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Mach_5

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  1. Kirsten Dunst from interview with a vampire. Only with less blood more candy.
  2. *bump* Just two weeks to go before Wet Coast, get your tickets now! As mentioned prizes will be raffled amongst all participants, and I've lined up enough prizes that all Malifaux players will walk away with something, including Crew Boxes, Custom Fate Decks, and more! If more incentive is needed, I'll be buying the Malifaux players a round of drinks on Saturday!
  3. Last bullet point about simultaneous effects. Also see the FAQ, last question under the General heading.
  4. Effects from a single ability or spell happen in the order they are written. If two separate effects occur simultaneously it is up to the model's controller which order to apply them (ie if a model has Regeneration 1 and Poison 1 and the model is on 1Wd left, the player can decide to regenerate first and suffer poison second). -Pg 6 Rules Manual, Timing ---------- Post added at 12:55 AM ---------- Previous post was at 12:53 AM ---------- (I'm assuming you're talking 1.5, since there are no Stolen in M2e yet).
  5. I'm taking this show on the road to the other Vancouver! Come on down for open gaming or try a demo of Malifaux 2e at the Ordo Fanaticus Club Challenge. We'll have a variety of different crews available for you to try out, all are welcome. Date: June 29th, 8p-Midnight. Location: Red Lion Hotel Vancouver, Washington, at the Quay Hope to see you there! Mark
  6. *bump* If you're interested, let me know and get your tickets soon!
  7. Agreed, it would be good to make them a bit easier to read the numbers.
  8. My name is Mark and I'll be running demos and other events at Strategies periodically. Check back here or at the store to find out about future demos and events. If you have any questions, feel free to leave me a private message here on the Wyrd forums, I check them regularly. ------------------------------------------------------------- Event: Malifaux Game Day & M2e Open Beta Demos Date: Saturday, June 8 Time: Open gaming: 10a-6p, Demos 10a-4p City: Vancouver, BC Location: Strategies Games, 3878 Main St Bring your own painted crew and lets play some Malifaux! Strategies Games requires all miniatures to be painted for games played there. Feel free to play the new Malifaux 2nd Edition Open Beta. Your feedback on the new rules can help make the new system the best it can be! I'll be running demos for M2e and will bring the printed core rules and the rules for the models I have. If you'd like to play M2e with your own crew please print out the rules once they're available and bring them along! I'll have a number of crews available for you to try out if you haven't yet painted a crew yourself.
  9. Round 6 - Best Served Hot Crew size: 25ss Strategy: Modified Shared Beatdown Crews: (Me) Nicodem (7ss) Grave Spirit Dead Rider Izamu vs (Ryan Lady Justice (6ss) Lucius Austringer 2x Guild Guard Pre-game: Ryan is another Vancouver local that I've played a few times before. Great guy to play against, but he was bringing Lady J, Nicodem's bane! My schemes were chosen for me this game, as there were only two left. Exterminate and Surrounded by Death. I didn't hold out much hope of achieving Surrounded by Death with Lady J around, but Exterminate was a possibility against the three Guardsmen. Shared Beatdown would be difficult with a swarm list, it would be far more likely that my opponent would kill more models each turn if I flooded the board with cheap models, and against Lady J the likelihood that I could turn those dead models into something else would be much reduced as well. Having a few other friends nearby goading me into bringing nothing but Dead Rider and Izamu I decided to do just that, plus the Grave Spirit of course. Ryan took Lady J's personal scheme and another I neglected to write down, but I don't believe he achieved either. Game summary: The scenario was beatdown with the exception that there was Emerson Goodfellow, an NPC hunter guy that starts the game in the center of the table; he starts the activation phase each turn by taking 2 pot shots at the closest model. The player that kills him counts as killing the most models for Beatdown that turn, even if the opposing player actually killed more. Turn 1 Ryan kept back in his deployment a