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Adran

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Everything posted by Adran

  1. As for quick study she is still limited by it being a 0, requiring cards or SS. Don't see how she could get more than +20 (that is assuming you use found some way to get her to use a 0 10 times and used an entire hand and 7SS cache to do it). here are the links to where we've discussed this before. http://themostexcellentandawesomeforumever-wyrd.com/topic/106273-malifaux-child-just-like-you-sonnia-confiscated-lore/ http://themostexcellentandawesomeforumever-wyrd.com/topic/103808-lady-sonia-confiscated-law-and-the-malifaux-child/ http://themostexcellentandawesomeforumever-wyrd.com/topic/103791-lady-sonia-confiscated-law-and-the-malifaux-child/ My personal view is that the majority disagreed with your view here. As for your follow up, I would play it this way When Sonnia targets a model, she checks what their Wp is. At that time, they will get the Wp bonus. (The game asks what the Wp is, and so the answer is Wp5 + 2 because it has El mayor, for a total of 7) When Malifaux child copies a Ca action from Hoffman, or Sonnia they don't need to check their Ca Stat, so they don't apply the bonus. Do you let malifaux Child get flips when targetting a model with Wp7 with Sonnias Flame burst? I don't. As I said in a previous discussion, if Quick study means that Flameburst is now Ca 9 for the Child to copy, Sonnia still has a Condition to give her +2 Ca. So that makes it Ca 11. etc.
  2. Speaking as a player that enjoys using the rail golem, it is a bit of a hit and miss model. Its power relies on you getting tomes in your hand to get that locomotion trigger. Without it, its quite poor for an 11 stone model. I normally find it is only worth its points in about half the games I use it in. But when it works, it does work really well. You can't strip tomes from their hand strictly, but you can presurise their hand. Make them take lots of duels, they'll start using cards to pass them. I'm thinking forcing them to take terrifying tests, or manipulative tests will make them lose cards. This won't help if they flip the locomotive trigger, but should reduce the overall AP. (can't think of neverborn specific card discarding tricks off the top of my head outside of Sttiched together It hits hard under locomotion, but it is still only Ml 5, so you can use high cards to make it miss and cost it burning. Its also pretty slow naturally. It can walk 8 and then make locomotive actions. If you are more than 10" away then it is having to spend its actions on walking (which it really doesn't want to). And whilst I will normally say that Burning is not the limiting factor to its actions, it is something that they need to consider. Johan shouting at a rail golem to remove its built up burning will slow it down.
  3. You have answered your own first question. With your second question, I don;'t have the beckoners card to hand, but from memory its "after succeeding, push this model 5" in which case the lure goes off and then the beckoner pushes. (After Succeeding ... happens after you have resolved the ability)
  4. You only calculate the total when you use it, so Hoffman getting +2 Ca wil only matter when you calculate a total for him using Ca. It does not re-write his card to add those 2 points to all his actions. We've had this debate before regarding Sonnia and her Quick study condition, which gibes her +2 Ca. If it worked the otherway, then she actually has infinite Ca
  5. You are correct on Fast and slow, they last until the model next ends an activation, so can carry over from 1 turn to the next. The rule is correct. If you target the model or if you end a walk in its range. If you take a charge, you make the duel before you move, because that's when you target it, but walking will always see you move before the duel. And Terrifying provides no protection against terrifying
  6. The end condition of Paralyse is the end of your activation. It you gain it during your activation, then it ends you current activation, and you've reached the end of your activation, and it goes away. If you gain it during someone elses activation, then it stays until you activate the model and then reach the end of its activation.
