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Csonti

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Everything posted by Csonti

  1. Ladies and Gents, We are organizing a one day event in Budapest. We expect local players but international guest stars are more than welcome. Location: Facebook page, Google map Date: Nov 19. starting at 09:30 am Entry fee: a meager 1000 HUF (that is roughly 3 Euros) 3 rounds of 50 SS games each played in 2 hours Strategy/schemes: 1. Collect the Bounty - Standard Deployment - Convict Labor, Hunting Party, Exhaust Their Forces, Frame For Murder, Occupy Their Turf 2. Interference - Flank Deployment - Convict Labor, Leave Your Mark, Show of Force, Mark For Death, Public Demonstration 3. Extraction - Corner Deployment - Convict Labor, Hunting Party, Take Prisoner, Catch And Release, Inspection The tournament will run under Gaining Grounds 2016 rules. More details are HERE in Hungarian but shoot me a PM if you need extra info in English. Cheers, Csonti
  2. Ladies and Gents, We are organizing a one day event in Budapest. We expect local players but international guest stars are more than welcome. Location: https://www.google.hu/maps/place/Nap+utca+13,+Budapest,+1082/data=!4m2!3m1!1s0x4741dc58792d7bf7:0xfc0430fd9f17b023?sa=X&ved=0ahUKEwjOteeaop3LAhVnMJoKHWmfACEQ8gEIGTAA Date: Aug 27. starting at 09:50 Entry fee: a meager 1000 HUF (that is roughly 3 Euros) 3 rounds of 50 SS games each played in 2 hours and 10 mins Strategy/shcemes: 1. Interference - Standard Deployment - Convict Labor, Show of Force, Search the Ruins, Leave Your Mark, Hunting Party 2. Extraction - Corner Deployment - Convict Labor, Detonate The Charges, Leave Your Mark, Covert Breakthrough, Frame For Murder 3. Guard the Stash - Close Deployment - Convict Labor, Occupy Their Turf, Exhaust Their Forces, Hunting Party, Catch and Release The tournament will run under Gaining Grounds 2016 rules. More info is HERE in Hungarian but shoot me a PM if you need extra info in English. Cheers, Csonti
  3. Ladies and Gents, We are organizing a one day event in Budapest. We expect local players but international guest stars are more than welcome. Location: https://www.google.hu/maps/place/Nap+utca+13,+Budapest,+1082/data=!4m2!3m1!1s0x4741dc58792d7bf7:0xfc0430fd9f17b023?sa=X&ved=0ahUKEwjOteeaop3LAhVnMJoKHWmfACEQ8gEIGTAA Date: May 14. starting at 09:00 am Entry fee: a meager 1000 HUF (that is roughly 3 Euros) 4 rounds of 50 SS games each played in 2 hours Strategy/shcemes: 1. Reckoning - Standard Deployment - Convict Labor, Mark For Death, Exhaust Their Forces, Inspection, Take Prisoner 2. Headhunter - Corner Deployment - Convict Labor, Detonate The Charges, Hunting Party, Leave Your Mark, Deliver a Message 3. Guard the Stash - Standard Deployment - Convict Labor, Catch And Release, Leave Your Mark, Vendetta, Show Of Force 4. Interference - Close Deployment - Convict Labor, Covert Breakthrough, Exhaust Their Forces, Frame For Murder, Hunting Party The tournament will run under Gaining Grounds 2016 rules. More details are HERE in Hungarian but shoot me a PM if you need extra info in English. Cheers, Csonti
  4. If you would like to get a demo game and learn the basics of Malifaux I'm more than williing to arrange a session for you. Prefered location: Gép-Ház. Prefered time: most of the weekdays late afternoon. But we can settle on with different conditions if real life tasks permit. Just PM me and we will sort it out.
  5. Ladies and Gents, We are organizing a one day event in Budapest. We expect local players but international guest stars are more than welcome. Location: https://www.google.hu/maps/place/Nap+utca+13,+Budapest,+1082/data=!4m2!3m1!1s0x4741dc58792d7bf7:0xfc0430fd9f17b023?sa=X&ved=0ahUKEwjOteeaop3LAhVnMJoKHWmfACEQ8gEIGTAA Date: March 13. starting at 10:00 am Entry fee: 1200 HUF in advance 1500 at the venue (that is roughly 4/5 Euros) 3 rounds of 50 SS games played in 2 hours Strategy/shcemes: 1. Reckoning, Flank deploy, Breakthrough, Bodyguard, Outflank, Frame for Murder, ALitS 2. Reconnoiter, Standard deploy, Breakthrough, Protect Territory, Make Them Suffer, Deliver a Message, ALitS 3. Stake a Claim, Corner deploy, Assassinate, Protect Territory, Entourage, Take Prisoner, ALitS This is a beginner friendly tournament so the new Gaining Grounds schemes are not used intentionally. More details are HERE in Hungarian but shoot me a PM if you need extra info in English. Cheers, Csonti
  6. Hmm interesting... aside from strictly timed tournament matches Bodyguard was a highly prefered Scheme for me. Easily scored 3 points from it most of the time. To each of his own, I guess. Great write-up btw!
