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poulpox

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Everything posted by poulpox

  1. Hi there! I don't think Hamelin is as hard to pick up as models like Chompy or Colette maybe, as his unique skills/abilities are rather passive (ie spawn rats and make insig models significant). The rest is about card mechanics, and picking among his various offensive options, nothing really brain twisting Nix is AWESOME. Really is. But he kinda needs to activate early (or do a (0) pop his aura of debuff, when a model is sacced) otherwise he can die pretty quickly. He is really great combined with Hamelin, either as a target of Obedience or as a debuffer before Hamelin goes into melee with a tough model. Hamelin doesn't have a better option I think at this ss cost. Pull My Finger has a couple of good ideas, but although mentioning the errata/updates, has not amended the entries for the models, so some of the tacticas are now obsolete and cannot be done. I only found it moderately useful. Have a read through this thread, there are some interesting comments. I have quite enjoyed playing him with non-standard models like Baby Kade, Candy, Hoarcat Pride... Good luck with the Void Master!
  2. Yes I really like the system released in Chronicles 5. The little add-on I made (here) I think addresses the progression element of masters, except not in the usual "stat improvement" way, but in the more "colourful" fashion of "how nasty can one become on the battlefield"
  3. Alrighty people, here it is finished: https://www.dropbox.com/s/tm8n4f4tqj32q13/Tom%27s%20Masters%20of%20Fate%20campaign.docx I adapted my ideas to fit the Wyrd campaign system, and to be run as a complementary system. Why bother using this thing? The idea is to develop more bitchery and more meaningful games. Instead of seeing masters' stats grow, you see their personality develop; do you really want to help this character, or will you want them down? Each game builds on how much each character means to the others. Well that's the theory I hope some people find it useful. If you try it, let me know how it goes!
  4. Amazing skills. Thanks for sharing!
  5. Hello everyone! Read this thread only if you're interested in campaign gaming, otherwise you won't find it interesting! So, reading through all the campaign/xp prog systems players have thought about, some nice ideas came through. I'm not interested at all in map based campaign, as they just feel like pimped one-off games. As for xp prog systems, although I like the idea I find that if players meet regularly they rise too fast in xp and you end up quickly with ubber tough minis and the game gets overly unbalanced. What I wanted is a campaign which builds the character of players and their masters. One of the things in Malifaux is that no master is bound to fate, they all can influence it, change it (yes, even Hamelin I'm sure has still a bit of humanity left in him to oppose the darkness inside!). In the profound theme of good vs evil, I want to create a gaming environment where players must make decision which build such character, either pro life, or pro death. This is how villains and heroes are born, and characters show their true colours! Here is my draft idea of Masters of Fate: . The campaign must start with some multiplayer games which must contain alliances against one common enemy, like an invasion force of undead or neverborn for instance. There players will start setting up how they relate to each other in the context of "brothers at arms" fights. Once the "mood" has been set between masters after a few multiplayer ganes, then come some one-on-ones to settle the scores. . Victory or loss in each game will generate which sort of strategy will follow in the next game, with corresponding odds (if you lost you will be wrong footed for the next game with some sort of penalty, and vice versa) . Players will receive randomly one "fate scheme" each game (either as their sole scheme for small games, or combined with a normal scheme). The fate schemes are all about how you will interact with your ally (in multiplayer) or opponent (in one-on-ones). Succeeding the scheme will not award VPs, but Fate Points of one of two categories: Death Points or Life Points. These points cumulate through the whole campaign and will be the ones determining what kind of master the players really run: a mean tyrant or a compassionate leader? . There is only an overall loss-win against the common enemy in this campaign: players do not accumulate VPs for their personal victories. Sorry guys you’ll have to quench your pride elsewhere! So either the invasion wins and players will start the next campaign under the yolk of something nasty, or the invasion fails and the masters of Malifaux maintain a relative "peace" or equilibrium for a little longer. Simple, innit? Now the details are about a few points: Which buffs/debuffs to crews get following a loss/win vs the common enemy, which buffs/debuffs do they get from piling more Death Points, for piling on more Life Points, and more importantly, what are the Fate Schemes. While de/buffs is important I think it’s not that complicated and players have given a lot of ideas so far in all campaign suggestions. The funky part is the Fate Scheme, here is an example of what I thought of: . “I will never let it go”: (Only playable in multiplayer games). Your master receives the following weapon: Sweet Vengeance () Cb 6 Rg 3” Dg 4/5/6 Poison 2 This is a one shot only per game. This player receives :+fate on attack flip against allied Master. When using this weapon against an allied Master, this player gains one Death Point. When using this weapon against any other model, this player gains one Life Point. . “Let them live”: (Only playable in one-on-one games). All models in your crew gain the following abilities: (1) Stun: when an enemy model has lost more than half its wounds, this model performs a Cb -> Df attack. This model’s attack receives . If this model wins the duel target model is paralysed. (1) Bind: can only be performed when an enemy model has been stunned. The target model remains paralysed and is linked to this model. Paralyse ends when target model is not in base contact with this model at the end of the closing phase. Player gains 1 Death Point for killing an enemy model, and 1 Life point per model bounded per turn. So you get the drift? I have other scheme ideas, but I would love to see yours, please share! Cheers, Poulpox EDIT: I forgot to mention that obviously fate schemes are secret and must remain so until accomplished.
