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Brasidas

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Posts posted by Brasidas

  1. Let's not go there please.

    How about this: Let's say AlpBomb plays most of his games against three friends (with maybe another dozen or so scattered about his community).

    Those three friends have primarily been fielding Sonia, Hoffman, Ramos, Pandora, and Kirai.

    Given those likely matchups, at 40SS, who would you choose as your master, what would a sample list be, and why would you make the choice you did?

    You know, hypothetically speaking...:)

  2. If she is new to gaming the Vics would be hard' date=' IMO. If you are willing to sit her down and be patient with her the Vics might work, but I have yet to see a good Vic player.[/quote']

    On the other hand, the Vickies have done very well in the large tournament scene.

  3. plus any time you cast the spider you are triggering surge letting you discard a card and draw another.

    Double check the wording of Surge, I don't have my book with me at work today, but I believe that in order for Surge to trigger, your opponent must fail his resist test. No resist test on spider creation. IIRC, the only spell of Ramos' that you could trigger Surge off of would be Electrical Fire.

  4. does you browser accept cookies and do you click the box that says remember me? many browsers or security packages (Like I know Norton at work for me) expire cookies.

    My browser's set to accept non-third party cookies, and while hitting the "remember" box will prevent me from getting logged out, it does not prevent everything from being marked "as read" if I'm idle for too long.

  5. Hi guys, minor gripe about the forums I wanted to bring to your attention, and maybe see if others were having the same problem.

    I surf forums at work, and I keep getting logged out by the boards when I'm idle for awhile; when I log back in, all posts are marked as read, which makes my little OCD-heart distressed.

    If I select the "remember me" box when I log in, I don't get knocked out of the boards, but if I'm idle too long, the forum again marks all posts as read.

    It's a small thing, I admit, but if there's a quick fix on your end (or something I can do on my end), I'd certainly appreciate a bit of tweaking...

  6. A slightly different question. In a faction generally filled with capable melee threats, does Killjoy bring enough extra to the table to warrant a 12 soul stone cost (+ whatever you sacrifice)?

    I haven't bought him yet, 'cause the answer for me looks like "no", but I'm willing to keep an open mind if someone has direct play experience to the contrary. :)

  7. Technically, while the order in the book supports you, you'll need to have a faction picked out before you get to Schemes. ;)

    Not necessarily, at least, if I'm understanding correctly.

    True, if you select Kidnap as your scheme, you have to choose Neverborn. And if you announce something like Army of the Dead, well, you've just announced your faction.

    However, nothing's stopping you from picking Bodyguard or Breakthrough in the hopes that your opponent will reveal what he's playing...:)

    In other words, you don't choose your faction before scheme, but sometimes your scheme will choose the faction.

  8. At what point would you decide what you are playing?

    If & when I seriously start to change my crew from game to game, I would tell my opponent that I was building a list after terrain, mission, and schemes had been determined, and that he should act accordingly.

    As an aside, I appreciate the way a clever player could possibly deduce what faction an opponent is taking by the schemes announced.

  9. As miniatures gamers, I think we tend to identify and stick with one team or faction. We have Guild players, Neverborn players, etc; even diehards who own multiple crews will, I think, primarily identify with one force over another--I know I did when I started.

    However, I've lately been pondering the merits of pan-factionism, i.e. playing everything. Since in Malifaux, we generate terrain, mission, and schemes first, and only then do we build crews, being unpredictable with one's list could (in addition to being fun) it could net you an advantage.

    Guild players can't optimize against Arcanists if they don't know that you'll be fielding Ramos. Marcus can't optimize against a beast list if he's not sure you're taking beasts, etc.

    Has anyone else tried this, or am I the only one stupid/crazy enough to consider it? :D

    I've branched out into a 2nd faction last weekend, and hope to add a crew per month until I get something from every faction.

  10. He's right Bras.

    They'd get the +2 Wp to use to defend against Incite, Pacify, etc. If they fail those duels, then they'd take damage due to Pandora and the Sorrows.

    If they fail a Morale duel, brought about by things like; Trapped in your own nightmare, Teddy's Terrifying, Baby Kade, etc. They'd be killed Thanks to the Governor's Proxy. They would however still get the bonus granted by the GP.

    Your quote matches my understanding, so that's all that matters.

    However, the pedant in me is forcing me to belabor the point. Since our understanding of the actual rule matches, no sense in reading the following unless you've got a bit of the OCD too. :)

    MattAusten said that he was thinking about taking the Gov's Proxy, but he'd failed so many Wp duels he'd have died by Watchful Eye.

    CerealKiller said you only die outright if you fail a morale duel, not just a willpower duel.

    Massaen quoted cerealkiller and said if you fail any wp duel you take damage, which is correct, but the conversation was about failing morale duels and dying due to governor's proxy.

    One of my friends was telling me this weekend how anytime you fail a wp duel, the Gov's proxy kills you--he'd read this thread you see, and (I think) gotten turned around by the two conversations going past each other.

    I chime in--ineffectively, lol--in an attempt to clear things up.

    You state things much more succinctly. I wax pedantic and belabor the point entirely too much. :D :D

  11. Sorry but its any failed WP duel - not just moral duels... so everytime your in range of a sorrow or pandora and you get hit with pacify, incite or any other spell which starts a WP->WP duel you need to win or take damage

    Sorry for the threadnomancy, but I was replying in another topic and the related search also brought this up.

    Begging your pardon, but Watchful Eye specifies Morale Duel, and NOT Willpower duel.

    "Watchful Eye: Friendly Guild models with LoS to this model receive +2 Wp. Friendly Guild models losing a Morale Duel while in line of sight of this model are killed."

    --Edited to add

    Looking back over the thread, I believe Massaen mis-quoted a textblock, and that he was answering a question about taking damage from Pandora & Sorrows, while CerealKiller was talking about dying from Governor's Proxy's Watchful Eye.

    Wouldn't matter except I know at least one player locally who was also confused by the thread.

  12. ...i could take the governers proxy but with the amount of WP tests ill have to make,i know he'll kill a fair bit of my own crew.

    Sorry to sidetrack a bit, but I keep seeing & hearing people mention this.

    It's my understanding that while all morale duels are willpower duels, not all willpower duels are morale duels. In other words, you'll be mostly safe from Pandora. Unless I'm missing something?

    (Trapped In Your Own Nightmare being the only thing I see that she has that can cause a morale duel, and even then, I'm not sure I personally wouldn't want a +2 Wp, but then, I'm a Pandora player, so I'm looking at it from the other side.)

  13. Am I reading link correctly? I could activate a Sorrow, link it to, say Kade, charge an opponent, and then on Kade's activation, push the Sorrow out of melee and back into contact with Kade when he moves?

    Using Link with friendly models for some reason has never occured to me...

  14. Hey WS, how're you guys doing with the 1hr 15min time limits? I and a friend started using 75 minute timers last night, and we're still not quite up to speed. Getting around 4-5 turns (I'd prefer 6-7) before time is called.

    How fast does your group typically play, and has time been an issue for y'all?

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