bit, while I deployed all the way up. This allowed Goodfellow to take pot shots at Izamu and Dead Rider with his Cb7 (3/4/6) Elephant Gun at the start of the turn, taking a chunk out of each of them. I cautiously advanced under the cover of Fog, while the Austringer got a shot off on one of the big guys for a point of damage. Turn 2 Izamu and Dead Rider took hits from the Goodfellow again. I could not yet go after the him without exposing Dead Rider or Izamu to the Guild gunline, so again I advanced cautiously within the Fog. Austringer took another shot for a bit of damage. Turn 3 Izamu took hits from Goodfellow again. I cast the Fog with the Grave Spirit (linked with Dead Rider). Austringer took a few shots this time for a few more damage. Dead Rider made his move, using Mounted Combat to hit Goodfellow and drag him back to Izamu. Izamu killed Goodfellow and managed a few healing flips in the process. Nicodem summoned a Rotten Belle from the corpse. (+1VP to me for Beatdown) Turn 4 I continued my cautious advance, with Nicodem and Grave Spirit activating early to get the Fog and Bolster Undead up. I was able to kill one of the Guild Guard this turn, but in doing so Lady J was able to attack and kill Izamu. Luckily Izamu was able to cheat in a :rams while defending against her last attack so his Spiritual Fortitude meant she was unable to trigger Final Repose and he dropped 3 corpses. (0VP for Beatdown) Turn 5 I won initiative. Nicodem paralyzed Lady J and then summoned a Rogue Necromancy. Austringer took some shots and did some damage. Necromancy/Dead Rider killed the second Guild Guard. (+1VP to me for Beatdown). Turn 6 Would decide the tournament as it turns out. Austringer took more shots at Nicodem, and I had a card in hand that could have saved him but I had to let him die to give Dead Rider a good chance to kill the Austringer and achieve Exterminate. So Nicodem went down early. Lady J killed the Necromancy. Dead Rider went Fast, used Mounted Combat to push past Lady J and Lucius to attack the Austringer. He hit with Mounted Combat and with his Fast action to finish off the Austringer. Can't recall if Dead Rider went down next or if the Rotten Belle might have, but Ryan scored +1VP for Beatdown this turn. Result: Nicodem 4 / LadyJ 1 Tournament Results: I managed to squeak out enough VP over six games for Best in Faction: Resurrectionists and overall Best Gunslinger (ie Best General). It was an extremely tight race against Ryan G's "Four Horsemen" Avatar Leveticus crew that I played in round 3, who ended up just a point behind me. Most importantly, I killed that bastard Emerson Goodfellow! The first two games were unfortunately rather one-sided, but Flynn and Andy were great guys despite the losses. Every game after that was a nail-biter to the very end. Thanks again to all my opponents and hope to see you all across the table again in the future.
  10. Round 5 - All Hell Breaks Loose Crew size: 45ss Strategy: Modified Shared Escape and Survive (aka "walk without rhythm, and you won't attract the worm") Crews: (Me) Nicodem (8ss) Grave Spirit Dead Rider Izamu Belle Crooked Man Necropunk 4x Canine Remains vs (Sean) Nicodem (7ss) Grave Spirit Molly Necrotic Machine Bête Noire Rafkin 5x Canines Necropunk Pre-game: A Nicodem mirror match! I don't know that I've ever played one before, and surprisingly we never ended up fighting for control over any mindless zombies. I decided more bodies were better than fewer, so went without Killjoy for this mission. The Belle's Lure might come in handy to pull models away from the enemy Nicodem. The Canines ended up being useful at making lots of noise (more on that later). Two games to go and I'm down to 4 schemes left to me at this point: Assassinate, Hold Out, Exterminate, and Nicodem's scheme Surrounded by Death. His crew didn't give me any obvious options for Exterminate, and Surrounded by Death would be difficult or impossible against another Nicodem player that would be making as much use of the corpses as I was (never mind the giant worms that could eat models whole leaving no corpse behind). So my options were Assassinate and Hold Out. I did have the option of Assassinating Nicodem or Molly, but felt Nicodem's Zombie Fodder would win out against Molly's Slow to Die healing. If I could run Sean out of soulstones, Molly would go down. Sean announced Frame for Murder on his Necropunk and left