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Ciaran

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Posts posted by Ciaran

  1. scythewing, Wyrd seems to be taking standards and turning them on their heads (Wyrding them out!).

    It's what makes them such a strong brand, and I hope they continue it; meaning I hope we never see a "classic" vampire, werewolf, paladin etc... I think it would water down the strangeness that is Malifaux as a place, which is every bit as important to the game as any of the characters.

  2. To address the original question: You're only taking too long if you both feel you're taking too long.

    There are ways to pick the pace of your game up if that's a concern.

    1.As you become more familiar with the rules a lot of that will come naturally.

    2. Play more strategy games, particularly turn based, I suggest board games. This is a tough one as no one ever wants to play games....other than Malifaux! This will help your decision making speed (which often is tied to confidence).

    3. More specifically: Play resource management games. This part of the game throws a lot of newer players, which is a major facet of the beautiful system Wyrd has in place. I have started to play a lot of resources management board games, which are far less forgiving than most computer games. It seems it's helped my Malifaux game immensely.

    4. Read the forums! Seriously, this has helped a lot. It gives us all a base understanding to work from. A friend is a Master's student right now, I end up giving him the Reader's Digest version, lately more tailored for his crews. Every single game he plays with new knowledge he does better.

    5. Do an after action: Talk about your game with your opponent. Discuss things that could have gone better, rules issues, strategies that worked, strategies that didn't, and things that might need to be figured out for the future.

    In fact, for anyone that wants to learn this game those would be my suggestions anyway. Up front it sounds like a ton of work, it really isn't once you train yourself a bit to do them.

  3. As you get used to the rules, and become more confident in your decision making, I'm sure most of you will find your time cut down, if you want it to.

    We play a Scrap of almost any points value in about forty five minutes unless we're looking a lot up. We play most Brawls in about an hour and fifteen minutes (including our largest, 80ss monster). We often find that the added models don't slow us down that much as we get into the games.

    That's us though, we're all pretty experienced gamers, both war, and role playing.

  4. We'll pay that right after you pay us for lost wages on not paying the guys that swabbed the deck after they "inspected" the teas into the harbor.

    Oi! You still owe us for those crates of tea you ruined. And saying they were damaged in transit and claiming on the insurance is fraud!

    D.

    That whole thing is rough Gav, I'm sorry that happened!

  5. I'm thinking about getting a Malifaux bag (possibly two) and just provide a higher quality pluck foam (blade cut, not laser!) that suits my needs rather than the included trays, which I don't care for the looks of.

    Right now I use a couple of deep trays of pluck foam and walk really carefully.

  6. Without digging through all of this (this has to be one of the fastest growing threads I've seen in quite some time!) I just wanted to blurb out:

    I fought the gremlins with the Ortegas, and worked them. You want to talk about being outnumbered? Playing a third of the game with no cards in my hands wasn't so great either. I just made solid tactical choices that ended with S'omer going doing like the easy girl at a party, after that (with my two survivors) I had to play mop up, which wasn't fun at all. When I pulled slaughter my opponent started to giggle and taunt me. I have to admit I didn't feel great about it, it still worked out.

    I've run into the same thing while fighting Ressers. I took on Seamus with Zoraida and ran into the same issue. This time I had no chance of killing the master though, and I had to play something resembling a fighting retreat (think the march to the sea from the Chosin reservoir and let that inspire you). I think in that case I killed MAYBE two models, and they came right back. In this case I was playing treasure hunt and stayed incredibly focused on that. Had the game lasted one more turn there is a very good chance he would have won, it was a tense game and easily one of the most satisfying I've played.

    I think a lot of the time we beat ourselves more than our opponent does, and that sounds like what's happening with your games. So I guess to answer your original question: I deal with these odds by staying calm and making cold, rational decisions about what gives me the best chance of winning. I don't allow myself to think "I can't win" and force myself to think "How can I win?" with many thanks to yet another Marine (Robert Kiyosaki) for that.

    Chin up Devil Dog and start adapting and overcoming.

  7. Why not just open a word document, copy the text, paste it into the blank sheet to turn the font into a different color that you like more?

    GREAT stuff here. The things I'm doing wrong were already covered generally. I'm really looking forward to seeing more extrapolations.

  8. Silver, no, the Breach(es) reopened in 1897, the game takes place four years after that in 1901. It reopened a hundred years to the moment after it closed. That was a decade after it was opened the first time.

    The alternate Earth's history also included magic as a powerful and pervasive institution. I think we can safely say that all sorts of things might well be different, including the existence of the USA.

    Also, the Guild seized power on Earth. Whether that was direct power or behind the scenes control it means a lot of things changed in the century between the closing then reopening of the original Breach. We don't know if any nation states still exist as we know them.

    I would wager to say that Wyrd doesn't even "know" officially although I'm sure they have some ideas and thoughts regarding the issues. It's often easier to leave things nebulous so that there is room to make decisions as needed for story development rather than put a rigid structure in place that may or may not work down the road.

  9. I would be saddened if there was a clear cut "good guy" in this game. It would lose a lot of the political depth and complexity that makes it that much more realistic and enjoyable.

    Paladins on unicorns? Are you seriously trying to make Malifaux the Hell Kitty of the gaming world?

    That might have come off as too strong. I just seriously take issue with any game or fantasy world that says there are clear distinctions between good guys and bad guys all the time. Those sorts of archetypes work well in fairy tales and fables, and that's about it.

  10. Keep in mind with Perdita you only draw a number of control cards equal to the number you discard. I've seen one or two players get tripped up by that and think that it means drawing a whole new hand.

    I play a straight Ortega family with the Enslaved Nephilim added in, and I win more than lose. Perdita's Obey is useful to set other models up to do things. With three action points a turn you have plenty of chances to make the opposing Master react to what you're doing.

    I would agree that the Witchling Stalkers are a great addition to Perdita's crew. They are really handy for shutting down all sort of things. In August they may get supplanted by another model, especially if there are additions to the Ortegas.

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