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Krysno

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Everything posted by Krysno

  1. I really like your colour selection and the soft focus feel that you've given your crew. Nicely done; your models have a great coherency all together. -Makes me feel that it's okay to be sad... "somewhere, over the..." ~
  2. That was pretty good; I liked the cuts with script in the beginning -particularly the longer line that had only a moment of show. You almost have to read it from memory because it's gone so quickly. I love that kind of editing. Nice work in building up the anticipation and drawing the viewer in. Your miniature shots were interesting too, with panning and rotation used to good effect. There was a little shake in one of the pans, but it didn't detract much from the shot. I would agree with Tumling about the style not fitting the feel of Malifaux, but I did feel that it works fine for miniature gaming in general. For those gamers who might like a little peek at Malifaux's miniatures and a very elusive hint at the card gameplay mechanic, I think the video does well. I also think that if you really want to draw people in for more Malifaux, it'd be nice to work the feel of the Malifaux world into the video. In short, I really liked the editing in the beginning. It looks like you spent some time and care creating the video and while I think that it could benefit from a "Malifaux world" injection, I think that it came out well. Nice work, and welcome to the forums~
  3. The cobblestone looks melted around his feet. Nice looking mini~
  4. Hey Gentry, I'm not too far from your shop and I just finished out the spring school term at PCC. I'm looking to fire Malifaux back up over the summer, and am excited to hear about your shop. I'll check in with you via email tomorrow; welcome to the neighborhood~
  5. lrall, you should let us all know how your next few games go. Keep us in the loop; I'd +1 Eric's earlier post and say that it's an awesome thing to see that you've identified something in yourself you want to change and that you're working toward it.
  6. I used to get really frustrated at losing frequently in any tabletop miniature game I tried. I was convinced that I just sucked at them. Now I have a lot more fun with them, Malifaux in particular, because I approach each game as its own entity. I sit down with a friend, and over drinks and music we create a story -an encounter. It isn't important that I win because I can look back and remember interesting and/or significant and/or crazy things that happened during the game. I get excited when my opponent cuts Teddy down from across the board with Nino's amazing repeating trigger cannon because I left Teddy just a little too exposed. That was awesome. Perdita's executions are also particularly memorable and impressive... I still try to win with everything that I've got, but my satisfaction in a game comes more from the act of playing than the outcome.
  7. Dark Age miniatures, Skaard Drill Head. See it here: http://www.dark-age.com/showimage.php?id=390
  8. This sounds like a cool way to support the Food Bank. -and I've always wanted to Cheat Fate and Burn a Bean Can to win a duel. If a player sacrifices a Ronin with Seppuku, do they get two cans back?
  9. Thanks for the kind words, I'll see about getting some different angles from my photographer friend. More contrast with shading seems to be a recurring comment, so I'll focus more on that with my next project -Teddy! I'm really stoked about Malifaux because it gives me hope that I'll actually have a completely painted crew to play with. I played various GW games in the past, and getting over the initial realization that I had so many models to paint was difficult. I am not a fast painter. Baby Kade has taken approximately 18 hours of work so far. Ridiculous, I'm sure, but I am meticulous. OCD. I have fun with it, and that's what I'm after =) Thanks for the constructive feedback, everybody. I'll post more when I have it available~
  10. I've always loved painting the miniatures I collect, but rarely start one for fear of botching it up something fierce. This is the first model I've painted to completion in 10 years. I have 4 others completed in the late 1990's... He still needs base work, but the baby has paint. Photographed by Javan Ivey of Portland, Oregon [Thanks for the help!]. JavanIvey.com~
  11. Krysno

    Woe is me...

    I played a game about a week ago with a good friend of mine. I was playing Pandora, and he had the Ortega crew with a couple of mercs. I really want to figure these Sorrows out so I took two of them and I did get viable use from them. The first thing that I did was to forget about Link. The Sorrows advanced on their own with Candy and Kade. Baby Kade was killed by Perdita, so his Sorrow joined up with Candy and Sorrow number one. While Pandora, the Doppelganger, and a Ronin handled Perdita, Nino, and the Executioner, Candy and her two Sorrows rolled up the right side of my opponent's force. Those two Sorrows didn't do much of anything by attacking or casting, but they amplified Candy's Self Loathing spell enough to kill the Convict Gunslinger and another Ronin with relative ease. This was only a small victory for the Sorrows, but it showed me (however small the example) that they can still be useful. The role of Link has changed. It may be more useful now to consider it a re-deployment tool than to consider it an initial deployment tool.
  12. Krysno

    Woe is me...

    I can't remember which thread I saw this in, but someone suggested that Link could remain active until the end of the Linked model's next activation. I think that it could be a reasonable compromise. Link would still have to be reactivated each turn, but you wouldn't have to push the Sorrows to the front of the activation line to get any sort of usefulness out of the ability...
  13. If the tools were partially gifts and you've been collecting the other equipment for 12 years, 16 bucks is still a lot. This is where the commitment comes in. If you commit to the project before you start, and take your time, you'll come out with something that you can at least be satisfied with...
  14. Hmm. I like your idea. I may have to tweak it and build a teddy with a goldfish bowl for a stomach... Nicely done, alemon. The risks would be minimal if you had the right tools and committed to the idea before hollowing him out. You could start small by drilling a hole in the middle and dremel your way out until you had a doubt. Always stop dremeling when you have a doubt. I'll paint a "-alemon" under the goldfish to give credit where it's due...
  15. Krysno

    Woe is me...

    That's been my approach, Hesky. Might have to try a game without the use of Link at all. We'll see where that puts the Sorrows...
  16. Krysno

    Woe is me...