  7. Hi All, We will arrange our traditional 1 day 3 rounds tournament in Budapest. The fifth Budafaux will take place November 28th in Gép-Ház. You can find the details HERE but in case your Hungarian is not that strong just ping me with any questions. Cheers, Csonti
  8. If you would like to get a demo game and learn the basics of Malifaux I'm more than williing to arrange a session for you. Prefered location: Gép-Ház. Prefered time: most of the weekdays late afternoon. But we can settle on with different conditions if real life tasks permit. Just PM me and we will sort it out.
  9. I also believe the Vik should not heal but I have to agree that there is a serious contradiction here. Yeah, I know you should not extrapolate from FAQ rulings but the statement "Violation of Magic occurs “when the target is reduced to 0 Wounds.” When a model is reduced to 0 Wounds it is “immediately killed” (Core Rulebook pg. 51) so Violation of Magic and Explosive Demise have the same timing point" is quite a general one. Reduced to 0 Wounds happens the same time as when killed. Period. You can't argue this is not the case in other situations where there is no Violation of Magic and Explosive Demise. That would make the rules rather awkward. Like if you got Violation of Magic: turn right, in case you have A Warrior's Death: turn left. Looks silly, right? My guess is that this was an attempt to rationalize the intention with that timing statement but accidentally this opened a can of worms here. I think reduced to 0 wounds and killed should be two separate steps (and that would deny healing for the Vik finely) but according to the FAQ this is not the case. Maybe the problem is that Wyrd tries to avoid errata as much as he could (yeah, that costs a lot of money), so they try to solve any serious issues in the FAQ section. And sometimes this leads to interesting solutions. Like in the case of Lure. RAW nothing stops you from moving the target around the base of the acting model. You fulfill every single requisition of the spell, yet the FAQ says you can't move when started in B2B. This is not a clarification stuff, this would warrant a healthy errata with rewritten text.
  10. /sarcasm on Nah, I don't think so. Nowadays in order to make it to the FAQ you need to ask questions like: If I need to have 2 or more wounds to use an ability can I use it when I have exactly 2? /sarcasm off On topic: Good question, Joel! I always thought that the Shaman could play with the guys who got the BB treatment but RAW this is clearly not the case.
  11. Great comparison but in my opinion you seriously underestimate the power of range difference. We are talking about auras. A 10" aura covers almost 3 times more territory than a 6" one. Of course, in certain situations, when you have to fight in a tight space (like during Turf War) this is not a big issue but other times (like in Reconnotier, Reckoning, Claim Jump) you need to reach very different spots of the battlefield to get maximum efficiency. Colette can literally order an attack on both sides of the board and at the edges of the deployment zones if she is around the center spot. No Hoffman can pull that trick. Indeed, Hoff can drag himself around but that needs an outside help, the opponent could have a chance to react and he could still effect just a small portion of the board. If you move him to one place, you let the pressure slip on other parts where your opponent could act more freely. This virtually never happens in case of Colette. And your otherwise thorough analysis accidentally misses to mention that with Machine Puppet you can't declare triggers. No Critical Strike for the Peacekeeper, no Decapitate with Langston, no Redline for the Rail Golem. On the other hand, Prompt yields a normal Attack without this serious restriction. Another great review of skills but here I also miss some important factors from the list. Firstly Prompt doesn't convert 1 AP to 1 AP. That 3" push is not a "slight" one. That is 60-80% of distance that a heavy piece usually covers with a normal Walk action. A Push can get you out of engagement freely, and actually could move the model further in case of rough terrain. At worst Prompt could be called a 1 to 1,5 investment, no less. I also miss the mention of Lucius' serious restrictions and risks when he uses Issue Command and Commanding Presence. Issue Command: only Minions and they need to take a TN13 Horror Duel. So this means you have a good chance to waste a high card from your hand just to get this rolling and in case you happen to flip the BJ... well, that ruins the fun. Also you can effect a single model only once with this ability since a passed Horror Duel makes them immune to subsequent tries. Commanding Presence: only non-Austringer Minions and again, one model can be effected only once per turn. And needs a 7+ and the necessary suit if you want to get more than a single AP converted to another one. Yes, you can tap your own models for "free" SS but that makes your team weaker and the enemy could snipe those poor souls more easily in retaliation. By comparision: Prompt doesn't force Horror Duels, Prompt doesn't have any targeting restrictions other then friendly, Prompt doesn't need a suit to use more than 1 AP worth of stuff, Prompt can target the same model 3 (or more) times per turn.