the other scheme hidden. Game summary: So a quick run down on the scenario. Models gain a Noise Counter whenever they take a Move, Charge, or Attack action. Models using a soulstone gain 2 Noise Counters (pretty sure we forgot this one). Models can take a (2) Cautious Walk action to move their walk and not generate Noise Counters, and models can take a (1) Yell and Holler action to gain 2 Noise Counters. At the end of each turn, remove any worms that are in play, and flip to see how many enter play for that turn (early on it might be only a few, but by turn 4 you are going to be seeing all 8 worms showing up). Starting with the biggest worms available, they are placed in base contact (or directly underneath) the model with the highest number of Noise Counters. The smallest and biggest worm act a bit like Hazardous terrain, inflicting 2/4/7 and 3/6/killed damage respectively. The medium sized worm has a full stat sheet with abilities and makes 3 attacks (melee expert) against models it can reach. Yow. Needless to say this scenario hurts you, often more than the opponent. Turn one I cautiously advanced. My Nicodem took the high ground (being immune to the Worm attacks, but starting turn 4 he might start getting shot at by an off-table sniper). Sean's Rafkin killed all his dogs, gaining body parts and corpse counters, and then his Nicodem summoned a Flesh Construct. My Dead Rider used Mounted Combat to drag the Flesh Construct back towards my lines and swarmed him with dogs, the belle, etc. I believe it took me until turn 2 to kill him off for good, netting my Nicodem a few corpse counters. Turn 2 I had dead rider drag Izamu up towards the enemy lines, and Izamu was able to kill the Necrotic Machine and put a bit of damage on a summoned crooked man. The enemy crooked man then hit his paralyze trigger against Izamu. Izamu then proceeded to be attacked again and again, with Nicodem trying to shoot decay into the combat hoping to hit the Crooked man and blast Izamu with the damage, and Rafkin tossing his poisoned flasks into the combat. Izamu didn't go down. A few of my canines that were off on their own a bit took two "Yell and Holler" actions each, gaining 4 counters and drawing a worm each; one died the other survived. I think a third worm hit Izamu and the Crooked Man, wounding both but killing neither. A fourth worm hit Sean's Necropunk, inflicting 4 wounds but leaving the Necropunk alive due to Hard to Kill. Turn 3 Sean's Necropunk leaped up onto the high ground next to my Nicodem and Grave Spirit. Having both completely forgotten about Frame for Murder I played this a bit wrong, but Nicodem and the Grave spirit companioned, Nicodem used a soulstone to attack the Necropunk with his stick, killing the Necropunk and popping out Bete (and awarding Sean 2VP for Frame for Murder we remembered later). Nicodem then Paralyzed Bete, then attacked again with his stick. The Grave spirit then attacked and managed to kill her. Izamu's paralysis ended and he continued to get splashed with Decay and poisoned flasks. At the end of the turn the worms came and ate Izamu and a few more of my canines that had been busy making noise that turn. By turn 4 I think we had been running low on time. I had secured Hold Out. We played through a bit and after the TO said time was up Sean insisted we play through a few more activations. Knowing I had a shot to Assassinate Molly I would not argue it, so we played on. Dead Rider dragged Nicodem up the field into view/range of Molly, and he blasted her with Decay until she was dead. Sean had used up all his soulstones by this point and I had a few left over, so he was able to make some good hits and put her down for good. Unfortunately, I completely forgot about the Escape and Survive requirement that 50% of the models had to not only survive, but had to be more than 8" from my deployment zone as well. This cost me 2 VP out of the strategy, though I did achieve +1VP for having at least 1 model alive and outside 8" of the deployment zone, plus another 1VP for losing the fewest number of models. Result: (me) Nicodem 6 / (Sean) Nicodem 2 *I don't recall what Sean's second scheme was, but he didn't achieve it in the end. Tournament note: To add insult to injury, I managed to offload both of my extra Black Jokers on Sean during the game! Thankfully I'd be going in to the last game with only 1 Black Joker in my deck.
