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Truthsayer

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Everything posted by Truthsayer

  1. Whilst I understand what you mean by being taught games the 'proper' way, or what I would really define as 'old school', I think games have progressed from that. It is also a massive detriment and unfair disadvantage to people that have trouble judging distances due to problems. I would be interested to test your theory of people spending a lot of time measuring threat ranges etc. slowing down the game. I personally know a few occasions where myself or my opponents have needed to ensure our models were in just the right place, often outside of range of opposing models. This leads to lots of guessing, and time staring at the board trying to use your minds eye to judge the distance. Grabbing a tape measure and making all of the checks would take a manner of seconds, speeding up the game, and stop arguments as you can declare your placing your model outside of X from the opposing model. I do understand the reluctance to change though, but I feel this game in particular would benefit.
  2. This is definitely a good use of pre-measuring, and is one of the reasons Im glad the melee range measurement is allowed. Allows you to use your ability to its maximum. But I think this shows why perhaps an across the board allowance of pre-measuring would be good, as you could determine if you want to commit to the action, or do something else. Would save a lot of time during gaming.
  3. Just a quick one, but Malifaux does currently allow you to pre-measure your melee range at any time, so this can be used to get a good gauge of distances when using people with 3" range (or 4" if you boost aSeamus).
  4. Obviously someone of authority can give you the definite, but I have read up a lot recently on these types of duels, and you seem to be correct on all parts, except #3. This duel is the cause of an attack, but not an attack itself. As such, if you had the model with I2I, you would be trying to beat the number, or 'attack it'. Therefore, you aren't the defender. I really wish this was a morale duel in some ways though, would fit with their smell fear. However, morale duels are difficult enough to get in anyway, so perhaps not :1_Happy_Puppet2:
  5. Ive got to agree and say pre-measuring would be good. I do sometimes like the moments when you declare an action, and can't quite make it happen due to range, but it doesn't make the game. The style and the fate deck make the game. I remember a large number of occasions where me and my opponent have stood there looking at a gap between models, and tried to guess the distance before committing. This can use up huge amounts of time during games, and I end up letting my opponent pre-measure most of the time just so i can get my activation!!
  6. Some really useful discussions here, as Im trying to get to grips with Seamus and his avatar too. Definitely gonna get some Desp. Mercs for my nurse! However, Sue says he can't be taken in a crew that hires a model with Wicked or Ruthless. ASeamus has wicked, and is hired as part of the crew. I know he doesn't start on the board, but he is still hired. Surely this means Sue can't be taken with ASeamus? Just wanna be sure before I think about getting him.
  7. This is the way i see it, but having float or flight doesn't change it either. Float doesn't say "can move through terrain" either. I still feel this has not been answered. If Poulpox is correct, and it was 'intended' to say move through rather than over, why is there not an errata for it?? ---------- Post added at 08:09 PM ---------- Previous post was at 08:08 PM ---------- And this could be achieved if there weren't four surrounding walls IMO, which is why I am very confused by this ruling.
