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poulpox

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Posts posted by poulpox

  1. 1 hour ago, Maniacal_cackle said:

     

    • You declare Onslaught when declaring triggers.
    • Onslaught is an after succeeding trigger (because that's the default for triggers), which means that you resolve it in step 6 of the action.
      • When you resolve onslaught, it generates an extra attack.
    • Deputy is generated at step 5 of damage timing (when the 'after damage' stuff happens).
      • So you resolve Deputy at this step 5 of damage (because nothing else instructs you to resolve it later)
      • Resolving Deputy involves choosing whether to discard a card. If you do, you generate an action at this stage.

    Ok, makes sense, Deputy is generated after damaging, and Onslaught is generated after succeeding (although declared during the duel resolution), so the Deputy-generated action comes first followed by Onslaught-generated action 👍.

    Thanks for your time guys!

    • Like 1
  2. 3 minutes ago, poulpox said:

    Oh ok, but isn't Onslaught generated first when the trigger is declared in this case? I assume you're thinking it is generated second because this trigger occurs after resolving, but following the rationale of @santaclaws01 above, Deputy is not after damaging (it is generated after damaging but takes place after resolving the current action) therefore wouldn't both occur after resolving the charge attack, hence simultaneously?

    What I mean is that Onslaught is declared at step d.V. (p71) and Deputy is declared at step e. (p71 and sub-step 5. from the damage timing on p70), but they both occur simultaneously after resolving? pheew this is complicated!! no wonder it took us 2h to play 1 turn!!... 

  3. 39 minutes ago, santaclaws01 said:

    Rat king charges, generates a melee attack action. Charge ends, resolve swarm.

    Resolve first melee action. After damaging, discard a card for deputy generating an action. Finish damage timing, resolve onslaught generating an action.

    Generated actions from Deputy and Onslaught resolve at the same time, so active player resolves first. Onslaught attack resolves. Deputy attack resolves.

    Wow, not at all what we figured out! But makes sense, please confirm I get your timing rationale:

    1. Swarm comes first because it is after resolving current action, however the current action is not attack of the charge, but the push movement (which is then followed by another, free, melee action granted by the previous charge/push action, hence Swarm comes in between the pus hand the melee attack)

    2. Onslaught and Deputy are simultaneous because they are both new actions that occur after resolving the attack action generated by the charge

    8 minutes ago, solkan said:

     

    There's an exception for generated actions, it's the last paragraph of Detailed Timing:

    The action or actions generated by Deputy were generated before the action generated by Onslaught.

    If the player controlling the Frontiersman models has several in range, and the cards to burn, the order in which they discard cards is going to fix their generated actions in order, as well.

    Oh ok, but isn't Onslaught generated first when the trigger is declared in this case? I assume you're thinking it is generated second because this trigger occurs after resolving, but following the rationale of @santaclaws01 above, Deputy is not after damaging (it is generated after damaging but takes place after resolving the current action) therefore wouldn't both occur after resolving the charge attack, hence simultaneously?

  4. Hey everyone!

    Here is the complicated situation we encountered during our last game: Rat King (with 2 wounds left) charges a model which is in range of a frontiersman's Deputy ability, and triggers Onslaught during its first attack. Once the push for the charge is completed and the Rat King is in base contact with its target, its Swarm ability is also generated.

    We struggled for the timing of the new events generated during/after the initial charge attack. We concluded that according to timing on p.70-71, the timing should be this:

    1. Deputy ability, as it happens after damaging, which occurs in step e. of the activation 

    2. Swarm ability, as it happens in step f. (after resolving the action, but before a new action starts)

    3. Onslaught, as it is a completely new action and should occur after the previous action and associated events are resolved.

    My question is 2-folds: 

    1. is this timing correct?

    2. if it is, and the Rat King is killed after the Deputy ability occurs, does the Swarm ability still take place? we felt it could be argued both ways.

     

    Thanks for your help!

    Thomas 

     

  5. Hi guys! 

    Little follow up question:

    Can I soulstone to add a suit that is already attached to the stat, to increase further outcome, if there is no limit to the effect?

