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Turbodog

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Everything posted by Turbodog

  1. Thank you, Necromorph. Been waiting for a quick spoiler like this all weekend! Thanks for taking the time. Um, rereading, did you mean Hoffman keeps assimilate? That sentence under Lady J seems oddly misplaced...
  2. Other forums are bustling with Avatar information...anything on Hoffman yet? We seem to just have one little blurb about Perdita and that's it!!! Guild needs to represent.
  3. I really enjoy playing Hoffman - largely because you literally can look over your model's abilities during the game and take what you need. I'm constantly reminding myself of card abilities in his crew. So in terms of Guild Constructs only, here's what I can see: From Guardian: (1) Protect - particularly useful to set up "chaining protection" that will keep your models alive protecting each other. Particularly good because a) easy for Hoffman to cast and the effect does not end at end of turn. (0) Self Repair - Somewhat costly as you'll use both your 0 actions - 1 to assimilate and 1 to do the heal. But nice to have an additional heal option if you need it. Armor +2 - Because this WILL stack with other armor Immune to Influence - As he is generally the only model in his crew that isn't. Armor can actually come from several models...so this is the last time I'll mention it (or other repeat abilities). Overprotective - Not many people mention this one on these boards. It's situational I suppose. Good to get Hoffman a little extra movement if he somehow gets away from his constructs and is thus in complete danger! From Hunter: (1) Arrest - Hoffman is much better than the hunter at casting this spell. It's a decent way to drain cards from your opponent with a Hoffman crew. Nice if you're looking at a hand full of :crows instead of :rams or :masks. Ambush - If hoffman is in melee with something that hasn't activated, this is a great way to give those attacks a attack, damage. Usually a surprise when I've done this. From Watcher: Slow to Die - Honestly I believe the watcher has this ability ONLY so that Hoffman can get it. Preprogrammed - To allow Hoffman to ignore something Harmless or Pitiful he is engaged with - very situational. Flight - Extreme rare case where Hoffman is doing his own movement. Fly High - To avoid disengaging strikes - situational. From Peacekeeper: Terrifying ->12 - particularly a surprise for living crews not expecting it. (+1) Relentless - additional move action, but hopefully you don't need to go this route and can ride constructs. (2) Flurry - just a note, a nice assimilation set for Hoffman in melee early in the turn is Ambush + Flurry as he is now doing 3 attacks with 's to attack and damage... (1) Menace - Haven't used it much myself yet...but again, Hoffman is better at casting this than the Peacekeeper. From Ryle: Breach Psychosis - From what I can tell, best WP defense in the game so far (prior to Twisted Fates at least). (0) Socially Repressed - situational additional movement - another one that like the Guardian's heal will ultimately take both your 0's. Hulking - Avoid parting strikes from Ht 1 and 2 models - situational, like Fly High from Watcher. Mechanized - Wierd, huh? This is only on the off chance that you NEED Hoffman to count as a living model. For example, if you have an all construct crew including Ryle and Hoffman. Ryle doesn't have any "friendly" living models to push from with socially repressed usually, but this would make Hoffman count as a living model so Ryle could push from him. From Mechanical Attendant (totem): Ugh...not much Clockwork Tools? - would let you get scrap counters from sacrificed constructs...I've never used it. ...The bigger deal is that the totem (actually any totem) can activate after Hoffman and if he took a (1) Spell with assimilate, then the totem can cast it that turn too. So you can get more (1) Arrests (1) Menaces or (1) Protects which are all not too bad for some totems to cast. Then, of course, there's the Arcanist constructs or constructs you can take in Brawls with Leveticus...but I'll leave that be.
  4. Good to see positive feedback that I did it correctly. Did make me wonder...do masters not do this? In other words, in a 25 SS scrap, is it not possible to hire over 25 SS of models. I thought in the rule book it said to just add the cache to the pool...not use it for hiring... So for my McMourning thought...can he NOT hire 31 SS of models, but is limited to 25 SS (and must have a pool of at least 6 SS)?
