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Nyarlanthotep

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Everything posted by Nyarlanthotep

  1. Then you are fine, the McMourning Box will have all his duel faction Upgrades, adding the Guild Arsenal deck will give you all the Guild Generic Upgrades.. You shouldn't need the Rezer Arsenal Box as the only Rezer models you can use Sebastian, Nurses and Chihuahua Stat Cards are in the box.
  2. But then after Gencon they had issues restocking the Rulebook, so they had to release the Small Rule Manual as a stop gap measure.
  3. TBH I think all the Master specific schemes should be a level harder than standard and factional ones. This way no Master gets a real advantage in tournaments, but players get a bit of a challange in normal play.
  4. Isn't only the push into base to base and to within that were given an errata to make them a teleports (place).. I believe any push with a distance is still a movement effect.
  5. I agree wholeheartedly. The people that post most on a topic are those that feel strongest about it, which is only natural. But this can lead to situations where things look very skewed on the forum. For example the Red Joker debate. If you looked at the post on the subject you would think that everything fell into 2 camps, those that thought that Red Jokers were the most broken part of the game, and those that really liked what they brought to the game, and this split was maybe 60/40. Then you do a poll of what people think, and all the people that lurk on the forum vote and what you find is a very different picture and probably closer to what is actually out there.. with 5% having real issue with the rule, about 10% thinking it should maybe be tweaked a bit and about 85% who either had no issue or really liked the Red Joker the way it is (note these are from memory, memory can fail us old fogeys). IE forums while useful don't give the whole picture without some futher investigation. Also have you noticed how the Avatars seem to be in two camps, the stronger Masters get Avatars that are generally side shifts in what the Master does, while the weaker masters get a bit of a buff. I'm not sure if it was intended this way, but would make some sense as a way to balance things a bit.
  6. However the names of the Playtesters are a matter of public record. They are in the book. If they say something was Wyrds intent, it may well be they are talking gibbly-gook, however there is a fair chance they might have some insight.
  7. The thing is I don't think Wyrd is aiming for 100%, and by that I mean every player takes Avatars everytime. You take a company like Games Workshop. Their business model is to release something big and expensive. Make the big and expensive thing really good. Players have to buy the big and expensive thing to be competitive. Wyrd Business model is to make the price of entry into the game low, and to release cool models. So it is not in their best interests to have a really expensive model that is essential to be competitive. [Note you already have a situation where not every model is used every game, most people have multiple crews, models they use for specific strategies and matchups. I know that every game I play over 90% of my Malifaux models will remain in the case.] So I believe going in Wyrd was going for the idea that the Avatars would be display pieces which people would really like to paint. That they would not be compulsory to be competitive, but would add interesting challenges to experienced players. That they would not just increase the standard game size. And they would not replace the original Masters. You look at the Epic Casters, they are close enough to the original Casters that what you really end up with is either them being better than the original Caster in which case they are always taken, or worse so they are never taken. So what it really comes down to is a cultural difference. You are always going to get some members of the community that don't like something, or want it to be more like another game they play. Overall from what I've read on the forum, seen locally and on Vassal. Avatars are used because people like the model, because people want the challenge, or because they fill a gap so they allow a Master to deal with a situation better. Which is exactly what Wyrd were going for. The only real issue I see is like anything in the gaming some models will be a bit better than intended and some will be a bit worse. So a few Avatars could do with a tiny bit of a tweak.
  8. The other thing people seem to have forgot is Playtester resources. I assume big changes will need some sort of Playtesting, whereas small outliers won't need as much. From most of the posts on Balancing Hamelin it seems like people think it's more than just Hamelin that needs a tweak, it's like the whole of his crew. I don't know for sure but with Book 4 coming out I would think, and I may be wrong, that maybe Playtesters were wrapped up doing Book 4 testing. There are only so many games they can play and if they are playtesting Hamelin changes they are not testing the new book.
  9. I personally prefer 30ss for tournaments. I feel that there is a tiny bit more skill necessary at 30ss as you have to make tough choices. You can't quite get in that uber-combo while having all the points you need for your SS pool and having grunts, objective grabbers. So something has to give. At 35ss I find you can normally get everything you need and then have a few SS to spare.
  10. There are 3 paths you can choose to go up.. Spirit, Ash and Bone. You must complete each level of a path to get the next one. But you don't have to exclusively put points in a single path.. So you could grab level 1 in Spirit, then level 1 in Ash, then level 2 in Spirit and then boost that up to level 3.
  11. It seems like he needs to have the Relic to summon the corresponding Ancestor, and he then uses Corpse counters to give them Wounds.. So an Izamu summoned with 3 Corpse Counters would come back on 6Wds.