  8. Whaaaat!! Where does it say that? I must have passed over something somewhere in the rulebook.
  9. I have just brought this up in a Terraclips thread, and I wanted as many people to see this, and actually have a proper look at the rules. Everyone has been saying spirits can move through buildings, and through floors on a Terraclips board (or a similar setup) when Im fairly sure they can't. Any responses are welcome, so we can clear this up. If I'm correct, this will help reduce the effectiveness (cheating) of spirits on a TC board. "Im gonna have to bring this up, as everyone says how easy it is for spirits on a TC board. Can someone give me the exact pages which state that spirits can move so easily through a building. I have been looking through the rules, and a building counts as blocking and impassable. Spirits and float allow you to move over blocking and impassable terrain. That doesn't mean you can float THROUGH a door or floor. You could obviously move onto a balcony, or onto the roof, but NOT straight into the building. If there is a ground floor with a door, and a wall around it, and then another floor, with a surrounding wall (as is normal for buildings) and finally a roof, you would only be able to move onto the roof, as the rest is blocking and impassable. Same with a floor within a building, it is blocking and impassable, but you aren't able to move OVER it, as there will generally be four surrounding walls. The only way is to climb up stairs. The only thing a spirit can move through is other models. "Spirit: Models with the spirit characteristic are non-living models that can move through other models and do not block LOS. Spirits can move over and stop on impassable terrain...." With this, you could stop on the side of a wall (with the help of blu tac) but thats all. "Terrain: Structures are enclosed pieces of terrain, typically buildings of some sort. Effect: Structures have the elevated (and a HT), impassable, and blocking traits. Structures also have one or more entrances and windows.Entrances do not have the impassable trait and are the only way a model can enter a structure through a movement effect. Models inside a structure move as if it was open terrain. (Personal note: This clearly is regarding moving around on each floor, so there are no movement penalties. The physical parts (floors and walls) are still blocking and impassable). Windows are impassable and blocking but have a Ht of 1. Structures may possess multiple levels and, if so, models inside the structure may move between levels as if the structure had the climbable trait. (Personal note: This is regarding going up stairs, or if a building doesn't have stairs within it. If this was the case, the players would agree that all models pay the movement effect.) Entrances can require a (1) Interact to open or close doors if players wish." Im very sure there is no mention of spirits just moving THROUGH things, or going wherever they please. Methinks there has been a slight amount of people reading what they want to read. :Smug_Puppet1: But if you think I'm wrong, please direct me to the entries that argue against this. And this isn't targeted at any one person, I think as a community people thought spirits could move through terrain, when that is not the case."
  10. Still doesn't mean anything Im afraid, were just waiting to see which version (first or second) is right. Needs to be cleared up with a definite answer, so arguments aren't started between people with different editions.
  11. In regards to the bolster undead and ceaseless advance, they end in the same phase at the same time, so you can choose which to resolve first. Clearly, do ceaseless advance first so the bolster is still active. I can't recall where this is stated, or if it's a RM ruling, but I'll try to find it soon. With mindless zombies, they're only friendly when activated at the end of the turn. This means they never receive the +def, as attacks against them are resolved during the turn when they're not friendly. They would receive the +cb when they are activated with nico, as they are then friendly. Never forget, they aren't friendly to the ressers during the turn, so most effects and spells used by your models won't affect them (fresh meat by Mortimer for example)
  12. Wow, can't believe I found one little wording, and everyones gone crazy! I have to say, no need for the RM hating. They were never going to jump in straight away and give us an answer they hadn't discussed. I for one am thankful these topics can be raised, and Wyrd will respond to help us. Ive had MUCH worse from a certain GW (anyone that had rung their rules query helpline will know what I mean). If people get frustrated at waiting for things like this, it just shows how much fun those sorts of people would be to play against......
  13. This sounds like a very logical ruling. This is how I play it, and everyone I game against agrees this is how it is intended.
  14. Personally as a Nicodem player, and having a regular Dreamer opponent, I would recommend Nicodem out of the two. He is much simpler (spells and buffs are straightforward) but will require a few models outside of the starter box for him to summon, as well as some zombies. If you do go this route, I would also recommend ignoring the rules on the zombies that mean they aren't controlled by a crew, as it can be a bit confusing at first. Just treat them as part of the resser crew once they're summoned. The dreamer is fun, and really gives a different style of play to the majority of other crews. However, it can be a bit much to wrap your head round. Burying, unburying, movement shenanigans. But he would need a much lower model count, which would make it easier on the wallet. I do think he might be a bit much for a starter, especially a 9 year old though.
  15. Also in regards to using Nicodem vs. Perdita, he can use the fog to keep his crew safe from shooting, whilst also keeping them all in the bolster undead bubble.
  16. I want it to be known that if this is correct, I single handedly took down the Dreamer!! Along with the help of the updated rules.... Another point that I would want to raise (if it turns out you do have to damage the defender) is would doing a damage prevention flip on a SS user and getting high enough to cancel all damage also stop the trigger? Obviously this only applies if the damaging defender part is true, but Id just be curious.