  6. I would love to see book 5 all about campaigning, along with some story packs (containing special minis for each story, like the scarecrow dude). I'd like it to contain not only a campaign but also a campaign generating system, so that we have the backbones to create our own as well, with rules to either contain Masters' powers and/or new generic henchmen (bonus if there's an optional rule for experience progression). If this is not in book 5 PLEASE put it in the next Chronicle!! I think special forces could be introduced too, but as part of the campaign system. They could be used as a catalyser for our old non-used dusty book 1 minions maybe with their skills ("catnip: this model gives hoarcat prides within 6" companion and positive flips on the Dg flips" for instance)? If book 5 is just about new models I don't think I will get it (I didn't buy book 4), as I have enough crews as it is. If it's an alternative/campaign ruleset, it's auto-buy for me. EDIT: oh and it would be great if the story packs/campaign rules were accompanied by Terraclips booster packs containing special locations/elements to go hand in hand. That would be a very skilful game AND sales move I think.
  7. I think it's worth adding also that in progression campaign games, there isn't as much focus on balance (well a minimum is necessary yes) as in tournament/one-off games; for instance some of the strategies locations/special events give more advantages to some crews and not others, which is fine, it's the challenge. The whole point of narrative campaign play isn't that things are fair, it is that players have an in-depth experience of their mini game, and can build a story around who is on the table. The issue with unique characters and masters as we currently have is that it is difficult to run your own version of them. Players pick them for looks/style/affinity but in the end it's not your crew, it's the master's crew, which is not as nice as if you were having more empathy for the little guys down there. The RPG is another business altogether different from mini wargaming, and I'm not after roleplay. I'm all about ambiance, thrills and zombies in the night In a movie you need a context to make a fight scene really enjoyable (a mean vilain or underdog hero for instance) and it takes time to build the character/context until the battle. Narrative gameplay can give this exactly, more substance to the warriors fighting for their cause (and we know there are many causes to fight for in Malifaux!). ---------- Post added at 12:43 PM ---------- Previous post was at 12:38 PM ---------- Yes I think this the way forward and has always been in the air in Malifaux, as supported by the Ronin's Drifter ability: "this model cannot be upgraded to a henchman", since book 1. Unfortunately Wyrd hasn't yet decided to develop this aspect of the game further, although we know it's in the drawers somewhere... It's time for the unknown minions to rise!!!
  8. Well what if the campaign rule contained stats for more generic faction models? I just think the game has such a strong narrative element attached to it it seems almost impossible that it wasn't designed with some element of progression in mind (actually the ronin talent, already existent from book 1 shows that progression was always intended to come at some point). I think it's time for players to get those tools to build awesome narrative games, all the scenarios are already there. What if the last campaign was a taster of what's to come, hmmm? With a few generic henchmen/minions and progression rules, plus campaign story building tool we would have great material to expand gaming this way. Single games do get sometimes a llittle stale I think. Unfortunately I don't have the brains to think it myself, but most importantly I +uld love for wyrd to do it bease then u know u would have great awesome material.
  9. So Wyrd, character driven games and story encounters, so many different scenarios which all so lend themselves to narrative games already. We really need an official ongoing campaign system to be released! Something to give those with poor imagination like me material to start creating stories. Something unique... something wyrd, something that goes on and needs not stop after scenario 12, something which involves xp/ss gain and character creation/progression... We know you have it in your drawers somewhere, release it, release it!!!!!!
  10. It's also snowing in London and I can't imagine it getting nicer as the day progresses. Sorry Dave and friends of Malifaux, but I'm gonna pull out (with Flatline who I was driving), I'm a bit too worried driving up there will be horrid, but even worse as we drive back after a whole more day of snow. I hope you guys have a great day and hopefully we can make the next one.
  11. Hamelin never cries his eyes are filled with the depth of oblivion...
  12. I have a bit of concern for driving tomorrow as they announced heavy snow all day in milton keynes area...
  13. Yes I like it too, very bright and vibrant colours and highlights!
  14. It could be useful to perform the Outcast scheme which requires you to have more ss than opponent at end of game.
  15. Hiya! I have 14 and haven't managed to field them all yet (but only played a few games with H). The recommended number I've seen previously was 12.
  16. These are superb tones and highlights, nice!
  17. Great idea, and looking fab, well done!
  18. This is a very good quality tactical illustration! I wish PullmyFinger would contain much more of these for all masters, that would be awesome. Thanks!
  19. Yes I must admit this thread is most helpful for non-Viks players like me, thanks!
  20. Your undead flesh tones are really good!
  21. There's no errata about the place/replace, it's only a "note" in the models clarifications. The "replace" on the card was not meant to be "Replace" (one capitalised, the other not), simply the verb to replace, hence the note/clarification rather than errata.
  22. Hello! The term "replace" on the card is low case and does not correspond to the gaming term "Replace" (capitalised) in the rules manual. This is why there is a clarification on the model rather than an errata. So the models are placed in base contact to each other in all instances of "replace" in Dreamer/Chompy talents.
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