  12. There are also other, more direct factors that make this comparision quite fragile. Range: 10 vs 6 (and Colette is much more mobile anyway) Target: Any friendly vs friendly Constructs (so while Hoff must stick to Constructs, Colette can Prompt say Johan just as easily as a Duet or Howard Langston) Effect: 3" push and then a (1) Action vs a (1) Action that can't declare triggers and maybe also a 2" push if you get the trigger These things put the two actions not in the same league in my book. Not even close.
  13. The "debate" was really great. At least in the sense of length. Seriously, this was boring, occasionally far-fetched and mostly characterless. I had to enforce myself to grind through all three, painfully long parts. The only viable part for me was the one where they needed to build a crew for a set strategy/scheme pool. Those kind of things (why a player picks that particular model, what was the thinking behind getting those upgrades etc.) I would love to read (in a tighter form) in future issues combined with a short battle report and some after action thoughts about how successful were the pre-game plans. Making it a well rounded battle report. Hope you don't mind the frank criticism.
  14. You can charge over anything that is climbable. You can even charge up to the top of a building provided you have the necessary movement range. However climbing 1" costs 2" of normal movement, so crossing a Ht1 wall is actually costs +2 movement (you can fall on the other side for free).
  15. Ladies and Gents, We are organizing a 1 day 3 rounds tournament in Budapest 23rd of May. You can find the details HERE but in case you are not perfect in Hungarian you can contact me for details in English. Csonti
  16. I did not fill a complain ticket but it certainly started to get very annoying that every second thread evolved to a few people having fun between themselves party, no matter what the original topic was.
  17. Don't forget the terrain aspect. It will be definitely a common factor on large melee ranges combined with models around a building's corner, a high wall, small patches of dense terrain etc.
  18. Me neither. Completely counter-intuitive and can't see the benefit of this rule for the system as a whole. Illogical without a reason.
  19. Good initiative but it's a normal psychological defence mechanism of the mind so we have to fight really hard to get rid of it. We play games because we want to have fun AND defeat the guy at the other end of the table. The importance of the second part can vary from player to player but it is there, even for the most humble guys who continuously say that they don't care about losing. So if things start to look bleak on the board your mind starts to look for answers about why did this happen. Probably reasons: you had horrible luck, the game is not balanced properly and the opponent had better forces from the start, your opponent played a better game. For your mind the third one is the hardest to believe so you usually go for point A or B. You convince yourself that cards and/or poor design forced you into a losing position and to "prove" this you start to curse every single flip that doesn't yield a 7+. With this your mind gets much more content. True story: I had a game where my opponent exploded from rage because he only flipped a severe on a damage flip. Yeah, your brain can do terrible things to you... But I can wholeheartedly agree with the OP that when you are in a losing position, cursing will just make it worse for you. You will lose focus and with that the opportunity to turn the tables with some brilliant play on the last part. And even if you lose a game, you can learn a lot if you admit your mistakes and give credit to your opponent's tactics. This won't work in case your eyes see only red when a 3 comes up on a duel. You can learn so much from a win but tons more from a "good" lost match.
  20. On a sidenote: he can however order a Clockwork Trap to do an Interact which is a nasty-nasty little trick that comes out of the blue for most of the opponents.
  21. Of course I can see the counter-argument based on RAW but pretty sure the intent is that you do have a chance to stop an enemy model who leaves engagement (with breaking LoS) during a Walk Action without moving out of the opponent's engagement range. This is just a sloppy wording in the rulebook. Maybe there was even a thread about this.
  22. Guys, don't go down on that road. I started it with my comment but honestly didn't expect to escalate to this. Gremlin players naturally want to defend "their" toys while the others point out things other factions don't have a so easy access. I guess the two sides will never agree on anything so it is better to just leave it like this. Peace!
  23. Rooster Riders are certainly good but they can be killed, tricked by a competent opponent and the Gremlin players tend to play them too erm... recklessly. (see what I did there) On the other hand Trixibelle and the Slop Hauler are both big and pure pain in the... Thanks guys who participated in the beta on the Gremlin front!
  24. Guildford sounds thematic. Good luck with the move and teach some tricks to the islanders so that they can get a taste of the might of continental Europe.
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