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Pip

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Posts posted by Pip

  1. Declaring action is part of taking it. All actions are declared, no matter what causes them.

    This same issue of what  "declaring an action" is came up while I was playing Jack Daw and concerns two of his upgrades. Drowning Injustice- you take two damage when you declare a tactical action. A charge is a tactical action so two damage. Firing Squad Injustice- You take two damage when you declare an attack action. So my opponent, a good buddy of mine and I discussed the following.. So an enemy model has both of the upgrades attached face up I've just mentioned. He declares a charge which then generates two ml attacks. You're declaring the charge and not the ml attacks. The ml attacks are the result of the charge.

    So my question is. I this scenario would the said model take 2 dmg for the charge and then 2 dmg for each attack even though he didn't declare those attacks as they were the result of the charge?

    Cheers,

     

    Pip.

  2. Hey guys just a quick one.

     

    This came up during a game with a mate the other day. I was playing a Ulix crew and had just "Shot in the rear" a Warpig in which he charged into melee.

     

    My question is in relation to the War Pig, Piglett and Wild Boar Stampede triggres.

     

    The trigger (which must be declared) states that a War Pig, Piglett, whatever, must suffer one damage and charge the closest legal non-pig target. This trigger can only be declared once per activation.

     

    So, My question is. Since the War Pig is acting outside if its activation, can I declare multiple stampede's assuming I have to correct suit for the trigger?

     

    Cheers,

     

    Pip.

  3. The Wild Boar also makes a decent Killjoy deliver system.  From the Shadows gets the boar to the enemy quickly, and often times your opponent then has to decide if killing the boar is worth a first-turn Killjoy in the midst of her crew.

     

    Tis always a solid tactic when you have KillJoy kicking around.

    I have trouble making them work. I suspect they'd be a lot more effective if I kept them close to the Ulixball rather than stranding them with From The Shadows.

     

    I've actually really given the wild boars a decent run. I've tried running them with the Ulix ball, using Penelope and two boars as a "from the shadows" premptive stike force or a counter punch unit that can double up a scheme runners. Its actually worked out ok. However, saying that you do have to make so tough decisions to your crew selection for them. As always, strats and scheme's determine if I use Wild Boars or not. For a 6 soulstone minion they're not to bad really.  Decent defense, high charge range and have a (0) action push as well. Not bad at all.

     

    Pip.

  4. Welcome to the fourms mate!

     

    There's about 10 or so of us that play quite a bit of Faux in Geelong mate so if you're keen to make the trip down, (or us make the trip up) lemmie know and we'll T something up! We're very casual and LOVE a beer while we flip some cards.

     

    Oh, if you haven't seen it, my local Faux group are running a Faux tourney in Geelong over the last weekend of November which is 29-30th if you'd like to check it out.

     

    Here's the link to the tourney, Heresy's Fate.

     

    http://wyrd-games.net/community/topic/103438-heresys-fate-a-victorian-malifaux-tournament/

     

    Cheers,

     

    Pip.

  5. Hmm... soooo many choices...

     

    From a gaming perspective I'd have to say Ulix because, well, PIGGIES!!!

     

    It makes me chuckle when my opponents carefully laid plans are foiled by a stampeding War Pig! Also, the thought of a drove of stinky pigs that squeal, birth and oink taking on some of the deadliest masters/crews in the Malifaux world also amuses me.

     

    From a fluff perspective, I'd have to say Seamus. He was my first master and I've really enjoyed his story through out all of the books. Plus, as psychotic and vicious killer not to mention down right barking mad, you can't help but like the guy. I mean, he'd have no trouble slicing you open, but at least he'd do it with a smile.  

     

    Cheers,

     

    Pip.

  6. Hey All!

     

    Its time for Part 3 of the The Wargamer A Teams Malifaux Trilogy with..

     

    Heresey's Fate.

     

    When: Saturday 29th and Sunday 30th Of November.

     

    Where:  White Eagle House, Geelong (Same Venue as Winter Waux).

     

    Format: 50 Soulstones. Fixed Faction.

