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Cats Laughing

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Everything posted by Cats Laughing

  1. In many cases (but not all) these more casual gamers who show up once in awhile do have the app or are willing to download the free app. That said, unlikely more involved players, they don't spend their time reading through the app or online errata announcements all day long. Generally, though, once you've played a few games of Malifaux you understand the idea that scheme & strategy pools change from game to game, so the idea of a whole new set of scheme/strats released with a new GG is not the huge difference you make it out to be. Yes, it's different competitively, but for a casual players it's just "Oh so this game I don't need to kill your models carrying the evidence and instead I need to push these pillars across the halfway line? Sounds cool, let's go!" Card changes are a bit more jarring for casual players who have a general idea of what their crew does. "What do you mean Raspy doesn't have a melee attack anymore? What am I supposed to do if you just engage her" is something I can see a more casual player saying even though that card change was an overall buff. Side note, It's a good idea to dial back the rhetoric.
  2. I found it really interesting that one side can't even do damage directly (maybe something else helps make shaken/pinned or movement cause damage, but that's not directly). In so many other games, most models/units at least have a token useless sword/knife or something.
  3. Honestly I think that's a great post and only have a few hopefully additive comments: - Wyrd has pushed forward more female representation in the game. There are various good reasons for this which don't need to be hashed out here (so as not to distract from the topic) but it does mean that there are fewer slots for named Asian men in the game*, which means that more work on those few characters would be needed to break past the tropes/stereotypes as you note is done with the Women and Black men in the game. *There's unlimited space in the stories, but if you're not a game character the stories tend to result in bad things for you. - It would be better for this as well if there were more Asian men outside of Ten Thunders. There's Sandeep, but there could be more. The Other Side Kimon/Three Kingdoms releases could see potential Malifaux crossover which could allow for more of this. Those factions do feel more likely to result in more Ten Thunders models, but the Guild & Court of Two connections could lead to Resser/Guild crossovers or maybe a sneaky Arcanist/Outcast/Explorer entry. Unnamed minions are most likely, but there could be an enforcer/henchman in there.
  4. Just noticed that the original post is ~4 month old, and I'm now super curious if the original poster now has multiple factions or if they've resisted so far...
  5. The longer you play Malifaux, the more likely you are to dip into multiple factions, either by accident via dual faction models/keywords or because the new shiny grabbed you. This has been part of how Malifaux is designed since the beginning. Back in m1e Marcus, Zoraida, Leveticus, and others had very open hiring restrictions (restrictions is the wrong word here, maybe allowances?) that allowed them to hire outside of faction and often got players their initial out of faction dip and eventually their second/third+ faction. Eventually Wyrd codified such "let's get our players to buy more" plan with dual faction models/masters and now keywords that cross over faction lines. Whether that means more than 50% of Malifaux players have multiple factions isn't really meaningful, but you will find that lots of players have multiple factions, though many players have stuck to just one and many other players might have multiple factions but typically stick to one for long stretches of time. As a single data point: I have every crews for every faction except Explorers (I'll get them eventually, but have been purchasing slower in the last 2 years). I no longer have any assembled Outcast crews (my original outcast crews were Ophelia/Somer and they've since split off, I have alt-Hamelin unassembled). I have several Guild crews but I don't think I've ever actually played them in any edition. I consider myself an Arcanist player as the original m1e Raspy box was what got me into the game. Apparently I once said I loved Raspy's frigid box and learned an inappropriate slang term. I haven't played any faction but Ten Thunders for maybe 2 years now.
