Jump to content

Paddywhack

Vote Enabled
  • Posts

    3,323
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Paddywhack

  1. The models in a Twisted Tale look awesome! I don't even play either Master, but both look great. Jack Daw has a serious serial killer/monster vibe and Nellie looks like a deranged librarian. Auguste looks like a typical 'end of the world' crazy dancing on a corner. Great box and sculpts.
  2. How long did Val live after you sent her in?
  3. I don't have a problem either way, but just reading the ability, I'd be inclined to lean towards the 'per model' interpretation. Reason being is says 'friendly Forgotten models'. It would have been very easy to say something like 'one friendly model in range' instead if that were the case. This is a Master's Bonus action after all (and her only bonus action), so it should be a good action. I've never much liked 2-card bayou for important models. Cheating from the top of the deck is fine as long as I don't really care if I succeed or not, but important flips I'll still cheat normally. It also helps with her crew's need to discard a lot, but isn't guaranteed to help all the time. Definitely hope they FAQ it just to be clear. I can kind of see the arguments for either interpretation.
  4. Well, seeing as there is no 'confused' as far as I can recall, I'm pretty sure those are the Distracted tokens. 3 confused “Seahorse” markers
  5. Second masters break a lot of things. It was a nice experiment, but too often leads to issues. I don't know any tourney that allowed them tbh.
  6. I'm not sure I'd say anything is broken yet. There are plenty of current Masters that can do some real nasty stuff. Here there are a lot of complexity issues with Plastic Surgery, but I'm not sure anything is truly Broken. The only one I've seen mentioned so far that might worry me is the Nurse with Savage Bite and 'free' Pouncing Strike. Even that I'm not 100% is broken as the Nurse is pretty squishy. I do think he has the most potential to be a 'surprise, I gotcha' master as there are so many weird interactions he can do. Your first few games against him are going to be a hard learning curve. Condition removal is still his Achilles heal, and it works against either version, so you'll always want it. As others have said, the good Dr. himself is pretty squishy as Disguised and 13 wnds is his only real defense. Just put the pressure on him fast. Just like any other grow style crew. I do think he's going to be great for Corner deployment as that gives him the most time to power up his crew with poison and upgrades. Wedge might be iffy....
  7. How does the Timing work for Loot their Corpses and Reduce, Reuse, Recycle? Can a Guild Autopsy remove a Corpse at the End of its Activation and McMourning bring it back? Or does it technically happen outside an 'activation' and wouldn't work? I don't think it's broken or anything, just curious. We know Bonus actions can't happen outside an Activation. RRR is once per Activation so similar, but not quite the same. Not sure if it works or not? Never mind - FAQ Section 1 #12 answers this. It works as it falls within the C1-C4 timing window.
  8. I'm soooo looking forward to this one. Looks like Experimental will be much sturdier with the ablative armor of the upgrades. I would have never thought about using Blood Poisoning on the Curator to pass off damage. That probably should be 'during the end phase' to avoid some possible OP shenanigans, but not sure they can change it in time. Probably not a huge deal, but throwing him with Archie or Golem does make it a bit nastier. It does take a lot of set up and several models to make work though. Plastic Surgery seems like it will have a lot of good uses. Savage Bite will likely become the go to, but other things may pop up as well. Bone Saw might be a good one. Oooh - Rigor Mortis from Sloth! Have him do something else and let the Chihuahua hand out Fast for him! Or first turn copy Sebastian or Rafkin's Flask to hand out as much poison as possible. The upgrades! Kentauroi with Mv8 and +dmg flips on charge. Rogue Necro with Flurry, Df5, Mv7, and +dmg on charge! So many good options 🤯 Being able to drop one to reduce by 2 down to 0 is great for defense. Yes, it's annoying to lose an upgrade, but McMourning can just staple it back next turn. Curator looks interesting. Df6 is nice to have in resurrs. Injectors seem blah, but with Dredge up may happen occasionally. More likely you're moving him around to drag around markers and drop Sludge Markers. Getting one of those T1 can really help build up poison that you're losing not having Field Testing any more. Create a Sludge Marker and then use Dredge up to push it through a bunch of your models, then walk and drop it to get more. And stopping models within 2" with Poison from engaging is huge. That opens up a lot of play and allows for scheming and scoring strats. Think how great that can be in Break the Line! Symbiotic Relationship offers some interesting options as brought up by others. Might get taken down a peg before printing, but still offers some interesting ideas. Keep in mind it can also be used on friendlies for some extra healing. Say McMourning or someone else you need alive got battered and doesn't have much poison on him - move the Curator in BtB and let him use his poison to heal him (obviously only works on Perverse Metabolism models). Seems like this crew is going to rely on end of turn healing, Blood Poisoning healing, and discarding upgrades to keep models alive longer.