  11. Overworked of late, I'll try to post the rest this weekend!
  12. Walpurgis 3 - The Undertaker's Guide to Surviving Perfection Valley Well, another successful Walpurgis 3 has come and gone. I had a blast and I'm already looking forward to next year. I managed to scribble a few notes down (such as crew builds and schemes), so I thought I'd share them along with what I recall of the games played. Details may be fuzzy, so I apologize in advance for errors, especially misspelt names... For those that weren't there you can check out the scenario pack here, there's a good story arc that accompanies the tournament and each round is tightly tied to the story every step of the way. The scenarios are all modified versions of standard strategies (some Gaining Grounds, some core rules). First up, my 55ss pool of models which I had to hire from during the tournament: Nicodem Grave Spirit 1 Dead Rider 10 Izamu 10 Killjoy 11 Rotten Belle 4 Crooked Man 4 Necropunk 3 5x Canine Remains 10 (5x2) Round 1 - A Grave Invitation Crew size: 25ss Strategy: Modified Shared Master of the Hill (the hill was replaced with 10"x10" grave yard in the center of the board) Crews: (Me) Nicodem (7ss) Grave Spirit Dead Rider 5x Canine Remains vs (Flynn) Von Schill Librarian Strongarm Suit Lazarus Pre-game: I have played Von Schill many times, but not often with Nicodem. I was concerned going into this game with his pulse ability to remove corpse counters from the board. Summoning mindless zombies was pretty much out of the question. I took the Dead Rider for his speed, combat ability, and of course the ability to drag models around the table. The Canines I planned to keep hidden turn 1 and then run enough of them into the graveyard each round to score the strategy VPs. Each table at the tournament had an assigned Location Feature, and this table had Mysterious Effigies, so there were potentially 4 extra VP available (VPs were capped at 8/game, but more on that later...). With that in mind, I decided on two schemes, an easier scheme and a harder scheme. If I couldn't accomplish the more difficult scheme then I could possibly make up the difference with the Effigies. I ended up with Kill Protege (Lazarus) and Frame for Murder (Dead Rider). Game summary: Dead Rider was able to Mounted Combat and drag Lazarus away from the Friekorps, then after winning initiative he was able to Flurry and kill Lazarus achieving Kill Protege. After advancing on Von Schill, Dead Rider was reduced to 1 or 2 wounds nearly achieving Frame for Murder, but the Librarian ended up landing the killing blow. Strongarm Suit was paralyzed twice this game, finally falling to a punk zombie and a few canine remains (no small thanks to Bloodhound, Bolster Undead, and the -2Df penalty they give out). Von Schill was badly wounded by the Dead Rider before it was killed, and he was also swarmed by canines and was killed soon after. Librarian did not outlive him long. With a few turns free to move about at the end of the game I scored full points for Master of the Hill as well as for the Mysterious Effigies. Result: Nicodem 8 / Von Schill 2* *I didn't write down Flynn's schemes, but he scored 2 so it was likely Kill Protege- Dead Rider. Round 2 - The Perfection Job Crew size: 35ss Strategy: Modified Shared Treasure Hunt (there were 3 30mm Egg Counters in the center of the board. They acted exactly as a Treasure counter would, except at the end of turns 2 and 4 one of the three counters hatched and would attack the model that had been carrying it or anything that happened to be nearby). Crews: (Me) Nicodem (7ss) Grave Spirit Dead Rider Izamu 5x Canine Remains vs (Andy) Marcus +Avatar Myranda Blessed of December McTavish 3x Night Terrors Pre-game: Dead Rider and Izamu are perfect for holding the center and canines could be used to grab the egg counters behind them, or they could be turned into more useful undead if they were killed. I chose Grudge on the Blessed of December as I've used it a fair amount in my Rasputina crew and I know that it can be quite squishy, and a bolstered Dead Rider or Izamu should be able to take it out quickly without an opportunity for it to heal. My second scheme was Stake a Claim on some ruins just past the center line of the board. Andy chose Primal Source (Marcus' scheme) and Breakthrough Game Summary: I don't believe Andy had seen what can be possible with the Dead Rider's drag along trigger, especially in a crew with Izamu... He advanced rather quickly with most of his crew turn 1; McTavish taking cover in my Stake a Claim ruins, the night terrors speeding almost to my deployment zone and engaging some canines on my right flank, and Myranda, the Blessed, and Marcus moving up and hiding behind a large mountain-like