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Allidor

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Posts posted by Allidor

  1. Something I was thinking about is that while it would be extremely cool fluff wise to see Baby Kade with Teddy and the Dreamer, it's not very practical play wise (in my opinion anyway).

    First of all, Dreamer can get Teddy to wherever he wants him to be, so there won't be any need to have Teddy switch places with Kade. For 1 more SS you can take a Lelu or for 3 more you can take a 2nd Teddy or a Coppelius, all 3 of which can be buried/unburied at will.

    As far as protecting Teddy goes, Dreamer can take him off the board entirely, much safer than 15" away from Kade.

    Finally, Kade will be the odd man out. While the rest of your crew rides first class aboard Dreamer Air, Kade will hoof it to the fight, very likely getting shot at/have spells slung at him since he'll likely be the only target other than Dreamer and some Daydreams. Of course this could lend to an element of surprise if your opponent ignores him and he slowly creeps up with his knife ala Tonberry from Final Fantasy series. But if you decide to switch him with Teddy, there's a good chance you won't be in range to bury Teddy, leaving him and Kade both sitting in the open.

  2. That is not 100% right' date=' is it? You may avoid paying the costs which are part of the spell effect (you avoid paying them if you fail to meet CC or any other of the spell requirements too), but you have to pay AP for the [b']cast action as soon as you find you have LoS to the target.

    Declare target -> check Los -> do the action (AP cost) -> measure distance -> duel (beat CC) -> other requirements (discarding SS or cards, having enough space to place or summon etc.) -> execute effects which amount to additional costs (discard cards etc.) -> [optional resist duel] -> execute effects applying to the target.

    If you fail at any of the stages, you end up paying everything up to this stage.

    Correct, you spend an AP by declaring your cast before you even check range. In fact, the manual specifies that if you don't have range, the action fails, but your AP is still gone since you spent it to declare the cast in the first place. What I was pointing out was that you check range before paying the Casting Cost, not the AP cost. (pg. 52 if you would like further clarification).

  3. There were a few intricacies of rules I was surprised to learn:

    -You measure the range of a spell before paying its casting cost

    -You can announce schemes after deployment

    -When something says "within 6 inches" as long as some part of the base is within 6 inches, you can place most of it beyond the 6 inch mark

    -The blast marker rulings! This one took awhile to get used to since most games I've played before place the blast marker centered on the model you've targeted (assuming a direct hit). In Malifaux, it's similar to the "within 6 inches" ruling. As long as a tiny part of the blast marker touches the target model's base, it counts as a full damage direct hit. In most other games having a blast marker partially cover a model would imply an indirect blast.

  4. As a Dreamer player I can tell you that while I don't typically run an Alp bomb, the one or two times I did the Alps were dropped smack in the middle of a cluster of enemy units. You'd definitely be out of range for a Kiss, and while there's a chance you might be able to get a Steal Breath off, it would be more of an annoyance than anything since he'd be out of range of Feed on Dreams.

  5. Someone with more rules knowledge than I have may be along to answer this in depth, but for now I can give you my interpretation of the rule :) On page 28 of the Rules Manual, for Determine Final Duel Totals (Step 3) it says:

    "This is determined after both models have had an opportunity to change their starting Duel totals."

    Also on page 28, for step 2 it says:

    "A model may choose to pass and not use either option."

    To my understanding, player A has been given the opportunity to change his duel total, but instead chose to pass and not use either Soulstone or cheating fate. Player B decides to cheat fate. Both players have been given the opportunity to change the duel total, with player A deciding not to use either option, so it moves into step 3.

  6. It's different depending on where you play I'd imagine. At my LGS, Pandora isn't really vilified. I think the biggest complaints I've come across at the LGS are regarding Stitched Together's "Does Not Die" (though he eventually warmed up to the idea when he realized that I die at the end of the turn anyway) and Dreamer's overall playstyle (mobile troop transport). And those were both more irritation than cries of "cheese!" once the mechanics behind them were explained.

    When it comes to whether or not something is cheesy, use your best judgement. For instance, I feel like running Stitched Together with Dreamer is fair game, but I refuse to run Alps in large numbers as I feel that the Alp Bomb is pretty cheesy.

  7. One thing I always like to point out to someone selecting a Neverborn box is that if you get The Dreamer's boxed set all of his models will do well in a Pandora or Zoraida crew (to be fair there isn't much that doesn't do well in a Zoraida crew). But both the Stitched Together and Coppelius from Dreamer's box provide great WP duel potential and offensive capabilities. They'd fit right in with a Pandora crew, but Dreamer wouldn't have as much use with the contents of Pandora's box.

  8. I find that a mixture of teaching someone while playing an actual game is a great way to learn a system. It helped me learn Malifaux, but of course different people prefer different learning styles. It's good to be prepared to adapt your demo methods in case someone wants to play a full game while learning vs just be told the basics of the game.

  9. This has got to be the most pointless discussion I've read on those forums in a while (and now I'm part of it.. good lord..)..

    They're clearly using imperative which means that the name of the spell make absolutely perfect sense..

    'Obey' also sounds helluvalot cooler than 'Command'.. I don't think they need much more reason than that when naming the spells..

    If people are saying "I'm going to Obey your model" the imperative mood obviously wasn't very clear.

  10. I get what Mike is saying, and he's correct in that it doesn't make sense for people to say: "I'm going to Obey Pappa Loco." They would say, "I'm going to cast Obey on Pappa Loco" like Tenabrae said.

    I also agree that it shouldn't be changed, because it is cool to think of Zoraida yelling out "Obey me!"

    It's an interesting point, because I've heard a lot of people use it wrong, and now I won't be able to help noticing it every time, lol.

  11. Poor Guild player, lol. He'd already be guaranteed not to get 1st place. This is much more in depth than anything we've thought of at my LGS. We've done a 2 vs 1 brawl, and we've been thinking about doing a 4 player scrap with corners deployment where you pick a strategy against one player, and one scheme per remaining player.

  12. Hmm, when I played Kirai it was an odd match because it was shared plant evidence, so we didn't do a lot of fighting. One thing I did notice was that Shikome, while unable to make full use of her Prey ability (because I kept sucking up my Nightmares) was still able to shoot over to where I was and attack.

  13. As Rathnard pointed out, Zoraida can't hire Gamins since they are constructs.

    I've been toying with the idea of taking the Silent One with Zoraida lately. Some really great things you can do are:

    -Obey Freeze! This works especially well if you can get a Freeze Heart and Turn to Ice off first. Essentially what you'll have then is an ice statue of an enemy with a Defense of 1. That means your Freeze attacks will be at a +12 combat difference at the very least, giving you a positive flip to make the double negative flip only a single negative. Makes the blasting much more likely, and keeps a model in place for a turn :D

    -Obey Turn to Ice. Useful for hitting things as I illustrated above, but also useful for getting people out of combat as models affected by Turn to Ice don't make disengaging strikes, walk, charge, or take pushes.

    Of course the North Wind can be useful as you've proposed by giving Hans more range. It could also work similarly well with Convict Gunslinger and Stitched Together (though unfortunately Creepy Fog wouldn't get the +3 :P)

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