  5. Making a crew lead by Lucius, I went back and tried to read the henchmen hiring rules. Is this right? It's a 25 SS scrap. I choose Lucius to lead then receive his henchman reserve of 4 SS added to the 25 to hire models. I can procede to hire 29 SS of models in the scrap, which includes 2 guild hounds giving the team 1 SS in its pool. The list was: Lucius Guild Guard Captain Guild Guard A Guild Guard B Guild Hound A Guild Hound B Guild Austringer Drill Sergeant Question really is just on if this is a valid 25 SS scrap list, and I did the hiring right? I guess i'm worried because I've never done that with a master...e.g. hiring 31 SS of models for a 25 SS Scrap with McMourning etc. I've always just taken the cache as soulstones in the pool.
  6. @Zee - Favorite poem: Imagination sets us free to be just what we want to be!
  7. Well, I did some measurements...trying to go for the 1" of height equal to 1" actual idea. Did you know the the peacekeeper comes in at just under 2" as my tallest model? True story! (at least for my relatively flat basing...) Ryle is about 1 3/4". Mechanical Attendant is about 1.5". I guess I'm going to have to accept that things aren't going to "look right" from a vertical standpoint. My Peacekeeper will appear hidden behind a 2" elevation, but really won't be. Likewise, a Ht 5 climbable surface is going to look REALLY tall.
  8. @Bigkid - Yup, totally blame him when I'm feeding him lunch in his high chair and after disciplining him telling him NOT to throw food across the table anymore he smiles at me mischieviously and throws it directly upwards. ...it's not across the table... Ugh. It's hard being a parent sometimes. But you got me - i just used his inspiration and it was I that throught about what about in Malifaux. --- On that note, perhaps I did something wrong in a game a little while back. There was a model standing on height 4 terrain and I hit it with the chain spear. I proceded to "drag" it off the cliff and we ruled it fell 4" (having nothing to stand on). Judging from what people are saying about the toss not being a legal move and/or model not actually at that height - did we do that wrong? Just curious. It was funny during the game...
  9. Okay, honestly, this idea is my preschool sons...not mine. Peaeckeeper hits model and does 4 damage. Peacekeeper chooses "toss" trigger. Peacekeeper pushes model 4" - DIRECTLY UP!!! Model proceeds to fall 4" and takes 2/4/6 damage flip from falling! So what do people think about a Peacekeeper playing with his food?
  10. Thank you for the quick response! Maybe Ratty could add that to his post about differences of rising powers cards stickied above?
  11. I was on the fence about which forum is best to put this in, so I decided upon here, but if this is the wrong place, please move it and/or let me know! I just got my Hoffman crew painted up and was looking at making some custom terrain but I'm having some modeling height issues. My major problem lies in when I place Ryle and the Guardian side by side. The Guardian is Ht 2 and Ryle is Ht 3 on their cards. But looking at the models, the Guardian is CLEARLY taller than Ryle. In fact, the Guardian is about as tall as my Peacekeeper (although the Peacekeeper is kinda hunched down). Certainly Ryle can't approach the Peacekeeper in size of model. Furthermore, Ryle and Hoffman (with backpack) are about the same height nearly exactly. Hoffman is Ht 2. So my problem really comes down to the styrofoam I'm cutting for terrain at this time. How big do I cut the elevations? Again, my goal is to make them scale with the models so that it's a little more obvious when terrain blocks line of sight due to its height and so forth. Ironically, if the Guardian were Ht 3 and Ryle was Ht 2 this wouldn't be an issue at all. But I haven't seen any indication that this was an erratta. Furthermore, I'm pretty sure some other models I don't own likely have this problem. So what do people suggest? Thanks!
  12. My friend is playing Rasputina and according to the Rising Powers book, Snow Storm has the characteristic: Gravedigger. Is Gravedigger supposed to be: Graverobber? It seems from my searching of the forums that they are meant to be different, but I can't find anything that explains what Gravedigger does. Can anyone shed some light for me?
