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wrabbit37

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Everything posted by wrabbit37

  1. I hope not. Getting new revisions of cards as the models are released is like getting to read the rules all over again!
  2. Wish I could make it, but timing's not going to work out.
  3. Expanding on that, if I pick two Coryphee and they combine into the Duet, now the Duet is my target. If it splits into two Coryphee again, I only pick one of the models it creates, so I only need to kill one of the Coryphee, right?
  4. Good point - forgot about the HT1 restriction.
  5. Collodi's not bad against Hamelin. He removes Insignificant on dolls close to him, so no matter how many times Hamelin tries to stack Insignificant on them, as long as Collodi's still around, they'll be significant.
  6. Just finished listening - a great new show to add to my subscriptions. Sorry I didn't get to play your gang during the King of Malifaux event, but hopefully we'll meet up at some future tournament.
  7. Looking forward to giving it a listen! Thanks for joining the ranks of the podcasting world - should be fun.
  8. It's penciled in. I'm a definite "maybe". Gotta defend Huzzah's Best VA Store cup.
  9. Aaron, to answer your question about whether knowing the masters early helped to balance things, I honestly didn't really use that information in creating my lists, so I can't really say. I do know it was a step I kept almost forgetting until my opponent asked me who I was playing.
  10. Thanks, Aaron, for running a fun tournament. Looking forward to competing in more of them.
  11. http://www.wyrd-games.net/showthread.php?25021-Blast-damage-type/page6&highlight=specialist Post #58-60ish They ended up clarifying that the poison would carry over on blasts (unless it was a trigger).
  12. Ignoring the Hooded Rider, since he works differently, when do the abilities granted by the phases expire on the Riders? Do they stick around until the end of the turn and then go away, thus requiring you to activate again the next turn to get a new set of powers? Or do they stick around until you activate again and reset to the new powers, so you would have a stance active at the beginning of the turn (except turn 1)?
  13. I like having the Daydreams. I can't rely on having a high Tome in my hand to bring Dreamer back out and keep LCB safe. Daydreams are the only reliable way to do that. Without Daydreams, I need a high Tome every turn I am attacking with Chompy. Any player who MUST get a trigger off on a specific hit knows that you either have the high card in your hand or you aren't going to get the trigger. With Chompy's new method, you need it every turn. With Daydreams, you are free from needing the Tome on the last hit. If cards are paramount in your eyes, why wouldn't you take the totem that relieves your reliance on them?
  14. That was my worry. Just hoping I was wrong. Thanks!
  15. When McMourning ditches a corpse for Body Parts during his activation, does Rafkin's Preserve Bodies (if it's activated) give him a Body Part counter?
  16. I dunno - I like that there are masters that come at you differently and you have to puzzle through how to beat them. Once you figure them out, they're not appreciably more difficult to face than others. Perdita was a pain to deal with when I first started. I couldn't figure out how to face down an entire crew that could activate before me. But after a half dozen games against her, I learned some tricks and now she's falling into the middle of the pack against me. Pandora's a tricky one too, coming at you sideways. Then we had the likes of Kirai, Colette and Dreamer, etc. coming in, all of whom needed different tactics. So while I got beat by them early, I've learned how to handle a lot of their tricks. Next up for me is to figure out how to crack aSonnia and aRamos as they're pretty popular in my playgroup. I have a bit more experience with aSonnia, so no surprise that I'm better against her. I guess the point I'm making here is that yeah, when you face a master for the first time, you're not going to have an even chance to beat them. Why would you? You don't know what they're capable of doing and your opponent does. Every master can pull out tricks that you didn't see coming. But play against them and soon enough you'll figure them out and they won't be "broken." I think "broken" is tossed around too much for "I haven't figured out how to beat it yet".
  17. I don't think the "Exactly at" part of the rule is the key, because the indicated distance is 6", not 0". But I think the entire rule does support a model being within x" of itself. "All distance measuring in Malifaux is done from the acting model's base edge to the affected model's nearest base edge. When measuring, a base with within a distance if any portion of the base is within or exactly at the indicated distance. A base is completely within a distance if the entire base is within that distance." Acting model's base edge to the affected model's (same model's) nearest base edge is 0". Is that within 6"? Yes. The rule specifically calls out measuring from your base edge to the affected model's nearest base edge, which is the same spot. As with pretty much everything in Malifaux, though, Rules Marshalls... what's the intent? Is a model supposed to be within x" of itself?
  18. Does this mean that if the most direct route goes through an enemy melee range, you must take that route even if there is another route that avoids enemy melee ranges? Won't matter as much for Linked since that's a Push, but with Collodi's Pull Strings, it's a move. Would Collodi have to travel through a melee range and risk a disengaging strike holding him back when he could walk a longer route and not enter the melee range?
  19. Just following up on this - is there a confirmed rewording of the All Done trigger? How does it work now?
  20. Looking forward to giving it a listen. Is it up on iTunes? I tend to get my podcasts auto-downloaded from there.
  21. On page 51 of the rules manual under Resist Duel Required. Friendly models that could be affected by Spells requiring a Resist Duel must resist as normal, but when determining final totals, can choose to tie the casting total and suffer the Spell's effects.
  22. You can, however, have two Mosquitos on the board and have one sacrifice the second, to make a new one, then have that new one sacrifice the other one to make a new one, and continue doing that as much as you want. Or just until your opponent runs out of activations. It's a nice way to get your opponent to activate out before you start doing anything.
  23. Yeah, aZoraida's fantastic. She does lose out on all of her movement tricks (no Raven, no 4" push at the end of the game, no Repulsive) but in most games that's worth the trade for what you get. I've had games where she's been able to turn around a loss into a win when she was pretty much the only model left for me. Easily the best of the Neverborn Avatars, and certainly in the top quarter of the heap for all factions.
  24. Rathnard's right in that you don't want to manifest aPandora early if you're intending to manifest her. But I think it will be hard to prove that aPandora is very valuable if you're not manifesting her early in the games. In my experience, by the time I manifest aPandora, it's mostly an afterthought because I already won, or it's the single event where I take my foot off the gas and give my opponent a chance to come back. Avatar Pandora is a step down from regular Pandora. If you're looking to have a fun game, go ahead with her - she's got some fun tricks. If you're looking to be competative, you're paying more stones for less effectiveness. True there are certain situations where Immobile is worthwhile, but you're only going to know the strategies, not the schemes, when you have to make the decision to take her. I do like the look of the model though. But on topic - good things to do with her would be to park her on your Claim Jump and make that your Stake a Claim too. Six points that can't be moved off. That's good. Candy's got some good survivability, but don't think she's invincible because she's got aPandora backing her up. It only takes a few solid hits on her to kill her. An opponent who concentrates on her will take her down pretty quick. If I'm remembering right, though, aCandy can use soulstones, so keep those in your pocket too.
  25. Sounds like we played it right, thanks all. And yeah, I just wanted the Doll on Cassandra to get her nearly-dead by the time I could target her. I ended up only doing 1 point of wounds to her from attacks - the rest was all Voodoo Doll poison.
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