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PicklesGrr

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Everything posted by PicklesGrr

  1. I am playing with Assassinate, Breakthrough, Protect Territory & Vendetta in the pool. I am planning to use this lot Nicodem -- 4 Pool +Necrotic King [2] +Reaper Grin [1] +Shadow Embrace [1] Graveyard Spirit [3] Izamu the Armor [10] +Unnerving Aura [1] Necropunk [5] Nurse [5] Rogue Necromancy [10] +Decaying Aura [2] Yin the Penangalan [8] +Unnerving Aura [1] Necropunk for my schemes (Protect Territory & Power Ritual) YIn for chasing other scheme runners or tanking The rest for blobbing & attacking. The nurse should maybe be a Belle. I have not used those upgrades with Nico before so it should be different from the usual summoning though I expect to do a little bit of that to keep numbers up.
  2. OK Thanks Mytth I should have checked her card but you know work gets in the way
  3. I tried using loads of cheap minions & the Valedictorian instead of Mortimer to hunt Scheme Runners. In 3 turns only one model died & his corpse got eaten by Lady J. We had Turf War with Distract & Set the Trap in the pool & with those it seemed very unlikely we could avoid a 10 10 draw, certainly not after it was 7 7 at the end of turn 3 with loads of models left alive & one more each needed for Distract.. So the experiment continues. It was less fun playing Nico with no summoning & hard countered by Lady J who brought Taelor along - maybe Necrotic King would have been more useful than the stuff I had (Undertaker, Maniacal Laughter) but the game was entertaining. Having people distracted & shoved inot a pine box was funny if irritating.
  4. How do these interact? If you use Mwah Ha Ha to summon several Zombies from several Corpses 1 Do you summmon all of the Zombies then Taelor can charge each of them in turn? 2 You summon one at a time & Taelor gets to charge them as they arise? 3 You Summon them All then Taelor gets to charge one of them 4 Something else If 2 do you choose all of the corpses who will be Zombified at once or do newly generated corpses get an immediate upgrade? (presumably not due to potentially infinite Zombies...)
  5. They do different jobs. Izamu is good for holding down a spot while Valedictorian is good for chasing down objective runners & snipers & other people who are hard to get at. The no trigger thing would be good if I ever activated her early in turn. Using it to try to proc an extra attack is tiresome.
  6. I enjoyed this podcast segment too. It seems maybe it would be better as a single medium longer you tube video with commentary from both sides but it was useful as it was.
  7. It's Samael or am I missing a joke?
  8. You don't sound very confident in that assertion Ratty - have you tried it or is it theory? I am pretty inexperienced and I always use Mortimer with the 2 2ss upgrades but he feels incredibly expensive & leads to me having a fairly small crew. I would like to have more active models & wonder if I could do it by having cheap folks who die in the first couple of turns to provide the upgrades. I guess I will have to try it to find out. I usually summon 3 or 4 new models over the first 4 turns. The other corpses & AP go into healing summons or other beat up guys or blowing up with corpse bloat. I rarely use them for healing, as Nico rarely gets injured or wants +1 casting. I use a lot of stones for summoning & always try to have 7 SS to start with. I use Maniacal Laughter essentially for card draw & activation control or for moving corpse markers around. Mortimers crow trigger on his melee attack to get more corpse markers is often useful mid game - he is a decent fighter, like most Ressers slightly low on damage but with other utility (McMourning has this in spades - he is best bullying lesser models than taking on other tough guys IME) will say that if you get a bad hand the whole thing can grind to a halt so having dogs & Mortimer dig up corpses to reanimate better not be your only plan.
  9. It's pretty good but there is definitely scope for a podcast that has 45 minutes gaming content in a 45 minute show.
  10. My opening hand last game was 1 2 2 3 5 Black Joker. I have not demoed Malifaux more than a couple of times as I am still a new player myself. I have done a lot of Warmachine battlebox games which I think is similar enough to draw comparisons. I have only won one - the opponent was very unlucky as well as being one of those gamers who never seems to get it & he still left my caster on one box. I am not sure how I do it but I can play sub-optimally without it being too obvious, possibly as it's so complex. Poor target selection, aggressive warcaster play & "forgetting" to use important abilities like feats. I had to throw the last one a bit obviously as my opponent was playing a bad box & is the last 40k hold out at my club so was being a little sulky. Malifaux is probably easier to deliberately mess up by just not scoring points when you can & hammering irrelevant models, as well as sub-optimal action choices.
  11. CCK also generates a corpse for Seamus to use to back alley even in when he can be seen.
  12. Sorry I was not sure how it fell to me to publicise it but I could probably have figured out that noone else would sooner.
