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super_bruno

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  • Birthday 06/29/1977

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  1. Yes, I think that Anima Tactics could lead us back to Malifaux in the not too distant future. The rules of Malifaux are not too difficult to understand. And that is not really the problem we have with it for the moment. Rather it's the huge number of unique powers and the possible interaction between each characters that is difficult to understand. My players just didn't know what to do each turn. It was a kind of analysis paralysis, not because every action seemed like a good idea, but rather because nobody was too sure what the consequences of an action would be. Maybe the language has something to do with it too. We are all native french speakers and english is a second language (but we DO NOT say "Ze" instead of "the", like those annoying people from France! ) Since the wording in Malifaux is so important, maybe it also leads us to some confusion... I don't know.
  2. When I played Malifaux, I just felt overwhelmed by the huge number of possibilities. Sooo many different option for each character, which can combo together. After 3 hours the thing inside my head felt like a broccoli instead of a brain. It was exhausting, and we were all confused as to what to do. Yes the rules are pretty simple in fact. But the sheer number of unique powers and possible combo is really hard to wrap your head around. I played two games of Anima tactics tonight. My first real tabletop miniatures games. At last! After a few turns, I was able to concentrate on what I was doing instead of trying to make sense of the game. I got to play. That was fun. For some reason, everything about Anima Tactics was clear. What each powers can do, when to use them, what each character should do and how. When I played Malifaux, we were just doing things with no good reason, none of us too sure of their action. I just wish that Malifaux would become less confusing. It seems like a great game, but I just can't seem to wrap my head around it right now. Maybe with some more tabletop experience?
  3. I would gladly do it. I think it could be fun to play it that way. In factm it would be fun to have something comparable to Formula De. In that game, you have 3 level of rules. It goes from doing 1 single lap while trying to finish first and keep your car in one piece to customizable car, with multiple laps, pit stops, weather conditions.... I think that doing separate cards instead of color coding would be better. It's less intimidating when you look at the Rotten Belle's card than when you look at Pandora's card. also, maybe something to remove for a beginner is when a character, like Sybelle or a Belle, have 2 melee weapons. It's not much more difficult to have both, but it does slow down the game a bit.
  4. First, to be clear, I didn't expect to play a game that night, I just invited them at home to discuss with them what kind of miniature game they would like to play. Unfortunately they were too excited and just wanted to play and not discuss. I tried to keep things really simple, but I did add some powers when they asked about it. One of my player really did understand really well the mechanics of the game, really quickly, but he's the one who said he was underwhelmed by the different powers. If they had only 2-3 powers, it would be easier to follow. But I think it's a combination of many factors. Not understanding clearly what is the role of each character and having many powers each lends to some confusion. They just didn't know what to do with each character. Also, there is a lot of "if... then... else" in the power, which add to the overall confusion. Then add the fact that using the powers is really uncertain, that you may cheat or not on duels, that you can spend soulstones, etc, etc. I gets really difficult to think clearly while juggling all this stuff. Nobody has ever played a miniature games in my group before. Except maybe Battlelore for some of them. We all have some experience with computer RPGs like final Fantasy so some concepts are not completely new to us. Also some experience with real-time strategy like Starcraft. We do play boardgames once a month (Arkham Horror, Cyclades, Last Night on earth, Mansions of Madness, Salem, Return of the Heroes...) They like the setting and the minis, the low cost entry, the card mechanics, the alternating activation. Yes, I think it would help to start with less models, on a smaller surface. One thing that would also be really great is if they sold tokens and counters, maybe even include them in each blister and starter box. Like they do for Anima Tactics. Speaking of Anima Tactics, I think my groupe will move toward that game for the moment, which is somewhat similar to Malifaux, but much more straightforward. Then when we have some experience under our belts, maybe we can come back to Malifaux and have much more fun. Again, great to see some people are concerned with the accessibility of the game for beginners. Maybe they could do some color coding on the cards. Green are beginners abilities, yellow are intermediate and red are advanced. Maybe they could also give some indication of what the role of a character is. No need to be too detailed, but again, if we take for example Anima Tactics, you have some indication of this on the cards. You have warriors (fighters), mystics (magic users) and prowlers (sneaky guys), and some combination. Just this simple description gives you an idea of what each character is good for. And for each power, they give you a small hint. They give the name of the power and then a few words the help a lot. MAgic Effect, Magic ranged attack, Charge, Escape, Movement, Attack, Ranged Attack, etc, etc. It is not much, but it does help see at a glance which power you want to use.
