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Showing content with the highest reputation on 12/04/2019 in all areas

  1. And now the wall of numbers that I'm sure everyone is waiting for. The data is <minimum observed value>,<average value>,<maximum observed value>,variance, number of trials (everything says 2000000 because that's how many loops were performed). "Deck Average observations" is the average of all of the cards still in play (in deck or discard pile) after that many Lucid Dream actions. "Overall X removed" is the number of that category of card removed. The min and max values were reported partly to see how much range the sim was covering, and to show that if you ge
    4 points
  2. Hey Wyrdos, This week, as the temperature in Georgia is starting to drop, we found out what happens when Waldo gets cold. His metabolism slows down to a crawl, which means he stops eating everything in sight. We’ve also had to put out considerably fewer fires. Needless to say, we’ve adjusted the thermostat so that it always feels like we’re developing games in a walk-in freezer. So while we figure out how to type with mittens on, let’s take a look at the latest Through the Breach One Shot, available now! In The House that December Built, the Fated will be tasked with entering th
    3 points
  3. THIS EVENT HAS BEEN CANCELLED - POTENTIALLY RETURNING 30 APRIL - 3 MAY 2021 Dates: 26-27 September 2020 *postponed to September due to Corona Virus* Venue: Lee Valley Indoor Athletics Centre, 61 Meridian Way, Edmonton, London, N9 0AR The venue has over 500 free parking spaces on site. These are available for attendee use on a first come first served basis. The nearest train station is Ponders End which is a short taxi ride or reasonable walk away. Hotels in and around Enfield or Edmonton should be the most convenient. Event: This will be a five rou
    2 points
  4. Malifaux's 4' rule is if you can smell your opponent from 4' away, you automatically win.
    2 points
  5. This month I'm returning to my plan to pledge the Ortega crew, including Santana This model exhibits some of the best Wyrd has to offer. Easy to assemble, well-sculpted, and animated. I might end up proxying her for Perdita. Thinking more about it, Santana is just too similar to Perdita for both to be on the field.
    2 points
  6. Holy shit, massive facepalm. I've played him like five times and never noticed the attack pushes the target. 😂Can't wait to try him with his actual rules.
    2 points
  7. There are a lot of changes from M2E to M3E, maybe all this stitched hate is also people remembering how they were back there? I read before 7 max damage lol. However there are a lot of terrific models in the 6SS range, let me name my favourites 6SS models: Coryphee: Df6, Armor+2, Mv6, 2/4/5 stat6, nimble and agile, can give Focused to other models, may create a duet. Competent at fighting and scheming. Paul Crockett: 14'' carabine with Coordinated attack and his own Scent of Blood ability. If this guy manage to hit a model, an engaged sabertooth could attack potentialy 3 times
    2 points
  8. Tried a Barbaros list tonight: Barbaros (4 cache) Effigy Mature w/ servant Mature w/ servant Young Nephilim Hans Student It was interesting. I lost vs. Pandora 6-5. I should have tied it but had a misplay. The crew worked like I wanted them to - matures can reach about anywhere with the upgrade on the first turn and are designed to disrupt and be a bit difficult to take out with terrifying 11, combat finesse, and regeneration. One of them is fast from the student. It was one of those games where I wanted to try out the crew and wouldn't normal
    2 points
  9. Those are some decent ideas. I need to write a different test loop to do five "turns" of 'X Lucid, Y Fiendish Gamble, random shuffles' with sampling at the end of each turn. So I probably won't take this idea up right away. But I'll think about it. The thing about Fiendish Gamble is that it's really improving the expected value very much (it increases it by a few tenths) as it cancels out the times where Lucid Dreams would have lowered the average. For comparison with the previous data, this is 8 Lucid Dreaming, 3 Fiendish Gamble rescuing above average cards: Deck Aver
    2 points
  10. I had a stray thought today that I’d love a crew based more around aethervox radio. Dashel’s totem is connected to that and I was listening to the Breachside Broadcast and thought it could be great to have a foreign-reporting themed crew where their abilities all get sent through airwaves to each other, similar to Nino Ortega’s aura being able to affect Family models wherever they are. So a couple radio models of some kind, maybe some photography abilities a la Nellie’s crew, and a Master who’s the Voice of the Frontier or something. I may look into this for some kind of local event!
