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Marcalla

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Everything posted by Marcalla

  1. The effects of slow and fast don't stack any longer. As far as I know of. If you have slow and gain fast you still have both -1 slow and +1 fast. adding another +1 fast doesn't help you. Just as adding another -1 slow doesn't mean you loose another AP.
  2. The big thing the BBshaman gives you is a model with "Blood Sense" that doesn't cost 13 stones as well as a graverobber that can use/convert corpse counters to blood counters which are the fuel for the nephalim engines. The downside is that since inject blood is a resisted spell the shaman can't cast it on himself to heal so you need another model in the crew to heal him when he uses his other abilities.
  3. I'd rarely start with a mature in lists prefering to "grow" to them instead. A desperate merc with blood shaman will net you the ability to go directly from tot to mature in 2 actions. (you will have to "convert" the corpse counter from the merc into a blood counter using inject blood for this to work however unless you take the 4 wounds to gain an extra blood counter straight away) Alternatively the same merc and shaman will allow you to grow 2 tots to young's in the same time. And if you convert the corpse to blood you can add a 3rd tot->young.
  4. Hoff and Ramos make for a nasty duo. If you add in the Brass Arachnid you can get up to 10 re-activates a turn (granted the BA will need a 11+ of any suit since he'll have lab equip from the toolkit, by comparison hoff should need between a 6 and 10 of books depending on how many constructs are around him.)
  5. Its usable though rather tricksy. If you want to use multiple fonts you have to build a layer for each font (such as adding the suits to a spell etc) That being said, once you get used to doing it, it goes pretty quick. One tip I do have for creating multi-font text in gimp. First build your initial text layer, then duplicate the layer and remove the text from the 2nd layer, add spaces till you reach the right position in the text and add your new font characters. When you are finished, you can merge the layers into a single entry. I tend to leave each talent entry a separate layer within the card. This allows you to build up a library of common talents like terrifying or fast/slow and then you can just plug them in where you need. @iamthefly the layers are named pretty well within the layer menu such as "example ability" or "example spell" Just uncheck the box and the text will be removed and ready for your new text layer to be added. Also the standard coloring/background for the "blank card" is for Arcanists so to change it just go into the layers and uncheck the arcanist coloring/background layers and check the appropriate ones. (the Arcanists colorings are higher up in the image stack and as a result will cover the other coloring options if left checked.)
  6. After magnetizing 8 spiders (complete with green stuff sculpted bases) using the washer method. I had a bit of an stellar idea. I had some clockwork gears (not enough ferrous ones) that were just a bit smaller than the right diameter. I had considered running wire pinning them to the gears but I didn't want the wires showing. So while looking through the garage I found a reel of heavy gauge fishing line and everything fell into place. So what I did was drill a pin hole in the bottom of my spider glued the fishing line in and then threaded it through the gear using some greenstuff and other anchoring... voila jumping spider. The spiders being small and light weight will move but not over sag the fishing line. The fishing line is clear and except for a pretty close inspection invisible when the models are on the table. If I hadn't already sculpted the other 8 washers and attached the models I would have gone this rout. The magnets then go on the bases and the ferrous gears/bases attach to that. The new spiders work extremely well with this method as they have a very wide stance.
  7. @ 13th warrior. Sorry bout that. I got caught up in the #7 reply on the "Wording on Binding Flash" thread. My Colette card (as well as my friends) reads: A Blinding Flash The model that attacked this model receives Slow. Switch this model and one other friendly showgirl within 18" I'll edit my previous post to reflect that.
  8. Does anybody actually have a card that uses the "after the attack has resolved" wording? The other thread only alludes to a ruling by Weird Sketch. I could not find the relevant thread after a reasonably exhaustive search. Or does anybody have the a link to the actual thread that Sketch made this ruling on? My card as well as my friend's card (purchased well after I got my Colette) use the "The model that attacked..." wording. This thread references the "after the attack" wording but gets it from the Wording on Blinding Flash trigger thread. And that thread references the ruling Sketch made without linking to the ruling in any way.
  9. This confused me the first couple times I read the exorcist card as well. As stated above the trigger for Exorcise is why you want to use it over the crossbow.
  10. Hi gang, Are all opponent models that fail the resist duel considered "friendly" to the A-Ramos crew for the entirety of resolution of this action or are they only friendly to the to the A-Ramos crew during their actual action? This came up in a recent game. A-Ramos used an opposing mobile toolkit's "Controlled Detonation" on an opposing model (who failed to resist the Override) to detonate it.
  11. Hello gang, I did a pretty extensive search on the timing of Blinding Flash in an attempt to figure out when the Colette moves, and when McMourning moves into contact with her. For the purposes of this discussion McMourning damages (and wounds) Colette and a showgirl is within 18 inches. I did find this thread, but couldn't find the original ruling just the pic on page 2. The "glitch" of this is that Scalpel Slingin's movement is part of the rules for the action which moves him to base contact with the target of the strike after Wounding the target (and not a trigger). So, is it resolved as: 1) Colette takes Wounds, resolves Blinding flash and switches places with showgirl, then McMourning Scalpel slinging's push resolves and he is pushed into base with Colette. 2) Colette takes Wounds, McMourning's Scalpel slinging resolves moving him to base contact with Colette, then Colette's blinding flash resolves and she swaps with the showgirl. 3) Something else which you will be kind enough to explain.