    For example, Hamelin's Lure has the Taint trigger: "target gets number of blight token equal to the number of crows in the final duel".

    Lure has a crow built in, and say I flip or cheat with a crow. Could I also use one soulstone to get an additional crow, and end up with 3 crows? 

    Thanks folks!

  6. Hey everyone!!

    There are a couple of old threads for that I saw but nothing recent, so I wanted to plug this Spotify playlist which is think is a pure gem!

    It's got country, rock, traditional Irish with lots of weird and unusual stuff. Loving it, hope you enjoy it too 😊

    If the playlist maker is around on the forum, keep it up, it's awesome and thanks for sharing your songs!

     

     

    • Like 1
    • Agree 1
  7. 57 minutes ago, Clement said:

    Impassible and climbable are different, but related, concepts.  Impassible means you can't go through it, while climbable means you can go over it.

    So you can't charge *through* the fence because it's impassible.  You could walk *over* it by using it's climbable trait though.

    Thanks Clement, that makes sense. Also I just saw that p14 highlights in bold that only the Walk action can be used to move vertically. Sorted!

    Thanks!

    • Like 1
  8. Hi all!

    So I'm a little confused about Pushes in m3e: the rule mentions a Pushed model will stop when in contact with another model or impassable terrain. This would suggest that if the terrain is not Impassable (like a fence that is climbable), the Push would not end?

    However, listening to a podcast with the game designer, they specifically mentioned they wanted to stop players from charging over fences. 

    So. I'm a little confused. Am I reading things wrong? 

    Thanks for your insight!

     

  9. 17 hours ago, Jesy Blue said:

    Well, I play old school still:  12 Malifaux Rats.  I just can't bare to give them up (unless I'm playing against Qi & Gong because that's impossible).

    It does feel that the rats are now more of a side note to Hamelin, rather than a viable crew building option. I think that's actually nice (and possibly what was originally intended?) as whilst I love the theme of his crew, I just found taking many of the same model not to my liking. I'd rather take other stuff and see the rats just pop up occasionally 😊 and/or when needed, as with the stolen ability.

  10. 17 hours ago, Jesy Blue said:

    I'm really only finding Plague success in Reckoning currently, due to so many Insignificant models; I'm finding it the worst in Cursed Idols because you give up so many Pass Tokens you cannot Manipulate where the markers drop.

    Interesting, even if you don't take any rats and split in 2-3 bubbles to cover the board on both sides of the centerline?

  11. Hello folks!

    So, this a long way away for me but food for thoughts and wallet budgeting, but how do people feel H. fares in tourneys? Is he a master you'll feel confident to use for any strategy and against any crew? If not what would be a second master you would consider bringing, to have a chance given the strat at hand and/or your opponent?

    I was considering getting Jack Daw because I love the theme, but have no idea if he would be a good supplement to the Plague crew. 

    Thanks for your wisdom, and Plague On!

  12. Thanks for sharing your experience! 

    I was thinking of Bishop as my beater/scheme runner. With fast and option to double drop scheme markers whilst potentially punching hard, he seems a lovely choice. Hamelin does lack an in keyword beater, and I think Bishop could deliver whilst multitask.

    I thought for the second bubble, having Nix to cast blight and beat, bishop to beat and rat catcher to summon rats when enemy models die might work?

     

    Power to the Plague!! 😁

  13. Yes I see now how it might be a bit too messy. Hmmm...

    Henchman Hardcore doesn't appeal to me as players want to learn their master so that defeats a bit the purpose. I think the only option will be straight up team game, but with low soulstone crews to start, and maybe a time limit. I'm curious actually about the time limit of HH, does the turn suddenly end once you reach 30min in HH mode? How do you go around the "1 snail player Vs 1 speedy player"?

     

     

     

    11 hours ago, Maniacal_cackle said:

    To clarify, did you play teams (50 soulstones each) or double rush (master + 10 soulstones each). If the latter, eek. If the former... Yeah, Malifaux takes a while to play. I'd play smaller stone games if you have four at a table. 10 stones + masters should make for reasonable length games, and 25 stones + master will likely make for long-ish games.

