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karn987

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Everything posted by karn987

  1. I spoke to Eric about letting Pull My Finger host some of it, but it's not really gone any where. TBH I don't think it will really happen. We can get some of the fluff, such as the blurb before each model's rules but none of the actual story (as in word for word).
  2. Basically, yup! Aces are very powerful as Dodge cards. Remember that the ace also flips another card to determine it's value if you want. So you could get a Ace of :masks and then flip a 12 of something for a 12 :masks:masks df.
  3. Yup, you gotta pay the cost for it It can get expensive, that is sorta the balancing factor to it.
  4. Yeah the Wiki needs attention in a few places... its all about people with the knowledge and experience having the time to make the changes and updates. But for the Dreamers changes, I did write up a rather hefty walk-through of them and in there is a lot of good information for playing with the revised Dreamer. It's linked from the Dreamer's page but just to make it easier: http://pullmyfinger.wikispaces.com/DreamerErrataWalkthrough
  5. I would say play it by RAW for the time being. We are going to discuss this and should have more on all this soon enough. Don't drive yourself mad, but feel free to point out more if you wish. We will look into them.
  6. Because that was the intention and a slight slip in the wording and careful attention by a intelligent player has found a hole we may have missed I'm going to say hold off on this one. I'm going to bring this up on the back end and have it looked at just encase. But if you need a way to play it by... for now go with: I can't effect it's self with Wing-Fu.
  7. I agree with you, it can be confusing at times having the same word used like that. They could be tightened up and I've made a note about it to have it looked at. Essentially you have to think of it like this. When you attack, before the attack flips any cards you need to determine the targets Df for that attack. So you first go through the steps for Dodge and that total becomes the Defenders Df for the Attack (lets call it X). Next the attack flips his card(s), selecting one, and replacing it with one from his/her hand if they want. Then you go about resolving the attack and that is where Magical Weapon comes into play, it really just cares about that Defenders Df for the Attack (X remember) not actually modifying that Df. Remember, to hit with an attack the Card (+mods) must equal or exceed the targets Df Value & suits. Magical weapon essentially removes that second requirement leaving it as: must equal or exceed the targets Df Value. So Attackers Attack Card + Mods must = X [Value & Suit] Magical weapon makes it: Attackers Attack Card + Mods must = X [Value only] That make it a little clearer?
  8. It's very easy to over-think rules I do it all the time. As to your second question, no it's not supposed to effect him. Intention is that it won't.
  9. Your way overthinking this Your answer is right in what you quoted: Underline is mine, but that is the key part your skipping over. It tells you right there how to do things: 1) The card you Played replaces the Puppet's Df. 2) All modifiers now effect the new Df. Don't think of Order of operations here, the rules spell out very clearly how this is supposed to be worked out. So to go over an example for you: 1) Puppet dodges with a 10:tomes. Their Df is now 10:tomes. 2) All modifiers now effect the new Df. So Scary Face's effect now adds in a +:crows Df for the attack: 10:tomes:crows Magical Weapon is very straight forward and again I think your over-thinking this many times over and just confusing yourself. You simply ignore any and all suites in the Df of it's target(s). So going with the above example... The targets Df is set at 10:tomes:crows but Magical weapon lets you ignore those suites in the Df, so you only need to get at least a 10 of any suit to hit. Does that make sense?
  10. It's confusion on how your saying it You keep stating "use CSNTU on himself ..." ie, the Cherub uses that action on himself to preform an action (which is basically pointless)... not the Cherub uses CSNTU to make the effected Puppet target it's self with an action/attack etc. To clear it up though! Yes, the Cherub can use CSNTU to force the targeted Puppet to use an action on it's self as long as the action performed by the CSNTU effected Puppet could legally target it's self So CSNTU could be used to make your opponents Ice Golem Ice Blaster it's self, or an effect Razorspine Rattler Taze it's self etc. That answer the question?
  11. So whats the count down now at? Its getting close! We got anyone doing some grudge matches?
  12. To be honest Panda... I wouldn't purchase that bag. You can get a better bag, cheaper and Lucius will be around plenty of other places soon enough Think of it like this... there is probably reason why there is little to no press on this bag and very few people have even mentioned it here
  13. You miss... deserve a cookie... maybe even some pie... Awesome
  14. No you are right. You can't use Casting Expert/Master AP for Channel actions, same thing with Melee/Ranged Expert/Master and Focus. MP probably just made a typo... or he's been cheating this whole time! ... more likely a typo.
  15. Looks amazing man! Ordered a few decks
  16. Painting.... it's Science!
  17. Underline is mine. "target" allows you to select yourself as the target (ie recipient)... it's not an attack and there for, there is no reason you can not target yourself (ie Lilitu) with your own Twisted Thoughts. Been this way from the beginning I think your confusing it a bit with attacks and how you can't attack yourself ... but Twisted Thoughts isn't an attack, so won't stop it.
