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Fading Memory

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  1. A friend and I came up with a great new idea for a Guild model The Governator Cost 15 Unique Construct. Special Forces (Actor) Wk/Ch Ht Wp (4/7) (2) (5) Ca Df Wd (1) (4) (11) Sword of Atlanta 2 Cb 5 Tome 3/4/6 Shotgun 8 Cb 4 2/3/5 Abilities Armor +2 Hard to Wound 2 Hard to Kill Slow to Die Immune to Influence I'm a Cop You Idiot: Harmless I'll be back: If this model is killed, before removing the model, place a 30mm Skynet marker in base contact with this model. At the End Closing Phase of the next turn, its controller may discard 1 Soulstone to place it in base contact with a Skynet marker, remove the marker from play. Each time this ability is used, reduce this model’s Wd stat by half. If this model is in play at the end of the Encounter due to I'll be back, it still counts as killed for VP purposes. Political Influence: At the start of the game before the Start Draw phase, add 1 Soulstone to this crews Soulstone Cache. Futuristic Machine: This model may ignore spells and effects that specifically target Constructs. When this model dies, it drops 2 Scrap counters. True Lies: When drawing the Red Joker, the player may reveal the Red Joker to all opponents to draw an additional card. Weapon, Sword of Atlanta: Paired. Magical. Actions Fast (+1) (0) Bionic Legs: +2Wk/+2Ch (0) Mud Bath: This Model may not be target by range attacks. (1) Who Is Your Daddy, and What Does He Do? This models and target model perform a Wp->Wp duel. If target model looses the will power, this model gains one ability from target model. Abilities that reference a model by name may not be copied. Triggers Cb (:crows) [shotgun]: After Damaging defender within 4”, deal +2 Damage. Cb (:tomes:tomesTome) [sword of Atlanta]: Deal +1 Dg if defender has a Ca of 6 or higher.
  2. Add a nurse and dogs to the starting line up. This way you can have more models to out activate your opponent. Add the movement and unkillable effects to the dog with the nurse. Send the dog up to lilitu or nekima, and at the end if its activation Bete pops out. Sense you have more models than your opponent, you don't have to worry about Bete getting beat up.
  3. The problem with that is you need a 9+:masks in your starting hand. If you don't get a mask in your hand, or get lucky enough to flip one, you then have to think about burning a soulstone. If you don't cast it, you just wasted your masters turn and hope to be able to cast it next turn. If you do, then you have to worry about keeping it alive an healing it. That takes precious time. If you don't cast it, well you can just kiss your model good-bye. Only taking one the twins is a very risky play that I just don't see worth the risk.
  4. The Doppelganger is a fun model. She can copy abilities from other models making her very versatile. If you like an ability your opponent is using, you can use it against him. Or if you need to cast a certain spell twice in a turn to be more effective, you can copy your own models abilities. Also the Doppelganger gives on your opponents imitative flips, which means a lot of the time you will go first.
  5. Adeptican 2011 near Chigago held a 35ss scraps and 40ss brawl. In the Scraps 3 of the top five were Outcast with an Outcast player being #1, #2 was Neverborn, #3 was Guild. Overall 4 Arcanists 4 Guild 6 Neverborn 5 Outcast 4 Resurrectionists The Brawl was much smaller with only 8 players. Outcasts placing First and Neverborn placing Second. 2 of each: Guild, Arcanists, Guild, Neverborn. Here is the the link to the 35ss rankings. http://www.adepticon.org/?page_id=2348 The Brawl can be found under past coverage 2011 on the left of the page.
  6. I know this isn't viable, but it may sound like tournament play needs to be changed. I pose the question, should any game be modified to tailor to its tournament players? Companies loose out on casual players as they make up the bulk of its players. They loose their income. The last game I played that did that, went under. Everyone I know stopped playing because the game just went too out of hand.
