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TreeNinja

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Everything posted by TreeNinja

  1. Welcome to Malifaux, were bad things happen. To address your first concern about the card mechanics I think you will find as with all of us the card mechanics are well balanced and with its resource management it provides wonderful layers to the game. I much prefer it to dice mechanics, and I think there are many here who would say the same. There is a bit of a learning curve initially but that passes quickly. Now for the quality of the game. I think your impression is spot on. They came out with a second edition when it was needed to rebalance the system.addimg some mechanics to provide a more seamless transition to those changes going forward. They come out with a regular erreta and FAQ, to address changes to models and so on. Along with that you have an annual release of Gaining Grounds which is the tournament rules to to be followed with changes to the new strategies and schemes which keeps the game from becoming stale and often helps to address the one and only winning combination as it were. All in all not everything has been a landsliding success but they address things regularly which to me is all I could ask. I continue to have fun with each game I play. At the end of the day that is all you have to measure if the game is worth it or not.
  2. Correct, if Raspy targets a leader model then the effect applies. The reason it doest when not directly targeted is to keep from slapping leader models more easily. It's really a balancing rule. I think anyway.
  3. I think to separate Ramos from his ambition is a mistake. I think the idea of taking over Malifaux is just a step in the direction of insuring it can be controlled and molded for the greater good. It's like the governor general. He found a way to influence everyone. And recreated the steps to become a tyrant. And if it wasn't for those meddling kids.... The Leviathan is that for Ramos. The thing that is as for putting Karris in charge, I'm not so sure that was a mistake. It could be he had no choice due to lack of people to choose for that level of responsability. Or it could be he is turning her loose a bit to create a situation that in the long run gives his side more options. Ramos is a spider with a long web that seems to go everywhere. But a web needs to be refreshed every so often. By putting Karris in charge of the Arcanist it may be he is allowing that to happen. Or it could be he is showing what happens in to the ship in the hands of another. Or it could be all of it. I think the next books fluff will address more of what he is doing.
  4. A buddy of mine got it and it had Eternal Flame. It was a orange plastic model.
  5. I like the list and have thought of variations of it. Just depends on what I have to do. I have never thought to use Hans in it but that is because I don't have him yet. But I have switched 2 acolytes to pass out some slow with cause my opponent to pull out their hair.
  6. I think it's a matter of who you play and why your playing. I it's a competitive game, I expect to see more streamline list designed to work at winning. Whereas casual games not always is that the case. If your friend really hates facing spiders then you run the risk of being that one player no one wants to play. If he just gets annoyed or your friendship is stronger then that. I don't see why not. You could even it out and tell them ahead of time what your bringing so they can properly plot your demise. That way they can't complain they didn't see it coming. All in all I think its really a judgement call you have to make based on the situation.
  7. Has anyone heard or seen anything on Sandeep, or any of the book 4 masters really, getting an Avatar upgrade for campaign games?
  8. It's 0ss and doesn't count against upgrade limit. It does two things. First it reduces the cost of the mages to 5ss if you hire 3 of them. Second, it allows you to discard the upgrade to reduce damage by 2 on a single hit. You can get them from the new generalist 2 upgrade pack.
  9. Thanks, I totally didn't catch that.
  10. Don't forget that the spiders take damage from the summoning as well so pulling out 4 spiders wouldn't be a good idea.
  11. Here is the list of model that do have the BEAST Characteristic: Blessed of December Canine Remains Cojo Corrupted Hound Dawn Serpent Golden Piglet Guild Hounds Gupps Hoarcat Pride Jackalope Malifaux Raptor Myranda Night Terror Piglet Razorspine Rattler Rogue Necromancy Sabertooth Cerberus Shikome Silurid Slate Ridge Mauler Spawn Mother The Scorpius The Sow Waldgeist War Pig Wild Boar The following two also have the characteristic but are master specific totems so are excluded from the choices Luna Vulture Zombie Chihuahua
  12. Haven't seen this one and nothing came up in my search so thought I would ask. How would you rate the different leaders with the different strategies and schemes.
  13. I would add that technically taking some EC's would be a fast way to get some scrap counters on the board to summon other things but honestly I never really consider them because if that was what I wanted I can get a regular spider for the same cost in stones but I suppose I could figure a way to make that a really useful turn.
  14. He is allowed to have more then one in play at the same time the biggest things to keep in mind is that if you hire them there Half-Life ability will keep them from being a useful model to start out on the board at the beginning of the game and that just seems like a waste of stones to me and the casting is a 0 action so you can only pull out one a turn. so your not looking to pull out an army of them. but you can potentially get a few out and they can make great little pieces to throw up against High Df melee models that your have a hard time getting any damage too
  15. The growth mechanic doesn't depend on Living models just enemy models. Though what they kill does factor into it. To grow from a terror tot to a Young its non-peon models, and from young to mature it needs to be a enforcer, henchman, or master that they kill. Now that is the base mechanic when those models do the killing but if you get Nekima on the board with The True Mother she can do the killing and give that kill to another model within 6" of her to count as they did it. so she can help to facilitate that. As for Wp I agree they are on the average to above average range everything you will see in a Lilith crew will have a 5 or more so not really low, but not necessarily impossible to beat. and if your rocking models that can debuff the Wp well that does nothing but help. And the crew is raw speed. you won't really beat them at the game of speed, but maybe just keep up with it. as for attacking them, Range will be your best friend. Gunsmith's are your friend in any crew you choose to use. But Raspy is Master supreme in these cases. as for attack power they have a nice solid line and can stand up pretty solid against anything. the biggest thing on this is Arcanist have some solid choices. though we are kind of limited on the number or ranged models we have. As for balance from crew to crew, its never been that way. its designed to be balanced faction to faction. some crews are better suited for a wider range of things then others. Lilith is one of those crews. The game however, isn't so one sided. its setup for strategy and schemes to be achieved. Good movement and positioning have immeasurable effects on any game. forcing your opponent to spend AP on something other then achieving his VP while spending yours to obtain yours is how victory is achieved. And because of that it means that you have to pick the right tool for the job. look at what it is you have to do and what faction you are about to battle. in that you will get a sense of what your facing and decide for yourself which master has a play style better suited for victory. With Lilith, how your opponent chooses to play her can be just as devastating to them as to you. What I mean by that is that she can lull her player into a false sense of security, and that is even for confident players. A Lilith player can have the tendency to overextend themselves just enough to allow you to capitalize on some truly effective isolation tactics to cut out sections of her crew, or to allow you to slip past and achieve your victory conditions. other things to consider is trying to overwhelm her with someone like Ramos who can use his summoning ability to create more models to bring against her. that way she is spending AP dealing with something that is not her Victory conditions. All in all she is an uphill battle and even in the hands of a novice player she can be a wrecking ball. she can be quite frustrating to play against but at the same time when you beat her its all the sweeter.
  16. I just tried to download the 05/31/2013 files update for M2E, and it seems the files are missing cause nothing shows up when I try to open or save the files from the link you have listed. Can you take another look at your link to make sure it is working.

