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Cats Laughing

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Posts posted by Cats Laughing

  1. On 8/25/2021 at 6:53 AM, Adran said:

    We're probably adding 10 new 3 faction models (unless there is a duel keyword pairing and there is a new 4 faction model). (at least by my count there are 10 duel faction masters).

    6 of the effigies gained 2 extra factions , but only as summons, not as hires. (same for manniquins). 

    I think those Effigies only gain 1 extra faction, as all of them could already be taken in Neverborn via Hinamatsu

    • Like 1
  2. 13 hours ago, Math Mathonwy said:

    Anyone else notice that there's a lot of Summoning going on in the new titles?

    Out of the ones we've seen so far, Kirai, Dreamer, Reva, Toni, Anya, Nekima, Zoraida, and Jedza all have Summons going on. Now, granted, many are quite limited in their Summons (either in what they Summon or how they do it) but it still struck me as noteworthy.

    Seven non-Summoners and eight Summoners if I counted correctly.

    Have noticed that too. As another poster mentioned, the summons are more of the incidental and 5 or less cost models, which is an interesting way to bring more of those models into the game. I do think the GG2 rules and summoned token & related rules mean that this kind of summoning is far less of an issue than the "summoning" that makes some players worry about balance.

    On 8/8/2021 at 9:04 AM, Mangod said:

    We actually had a similar discussion back in february, where WM/H was brought up as well. To wit Cygnar, one of the 7 non-mercenary factions in Warmachine, has 20 different Warcasters (the Warmachine equivalent of a Master) available. That's one faction, and Khador, Protectorate of Menoth and Cryx all have just as many each. Add Retribution of Scyrah, Convergence of Cyriss, Crucible Guard, Mercenaries, and all the factions from Warmachine's sistergame Hordes, and you're probably looking at close to- or even over 200 Warcasters. And Mercenaries Warcasters can be taken in main factions on top of that.

    FWIW, when I was tracking my local meta's WMH game stats back in 2013, there were already 140 warcaster/warlocks available for selection. It's definitely over 200 at this point and possibly pushing 300 (too many for me to bother counting in any case)

    On 8/5/2021 at 5:07 PM, Maniacal_cackle said:

    Let's not forget the random pairings.

    "Well, all we have left is Wong and Nellie. Guess they're going together?"

    TBH those two would probably get along like peas in a pods.

    • Like 1
    • Haha 1
  3. 15 minutes ago, Da Git said:

    Renders are up! Also it appears Asami's title has changed to shintaku. Quick google translate = trust, entrusting. As opposed to Takusen meaning oracle... Think I liked Takusen better...

    If you do a slightly deeper dive into google translate, you get back to Takusen from Shintaku (the second definition below)

    (note: I'm definitely not an expert on Japanese)

    Definitions of しんたく

    Noun
    1
    信用して委託すること。特に、他人に一定の目的で財産の管理や処分をさせること。
    「―銀行」
     
    1
    神のおつげ。託宣。
    「―を下す」
    2
    新しく建てた家。新居。
    3
    分家。
     
    *****

    神のおつげ。託宣。

    Kami no o Tsuge. Takusen.

    Did you mean: 神のお告げ。託宣。

    Translation results

    God's gift. Proclamation.

     

    Note: The "Did you mean" version translates to God's Announcement, which helps show that you can get variations in translations for the same set of phonetics in Japanese if you use specific characters (Kanji).

  4. 20 hours ago, SpannerRider said:

    This is probably handled elsewhere, but a quick search didn't turn it up. Are these limited release models Only available by preordering in a physical store? Is there another way to order them?

     

    Toil and Trouble is a truly delightful reworking of Zoraida and company.

    You may be able to order from an online store that has a physical storefront, but the information that the general public has is below:

    (note: I think that there were some left over boxes from last year's Pandora set that were available during the easter sale, but iirc the Candy & Kade related box was already sold out by then)

     

    https://www.wyrd-games.net/upcoming-releases

    Scroll down to Sept Releases (copied below)

    Rotten Harvest

    Celebrate the fall season with Wyrd's second set of Rotten Harvest models: Toil and Trouble, along with Beware the Lights! These box sets contain pre-assembled alternate sculpts and cards for the Swampfiend Crew.

    Rotten Harvest box sets will be available at local game stores in October & November only. Don't miss out on this chance to add some spookiness to your games of Malifaux 3E!

    TOIL AND TROUBLE

    WYR21411 - $60.00

    Contents:

    Zoraida

    Bedeviled Kettle (Alt Bad Juju)

    Prince Toadem (Alt Voodoo Doll)

    3x Witches of the Wood (Alt Waldgeist)

    BEWARE THE LIGHTS

    WYR21412 - $40.00

    Contents:

    Oberling (Alt Adze)

    3x Kinderbaum (Alt Will o’ the Wisps)

  5. On 8/8/2021 at 6:31 AM, dancater said:

    I'm very curious to see which of these masters partner up with who...

    • Jedza (Explorers)

    These three in particular stumped me for obvious cross-over potential which fit their theme and someone other master, especially Nexus.

