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karn987

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Everything posted by karn987

  1. *stomps by and stops to stare at themurphyfella for a long time* Haha. No it is a good question and one we did miss! We're dealing with it now and we'll have an official answer for you soon
  2. I didn't get around to looking for it last night, but I'll try to remember to tonight. I'll see about sprucing it up a tad and if I can, I'll upload it here for general access.
  3. Let me go into more detail then now that I know your time blocks. Honestly I would stick with 2 player demos if you can for a convention, while the game is fantastic at 3+ players ( I actually like it most at 4), its better to demo at 2. This way the turns can flow quicker and you can more easily keep an eye on things and bounce further explinations of each players actions etc. For the model break down, use the lists suggested in the Pattern Book, I think it was Game 4 or 5 that had the full list for each master. I know it's tempting to go further then this and include the expansion models but these lists were built specifically for the idea of demoing and teaching people the game (it's like we thought of this ). They do a fantastic job of showing off the game's core mechanics while getting into a lot of cool unique examples and providing a good tour of the things Puppets can do and solid upgrades etc. If you want to, or have to still go with 3 player Demo's... give me a day or so and I'll come to you with a list for a 3rd player to use that should be another solid Demo list. Though most likely it will use Marcus as he is not quite so niche/single minded as Vicky (and is available as general release) and not the annoying archtype of a Master that Pandora is. He fits snuggly in between Seamus and Lady J. But the list won't be that hard to figure out heh. You just want to try and only chose unique models (ie don't double up on any used so far) and show off a mix of master suite focused Puppets and cross suite puppets that fit in well. Otherwise if your interested, I think I sitll have a sorta... Demo Script I wrote post gencon at requet from Nix. If I can find it in my email, I'll send it along to you. Just PM me your email address and I'll get it to you if I can find it. But it's some advice for walking through demo's and the order in which you cover things etc. A lot of subjects very nicely lead into each other and you get this neat rythm going very quickly.
  4. Yup V2 cards have most of the updates, but there are also some things that were never printed on a V2 card or were errata'ed after it. A list of them is maintained on the Malifaux website, here: http://www.malifaux.com/Fixes.php I think most of these are actually on V2 cards or will be when they are released, but a few are errata'd (the person who maintains the site has been kind enough to put ERRATA infront of those, these are I think the only changes that wont appear on the Cards). So that should help you out, and that is the most official source for changes. Basically you won't have to go toiling through the forums for the changes to any models, if it's really official and will be here to stay.. it ends up there.
  5. Ahh. At Gencon we ran up to 4 boards at once, but only 2 player games and used the starter box Puppets only. What kind of Demo's are these? Are they supposed to be short and sweat, or are they 1 hour long near full game Demos? You don't really need to worry about game 1 etc if you have the time, in a full hour Demo you can teach people the full game in no time. Just walk them through an Animation Round or two, explaining things, concepts, alternate choices (like discarding the Animation Card to Move or perform a free action with a Puppet) then set them lose. Have them tap you when they reach Rnd 5 and explain how the end of turn works and there you go! I did this for every Demo at Gencon and it ran stupendously. I know several people picked up the game because they got to sit down and basically... play it out to it's fullest and not get some watered down version of it. The game is simple enough and yet deep enough that you can let people play with the full rules and they will grasp it just fine.
  6. *plays Jeopardy Music* Yeah sticky one here, we'll be right back to you after these commercial messages...
  7. Yeah this smells skeevy to me... I wouldn't trust BF's customer service if I were you. Untill Wyrd says something themselves... I wouldn't trust this or even think to act on it.. especially if they are asking you to pay for the mini and not just making it a nice promo gift etc (like most companies do). Plus this wont be the only way to get Lucius I'm sure. So if that is your only reason to buy this case... don't bother.
  8. Don't know, not heard anything from Wyrd on this. Simply, I wouldn't trust BF's customer service until Wyrd says something official.
  9. That link is apparently malicious.... my security software blocked it before it could fully go through... so.... >.>
  10. Wow very nice work man! And really only that long for each model? I'm jealous!
  11. Another good way to deal with her is through direct Rips like from the Ice Golem's Ice Blaster and it's Rigged to Blow. Or there is always waiting till your opponent has no hand left and then gunning for her with a Puppet that has Powerful. But even then, her going back to the Toybox every time still forces your opponent to use resources. It costs him a card from his hand to pull her back and as long as your not fighting on top of his WB, it will also cost him time to get Bette back into the swing of things. Then again... you can always just Paralyze her and leave her be, that's always fun Or nail her with a Stuck Counter from Baby Kade.