    Some additional information regarding Siphon Magic and Life Leech was posted in this thread: http://wyrd-games.net/forum/showthread.php?t=13697&highlight=siphon+magic+sorrow&page=2 Looks like they work with Base to Base Contact now, and no longer require the model to be linked.
  17. Krysno

    Woe is me...

    In the meantime, I have not finished my dissection of the Sorrow minion. I just need to find someone who will play back to back games with me for..... six straight days or so.
  18. That's Papa Loco's Utility Belt Dynamite Stick. I haven't seen any photos of him recently, but I think you might not see it because it's only seen from the angle that he's hardly ever photographed from. I glued mine so the groove goes around Papa's belt, over his right hip. If I remember correctly, I had to cant it slightly so it would fit snug against his side (it didn't look right sitting perpendicular to the belt).
  19. Krysno

    Woe is me...

    Poop. I missed that (0)Link specificity. I guess that means I can't link two Sorrows to Candy any more. Well, the models still look cool...
  20. Krysno

    Woe is me...

    Hey Karn you were spot on. Sorrows are more of a burden than a boon with a Link that ends in the closing phase. On a happier note, one of them survived a round of Perdita's shooting in a game last night. I might name him "Droopy the Bullet Dampener".
  21. Krysno

    Woe is me...

    Met a friend at the bar tonight, and beer made me wonder... Could Link remain active until it is resolved? Could a Sorrow link to a model that has already activated, and remain linked until that model completes a Walk Action or ends its Activation [its next activation]? I had mistakenly thought that Nino's "In My Sights" ability ended in the Closing Phase, when it certainly does not. I'm not trying to stretch. I'm trying to be thorough ; )
  22. Krysno

    Woe is me...

    Nice writeup, Karn, you've got some solid observations in your post. I would agree with you on many of your points. I started playing Pandora just a short time before they changed Link, but I do miss the original Link-breaking conditions. When I first saw the errata to Link, I thought that it was a change [not a replacement] and that the original ending time stood. I was corrected two weeks ago when I played a game at the LGS. I had hoped to be able to figure it out for the best, because I love the Sorrows. The models are rad and their abilities can be a lot of fun in an unconventional way. I played my first game with "closing time (0)link" yesterday, and this replacement is not easy to get a handle on [as karn has explained above]. One thing that I do appreciate is the ability to deploy a Sorrow in base contact with Pandora to Siphon her Dementia spell, and then cast it on Pandora for a more productive first turn. I know that the Doppelganger or a totem can be used to this end, but being able to use a model I take for almost every game is nice. That said, it is markedly more difficult to get the most from the Sorrows with my current understanding of the new Link rules. After the game I played yesterday, it is obvious that the new Link rule [Link ends in the closing phase] directly affects the activation order of Pandora's crew more so than the activation order of her opposing crew. If I want those Sorrows to be up front when Pandora hits, they have to activate first for Link. This presents the very problem Karn covered above. None of Pandora's abilities carry over to the following turn. Everything she has ends in the closing phase [except the Mental Anguish trigger]. If she doesn't activate early, then the only benefit she can get from her actions and spells is the damage inflicted from failed WP duels. The other problem I'm trying to wrap my head around is that if a Sorrow is linked to Pandora and she pushes toward the enemy, the Sorrow won't link up to her in time to be of any help. This leads me to believe that I shouldn't link Sorrows to Pandora anymore. They're not worth Linking for the sole benefit of absorbing damage. I need fast minions that can get the Sorrows to the enemy before Pandora gets there... eh, I have to go so I can't finish this post. I'm not trying to bash the new rules here, I'm just trying to understand them better. I will agree with those above who liked the longer lasting Link, but the change is only making me want to 'get it' more intensely... There's got to be something to it... Right?
  23. Krysno

    Woe is me...

    Sorry, Double Post. See post below.
  24. Krysno

    Woe is me...

    I like this ddot, you're thinking outside the... thing that Pandora carries around... This goes with the third point in your first post, catching someone off-guard with a Sorrow soulstone flip. You're talking about the psychological gaming that gets me all excited [especially when someone pulls something off on my crew that I didn't even expect. Or those "damned if I didn't" moments]. This is the stuff that makes me say "crap" with a grin, "well played". On a different note, how do your sorrows fare when Linking to Pandora now? I've stopped doing it because they're easy to target and get left behind when I push outside of my activation. I now only link them to other minions, mostly to get them up the field as quickly as possible. In regards to the damage sink with Martyr, would you say that the Sorrow is a better Martyr than the Doppelganger or Candy? The Doppelganger and Candy can't link to ensure base contact, but they both have double the wounds and can heal to mitigate incoming damage... I'm all over the place tonight. That tournament today got my gears turning and the questions flowing~
  25. Krysno

    Woe is me...

    I understand where you're coming from karn, but I think that we should give this Sorrow change some time to better understand how they work now. I suck at playing the Legion of Sorrows, but they're so much fun I can't switch it up to a different crew. With the old method, the only way to break Link was to cause a push on the linked model outside of its activation so that no base contact existed in the closing phase. Now, with the new method, Link breaks automatically in the closing phase. It does sound like a drastic change, but I think it mostly affects consideration toward activation order. If you activate that Sorrow before the model you want to Link to, you can keep Link going as before. The only change then, is that you cannot use Siphon Magic with a model you're trying to Link with. In exchange, Sorrows can now Life Leech multiple models if they can get into base contact with each. The good news here is that the Sorrow's controlling player controls the push generated by Link and can attempt to bring models into base contact if they are close enough. I don't know if this change is ultimately good, bad, or neutral. I would love to hear your specific experiences with Link, Siphon Magic, and Life Leech since the change in the rules occurred. I think that if we pool our thoughts here on the forum, we can figure this kind of stuff out as a group.
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