  13. We are playing Malifaux this Saturday a t fanboy3, Newton street Manchester. We will be demoing for any new people and will have tables for pickup games. I hope to get some more regular Malifaux going later in the year.
  14. It's also a df trigger so no use vs the Hanged for example
  15. I played Nicodem yesterday & ended up with a glut of corpses after bad hands & a couple of Mortimer triggers so I ended up summoning 3 models all at full health - which I hardly ever do as the half health is usually enough to get by & I feel more weak guys is better than fewer healthy ones. Flesh Constructs are mostly bags of HP so having them full is certainly good but it's still a bit random - overkill when you are doing well already &c.
  16. Expunge is an opposed check so I think that's why the suits baked in. It feels very much win bigger though as if you kill your target you also get free stuff. Nico is quite rightly a vastly better summoner than McM overall.
  17. It seems to me that your priority is often what the cards let you summon rather than an absolute ideal. But I think the Student of Slithering is better than a Punk if you have the card (12) & are facing living & want mobility (!)
  18. First to 3 was a Bloodbowl rule in 2e & worked very badly there as it was so hard to score games were interminable. The dice pool system & not resetting after scoring are in Dreadball. I have played tabletop skirmish games that are also board games (not recently) - http://boardgamegeek.com/boardgame/1323/cry-havoc Having a board just makes measuring simpler & more accurate at the cost of some abstraction & less appealing terrain, usually. There is also the spend all your money on lead/plastic business model but that can be applied to either type of game. (See BB & Dreadball) What Guild Ball is is the offspring of the sophisticated modern skirmish games like Malifaux rather than the simplistic old ones like 1e Warhammer. I was blanking the idea of schemes & terrain as they sounded tacked on. Terrain seems to be an afterthought in some games- Bushido suffers from this & even Malifaux does not have crystal clear comprehensive terrain rules. Schemes seemed dumb in the context of a sport simulator but on reflection the "sport" is more about getting prestige (or what have you) for your guild & winning a game is only one way of doing that. Again it sounds a bit tacked on like 1.0 Malifaux rather than pretty organic like 2e Anyway I am looking forward to the rules coming out & will probably back it if only to moan about things in the beta test.
  19. From what I saw that looks like a good comparison. Like Malifaux with one strategy & no schemes or terrain The core mechanic looked pretty elegant & the minis are great. It set off some warnings by reminding me of 2e Bloodbowl & it has all of the things I don't like about miniatures games that you avoid in a boardgame - imprecise measurement & range guessing. It also looked pretty long. I will try it once they put out the beta rules & decide what to do then - I am super fussy so don't let me put you off the team are good guys.
  20. Interesting post. I think we use enough terrain but probably an uneven mix. I don't mind that too much as you are supposed to choose your list after terrain & so on & I like themes. I will try the re classifying thing though, fighting snipers with melee Ressers in a ruined (Mordheim) town can be challenging. If you follow the OP guidelines you full up a 1 x 1 square with each of the appropriate terrain types. Scatter terrain, the missing type if you are splitting into 1/4s, could fill out any of the other sections.
  21. Leveticus, Hamelin & Dreamer IIRC But really I am too green to know what is relatively complex as there is a lot of play in all the masters I have seen. Jon & I have been playing at Powerfist & I am keen to play there - or anywhere I am coming to the Vine's Malifest next weekend
  22. I have just started playing 2e & I am checking I have got the timing right on this. Several models eg Papa Loco have abilities that give damage dealing pulses on being killed. McMourning can summon Dogs & Flesh Golems on the death death of models using his Moonlighting ugrade. He summons Flesh Golems on a trigger on his Expunge action. By the timing box on p46 triggers take place before abilities so the Golem would be summoned before the explosion & so would be caught in it. I am happy this is right. Summoning a dog is an ability based on the upgrade & it happens if a model dies to poison. With the catalyst ability models can take poison at the start of their activation. If this kills a model I believe that any death explosion ability would happen before any summoning as the acting model resolves its abilities first (p46) If the poison kills the model at the end of the turn then the timing sequence is different. In this case the first player resolves abilities first so whether the dogs is caught in an explosion depend on whether McMourning was going first (Boo!) or second (Hurrah!) Have I got this right Second question was about the upgrade Corpse Bloat. The height of a pulse is based on the ht of the model creating it. If it is based on a counter like this it has no ht by that ruling. How is this supposed to work? Ht a fraction? Ht of the acting model that sets off the corpse bloat? Cheers!
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