  12. Well I can see what you mean! That is quite a dilemma. But the buy in for the game is actually rather cheap compared to 90% of the mini games out there, though it is a bit high for a board game. Luckily it is a hybrid of both so it ends up in that sorta middle category. So for a smaller price then 2 players buying into most games, you get a 2 player starter that expands to add more players cheaper then any mini's game. Also while we'd love for everyone to buy their own set and have their own minis to play with... the game is a good group game. Meaning if 1 person in the group owns it, you can play nicely that way! You just use draft style of play rather then everyone having their own tuned lists. If they want a tuned list, they have to buy their own basically. But I started it off that way in my area and watched it slowly grow, now 3 others have their own sets. So really if you think your group will want to play it, you'll get quite a lot of use out of it! Plus if you pick up the multiplayer expansion and some of the other puppet packs you can get up to 3 or 4 players rather quickly. Basically it comes down to what you think your group will play. Will they want to play with Puppets and make it worth buying the game and the expansions. If so, then you've got a game that will continually grow and the replay value is higher then your other options and also gets more of your group involved for a much smaller price. Heck if your group wants to get into it, then split the cost like some gaming clubs do.
  13. Come on Smigs... at this point your just arguing semantics for the sake of arguing. You know the intention, I know your not crazy enough to really believe this is the way the rule was intended to work. You can not reduce 0 to 1 in this case. If you can't stand not having the rules written in your book the way they are meant to be read, then get out a pen and change them. Or add sticky notes to pages where clarifications tweaked the RAW towards common sense. But it's already obvious how this is supposed to work. So your just beating a dead horse with this and serving to help no one.
  14. I'm rather sure he doesn't think it was intended to work that way. It more seems to the point of Smigs is trying to point out an odd interaction with the rules taken at RAW. But yes, I did get a good chuckle out of this thread as it had never actually occurred to me until now heh. But Common sense really should kick in here, you can't reduce 0 to 1. Though that other thread about damage, 0 and what counts as no damage really did sorta throw a major wrench into things. *rubs beard*
  15. Why can't there be any big gaming con's in Ma >.>
  16. Not even a trap card can save you from the Black Joker....
  17. Hey Tiny, Wondering if you saw my PM.

  18. @Spudstarch: Well I would like to thank you for discussing this out, but it comes down to a matter of opinion at this point. You are very much hard set against automatic damage and I understand that, I am not a fan of it myself. But this is not true automatic damage, you don't snap your fingers and it happens. How many times have you gone up against this so far? Most of the time your opponent (or you) will have trouble getting and holding onto those tombs you need for this action. If you are holding onto them all game just to make a rush at the Master near the end, then that is a perfectly valid strategy. But that takes you at least 3 Animation Rounds to bring the Master down to which I can react in hundreds of ways and handle your Ice Golem or save my Master and then handle it. Simply put, I absolutely see where your coming from and understand your points. But I don't think you have really seen how big an impact the resource management can have on the game and an action like this. Sure there is no direct way to stop this incoming Rip, but its still only 1 Rip. It's a GREAT finisher for a hard to kill puppet like a Master or Sidekick, but it will take a bit to put a dent in a fresh Puppet. Either way, the effect vs the effictiveness of a regular attack is balanced in the Ice Blasters Action Cost. That Tomb cost adds up quickly. Your math on it, the 24% off. Remember the # of cards left in the deck and the # tombs left fluctuates throughout a turn and you will absolutely, 100% lose tombs to other actions etc where you would have wanted them for this one. I know from a lot of experience just how often this realistically happens. It just sounds like your opponents were lucky, because even when I actively try to save up for using this or another suit specific action, inevitably my use of it will trail off quickly as I simply run out of that suite. Also, Ice Blaster Range is within Move and Attack distance of most puppets. If you don't move after using it (ie if you walk twice up), 99% of the Puppets can catch you and hit you after that. Even if you walk away, there are plenty of Puppets with ranged attacks who can pick away at him. Then beyond that, you may just have to take an Exhausted activation on a Puppet and charge something like a pumped up Death Marshal or other pawn down his throat This is a game of dangerous and powerful interactions where no 1 combination rules them all. For every strong thing you find, there are half a dozen other things that can deal with it. Is this a strong Pawn? Oh most definitely, but is it the Alpha-Omega? I don't think so at least. Simply, I say keep playing more! Your opinion is absolutely valid and I'm not just trying to shunt you off. But its really not as bad as it seems and there are plenty of ways to deal with it. Maybe if you gave us more information on the games, like what was in each toybox and what board setup did you use we could discuss this better with you. But obviously you ran into 2 rough games where this dominated as you said. Well that does suck, but you should get back up on your horse and give it another go. Find the ways to deal with this as people here have been saying, they've had no more trouble with it then most anything else.
