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Thimblesage

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About Thimblesage

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    Minion
  • Birthday 06/08/1987

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    Burbank, CA

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  1. We will be at Gamex (Strategicon) this Saturday, MAY 27 at 11 AM - 8 PM. Check out this link for more details: Malifaux @ Strategicon! Strategicon Conventions 5711 W Century Blvd, Los Angeles, California 90045
  2. Paper Heroes Games will be hosting demos Tuesday nights from 6:00pm to close. Saturdays, and Sundays as scheduled. Please contact myself regarding scheduling demos. For general information, here is the store's Facebook Page: Paper Heroes Games Store Info: Address: 14109 Burbank Blvd, Sherman Oaks, CA 91401 Phone: (818) 394-6999 Hello Los Angeles Wargamers and table top adventurers. We are having June Malifaux Demo Days at Paper Heroes Games on Tuesday nights and Saturdays if scheduled. Please feel free to come down and join in on a game. If you are interested in a demo of Malifaux shoot us a message. We have several tables set up and are eager to give demo's. In the demo there are 5 scenarios that will take you step by step through every mechanic of the game. Each scenario will take about 20 minutes and you can play as many or as few as you wish. We will be at Gamex (Strategicon) this month so check out this link for more details: Malifaux @ Strategicon! Also Check out our Facebook group: Paper Heroes Games Malifaux If you're not close to Burbank but want to stay in touch with the community, Check out this link to the Los Angeles Malifaux Player group: Los Angeles Malifaux Players
  3. Emerald Knights Comics and Games will be hosting demos Thursday nights from 6:00pm to close. Saturdays, and Sundays as scheduled. Please contact myself regarding scheduling demos. For general information, here is the store's website: Emerald Knights Comics and Games The store address is 4116 W Burbank Blvd, Burbank, CA 91505. Hello Los Angeles Wargamers and table top adventurers. We are having June Malifaux Demo Days at Emerald Knights on Thursday nights and Saturdays if scheduled. Please feel free to come on down and join. If you are interested in a demo of Malifaux shoot us a message. We have several tables set up and are eager to give demo's. In the demo there are 5 scenarios that will take you step by step through every mechanic of the game. Each scenario will take about 20 minutes and you can play as many or as few as you wish. We will be at Gamex (Strategicon) this month so check out this link for more details: Malifaux @ Strategicon Also Check out our Facebook group: Malifaux Knights If you're not close to Burbank but want to stay in touch with the community, Check out this link to the Los Angeles Malifaux Player group: Los Angeles Malifaux Players
  4. Welcome All!
  5. Thanks for the great advice Ludvig and Trikk
  6. I was trying to figure out all the math with the Lucius firing line and was wondering how the math broke down and what was the most efficient or best play in this complex combo. I am only looking at the offensive and how to optimize attacks and am not taking into account the good strategy of leaving focus on a couple Rifleman for there Hold/Stand and Fire ability. So the three models that have synergies to create the combo are: If I have three Rifleman in my crew I would get a total of 6 Guard Rifle attacks per their AP and another 3 if Lucius take Issue Command on each of them. a total of 9 attacks, not bad. The trick is how card intensive this is. specifically how many TN and Rams everything needs. Theoretically every Guard Rifle 'needs' a ram for it's Critical Strike so that's 9 rams. Then if Issue Command gains rams the rifleman gain another focus. this is another three rams, specifically 7 or higher. So to live the dream you would need 12 rams and three of them would have to be specifically 7 or higher. Realistically how would the efficiency break down if you don't live the dream? Rifleman can gain 3 focus if they wish. From Take Aim (7) "Ready! Aim!" (0) If they take a focus action themselves. (0) So it probably isn't the most effective AP efficiency taking a focus themselves but taking a (0) focus is good. So they're base stat for Guard Rifle is 1/2/4 damage, if they have focus they gain + for a Critical Strike bumping it to 2/3/5, if another Guardsman has activated, another + for 3/4/6 So if Captain Dashel has activated then Lucius activates and spends a ram to give them focus they would get a 3/4/6, then they could take a (0) to gain focus and another potential 3/4/6, then the last attack would be 2/3/5. All these attacks would potentially bump +1 if they flipped a ram. Now the question is whether it is more effective giving a Rifleman Critical Strike or Focus with a ram in-hand? How do you guys break down the efficiency. It becomes a little easier to calculate depending whether you have a swarm of pewny targets or tanky armor/beefy Df triggers. Still, I would love your help and thoughts.
