards to the most recent errata change). Flinging Stuffed Piglets up field no longer locks down opponents like it used to, at least on the turn they are Paralyzed (they can be killed on this turn without worrying about triggering Bacon Bomb, relevant text underlined and bold below) This makes the Pigapult a lot less dangerous unless you can massively out activate your opponent (not as easy as it once was) and fling the Stuffed Piglets after your opponent has activated all of their models (or at least those in a position to attack the Stuffed Piglets). Again the issue becomes forcing your activation order which is a major downside in my opinion. As for Wong's Glowy ability, the Pigapult is the reason it is worded the way it is. I am not convinced the Pigapult would be all that bad even with access to "Glowy" (it is still expensive to run consistently) but am happy with the playtester's decision to omit it from the discussion.
  3. @Ludvig Why pay to hire them when Lenny can provide all the free piglets you want for the Pigapult (the Pigapult is a great target for his upgrade attack)? Only the Taxidermist can summon Stuffed Piglets (he can only do it once an activation, requires a 9+, a corpse marker, and also a short range of 6") and well that is an additional cost to fielding the Pigapult. Their is a significant difference between Sh 5 and 6, especially when coupled to a damage flip. The two together make you less likely to get reach higher damage profiles and that you are paying a premium for (and not all crews need to cluster close enough to make the a real threat). Also consider that Piglets can move the Pigapult via Truffles (making up for that slow Wk), aren't Insignificant (so can contribute to schemes and strats) and have more than one role in the crew. Piglets really are the superior choice to consistently fuel the Pigpault. @cfrag While I like that Sparks can give the Pigapult Fast it does come at a high cost and limits his presence quite a bit. @codingCaptor That is an awful lot of points tied to the Pigapult and a fairly tight radius to keep your most of your crew bound within. It also comes with some really big negatives in that you have two less cards for cheating, no method of healing the Pigapult outside of the single wound it recovers from Bacon Load, no method of summoning more Stuffed Piglets (so your opponent killing them becomes a major issue), and finally your activation is heavily scripted (at best your Pigapult is firing third in the activation order giving those mobile crews time to reach it or limit the effectiveness next turn). It might work well the first time but once a player has seen it it wont be difficult to pull its teeth (From the Shadows "Sniper" models present some real problems for this setup. While I think the Pigapult is a decent option, getting it to consistently perform is an issue in many games, particularly if your opponent has seen it in action more than once (my players don't have much trouble limiting its effects) or the Strats and Schemes don't favor a static fire base. @Clement Good catch.
  4. I think the poor reception of the multiparts kit might have been influenced by the issues with the female kit. They are also difficult to cross market with other RPG systems due to the setting (not a ton of steam punk RPG's that are super popular).
  5. I would agree with the others that it is definitely not necessary or even all that useful in most builds. As for overpowered...I have rarely found it that dominating against most of my opponents, particularly those that have faced it more than once or have mobile crews. If they can weather the storm it isn't difficult to take out in a single turn (and often a single activation if you catch it between firing and healing). It is a huge points investment (to keep it at max efficiency you really need a Slop Hauler babysitter and Lenny with his upgrade to fuel it turn after turn (hiring piglets to feed it is a losing proposition most times), sparks is also often considered but I don't find him worth his points in general) that rarely pays off in the damage department, most find it more useful for flinging models up the field (I am not one of them since I think we have better, cheaper, and more efficient methods of doing that). I also am not a fan of Stuffed Piglets for feeding it, they come with too many downsides to make them consistently worth using for ammo. I prefer the vanilla Piglet that can do more for the Pigapult in terms of movement assistance. It is a fun model though and worth fielding just for the fun of it.
  6. Taxidermists (even a pair) don't eat enough of her corpse counters too really slow her down. Reva is a difficult match for Gremlins...extremely difficult. I would try the Pigapult. It has a long range, can actually get at her, and can do some decent damage. I would also recommend a more elite build since our staples tend to just make her worse of an experience as they die too easy. I still feel Reva needs to be toned way down. Not saying she is absolutely unbeatable but definitely saying that she is a very negative play experience in most instances. I would much rather find something (anything really) else to do than play a game against her. She really does have a lot going for her.
