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Gentleman J

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  • Birthday 10/21/1974

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  1. Well, if you know you've got the option, its down to tactics to be sure to hit Hammy with everything you've got. Mostly the point was that Hammy plays differently but that's not necessarily bad. Take Hammy and Nix out and the entire rest of his army (more or less) goes Insignifcant. On the game design side, guys like Hammy and Pandora are cool because they allow for a different style of games than a pair of shooty Masters or melee Masters. On a player side it can seem frustrating but its really just a matter of understanding their schtick and adjusting tactics the same way you do for Perdita vs The Viks.
  2. Seems like any Neverborn player who's worried about Understand The Soulless+Bully need only pack a Doppleganger to Mimic Nihilism. Sorry if that seems blindingly obvious to everyone, it just struck me as a very simple demonstration of how Hammelin can be handled if you put some thought into it.
  3. If they link to Zoraida they could cast Obey, I don't think it'd work so much with the Voodoo Doll. However, thy could link to the Doll to cast Reconnect, becoming Voodoo links themselves then link to Zoraida next turn to Obey while giving her multiple doll linked targets to choose from.
  4. Wish I had known about this sooner. I'm from Vegas but will be out at Sasco all weekend with tight flight times on either side. Not that I have a team or anything but it'd be great to see Malifaux in action en masse. Maybe next time.
  5. I was checking the math on what might replace a Desperate Merc as a sacrificial lamb for Coppelius. Ironically, the perfect candidate is an Alp. 3SS cost, low Df. If you've got a crow first you can get two eyes in two attacks. Sorrows and Terror Tots might work, too.
  6. It seems to me that if abilities were to wear off at the end of a turn, that would open up a world of complication for Ability heavy models eg Pandora. Further the specific wording (using Dead Rider) of "This model benefits from only one of the three Purposes at a time" seems to be specifically how the previous turn's ability is ended. Otherwise there'd be no reason to say that. If the power ended with the turn it would be impossible to have two Purposes active at once.
  7. Well, we know that if two Sorrows are both within 3" of someone who loses a WP duel, they take 2 from the combined Emotional Stress, not 1. Both this and Nightstalker are in the format of "if x then take y damage lose y wounds". The main difference is that Emotional Stress says "within 3 inches" while Nightstalker is an aura, which is a different way of saying the same thing and may or may not make a mechanical difference. Other ideas: Copy Zoraida or Dora's WP and a Sorrow's Doldrums to get one paralyze on just about anything. Conduit Reconnect and Zoraida's CA: Since this doesn't have to be reactivated every turn, copy it to give Zoraida a second Voodoo Doll equivalent. With a CA of 7, only a Black Joker can make it fail. After that you can copy something else but the doll link persists (or at least seems to me it should). Companion/Link and keeping Harmless active would probably be good. Its a harmless, significant faux-Voodoo Doll with a lot of options. This alone may be worth it weight in soulstones. Blood In The Air: Allows you to pull in lots of Nephilim so that Black Blood Shaman can still use Blood Frenzy the same turn to effect them all.
  8. OK, found the errata. I was thinking the limitation was on mimicking effects that mention the model it was mimicked from by name. That's going to kill your Dreamer's Revenge, too, unless there's a difference between "The Dreamer" and "a buried friendly The Dreamer". If it does work then so would Nightmare Friend. As for Nightstalker, it should stack the same way mimicking Pandora's Emotional Trauma stacks. Effects don't stack but damage is not an effect. Both are simple "if x then take damage". I can see where it being an aura implies that the whole if-then chain is an effect but because it is specifically damage dealing as opposed to Slow, Poison or whatever, I still see them as stacking. Is that not correct?