  7. Good Catch, I reworked the wording by adding the VP condition
  8. Hello Friends, I want to begin by stating that I am in no way associated in the choices or direction Wyrd takes their games. I’m just a loyal dude who enjoys their games and am curious of what the future holds. That said, I had a fun idea during a four-hour drive home from a tournament. A friend and I carpooled and had been talking about the changes and refinements made over the last two years and coincidentally we then listened to Max Value’s podcast about the very same thing and that sparked an idea, here’s the preface. So I love this game because of the decisions! There are decisions in just about every step. The decisions aren't obvious choices but often present thought-provoking and equally beneficial or detrimental choices. The decisions almost always have a caveat and are not wholly beneficial, ‘do + but at a cost of -’ With this in mind there is one step that doesn’t have an ‘options’ phase rather a ‘resolve’ phase and that is the scoring VP or specifically the schemes. The idea I had was if the game introduced yet another critical thinking phase when scoring, would it be game breaking if players had options? Some examples that came to mind; what if future schemes were written like so: I really love how Malifaux has so many fun choices and thought choices during the scoring phase might keep Gaining Grounds ‘fresh’ and not just a rehash from past years. What are your thoughts? I would love to read your ideas of fun schemes that might have options during the VP Scoring phase. Here's the Max Value podcast I referenced
  9. I keep seeing for a lack of a better term, “Orphan Built-in Suits” Many actions scattered over random models seem to have arbitrary built-in suits. When a suit is included but is not required in the TN nor is there a trigger I don’t see the reason for the included suit. I have looked deeper in a couple examples seeing if there were synergy between models somehow but still do not see any correlation. I would love to have this thread accomplish two things: Be a place where people can find and post Orphan Suits Be a place where people who might be in-the-know can answer the mysteries. SAMAEL HOPKINS: (1) Flaming Bullets (Ca 5 / TN: 13 / Rg: 8): Molly Squidpiddge: (1) Whispered Secret (Ca 6 / Rst: Wp / Rg: 8) Seishin: (1) Howling Fury (Ml 4 / Rst: Wp / Rg: 1) Jaakuna Ubume: (0) Denial of Sanzu (Ca 6 / Rst: Wp / Rg: 8): Rafkin: (1) Flask of Formaldehyde (Sh 5 / Rst: Df / Rg: 6) (0) Unnecessary Surgery (Ml 5C / Rst: Df / Rg: y1): Colette Du bois: (0) The Saber Trick (Ca 7 / Rst: Df or Wp / Rg: 4) Kaeris: (1) Immolate (Ca 7 / Rst: Wp / Rg: z10 or 2) The Captain: (1) Wind Wall (Ca 6 / TN: 10 / Rg: 12): Coryphee: (1) Dance Partner (Ca 5 / TN: 9 / Rg: 14) Fire Gamin: (1) Burning Claws (Ml 5 / Rst: Df / Rg: 1)
  10. Hello, I was wondering if I could get a copy of the PDF that ports all my old puppets from PWv.1 to Unstitched. Would you know where or how I might get this? I know there's nothing official out there and that this was user generated but that's exactly what I'm looking for. Any help would be greatly appreciated. Thanks!
  11. Anyone have the PDF port of the original? I would love to expand my unstitched collection and play with more models
  12. Thanks for putting up with the onslaught of questions....
  13. Also, Lets say a Torakage attempts to break engagement with a Hanged. There are two abilities that come into play. The Hanged - Unrelenting Terror: Enemy models in 4 which did not Charge this model during the current Activation lose all Immunities to Horror Duels, including Immunity. Torakage - Agile: This model is immune to disengaging strikes. So, my guess would be that the Torakage would simple walk away with no duels being flipped. Because he is immune to the Disengaging Strikes the horror duel never would generate correct?
  14. Awesome! thanks Ludvig, Just to double-double check, Abilities apply but triggers can't be declared correct? so if Bishop attempted to leave engagement with a Desperate Mercenary and the Desperate Mercenary failed the Ml attack, Bishop would not be able to use his Cage Fighter Df: trigger. Is this correct?
  15. Just to wrap up the point, Lets say that in this example the Desperate Mercenary fails the horror duel and gains the Paralyze condition. The hanged therefore auto-passes the disengaging strike because the Desperate Mercenary has no engagement range do to the paralyses condition. and walks away. Does this mean that the Paralyze condition does not get removed after the disengaging strike because it was not during this models activation? more simply, did the Desperate Mercenary just become paralyzed because the hanged more or less forced a horror duel?