  12. You see I have no issue with Pandora, She's a solid debuffed, control model. Excelent, really enjoy playing her, always a challenge but I never feel I can't beat her. Then you get to Hamelin, now I have no issue with him being a controller, creating swarms of rats, making the opponents model insignificant. These all feel like they are things he should do. The real issue I have is he can do SO much more than this. Hamelin is fast, has fate is meaningless and a really high Serious damage. So you manage to fight your way through the rodent horde to get to him and he can practically one shot you in melee. I have seen games where Hamelin has run off on his own and killed Avatar Ramos, the Mechanical Rider and a Arachnid Swarm single handed in melee. Hamelin can come back indefinitely, which means he is also much tougher than a lot of support masters, and too be honest he's not even that easy to kill once. On top of that due to the way the swarm works, he can really slow down the game. How many times have I seen one rat get killed which creates another rat that kills the first rat, just to run out activations. So yeah I feel Hamelin needs a bit of a fix. But no, it isn't because he's a Debuffer/Control model. It's because he's a Debuffer/Control model that can hit as hard as McMourning and is as tough as Leveticus.
  13. Well it looks like he's going to be one of the earlier releases. http://www.thewarstore.com/product74596.html
  14. I think people may be missing half of the picture here. Seamus is very good at denying certain Strategies, so if you opponent has a Strat like Contain Power, Distract etc and you get a Strat that Seamus can achieve (even if it's not the best Strat for him) he might well still be your best choice.
  15. I would go with the version from Ukrocky's UK comp pack in favour of Sandwich's suggestions. I think they cover a lot of the same bases, but also deal with rats killing each other to out activate the enemy. But also matches Hamelin's Bully to match his hiring, which makes some sense, if you can't bully someone to work for you, you can't Bully them to not hit you. • Hamelin's voracious rats is 4" range. • Nix's Emptiness doesn't affect SS flips • Rats only get positive attack flips on impetuous, not damage flips. • Lure Malifaux Citizen becomes a (1) spell needing a 14 to cast. • Rats cannot be activated the turn they are summoned • Bully does not affect gremlins, constructs or masters
  16. The problem is Maths keep on being brought into this argument. I read through 16 pages of this thread and both side bandy Maths around like it's a religious artifact. But what can Maths prove here. 1) Your more likely to get a Red Joker if you flip more cards. This is true you are. Neither side has denied it. 2) Red Jokers are going to come up rarely, but are going to have a major effect on the game. Again neither side of the argument are disagreeing with this. 3) Hard to Wound increases your chance of flipping Weak Damage Again this is taken as read. ----------- That's about all that Statistics can tell you -------------- Yes maybe you could work out the chance of the Red Joker flipping in a given situation, and for some people this number may be too high, some people too low. You could work out how much damage on average it causes, and again for some people this will be too high, and some people will be fine with it. SO - After all this Maths what does it come down to, personal preference. --------------------------------------------------------------------- So the real question is this. Does the chance of flipping a Red Joker negate the advantage of more flips in defense. Generally no it doesn't. Having Hard to Wound is on average better than not having it. It's an advantage. So taking personal preferences on the amount of randomness in the game and how much impact that randomness has out of the equation, as that is personal preference. All you can really ask is are models with Hard to Wound correctly costed for the advantage you get? Which really makes this whole discussion another "Are Rezers Rubbish" thread.
  17. I'm not sure, Killjoy and Bete are cool but don't have any direct Synergy to Seamus. Ressurectionists Crew - 35 - Scrap Seamus, The Mad-Hatter -- 8 Pool + Seamus, Avatar of Dread [2ss] Molly Squidpiddge [9ss] Night Terror [3ss] Night Terror [3ss] Rotten Belles [4ss] The Hanged [8ss] I would generally run something a bit more like this for Avatar Seamus. The Night Terrors have SO much synergy with him, they are tough so can survive, and can throw down -2Wp auras which just beefs up all his Terror abilities. Molly can take over summoning from Seamus when he Manifests, but not only that she become Terrifying and Pitiful all the time, If you want to charge her in combat, you end up having to take 2Wp checks, and with a Night Terror around that becomes very unlikely. She can also pick up Whispers from Beyond from the Hanged and start wrecking face with it. Having a model lose half it's remaining wounds is scary, even more scary when you can't heal it. The Hanged is a great model. A single hit from this and the target is getting a on all it's future Wp tests.. lets see a Combat Model get at aSeamus when he's having to take a Terrifying test at , especially if you have the -2Wp aura up from a Night Terror. And the Belle, because well you have to have a Belle, and well they become rocket fast with both Molly and Seamus in the crew.
  18. Once it has cleared the Paralyze by forfeiting an activation. It no longer has Paralyze on it so it can be reapplied again. If the model already has Paralyze applying another one won't do anything as they don't stack.
