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Oshova

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Posts posted by Oshova

  1. If it has Hamelin and Nix in, then a Dreamer Drop can't take them out in 1 turn, which hampers you a bit. If you can't take 1 out a turn, you might be alright, but if you don't a wounded one will be back on full wounds again by the next turn.

    I've played it a few times, and they've always been close games. So my prediction would be that it would be a close game.

  2. I'm going with

    1 Jo-Anne Melia

    2 Neverata

    3 Malifaux Jesus

    4 Mrs. Calmdown

    5 The Mistress of Malifaux

    6 Lilith

    7 Gun Viktoria

    8 Sword Viktoria

    9 (Kinda struggling for Jo related things . . . )

    10 An iPhone

    11 Not Star Wars The Old Republic

    12 (Seriosuly struggling now . . . )

    13 (Basically Jo will win, because it's all a fix ; ])

    14 (Whatever happens we know Mitch will finish 16th)

    15 Oh . . . Miss Demeanour!

    16 Andthe actual 16 entrants all finish joint last . . . woo?

  3. It had been ruled that way, so that's the way it works. Yes the wording could be a bit clearer, but essentialy once you get your head round the fact that Companion works in both directions, then you're fine. Just because Sybelle doesn't have Companion (Belles) on her card, doesn't mean she can't be Companioned by more than 1 model a turn.

    Another example is Hamelin with Guild Hounds and a Totem. They can all Companion in 1 turn through Hamelin (due to Companion (Master)).

    It's just getting your head round the fact that the rules aren't worded 100% correctly in this case. But hopefully when Rules Manual V2 comes out, we will take another leap towards having a more fluent set of rules.

  4. Currently have; one unpainted Nightmare Lord Chompy bits, one week till the event, no idea how to use him.

    Mine took me about an hour to paint, so should take you about 5 minutes =p

    It's the making that's the pain, not the painting (and Mr Clousseau did that bit for me =p)

    Also, is super easy to use, just get him out first turn from Dreamer, then walk around killing stuff. Don't bother with those weak bury/unbury tricks. Just travel on foot, it's much easier. *nods*

    And I only have 6 models to paint, after basing 7 today. So not bad. =D

  5. I have usually focused on just killing things with machine puppet. Though I have had a lot of fun by making scrap counters explode. I think I need to use open circuit more.

    It's times like those you need the Mechanical Attendant. Or the great big bomb as I think it should be called with Hoffman. =p

  6. I would say you can draw LoS from the Vulture, but the ranges are from the caster (unless stated otherwise, such as with Rasputina and Ice Gamins).

    However, if the Vulture is casting, then you can really have some fun if you have luck on your side. With only a cast of 2, you need 14:crows:crows from your cards, so you need a high crow flipped first or from your hand, and then a lucky extra flip from a SS to get another :crows.

  7. Essentially for any attack the doll will do -1, 1, 2, or 3 damage to Nix (with -1 meaning healing 1 due to missing). Each miss then cancels out a light damage. You might well end up with as many hits as misses due to Nix's def, but not all the attacks will be light damage, and he only has 6 health. Out of the huge number of attacks the dolls generate you just need 6 moderate, or 3 severe, or some intermediate point between the two (assuming equal hits and misses so each moderate is worth 1 damage overall and each severe is worth 2). Plus poison from the wickeds.

    One quick point on this, Nix is a spirit. So that means the damage spread is -1, 1, 1, 2. Which changes your estimations somewhat. Now any Weak or Moderate Damage is cancelled per hit. So if you are hitting on evens (as you put forward, which is unlikely with all the cards Hamelin has access to). You get a maximum 15 strikes from 3 Marionettes, and let's say that the 4th gets 1 in after moving. So 8 hit and 8 miss, if you get that means you need 5 severes (or 3 consecutive severes) to kill him off, and you will probably be cheating to get those, meaning Hamelin gets cards in his hand, so is more likely to defend better, and heal back a wound on Nix. If you don't kill off Nix, then he will heal his wounds back up, then munch up your Marionettes, even if he doesn't, you are probably now within striking distance of Hamelin's Irresistable Lure, and then things really aren't looking good for those Marionettes.

  8. This is a little OT, but perhaps this is a sign that a significant rewrite is in the works. I am a new gamer (about a year) and not hardly a miniatures rules expert. Malifaux is about the only game I play. Its a good system and seems to work fine 90% of the time. But there are some areas where the 'gears' just don't seem to mesh and could stand some tightening up.

    That could be said of most games (even the big selling ones such as Games Workshop and Privateer Press games), but for Wyrd most kinks can be worked out by rewording a lot of sentences on cards and in the books. The Rules Manual helped a lot in sorting out some kinks, and 90% of problems are sorted out by 1 or 2 sentences having been missed in it.

    Sadly, this ruling is in that 10% where the rules aren't as clear, and this has meant a long wait (admittedly 6 months is a very long time)

  9. Oshova, just to clarify the difference between this and the Onslaught discussion, which I believe you were referencing as the "other discussion," effects can pause other effects but an activation can't as it is not an effect.

    I was referencing that discussion yes. And had missed a sentence in the RM for each. Obviously I need to work harder on learning that thing word for word =p

  10. A model allowed to activate immediately by an effect does so before any other model activates, but after the current model's activation ends.

    *emphasis is mine*

    All sorted, LCB immediately activates once the active model has completed it's activation. This does interrupt companion chains, but not activations.

  11. Yeah it has been ruled a few times now that immediately means after the current model's activation. Rather than the current action.

    Yeah, which is why I switched to playing it that way. But last night it came up in another discussion, and I can't find a ruling anywhere (trying to search for One Master isn't easy . . . =p). So I was just hoping that someone had a rule somewhere that states that you can't interrupt an activation other than with Slow To Die.

  12. This model is included in any Crew hiring The Dreamer and always starts the Encounter Buried. This model may never be in play at the same time as The Dreamer. When this model is brought into play, this model's Controller must bury The Dreamer and this model activates immediatley. Any time The Dreamer is brought into play, bury this model and activate The Dreamer immediately. Totems connected to The Dreamer are connected to Lord Chompy Bits as well.

    So, going with the word "Immediately", this would mean that at the end of the completed action, The Dreamer/LCB (whichever has just been unburied) instantly activates.

    This means that if a Daydream moves up, and casts Frightening Dream, and unburies LCB, then LCB activates interrupting the Daydream's activation. And then once LCB is done, you go back to the Daydream to finish it's activation.

    Also

    If The Dreamer or Lord Chompy Bits are killed, then the other one is unburied, and activates immediately. Allowing them to strike back out of sequence.

    This is how I first read the rules, but have been told this is incorrect, you instead wait for the active model's activation to end, and then immediately activate the unburied Dreamer or LCB.

    Does anyone have any rules to back up either side of this? I would hate to think I've been playing it wrong.

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