  7. I would say the gremlin faction uses the Characteristics better than most...at least the Pig and Gremlin ones anyway. Most factions feature a lot of virtually useless characteristics.
  8. Not arguing that it needs to be taken to the extreme, but as is most characteristics are nothing more than "flavor text." If the Characteristic doesn't really add anything then why even bother putting it on there? As for the Brewmaster, well I would prefer to see a list like that over a list of random top-tier crap that makes him competitive but has very little reason to work with him. To each his own.
  9. I would agree that compared to some of the other Emissaries we sort of got crap. A faction that functions on synergy doesn't need a model that doesn't really tap into that well, especially one that is also expensive. With that said, the last time this topic popped up I recall there was at least one poster that found it useful.
  10. It is an expensive model that tends to be at odds with itself. As has been stated getting performance out of it often takes significant set up and additional hires. My thoughts are that they tried to do to much with it at the expense of making it good at any one particular option. As has also been stated we have better options to do what it can, and often they are cheaper too. Some of the Master Specific Upgrades are worth a look but I often finding hiring a 10 SS model to hold it is less efficient than simply doing with out it (10 SS can hire quite a bit of other options (2 Bayou Gremlins and a Piglet for example).
  11. As you point out our problem is that the so called "models designed for a specific master" are often still lackluster in comparison to others not necessarily designed for those Masters (Moon Shinobi vs Fermented River Monks are a good example of this). That is poor design. I would like to see the next edition really focus back on the thematics of the game and tie benefits to keywords in a much more significant way than they currently do (i.e. Model A provides a beneficial suit to model B when also in the crew). As is, often times the Characteristics of a model don't really matter within the context of the game (you would see Rotten belles a lot less in Resser crews and Seamus a lot more if that exceptional Lure Action they have, with its two required suits was tied to him providing one of them as a passive ability). The Pigapult flinging models around the table is not what it was really designed to do, it is more of a thing players have found to be useful over the substantial negatives of trying to attack with it every turn. Hiring it to increase your models mobility can be worthwhile (I would still argue that as a faction mobility is not really something we struggle with so hiring it is often inefficient to other options), while trying to get it to function as an artillery battery consistently is not (it requires significant inputs and additional hires to pull off, aside from limiting how your crew deploys and moves about). As for getting at it, none of my players have seemed to have an issue doing that consistently or before it can cause significant issues for them, nor getting around that high Armor value (only really significant if it hasn't damaged itself trying to fire each turn). The goal should be to have things be consistently viable options, particularly within their own thematic crew. As is this is often not the case. That is not good for a business that makes most of its money from selling miniatures (wonder if Privateer Press has made the money back on all those Deliverers that get overlooked in favor of better options?).
  12. I think a lot of our bad models are examples of your Nurse-Shinobi combo. Making them work requires either expensive combos which pigeon hole you or require out of faction models to pull off (and not all Masters can hire the required models). It is also unfortunate that a lot of our recent offerings seem better out of faction than in. The low cost thing is a common argument however very few models inflict anywhere near the amount of damage on their own models that gremlins do in order to function at peak performance. As a faction Gremlins are not that durable...even the Pigapult with its high Armor tends to crumple easily. When you build your faction identity upon synergy and self-inflicted damage to increase performance, those models which do the former best and the latter least are always going to be the best choice.
  13. Reckless wouldn't be that great on them as they would just die quicker. They really need some method of generating lots of flips to make them viable. From the Shadows is a worthwhile ides, particularly given the fluff.
  14. I tend to agree that the Moon Shinobi is our worst model. I think your errata's are a good start to make them worthwhile (right now they compete with Fermented River Monks who out class them quite a bit). I might also add an Enforcer model that provides some of those modifiers that could make them more viable options. Perhaps based on this guy: I would also look at Sparks and the Mechanical Porkchop as likely models in need of something else.
  15. I would agree with this. I have been playing Som'er from very near the start of the game and I still find neat and new things I can do with him (and most don't require new models either). He is great for competitive play because of his versatility (both for you and your opponent...so many options to prepare for), but very difficult to master.