  17. TreeNinja

    Joss

    I liked his sculp to be honest. I loved the idea behind him and his rules and when you work him right he is quite devistating and I find that most people I use him with tend to just steer clear of him cause they don't want to deal with him so I use him more as board control peice. I have to say the prospect of him being changed causes me to get excited about the model even more.
  18. Especially when "Scout" only works for severe terrain and does not allow them to ignore climable.
  19. That is how I see it, but thought I'd rather get a solid yes/no then to say it does/doesn't and get ruled against in the future.
  20. So I'm working on analyzing spells and soon triggers and one of the things I ran across sparked a question. With Molly's "Whispered Secret" spell it says she can add (1) action spell to her card till she casts it or adds a different spell. the only other stipulation is that it has to be a spell where the model is not listed in the discription. Ok, very straight across. my question is for spells like Perdita's Execute" or Victoria's "Sister's in Victory" spells. These spells are technically allowed for her to cast, but they say to perform a peacebringer strike or a Masamune Nihonto Strike. So my thoughts is the spell would just fizzle because Molly doesn't actually have those weapons, but in the strictest sense of the rules she can technically cast the spell meaning she would get to cast it. So I thought i would post the question to get an official rulling. so as to settle the question. Also to point out I know Sister's in Victory is not a valid spell to use but its one that comes to mind to illistrate the type of spell I'm referring to.
  21. So a situation came up where Taelor attacked and pulled out the knockback trigger. The hit was hard enough to kill the Executioner. The issue of when does the Executioners slow to die kicks in. would he get moved back the 3" first then perform his slow to die or would he pull that off first, then the knockback. the wording for knockback is "after damage" where the wording for slow to die is "immediately after damage". the wording suggest that slow to die would go then knockback but the feel of the rulability says that knockback should. I would think that knockback would still come into effect after a character dies if there were graverobbers or scavangers on the board as that would effect the placeent of the counter. in this situation we are looking at wether or not the executioner could maybe kill Taelor to stay on the board. so I bring this matter to the collective to see what the rulling should be. Thanks for all input, and if this has already been addressed I would appreciate a link to the answer.
  22. Hi I'm Joe and I'm over in the Boise area along with a few others. I didn't realize there was another henchmen so close, or even a group of players. I know our henchmen is always looking for more ways to grow the community and is working on tournaments. if its something possable maybe you two can setup something like a tournament for the different players around the state.

  23. I took Collodi, 4 Marionettes, 3 Wicked Dolls, 2 Stitched and the Arcane Effigy. LC started out well, but made a critical mistake of moving closer to my crew before summoning anything. He was hopping to drop a Rogue on my crew but ran out of actions. If he pulled it out the RN first then used Dr. D to support it or start building up to whip out the MC he would have been more ready. We both just started these crews. That was the second game with those masters.
  24. I have stated how I feel about pre-measuring, but that doesn't mean I don't think it doesn't have a place. so far I threw out the give a chance for players to pre-measure before the game starts so when your going through the game you can kind eyeball a bit easier and what not. I agree maybe creating some models with the ability to rangefind a valid alternative.The other thing I would throw out there is to create a new (0 or 1) action ability, called for the sake of puting something out there Calculated Shoot, that can be used by most if not all models that allows them to pre-measure for range or distance they declair (or something to that effect, I think you can see what I'm suggesting). I think this would give the option out there but represents the time it takes to work the actual distance in your head. For me I think instead of allowing universal pre-measuring I think some of these alternates would fit better with the game and allow those that want that type of foreknowledge available to them to obtain it [at the same time they have to sacrifice (sometimes) the ability to do something else] while at the same time you don't remove the aspect of the unknown element from the game (entirely) as you may not be able to always use that ability so that you can use something else.
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