terrain piece near the center. My Canines and Grave Spirit activated early allowing me to delay activating Nicodem, Dead Rider, and Izamu until the end of the turn. Given the opportunity, I had Dead Rider dragged Izamu up the field and Izamu then charged and killed the Blessed. Nicodem walked up a bit to get in range of two night terrors that were engaged with a dog, and proceeded to cast Decay into the combat, killing one Night Terror and bringing the other down to 1Wd. The next two turns saw Izamu/Dead Rider kill Myranda, Marcus kill Izamu, Nico summon a Punk Zombie and the Rogue Necromancy, Marcus avatars and turns the Necromancy against a punk zombie momentarily (forgetting he should have sent the Necromancy against a Canine that had received Beast which would have scored him 2 for Primal Source), and Necromancy/Dead Rider finished off Marcus. The Night Terrors eventually went down to the canines, and in the end around turn 3-4, McTavish was left alone facing the Dead Rider and Necromancy, failed a Terrifying test and fled back to his deployment zone just before Dead Rider charged in to finish him off. Result: Nicodem 8 / Marcus 0 Tournament note: At this point I was leading the pack in Victory points, and so the organizers saw fit to give me an extra Black Joker to use in my next game (I blame JMGraham and the Through the Breach podcast guys for giving him a deck of only Jokers. Jerks!). On this extra black joker was written in sharpie "discard this card to the opponent's discard pile" or something like that, so basically it would swap back and forth between players throughout the game and either my opponent or I would carry it into the next game. Similarly, one or two people who had been scoring the lowest recieved an extra Red Joker with a similar note to discard it into the opponent's discard pile. Round 3 - Special Delivery Crew size: 35ss Strategy: Supply Wagon and Line in the Sand (Gaining Ground variant) Crews: (Me) Nicodem (7ss) Grave Spirit Dead Rider Izamu 5x Canine Remains vs (Ryan G) Leveticus + Avatar Dead Rider Pale Rider Mechanical Rider Steampunk abomination? (Hadn't written his list down, but I think it was an SA he started with...) Pre-game: I took the same list as the previous game, thinking I'd use the Rider and Izamu to fight the other riders while the canines played interference and could hopefully pick up a few corpse counters to send back to Nicodem, who would be racing against Leveticus for their use. We flipped to determine the strategies and Ryan won the flipping, choosing Line in the Sand and leaving me with Supply Wagon. I ended up choosing Bodyguard here as I know Nicodem can be tough to take down with the Grave Spirit attached, and Eye for an Eye as I didn't plan to be able to do much summoning and if all went well we'd either be close or I would be able to control the end model count on my side to achieve it. Funnily enough, Ryan chose Bodyguard and Eye for an Eye as well. Game Summary: Turn one the Canine Remains once again gave me an activation advantage. Levi's Dead Rider gained Fast to advance up on my left flank to flip the outside dynamite marker. Mechanical rider moved up to the next one, second from my left. Pale Rider stood off against 5 canines on my right flank, taking shots and killing a few dogs. Another canine picked up the corpses and sent them to Nicodem. Leveticus killed his minion, summoned a Waif, etc. My Dead Rider then dragged Izamu up the left flank placing him into melee with Levi's Dead Rider. Izamu then killed the Dead Rider and used his last action to move back toward the center**. Nicodem double walked for position and summoned a Punk Zombie. Turn two saw the Mechanical Rider flip the dynamite marker it was sitting on and then retreat behind a large hill near center. My Dead Rider went Fast and used Mounted combat to drag the Mechanical Rider and drop it off next to the Punk Zombie. Pale Rider flipped a dynamite marker on my far right flank and killed more canines. Punk zombie flurried and killed the Mechanical Rider. Nicodem double walked to try to get in range to Arise the corpses of the canines but only managed to arise one Mindless Zombie. Izamu walked twice. Ryan scored 1VP for dynamite markers. Turn 3 and 4 saw Ryan score 2 move VP for dynamite markers as he was blocking my access to the two armed markers on my right flank with the pale rider, Leveticus (who eventually manifested his avatar) and a desolation engine. I was unable to get a model over to my far left flank (far away from any of the action) to disarm that third dynamite, though I'd tried in turn 4 to use Dead Rider to drag the punk zombie over and have the punk zombie disarm it, the Dead Rider Flipped the Black Joker on damage so could not drag