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Omenbringer

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Omenbringer last won the day on November 26 2017

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About Omenbringer

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    Big Bad Voodoo Daddy
  • Birthday January 1

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    Cleveland Transplant

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  1. Are you located in the United States? If so my LGS more than likely has one. Let me know and I can give you the contact information.
  2. Omenbringer

    Pig help

    Here are a few. I haven't done the Athonian Camoshade on my pigs as I haven't painted my Flying Pigs yet. These were done with one or more layers of Seraphim Sepia, Agrax Earthshade, and Reikland Fleshshade.
  3. Gamers Haven in Cleveland, Ohio will be hosting demo games of Malifaux Saturday (February 29, 2020) from 12:00 - 4:00 PM. Several crews will be available for use during demo games (let me know if you have a specific crew that you are interested in and I will try to have it available). * Fate Decks, Soulstone Counters, and other items will be provided. These will be quick, thirty to sixty minute "wave top" games intended to present only the basics of the game without the intricacies of crew synergies or deep strategy. To facilitate this
  4. Omenbringer

    Pig help

    I use the Citadel paint system for Tanned Flesh. Bugman's Glow (Base), Reikland Fleshshade (Shade), Cadian Fleshtone (Layer), and Kislev Flesh (Layer). After this I apply thin layers of Seraphim Sepia and Agrax Earth Shade to pull the look back toward Brown from Pink. It has worked really well for me for the Pigs. For the Flying pigs I might suggest the Rotting Flesh recipe. Citadel Rakarth Flesh (Base), Druchii Violet (Shade), Carroburg Crimson (Shade), thinned Rakarth Flesh (Base), Pallid Wych Flesh (Layer). After this I would apply thin layers of Athonian Camoshade (Shade) and Seraphim
  5. Though I said I wouldn't...here I am. While yes I concede there are models that can ignore them, these 3 abilities are far from common and not available to all keywords or even factions (Condition removal is far more common than any of these even without considering that all models can use Assist for Burning, Distraction, and Injured). Also, Pit Traps are "50mm, Destructible, Severe, Hazardous (Damage 1 and Injured +1)". The Severe trait does affect "non-place movement effects". Again there isn't an opportunity cost to the Mah player for using the Action Create Traps. It is successf
  6. First, the existence of other similar Abilities, Actions, or Interactions on other models that are seen as more potent is not an argument for not addressing anything. Truthfully most of these terrain markers should probably be looked at given the impact they can have on many boards on the high end of the terrain density. Secondly, trivializing other players experiences is a long tradition during these discussions on this forum. It wont change anything. The down grading of posts is fun though. With that said... Yes the traps are destructible but it costs 1 AP from one of your models t
  7. Let me state again, I agree that the intent is for it to stack and expand the deployment zone in increments tied to the value and not just 1" regardless of value. With that said the ability doesnt read like that as currently written. Armor is a fair comparison but is tied to a singular model where as Home on the Range references a group of models. The wording on Armor is singularly applicable where as the wording on Home on the Range is plurally applicable and makes parsing out the intent more confusing to the first time reader. I have read the rules references you posted (that is wh
  8. Late to the party on this thread but figured I would add Mah Tucket to this. She has an awful lot of counter play based around Scamper and the Pit Traps. Add in the Bushwhacker's Stealth and it makes a crew that is extremely difficult to actually engage. Personally I think Stealth needs to be toned down to provide a flip to attacks from over 6" instead of a carte blanche can not target (which is insanely good and extremely annoying to play against). Pit traps should also probably be downsized to 30mm instead of 50mm, particularly given the stock crew can place 4 for free after Deployment which
  9. You see I agree that is how it is intended to be played however, the ability doesn't really read that way: Home on the Range +1: When deploying, every friendly model with this Ability can deploy +1" beyond this Crew's Deployment Zone. The stackable +value behind the Home on the Range ability isn't clearly associated with affecting the static value in the description in any way. In other words the ability doesn't perform like the Injured condition (which clearly associates the +value after the condition to the variable effect value in the description) but more like the Dis
  10. Stealth might just be one of the best defensive abilities in the game. Bushwhackers definitely put in a lot of work for a very minimal investment.
  11. After a few games I am really struggling to see what Basse and crew are supposed to excel at. My guess is that they are supposed to be durable and mobile. So far however they have lived up to neither of these expectations. Home on the Range is a really, really lackluster ability. No matter how many in your crew have it the bonus is still only the +1" additional to deployment (I hope I am reading this wrong and it is +1" per iteration of Home on the Range). Favorable Terrain has some potential, however necessitates heavy use of Kick Up Dust which competes with other actions that are available
  12. Bayou Gremlins have been hacked to pieces from what they were last edition, and I would argue they weren't as great as they were made out then either. Since last edition for a single SS reduction in cost they have lost 1 point of Defense, 1 point of Willpower, 2 Wounds (this is probably the most dertimental), 1 point on their Banjo Bash attack in addition to a reduction on their damage spread, 1 point on their Boomstick attack in addition to a 2" reduction in range, Bayou Two Card, Dumb and Reckless and Dumb Luck. In exchange they got a model limit, an expanded Squeel Trigger which is unl
  13. The Bayou Gremlin's largest issue is their victim stats. 2 SS is a high price to pay for a model that is this easy to remove (even if it does provide a Card in return). Sure you can cluster them close for an up to +2 bonus but that comes with its own set of issues (Shock Wave, Blasts, activation ordering, LOS/ movement blocking, etc). Even summoning them is often a losing proposition compared to other options. A second errata possibility for them is to address the Pass token generation penalty they often come with. They are already Insignificant so why punish the player twice by also
  14. Off the base measurements: Snout to tail length: 1.5" Shoulder to shoulder width: .5" Hoove to Spine height (off base): 1" * Might be some small differences between the 3 poses.
  15. While I understand the frustration with the faction card decks, Wyrd has released the M3e Crew Builder app for free to offset the hassle. I never thought I would say it, but I much prefer the functionality and ease the free app provides to utilizing my physical cards and tracking which need erratas. I do feel for our non-American communities but consider that many of the issues with shipping costs are beyond Wyrd's ability to really influence. Additionally, shipping paper products can be deceptively expensive. I recall a conversion I had with a game producer at Gencon that stated the
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