    2 points
  11. I finally got around to messing around with the Python code some more, and decided to try adding an indication of the weak/moderate/severe distribution in the decks. Disclaimer: This is only generating 100,000 trials. 52 factorial or 54 factorial is massively larger than that. Combined with the fact that I haven't redone the sim to generate enough information to calculate standard deviations yet, please take this with a grain of salt. After all, it is entirely possible to perform Lucid Dreaming four times, and each time remove a severe card. It's incredibly unlikely, unless you sorte
    2 points
  12. WIPpery is afoot. Something of a rare treat, I went to paint at the LGS today. Managed to do the skin despite constant banter Continued with the wings and doodled on one of the armour plates back home. Before today I was a bit lost with Barbiboy. Like I said at the LGS, "I don't know where I want to go or how to get there". Well, now I've at least got an idea. Reasonably satisfied with that armour plate.
    2 points
  13. If a model with Demise Flaming dies to a condition, it pulses out burning to nearby models
    1 point
  14. Even if conditions gained during the end phase are still resolved, that wouldn't be pertinent here. "During the end phase" is a period in which subsequent events can occur, because the resolution of one effect in the "during the end phase period" still leaves us in the end phase. You can resolve an unlimited number of sequential effects during a period. An effect that says "During the end phase, models within 2 gain Burning" happen during the same phase as Burning (which is a "during the end phase" effect). If the effect said "at the start of the end phase, if this model has
    1 point
  15. If you want to ignore the fact that some of us on the forum specifically pointed the scenario out to the developers (a model with Burning and a Replace Demise ends up resolving Burning twice if the Demise gets invoked during the end phase); filed defect reports; and actually talked to the developers and were told that that’s what the change was made for. Seriously.
    1 point
  16. Lol, I am a mess today. Typos galore.
    1 point
  17. You are completely right. I think I may have been getting game systems between editions or other rules confused.
    1 point
  18. I think Durza has the reasonable explanation: The box, in spite of what's it's labeled as, is the "The Minako Rei crew box". 🤯 It's Minako Rei (a henchman, and a valid leader choice now), the Wanyu for the Karmic Fate upgrade, and the Katashiro that Mianko can summon. It is an improvement on the 'How many people are forced to buy models they don't want?' metric compared to the M2E story encounter box.
    1 point
  19. My opinion on the stitched is that the swingey nature makes them fine as is. Yes we've seen games where they wreck house, and I've had games where they suck and die becasue the cards didn't agree, Ok, so we'll apparently never agree on if the stitched need a rework; but maybe we can talk about @Ogid's original question, what would make them less of a negative experience from the opponants perspective? How about we change them to be closer to the M2E version: get rid of fiendish gamble, make gamble your life an attack action again, make the damage uncheatable 3/4/6 with no modifiers?
    1 point
  20. Hans wasn't supposed to be the killer. The bandido was supposed to score. It was just bad luck
    1 point
  21. To put my money where my mouth is, I played a Vassal game last night with Zoraida, hired Widow Weaver to summon in Stitched off of dead Voodoo Dolls, and it was brainlessly easy to kill things. I even lost one of my Stitched to Gamble Your Life, but dealt 28 raw damage with two summoned 6 stone minions over 3 turns. About half the time, the Stitched would Lucid Dream the card to Gamble with in its own activation, and the other half I'd just improve my deck and top deck the duels, knowing that I could just summon back dead ones (before Weaver died, of course). I had a bit of extra positioning o
    1 point
  22. @Stranglelove: I think that Santana has to be one of my absolute favourite Wyrd models. I'm terrified to touch mine. Keen to see what you do!