  9. And I am in no way a rules master. I'm just trying to see where the wind is blowing as I'm reading a lot of different opinions on the matter. Don't take my interpretation of verb/noun as law. I think that seems like the intent of the FAQ and rules in general, but Wyrd didn't really make that distinction clear. I think that type of reading fits the FAQ and doesn't seem to break anything else (yet). It's what makes the most sense to me, but I'm fine playing however the group I play with rules (until Wyrd does). I do think that Gwisin with Vengeance +2 that works on TTH is pretty brutal for a 6SS Versatile minion. Especially with extra wounds and Incorporeal. Seems too good to be true....
  10. While I really wish this version had Channeled Flame, I like that Reva2 seems to have an easier time getting burning out on the table. I struggle with Reva1 to keep burning on the crew. Reva2 can get a lot more out, making models like Lampads and Draugr more efficient from the get go. And it looks like you can get a lot of 2" pushes. She is a bit squishy though. Lampads are better than they were, though still not my favorite. Once they get a lot of burning on them, which this Reva helps with, they can be somewhat tanky. I do wish their Df had been bumped to 5 (they are 8ss models after all). I don't think you necessarily have to 'plan' and force a summons. It's more something to keep in mind if the opportunity arises.
  11. So it seems like there are two camps: 1. FAQ covers this and Vengeance (and other 'Targeted' abilities) do not happen as the new model was never 'Targeted'. 2. FAQ does not cover this as Vengeance (and some argue Manipulative) don't happen in the 'Targeting' step (though as noted, there are no instructions about what effects happen in the target step). I think I'm going to play as #1 until otherwise corrected by Wyrd. The FAQ clearly states the model is not 'targeted' and those abilities require the model to be targeted. It is also the less harsh of the interpretations as Gwisin are pretty nasty for their points already. You certainly don't need to use TTH to get good use of them or need Vengeance on TTH to make them worth taking. #2 seems to be adding some timing steps and inferring some intent. Now maybe it would be better if those were defined, but they currently aren't in the rules. From a fluff perspective I see it as I've made my mind up to attack Kirai and start swinging, the Gwisin jumps in as I'm mid swing. I never intended to hit the Gwisin, it decided to take the hit for Kirai so it's Vengeance ability doesn't hurt me.
  12. Thought I'd bring this over here as I'm reading a lot of differing opinions on discord and the forums about this interaction. There are those that feel the FAQ applies and Vengeance does not happen, and others that say that Vengeance is not covered by the FAQ and will happen. Here is the FAQ: 12. * If a model has multiple Abilities that resolve after it is targeted (such as Terrifying (X), Protected (X), or another model’s Take the Hit Ability) can it resolve more than one?* a) Yes. When a model is targeted all effects that would resolve are generated at the same time and can be resolved in any order (as per Simultaneous Effects on Pg 34). However, some effects may change the target of the Action, in which case that new model is not targeted and as such those effects aren’t generated a second time. Additionally, abilities such as Manipulative that affect Actions that target “this model” only apply to those Actions that are still targeting that model. For example, if a model with Take the Hit changes the target of an Action to itself, it would not benefit from any of the initial target’s Abilities such as Manipulative that require the Action to target “this model”, nor could it benefit from more of its own abilities that resolve when it is targeted (such as Terrifying). It seems that the World Series Vassal has ruled that Manipulative of the new TTH model would happen and by extension, so would Vengeance. It's long, so I won't copy it all here, but here is the link: https://docs.google.com/document/d/1MAzIgYPIJAIJvitegXtiUxSYpe-odMu7DkWiNMLBE1U/edit#heading=h.9m8bihl7g5kn I think I fall on the side of the FAQ taking precedence as it pretty clearly states the new model is "not targeted" and Vengeance says 'Action that targeted'. I'm not sure about manipulative as it uses the word 'target', but it uses it as a verb so seems to mean the initial Targeting step. I think what we need is a capital Target to cover the initial step of targeting a model and how that applies throughout the Action vs the lowercase 'target', which just tells us who is going to suffer effects of the Action. It sure seems like this one is going to be a 'discuss ahead of time and agree' until Wyrd gives a FAQ for their FAQ.
  13. I think the intent is clear, even if a weird timing issue is still there. If they can change it still, would something like this work: "Reduce the value of the target's Burning Condition by 5. Target suffers damage equal to the value of Burning reduced by this Action. If this kills the target....".
  14. Very interested in trying her out. I'm afraid the pushes from Tear Back the Veil could get a bit fiddly once there is a scrum, but very useful. Definitely makes her the Burning focused Reva, which I always had trouble with in the old Reva. Maybe now I should go back to the old one and try and focus more on Corpses. Deacon seems a bit suit hungry to get the most out of him. Blaze of Glory might help with that a little. Still, another way to ping 1dmg and Burning +2 on friendlies as well as possibly dropping a Pyre is always helpful.
