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fllesh

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  1. fun experience where i was pushed outside my limits and i think i learned a lot... i may have gone overboard with the wip pics Iron Painter 2017 round 1 Object Source Lighting (OSL)
  2. incorporeal is showing its age like terrifying/horror.... it used to be better than it is now
  3. so while joshing around the game table people who know better than me told me that a large part of the new upgrades was about introducing a new or different playstyle than what the master already had, and i was surprised when the upgrades came out and they seem to reinforce the playstyle that is already widely used.... i really thought 1 of the upgrades would make vik of ashe into a really good shooter, maybe some stuff about positive flips and or damage and ignoring sisters in combat or something.... so does anyone have any insight they might be able to share?
  4. are late arrives ok? 6pm is difficult with the typical traffic in the area
  5. you have to not look at them as just 1 thing, what they are in my mind is an activation/AP as well as whatever else you want to use them for.....and then compare them to our other scheme runners, sometimes they fit sometimes another model is the best option... for cheap easy to use scheme runners we have lots of options with slight changes, the hounds are 3ss and you should take them in pairs at least, 3 at a time is the ideal usually for me, and sometimes 4, thats 4 activation's for 12ss.... nice return also good for cheap spam attacks great use in a lucius crew, the +flips, more +flips, leads to getting things done, but because they are not defensive at all they will go down easy, numbers, high walk, and staying out of direct conflict will keep them alive unless the enemy directs resources to killing them, minion 3ss- hound; cheap activation/ap, black blood, + flips outside of activation (lucius), avg stats compare them to: 4ss-tots; higher mobility, higher def, good for leave your mark 5ss-insidious madness; incorporeal high wk, good for leave your mark 4ss-gupps; leap on mask, can do claim jump solo 7ss-silurid; leap, great general scheme runner, expensive 1:1, solo claim jump others....
  6. howdy there! welcome just wanted to point out some stuff, i love neverborn, but the game is faction based and a lot of what your SO said they do not like is in neverborn.... the neverborn are a will power and condition faction, who use mobility and speed for their hit-and-run tactics, because they are glass cannons.... the models revolve around nightmares, puppets, creepy innocent things ( like creepy killer children), and one of the malifaux icons is from their faction, a giant teddy bear that eats people and mangles them with hugs.... the neverborn masters can be very squishy her play-style online says ranged.... that to me screams guild or arcanist, maybe outcast, or 10 thunders support says more arcanist who have so many buffing auras and supporting upgrades the asian theme obviously goes to 10 thunders, they also have many good hard to kill masters, vry mobile and tricky faction with the ability to get models from other factions due to special rules she is lucky that there is a plethora of strong female masters in every faction from all of what you said, mei feng in 10 thunders seems to be a choice to consider
  7. psst ur insidious madness is showing in ur self portrait...   dont worry i got ur back welcome
  8. had a great interaction that had me scratching my head.... so i asked the local rules people, and it got some more heads scratching they said post it here, hope for an official response... so here it is.... Question: terrifying says if u end a walk within engagement range take a horror test, does not mention los.... so do u need los? Reason I'm Asking: according to faq / errata: Q: If two models are engaged, and one of them wishes to take a Walk Action which will result in it no longer being in LoS of the model it is engaged with (without actually leaving the engagement range) will this provoke a disengaging strike? A: No. Disengaging strikes only occur if the model intends to leave the engagement range. Although the models will no longer be engaged once their LoS to each other is broken, no disengaging strike occurs unless the model is also leaving the engagement range. so you can walk out of los to break engagement as long as you stay in engagement range.... so if you break los while staying in engagement range of a terrifying model, you are no longer engaged, but you should have to take a terrifying duel because you are still in engagement range..... right? Here Is What Happened: firestarter (has flying 5" move) is on the ground, in a square building with a roof, teddy blocking the doorway, engaged.... hungering darkness behind teddy with los on firestarter also engaged.... firestarter with 1 wound, wants to leave without disengaging strikes, or taking a terrifying test, so flies (ignoring models and terrain) past teddy and huggy, out of the building, up and over a 5" wall, and lands inside a building on a step so it is still within his move range because vertical movement was only 1", top down view movement was 4", he is now outside of los of everyone, but did not break engagement range, so no disengaging strikes.... terrifying says if u end a walk within engagement range take a horror test, does not mention los.... well the firestarter ended the walk still within engagement range, but with no los, as required by the faq/errata.... so take a terrifying?
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