  13. Whomever sculpted this model, I love it. The dynamic pose and unique look are terrific in my opinion. A pleasure to paint this up and see it on the table. http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00089.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00088.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00090.jpg
  14. Closeups of the Guardian. The pictures don't do the chest gem justice...it looks so much better live. http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00092.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00093.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00094.jpg
  15. With a little more time, time to "link in" some more close ups. (I'm sorry for the bad joke...I do like playing Hoffman) Here's the Watcher...which required me to do a little scultping of my own to make his steam jets... why oh why Wyrd does he not come with some kind of steam jet flying stand!?!? http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00097.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00099.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00098.jpg
  16. Thanks for the positive support. As I said, I'm a pretty new painter. I was experimenting with this set of models and using a metallic red wash, rather than a brown. The overall goal was to give the models a red hue. I liked the idea of these constructs with a somewhat eerie red glow to them, marking them as both guild and - well - Malifauxey? (is that a word?) I agree the brown would probably have highlighted details better, but I wanted them to stay bright (amoung what I envision as a lot of darker models). Anyway, I'm only about 50% happy with the red hue. Under certain lighting it looks fantastic, other times it's only so so.
  17. First off, I really like the peacekeeper - both on the table as a member of the crew and as a beautiful, dangerous looking model. Interestingly, I think my particular peacekeeper came packed with two of the same "overhead" arms and none of the "reaching arms" because I couldn't figuer out how to make my parts match all the pictures I saw. When bad things happen in Malifaux, you make something grand! So I had an idea of the "praying mantis style" two claws up in front ready to strike. I really think it worked out terrific. http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00114.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00111.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00113.jpg http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00108.jpg
  18. Hoffman is my first master, and I picked up his box set along with the guild constructs Ryle and the Peacekeeper, and his attendant. I'm just an amateur modeler and painter, but do enjoy the hobby. I'm finally done with them and thought I'd post them for others to enjoy. Here's the whole crew: http://i191.photobucket.com/albums/z293/Aunshasta/Malifaux/DSC00116.jpg I'm going to focus on individual models and comments below. (also, this is my first time attempting to post pictures...so bear with me.)
  19. Bah, bad example with proxy above. He'd be slow and unable to walk and cast spell due to AP restrictions. Still - I hope my point go across.
  20. Lobo!!! Stay with me...why does the governor's proxy have to die? We're thinking about moving around wounds remember? Guardian 1 protects Guardian 2 Guardian 2 protects Hoffman Hoffman protects Totem Totem protects Guardian 1 Hit any of them and I'll tell you where each wound lands. No one has to die when they activate inside the alp bomb. This configuration can "soak" each models (wd stat-1) before anyone has to die...that's available spots for the first 29 single alp damage wounds before someone drops. The 29 is also no healing is taken into account. Alp damage is 1 wound at a time, so if I understand correctly (and that's what this thread is about), I can activate a model in the bomb...say the proxy for kicks. He fails his Wp test and takes maybe 10 wounds (big alp bomb). Those wounds go 3 to each guardian, 3 to hoffman, and 1 to the proxy because of protects. Next he WALKS a little. Why? To maximize damage from his pulse...I dunno. Walking in alp bomb!? That's another 6 or so damage. No problem. 2 to each guardian, 2 to Hoffman. Everyone's still okay. Now pulse to clear out the bomb. Guardians (and Hoffman with assimilate/SS) can heal up and since the bomb is gone, they don't need to take wounds to activate before doing it. Next please.
