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Mr_Smigs

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Everything posted by Mr_Smigs

  1. Last time I painted Ramos... I wound up selling the crew... so far, this one seems to be working out... alas, I didn't notice that the transports I had 'em in were scratching the red off the spiders... bonus points if you can spot the joke theme to the paint scheme...
  2. I cut it off with clippers then rebuild the head with a small ball of greenstuff... while it was drying, i dragged my knife through it as though i was making long, matted fur (the final result looks rather wild and torn tho it doesn't show well on the pic...)
  3. i just did away with the hat entirely
  4. just a couple comments since mine arrived last night... 1. Love the quality of the plastic. 2. Love that there's actually "peg" mounts on the feet of the model (tho, I didn't notice until i had 2 mounted on bases by pinning already...) 3. love that parts were labeled on the sprue... now for negatives... 1. ??? No assembly instructions? (not that assembly was hard, but there are bits I have no idea what they're for on the sprue...) 2. Is it just me, or do the figures seem smaller than the old metals?
  5. ok, just a quick yes/no am I reading this right: Arachnid Swarm scatters, all 3 arachnids involved get slow. (Summoned) but when they Swarm Together the Swarm gets normal actions. (replaced) right?
  6. ah, yeah, kinda... the FCC Housemember / Chem Engineer / can't recall the dude's name ... all use the same core chest piece.... (you end up buying 3 housemembers and an expansion pack to build all 3 models... the models do end up kinda distinct (different heads/guns/backpacks/legs for the most part) Sadly, this was my biggest complaint about FCC... as for Deja Vu... it's because every minis forums has people who post and ask about other games (there was a similar discussion on the Infinity forums at the beginning of the year...)
  7. it is indeed 8. just not all models out yet. Right now, every army in MERCS has 6, FCC has 7. with 8 promised... it's a solid game, no need for pre-measuring (range is "X cards" or "LOS") but since it's basically 1AP for each model (move, or shoot. doing both requires weapons with special rules) the game rolls a little on the slow side at first. there's a lot of jockeying for position, then usually a pretty quick snap and one side is crippled... which lets the game play in a short time frame... locals here have referred to it as "Infinity Light" ... Right now, it's in my top 5 because of the size of the games (5 models max) and the ultra-simplified rules... (The others being, in no particular order: Savage Skirmish, Malifaux, Flames of War, and Infinity) Suddenly I get the feeling we've had this discussion before...
  8. color choice is a big thing... I generally used to go for a "stage" look (high contrast, easy to see details) having colors that clash to create visibility goes a long way to make that look work... back then, I primed everything black and used a lot of dry brushing to details. examples: http://www.coolminiornot.com/234067 http://www.coolminiornot.com/175321 http://www.coolminiornot.com/149115
  9. i've been wondering the same for the last few years... now, a lot of it has to do with who you play.... some game crowds are just uber-aggressive... I know back in MK1, Warmachine players prided themselves on the Page 5 mentality... it attracted some players, and drove off others... creating a community where no one saw a problem with "play for the win" since that's what the game advertised... other games I've played since, haven't gone that route... with many being specifically designed where a tourney is terribly hard to organize since the standard gameplay isn't balanced (look at Flames of War for example) the "problem" (IMO) hits when a game that seemed to advertise a "play for fun, not profit" mentality then realizes the kind of sales a tournament-based game gets, and tries to get in on that action... then you get the casual players eventually clashing with the hard-core players... the up side is, rules get streamlines darn quick to make up for the "tight" play of the tournament crowd... the down side is, veteran players who were there for fun, walk away. (i've seen that happen with a number of games at my LGS... when we rolled casual, we had huge player bases... then when we tried to run a tourney, the player base diminished notably...)
  10. huh... all the time i was a Pressganger, I never got that impression (nor saw it stated)... quite the opposite... with more events thought around the 35-50 range, than over... part of the big more to MK2 was moving away from multi-caster games... but then, I left the PG community because I couldn't keep up with the latest-and-greatest... IMO, the game still holds its own at skirmish level (25 points) and I expect colossals to be functional at that level (tho they'll most likely be center stage...)