     

    Players Pack: https://www.dropbox.com/s/6r9catm801fehbb/H...02014.docx?dl=0

     

    Note: This event is capped at 20 players!!

     

    Any questions please feel free to PM me or email via the address in the players pack.

     

    Hope to see you guys there!!

     

    Cheers,

     

    Pip.

  7. I've been playing Ulix for about 6 or so games now and have been taking a pure all pig crew which has been heaps of fun. 

     

    I've been reading the rage on the forums about how good models like Garcie, Old Major, The Sow, etc, have been with Ulix abilities like "Shot in the Rear" and stuff like that.

     

    After reading the comments on this particualr thread and going back to read the rules for the Slop Hauler and the Hog Whisperer, I can only say (again, with Ulix in mind) is that some of the potential these two models bring to not just a Ulix crew but, as has been discussed, various other Gremlin builds, is truly game winning.

     

    I'd like to play and face a Ulix crew with these two models just to see how broken and difficult this type of crew is to play.

     

    Cheers,

     

    Pip.

  8. Hey guys,

    Once again the The Wargamer A Team  are bringing you another day of Malifaux action and skullduggery with ...

     

    WINTER WAUX - Brought to you by the Wargamer A Team and sponsored by the Combat Company.

     

    When: Sunday, June 1st 2014.
    Where: White Eagle House, Geelong.
    Format: 50 Soulstone Fixed Faction.

    Come on down for a day of fun, Faux and general shenanigans guys!

    Players Pack

    https://drive.google.com/file/d/0B5pGeFXljY...dit?usp=sharing

    Jump on board guys and get those registrations happening!!

    Any questions feel free to either email or PM me.

    Cheers,

    Pip. armata_PDT_05.gif
     

  9. Nope, I don't think Malifaux is dying at all. I used to be a hard core WHFB player all through 5,6,7 ed. Then 8th ed WHFB came along and I was so disappointed on the changes. So I branched out and with the help from a couple of local guys took up Faux reasonably early in terms of the early days of the game.

    Since then the two guys who taught me have dropped off but there his a very healthy Faux community where I live (near Melbourne). From a group of 5 we now have something like 20-30 players with new players coming in all the time. It's just like any game. If you want to attract new

    players you've gotta get out there and promote the community as much as the game. People have busy lives so things like a game of Faux may be all the time they get to relax, have fun and enjoy some social interaction. This is why the community that supports it is so important and which is why IMO fb communities like 'A Wyrd Place, are so important. You can rock up and get smashed 10- zip but still enjoy a chat, discuss painting schemes, new crew ideas and even enjoy a cold beer is well. I know I do and it does give you some consolation for that 10-0 smashing...

    Personally I am loving M2E. The game overall hasn't changed to much, has been streamlined and is a much smoother game IMO.

    Cheers,

    Pip.

  10. Its gotta be Ulix.

     

    Sooo many piggies!!

     

    Seriously though, the all pig crew is just amazing. Good amount of synergy and movement (outside activations as well) very hitty with Warpigs, Gracie, Wild Boars, a potential to drop scheme markers as a (0) action (provided you take the Corn Husks upgrade), good amount of activations with cheap models such as pigletts and stuffed pigglets, the potential to summon a warpig (with the husbandry upgrade) and the list goes on.

     

    I think that with the Ulix crew you definetly have the potential to build a themed crew which actually performs very well indeed..

     

    Cheers,

     

    Pip.

  11. I used Gracie for the first time recently against a Brewmaster crew and she was by far the best model in the crew. She killed 3 Moonshinobi, Apprentice Wesley as well as the Brewmaster himself in the final turn of the game (was reckoning).

     

    Yes, she's expensive. I'm using Ulix as my master and between, "shot in the rear" Gracie's activation and her reactivate you potentially have 6 AP for her in a turn. The "lie down and nap' tigger is less than ideal but you have to have manage that and like Darguth said, you're losing one AP anyway so its not a huge issue. Oppoenets will have to deal with her.

     

    Ikvar, I'm not sure what build you're running but I've found Old Major to be a very solid investment. Old Major's (1) Nudge em on can give Gracie that ram so she has it built in when you do get her stuck in. Old Major is another pricey investment but if you're running an all pig crew then he's worth every SS IMO.