    1 point
  23. Tbh I only noticed last month myself lmao. I gotta try reading the cards more XD
    1 point
  24. I fully agree its not a game plan to have a joker happen on a certain flip. I also agree that Fiendish gamble is much more powerful on a card flip when you couldn't normally cheat, meaning that it is very strong when you use gamble your life, much more so than using it on the melee attack to hit. Perhaps that's a possible change to it as an ability - add the line that "if this flip is used for Gamble your life, the opponent may cheat their flip." But the fact I can't plan for it is not the same as saying it doesn't happen. And that's what I was objecting to. And actually if I faced
    1 point
  25. I was wrong about FGling the tn to guarantee a hit, its a holdover from when we thought stiched flipped one card for tn, attack, and damage. But I'm sorry, I dont consider hoping for the red or black joker to be a consistent, reasonable game plan. If the deck is thin and you havent seen a joker you should consider it. But you cant go into a game planing, "Model X will do this, then his Stiched will Black Joker, which will allow model Y to do this..." its just not a consistent plan in Malifaux. Not to mention for every time a model hero flips a red joker against stitched, theres a time when a
    1 point
  26. Holy s*** man! I have to start using that "kill on each hit" mutation, sounds quite good . IR is very good with Chimeras. However the "Mobile Warrior" part is only applied to minions so a NVB player has to choose. IR in a minion is great because they can be comanded to charge even if engaged, but only once per activation. Cojo may charge several times but cannot charge while engaged and using IR is a bit tricky in a fat 50mm model with Mv5, the 2'' push helps tho. However it can be combined, IR in a Rougarou (or beast shaped Myranda) and Cojo. If Cojo isn't tied, then he can be comma
    1 point
  27. I've been playing Wong a lot, and when I want to play the Pigapult game, I usually bring an Akaname. It's 2 extra Stuffed Piglets with a Taxidermist, so basically you're paying 1ss for the Akaname. In addition you can throw it far away with the Pigapult to drop a scheme marker, dying due to the flicker and so generating another corpse where you need it for the Taxidermist. I feel like after turn 2, you're not going to stack much more glowy, specially in those models that you've send to do important stuff. So From turn 3 onward, you usually are going to be Fzzzzaping! 2-3 times (Launch
    1 point
  28. One look at the most recent underbrush thread would show how wrong the idea behind this statement is. What about the rest of the timing rules is it not clear when an effect is generated or when it resolves(and no, your weird, untenable interpretation of damage timing doesn't count).
    1 point
  29. Another issue facing the Dreamer that can make him (and Stitched) feel overpowered is people don't pressure him enough early game. If you play a slow game, and let the Dreamer build up a potent force and a thinned deck, he will destroy you turns 4 and 5. But if you're spending turns 1 and 2 dominating him before he gets up to full strength, he is going to struggle a lot more. So will the stitched. On plant explosives for instance, if you secure your points turns 1, 2, and 3 and deny the Dreamer... You can spend turns 4 and 5 letting his crew chew through your crew, but that leaves hi
    1 point
  30. Well, Monster Hunters are a six cost model, and with two focused attacks and two severes, they can have pretty solid odds of taking out a mature nephilim in a single activation. There's a reason they're considered a glass cannon. And people keep assuming a super powerful deck. When I play the Dreamer, I typically have ~10 weak cards removed from the deck by turns 3 and 4, and 1-2 severe cards for the stitched to work with. That's hardly the power level people are talking about. When you DO reach that power level is when your entire crew is dedicated to the lucid dreaming strategy...
    1 point
  31. Well, no because for normal attacks things like negative flips exist. It would take significantly more resources to hit severe damage twice for another model because very rarely can the damage flip be cheated
    1 point
  32. Hans can ignore friendly fire, wait until a model is about half dead, and shoot from a pretty good distance to virtually guarantee your first point. You're targeting an 8+ SS model that you want to kill anyway. Hans is far enough back that he has a pretty darn good chance of surviving the game and killing the targeted model in the next round to give you your 2 points. I took him in a game this week and did just that (scored 2 vendetta points) by taking out Teddy. He also took out the poltergeist in that game. Ironically my decisions with Hans also lost me that game (5-6) because I black j
    1 point
  33. 1) What are you trying to accomplish here? This doesn't change the fact that multiple LGS' have literally received zero stock for ANY M3e stuff since launch 2) It is Arcanists I'm looking for, which are what whenever I check Meeplemart it shows as out of stock 3) Never heard of that other company, but neat
    1 point
  34. No, we understand exactly what you're saying. What you don't understand is that you're proposing a timing rule that isn't represented by the timing rules. So despite that fact that the timing system gives us clear points to generate and resolve effects, for some reason you think that start of activation effects being generated is just not represented within the timing rules and continue to insist that any reply that actually puts it in the timing rules in the way you say the rule works is actually not how to rule works despite the fact that there is literally no mechanical difference at all, i
    1 point
  35. I've played into the dreamer a few times. I've even won games into the dreamer. I've won a tournament game where I was able to kill him turn 1 before he activated. The God Empress Nekima is one of his less favorable matchups, since we have the speed and plink damage to make Dreamer sweat early. That being said, it still doesn't feel great when a 6 stone model spends two severes, top decks one actual duel in which he has inherent advantage, and bags himself a full health mature. Summonable 6 stone models 1 rounding 10 stone models with no small amount of consistency, I find to be problematic.