along the punk zombie. Turn 5 I finally managed to disarm a dynamite marker, capping his possible VP for Line in the Sand at 3. Supply Wagon was all but a guaranteed 4VP for me, and with both of us having Eye for an Eye the game would be decided by Bodyguard, and since Leveticus wouldn't be going down it meant that Nicodem had to survive, but alas the speed of Levi and the Pale Rider along with the Desolation engine Nicodem was caught out alone and ended up getting killed in turn 6. Result: Nicodem 6 / Leveticus 7, and I didn't manage to get rid of the extra Black Joker. ** Looking back on the first turn this move quite possibly cost me the game. Izamu ended up not doing much this game after taking out the Dead Rider, as my Dead Rider kept finding other things he needed doing. Had Izamu simply stood on the marker after killing the enemy Dead Rider and disarmed the marker the next turn, I likely would have knocked Levi's score down by 1-2 points, and would not have been scrambling resources to go back to disarm it later in the game; resources that might have been used to get Nicodem out of the predicament that killed him. Lesson learned (again), never forget that while Izamu is good at killing things, sometimes sitting still for a turn to achieve an objective is a better use of his AP. Round 4- A Change in Terms Crew size: 45ss Strategy: Modified Shared Destroy the Evidence (Evidence markers were Egg Markers, and after destroying them there was a chance that a Worm Maw (2/4/7) or Grand Worm Maw (3/6/Killed) would come up out of the ground and try to swallow the model that destroyed it). Crews: (Me) Nicodem (7ss) Grave Spirit Dead Rider Izamu Killjoy 3x Canine Remains Necropunk vs (Jim) Dreamer/Chompy 3x Daydreams Teddy Lilitu Lelu 2x Stitched Insidious Madness Pre-game: I'm starting to run through Schemes at this point so I'm having a somewhat difficult time choosing them. Assassinate was out as it's tricky to pin down and kill two masters. Hold Out was out of the question with the Strategy encouraging dreamer to dump everything he had in my deployment zone. Extermination wasn't an option and I've never had much luck with Nicodem's personal scheme (having a corpse counter in each quarter and away from enemy models). So I went with Breakthrough and Steal Relic (hoping to take advantage of Chompy's lower Wp). Jim also took Breakthrough along with Stake a Claim on a Mausoleum in my deployment zone (we played on a fantastic graveyard board). Game Summary: I placed my Egg markers on my right flank, grouped together as closely as possible with decent road access (gravestones littered the table making movement somewhat restricted). Jim's were placed on my left flank, which basically led to us almost bypassing each other en route to destroy them. Turn 1 most everything advanced. The canines all moved up quickly, one getting killed, another picking up the corpse and sending it back to nicodem. Daydreams drifted up the field on both flanks; two toward Jim's objectives and one taking cover in a building between my crew and my objectives. A stitched together took up a position ahead of my objectives. Dreamer buried most of the rest of his crew and advanced toward his objectives, staying well away from my crew. Dead Rider dragged Nicodem up to mid-field, where Nicodem Channeled Decay at the Daydream taking cover near my objectives, killing the daydream. Turn 2 Dreamer advanced toward his objective with an Insidious Madness as his bodyguard, still comfortably far from my crew (or was he...). Dead Rider dragged Izamu over to the Stitched Together that was blocking my objectives. Izamu killed the Stitched both undead constructs laughed while the Sitched activated and reactivated without being able to target them with anything other than melee strikes. Nicodem summoned a Punk Zombie, and the two remaining canines advanced toward the egg marker in Jim's deployment zone. Finally, after dreamer's crew was done activating, the Necropunk cast Leap then walked toward Dreamer before sacrificing himself to bring in Killjoy. Killjoy was forced to attack the Madness, which took all of killjoy's actions to kill. Turn 3 I won initiative, and Killjoy made a fine paste of the boy Dreamer, and was killed himself by Chompy shortly thereafter. Izamu destroyed an egg marker, flipping the Black Joker which summoned the Grand Worm Maw into contact with both Izamu and Dead Rider. Luckily for me, the Maw merely took large chunks out of the Dead Rider and failed to flip the Severe damage that would have killed either of them (phew!). Dogs destroyed another marker, avoiding another worm. Punk zombie positioned itself to destroy the last egg marker. Dead Rider dragged Izamu back towards center. Chompy's crew destroyed