  21. Nix...thanks for seeing where I might be going. Lobos...I think you and I are on the same page with this. Nybbles...not sure if you get where I'm going. Turbodog logic engine online: Input: Use Hoffman crew vs. Dreamer Input: Assume crews must not "bunch up" vs. Dreamer... ***WARNING*** Possible false assumption...test assumption... Hoffman crew: Hoffman, Guardian x2 (all in contact); Dreamer crew: alps alps alps! Run theoryfaux simulation: ALP BOMB!!! Step 1: Alps pop up around Hoffman's castle Desire: Hoffman can clear out alps if he can activate without dying in the middle of the bomb. Directive: Activate Hoffman + shuffle wounds he takes to guardians. Secondary Directive: Do not lose guardians...split up wounds due to shuffling 1 at a time. Hoffman survives initial activation and can use spell to 3" pulse kill alps (damage 4 since he is in contact with two guardians) Simulation complete. Hoffman crew survives, alps die. Logic Engine offline. The point of this thread is to see if I can build a strong enough castle to survive the alp bomb. As far as I can tell, the real problem is that while I might have a good counter to the alp bomb (e.g. Papa, Ryle, Specialist, Hoffman, etc.) I need to make sure that counter lives to do damage. The whole point of this thread is to discuss whether it is appropriate to stack guardian wounds and what potential effects this could have. Additional Note: The Chompy Bit...it is true that I will have to worry about a few attacks from Chompy the instant the bomb hits (before I can react). This damage is different from the bomb damage, since it is not stacked 1 1 1 1 wounds, it is just single big hits. This kind of damage I'm more prepared for personally, it's like the damage I can expect from other crews. I feel like I have options here - armor's a big one; the guardian protect may still work for weak hits; I can more effectively use soulstone damage prevention if it's on Hoffman. We can go into discussing the Chompy Bit of the dreamer crew...but for organization and simplicity, I'd like to keep this thread just on the alp bomb. Final Small Thought: Hrm...2x Guardian, Hoffman, and take the Governor's Proxy as my totem. Now I have a living model in my own crew - to push Ryle if I go that way. Also, the Proxy can cast the anti-alp bomb open circuit (although he dies if Hoffman does and he's in range). His +Wp helps my crew vs. the bomb. And he can entension to do protect. If he's my chosen first dead model, then the alp that did it takes a wp check or dies. Interesting thought...
  22. Well said, Nybbles! I've listened to the episode. We're working on what you've listed as step 1..."how to live through the alp bomb". Also, in the episode, the hosts seem to be of the opinion that the dreamer crew is "in control" and essentially will get to choose an initial model of yours to die. I wish to deny them this. I want to build a castle that can effectively protect models such that it is not a foregone conclusion that they will die...or at least so that I can choose what will die, and not my opponent. Currently I'm focusing on how I can muscle the "protect" spell to deny an alp bomb its deadliness. And actually, I am very happy that the 2 guardians and master tight together looks like an "alpable" target. If the alps drop in and then it's my turn and I can react without losing models, then I believe I will win. Like most strategies, once my opponent has seen it, they won't "fall for it" again. For the dreamer, this changes to a fast movement, defensive game (at least according to pod cast). At this time I'm good with that. If I haven't lost models when this happens, I believe I have a fighting chance (especially with guild where I can include some good ranged options). Sorry this got a little long-winded. To sum up, in this thread, I'm just exploring ways to defeat the strategy of "piling on 1 damage wounds in large quantities" which the alp bomb is such a good example of.
  23. Conceded that instant kill/sacrifice/bury could break the chain. But I'm just worried about suffering wounds right now. In particular, stacked up immediate 1 wounds from the likes of an "alp bomb". I'd like to build a castle that can resist the bomb. With Guardian's Protect spell, I can shuffle each wound (1 at a time) down the chain as far as I need to. I'm guessing with maximum alps, I might take, oh I don't know, maybe 9 wounds from the initial activation (smother) and then another 4 or so from walking/striking (exhaustion). 13 single damages is too much for any model (save the executioner), but if I can shuffle them between guardians... You get the idea. In the above case, my activating model potentially could have just 1 wound while each guardian has taken 6 (and has 3 remaining). Like I said, just looking for a creative way to NOT lose models instantly upon activation during an "alp bomb" like attack. If this works, I'll be considering a 4 model chain: Guardian 1, Guardian 2, Hoffman (assimilate Protect), Totem (Magical Extension for Protect). Depending on totem, this gives me a variety of models to shuffle wounds in the chain to, several of which may have healing available.
  24. Question regarding the guardian's ability (1) Protect. "When target model suffers Wds while within 3" of this model, this model may suffer those Wds instead. This spell ends when...." Guardians are rare 2, so I could take 2 in a crew. So what happens if Guardian 1 protects my master and Guardian 2 protects Guardian 1? Could I chain the wounds to my master down to Guardian 2? 1. Master receives wounds from an enemy 2. INTERRUPT...Guardian 1 takes those wounds instead of master 3. INTERRUPT...Guardian 2 takes those wounds instead of Guardian 1 4. Wounds actually occur to Guardian 2 model.
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