  15. Not a big VonSchtook fan in general and not sure these rules will make me one, but man that is one creepy cool model! I'll get it just to put together if nothing else. Really great job and can't wait to see more stuff!
  16. I agree that is the intent now, but the title of the thread is literally "the problem that molly's new title should solve". I don't want to 'fix' anything with her or any of the other masters. I'm hoping it opens up a new way to play the master and new ways to interact with the keyword models. Maybe make some of the less well thought of keyword models more useful somehow. I've never had much luck with current Molly, so I'm hoping I'm able to wrap my head around new Molly better. Now I'm just waiting every Wednesday to see if they preview any Resurr stuff....
  17. Removing the enemy RJ from the game, potentially all game, really seems to go against the whole Malifaux theme that Fate is always present. Don't love it and hope it changes before print. It's nasty enough removing Severes and high cards all game without messing with Fate.
  18. New Rift Markers for the previews Asami.
  19. Looks great! Send like a lot of work, but fantastic table.
  20. Oh, the Tower top level can come off and you can put the turret/roof on the first level if you don't want it to be so tall. The Domocile is really a nice piece that can offer some interesting variations.
  21. Finally finished putting together the Rio Sonoro set from Warcradle Scenics. Took way too long, but that was just me not having energy after the kids went down to do it. For the best pictures you can view the line here: https://scenics.warcradle.com/warcradle-scenics#rio-sonora I got the set, so just the buildings, no walkways. This was the hardest set I've put together. There were some bits that were difficult to figure out from the instructions and some pieces broke as I applied a little too much pressure to fit. Some things I decided the change on the fly to make the pieces more playable (the workshop wanted to glue the top on and leave a wall open.... I adjusted and made the roof removeable, though it wasn't as easy as I thought). The workshop also had a much bigger footprint than I liked so I didn't add the overhang or chimney in the back. I would give this set a 4 out of 5 for difficulty. If you are familiar with putting these kits together you should be fine, but go slow, always dry fit, and look a few steps ahead if you aren't sure how something fits. As always they are beautiful pieces. Most of these building are a bit larger than I like for Malifaux, especially the Domocile and Town Hall. I knew this going in though. The Town Hall is especially large (8"x7" and about 9" tall I think). It's a great center piece, but really takes up a lot of real estate. Unless you want to play inside the building, it makes is rough. Real downside of the Town Hall is there is only one door on the ground floor.... The Domicile is large as well and has limited roof space. I modded that one and didn't glue the smaller building on top. I left it so I can remove that piece. Then I used the punched out piece from the roof and glued a bunch of the leftover scrap wood pieces from the Workshop overhang I didn't use to make it look like the roof was 'patched'. Now I can play on the roof too and it's more interactive imo. I also left the Tower section unglued and I think it can work as a standalone piece as well to help fill space if you don't want to use the whole Domicile. So you can use all the pieces together, or take the building off the top and have two peices, or just use the tower and/or the building off the top for smaller footprints (see more pics below for a better idea - you can see the small building near the bottom of the image included in this post). The Dwellings are fine, but a bit taller than I like. The Foundry is a great piece that will see a lot of table time for me. My biggest issue with them is the set is severely lacking in scatter terrain. The Dunsmouth set is still my favorite and gives a ton of scatter terrain to really help any table. I feel like this set overall may be better for RPG play, but you can see the pics of table I set up using all but the Town hall. They make a good Malifaux table with some thought and a few more scatter pieces thrown in. I'm not sure how much I'll use the rooftops, but they're there if we want 'em. Still, I highly recommend any of the Warcradle Scenics stuff. Takes time to put together, but just enough color and texture I don't feel the need to paint them. The Dunsmouth set is still by far the best bang for your buck though. More pics on OneDrive: https://1drv.ms/u/s!AkfXqHIwwjCDg68muat2Lrt54muWrQ?e=OMfVh8
  22. Sure, but there is a huge difference in options for a Corner Deployment vs Flank vs Standard vs Wedge (wedge seems like the hardest as you can get two back in the corners far from the opponent). I haven't tried the 2/2 split. Might have more success with that. When you castle are you just putting them in a more or less 8"ish square I assume?
  23. Does anyone already have sketched up the 'ideal' placements for Symbols in each deployment zone? I know terrain may affect it, but a simple guide to 'this is generally the best spread' on each deployment type would be helpful as a pre-game tool.
×
×
  • Create New...

Important Information