two of his egg markers. Turn 4 Nicodem spent some stones blasting Decay at the Punk zombie in order to blast the Dead Rider and Izamu back to health. Chompy's crew destroyed the last egg marker and then converged on the mausoleum in my deployment zone (stake a claim & breakthrough). Teddy moved toward Nicodem but Jim was clearly out of practice as his movement ended within 1" of the Punk Zombie. Punk zombie flurried and killed Teddy. Late in the turn Dead Rider drags Izamu into combat with Chompy. Izamu tries to Steal chompy's Relic but fails, giving him a melee expert smack with his Dadao in frustration. Turn 5 and 6 are a bit of a blur. Izamu and Dead rider kill Lelu and the Stitched. Chompy killed Izamu. Dead Rider finally Stole the Relic from Chompy. A summoned Rogue Necromancy got into the mix and was able to kill Lilitu. Can't recall if the Rider ended up going down to chompy and the necro finished him or what... When the dust settled, Dreamer's crew had been wiped out, denying Jim both Breakthrough and Stake a Claim. Result: Nicodem 7 / Dreamer 3 (Neither player destroyed more egg markers than the other, so we both got 3VP for the strategy) Still stuck with a 2nd Black Joker. Tournament note: So apparently I'm doing so well at this point that Jim sees fit to drop a 3rd Black Joker on me. More likely he's just bitter, ha! Stay tuned for Rounds 5 and 6.....
  13. This makes me feel really good for winning the Best Gunslinger (ie best general) at Walpurgis with Nicodem.
  14. These two are pretty much there, touch ups left and a little more work on the bases (but I'll likely fine tune the whole crew's bases at once when they're all ready to go).
  15. You're a wizard, Harry...err, I mean Jim! Two weeks to go, can't wait!
  16. Thanks! The exploding wood box or barrel thing seemed really out of place on Asian garden bases.
  17. Getting started on Mei Feng & Kang. Skin's done, went with a slightly different mix than with the rail workers and I'm not certain I like it as much, but I'm probably just gonna leave it as is.
  18. You forgot Alt. Kaeris! ...and twirling in chairs...
  19. Thanks to all who entered! The votes are in. Congratulations to Josh Caldwell (Obscure Reference) who took the highest number of votes with his "methed-out Granny" and is awarded a (second) shiny new Warhamster patch and may use one (additional) scheme a second time at the Walpurgis tournament in May. The same prize will be raffled off between Steve Yarborough and Derk Kieft on the first morning of the Walpurgis tournament. That or there will be a cage match, to the death. I haven't yet decided. Thanks again to participants of both contests, you're all in the raffle for a $20GC to Dark Tower games! See you at Walpurgis.
  20. The Road to Walpurgis 3 Painting Contest II: Look How Far I’ve Come! It's voting time! Please vote for your favourite miniature, based on whichever standards you choose. This is also being posted on the Ordo-Fanaticus forums, feel free to vote on both forums! The winner will be the person with the most total votes across both forums. And here we have the entries: Yarbicus Obscure_Ref Derkus
  21. The rules are similar enough that I think they should work the same. I don't see any Rules Marshal rulings on the Nicodem one though. All I can see in the rulebook (possible I'm missing something of course) is: Spell Basics (pg 50): "Spells that generate an aura or pulse area effect, or affect all models within a certain range do not require a target to cast" So neither of these spells require a target to cast. Spell Range (pg 51): "Spells that target the caster have a range of C. Spells with or in their ranges follow the rules for Aura and Pulse effects respectively (p.20)." Since they don't have a Rg of C neither of these spells target the Caster (not that they need a target), and follow the rules for an Aura on pg 20. Aura (pg. 20): "All models within a number of inches equal to the aura's number (#), excluding the aura's originator, are affected for the duration indicated." Notice the word Originator. Most models casting an aura spell would be the originator, since there's no way for them to cast from another model. In the case of Nicodem and Raspy however, they may measure range from a vulture or mirror respectively. In this case, the range is an aura, measured from the base of the vulture or mirror (the model the range "originates" from). Now, I won't suggest this can't be taken more than one way because it's not terribly clear. I could only find one Rules Marshal ruling on either of these cases though (could be I missed it, the search function is not terribly accurate), and that ruling tells me the above is correct.
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