    Yes it was the 10ss double rush 😄😄

    We did take our time and played leisurely with our pizzas in hand mind you, whilst I kept on flipping the rulebook left right centre (and I've been playing 1st and 2nd ed, but I guess I was rusty 😋).

    I'll have a look at the henchman hardcore again.

    Although I thought it would have been fun to have the 4 crews passing each other on might would be a busy city centre 😁

  14. 27 minutes ago, Maniacal_cackle said:

    To clarify, did you play teams (50 soulstones each) or double rush (master + 10 soulstones each). If the latter, eek. If the former... Yeah, Malifaux takes a while to play. I'd play smaller stone games if you have four at a table. 10 stones + masters should make for reasonable length games, and 25 stones + master will likely make for long-ish games.

    Yes it was the 10ss double rush 😄😄

    We did take our time and played leisurely with our pizzas in hand mind you, whilst I kept on flipping the rulebook left right centre (and I've been playing 1st and 2nd ed, but I guess I was rusty 😋).

    I'll have a look at the henchman hardcore again.

    Although I thought it would have been fun to have the 4 crews passing each other on might would be a busy city centre 😁

  15. Thanks M. Yes we tried the double rush, and the game took... 7h !! Of course it was an intro for all so there was A LOT of learning, but still, I thought if we have 2 separate games they might take less long whilst allowing for full rules/crews to be used (also not using summoning in double rush is a bit of a pain for some crews like mine -Hamelin).

  16. Hey Malifauxois and Malifauxoises of the world!

    So I'm starting a new 4 players group in my home. Unfortunately, due to space and resources, we only have one table at hand. I don't really want to have people waiting for the table, so ideally would like everyone to play at the same time.

    I wondered if anyone has already tried to have 2 games running simultaneously on one table? Whilst not quite tourney-representative, I thought it could work for fun not-so-competitive games as it could add the fluff of non-involved models being like pedestrians (ie moving scenery).

    I thought maybe treating non-involved models (ie models involved in the other game) as impassible terrain (blocking or not, dunno), and making sure each game uses a different strategy and maybe different scheme pool (so you don't have the issue of 4 crews trying to be on centerline or turf war markers at the same time). 

    Any thoughts/experience sharing welcome!

    Thanks!

    Thomas

  17. 3 hours ago, Adran said:

    Yes. It is killed so the first part of the demise goes off. The second part doesn't because you weren't killed by an enemy model. 

    Cool. That's nice, 2 rats for a self-sacrificing stolen, that's pretty sweet a deal! Thanks for the help 😊

  18. Hi guys, starting Hamelin too, and wondering about those models with Demise and Inevitable Fate: if you  use Inevitable Fate, do you get two rats in the end (one with Inevitable Fate, and one through Demise, after the model is killed)? 

    Thanks!

  19. Hey guys! Long time no post :)

    We had a bit of an unusual situation: my mauler bear is frenzied and receives +2 Dg to its attacks. Flips the red joker on the damage flip. Is the +2 Dg applied to both severe AND weak (ie severe 5+2+ weak 2+2), or to the overall damage (severe 5+ weak 2+ modifier 2)?

    Thanks!

    Thomas

  20. Hi there!

    We had a first go at NPCs in a campaign I am running atm, see the special rules in these two games for townsfolks and weird hooded settlers:

    http://www.claphamwargamers.org.uk/Forum/showthread.php?tid=5392

    http://www.claphamwargamers.org.uk/Forum/showthread.php?tid=5426

    In the second game I added a rule to push the NPCs away as it was an issue in the first game and some models got stuck particularly as the civilians could not be targeted by attacks. In the game against the settlers one player got his Steamborg paralized after flipping a black joker, woops! If I was to use NPCs in a large town I would possibly use this rule:

    Unlawful Kill: Killing or sacrificing a civilian costs -1 VP.

    I hope this helps!

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