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Baddaysbasil

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  1. My apologies if this has been answered before, but it's a very simple question and a quick answer will save me a lot of poring over rules questions (and it's urgent!). The question is simple but I'll provide a long-winded exame just to be clear: Can the player who is currently losing a duel cheat fate and play a card from his hand that will still make him the loser of the duel? Or must cheating fate result in a win for the cheater? The primary reason I ask is for purposes of the accuracy modifier during attacks. Example:. Player A is winning the duel (let's say a melee attack) with a total of 20. Player B is losing with a 9, so player A will ultimately get a positive flip on the damage result because of a difference of 11. Assume player B cannot possibly get higher than 21 duel total in order to win the duel with 22 and avoid the attack, but he has a card in hand that can bring him to 21, which would still result in a successful attack but instead add two negative flips on the damage. Is it legal to do so? The quickstart rules mention cheating fate to change the result of a duel to victory (but stop right there) and the 2e rulebook just came in today for me, but from what I skimmed it's similarly vague on this point. Any help would be appreciated!
  2. Yes. In my experience These Angel Eyes Miss Nothin' was what made the difference in each of our games. That said, we did play out the fifth scenario in the quickstart manual, which included more terrain. I'm glad to say that this game resulted in a draw, swaying the balance question toward the side of toward balance rather than lack thereof. The game had an objective to control the center of the map (in our case a statue with hedges around it), but we basically went for each others' throats instead. The girlfriend scoffs at doing anything else! Anyway, we went head-up and though it was an orderly and Grimsbane vs. Angel Eyes and the Scion when the end of turn 5 came around, we had each killed off our marked targets and ended up tied at 2 VP each. We'll probably play a few more games with this setup, moving arond the terrain or perhaps deloyment zones. Since I have the core 2e rulebook now and my gal forbids my buying any more minis until these are all painted, I'll likely return to give a report on how things go with a few more starter set-only games that use different scenarios as well.
  3. Yeah scenarios 2 and 3 of the quickstart require only 2 pieces of terrain on an 18" square board. That isn't so bad. Scenario 4, however, calls for the same setup as before except on the full 36" square board. So me and the gf did actually note this barren landscape and still added 2 more pieces of terrain for some kind of cover, keeping the table as symmetrical for both sides as we could. What it boiled down to was that the doctor and nurse not having enough closing/defensive power to survive the ranged attacks of angel eyes or the buffed charges of the blood wretches. All in all the orderlies seem somewhat worthless as support when the opponent is doing more damage than can be healed with the (2) heals they have which obviously requires their whole turn. So it just seemed pretty skewed to me; I'll report what happens in scenario 5 when we play it!
  4. Hey all- just to set things up before asking the question: My gal and I recently got the 2E starter box with the Angel Eyes and Dr. Grimwell crews. We've played 4 out of the 5 scenarios included in the quickstart rules exactly as described, and Angel Eyes's crew has won all 4 very handily. While I know that neither of the crews are meant to be permanent Malifaux tournament-ready teams, I did expect that they'd be a little more balanced. There seems to be lots of synergy between the Angel Eyes models (black blood stuff, ranged + these eyes miss nothin + good melee attackers) and basically none with Grimwell's (or am I totally missing it?). As I understand from my reading, melee benefits lots more from terrain and ranged from lack thereof, so things may turn around completely in the last scenario which calls for a full dose of terrain coverage on the game board. But I was just wondering: are the teams that badly balanced, or am I missing a big synergy with Grimwell's crew? Is it missing terrain? -- Appreciate any input!
  5. Really appreciate the advice, guys! Thanks again!
  6. Hmm.. The other Outcast I was kinda liking was Von Schill, who is both merc-heavy and seems somewhat straightforward. I've not seen him mentioned in too many recommended starting Masters, but I wonder if he would present similar balance problems like Viktorias? Appreciate the help in narrowing it down!
  7. Appreciate all the input! Being as I know so little if the rules right now I was unaware of the 2-merc limit, so yeah going Outcasts only seems so useful. As a result I have been leaning Gremlins as a pure fun-factor move! Also, we actually live on a bayou, so I could fill in some gremlin/cajun accents to take things to even more ridiculous levels.
  8. My gal and I ordered the starter set and will give it a go very soon. Assuming we are into beginning a collection, I was wondering some things about where to start with factions. It's my understanding that the starter models are all mercenaries, so that leaves our choices wide open. Now, we'd each like to choose a faction, and Nicole fell in love with Pandora's look and description right away, so it's Neverborn for her. I'm being less decisive and overthinking things as I typically do, but I did have a good idea about something (I think), which finally leads to my question: Being that Outcasts are largely comprised of mercenaries (as I understand from their description--correct me if I am wrong), wouldn't it make a lot of sense to make them my faction in order to have lots of models that could the be used and hired on by our other faction, the Neverborn? Not only would that give us lots of flexibility for casual play at home, but wouldn't it also allow one of to pool all of the options together for potentially more potent setups for something like a tournament, should that need arise? I am also considering a dual-faction Outcast Master for even more flexibility, but I know that just playing what I think looks awesome is important, too (here's looking at you, Viktoras). Any thoughts are appreciated!
  9. Hey! Name's Erin (the male version...)! I just ordered the Malifaux starter set after doing some digging around looking for a mini game for my girlfriend Nicole and I to try out. Malifaux just seemed way chick-friendly as far as style goes, so here we are! We are in south Louisiana, not far off from New Orleans, in Lafource Parish. As far as I can tell, there isn't a lot of miniature gaming going on down here, but anyone in the area, feel free to introduce yourselves! We may be looking for play partners soon. (Giggity) Nice to meet yall!
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