     

    Cheers,

     

    Pip.

  12. Hi All!

     

    One of my work mates, David, is currently building a special effects and CGI portfolio as he's trying to break into the industry. Recently he asked me if I had any ideas on how to add to his portfolio. After a little bit of thought I decided to (with David's help) do up a little M2E teaser for a bit of a chuckle, just to see how it would turn out.

     

    The footage we shot was at a place called Dogs Rocks near Geelong, Victoria, Australia. After the footage was shot, and with the help of David, special effects whiz, we played with the footage, added some snow fall and this is the finished product. From start to finish it took about 4 hours. As a disclaimer, all images are the propety of Wyrd Miniatures.

     

    I would like to do this again so any feedback would be greatly appreciated as well as invaluable for David's portfiolio.

     

    http://youtu.be/32oUUVkn35E

     

    Also, here's some David's other work.

     

    http://youtu.be/qWL2UTNxF-c

     

    Cheers,

     

    Pip.

    • Like 1
  13. Correct. Only Lady Ligeia and Jack give a condition, to give tormented (thus removable). The Guilty give the characteristic, not a condition.

     

    Does that help, or is it clear as mud.

     

    Ok but,

     

    Lady Ligiea can impose the Tormented condition but according to Jacks cursed upgrades, the toremented given is a characteristic (not a condition) but is still removable by the (2) action 'Penance'. Is this correct? Or am I having halluciantions again? :)

     

    Cheers,

     

    Pip.

  14. Very nice to see you enjoyed playing Jack. Just something to take away, Jack actually pushes the activating model 3', not Jack himself. It is better this way, so many more shenannigans. Also you had Creeping Terror on Montressor so it would have been a 7" range for the activation pushes. :)

     

    You can always try some non-Tormented models, like Ronin (awesome with Nurses) and Convict Gunslingers and use the Guilty's spell to make them Tormented. 

     

    Fixed. Thanks very much for pointing that one out. :)  

     

    Oh, also, just a quick question. Tormented is a CHARACTERISTIC right? So does that mean it can't be removed like conditions can? Eg, Shrug off and the like?

     

    Cheers,

     

    Pip.

  15. I've just had my first game with the Jack Daw Crew containing,

     

    Outcasts Crew - 50 - Scrap

    Jack Daw -- 3 Pool
     +Betrayer [1]
     +Drowing Injustice [0]
     +Firing Squad Injustice [0]
     +Twist and Turn [2]
     +Writhing Torment [2]

    Lady Ligeia [4]
    Crooked Man [5]
    Crooked Man [5]
    Montresor [9]
     +Fearful Whispers [1]
     +The Creeping Terror [1]
    Nurse [5]
    The Guilty [5]
    The Hanged [9]

     

    One thing that struck me was the Montresor, Lady Ligea and the Hanged horror duel combo. When you're within 5 inches as you pass a horror duel you take 2 damage. Add the 4 inch AOE form the hanged (that strips away immunities t horror duels) and suddenly your opponent is taking multiple horror duels.

     

    Jack Himself I found usefull for plugging gaps in my lines wit the use of his upgrades. He can push any tormented model within 6 inches (7 if you have the creeping terror upgrade) at the start of its whic makes the crew decpetivley quick as well. His obey's and mimic's are really handy and overall he's not easy to take down..

     

    Between the Hanged, Nurses and the Guilty I thought that next game I could perhaps drop both the Crooked men. These were the only models which I felt underperformed which is a shame cause I really like the current modles. The Nurse was pretty amazing and versatile while the Guilty I really liked as well. 

     

    I think the beta testers of the Daw crew deserve a big pat on the back. For me personally, I think they pretty much nailed the theme, playstyle and overall feel of the Jack Daw crew. Its not a point and click crew nor was it meant to be. With the sheer amount of horror duels you can force your opponenet to take (my opponent stopped counting at 25) I think this crew allows you to play that slow, deliberate and suffocating playstyle where Cuddling, paralysing and shuting down opposition crews is just as effective, if not more that blowing models off the table..

