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Adran

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Everything posted by Adran

  1. I think the timing works that the push would occur before you resolve the outcome of success ( so the damage flip from the executioner), but that won't stop the damage from happening in any way. It might mean he dies in a different spot, or he might be in/ outside of various auras when the damage happens, so there are a few times it may matter. As far as I can tell you resolve each card separately, so it is possible to push 1 model 3 times, although it can be pushed out of range by 1 push and then you couldn't do further pushes on it.
  2. Accuracy modifier applies to any damage flip that results from an opposed duel. Focus applies to duels and damage flips that model makes during the action. Neither are tied into it being part of the action, so can easily follow different outcomes to Incorporeal.
  3. One thing to think on, terrifying only works if you attack them. If you don't think you have the cards to force the attack through, consider if there is a better option. Even think about focus then attack so you only need to pass the test once, and probably then are less likely to need to cheat the attack Last edition you only took 1 terrifying test against a model per turn, but if you failed it you could not attack it at all. So this is a less extreme defence than it used to be. ( and in the edition before that, failing the test made you run away entirely, costing you at least an action to get back, the rest of that activation and possibly even costing you your model entirely if you ran off the table. So to you it might be very frustrating ( and I assume your main opponent is playing a keyword with lots of terrifying) but I wouldn't call it hard control, it's just resource draining. Without you spending any resources you will pass around 60% of the tests, possibly more if you pick your crew to get around the problem and have high wp (or ruthless). The terrifying crew generally has no control over how many and which tests you fail. Edit- I would suggest trying playing with a few terrifying models and then you'll see how unreliable it is as a defence.
  4. Back blood is not damage from the attack action, it is damage from the ability. I'm not so sure the same logic works for defence triggers, but I don't think they count as damage from the attack action, as they are a separate ability. An actions trigger is part of the action, so would be subject to thing's which affect the action ( like incorporeal), but a resistance trigger doesn't say that.
  5. And also potentially a lot of shielding from defensive fighting if he wants.
  6. I would say yes she counts for them both ( and also for labor contract.) If an ability refers to other friendly models, it typically does not count the model with the ability, but if it just refers to friendly models, then the model with ability is a friendly model so would count.
  7. Firstly, you will want to make sure what you play is right for you and your players. So whilst I might offer suggestions they are based on my experience and what worked for my group. I haven't tried playing it in 3rd edition, and the group I played it with in second edition were all very experienced players, so were pretty good at making the best out of what ever they had. So feel free to change the rules to what work for you. These are suggestions that eitehr worked for me, of I think would work under the rules you are trying to impliment. My first experience of the campaign was when I was in the process of trying to play every model I owned in the course of a year, and so I hired a very bizarre mix of models to try and use as many of the models I owned that I hadn't played yet that year, including mercenaries, so my personally added hiring requirements were much more restrictive than M3 keyword hiring. ( I selected Myranda as a leader and hired Ronin, which meant I was easily giving up points for assassinate when ever it cropped up, which was about 50% of the games at the time, and I couldn't use the ronin bonus action to self sacrifice without the risk that they would get injured doing so). Your initial crew almost certainly isn't going to be optimized. You probably should try and make it a generalized crew that can do at least 10 of the schemes, just to make sure that you aren't in a situation that you can't score. It is certainly possible to build a starting roster that can't do any schemes, but that is player choice, and its quite hard to stop players making a bad choice of they want to. According to the rules, the first hire you make each week after the first comes with a 5 script discount, so every crew should be able to hire someone even if they have failed to earn any script in the games (although collection size may prevent this, that was something I didn't have to worry about, but its got to be a pretty strange collection /set of games to not be able to buy anything after the first week, and I would suggest most players ought to consider at least the first weeks buy when they are making their starting roster so they don't just hire all the cheap minions that they own straight away ). I can't remember the exact rules for working out a game size, but I'm fairly sure that it was intended that no side was forced to hire everything they owned. (although there is no natural cache in M3, there is also a much lower number of upgrades to hire so it probably should balance out). If you do struggle with schemes, an alternative way to work it out is give everyone the list of 13 schemes, and they can choose any 2 from that list but can't repeat a scheme until they have done 8-10 of the list ( If you make the number too low you can find some players may try and build a very efficient list at doing set schemes, since they can garentee they will show up. Might not be a problem with all play groups, but my group had players that would have built a list that could easily do a selected 6 schemes and just used those 6 over and over if they were allowed to). P
  8. Part of the reason you choose 2 from 5 is because you often can't do all 5. This will be especially true in this, but you do get to choose your roster, and do have to hire new models for the roster each " week" so after a few weeks you probably have plenty to choosevfrom to build your list. whilst when you start you might not be able to do all schemes, you probably need to make sure you can do a majority just in case. Even in the campaign you should generate strategy and schemes before picking a crew, its just you have a restricted pool to hire from . The size of the game should be picked to not force one side to play everything they own.