    Zoraida here,

     

    So given that pairing (and stuff like Asami-Dreamer, Viks-YanLo, Nekima-Molly), I feel like potential pairings could be all over the place.

  6. On 7/15/2021 at 6:06 PM, Maniacal_cackle said:

    Just watching a game of Cadmus on leylines...

    The summon changes make basically 0 difference here, and the crew seems like it is basically at its full GG1 power level. Seems remarkably broken to casually go "draw 6, summon 10 stones of models" on top of the other stuff the crew is doing, and then being able to just run the schemes and strategies with almost no trouble.

    Who was running the strats/schemes?

    I assume the Eyes+Ears->Berserkers were primarily distraction/fillers/killers/wound sponges/body blockers.

  7. 18 hours ago, belorey said:

    Scheming, Concentrate (Family), Assist, Dissengage, Move... Its very interesting

    Since the target enemy model will not count as engaging, you probably won't need to disengage (unless it's a scrum and other enemy models are engaging you).

  8. On 7/8/2021 at 9:05 AM, MrPieChee said:

    Ha! Not sure how I missed it on Asami's other card!

    Well, we can still hope.

    It's not just on original Asami's card, but also on the upgrade Asami's totem gets if she ever dies before him.  Basically with the way the flicker mechanic works (instant kill if you end any activation with 3+) you can't allow opponents to add flicker to your models.

     

    That said, new Marcus could have something to protect upgrades on his models (or gain some benefit if they are discarded by an opponent).

  9. 4 minutes ago, Adran said:

    She would get the effect. You just need a way to place her. 

    And its a once per activation, so if you place her to get the look, you won't get the look from placing someone else that activation

    She can place herself via Violation of Reality in an original Asami crew. Unbury is a place as well, so new Asami can get her to place as well.

    Good note on the once per activation bit as she does have a few ways to place enemies.

  10. Additional synergy in an Oni crew with original Asami is that Violation of Reality would allow Lady Yume to charge and check her fate deck before making her attack.

    Similarly the unbury tricks with new Asami can do similar.

    Warp the Veil is once per activation, so she can't look at her deck then use her placement effects on enemy models to look at their deck, though

  11. Lady Yume has an ability Warp the Veil, the current wording of which is below:

     

    Warp the Veil: Once Per Activation. After a model is Placed within Aura6, this model may look at the top two cards of that model's Fate Deck. (more words, not critical to question)

     

    IIRC you're always within your own Aura, so if Lady Yume places she will be able to look at the top two cards of her own Fate Deck, correct?

    Or is there some reason she wouldn't get the effect?  If so, please help me understand why.

  12. Seems like her minor Oni synergies are:

    -Can get flicker on Kamaitachi to start the Dust Devil push-cart (hard to call that a train or engine :)

    -I think you can get the Yokai fllicker place via her From Two Worlds, but that doesn't look like a strong thing to do.

    -When you use Violation of Reality to charge, or flight, or a Katashiro's Blown By Wind, or a Yokai's flicker place, or Dimensional Rifts, or various other place effects in an Oni crew, you get a bit of a fate deck preview and some fate deck sculpting.  You can also get a look at the opponent's fate deck with new Asami's Another Mouth and possibly other effects.  Though I doubt you'd want to discard weaks from your opponent's deck.

     

    I think that last one is what you'll be looking at using in a Oni crew.

  13. 6 hours ago, Maniacal_cackle said:

    I wonder if Desper Laraux would be a better delivery device.

    There's a lot less things that can kill Desper Laraux in a single activation.

    Desper is 2 more soulstones of cost (so now down to 8*ss for cache & models outside this plan) and a shorter range on the play (walk walk leap vs walk secret passage or double secret passage).

     

    *assumes you're still taking a 5ss healer, 13ss if not.

  14. 6 hours ago, fire5tone said:

    The reason he said 2 AP is because you *have to* kill on that second activation unless you make it back to asami, but if you kill your only good reliable target on your first activation it could just be dead if it takes its second

    Nah, I was wrong about the first activation thing. I was thinking about the gaining the flicker at start of the activation, but wasn't thinking about the "second activation" part of that clause as my mind had dropped the word second and I didn't go back to check.

    So you've got 4 actions without flicker in the case of a double activation version. 

     

    This is, of course, why I posted and also asked for why I'm wrong.

    • Thanks 1
  15. On 7/5/2021 at 2:13 PM, Assdex said:

    U can heal huckster before his jump. And sometimes enough not kill whole enemy deployment , just stop in here. 

    This plan is now:

    Ama no Zako 10ss

    2x Jorogumo 18ss

    OOK Huckster 7ss

    Tanuki or OOK Low River Monk 5ss

    That's 40ss, leaving 10 for your cache and whatever strat/scheming you plan to do.

     

    If you're using the Huckster for range of this alpha play, you're probably not dropping in range to clear the Flicker via Asami's aura, so the Jorogumo needs to kill an enemy with 42 AP and no flicker used or you lose the Jorogumo (at the end of the first activation of the double activation). If you inception'd the second Jorogumo and the first fluffed it's kill, that second one is now going to unbury next to Asami, back near your deployment, with 2 flicker on it with nothing really gained.