  7. Yes you can. But you will need the model to end a walk by, or target, a different horrific model. (You still have to take the duel, but you flip for it and can cheat, so almost always will force them to fail
  8. You should be trying to end as near as possible. This may mean you walk around severe terrain, and fall down drops. By shortest route it means route which needs the least movement. Quickest route is probably lingustically closer to what they mean,
  9. Yes it is a condition, so if something removes the condition, it will be completly removed. You don't have Plucked Eyeballs +1, and Plucked Eyeballs +1, you have Plucked Eyeballs+2, So one instance of Rebel yell, or dispell magic will remove all the plucked eyeballs. Some things lower the value of a condition, and these then might not completely remove the condition. The only ones I can think of that would lower the plucked eyball condition rathe rthan remove it are all on Coppelius' card
  10. You can never use your Leaders Cache to buy extra models or upgrades. As to why not, I 'd have to just go because the rules don't let you. You can have more than 1 henchmen in a crew
  11. There isn't "a right way" to play her. And there isn't a "best" crew There are several different ways to play her, and which way you go depends on what you like, what works for you, what models you own, and what the board actually looks like. (Oh and the most important, what your stratergy and schemes are. Never lose sight of how you are actually going to win) I've seen successful list that contain both Sam and Francisco. I've seen 8 witchling stalkers deployed at the beginning of the game, and win, I've even seen games where at no point during the game does an enemy model catch fire. All these can be successful, and all do the job in a slightly different way. My best advice is play what you own for a few games. Try switching the upgrades around, and see which work with you. Then look at where you struggle, and see what is around for that. Sam for example is an amazing damage dealer, but quite Fragile. Against fast moving and hard hitting crews, he may die before he has done his stuff. Francisco is less good at dealing damage, but can be more durable, and make other models more durable. Papa loco in a death Marshalls coffin is often suggested as a good way to give Sonnia flips to damage, but is pretty expensive if that's all you get for it. (It can dpo more stuff, but you are dedicating a lot of points to this, so it isn't as good as it seems at first glance) Witchling stalkers are one of the best ways to get models on fire. Witchling handlers are another good way, but if you're not playing a crew that is trying to do this (i.e you don't have re-incarnation, and you don't expect to need to ignore line of sight) then you might not find them making your lists. . And just to echo Pull my finger is generally written by the people that are likely to answer your questions here. In almost all cases the articles are written by people that have played the figures a lot,. You might find the advice is a bit general, but that's in part because people play them models in different styles, and currently, just about every model in the game has some situations where it is amazing. How often those situations come up, is dependent on how you and your opponent play. (Just try merging what I've said and what Furio said about Papa, and you'll see why it can seem that every model is amazing in something that is editable by everyone. )
  12. I'd say losing your master and henchman turn 2 is pretty much a lost game. I'd have to disagree based on experience. Its perfectly possible to kill an opponents master on turn 2 and still lose. I don't think this is really an Alpha issue. If anything its a controlled explosion issue. ( This has been a possible interaction since the beginning of 1st edition. It gets talked about, but it doesn't seem to happen in the games very often. And almost never after the Ramos Player knows about it.) The effort Marcus has put into killing Ramos is about the same that some one like the Viks, or Lady Justice would put in to killing him.
  13. You're not actually unsure, you've got it spot on. As written its like a push in every way except the not ignoring Severe part. It will get stopped by blocking objects in its path because it can't go round them as still be following the towards rule. I can't remember why it isn't a push. It changed a few times during the beta, it was Blink for a while.
  14. I'd check your cards again. Shikome have the Scent of death, allowing a (1) charge against a model with poison, and the (0) action Taken by the skay which puts them in base contact with an Advasary model.
  15. Nicodem is a higher pointed starter box that the other two, but if you don't hire it all, it leaves some models for summons. Of the Seamus and the McMorning set I would probably say the Seamus set is a little more playable as a beginner with just 1 set, but if you went with the McMornign set, and hired one of the punk zombies you've got from Nicodem's set, it would play fine.
  16. There are so many good upgrades to put on the Viks, it really is a struggle to get the right load out. I find that I am very likely to use the 5 slots between the 2 very easily In addition to their own set which are pretty tasty, you have Oath keeper and Tally sheet which both girls are normally happy to have. Survivalist is also pretty handy on Ash. Sometimes the rest of your crew helps decide your upgrade - If you want another model to cast Sisters in Fury (Saving the Viks AP) you have 2 choices, Malifaux child and Hannah. For MAlifaux child to cast it, the upgrade must be on Vik of Ash. For Hannah to cast it is must be on Vik of Blood.
  17. You can take a (1) interact to remove all enemy scheme markers in base contact
  18. One of Lynchs biggest strengths is that he comes with a free henchman. That's pretty useful for recon and interference, as early on the sheer number of models can matter. Huggys 3" is also useful for preventing enemies counting for interference.
  19. The Hardcore format is a 20 ss henchmen lead game that is played in 20-30 minutes. There are various rules around, but typically, its exactly 4 models, you can't add to your henchmans cache, its a turf war game and the only scheme is assasinate. Its very fast paced
  20. Johan is solid with anyone, because he can remove conditions as well as being a fairly decent tank with a Relic Hammer He is especially good with Arcanists because he works best with M&SU, which are a large proportion of the Arcanist Faction. (They make him hit better and he heals them all)
  21. On the house happens off you declaring an action. Every time you declare an action., you have to take the on the house test. This works for charges, Flurries, onslaught triggers and so forth which all tell you to take a new action as part of that action. Likewise the Cursed upgrades all tell you when you take a certain type of Action you take damage. Channel is worded differently. It effects all the duels that occur within that action. The actions taking actions call out box is quite Clear (to me at least), the first action isn't over until any actions it creates are over, but the new actions are actions in their own right They are completely consistent with their wording, (PS Sommer broke the rules hard as well, and had early Errata. Drawing your whole deck and only having 13s and the red joker in it make for a very strong turn apparently...)
  22. Well that's one of the examples there of the unnecessary "mod hat" post. Now I am genuinely cautious to even post this remark but for the sake of argument about the very weird "I have a mod hat and power to do what I wish" post. What happened here now that deemed that threat? I am seriously asking. I really don't see this as a threat statement. It was a "I am choosing to not write anything else in this thread as a Forum user, because I think I've said all I can say and there isn't anything else I have to add." He started his very first post in the thread saying that all he was saying was as him, not as a mod. He finished it off saying anything else he says he is as a Mod. I can see how you have taken it, but I honestly think that it was not intended in that way at all.
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