  18. First run at the Errata Walkthrough Section is up on Pull My Finger: http://pullmyfinger.wikispaces.com/DreamerErrataWalkthrough Remember, this is a first run through of it so it's not 100% complete and I'm sure there will be some things to add/change/remove from it. Post a discussion if you find something such as this and we'll have a look at it asap!
  19. SMALL UPDATE! So with the Dreamer, Day Dream, and Bury Errata's still simmering, we've got a small update to the wiki! The first run at a page detailing how these multiple Errata's effect the Dreamer and his Play style is up and ready to be looked at! http://pullmyfinger.wikispaces.com/DreamerErrataWalkthrough If you find something wrong, or think something should be added... by all means make a discussion post about it and we'll have at it! By no means is this truly complete yet and will take some shaking out, so post post post! Hope it helps and enjoy everyone!
  20. Exactly The entire crux of his arguement is that you get a variable increase in your ability to win a single duel during the course of a turn. Unless you have the luck of the Devil and consistently pull the Red Joker with this extra card, it's always going to dwindle in comparison to the options and the abilities the DD's present you with. That ability to determine where and when those fights/duels happen is very powerful in a game like Malifaux. Especially when you consider that the Strike and Return combo for LCB still exists and hasn't lost any actual potency. But even besides that, its more models that can drop out your nightmares and they don't force you to risk the Dreamer to do it. Would you rather risk the Dreamer, or a DD? Pm is only Wk 4, it's going to fall behind and not be in position at the critical moments like a DD can (or at least has a much harder time of it).
  21. Emphasis mine, but that bolded part right at the start... is the entire counter to your arguement. The Daydreams are many times more flexible and diverse in their use them the PM. The PM only brings you 2 advantage over the DD and that is the +1 card and +1 Ca. Otherwise, it has a small list of what they do better then it. To expose a DayDream is not a dead Daydream, that statement is flat out false. They can survive through many means including burying each other to get out of danger once they've done their job. Never mind the whole discussion of threat saturation and an action or two spent on getting a DD that has done it's job is well worth it if they don't touch your bigger nightmares by trade. DD's make fantastic little distractions and traps if you learn how to take advantage of them. If I have to lose a DD to pull off something I consider more then worse the loss, then by definition... it was worth the loss. Some times the best strategy is to lose the model for a great gain. By comparison to the angles of attacks you can have with Daydreams, yes you do limit them. You could have a single source of attack angles, or up to 4. That choice and flexability is invaluable for a Master and crew designed to make surgical strikes. That 1 extra card is of questionable value at best because the arguement remains that it's worth is nealry completely random and that extra card could consistently be say a 2 or something like that. It's useful, dont get me wrong, but it's not worth the trade off by a long shot. Then you have the notion of LCB's own survivability which is lowered by not taking DD's. Without them, you are really relying on getting a high :tombs on your last attack every turn. That's not a good strategy by any means, its relying on luck. With them you have ways to pull him back from danger, position him cleverly, and flat out remove him from danger. If it costs you 1 DD to be able to use LCB to his full offensive capability? Then so be it, it's more often then not well worth the trade off (ie LCB is going to kill or at least seriously wound more SS worth of models even before you look at the tacticle aspect of it). What win's games is smart playing, not SS or Cards by themselves. A smart player realizes and can take advantage of the options present by DD's over that of the PM. Movement is extremely powerful and your +1 Card could be a Red Joker, but it will not save you if I out play you and out manuver you. That is what DD's fascilitate, that is the heart and soul of what this crew is and has been. To put it more into the way your looking at this, DD's give you more chances at performing those actions then a PM ever will. Your +1 Card is good, but if you never get to maxamize the use of it then it's nearly irrelivant. But +1 card is not a discreat or even reliable increase in your crews ability to perform when needed, and that is the heart of this. If it was say, always adding a face card to your hand.. then fine, you can argue this a lot easier. But while the chance is random, and you have a very high likely hood of ending up with a card that does little to nothing ot help you along... the vastly greater reliably of the DD's along with their flexibility, tricks, and tactics they bring along make them easily a better choice for the Dreamer. The Dreamer was simply built to be played with Daydreams, anything else at the moment is cutting off some of his potential. They simply give you more. Now if you want to talk about individual play style, then by all means. You preference is your own.
  22. Nope that was a typo by Kel. Go check out thepost again and notice the edit at the bottom: The Action/ability that buries the model would have to stipulate that now.
  23. Maybbbbeeee.... *shifty look* Hard facts are down and it's just about formating the whole thing and making it a real entry instead of a data vomit. Now I just need to find time to work more on it.... But yes, an update is on it's way
  24. If you find yourself having issues with his new version, drop me a PM! I've got everything already sorted out and you'll (hopefully) see that our lovable monster maker hasn't changed as much as you might think
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