  6. Thanks, they're actually just messy shaky lines of black, but that seems to work, especially at arms length
  7. Been a bit slower with painting this month, since I haven't been able to paint daily as I was outside of busy season. But I did do a fairly quick job on a pair of Sabertooth Cerebus that have been wait for paint since m1e. I think they came out okay, need to base them, but wait to finish the rest of my December Crew (their original spot in my life, sorry Marcus). Fwiw, the difference in darkness of skin is due to the difference in darkness of original white primer plus black wash that I put down sometime in the early 2010s late 2000s... 16stones (Sidenote, I had hoped this would be a celebratory paint job, but... sigh maybe next year)
  8. I agree, it's more the 2-4th time you do the action, or if you've already been damaged, or using Old Ways, or... For instance if you make the mistake of doing the following you would be in trouble: 1) Homeward Bound a Hungry Land (1 wound for doing an action in hazardous) 2) Charge enemy (1 wound for doing an action in hazardous) 3) Old Ways the charge attack (1 wound) 4) Take another attack with 2nd AP, Old Ways that attack (1 wound) ...and now you're at 1 health remaining (assuming you started undamaged) I mean obviously don't do it this way, but the 1 damage for putting down the hazardous in base contact is something to be aware of as the damage can add up quickly if you make mistakes (primarily in order of actions) or need to use your health for Old Ways. In general, however, 1-2* wounds to put down a hungry lands marker in a spot that is good for you and problems for your opponent is a decent trade. *You'll take a second if the Bultungin uses an action to leave base contact. I think pushing away from the marker with Deadly Pursuit might not trigger it (though pushing through it would). There could be other effects/abilities/etc.. in Neverborn that could separate the Bultungin from the marker without the Bultungin having to do an action while in contact with the marker.
  9. Based on Step 5 of Resolving an Action, yeah, creating the hazardous terrain in b2b would apply the hazardous effect to the Bultungin as it resolves the action. Might still be worth it, but good to know before you accidentally willynilly kill yourself dropping markers.
  10. Well, the errata includes - increased durability (a weakness noted in this thread), removed pack mentality (an ability called out as not being great here), and changed their terrain ability to work for both keywords (working for both keywords was noted here as well). So you could say they listened. But given the likely timeline for going from 'this model needs changes' to Wyrd pushes button on errata release, I doubt it was actually this thread. I suspect if you go back you'll see similar comments on Bultungin from close to m3e release, which no doubt Wyrd has been listening to for a while and working on changes in background for a while, and now is when they think they've hit it right.
  11. Pretty sure most in-person players will allow printouts of cards (or obviously using the app)
  12. Yeah, I was just being a little silly there, since one of my locals asked about creating another Kurgan as well
  13. "Icy Form: Other friendly models may treat this model as an Ice Pillar Marker. <stuff about removing>" I'd say yes. You'd create an Ice Pillar Marker, not another Kaltgeist though.
  14. So your proposed change only takes 4" off Archie's 19" threat range, while giving him a positive to one attack's attack & damage flips (something he normally can't get due to Numbskull not allowing him Focus), while conversely it takes 5" off the threat range of a Malifaux Rat while providing a pseudo-focus on the very weak 0/1/1 they get. Sounds like well thought out change
  15. I think there's some merit in this idea, but have a few comments to flesh out the idea: Currently the Accomplice & Companion rules do no have restrictions on which of your friendly models triggers or gets to use so while adding the rules to the Bultungin is a buff to the Bultungin in someways it's more of a buff to the crew, as you could activate a Bultungin then Accomplice in Titania (if given the Accomplice rule) or activate the Malisaurus Rex then Companion in a Bultungin (if given the Companion rule). I'm not saying either route is broken, but it's a consideration that these rules wouldn't necessarily be used to run pairs of Bultungin. Also this buff wouldn't apply to just Fae, as Bultungin have the Savage keyword as well, Theoretically the buff is the same. Any model's activation plus a Bultungin activation. Obviously the order is the difference. Somehow my mind thinks the Accomplice Bultungin then any friend is a stronger buff, since in this case the second activation is any model whereas the Companion version the second activation is a Bultungin, but they both work out to be Bultungin + Any. Bultungin activating first could bring the following buffs to a friendly model activating second via Accomplice: -Toss in the Mud: Removes a debuff on your friendly model and moves it 2". Could be done twice depending on range/relative placement or attempted twice if first flip fails. Deadly pursuit can help set that up. Could be used to remove an enemy buff condition like shielding or focus (or even Burning/Poison/Distracted for some crews) prior to your accomplice model charging in. This offensive option likely has only one shot and can be resisted, but could be quite good. -Forage: In some rare cases and enemy scheme marker has some defensive ability (Sparks making them hazardous is the only one I can think of) -Setting up a bit of pre-damage: I don't think any Fae/Savage models get bonuses when hitting a damaged model, but perhaps i'm forgetting something or theres something OOK/versatile that would benefit from having some damage on a target before going in. -Pack Mentality for another Bultungin Bultungin activating second via Companion would bring the following benefits: -They'd get any buffs or target debuffs put down by the first model. The biggest I can think of (other than Pack Mentality) is the Rex's +crow buff, which is still very minor for the Bultungin. One supposes Injured from Aeslin or similar could apply here as well. -Coordinated Attack trigger would be quite good for the model that went in first. Imagine getting extra attacks out of Titania on your target without any activation in between. Potentially this is the buff that might be too much, but needing masks and needing to hit does limit this a bit. The big thing about these benefits listed above is that you can already get them as Bultungin are written, but with Accomplice/Companion you could pay a card or pass token to let them happen without any opponent interference between the two activations. I'm leaning towards thinking either ability would be a fairly reasonable buff for Bultungin.
