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poulpox

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Everything posted by poulpox

  1. Thanks everyone! Theorifaux is interesting, although it is rarely for me the sole reason for picking a model, the model has to be fluff/look appealing too, so it's nice to hear people's preferences too I had forgotten about Bishop, which I used to use in v1.5 already as I always loved him, let's get him back out!
  2. Thanks everyone! Theorifaux is interesting, although it is rarely for me the sole reason for picking a model, the model has to be fluff/look appealing too, so it's nice to hear people's preferences too I had forgotten about Bishop, which I used to use in v1.5 already as I always loved him, let's get him back out!
  3. Hello people! I was wondering what is Guidlers favourite beatstick these days? I play LadyJ whose already a proper hitter, but I love using big models. I must say I don't fancy using constructs like Peacekeeper, I'm just not crazy about the model. What have we got at hand that is not construct: . Executioner . Lone Marshal . Pale Rider Maybe mercs like: . Killjoy (although with the Lady it might be weird fluff-wise!) . Taelor . Johan I'm drawn to the 2 guild horsemen atm.
  4. Hello people! I was wondering what is Guidlers favourite beatstick these days? I play LadyJ whose already a proper hitter, but I love using big models. I must say I don't fancy using constructs like Peacekeeper, I'm just not crazy about the model. What have we got at hand that is not construct: . Executioner . Lone Marshal . Pale Rider Maybe mercs like: . Killjoy (although with the Lady it might be weird fluff-wise!) . Taelor . Johan I'm drawn to the 2 guild horsemen atm.
  5. Hiya, welcome to the game, you won't regret it! When you say "another judge", do you mean you already have one? Just asking as the Judge is a unique (now 'rare 1') model which means you can only ever have one of it on the table, so no point buying 2. You might want to invest in some guild guards for low cost minions, and austringers which are great range models. Guild hounds are wave 2 but the current models are lovely and also a nice addition to a guild crew. LadyJ is a lovely crew and fun to play, good luck!
  6. Hello there! It doesn't seem that the markers from germinate are either blocking nor dense, does this mean models can see through them? Thanks! T.
  7. Hello folks! Is there a v2 crew creator out yet somewhere? Thanks! T.
  8. I'm happy Wyrd released Errata quickly and officially. I think one of the points was that players would no longer have to refer to forum rulings, and all erratas/FAQ are centralised. I think it shows the company is on the ball. Furthermore, besides a few models, the errata is really minor, and the document is more a FAQ than anything else really, which shows they weren't that many things wrong in the end. In summary, I'm happy
  9. Hi y'all! Would any good soul be willing to share suggestions on how to adapt the Wyrd Chronicles campaign system to the new edition? I'm hopping to re-introduce the game in my club via a campaign as soon as I can buy the rulebook in the UK shops, and would like to start preparing ahead of time... Any suggestion welcome! Thanks, T.
  10. That's great I was looking for something like this in the UK! Thanks!
  11. I'm joining in to applause the greatness of TCP, I have 1 each of Streets, buildings and Sewers and love 'em! those 3 sets are enough to make a nice 3D multi-level board (with 3 packs of clips, and could maybe do with a fourth one). I particularly love the buildings set, as it can be used as stand alone set on a grass board for instance to do little houses, and works very well for other systems. Just loving it!
  12. Yey, I like this! His paralyse is rather strong though? What about he actually tries to avoid the players, so instead of striking if he ends his move in ml with a model he gets pushed 4" or something? Less of an assassin, and more of a sapping model.