  9. Mainly because the markers do different things ( both hazardous and destructible make a huge difference on the effect the terrain will have and how the opponent will want to deal with it)and the crews use them in different ways, so there is different things to consider, not least the tricksy crew can deploy only 4 at the beginning of the game, where as fae can reach 9 if they really wanted to.
  10. There are 2 things, firstly, you can't easily place an undergrowth marker close enough to another one that a model couldn't fit between them. You can move them closer later, but its not going to completely block an area. The other thing is that you know that you are going to face Titania and if you can hire models that ignore severe you walk through them as normal. Even if you can't ignore it, it's at its very worst, an extra 10 cm movement if you're a 50 mm base and you cross at the widest point. That's typically less than 1 actions worth of move it has cost you. ( that said its probably a bad idea to make a board that only has 1 narrow exit to a deployment area in general. And if the fae crew is putting a lot of its undergrowth in a enemies deployement then it's missing out on being able to use them in the middle game when the crews typically meet to fight).
  11. Some people use it as way to learn/introduce. Personally I don't find it a great way because I find it misses the bits of malifaux I like to emphasis, the building a list for a scenario, and it misses out on the master, which is the draw for some people.
  12. One of the big things of this edition was the reduction of hiring pools, so there is none of the old leviticus, or Marcus hiring pools. Hiring ook is not a huge problem. I do it fairly often to get something that does what I need for my plan. To be honest, I the past 10 years of playing I can probably count on 1 hand the number of games that would have had if a different outcome if 1 side had an extra stone to spend, so don't worry about it.
  13. The easiest way to organise in M3, is by keyword. If you get the crew builder then you can search by keyword to get everything from that keyword, or look at the new cards for all the models you own to see what they are. As you've seen you can hire out of keyword so you could still hire copellius with Pandora if you wanted, although she is more about conditions now than wp duels so there is less connection. Whilst you don't have a lot of the lucius guild stuff, you do have some, and he can also be neverborn. You do have quite a bit of the Dashel guard keyword with what used to be Lucius' models.
  14. Irs certainly possible for things to be based off more than 1 thing, but I'm not sure I see Burt Gummer in Burt jebson, not enough selection of weapons or prepared for everything.
  15. Cheers. I should have checked there. Oh well I was wrong. If you are talking about the shadow rule, then that specifically calls out that it applies even if you are ignoring the terrain because of ht.
  16. I think you are wrong. I think that the wording in the action modifies the damage of the action, so if the model charges it causes a 3/4/5 damage flip on the attack created by that charge. If the damage was a separate source of damage it wouldn't use the " +1 damage," it would just say "1 damage. ". The use of +1 means that it increases the existing source of damage. The adding damage call outbox tells use that if an action doesn't do damage, but it has a source that means it does do extra damage, it is treated as if the original damage was 0. The fact it says " models damaged by this attack..." is why the damage would not happen if you got the infect trigger. This is different to the slander trigger adding damage to an action that didn't normally do damage. Bacl to the original question. I can't see a reason why the rear up trigger wouldn't do 3 damage if it was from a Charge. But, as already said, like the wind and infect wouldn't do any extra damage even on the charge.