    1 point
  36. In programming terms, a boolean operator (?) Is attached to the start of activation. If you pass that single point in time when the statement is true (there is only one point of time when 'start of activation = true'), then the condition isn't met. All that is left is to resolve those abilities in that phase.
    1 point
  37. I don’t think you can reasonably argue that the Ferdinand loop “breaks” the game when the loop is clearly limited by how many cards you have in your hand. I do think the loop is unintended. As to your point about us only interpreting start of activation as a phase since it is not explicitly described as such, that is true. We interpret it as such since in every other phase of the game you constantly check for new game states and effects. This interpretation is line with how the rest of the game is played, and I would argue, much more likely to be correct than the opposite view which relie
    1 point
  38. The vogel thing is pretty easily chalked up to an unintended interaction, especially as it's the only case of a model even starting to break the start of activation being a phase rule.
    1 point
  39. A little late to the party.. But it FLGS Feb 2016. They didn't have enough made to be sent out so they asked for volunteers to take a alternate model as replacement. I, IMHO, got screwed. I got a single Alt Witchling Hander in place of a 2 model Coryphee Duet.
    1 point
  40. @Caedrus I meant to finish this little guy yesterday but it seems that I was too optimistic. I'm starting December with 3ss of painted miniature with the Apprentice Wesley:
    1 point
  41. Sorry I'm late old chap. Here's some of mine. I'm a slave for box art to be honest, but really what's on the box captures the transition the British army was undergoing during he period from glorious redcoats to Khaki very nicely, with a bit of Wyrd spice sprinkled in. Edit: I'd post more if I was allowed! Silly forum limits...
    1 point
  42. I did not paint much this month, but I motivated myself and finally finished Mah Tucket and her totem. I can't believe there's only one challenge month left 😲
    1 point
  43. I painted the Hodgepodge Emissary 🙂
    1 point
  44. Tonight I'm playing some turf war. I call this list the trap bunker My plan is to, with the help of some terrain, try to make it very hard to find a place for a charge to land on my small group of elite guns. Those guns? Perdita, Santiago, agent 46, and nino. My last few models will either be a couple pistoleros or more likely the guild steward. This will both be table dependent and opposing crew dependent, but I think I can make this work.
    1 point
  45. The problem with that argument is that it's demonstrated as false for every other comparable timing point. If a model gains an "end of turn" condition during the end of the turn steps, that condition must still be resolved. Established both as a FAQ during M2E and as a specific exception in the Replace rules to prevent things like Burning getting resolved twice due to Demise replacements. Effects that resolve in Step 6 of the Action resolution process can generate other effects that specify Step 6 as their timing. Because Step 6 is still part of the action resolution process, tho
    1 point
  46. I don't even find this one bad... Swampfield is a Bayou/Neverborn duel faction keyword and The First Mate is Infamous & Bayou first and foremost. General Bayou players are satisfied, Zoraida players who have both Bayou & Neverborn crews are satisfied, Neverborn players who don't play Bayou are not satified.... like Meatloaf said, "Now don't be sad, cause 2 out of 3 ain't bad."
    1 point
  47. I would really enjoy to see a Gremlin Conquistador, with helmet and all. Not shure if it could be a dual faction master or if that would serve better as a Nightmare Edition for someone like Sommer, but Bayou People want to colonize this new faction too.
    1 point
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