  5. I coached a normal game between 2 friends yesterday, with 2 more newbies watching. The game went on for something like 3 hours and they just gave up in the end. I tried to teach the basics and avoid all the special powers but did answer their question and allow the use of their powers when they asked about it. I know that it is not the best choice for beginners but since that's what I had at home, the played Pandora vs Seamus. How I wish I had known that Pandora was not suitable for beginners when I bought it. Keep in mind that we are all complete newbies to miniature gaming. The comments that I received: - The game was a bit too long - The game has potential to be great, but each character has too many unique powers which are mostly undewhelming. - It is pretty unclear what is the role of each character in the crew. I mean, in other games, the guy with the sniper should stay at the back, the guy with the huge sword should go into melee combat, etc, etc. With Malifaux it is not so easy. Not sure they will want to play Malifaux again soon.
  6. Hello! I am wondering what is considered a piece of terrain for Malifaux. The say you should have 3-4 piece of terrain per square foot in the rulebook. But it's not telling me much. I mean 3-4 large buildings is quite different from 3-4 small rocks. Thanks! ---------- Post added at 01:49 PM ---------- Previous post was at 12:21 PM ---------- OOps, forget my question. I have just realised it is actually written what size is suitable (3"x3"). I thought they were repeating the board size (3'x3').
  7. Simulated 6 combat to the death. 4 without any cheating or triggers. 1 with cheating and use soulstone. Since that didn't change much to the combat, I've added triggers to the sixth. And I already have a question. In a fight like I am doing right now, it's pretty easy to remember that Lilith's Disappear triggers give -2Cb to Perdita. But, how do you keep track of this in a real game. I just imagine that Perdita receives her -2 to Cb at the beginning of the turn, then you have 6-8 models that get to activate, with other triggers and effects and whatever, and then at the end of the turn you have to remember that Perdita still has -2Cb. Do you write it down on a piece of paper, or with some token or just manage to remember it? EDIT: A fun side effect of learning combat first is that you also learn most of the chapter about the Fate Deck at the same time.
  8. I decided to give myself a good kick in the ass and start studying. My first objective will be to learn everything in the combat chapter. First step will be to do many melee fights between Perdita and Lilith. No twisting fate, no soulstones, no triggers Next I will add twisting fate and soulstones. Then I will add triggers. From there, I will still have to learn how blast works, disengaging, the different combat actions (charge, strike, focus, defensive stance). Shooting into melee, paired weapons, elevation, damage prevention and healing. Thats a lot of work for a single chapter... 9 pages out of 125...
  9. Nice to see someone is working towars on a solution that could really help smoothing the learning curve of Malifaux. Seems like my constant whining is beginning to have some effects! Yay! As an aside, I got a really nice surprise yesterday. My Malifaux group was: Me and My grilfriend. Yesterday morning I asked a few friends on facebook if they would be interested in trying a Miniature Wargame, and offered them a lot of choice (40K, Warmachine Hell Dorado, Anima tactics, mordheim, Lord of the rings, Epic 40k, etc, etc). Surprise surprise! I got 5 more players willing to try Malifaux now. Just that renewed my interest in learning to play correctly. I haven't tried to teach Malifaux yet except to my girlfriend, but I did teach 3 of them how to play Battlelore. The first one learned by playing against me. The other two learned by playing together while I acted as a referee a guide. I must say that for me teaching and playing at the same time is not much fun. I find it much easier to teach while the other 2 are playing. It's really fun to whisper a nasty trcik in the ear of one player, then do the same for the other player the next turn. When I play at the same time, I find it harder to adjust my playing level. If I do some dirty trciks against my opponent, I feel rather unfair, and if I don't then there is some aspect of the game they won't learn... That's why I got that idea of an obstacle course. That way I can supervise and teach while the other player goes "solo" against the challenge offered by the course. Keep me informed on your teaching method. I am really interested.
  10. Well, for it to work you would have to always use the same character. Maybe Perdita? I don't know which one would work. Once you've learned the basics, I guess you could play the game?
