Jump to content

Adran

Moderators
  • Posts

    12,682
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Adran

  1. Hello. Its been a while since I've tried to play Ramos, sol I have no experience of him with the Watchmen. I found what I wanted to do was get some scrap so he could easily summon, so I often use a metal gamin/golem. I also find that I get lots of scrap around the board by the middle of the game, so rail walking is a good ability to add in. I don't immediately see an obvious synergy between Machina and watchmen, but they are generally both self supporting so that doesn't matter. I would give the starter a shout in that it contains the Arcanist general upgrades, and I like having physical cardboard.
  2. We're well off topic, so I'm going to leave the topic alone, but I personally say that falling doesn't have to fit the definition of movement and nothing breaks if it isn't movement ( and there is probably only the falling into Hazardous terrain and the territorial ability that have different outcomes if it isn't ).
  3. I'm not sure it is changing location, since measuring is done top down. ( Plus that is the only way I can avoid the possibility of floating dinosaurs in the rules).
  4. I'm pretty sure changing height doesn't count as moving, so if you were to fall off you aren't moving. So that wouldn't cause hazardous but would cause use em as bait. (If you did the action that caused you to fall then it would be during resolving the action, but if you are pushed off by someone else then you are ok at that point).
  5. Well since use them as bait doesn't use the same wording, and has different things that trigger it, yes I would say that it isn't the same as hazardous markers. There is some overlap, but they arent entirely the same. I'm not sure if Solkan is giving the right answer but I am sure that there are differences in how it works and how hazardous markers work. Overall there has been 1 faq since the rules came out and that was very shortly after madness and before the models were out so based on the wyrd times, I'm not hugely surprised this hasn't been answered yet as I can see the confusion about dropping them, but only after the otherwise rarely read rule from the dropping rules is read, and I'm still slightly confused by the arguments that a marker that starts in base contact somehow " comes into base contact", so I would never have expected that to be a confusion.
  6. Wyrd has some very dynamic models with a lot of detail and is more realistic scale than heroic scale, but that comes with the downsides that it has many parts, they are often quite thin and therefore fragile. They are certainly improving the layout and cuts of the plastic kits but I think they are only in generation 2, so there is probably still a lot to learn. I'm certainly no expert on plastic models, but there are a few things I have learnt that help. Use a sharp knife or sharp cutters to remove obvious delicate pieces. The sharper the cut, the less force that is put into the rest of the plastic. Support the piece of interest - try and make it so that if the thing is going to move, its not going to add extra stress to the fragile parts, this can either be by cutting the connected piece of sprue lose first, or supporting the piece of interest with spare hands (or clips) or even just bluetack. Cut over a tray or similar, preferably with a soft base to try and catch bits if they fly off. Its not perfect, and I still have a few things break on me, but it has certainly seemed to reduce the break/lost parts. Most of the plastic malifaux kits I have put together fit well, and I can dry fit pieces to check its working, and work out how things are supposed to get together. There are a few that I haven't managed to work out exactly right, but the bodge isn't noticeable unless you look too closely
  7. Yes that's right, it is the model that is discarding the upgrade that is using the ability, so another refers to not it. In other words the upgrade must change who it is on.
  8. The shambling nests do not count as totems, so they don't get to be hired for free, but you can hire them at 3ss each. Its possible that the app isn't correctly applying this (I remember reading a thread in the App section about it but no idea if its resolved or not)
  9. There is an errata on page 34 in the section choosing to suffer damage or be killed. It has added "additionally when a model is controlled by the opposing player it may never choose to kill itself with an action or ability ".
  10. I don't think you can as long as the object is the same size as the ward markers . The area between (p32) draws lines from the outside of the ward markers. I think that means that at least 1 edge of the ice pillar has to be inside the area that you can't draw los to, and so either you can't draw los to the pillar to use ( which is needed), or you can't draw los from the pillar out the other side. But I'm certainly not 100% sure.
  11. In that scenario, the explorers society can't do the Vendetta scheme. 'Ignored for purposes of Strategy and Schemes' means that you treat them as not there for the wording. This isn't quite the same as they can't score points - they can kill models in a reckoning game for example, and since the strategy there doesn't care how a model was killed, it will still count that kill towards scoring. (Edit- fyi, there are at least 5 insignificant models that have ways to drop scheme markers without using the interact action, and those can still be used to score) When you know this is an issue and due to various restraints (such as you are only using starter boxes and playing Henchmen hardcore) you can't avoid it I would consider making a house rule that the hopeful prospects can be used in vendetta. (Or chose a different scheme for your games if you don't want to have to learn 'wrong' rules)