  16. I see a few problems with using Bultungin for Killjoy's upgrades: 1) While they are move 6 and have Deadly pursuit for more speed, the 'resummon' Killjoy ability is a full action, not a bonus, so they really only get a 6" move then resummon, so it's not as far as some other options. 2) They're pretty squishy and if any opponent plans to downs Killjoy, there's a not unreasonable chance they'll be able to down a Bultungin too (and probably at range). FWIW, Corrupted Hounds are just cheaper versions (as Morgan mentions above) but even easier to kill, and not actually much cheaper as they would have the OOK tax in a Fae crew. I think Wicked Dolls are a better option for Killjoy upgrade caddies. They are only move 5, but they have a bonus action move (so can move 10" before popping out Killjoy) and if you've got the right cards (high mask) you can also Threaten to give your target Adversary (Fae) and place the Wicked Doll in base contact before popping out Killjoy (with the bonus this can be an effective 13+" move before 'resummon'). They also have Stealth to stay reasonably safe compared to both Bultungin & Corrupted Hounds. Threaten can just be a reasonable support action while Killjoy is still on table, so they aren't just being a caddie. The above unfortunately isn't a 'how to use Bultungin' post. I see Bultungin as having a few things in their favor: 1) Relatively cheap initial Underbrush markers 2) Fairly speedy scheme marker removal (2x walk then bonus forage)
  17. Sure, I'd actually like a model that would see play with well designed rules. I'm not sure that everyone got that my previous post was a joke about how bad he is as currently written and not an actual hope for changes. Given the points range for this game, a 1 soulstone adjustment* says 'this model is ok but just slightly costed wrong'. More than 1 soulstone of cost adjustment means that rules for the model are currently effed (in one direction or another) and likely need a full rewrite instead of just a cost change. *If the existing cost of the model is in the 1-5 soulstone range a 1 soulstone change is likely the 'rules are effed please rewrite' range as you're looking at a minimum 20% change at that point.
  18. So what you're saying is just change his cost to 9 stones and change nothing else. Sounds reasonable, TBH.
  19. I've been mostly doing MCP this month, so I only got one Malifaux model done, but Miss Guided (alt Fuhatsu) is a good number of stones, so meets my pledge level of Enforcer. Will add to the pledge spreadsheet later.
  20. This please. Everytime I see a model with Counterspell and the way the aura works, I think 'nice blank text'...
  21. Who flipped the Black Joker?
  22. Trained Ninja carriers are 'somewhat' limited. There's a decent amount of living, often living+construct, in the keyword, but none of the living models drop scrap at the end of their activation, so you don't get easy ride the rail nodes via this upgrade. Just a FWIW.
  23. Some quick notes: -Mei's totem can remove conditions (from constructs, which is everything in keyword except Neil, Sparks*, and Willie), it's shorter range, and a bonus, but needs a lower card than the Arcane Effigy. *Sparks can make models constructs -The TT Shadow Emissary brings some card draw Yeah, the differences are going to be the upgrades and versatile/OOK models, where I believe the general impression is that Arcanists have it better, but i'm not on top of things, so hopefully others will chime in.
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