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Penemue

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Everything posted by Penemue

  1. We didn't have any trouble with other models, but with the terrain, we eventually decided to use the "detours around pieces, moving as directly as possible towards the Belle." At times, this made a model shuffle two inches to the side, out from behind a building, then 2" towards the Belle on a diagonal. Since Push does not read "directly towards," we thought that this would be an ok interpretation. Getting different answers, though...I'm not sure which is correct.
  2. Another question (still Belle-related), as I finally got a game with Seamus in yesterday... Does Lure force a push in a straight line, or can you push the target model its Wk around terrain? We used a lot of town-scape terrain, and the straight line interpretation seems to mean that having your base even slightly obscured by a wall equals no Lure. It also seems to mean that the target can't hop out from behind cover that it can't actually traverse (like walls, since you can't Climb during a push). We played the first interpretation a while, then switched to the second just to see how it would work.
  3. Thanks! The book says "activating," so I assumed that if the Belle started her turn within 8" of Seamus, she got the bonus to all Wk no matter what.
  4. Belles of the Ball gives friendly Belles +2 Wk. My question is as follows: I want to take two Walk actions with a Belle on my turn. She started her activation within 8" of Seamus. Is the Wk bonus applied only to her total distance moved (it would be 10" in this case), or is the bonus applied to her Wk score, which would give her a 12" move in this case? I'm leaning towards the second interpretation, but I just wanted to be sure. With no real play experience under my belt, I thought I'd ask the other Resurrectionists
  5. I may be in the Toronto area at the end of August, and I'd love to see how Malifaux plays (nobody here wants to get in on it yet. ). If you happen to be around, send me a line.
  6. Thanks for the input! I'm trying to stay away from the more "generic" kits, though, as I want to show Malifaux off as having something that those "other games" don't have. How about Sonnia? She also interested me.
  7. ...but unfortunately, I'm not quite sure how to go about it. I'm familiarizing myself with the rules, but I want to make sure that I have a few good crews available to people who just want to try the game out. I personally do not own any Malifaux models (yet), but I've been looking at Lilith, McMourning, and Ramos as possible crews. However (and this is a big however), I'd like to assemble two or three crews that are relatively balanced against each other (no constructs VS undead matches, for instance) so that new players can feel as though they're able to explore their crew's options to the fullest. Thoughts? Suggestions?
  8. I'm afraid that I have absolutely no game experience, but from looking at the book, two things strike me as immediately useful. 1) Mistaken Identity: the Copycat Killer is insignificant, so swapping him with Seamus not only helps with objectives, but also gets the power of the Mad Hatter over where you need it to be. It can also be used to save Seamus from a bad situation. 2) Live for Pain (you need to keep an 11 or higher in your hand, I think) can give the little guy a few more WD points to fire off that nifty gun, if you can pull it off.
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