  12. Token removal is very unlikely to happen. Those things were made tokens this edition rather than conditions, because of effect Condition removal had on the viability of that sort of ability last edition. (And you can look at the effect the increase on Terrain removal in the game has had on the power of keywords like Fae that were designed/tested in an environment where it was unlikely their undergrowth was going to be removed).
  13. I think there are one or two instances of the abilities with the same name but different effects, and there were a few triggers in the latest book which had a different suit to previous triggers with the same name. Wyrd has 5 sources of official rules - the rule books, the cards, the latest errata, the latest FAQ, and Gaining grounds document. There are very few rules, outside new profiles, in the books, but occasionally they do show up, such as the new types of upgrades in Madness (which has now been added to the main rule book as an errata). The online rules and cards should contain all the current errata.
  14. The best I can offer is plan ahead. if you can only hold 1 model and want to leave them there, try and plan efficient use of the other time, prehaps glue feet to bases on other models, or waists to feet, basically anything that is a naturally more stable join.
  15. There is a big difference between a complex game, and an information dense game. M3 is a much less complex game than M1, but there are now more than twice the number of profiles in the game than there where during M1. This means that its easier to pick up the rules now, but its then a much steeper curve to learn all the options, where as it used to be much harder to learn, but once you had learnt, there was a less steep curve to learn all the options. Both routes have the risk of putting off new players. I very much doubt that Wyrd will wholesale invalidate existing models, so a new edition is likely to contain as many profiles as the current edition. There maybe some more simplification that could be done, but they have already done quite a lot of simplification of the profiles and the stats. Games of this sort have 2 ways to grow, they can grow wider, by things like the introduction of new factions, or deeper, by things like the introduction of new titles, but both ways increase the information of the game, and can seem very daunting for new people. And if they don't grow they don't create money and get stopped by the company.
  16. The aura won't help, the area on the board needs to be severe before the sandworm places there. Moving a hazardous aura does not cause hazardous to happen. Hazardous happens if you resolve an action or a movement at keast in part in hazardous or if a hazardous marker moves.
  17. Yes and you still control them for the attack. Just remember they can't charge if they are engaged by your models, even of you are controlling the action.
  18. I'm not sure exactly what you are asking. If you are playing without the campaign upgrades and injuries, then you can certainly do that with Malifaux. That's probably how a lot of the slow grow leagues work. I see them as different styles of game. If the player base want a more normal malifaux game, then all those upgrades and injuries can distract, and change what models do. Then a slow grow campaign with only restricted effects across games can certainly work, and have each game you know what your opponents models can do because they are always the same standard card. The Shifting loyalties campaign is intended to provide character growth within models across the campaign, which is a different thing. Both are things I'm interested in, but they "tickle" different parts of the interest in the game for me, so I can easily see play groups that would like one form and not the other. In answer to the original poster -It can work with a few adaptations. It was never perfectly balanced so the fact the adaptations will change some power levels isn't' a huge problem. If you like the idea of a story where your gang grow in more ways than just adding new models, then shifting loyalties provided that, and can relatively easily be adapted to provide it in 3rd edition I've moved this to discussion rather than rules, as its not really malifaux rules
  19. Triggers are often written that way because it may be used on other models. In this case, not a bomb is also on a bayou model, Merris Lacroix who can drop multiple shockwave markers.
  20. Yes. You can spend the resources from the model. ( power tokens, focus condition, fate tokens, wounds and so on). If you spend 'communal ' resources such as cards and soulstones whixh aren't model specific, then that comes from the controlling player
  21. According to the Friendly, Enemy and Control section of the rule book a marker created by an enemy model is considered an enemy marker. Edit- this is trumped 2 pages later, and the marker is friendly to the crew controlling the action. Must not just stop looking when I get to the first reference...
  22. Single big pieces of terrain can be problematic for a few abilities that affect terrain, ranging from things like the Grave Goo which adds Hazardous to a terrain piece it is touching, or a Waldgiest which can attack other models in the same severe terrain piece as it regardless of range, or protect territory that requires you to leave scheme markers next to a number of different terrain pieces. Big pieces of terrain that you can't enter/see through can also have a big effect on the game. Both these problems can be worked around, and won't ruin most games anyway. Splitting the terrain up into smaller sections will help the first set of issues by restricting the power of the abilities or largely changing the difficulty of scoring points. Either making the terrain have routes through (some buildings) or carefully arranging it so they don't completely block areas of the board or restrict movement/sight too much can stop it being too much of an issue, but some of that is a learn by trial and error.
  23. Yes, lacking any other wording, triggers are after succeeding as a default.
×
×
  • Create New...

Important Information