  17. At the moment I don't know the answer to the first part. I'd want to look through the rules carefully before I gave an answer to it. I can easily see the logical flaw with the second part that means even if the first part was true the second part wouldn't be true. So I might give an answer to the second part, because I can quickly and easily, without answering the first part. It would mean you played 2 of the triggers right for certain, even if it doesn't tell you how to play the third trigger correctly.
  18. Not necessarily, if I can show you the second part is false for an unrelated reason I might well do that even if I can't say if the first part is right or not.
  19. I have a question to ask you in return. Why has your piece of concealing terrain got a ht? If I ignore a piece of terrain because I have a higher height than it, then I am not drawing a line of sight through it, to grant the model concealing. So the ignore through ht will trump the concealing. EDIT- According to the faq this is wrong, and you will still draw los through Concealing. I also missed reason 4 fir a ht St, the marker needs it because it uses los somehow. To answer my first question, adding ht to a terrain piece does 3 things. Firstly it allows you to know how far you have to climb/fall ( if it is climbable or stand-onable). Secondly if it also has the blocking trait it produces a shadow. Thirdly it allows it to be ignored when determining line of sight. Edit- just to note, you aren't going to get an official answer unless it appears in a faq. You may get a TO answer which would be official for their events, but not for any other events.
  20. I'd have to check what i use for my graveyard board, I've 3 garden of mornes, but certainly don't use it all all the time. I think you can get away with just the 2 sets but you probably need a little more thought into where you place line of sight blocking walls, and the doors in them to not make it too easy to shoot on. I do often use the base plates for the buildings as separate sections of severe terrain, and have the building standing loose. The other thing the set is missing is dense terrain so things which block los bur not movement, so the mist patches suggested above are a good idea, as can be trees I often try and set two walled sections on the diagonal across the middle line of the table, with ways to get through each walled section and a way through between them, to try and separate the sections where corrupted idols would drop so models can't easily control multiple of those areas. ( I think I actually think of the M2E turf war locations when I set it up , but if you don't know M2e, the corrupted idol drop locations on the center line is a reasonable approximation. ) add buildings and statues to break up lines of sight and complicate walking routes . ( doing it on a diagonal somehow seems to make it harder to move bubble crews together, probably because they encounter the walls at different times, which makes the game feel more 'natural '. )
  21. On the first point, I would say the choice is really up to the owner of the silurud. If they are happy to let another player use one if their models then fine, but I would fully understand someone not wanting to give part of their collection away for an event so they couldn't use it for anything they wanted during that time. They might also give a different answer depending on who the player that would be getting the model is, and that's fine. I'm totally happy for friends I see regularly to borrow my things, I'm much less happy for aquatances who I never know when I'm going to see next to borrow them, and there are some people I wouldn't trust to look after my stuff. On the second part, I don't think doves that you summon should be the same as your starting doves. That does mean that you will slowly injure your initial doves as they get " finished off" and get some annilated due to injuries. The colette player may then want to buy new doves to add to the roster. It may lead to in game choices about which dove to sacrifice each time based on the campaign circumstances, but I personally like that. There are advantages and disadvantages to this, you will probably start racking up injuries on the doves, but when you summon a dove, it won't have those injury downsides, and so be more useful. Uts probably going to get to the case that the colette crew will not start all games with a maximum allowed number of doves, but they can still summon to reach the maximum
  22. Yes. It is a marker, so any ability or action that affects markers in general can affect it. This will include actions like lost knowledge or Lord coopers machete.
  23. You have quite a wide range of places to push into your target and so be forcibly stopped ( Plus towards covers quite an angle these days and with a 2" engagement there are quite a few ways to push past and still be in range for most situations. Even if he just moves for his turn he can move 9" at least, which isn't all that slow. He can interact 6" away. He can attack something 12" away. He might not be the fastest thing out there but overall he is above average movement himself.
  24. You do have the choice of using heroic intervention fir a greater range, but without the bonuses on the spear. He is probably a nightmare for hamelin, just imaging how many rats he can charge in 1 turn!
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