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Dracomax

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Everything posted by Dracomax

  1. Can you be within all types of terrain? I thought that that either certain types of terrain, such as blocking, disallowed it, or it had to be specifically allowed by the type of terrain. Also, with a house/doorway, you wouldn't be within the terrain(house), you would be surrounded by blocking terrain(walls) Any house you can walk into should be treated as multiple pieces of terrain, due to size if nothing else.
  2. My problem with the Metal Gamin is that I have to take at least 2-3 to get any use out of them at all for protection. I could do that, or I could being another elite model ans summon spiders. And adding +1 Df is cheaper for those models I might want to protect. It isn't that they are bad, just that I haven't been able to make them work well with Ramos. YMMV.
  3. I honestly think a lot of the negativity you are seeing is not towards "optimised" lists, so much as some of the broken lists seen last edition. If you can wipe out an entire crew in the first round, and the only way to do anything against it is to bring a crew that is only useful against that one list, even though I don't know if I'm going to be faced with it or not, I'm not sure how you can say it isn't a problem.
  4. I will say that even if I wouldn't want to play with you, I'd never say you were immoral or ethically bad for bringing a "cheese" crew, or for beating me. If you act like a jerk, I'd treat you like a jerk, and if you curbstomp a newer player because you can, rather than help them learn, then I'd recommend new players stay away from you, but I wouldn't claim you were immoral or whatnat. That is pretty much reserved for actual rules lawyering, which I always take to mean those people who look for loopholes to bend a rule beyond what the people who made it could possibly have meant in order to gain an advantage—and outright cheaters. Personally, outside of tournaments, I don't like to play against crews where I feel like from the beginning, no matter what I did, how good my strategies are, I had no chance of winning. I find it both boring and pointless, as I don't really learn anything from a filth list, or a first edition Alp Bomb, other than "know what the opponent is bringing and build a list specifically against it" Which actually would be cheating. I can take an uphill battle. Hopeless battles are something else. If I see another player feeling like they are in a hopeless battle against me, I try to give them advice and help them get stronger. I'd rather face someone who can beat me half the time than someone I'm going to take out every time. I like being challenged, not curbstomped. However, just because your playstyle isn't what I would like, doesn't make it wrong.
  5. Misaki and Mei feng would probably do well for you in the 10T faction. Both have a lot of mobility, both tend to do melee damage. Mei Feng has a bit of a socialist/union thing going on, and can jump from scrap or construct to scrap or construct across the board to kick you in the face. With the right upgrades, she gets some decent extra attacks, too. Misaki doesn't have quite the maneuverability, but she has a bit more hitting power. As for Cowboys, Perdita from the guild crew has a lot of shooting, a lot of manueverability, the ability to move her own crew around, and decent melee. Also, guild have Death Martials, who are all but literally undead cowboys(they aren't actually undead. they just kill them.) The death martials can remove models from play without killing them(using a (1) AP bury that can be done on a charge). If you just want melee focused, Lady J is the best. While she is not much cowboy focused(although her new model does have an eastern feel, with the katana and all...) but she comes with 3 Death martials, and works well with them, the lone rider, and the Pale rider. She doesn't shoot much, but the crews she uses most often do, and they do it well. Keep in mind, though, that just because a master plays one way, it doesn't mean that the crew has to. I can't help much with Neverborn, but I can say that Lilith is a heavy Melee hitter, with the ability to swap one of her models and one of yours from 12 Inches away, and no cover or terrain can help you. She doesn't have much in the way of shooty attacks though.
  6. This is fairly close to what I was trying to say. I think the biggest thing is rule 0 of games: don't be a jerk. If you are curbstomping another player consistently, then you should probably be offering to help them get better, offering tactics, etc.(not necessarily during the game, but after, at least). maybe swapping crews, to see if you do any better against it. If you can't do anything against the crew you've created, it might be unreasonable for non-tournament play, or it might need an errata. Of course, everything is going to depend on the people you game with.
  7. The only time I would complain about a cheese list(other than to not concern, and try to find away around it) is when the list is consistently overpowered, and the opponent uses it constantly, without even trying to help others find ways around it. Being competitive is one thing, and in tourneys, no problem. But there is a point where it stops being competitive, and starts being a bit of a jerk. I'd rather have a good competition between relatively balanced crews than curbstomp any day. But if your group doesn't mind it, then more power to you, just don't expect to be beloved by every other player. that being said, I wholeheartedly agree with everything in Joshtehstampede's post. It is unethical if you are using "munchkin" like behavior, where you lie, cheat, and bend the rules as far as you can get away with for the win. That would make you a bad person. You aren't a bad person, are you?
  8. Dracomax