  7. I seem to have greatly shifted the content of this forum as I was the first (I think) to bring up other factions and some of their nifty tricks, and pages later other factions are still being brought up. Someone said there is always a post about a faction being over powered. When I first started playing, I thought Guild was over powered becasue of the auto Critical Strike. Then I learned how to play with my models and how they worked together, and I no longer think. Guild are over powered. People will always fight over something in this game. There has to be a winner and has to be a looser. It's attitudes that create the inbalance. As for the Neverborn getting all the effigies right away, it would be really dumb of Wyrd to just release a couple of effigies at a time. Wyrd knows what they are doing when releasing models. They know they can't just put everything in one book and say have at it people. They have to realse them in the fashion they see best for the company, and the players. When all the models are out for this game, then we can have a discussion on "Who is more over powered?" But I feel it will be just like this one. Dolomyte, you still haven't commented on my Lady Justice tactic. :bored:
  8. I couldn't make it to GenCon. I had to buy my Teddy. He is Bedtime Bear from the Care Bears.
  9. That is kind of a fear of mine. I play call of duty and with the Black Ops. People complain left and right about things because they are unwilling to look past their ignorance and arrogance. I'm not implying anyone on this forum have those qualities. I've just seen it before and to keep the fan base happy things get changed. I love other factions, but I want to max out Neverborn before I move on to the next. As for the Bete tactic. If you do it, take Kill Protegee and Grudge. That's 4vp.
  10. The Ophelia trick was a friend tactic, and after reading the rules it def sounds like it will need a rule Marshal on it. However, bringing up other factions is a great counter argument to what Neverborn can do. Showing that other factions have access to "over powered" models and tactics shows balance. Its the "well you can do this, but I can do this" and that is hard to argue against. Take Lady Justice. She casts her (0) spell and gets Fate. She kills a model and gets Inspiring Sword play. Then take a Death Marshal near death and Pine box her near the end of the turn. Next turn kill the Death Marshal. LJ pops out, she casts her (0) again and add Onslaught to the list of effects on her. That's 11+ Cb and she hasn't even drawn the card for the duel or added a soul stone. And with Onslaught she really will onslaught your models. And let's not forget good old near impossible to kill Colette Du Bois. That's an automatic two points with the Bodyguard Scheme. Then there are the Stratagies she will most likely win: Contain Power, Distract and Slaughter. In Slaughter, Stiched Together denies an opponent 5ss but Colette denies 10ss. Which one has the clear advantage? And before you say it, yes you can take three of them in scraps. However, your opponent can cheat Gamble Your Life, and kill it with your spell. That means taking 3 in a Slaughter game is very risky, as you can easily loose you models, leaving your opponent with all his AP to kill the other models that you rely on to do the rest of the dirty work. Every faction has its models that people will complain about. Neverborn have a lot of mechanics they can play around with and that is probably why they are so appealing to people.
  11. I'm not even going to talk about the Neverborn. I am going to show some of the power other factions have. Outcasts will always win Shared Deliver a Message. You use Ophelia, a Pigapult, her Totem, Pere, and whatever has Companion Kin, max out your soulstones and take Thwart, and Gather Soul Stones. You Companion the Pigapult With Ophelia chuck whatever models you need to deliver the message, they have been companioned, so it doesn't matter how far they are when they actually get to activate and deliver the message. Beat up on Ophelia so her totem can kill her next turn, and use Drain souls to remover your models from the game, have the totem kill Ophelia and there you have it, no models in play during turn 2 and 6-8 vps while denying your opponent 4vps. You can't loose. Nicodem is all powerful I really didn't want to mention this as no one has seemed to realize it on the fourm. I cant find it anywhere. This works better in higher SS games. What you need is Bete, 1 nurse, 1 vulture, dogs, and A-Nico. (Sebastian and Mortimer are a good addition). Turn 1 Have a dog do nothing but pass. Then have someone kill a dog and pop out Bete. Cast reactivate and the +cb spell on Bete. Have Bete activate and cast Deprave Tactics and give her the Paralyze effect and kill the vulture so she gets Fast and bury her. Have Mortimer create a corpse counter and create 3 mindless zombies with Nico. Turn 2 Have Nico go into avatar form. Have a nurse give a dog + to Walk and give it the cannot die sacrifice at end of next activation. Have the dog move up to someone oh lets say a large group or enemy master. The dog dies and out pops Bete. She can cast her 0 spell to get :+fate on the Damage flip and she gives out Paralyzed and she has reactive and with pumping out dogs with Sebastian and mindless Zombies so you can out activate your opponent, you can always have a dog to pop out Bete where you want her. She can Paralyze all your opponents models or give them slow. Bury her and do it all over again the next turn. It requires a lot of successful casting to work, but if done there is nothing to stop it. Every Faction has its "power house" tactics and models, but that is what makes Malifaux so exciting. You don't know what your opponent will do, or take, or plan. I haven't looked at Guild or Arcanists yet. Ok I will say one thing about Kidnapped. If your opponent is taking that every game, I would say he doesn't realize the concept of the game. Few Strategies are about "kill, kill, kill." It is far more effective to announces schemes that counter act what it is your opponent is trying to do to achieve vps from the Strategy. If he/she is just trying to "kill" you every game, he/she is being very mundane with the game and unwilling to "play" the game. I played a 35ss game recently with the Dreamer and only made 6 actual strikes in the game and half of those were against Lady justice and she did not die (there was no way I was going to kill her and I knew it). Kidnapped is not the be all end all for the Neverborn, I see it as being very situational.