  12. As was said earlier the small rules manual is the rulebook you need to play. My friends and I have discussed this at length the first book really needs to be discontinued or have a giant and we mean GIANT disclaimer because it is nearly useless as a rulebook now. In fact the first book does more harm than Good as far as teaching the game to new players. As a group we feel it would be far more productive to gather the "fluff" from the first book or perhaps two and make a "fluff" release that collects all the fantastic stories for players into one place and let the first book pass into the archives. We love Malifaux and the ideas presented here are meant to be constructive to help spread Malifaux more easily with less confusion.
  13. Coppelious also has (0) Unhinge. So you could catch 2 models with this.
  14. And don't forget the fact that the DG has a -twist to your opponents initiative flips. That alone makes it very Good as not alot effects initiative.
  15. Have you folks considered bringing a guild lawyer or two with you? Its hard for Collidi to function if he is unfriendly to his puppets. Or the daydreams to release friendly nightmares like chompy if they are "unfriendly" While there are imbalances between certain match ups that is a good thing overall even if it is frustrating at times. I think it comes down a bit more to the fact that some models aren't released and in public play yet. Most tourney's I've attended recently don't allow unreleased models in play so that gives other crews with models that are released (and balanced by other unreleased models) a leg up. As for brawls there are some very very very destructive and powerful combinations. A friend and I were discussing some recently when we came to the realization that Hoffman and Ramos could dish out 10 "re-activates" a turn fairly easily (needing a non suited 11 for the Brass Arachnid and as low as a non suited 6 for Hoffman.)
  16. I like to add the Drilll Sgt to firebase austringertm. And the dogs are a cheap way to give Lucius re-activate. And having a guild guard or a death marshal instead of the second witchling is a smart move as well.
  17. Having played Mordhiem, and the rest one issue that I had that I haven't seen discussed here yet was the poor implementation of the campaign games. It really is the plague of the "gang games" as we call them around here. And that is that at some point in the campaign one gang or several gangs get too far ahead of the other gangs to continue in good faith. That and it never failed that you would get a guy an upgrade only to have him loose a leg or take a chest wound. That aside Mordhiem was a fabulous setting. [url=http://www.wyrd-games.net/forum/member.php?u=1238]
  18. I'm not really sure why people dump on the lawyer. In a game that revolves around model synergy, the ability to remove the friendly status (and thus the synergy's) of a model to her crew is invaluable. If say Nekima or the Black Blood shaman are no longer friendly your opponent will have alot of tots running around with a very very difficult time growing them. Your opponents slop haulers no longer able to heal gremlins means they won't be causing wounds to themselves to get that extra action. And summoned gremlins will be at half wounds. Worried about your opponent using a 2-3 pt model to summon killjoy in the middle of your crew, its hard to do when he's no longer considered friendly. Suddenly the daydreams can no longer bury the dreamer or other nightmares... Or how about turning a coryphee duet unfriendly. it's hard to swap places with cassandra after that. An unfriendly snowstorm means no moving gamon/golems, no cover for Rasputina. Speaking of Tina, no extra range from the silent one or ice mirroring through a gamon/golem (p.s. You remove the gamon/golem not tina) I think the lawyer (and tuco though he's not out yet) are woefully mis-understood. As to the rest of the Lucious gang dogs are great in larger packs 3-4 as you can use them to give lucious re-activate for 2.5 pts per re-activate. And the Austringer firebase is very strong. 12" range no LoS needed and CB 7-9 mean's your likely to hit even masters (or at the very least cause them to use a stone they might not otherwise need to use) with a Drill Sgt close by you get plus 1 flips to attack as well. I've had mixed results with Ryle, I think he works much better with his brother controlling his anti-social tendencies.
  19. I don't think there is a ruling on this yet. Charge range varies it is the Cg number printed on the card models with a - for Cg cannot take the Charge action You would move your Cg distance towards the nominated enemy and if you don't reach your melee range you do not get to attack. Yes you may copy 2 different talents.
  20. Taking a look on pull my finger will give you some direction. In the meantime I'd suggest the mobile toolkit and of course Hoff's brother Ryle. Austringers are always a good addition as well even if they aren't constructs they are extremely usefull.
  21. Once again, Pg 58 of the RM... It states you make a Damage Flip This is a game term (as noted by the fact its capitalized and described on pg 44) (I added the bolded part to bring emphasis) Also in that paragraph it tells us that the newly destroyed section of breakable's is now severe terrain with a Ht of 0.
  22. Page 58 of the RM tells you exactly how to deal with them (or any other breakable terrain). It also clearly states that no triggers are activated.
  23. Until recently I had trouble seeing the usefulness of the performer as well. Though not so much anymore. When paired with Cassandra's understudy, you can use the performers "siren call" with Cass's increased casting and the ability to use stones. This will pretty much paralyze most anybody including foolish masters that have strayed within the range.
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