    Kaeris

    Honestly, I often use 2SS to give the Rail Golem 5 Df. That little bump is usually an extra turn of Rail Golem for me.
  9. Stupid First edition stuck in my head... I've just been using it for board control during important rounds.
  10. Huh. I'll have to check that, because it seems I've been playing it wrong.
  11. Flamewall ends at the end of the round. Unless you are completely blocked off by other melee models, most crews can, if they win initiative, get in and eviscerate Sonnia. Granted, most can't do it in one activation, and Lady J is a melee beast, but generally speaking—and I am not the only one to experience this—she does best 8-12 inches away from the melee. It is possible to use her well in melee, but she is nowhere near as effective(although the avatar might change that) and she has a very low base Df. Personally, I'd rather use a dog as a base to ping Fireblasts off of than a screen. I can deal more damage that way.
  12. I'm pretty sure we agreed that dieing by burning is capable of making witchlings, but I could look for the thread. I know that it was intended to work that way at one time.
  13. Questions are good, so no problem. As for cool crews fighting...There really isn't any reason to fight about them, since there are over 40 cool crews...(not one crew is uninteresting, full of terrible sculpts, or too difficult for a beginner, and they all do at least middling well at advanced levels.) Even if two people do get the same crew, mirror matches can be fun, and you learn a lot seeing how someone uses your crew differently than you. That being said, If you each pick a faction you like, and pick up a crew from that, it will keep things a bit simpler, and give you all a wider range of playstyles and abilities, which will help to make you all better players. Every master has a master specific totem, but there are also generic faction totems, and two mercenary totems. These can be taken by anyone in faction, and the mercenaries can be taken by any master for a "merc tax" of one extra SS. That being said, you may only have one totem at a time, unless the totem in question or the master says otherwise. If you really want to be informed before picking up crews, I'd recommend waiting until you have the book and flipping through there, and the final wave two files, and picking the crews that look interesting. If you just want a crew with a given aesthetic, pick what you want. As of yet, there are no bad crews, and very few crews that are at all unfriendly to beginners—I think Tara might be the worst, simply because she is the most complex and sideways master I've seen; She still only takes a game or two to get a decent grasp of. If there is a playstyle you are looking for, I can give you a quick rundown of masters that fit it; Bruisers, summoners, support, etc.
  14. If this bothers you, You'd never have made it as a first edition resser.
  15. Well, I like her. I will say that most of the time, If SOnnia is anywhere near melee, you done screwed up. SHe goes down quick to any kind of melee monster, unless she gets the initiative. I've lost SOnnia Round 2 against Lady J before.
  16. For reference: http://wyrd-games.net/community/topic/99040-actions-causing-actions-when-a-model-is-killed/ http://wyrd-games.net/community/topic/99064-killing-a-model-twice-in-one-action/ http://wyrd-games.net/community/topic/98990-sonnias-violation-of-magic/ So yeah, contentious.
  17. That situation is a bit different. It allows Collodi to cause the model to use a (1) AP action. It doesn't apply a condition. What exactly the difference is and if it matters, I can't really say. Like I said, I am so thoroughly ready to just get a better timing explanation that I stopped trying to draw conclusions. The arguments were contradictory at best. For now, I'd honestly play it with a flip off(each flip a card, higher card wins) in friendly games, and as the TO wants in tourneys. There are just too many reasonable arguments both ways to see real agreement short of designer intervention.
  18. Only in the specific of the rule. If the rule says that it gives burning to enemies before they are killed, then it would take precedence. However, it is a trigger, and so it follows the trigger timing. (unlike the witchlings Stalker, which follows ability timing.) The order in which death is resolved is not particularly clear, but the simplest reading seems to say that a model is dead as soon as it gains enough damage to die, but not removed until all aspects of the action that killed it are resolved. Unfortunately, this also means that nobody can seem to agree as to whether it is possible for said model to gain things like burning. it's a mess, and I hope that it gets a thorough answer in May. If you would like, I can point you towards 2-3 threads in which the argument goes ad nauseum to as absurdium. And I think sandwiches were offered by the designers at one point.
  19. There is a faq that is published every two months. They used to do it in the rules forums, but it became a mess, and new players had a ridiculously difficult time trying to figure out what was current rules, what had been answered, and who had authority to answer.
  20. I think the answer is, "People are arguing about that to the extent that thread was closed because it was going in circles." So... Maybe?
  21. There are 3 waves of models ATM. Only Wave 1 are in the book, but all wave one models are also in the arsenal packs of the appropriate faction(with dual faction models being in the primary faction). Wave 2 can be found here: http://wyrd-games.net/community/files/file/53-malifaux-wave-2-cards-low-rez/ These are official and tournament legal. Wave tree are currently in beta, and can be found in the appropriate beta forum. These consist of upgrades and avatars, and are not necessary at all to a new player. IIzamu is wave 2.
  22. Anything 10 thunders Master can use any model that is 10 Thunders, if they declare 10 Thunders as their faction. Most of the 10 thunders masters are dual faction, and have to declare 10T, or their other faction when hiring crew. They have upgrades that let them choose certain models regardless of declared faction. Izamu is dual faction Resser/10T, and goes best with Yan Lo. However, any 10T master, including Misaki, can take him so long as they declare 10T. Edit: SpiralingCadaver said it much better below. You can tell they are dual faction by the 2 seals in the upper right corner of the card. The orange/tan Oni mask is 10T, the green seal is Resser, so he can be hired in both. I'd start with the Misaki Box, 1-2 other models, and try combinations in a couple of games to get a feel for the box crew and what they are good at. then, I'd look for specific models to fill in the strategies where you are weaker. Then I'd do the same things for schemes. Remeber, As my signature says, a fixed list is good for learning, but the game is designed around building a new crew each game to fit your objectives, rather than just picking one crew and playing them constantly.
  23. You may have had a different experience than me, then, because in both editions, I have found that swapping another model works extremely well in guild, and have seen them work at least middling well in Gremlins. I have found that doing so opens tactics and options I might never have thought of before trying them. It isn't large scale change, no, but if you want large scale change, you aren't ever going to be looking at buying just a few models, regardless of which game you pick. It's enough to keep the game fresh, and get models I think are cool, without feeling like I am on the endless treadmill.
  24. Wrong. To make a disengage, you must declare a walk action. Normally, any action which is impossible, as disengaging makes taking a Wk action, would simply fail without spending an AP. Disengaging forces it to fail, and costs an AP, specifically. It never specifies that the AP is a Wk action at this point, which is what would be required for the specific case to override the general case that If 0" movement is made, no movement occured. I don't like it, but the rules support no horror duel. I hate to say it, but since others have repeatedly shown evidence that you are reading it wrong, and the only evidence you can show is a paradox that is resolved if you seperate declaring an action from performing it(which is done elsewhere in the book as well) the only one going in circles is you.
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