  13. Hello! This is a summary from a thread in the M2E beta forum which I thought some might find of use. Sorry I just put the things I had saved before the forum went down, please feel free to add any ideas that have been missed, any contributions welcome! Cheers! Civilians (6-8 models for a 50ss encounter?): Peon, Living Wk 4, Df 4, Wp 4, Ht 2, 1 Wd Abilities: . Unlawful Kill: Killing or sacrificing a civilian costs -1 VP. All playing non-peon models gain the following Attack action: (1) Move, dammit!: 2” All civilian models are pushed 3” away from this model. . Skinny: Killed civilians drop body parts. Two body parts may be joined by a model which can use corpse counters to make one corpse counter. . Neutral: This model can never be controlled by a player. During the upkeep step, starting with the winner of the initiative, each player takes turn to move one civilian up to its Wk in any direction. This model cannot perform any action other than those written in its stats. . Duck!: When this model is within 4" of a model targeted by a range attack, this model is pushed its Wk directly away from that model . The Mob: When this model is killed or sacrificed, before it is removed from play the opponent of the player who killed the model must place one civilian model in b2b with the civilian model the furthest from this model Attack actions: . The Heart Revealed: When a model inflicts damage on another model with a melee attack while within 3" of this model, the controller of that model flips a card and apply the following result: -> Ram, Crow: Get off her!: Push this model in base contact with the attacking model. This model performs a Ml 4, Rst: Df, Dg 0/1/3 attack controlled by a random opponent player of the target model. After hitting push the target 3" directly away from this model. -> Tome, Mask: Survival of the Fastest: Push this model 3" directly away from the target of the melee attack. Militia civilians Peon, Living Wk 4, Df 5, Wp 5, Ht 2, 1 Wd Abilities: . Unlawful Kill: Killing or sacrificing a civilian costs -1 VP. All playing non-peon models gain the following Attack action: (1) Move, dammit!: 2” All civilian models are pushed 3” away from this model. . Skinny: Killed civilians drop body parts. Two body parts may be joined by a model which can use corpse counters to make one corpse counter. . Neutral: This model can never be controlled by a player. During the upkeep step, starting with the winner of the initiative, each player takes turn to move one civilian up to its Wk in any direction. This model cannot perform any action other than those written in its stats. . Investigate: When this model is unengaged and within 10" of a model making a range attack, push this model its Wk directly towards that model. . Reinforcements: When this model is killed or sacrificed, before it is removed from play the opponent of the player who killed the model must place one civilian model in b2b with the civilian model the furthest from this model. At the end of the upkeep step, if at least one civilian has LoS to a model from any playing crew, place 2 civilians in b2b with the civilian furthest to that civilian, randomise if there are several locations possible. Attack actions: . Defend at all cost: When this model ends its walk within 1” of a player’s model, it immediately makes one Ml 5, Rst: Df, Dg 1/2/4 against that model, flipped by the player moving the civilian. Randomise if there are several possible targets. Strategies ideas: - Worker's protests/riots: have a bunch (6-8) of NPC minions clogging up the middle of the board where a common objective for both playing crews is situated and you have to get them out of the way to achieve the encounter's strategy. However as soon as any active player attacks any of the rioters, all the NPCs that have LoS to the aggressor get pushed their Wk or Ch toward it and attack when they get into melee range. - Prison break: basically a set of Prisoner minions and Jailers; could even include a sleazy and corrupt named character director of the prison, that every turn automatically summons more guards after the alarm was set off... Anyway the specific strategy and schemes for this story encounter would probably revolve around how many prisoners you can free or count one specific prisoner as the objective for both sides (he has some information or knowledge that is important) and on the factions playing (Guild would most likely always play as the defender). - Assault the train/caravan: Typical western scenario. Either have one gang protect the cargo and the other attack or have both crews attacking the train at the same time, while the NPC guards try to fend off the opposition. If both crews are assaulting I would give the train Perdita's Aura of 'if you charge or shoot we'll shoot you back...'.
  14. Are there anymore transcripts from new podcasts wave of the M2E changes? I saw a couple of things on avatars, anything else?
  15. Beautiful! thanks for sharing.
  16. I wouldn't mind a pdf option, so that I can see the stats of models I don't have, but I will buy the decks for what I have.
  17. I'm not really fussed about what options/customisations are available. I am just a little concerned of how long the game preparation will take if you have 40 abilities to browse through and pick 3 from. Which is why if there are a lot of abilities to pick from, I would like to have the option of some pre-made suggestions to save time (I know players who would spend 30min on picking their abilities! ); if you have just 6 or so to pick from then there's not much of an issue. I'm all for a big pool of abilities (which goes well with campaign rules), I'm only concerned about the practicality of picking things when there's too much choice.
  18. I hope there will be some "ability packs" for masters to choose a preset of abilities combo for players who don't want to spend ages thinking about it. Too many choicers can kill the fun. For instance you could pick Z as your master and then either pick your abilities freely, or choose from 3 combo "shooty Z" or "summon Z" or "obey Z" styles or something like this?
  19. This is awesome news!! All the points listed in the changes are elements players in my group complained about, hopefully this will full-restart our group, awesome!!! Can't wait!
  20. Ah ha! Hopefully some good material to keep it all fresh! Can't wait to know more.
  21. I really like the ideas in this thread! I have decided to add the tension element between the players by playing multiplayer games and forcing them to have additional schemes which may lead them to betray their ally. Once they have played a few multiplayer games and backstabbing each other this way, it's time for a 1 on 1 game where scores are settled. Those betrayal schemes are handed randomly in the form of card (or secret flip on a table). So far I've worked that they only build a "character" element, but they could also be part of a greater scheme/strat. Keep this rolling please it's inspiring!
  22. Hello! Please add: Player: poulpox Continent: Europe Country: UK County: South East, London (Clapham) Club: Clapham Wargamers Guild (www.claphamwargamers.org.uk)
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