  12. I played a 35ss the other day and never once deployed or unburied a Daydream and won 8-7. My opponent got 7vp because I purposefully let LCB die, so the Dreamer would pop out on the other side of a wall, allowing free reign next turn to capture an objective. :gone: If your Gremlins have nothing to shoot at but a Daydream by all means shoot it. Don't waste the activation moving, that could very well come back to haunt you. I just don't feel you are as hopeless as everyone says. Try waiting for him to come to you, you should be able to get some shots off at some of his models.
  13. I like bringing Jack Daw with Z. Jack activates earlier in the turn, forces your opponent to discard cards. Then later in the turn Obey Jack Daw, then activate Heart Stopper on an attack and kill a model. Or you can activate Jack Daw and not allow a model to cheat fate in his aura, then cast obey on a high will power enemy in the aura. And Jack Daw is just an awesome model to begin with, although you are paying 10ss for him.
  14. Abilities like Hunter and Master of Malifaux cannot see through the fog. This ruling is in the new errata. http://wyrd-games.net/forum/showthread.php?t=19972 One of the biggest problems with the Dreamer (I play him) is he may be able to plop all his minions out at once, but then that leaves them vulnerable on the turn they come out. Day Dreams being placed are not affected by Companion and Creepy Fog isn't active (unless you buried the Stiched after it activates the fog the previous turn). Then they are vulnerable on the next turn unless the Dreamer gets Initative and buries all his minions, but that means the activation of only one model allowing his opponent a free turn to capture objectives. With this is mind, when you get to activate models, use the companion rule with your kin and shoot the hell out of Stiched that have not put up their fog yet, or whaterver top priority target is in your way. Also, if the Stiched use Gamble to try and draw more cards, don't be afraid to cheat to win. Your opponent probably has low cards or only a few high ones left, deny him the option of drawing more. One thing to remember is that Malifaux is not a game about who can deal more damage. It is about who can get more victory points. Schemes are a great way to counter your opponent. Announcing Hold Out (no enemy models in your deploy zone) and something like Sabotage or Breakthrough that require you to be on your opponents side of the board are awesome combos. These schemes may contradict each other, but in games with low enemy model counts, your opponent is going to be pressed to divide his forces. Don't forget insignificant models don't count toward the victory conditions. Announcing Schemes is a great way to hinder your opponent and make him question which objective is worth going for. In your case you have more significant models and more range to shoot your opponent if he divides his forces. In this case you have "won" the game before it even begins. Just be careful and choice your targets well. And one final note, don't be afraid to burn a souls stone to kill or severely injure a model. A soul stone saved is a soul stone wasted.
  15. WEiRD sKeTCH has a misunderstanding in his interpretation. By his view of the rule Bete can only be affected by one of the effects from Depraved Tactics. If she recasts her spell, then by his standards she would be re-effected by the same spell of Depraved Tactics and the rules would not allow her to replace the effect as she would already be affected by Depraved Tactics. If she were to recast it this way, the original effect would still be the one that takes presidence as by this ruling it would fall under the ruling of stacking. Therefore WEiRD sKeTCH has a flaw in his ruling and as Ratty does not have a flaw in his ruling, his is the one that should be followed.