    The more I think about this play, the less I feel like going all in on it

    On 7/3/2021 at 1:58 AM, Jinn said:

    The fact that it can also guarantee last activation makes it a very 2e style combo and I don't think they're trying to bring that style of play back intentionally.

    So to ensure last activation are you activating both Jorogumo prior to getting buried? This might be a better plan than trying to drop double activation Jorogumos across the table, but also limits the high end output from this play. You still need to get that first Jorogumo to kill it's target without using Flicker if doing Jorogumo inception.

     

    I also wonder how strong Jorogumo will feel when they can't use Flicker willy-nilly, like they can under a summoner Asami (who just brings them back and has more active flicker removal for turn over turn flicker control).

     

    Still this alpha strike might be a stronger play than I'm feeling right now. Just want to work out the kinks.

    • Agree 2
  16. On 6/11/2021 at 1:43 PM, Cats Laughing said:

    I got some malifaux painting done early this month, so I'm gonna post now, then post again if I finish more. (Maybe I'll even get around to basing as I'm getting closer to having good batches for basing together) 

    3 Akanane (12ss) for my Asami & Bayou crews. Orange nail polish as the tie in to my Asami crew... I also especially like the apple core. 

    (All contrast paints, so kinda hits the monthly contest, even though I painted them at beginning of month before reading the contest :)

    Might still add splotches to make them more dirty trash demons. Or maybe try tattooing.

    -y0qtwd.jpg

    So I did a lot more this June...

    Some I really like (the Emissary especially) and some I don't as much (the stuffed piglet & tanuki).

    It's a lot of soulstones, 26 I think, so 38 for the month?

     

    -kgr9s8.jpg

    -hx7w85.jpg

    de40ls.jpg

    ovk8os.jpg

    -ai395y.jpg

    -wunnp3.jpg

    -nwke82.jpg

    • Like 5
  17. If I'm reading things right, putting two Jorogumo in a Huckster leaves that Huckster on 2 wounds with Injured +1* and Staggered. Once you secret passage that Huskster up Manipulative is gone and your opponent should have at least 2 (possibly 3) models unactivated to choose one to respond with. Df/Wp 4 and 2 Wounds is a stat line that makes a Malifaux Rat almost look beefy. If the Huckster dies before the Jorogumo unbury, you're unburying next to Asami and have basically wasted turn 1 while putting unnecessary flicker on your models.

     

    *I don't think you can choose to put staggered on twice.

     

    One Jorogumo in a Huckster is probably a safer option as your drop ship is then Df/Wp 5 and 4 wounds and harder to just delete in an activation.

     

    I figure you'll get to do the Huckster drop ship once per opponent, then your opponent will hold onto an activation that can delete an activated Huckster.  Cards, terrain, and such may allow the single Jorogumo drop to continue to work, but I'm not sure the double Jorogumo drop will work against opponents that are aware of it.

     

    I could be wrong, so feel free to explain how the Huckster survives long enough to deploy the Double Jorogumo.

  18. Yeah, as MrPieChee noted, a move to a grid system likely requires multiple changes to the game and would likely be best built from the ground up.  I think as you build the new game rules and play you'd find more things that needed to be changed from Malifaux.

     

    Another option might be to make hexes fit ~30mm bases and just abandon base size as a concept.  If your base hangs over the edge of a hex you just ignore that and assume it's entirely within the hex it's 'mostly' centered on. You have to fudge model placement a bit (you hang out of the hex more than normal) if multiple models with too large bases are near each other, but since everything is hex based, you kind of can move models as needed, since all measurements would be to a hex and not to the model's base.

    Bloodbowl already does this as there are various sized boards with different sized squares and various makers of models with different sized bases, but since everything is measured square to square, it doesn't matter as long as a base isn't so large it causes placement headaches. Other hex/grid based games do the same since the hex/square is the important location for measurement and models & their bases are just markers.

  19. 3 hours ago, MrPieChee said:

    As far as hex bases go, to deal with the 30/40/50mm base split you would probably need hex's smaller than a 30mm base, which might then put them at a size where you want widgets to measure them quickly rather than counting them.

    But you don't have too - you can have 50 mm bases take up 7 hex's and 40mm bases take up three, and 30mm take one. You might need to add a few rules to deal with those three hex bases interacting and moving. It would adjust the balance a little between base sizes, so would need several other tweaks if you wanted anything competitive.

    So, again, it probably only really works if designing a ruleset from the ground up with it.

    I'd consider going the other way with hexes.

    Make the hexes slightly larger than 50s, and allow 2 30s to occupy the same hex (if a player chooses) but otherwise allow only one base in a hex at a time.  I think that's an easier rules set than having bases occupy multiple hexes.  It does change ranges (each hex being ~2"), but a majority of ranges in the game (that are not movement or 1" melee) are multiples of 2, so it could still work by rounding up or down on the odd number ranges.

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