  11. Hello all! Still struggling to find a way to learn the game and teach the game to complete newbie to miniature gaming. I've thought about removing lots of rules for introductory games but the idea was not that well received on the forums. I'm also under the impression that Wyrd is reluctant to devise a tutorial for the game. So I've kept thinking and another idea came to me: What if we could learn and teach the game, using a kind of obstacle course to learn the basic mechanics. Something similar to what we see in First-Person shooter (like the first Splinter Cell). You could have a first section where you learn to use the Walk action (pretty easy but it's important to learn it no?). Then move over severe terrain, climbing and jumping. Next you could have a station where your learn melee combat (strike, charge, disengaging, etc.) Another for ranged combat and LOS, another for spell casting, etc, etc. What do you think?
  12. I didn't thank you because I felt bad. I gave it to you because I agreed with your post. I do have a game night planned with one of my friend on the 23rd of March. It will be Viks against Seamus. Straight from the box. Should be easier with him since he's a huge fan of Final Fantasy, so already familiar with some of the concepts behind the game. It will be my first real game of Malifaux. I'll let you know how it went. Your friend did send me a Private message and I was glad to receive it. I will try to follow some of his advice. After that, then maybe I'll be ready to give up, to teach it, or to seek the guidance of a master. ---------- Post added at 11:53 AM ---------- Previous post was at 11:41 AM ---------- Well I'm not so sure. I showed her different games, asked if she would be interested to try one of those, and surprisingly she said yes, and was pretty enthusiastic about it. When I showed her the minis (In the end it was Hell Dorado vs Malifaux), she didn't hesistate. We did try 1 game, which lasted 1 turn and a half. She had fun, she want to play again (and I asked her several time) but she was really struggling and she was overwhelmed. After that 1 turn and a half, her head was full and she couldn't concentrate anymore. When I asked her to play again, she usually answer "Yes, but not now". Which means she is willing to play again, but the rules are a bit too much for her so she'd rather do something more relaxing. By breaking it down in small chunks, it will go easier on her. But I asked her time and time again is she wants to play it again or she'd rather not, and she still want to play it... someday.
  13. Haha! Yes I do not agree with your points about not learning the game step by step. You are probably right and my method is wishful thinking, you have much more experience than me. But I keep hoping to find a method of teaching it to my girlfriend. When I read comments like yours I close my eyes and try to make it disappear, because I don't want it to be true ;P. That's why I didn't say "Thanks". I don't have any problems with the game and I understand most of it. The complexity comes from putting it together all at once and teaching it to someone who doesn't know most of the concepts that drives the game. What I mean is that I know the theory, but putting it into practice is something else. Of course the image I getfrom the forum is negative. But that's is not what keeps me from going out to play into my FLGS (which is pretty far by the way). It's rather difficult to explain. My girlfriend won't go because she is not what you would call a player. She will play with me from time to time when in the right mood. Getting her to play at home is difficult, getting her to play in our boardgame nights with friends is harder. Getting her to go to a FLGS to learn a game is impossible. She just won't do it. For me, well my life is really really busy so finding the time to play is really hard. I have my job, then I sing in 2 choirs, which requires at least 30 minutes of practice each day, and I'm also Vice-president for one of the choir, which requires at least 10 hours of work each week. Add to that family and friends and it doesn't leave much time for gaming. So for the moment going to my FLGS is not an option. The thing I notice is that many people on the forum seems to have trouble understanding what it means to be a complete newbie. Moving from Warhammer or warmachine to Malifaux is pretty simple. You already have a good grasp of the concepts behind the game. But moving from Monopoly (not the best example but one whom everybody can understand) to Malifaux is quite different. The only similarity is that you have metal pieces.
  14. You know one thing I've begun to realise, and that your thread confirmed, is that most people on this forum are really competitive. I want to play for fun. I won't study my crew, and I won't study my opponents crew. What I want from the game is to grab a beer, a bowl of chips, and play with a friend. Is it possible to play like that? Is Malifaux so much geared toward competition that it can't be played for fun? I am now really uncertain about playing Malifaux. Mostly from what I've read on the forums. First was when I learned that my crews were badly chosen for a beginner (PAndora vs Seamus). Second was when I learned that the game was balanced by faction and not by crew. And now it seems I have to study to play the game. Ouch
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