  19. The way I look at it there are two very effective ways to play Seamus. The first way, which I find works well is to use of Seamus' gun to put down a lot of damage. Firstly you will need a decent Pool of Soulstones, I take 1 a turn as my minimum Pool for this kind of crew, as you need to make every gunshot count. I consider Belles to be the second part of this equation, you either use them to get the enemy into position or to get Seamus into LoS for his shot. Now there are going to be times when Seamus fails to kill with his gun, and for this eventuality you need a second model that can put out a reasonable amount of damage. Von Schill fits this role quite nicely. Though I quite like going with a Convict Gunslinger and Jack Daw. Set up Jack Daw, then drag the target into his aura. With them being unable to cheat, and the amount of damage the Convict and Seamus can put out you can almost guarantee a kill against any model in the game. Jack Daw also synergizes with Seamus' other Wp abilities. You are not going to be able use these ability against every crew, but I don't feel it matters as even without them he can really help support Seamus. The second way to play Seamus is to go for playing to his Wp strength. Now as you don't know whether your going to be playing against a living crew or not, you can't guarantee it will work with basic Seamus, and this is where his Avatar comes in. So what do you need in the rest of the crew? models that will either help Seamus manifest, or models that will help him once he has manifested. There are quite a few good models to look at. Night Terrors are really nice, they are fast so great for grabbing objectives, they can give Seamus a bit of protection and they have an aura that can lower Wp. I also like Molly, after Seamus has manifested you can't summon new models, so Molly can fulfill this role. Also Molly can copy spells off other members of your crew. This is often overlooked, but take a Hanged in your crew. Copy off his spell that stops the opponent's model healing and halves their wounds. Then throw it at the enemies toughest model with a soulstone, a Lilitu that can't heal is a dead Lilitu, Coryphee run for the hills if they can't pull back and heal themselves etc. And it's not like the Hanged won't be useful anyway. They have quite a few nice tricks in their own right. So this is my suggestion, don't try to do everything with him, Either Make a list that is about maneuvering and taking down targets one at a time. Or Go for a list that is about Manifesting and scaring the bejezus out of the enemy.
  20. A second Alp gives you the -ve flip so it's far more likely their models will fail their test as they can't cheat. So I feel having a second Alp is a force multiplier. With a single alp I need a 7+ to pass my test (Roughly 54% chance of passing), and I can cheat it from my hand. With two alps I need a 7+ to pass my test, but I have to flip 2 cards and choose the lowest (Roughly 29% chance of passing), and I can't cheat. So 2 Alps are far more effective in causing slow, than 1 Alp point for point. Adding a 3rd Alp still lowers their chance to avoid slow further to 16% but it's not nearly as effective as the second alp because their models already can't cheat the flip.
  21. Hey there, this is my first post on this forum, I've been playing quite a while. But haven't really checked out the forum much before, but a friend directed me back here as there was the big Dreamer Errata. So I've been reading through all the changes and some of the posts in the Neverborn forum. One thing that keeps coming up is that Alps are now pointless to hire. I'm not sure this is true. The main reason people give is they now have insignificant. Now, yes I admit this is a disadvantage, but I don't think it's as major as people seem to think it is. Firstly, Insignificant only matters in less than 50% of the strategies in the game, a lot of the time it's makes no difference at all. If your Strategy is to kill the enemy Master what do you care that some of your models can't sit on a Claim Marker, they don't need to. Secondly, It doesn't matter if a model is insignificant if they make it easier for your other models to survive to take objectives. There are quite a few scenarios where you have to take just one point. If a model allows your other models to do this easier or survive retaliatory strikes then you overlook the fact they can't hold the objective themselves. For example you see plenty of Pandora players taking 3 Sorrows because they allow her to survive better. As you decide your crew after you have flipped for Strategies you can decide whether Insignificant is a big deal. If I need to take multiple points due to Line in the Sand then yes having lots of Insignificant will severely hamper my efforts, however if I'm trying to Kill my Opponents General or Kill more SS of their models then I can really just ignore Insignificant when building my crew. So as long as your picking your Crew after you know the Strategy I don't see Insignificant to be a big deal on a model, you won't take them all the time, but I don't think you should be doing that with any model in the game. So this brings us to the real question, are Alps ever worth 3ss. I personally think they can be. You can no-longer drop them on the enemy and watch their whole crew fall over gagging for air, but I think we all agreed that that ability was just a bit overpowered. With the changes to Bury you can no longer prime your Dreamer crew. This is quite a big dent to your survivability when you drop a bunch of your Nightmares. Before you could wack them all into Defensive Stance, Throw up your Stitched Fog all in the first turn, then Bury the models, Drop them on the enemy and they were able to survive quite well. Now you drop them on the enemy and they get a chance to beat on you before you can throw up any defences, and Nightmares are quite fragile. This can be made even worse if your up against a crew like Perdita where they can all companion up and destroy your crew before you can activate you Nightmares. This is where I can see Alps having a place again in a Dreamer crew. Alps don't need to be primed to give your crew some defense. A couple of Alps dropped in with the rest of your crew can severely blunt their ability to retaliate against your crew. With 2 Alps they are getting a -ve flip on all their Wp tests to avoid slow. Even if you can slow 1 or 2 expensive models you will probably have made enough of an impact to make them worthwhile. And this is before you look at the other things they can do. 6ss of Alps is 4 Attacks, the damage might not be great, but you can hit then and give them Slow, which is an extra damage on top of their base, and if they are slow they can't hurt your crew as much. you can use them to get a healing flip on a Nightmare which might be the difference between them surviving to be buried again or getting wiped out. If anything on the enemies crew has fast they can do significant damage. If any enemy model tries to hit one of your crew they take a Wd. So overall I don't think they are a bad package for just 3ss. If you need multiple objective takers then a Night Terror or an Insidious Madness will probably be better, but if your going to need to concentrate your force on one target I think the Alps are well worth their points. Discuss.
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