  17. Definitely need someone high up to step in and clarify this. The only thing I find strange is that the 'After damaging defender..' line has had to purposefully be put in to the second printing. Doesn't seem like a mistake to put something like that in. My only thinking is that it was supposed to be in the original version, but was overlooked in the rules and cards, and was rectified after. Im so confused now!!!
  18. I would agree with this if there had only been one printing of Rising Powers, or there was a V2 of the Rising Powers models. But as there doesnt seem to be, I will be going by my book. Just to help clarify, what date does the first printing have? The second printing is October 2010.
  19. Ive only got Rising powers on me, but like i said, its second printing, so should be the most current rules. Don't have a card, the only card I could get to is in my sealed nightmare dreamer box, which is where its staying! If anyone else can jump in and confirm, but double check you have second printing (says which printing it is on the inside front cover near the bottom). Not AFAIK either, but the ruling I have should be the most current.
  20. Im not 100% on the grave spirit example, but the intention of Nicodems rule is to allow him to ignore/allow anything that targets undead when he wants. With the grave spirit, i would say he can still change from living to undead when he wants, but perhaps if he decides to be living for the spell/effect that is taking place, he wouldnt have the armour +2. After the effect/spell though, he can then choose to be undead again to gain the armour bonus. And with mortimer, it is a clear cut 'All friendly undead models...' spell, and as it is a spell, Nicodem can choose to gain undead to be affected. Very useful to have Mortimer push the old man up the field a bit more!
  21. Really good tactica, the first time I played chompy his speed and power took me off guard, and it definetely gives a negative psychological effect. A couple of questions though, my rising powers says teeth has cb6, not 7 (it's second printing, if that makes a difference) and the 'all done' trigger states 'after damaging defender, bury this model'. So surely you can't miss with an attack and still trigger, as you wouldn't have damaged the defender?? Definetely gonna have this tactic saved ready to look through whenever I play dreamer!!
  22. I would have a look at onryo, pretty good all round 5ss model, and can cast something to get rid of immunities. Only needs a duel against an opponents casting, which is generally quite easy to beat. There is also the carrion effigy in twisting fates that can put up a 4" aura to cancel out immunities!!
  23. Love the look of this thread! I've only got into malifaux recently, and jumped straight in with the 'underpowered' nicodem, but I seem to be getting a pretty good grasp of how to use him. Whilst there are a few of your points I agree with, I simply don't like the 'tournament only' view there seems to be. Although I understand why, as you're a top tourney player A couple of things, I agree to give Mortimer a look, as his uses can be huge (I agree he costs too much, but you often need him with nicodem). Also, why do you consider desperate mercenaries better 2ss models? I can see they have huge benefits, but wont they just get ignored or sacrificed, meaning you don't get a corpse counter? Or is the point to run em in, do damage, and then get them killed or kill them yourself? Again, looking forward to following this thread. P.S. I just wanna say I like the jokers in the deck, adds to the quirkiness of the game, and this was never designed to be a tourney game. I got too much of that from warmachine, and found the gameplay too predictable. If I want rules with no twists, I'll play something like chess.
  24. One of the uses to carrying the corpse counters is that they can't be destroyed/eaten by certain other models (gaki for example). But you are correct in that you don't need to carry them, which is why it's always good to keep nico fairly central. He can then use a corpse counter 6" to his left and one 6" to his right to summon a flesh construct!! Excellent to then throw that beast forward to take the brunt of attacks from your enemies. And don't forget you only need to move over a counter to carry it, which makes the vultures amazing speed excellent for nico. Last game I had the vulture sitting high out of reach, channelling decays into enemies, then swooping in to grab the counters, and sending em back to nicodem. Dunno why people complain about the vulture
  25. You are correct on the corpse counter amounts for base size, but the Rogue Necro needs 4 due to 'Difficult to Construct'. So they do cost less in corpse counters, but each corpse counter is worth 2 body parts, so it is essentially the same. Dunno if i explained that well, if not, just ignore it And you can have over 6 cards in your hand, but you will discard any excess at the beginning of the next turn when you would normally draw more cards.
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