  9. Yes and no. Remember that if you're at +8 after 20 cards, that can mean that 14 low cards and 6 high cards have come up or that you've had 4 cards of value 7, eight low cards and no high cards or some other combination. It won't be exact because 7's and jokers DO matter but we're not really tracking which of those has come up. I'd say give or take 5% but always above 50 for a + and below for a -. Either way, the point was really that the odds of getting a significant advantage, say 75/25 instead of 50/50 are phenomenally low. You'd have to go through 12 lows and no highs to get that far. For every two high cards that play, you need to see another low above and beyond that. The odds of 12 consecutive lows are very approximately 1 in 4,000. If you've gotten 12 consecutive lows or 8 highs and 16 lows, you don't need card counting to tell you that you can afford to take a risk. You'll have been feeling the pain the whole turn. Even then I think it would mostly inform a decision to Cheat Fate. If there's lots of good cards left, it makes more sense to cheat a bad card now. Blackjack card counting is the process of replacing any enjoyment experienced with math in order to beat the house. I'm too lazy to work out the odds of an extreme count occurring in Malifaux but essentially you'd be sucking most of your enjoyment of the game dry for something that will work for you in the back half of one turn every few games. Not like once every two games, like once every 10. Personally, I'd rather tax my brain a little less and leave Pandora in a bad spot once every few games. How many cards to most people do through in a turn?
  10. OK, skipping right past the controversies and having never played a game of Malifaux, card counting relies on a huge number of trials and small percentage benefits over a long period of time in Vegas. The best card counters in the world MIGHT get 5% ahead of the house across every game they play. The big deal is that when they're at a big advantage that $5 bet suddenly becomes a $10,000 bet. In other words, Vegas card counting means very little 99% of the time but capitalizes hugely on that other 1%. In Malifaux, you may well find its not worth the effort required for the benefit of knowing that three actions every five or six games will be shoe-ins. Here's some basic thoughts and some basic math on how to deal with it: Your deck has 54 cards. Not counting jokers, the average card value is 7. 13/54 (24.01%) of the cards are of any given suit. So two VERY dirt simple, very rough things you can track are high/low and whether a given suit has shown up more or less than it is likely to. You can also keep track of jokers, of course but that's hardly counting. Every time you see a card worth 8 or more modify your count by -1. Every time you see a card of 6 or less, modify by +1. You count can (in theory) be anywhere between -24 and 24 but is likely to hover around 0. At +/-4 the odds move from 50% to 54.5%. to At +/-8 the odds have moved from 50/50 to 62.5%. At +/-12, the odds are 66%. Unless you're very deep into a heavily stacked deck, this is not likely to matter much. Shy of +7 or so its less than a 10% bonus. This could probably be tuned based on an important target number but the odds would have to be recalculated. If you're really on the ball you could also track your opponent's cards. Suits might be easier to track. Keep track of the number of cards you've seen (your hand plus discard) and the number of a given suit you've seen. The math is somewhat tricky and I'm sure there's a shortcut but its late so here's what I've got. Subtract number of a given suit seen from 13 subtract number of total cards seen from 54 This gives you a ratio that you can turn into a rough percentage and that's your odds of getting that suit on your next flip. One thing: don't forget your hand!
  11. New player to Malifaux here. I'm out in the wilds of Vegas where there aren't any other players that I know of, so I'll be picking up a few box sets for demos to start. I've had a lot of fun pondering uses of the Doppleganger. Not sure if LCB's Dreamer's Revenge would really be THAT useful but it is a "this model" (according to the book and I see nothing in the Dreamer/LCB Errata) talent and the look of surprise on your opponent's face alone should be good for some humor. Mimic Nightstalker and follow Coppelius around. For added fun, Link her to Coppy. Lelu or Lilitu's Bond adds it to an alpha strike chain. Obey - 'nuff said. Copy Neverborn Greatsword and Unseen Assailant to automatically reactivate Harmless after any successful attack or Misery Loves Company for discard abilities. And that's just the Neverborn from the first two books and things that mostly don't involve Dora's WP duels. Edit: OK, there MUST be some specific ruling against this but. . . Mimic you're opponent's Another One with the Viks. Cast it on an opponent's Ronin (or bring your own). Cheat and/or SS as needed. Combine with Unhealthy Relationship and a Sorrow only at great peril to your immortal soul. Coryphee Duet's Dance Apart to turn a Doppleganger into a pair of Corypheee who can later dance back together. Ditto with Desolation Core, although someone has to kill it. Lost Focus is somewhat less interesting in terms of turning a DG into something else permanently. And the Steampunk Arachnid Swarm If you've got a Jack Daw, swipe his Kill Scheme in late turns after everyone has activated already for VP. Unrelated note: it seems like any Another One Vic will always have a sword and pistol, even if its replacing the paired sword model.
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