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eldurand

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Posts posted by eldurand

  1. First, apologies for the lack of progress/updates on my Guild outpost. Between real life (work, holidays, family) and getting sidetracked on another project, that one has languished lately. I plan on getting back to it soon and finishing it up, especially since my son has decided to play an Ophelia gremlin crew and wants Bayou swamp terrain to match. :)

    What's that other project you ask? Well, it's a Malifaux gaming table on which to put all that awesome terrain I haven't built yet! :D

    5321255736_c870525206_z.jpg

    As always, further details and more photos are up on my blog, but suffice to say I was very pleased with the outcome and I'm looking forward to lots and lots of fun games on this thing. All it needs is a motor so I can just drive it on down to the local game shop!

  2. I finished the siding - thank goodness for wooden coffee stirrers. (I wonder if I should have a sign on the side of the building - "This would not have been possible without the generous help of Starbucks!")

    Now it needs some paint, a porch, a roof and a balcony over the cell area. And I still need to paint up and place the bars for the cell. As always, more pics are available on my blog (link below). Thanks for looking.

    5170321873_fdf460c608.jpg

  3. Thanks for starting this thread, it got me thinking about flat terrain in general.

    Model railroaders have long used "flats" to represent buildings that extend off the layout - why not do something similar for wargaming terrain? If you look at the average board, the terrain is usually clumped towards the middle, away from the edges... flats along the sides of the playing area would give the illusion that the area extends in that direction, and enhance the feeling of playing in the middle of a larger environment.

  4. Thanks! I managed to finished the front of the building last night, and I will try to get the other three sides completed and ready to paint by the weekend. More pics to follow soon.

    Working on this project makes me realize that not only am I blown away by Yazza and the Keeper's skills in creating their table, but their ability to get it done quickly! I'm lucky if I can find an hour or two per week without distractions to work on my projects - not complaining mind you, as having a family and a job are good distractions to have, but they do eat into my hobby time.

  5. I have begun to make terrain, buildings in particular, for Malifaux, and it leads me to a question on terrain and movement, specifically in terms of doorways and entrances. In the rules it says if a character's base cannot pass through a gap, then the figure cannot move through that gap. In terms of the aesthetics of structures, IMO, that leads to doors that are excessively wide. Since I personally prefer to have the buildings look more proportionally correct rather than having extra large doors, that leads to a dilemma.

    The easiest solution is obviously to use house rule for the situation. I am thinking of something along these lines. Any figure on a 30mm base may pass through a doorway as small as 25mm (which is the smallest I use). Any models on a larger base that are part of a swarm of smaller creatures that individually would be on 30mm bases may pass through 25mm doorways.

    Do others have similar house rules? Also, since I assume tournaments are played with the rules "as written," would having great terrain with narrow doors preclude them from being used in tournaments?

    Thanks!

  6. As a fellow newcomer, welcome!

    Your best bet is to find someone playing a game and just watch. The card mechanics take a little getting used to, but once you understand the logic, they "click."

    As far as background and flavor, a lot of what you're looking for is in the Wyrd Chronicles (download links are on the left of this page). The basics are:

    Guild - law and order, although quite heavy-handed and authoritarian

    Resurrectionists - the really bad guys (IMO), deal with reanimating the dead, and making people dead when they can't find bodies elsewhere

    Arcanists - magicians - each has their own specialty and "flavor" of magic, from weather control to affinity with animals to animating machines

    Neverborn - the monsters and boogey men of Malifaux

    Outcasts - everybody else - mercenaries and people that don't quite fit with the others

    Good luck - and welcome again!

  7. Well, I was able to drop by Giga-Bites Saturday if only for an hour or so, and I got to watch my first live game of Malifaux.

    I must say it looked very interesting, relying on cards instead of dice. Zee and Sketch were awesome and patient answering my questions, though I have to admit a lot of it made very little sense to me at first glance. Thanks to Sketch I now have a copy of the rules, and even a quick read has already clarified some of the terms that I heard on Saturday: "cheating," "triggers," etc.

    I can't wait to go back and actually get stuck in a game and work through the mechanics to get a true feel for the flow of the game! I've already pretty much decided on the Ortegas for my starting crew (the look of the minis IMO is too good to pass up) shortly to be followed by an Arcanist set. Which one of those is still to be determined, though I am now leaning towards Marcus and the beasts, in honor of my son. He has a natural empathy for animals, and after looking at the factions and talking it over with him, he thinks he'd like to run a crew that focuses on creatures.

    Thanks again to Zee and Sketch and everyone else for the warm welcome to the community!

  8. Hey Svenn,

    Thanks for posting - I am a big fan of your Tabletopgeeks site. I have not played Mordheim in years, but I used to be a huge fan/player of the fluff and game. Middenheimers were my pride and joy (I was the character Lupos at the Twisted Goat MANY years ago...). I am currently going down two paths - one is exploring Malifaux, and the other is resurrecting my Mordheim gaming.

    Obviously I've yet to play an actual Malifaux game, so I cannot comment/compare the mechanics yet, but I am eager to try it soon.

    Having said that, the lack of advancement does not seem to me to be a huge issue. Since the majority of characters are unique named characters, I feel less "ownership" of them.

    To me, the story is at least as important as the game, both in terms of the background as well as the personal story of my characters. Since most Malifaux characters aren't really "mine" in that I did not develop their fluff and background, the battles and scenarios are really a part of their larger, Wyrd-defined story. In Mordheim, I saw the skirmishes and events as shaping the characters' path, whereas here the path has been set and the games take place within that path. Hope that makes sense!

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