  16. Ratty already went over this. The rule says "unless otherwise stated." Bete and Nurses say "receive one of the following effects;" there are three separate effects which can affect the model. The spell "Depraved Tactics" and "Massive Overdose" are not creating effects called "Depraved Tactics" and "Massive Overdose;" therefore, it is possible for these models to gain or give out three separate effects from their spells. The rule applies to something like the spell "Undress." The spell reads "Target enemy model receives -2 Df until the Start Closing Phase." If a model hit by undress is hit by "Undress" again, it does not get an additional -2 defense has the model is already affected by the effect "Undress."
  17. Is it possible for Bete Noire to be placed into play after a Mindless Zombie is killed? She says "when a modle is killed or sacrificed" and the zombies say they "count as a corpse counter" so I'm a little confused by it.
  18. I will agree with what was said, it makes the game more balanced (which is kind of what I was hoping for). As I am rather new to the forums, I get the sense that no one agrees on anything, and everyone tries to break the rules as much as possible. These kind of things don't happen in GWs Lord of the Rings; everyone agrees on rules. There is a post that talks about mimicking Link and then linking to Pandora, and even though Dop looses the Link spell, she still stays linked to Pandora. Everyone just needs to agree on the rules that make the game as balanced as possible.
  19. There are lots of "nifty" tricks in the game, especially when it comes to effects and the order they are played out. This just seems like one of them. And let's face it, this game has its fair share of broken game mechanics.
  20. First off that didn't answer my question; and second, he's my brother. We have sibling rivalry and we do mean and evil things to each other.
  21. I thought I saw a post on this, but for the life of me can't find it. If the Doppelganger copies Oldest of Magics(OoM) from Jack Daw, does the Doppelganger lose the effect from Oldest of Magics in the Resolve Effects step? The Dop says it gains the talent, and OoM says it can't be negated or removed by any means. So by the wording it sounds like the Dop will have OoM until end of the game. I just want to get a clarification on this before I use this trick on my unsuspecting brother, who already hates the doppelganger.
  22. So I stumbled upon a post about hexing Does Not Die from Stiched Together, so the Stiched Together stays in play at the end of the turn. I did not check to see if there was an official rule clarification, if there is please send me the link. One argument said because the ability has been removed the model stays in play, the effect is not activated. The other argument says the ability triggered an affect that stays on the model, so unless the effect is removed as well, the Stiched Together will die at the end of the turn. I did some rule searching because I did not believe the Stiched Together would die at the end of the turn if Does Not Die has been removed. Here's why... I agree that Does Not Die applies effects to the Stiched Together once it is activated. However, there are multiple kinds of effects. The ones that come into play in this situation are ongoing effects (applied constantly, never ending) and immediate (applied when needed). The Does Not Die ability comes in three parts. The first part is an immediate effect that happens as soon as the model would die, "When this model would be killed, it instead remains in play with 1wd remaining." This is an immediate effect that happens as soon as the model would die. This is not an effect that happens at the start of the game. It only activates when needed. The second part, activated once the first part has been activated, is an ongoing effect, "This model cannot be sacrificed or buried until the Start Close Phase, and if this model already activated this turn it gains Reactivate." Once this part of the ability has been activated it stays on the model; it is ongoing/never ending. The third part, the part part being debated, is an immediate effect saying "Sacrifice this model during the Resolve Effects Step." This part, this effect of the ability, is only activated during the resolve effects step. It is an effect that does not happen/ does not take affect UNTIL the Resolve Effects step. Therefore if Does Not Die is activated and then removed from the model, it WILL stay in play at the end of the turn. An immediate effect can not take place if the source of the effect is missing. The ability comes in three sentences, three separate parts that activate at separate times. Upon activation, only the first two parts apply effects. Remove the ability before the third effect takes place, and the effect cannot happen. You cannot activate what is not there. The rules separate the difference from ongoing and immediate effects. The rules also say that some effects are triggered by abilities, and that multiple effects can be triggered by one ability. By removing Does Not Die from the Stiched Together it removes the trigger that activates during the Reslove Effects step. Now I do agree that the effect of not being able to sacrifice it or bury it are still on the model until the Start Close Phase because they are ongoing and have already been activated.
  23. My friend plays Lady Justice and we have been playing with the notion that when Inspiring Swordplay is activated she receives the benefit from it as well. Are we playing this ability correctly?
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