  19. Honestly I wouldn't waste your time with this bag unless they improve upon it greatly. From what I've seen, its very much not what you need for this game. There has been no new word on this for a while and personally, i just hope it's scrapped. I'm not a fan of Battlefoam to be honest, but this is absolutely not what you need for the game. You want to be able to carry all of your collection, or most of it with you. Hopefully, the fact that this hasn't made any movement in a while is a sign they are redoing it. It would be nice to have a bag for the game that better fit the needs of the players. Otherwise for now, just go with a different bag if you need one. KR Multicase makes some truly amazing bags and their foam is (IMO) better then what Battlefoam uses (ie no models have lost whole sections of paint to their foam). But at the same time, some of the Battlefoam bags using maybe the custom tray designer could hold a TON of puppets if your willing to pay for it. Then there are a few other small companies out there to. Basically... I'd shop around before committing to any of them and maybe Battlefoam will come back with a better case in time.
  20. That's a tag line of Malifaux to be specific, not Puppet Wars But it exists to give another way of dealing damage because there will be enough Puppets out there with superior defensive abilities that make normal attacking difficult to near impossible. Basically take a look at the system and how simple and collapsed it is compared to Malifaux. The game is meant to be more brutal and it favors the aggressor. If the Ice Golem is giving you trouble, then tear it apart That is the basic answer to anything you will run into. If a puppet is causing you a lot of damage, kill it. It's not that hard. But that auto damage exists specifically to be a counter to heavily defensive Puppets and stocked hands etc. But it doesn't hit harder then a normal attack, in fact with upgrades on your puppets it will hit lighter then them. He Ice Blasters you for 1? Have Nino ping him for 2 with his action. Or run a Hooded Rider down his throat, etc. There are a number of ways to deal with it and his raw damage capacity pales in comparison to some other puppets like Nino etc.Basically, because the board is so small, and there is enough stuff to block LOS, you should not be pinned down by 1 puppet with a ranged damage ability. Are you using a particularly open board? Remember, this is much more of a resource management game then Malifaux. Those tombs that are being burned to do Ice Blaster won't be coming back till their deck is emptied. I know from experience how heavily this can really impact 1 trick Puppets like the Ice Golem. Heck if their running even another Puppet with a Tomb driven ability it becomes a big competition. Basically, I see what your saying. But all that is balanced out by the resource management aspects of the game. If they've got great control of their resources and are lucky enough to get the tombs into their hand, then the Ice Golem will do wonderfully! But just as often, they will be starved for tombs to use for actions and they simply won't be able to do it. It's not just the player pressing and button and you taking damage, that layer of resource control is also there. See what I'm saying? It's not unbalanced, it's actually very balanced. Puppets take rips and die, it's part of the game. This is a fast paced, brutal game where you can't expect your Puppets to stay alive long. So they auto-damage you, they will always be paying a good price for that action and you can just rip them right back. See what I'm saying?
  21. Yeah... a bit odd, but it seems to work by the way you progress through the various effects. You'd check for Dementia first, then Los, then Pitiful, and then the range for Pacify/Incite... so yeah, 2 Pushes from fading Memory before you measure range from the looks of it..
  22. That's what I get working from memory heh. But that does mean that you can get out of the LoS bit, but you must still have range for Pacity/Incite after the Fading Memory push.
  23. I know I've not popped in for a while.... but today I bring you..... THE MONOLITH!
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