     

    Cheers,

     

    Pip.

    • Like 2
  16. I like Endless Hunger but it always depresses me when Huggy dies and I can't bring him back! I love my Tadpole of Terror too much to keep him dead  :lol:

    Ha! Tadpole of Terror! Love it! He's gonna get ya!!

     

    I'd take Graves over an Illuminated any day of the week - and Illuminated are already pretty good. I find he's a great model for his cost, and manages to bring both offense, durability, and utility to just about any crew.

     

    I don't think Tannen is useless, but he really needs the right list to work well in. I've got a Pandora crew built around Woes that he fits well in. As others have said, if you can keep him safe but close enough to hose the enemy, he adds quite a bit. You just have to be very careful with his use. He suffers a bit from the fact that his best effects (Chatty and turning off SS use) encourage him to go early in the round, and that turns off his primary protection (Manipulative) - though Graves can help with that.

    Myth, I can definetly see where you're coming from. For a extra soulsone cost, on paper, it seems like you get alot more than the Illuminated.

    However, IMO I think that the Illuminated can fulfill the same role of the beat stick, scheme dropper and have a little more tactical flexibility .

     

    Granted, Graves does have a bigger damage spread but I think the Illuminated is better for a few of reasons.

    1. Regen and a (0) action heal : For a 7 SS model that also has armour 1 I find them incredibly tanky. This means if your opponent wants to drop him he's either gotta drop him there and then or, focus another model to finish him off. Graves may have hard to kill. But there is alot out there that can ignore it. Additionally, Graves dosen't have a healing option either.

     

    2. Flay: My god, the M2E version of this trigger is amazing!! Cheating on one or more negative flips is pants on head retarded. Sure, you can buy the flay upgrade for Graves (if you're running NB) but now he costs 10-11 SS. So  with the Illuminated you'll be doing severe damage of 5 (7 against Brilliant models) by just drawing the attacking duel. So, provided you're attacking a Brilliant model you've just surpassed Graves damage spread in every department. Now that's a beatstick! Amazing! I would have liked to have seen buffs applied to Graves against Brilliant models though.

     

    3. Terrifying 10 and an 8 inch charge: These guys are quick!! Counting the 2 inch melee they have, the Illuminated have an effective engagement range of 10 inches. That's almost a third of the table! With Ml 6 and positive attack AND damage flips (with the addict upgrade against Brilliant models) they can get to where the fighting is thickest and more often that not, mess enemies up. Wk 5 is above average as well so either way, you've got 10 inches of movment/engagement range to play with. Graves does have rutheless, which is amazing, but forcing your opponent to flip/burn cards to target you IMO can stop that crucial enemy charge.

     

    4. Df 5: Sure it's average but still better that Graves Df 4. Seems like the 'average' Ml this edition is 6 ish. Meaning your opponent can drop a 10 and still have a good chance to hit while you have to burn a 12-13 to either take a double negative damage flip or force your opponent to miss. I'd rather keep that high card for something more crucial.

     

    5. Scintillating Cloud Shooting attack: I have to admit, I hardly every use this but sometimes, just sometimes it really swings a game for me. I generally like to find two or three models who are clustered together and hit em with this attack, drop the trigger then send huggy in to hit plus do his (0) action to heal and force horror dules on the Brilliant models. Most of the time at least one model fails and is paralysed. Like I said though, I don't really use the shooting attack much.

     

    Graves is still a solid piece for his price but I think combined with his cost, lack of defensive abilites, (sure keeping the piece is good, but most players have hitty pieces who can stay outside the 6 inch bubble when declaring charges and black blood is only 1 inch) and the fact you really need Tannen (but lets not get started on that particualr chestnut) to get the most out of him, I find it a better investment to just take two Illuminated for the same cost if not one or two SS cheaper.

     

    But hey, If he's working for you then sweet!! I just think that IMO that he's not an auto include 'every day of the week", every time over an Illuminated.

     

    Cheers,

     

    Pip.