  16. That is rather interesting as it was asked by Henchmen previously and it was implied it wouldn't be a requirement.
  17. Out of curiosity where did you see this announcement?
  18. Some of the female Multi part kits had elongated extremities (it looked as if the feet were intended to be separate pieces from the legs). I believe the issue was fixed but haven't seen the newer sprues (mine are from the TtB backer kit). I have not noticed any scale difference between the Multipart kits and Malifaux models (other than the elongated limbs already mentioned which is easily fixed and any Malifaux models which have been identified as somewhat out of scale with the rest of the range).
  19. Host your pictures on one of the other "free" photo sharing sites like Photo Bucket and then just copy the link here.
  20. This topic was discussed earlier in another thread and it contained some great ideas. Here is the Questions about the Infamy: Ship of Zipp the Sky Pirate link.
  21. I wish I would have bought more of the Gremlin Puppets...they are bigger than some of the new Gremlin models being released (looking at you leaping-from-snapping-gator gremlin, my god it is tiny and made of so many small pieces).
  22. I wouldn't be so sure. Remember the demand for the Nightmare Edition Lord Chompy Bits over the public release edition? That new plastic model in the crew box sure does bear an uncanny resemblance to it. I wouldn't be surprised to see the Relic Knights Hannah eventually replaced by a model that bears an uncanny resemblance to the TtB Kickstarter Hannah. At that point new players will stumble upon these old threads and wonder what the hell everyone is talking about, asking for pictures and such. I don't know if I would call it viable. Neither edition is really complete. The original version is difficult to get, particularly in regards to the Booster packs. The Unstitched Edition, however, suffers from not having models for stats for all the previously released material (though the play test did make strides toward fixing this nothing was ever really finalized). I agree though a third edition is not really required, simply a completion of the effort. I would envision future boosters building upon the core concepts similar to the way the Zombicide or Super Dungeon Explorer series have. As I have stated previously I would like to see a version that incorporates Terraclips for some random board formats so the game can be kept fresh (again most of the board games Puppet Wars would be competing against have a similar feature). This would also provide an additional marketing angle for the Terraclips line (yes I know Wyrd has put that line on permanent hiatus but they do still own the rights and this could be a great way of revitalizing that line as well...which also suffered a bit from poor marketing i.e. they only released the large generic "lego" sets instead of the smaller themed ones). With games like these the more you can cross market with your other products the more likely people are to buy in. Including Malifaux Stat cards for a Lady Justice and Seamus Crew (with link to the free mini rulebook) is easy and cheap, but to the consumer implies more value for the singular purchase. Incorporating Terraclips with the game (for altering board layouts and introducing new rules/ scenarios) would achieve a similar goal, allowing cross marketing with Malifauxx, TtB, and TOS. As for getting more attention from non-wargamers, perhaps Puppet Wars could be sold in non-traditional outlets, i.e. Hot Topic, Spencers, or bookstores (I still argue these would have been great outlets for the EBO franchise). The largest obstacle seems to be the availability of staff to revitalize this project. Lets hope the recent hiring flurry of the last year allows someone to be freed up for the effort in the future.
  23. Honestly I never understood why previous versions of Puppet Wars didn't include at least enough Malifaux cards for two basic crews (Seamus and Lady J being the most likely as their base crews are almost the same minus the totem). Seemed like an obvious an inexpensive inclusion that could increase the appeal of the game (making that high price tag a bit more palatable). While I am sure a lot of the Kickstarter backers would be upset by that, the more I have to look at my players Relic Knights Hannah, the more I feel like this should be done. The general release edition just doesn't look "Malifaux" in my opinion. Tell you what if I can get your support for returning Gremlin Noses to the faction I'll pledge mine for the Kickstarter Edition Hannah to see a wider release (say via the Guilder program).
  24. Nathan here is that nudge you requested. Hopefully this tool can become a reality. Know you all have an awful lot of brands in the fire currently.
  25. The latest Chronicles have also featured a fair amount of Puppet art.