  11. can't say i'm surprised... just saddened I can no longer tell people WM is a cheap investment... prsonally, I like the idea, hoping they bring back destroying terrain as a big part of gameplay to go with these... but I'll expect only Khador and Cygnar to have even notably impressive models... and the rest to be overshadowed by the other options their forces can field...
  12. they could update her... make her a Master.... have her step in with the corps, and due to the unstable events in Malifaux, find herself quickly promoted in the ranks... then she'd have all the fun of the immunities AND use soul stone!
  13. I think we're fixating too much on the americas... what about Zulus... they've established there could be other openings into Malifaux... what about aussies?... there are so many other directions they could go other than degrading into basically "cowboys (guild) vs indians (neverborn/arcanists)"...
  14. you're not the only one... see, in the Rules Manual, Effect is a game term defined as something that "changes the state of the model" alas, "state of the model" isn't defined. now, you can find an updated definition/ruling here: http://www.wyrd-games.net/showthread.php?24342-Flaw-in-Clarity-please-explain-on-Effects-Ruling&highlight=effect+definition which is what makes this whole thing kinda strange.... the Fast/Slow interaction is the an effect that removes status from a model, rather than modifying it. creating a null-spot that is not an Effect, but a lacking that resolves at the end of the round (or end of next activation) in response to the captain's Slow removal ability, it's been covered above. because Slow/Fast interaction is resovled IMMEDIATELY upon application, there is nothing to remove. this only seems weird if you're used to the old ruling that said BOTH Slow and Fast could exist on a model simultaniously (contrary to the rules) until activation. This new ruling basically makes the application of the modifier immediate, although the model may not suffer for it until its next activation.
  15. after the last book, I could see Joss going out and rounding up his own crew.... he could change his title... shorten his name... like "Injun Jo, the Superchief" http://www.youtube.com/watch?v=buHLr-lxvl0
  16. ok. that's what I figured, just wanted to be sure. thanks again.
  17. ok, that makes sense. ---------- Post added at 01:51 PM ---------- Previous post was at 12:43 PM ---------- wait. do you mean after its activation ends, or does it "count as" having Fast when it activates... basically, Model has Fast gets Slow Activates (no AP modifier) if actions during its activation give it slow, does it forfeit 1 AP, or does it continue acting as normal because it has Fast, just without getting AP from it... ?????
  18. thanks. you may wish to incorporate how fast/slow interact with each other if/when you post this to the full errata
  19. that part of this question was answered above (other thread on fast/slow) you DON'T have both fast and slow at the same time. they disappear. this is new from the old understanding
  20. it's a definitions thing... the word "forfeit" ... does it men "never gain" or "have to give up after having"? the fact that you can be forced to "forfeit" after gaining, implies the second definition.
  21. because SLOW "refreshes"/Replaces on a model now (New ruling) Model has SLOW Model Activates (FORFEITS 1 AP) model receives SLOW again ..... what happens? because it's a "new" SLOW, does it have to Forfeit another AP? justify your answer. 'cause one person already said "No, Slow means you only get 1 AP" implying SLOW doesn't take AP from the model... and I've already had a problem with that definition and the (ALL) action stuff being confusing....
  22. so the model does not regain FAST? when will the model regain FAST? or is the ability permanently erased?
  23. http://www.wyrd-games.net/showthread.php?28734-Fast-and-Slow-What-happens A model has FAST, it is given SLOW Fast and slow no longer exist on the model. the model is then hit by a dispelling effect (Spellbreaker, for example) does that "un-erase" FAST? the model doesn't actually have SLOW at the point Spellbreaker is used. Why/how is it dispelled?
  24. not what i was told in the FAST/SLOW question thread. elsewhere (Slow on a naturally FAST model) I was told the FAST and SLOW cancel and are both erased. http://www.wyrd-games.net/showthread.php?28734-Fast-and-Slow-What-happens not after its activation. during. Slow model activates, and somehow gets slow WHILE active. what happens?
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