  17. I strongly recommend using two Beckoners in a full sized game. They can drag your crew forward on the first turn, and pull all sorts of poor saps into the slavering jaws of your Illuminated and Huggy on the subsequent turns. Not to mention the easy Brilliance....

     

    Pretty much summed it up right there. Brilliance is this crews bread a butter. The more models that can dish it out, the easier it will be for your crew to deal damage, control the board etc.. With an 18 inch range on lure (with auto suits and a free push!) an above average casting, getting that early game board control is crucial. Not just for getting huggy stuck in, but denying your opponent opportunities to place scheme markers, chain activations etc.. I always take two Beckoners in a 50SS game 

    Yes, Lynch can take either (but not both) of his Limited upgrades but they're really both to do with the Hungering Darkness. I suppose they're both on him to stop you effectively taking both by having one on him and the other on Hungering Darkness, or perhaps it's a fluff thing about Hungering Darkness being the one in charge.

    I've had completely the opposite approach to Sharp_GT with the Soulstone cache, generally taking a cache of only 2. Going from there to the full cache of 7 is cheating you out of a Rail Worker or other minion who could be scoring you VPs. Hungering Darkness punches above its (0SS) weight and takes a good number of attacks to drop so I don't find that it's usually necessary to spend many soulstones on damage prevention, and Lynch can stay safely back behind a wall of Illuminated etc so it isn't easy to force him into using his soulstones. Nothing really needs a suit dropped in. Over 4 games in the Scottish GT (see here if you're interested) I think I used about 5SS in total with Lynch.

    The choice of one or two Beckoners is really interesting. I generally find that one is enough to do the jobs I need and that a second just doesn't provide enough extra to justify the inclusion over the other options. But on the other hand, I don't generally invest much in putting Brilliance on things so perhaps if you're really focused on that aspect of the crew they'd be much more appealing.

    I guess it depends on your playstyle. Personally, because I run the Rising Sun on Jakob Lynch I like to have as much brilliance out there as possible. More brilliance = more chances for huggy to come back if he's dropped...

     

    Passing round Brilliance isn't all that Lynch can do, and even when you do I regard it as just a bonus. For example, if you can land both hits with an Illuminated against a Brilliant target you do 4 extra damage. Obviously that's great, but it costs you the activation of the Beckoner or whatever else you were using to do it. In the case of the Beckoner there is also the opportunity cost of not using Lure, which is a fantastic ability. You then need to deal with an activation from the other crew which could disable the Illuminated, move the target out of range or whatever. So rather than focus on putting out Brilliance and then specifically capitalising on it with the rest of my crew, I just let it go on when and where it will and enjoy that it sometimes super-charges the crew. Also it's worth noting that in many cases just doing lots of damage won't get you any VP so you need to consider what else you could have done with your activations like dropping scheme markers or moving.

    On the other hand, you could be right and I could be missing out on the best that Lynch has to offer.

    I also usually take a couple of illuminated as more counter attacking pieces. The flay trigger is amazing and provided your attacking a brilliant model the damage spread is pretty nuts (Like the 1.5 Seamus flintlock. Ouch!) But you're right, killing stuff will help but ultimatley may not win you an objective based game. As I have said, playstyles vary so it's just a question of finding a combination that you enjoy and is effective.

     

    Cheers,

     

    Pip.

    • Like 1
  18. Freikorps Suit specifically

    The Freikorps Suit wouldn't ignore her Flare Tactical Action as it isn't causing damage but imparting a condition (which it doesn't ignore). Additionally, the damage generated by Kaeris' Accelerant Tactical Action is not tied to the :pulse either but the presence of the Burning Condition on a model. As such the Freikorps Suit does not allow the damage to be ignored (since it only ignores damage from :pulses and :blasts neither of which is what the damage caused by the Burning condition is).

    The Burning Condition on a model is what is causing damage not the method that places it there.

    Coolies!

    If the pulse gives burning, then the friekorps model has the burnign condition. At the end of the turn when the burnign condition is resolved, the damage comes from a condition, not from a pulse (even though the condition was from a pulse), so the model suffers the damage.

