Jump to content

Silas Cordell

Vote Enabled
  • Posts

    345
  • Joined

  • Last visited

Everything posted by Silas Cordell

  1. Templecon time again! From Feb 01 to 03, Steampunk (and gamers) will be taking over the Crowne Plaza in Warwick, RI. This year we have four Malifaux events on the schedule: Malifaux Story Encounter Friday, Feb 1 5 PM - 12 AM Grand Foyer (center) Run by: Inquisitor Walls This event will be a 25 SS, fixed master story encounter. Details on the encounter to follow. Malifaux Templecon Tournament Saturday, Feb 2 10 AM - 5 PM Grand Foyer (center) Run by: Silas Cordell This tournament will use the new gaining grounds document. It will be 3 rounds, fixed faction, with increasing SS levels. Round 1 will be 25 ss, round 2 will be 35 ss, and Round 3 will be either a 45 ss scrap OR a 35 ss brawl (decided by vote). Malifaux Zombies! Saturday, Feb 2 11 AM - 3 PM AND Sunday, Feb 3 10 AM - 12 PM Grand Ballroom (left) Run by: Inquisitor Walls Battle waves of zombies using Malifaux characters!
  2. There is always alcohol at Templecon. I need to boost my Craft Drinks skill, anyway. Note: I do not promise alcohol at the events, they frown on that.
  3. It should be noted that you should almost never take advantage of this ability. There are generally much better ways to get body parts.
  4. I just registered to hold you a spot. It looks like I'm going to be running it.
  5. Hello, After seeing several comments about Wyrd's plastics being difficult for newer modelers, I thought I might jot down some pieces of advice that I hope will make someone's life a bit easier. First, let's consider the materials we should have on hand. 1. The sprues (obvious, really) 2. Clippers (model clippers are best, but nail clippers will work, also) 3. Hobby knife 4. File (optional) 5. Glue (I strongly recommend plastic model glue. I use Testors model masters, which comes in a black bottle with a metal needle applicator. Super glue will work in a pinch, though) 6. A clean, well lit work space Once you have everything set up, the first step is simply to look over all the pieces on the sprue. Some of the sprues have alphanumeric codes to make it easier to identify parts of particular models, but don't skip this step regardless. Try to have a good idea of what each piece is and where it goes before you ever pick up a tool. When clipping off the bits, there are two methods. I tend to pick a model and clip off just the parts for that model, assemble it, then repeat. It can be easier to be sure that nothing is missed if you clip off all of the pieces and divide them into piles for each model first. Nothing is as bad as having a model mostly glued together and discovering that you've left something on the sprue that won't fit now. "Proper" technique for clipping sprues (as I was taught) is to use your clippers to cut through the bits of sprue holding on your selected piece about 1-2 mm away from the piece itself. Once the piece is completely free of the sprue, then use your clippers, knife, and file (if you want) to clean off the tabs that are still attached to it. Once you are ready to start gluing bits together, test fit EVERYTHING. No matter how straightforward a connection appears, test it first without glue. Try to dry-fit as many pieces as possible together. Yes, sometimes you will feel like you need a third hand for this, but the advantage it gives cannot be overstated. The better you understand how the pieces fit together, the smaller the chance you will make a mistake assembling the model. It is usually best to glue the entire model together before gluing it to it's base. This gives the best opportunity to adjust the models balance and pose. tl;dr version: Take the time to examine the sprue before you start clipping pieces, and test fit everything.
  6. The Rail Golem will also go a long way toward messing up bunched up crews.
  7. The best I have come up with is that the Captain is a bit tanky. I would attach the Drill Sergeant to Lucius (so if Lady J dies, you don't lose him), and then Link him to the Captain for the on melee attacks. Honestly, though, Lady J fills the same role as the Captain (big hitter), so I really wouldn't take them together. If you want to run Lucius without Lady J, the Captain is a bit better. With Lady J, I would take the second Guild Guard, so that they could cast Cordon if you wanted them to.
  8. I think it's called "unexplained connection" for a reason. I wouldn't bet on this ever coming up in the fluff. Most likely just a joke.
  9. Alright, got the picture off my phone. Oiran, card sleeves, and bullets for soulstones. Awesome stuff.
  10. http://www.wyrd-games.net/showthread.php?37166-Kirai-What-do-I-need Lots of good info here.
  11. Received my gift today. Thanks Korrosion! I'll post pictures as soon as I figure out what my phone did with them...
  12. It's away! Well, almost. It's ordered in any event.
  13. Had this happen to Jakob in a game last week. He really went flying.
  14. I mean it should as in "does according to my understanding." Kel has (now) stated pretty clearly that a push will continue moving a model outside of the range of the effect that generated the push.
  15. Keltheos trumps sharpobjects, and I don't see any reason the distance of the push would be limited by the range of the initial effect, honestly. Bar's Closed should work like so: Graves casts, and selects a point within 6 inches and line of sight. Every model within the 6 inch pulse from Graves must make a resist flip. Any model that fails it's resist flip is pushed up to 4 inches (Graves' controller's choice) directly away from the point he selected, regardless of initial or final distance from that point.
  16. So...I listed my preferences as any of the new plastics, and then foolishly went out and bought Lynch, Graves and Tannen. So if you pulled my name, any of the other new plastics, please?
  17. If someone does sacrifice Von Schill, though, he will not get slow to die. Neither will he drop a corpse counter, etc. But no, he cannot be pushed off the table like that.
  18. Unless I missed an errata, a paralyzed model does not activate. When it is chosen to activate, it instead forfeits its activation and removes paralysis, thus it would not suffer Wds from poison, be able to regenerate, or check it's purpose if it is a rider. This is still how the effect is explained in the errata document.
  19. I could imagine them being put to better use in his Pool, since his cache is only two, but not often.
  20. These statements are contradictory, do you think they need help or not? I never claimed to be for or against tweaking any masters, just pointed out that in my limited experience, Nico has more trouble getting where he needs to be than he does summoning what he wants.
  21. You should dig up and read through some of the previous discussions if you think this is arguing. This is polite disagreement. A thread about how to make something "more competitive" does imply that you believe they're underpowered. Otherwise, there would be no reason for the thread. Personally, I haven't had any trouble feeling like McMourning and Kirai are competitive. Nicodem I don't use as much, and his slow speed bothers me more than his summoning. If you gave him the ability to generate corpses (especially while also allowing him to use Arise the same turn, which you implied) he might just break the game.
  22. There are several of us who play in the Manchester, NH area. Send me a PM if you're ever interested in coming down and I'll give you details. There are about 3 stores we play at.
  23. Done and done. Thank you to everyone who came out for this, I certainly enjoyed myself, and I hope you all did as well.
×
×
  • Create New...

Important Information