    If (as is the current beta rules) the pulse does damage if the model has the burning condition, then it is not the condition that is doing damage but the pulse.

    Basically, you don't need to track how the condition was put onto a model. Burning given from a pulse will look exactly like any other burning at the upkeep step when the Burning condition is resolved. If the damage happens straigth away, its from the pulse, if it happens at some later time, its not from the pulse, and the Friekorps armour doesn't protect.

    (although always look at how the damage is dealt, Sonnia has Inferno that gives her a condition, that when it goes away it does a pulse of damage, so the friekorps will protect from that)

    Thanks for the clarification there mate. Good work!

    If you believe the suit would stop the damage, as effectively it is being done by a 'conditional' pulse (which I do think is a plausible reading of the rules) then would the freicorps be paralyzed instead because it didn't/couldn't suffer damage?

    It's Must. So yes.

    Eeeep!!!

    Cheers,

    Pip.

  19. I believe it would work as follows.

    The armor makes them immune to damage, so if the ability caused a condition after damaging they would not gain the condition. If the ability just gives the condition, the armor does not stop the condition from being gained. The condition does not remember how it was applied though. Therefore, it would take the damage at the end of the turn as normal.

    Hope this is correct and helpful.

    Um....

    I think so... It does not stop the condition from being gained this is true. However the condition is allowed by the pulse which is the way the burning condition is applied thus causing the damage. Since the burning is an effect that causes damage the pulse is crucial..

    Cheers,

    Pip.

  20. Hey all!

    Its time to officially get FRIEND OR FAUX 2013 underway!!

    All the information required is contained in the attached players pack.

    http://thewargamerateam.com/Documents/TWATIFAUX-2013-Players-Pack.pdf

    Any further questions contact myself and lets get those rego's and excitement happening people!!

    Also,

    In relation to running times, if a player rocks up late to a game then I will award his opponent one of his schemes as if he had achieved it.

    This slipped through the editing process and is meant to reflect that we have a very tight schedule, so once players know what table they are playing they can get stuck into playing.

    Cheers,

    Pip

  21. My experiences starting without Huggy on the table (barring specific games where I take Lynch's master-specific scheme and, say, holdout and just sit back) have not been great. I usually run something like the following:

    Lynch

    Huggy

    2x Beckoner

    1x Depleted

    1x Illuminated

    <other stuff>

    Usually that other stuff is Graves, Stitched Together, maybe a model with Arcane Reservoir, or more of the Depleted and Illuminated. Anything on that list though still leaves me feeling like the crew doesn't have a lot of hitting power, with the possible exception of the Stitched. I think Stitched are a great go-to for Lynch if you don't really need more Depleted or Illuminated, but only after getting that first 20ss or so on the table. I would probably start looking at Stitched seriously at the 30ss level and up.

    30 SS and up its nice to have the choice of Graves, Stitched, Tannen, Tuco etc so you can tailor your crew towards the particular strat. The Stitched have some really nice tricks, and I've even been using Tuco for even more or a ranged threat not to mention he's quite quick for objective missions. But I agree with you intial set up all told.

    I'm finding the stitched a little slowin a lynch crew unless they crowd up around Mr. Graves (sir), which isn't often the best place for them.

    Depleted have been of little use.

    Illuminated have been OK. Often I've found that even one is a surplus beatstick, but it does make a good running mate for Huggy to draw wounds from with it's Feast or Famine.

    Beckoners are golden! It's 2 for me every time. Long range attack with decent damage, it's version of lure is good, it's very hard to kill for an opponent with brilliance and sales pitch is fantastic. These and Huggy provide all the ways of getting brilliance on things that you'll need.

    Yup, agree with the Beckoners. They are indeed golden. I don't agree however with you comments on the Depleted. I've found just one to be enough. Brilliance bomb, burn counters, smoldering grasp I2I, Hard to Kill, Armour 1 all for four SS. These guys have won me games. I think by far the best bang for you buck in the crew IMO. Sure you have to keep them in LoS of Huggy but I think its not that hard to do. And that 5' push. That's my favourite. They are just so good for what you pay for.

    Cheers,

    Pip.

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