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wizdom

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Everything posted by wizdom

  1. Generally speaking, how is Tara’s keyword/crew played? I’m trying to get a feel for the rhythm/tactics of the crew based on the M3E Beta cards.
  2. I disagree. I think you'll find that "Irreducible" doesn't actually mention anything, including armor, in the rules, so that doesn't really make sense to say "irreducible doesn't mention armor at all". It doesn't mention any specifics. It only says, per page 24: "Irreducible damage ignores damage reduction from all game effects." Let me emphasize that last part: "ALL GAME EFFECTS". Armor is a game effect that reduces damage per page 24 of the rulebook which states: "Armor +1: Reduce all damage suffered by this model by +1.” Now, we've established that Armor is in fact a game effect that reduces damage. That is not disputable. It's clearly in the rulebook. Let's break it down... "Irreducible IGNORES DAMAGE REDUCTION from ALL GAME EFFECTS". That means Irreducible ignores Armor. Hoffman's ability reads... "Temper Steel:Friendly Construct only.Target Heals 1 and until the End Phase, its Armor Ability cannot be ignored." Emphasis: "Armor Ability CANNOT BE IGNORED" Irreducible IGNORES damage reduction (which we've defined Armor as one type of). Temper Steel makes it so Armor CANNOT BE IGNORED. Irreducible tries to IGNORE a damage reducing game effect (Armor) that CANNOT BE IGNORED and therefore fails. In addition, card rules win over core rules per Page 3. I understand you're fighting for the "spirit" of the rules here, but I believe you to be completely wrong on this one. Hoffman's ability is using the same language - "ignore". Unless Wyrd rewords this to define "ability" and "effect" differently, which they use interchangeably throughout the rulebook, Hoffman's Temper Steel applies Armor, even to irreducible damage.
  3. My vote is yes, it works. Armor is clearly a damage reducing effect per the example on Page 24. Temper Steel says Armor can't be ignored.
  4. It seems to me that Hoffman's ability is definitely designed to turn off irreducible damage in this way. Armor is damage reduction per the rules in the example given on page 24 of the rulebook. Irreducible damage ignores damage reducing effects of all types. Hoffman's ability says armor can't be ignored. Hence, irreducible can't ignore it. Hoffman wins.
  5. I was away from the forums for like, two years, so yeah. The system is my own and it's never been released. I'm a game designer by hobby and until recently a games publisher (I sold my company last December). I don't see myself ever finishing this system, sadly, but you never know...
  6. I just ordered a severe crap ton of Guild tonight. Lucius box, Sonnia box, Governor's Proxy, a lot of Sonnia support, etc. I'm really looking forward to getting back into the game.

  7. Question: If I want to play the Shifting Loyalties campaign as Neverborn, but I want to have McTavish as my leader (Gremlins, mercenary henchman), can I do that? I've been entering crew ideas into the CrewFaux app and it doesn't let me do that, but I thought I could since first you declare faction, then you choose a leader. Thanks for your help! Never mind - got my answer. Darn.
  8. Okay, my prototype is built (thanks to the board from Krosmaster Arena) and I have a skirmish in mid-play ready for photographing! Here you go (with commentary by me)... THE SET UP - Arcanists (Rasputina + Ice Golem + 3x Ice Gamin + Wendigo) vs. Neverborn (Jakob Lynch + 2x Illuminated + Hungering Darkness + Beckoner) THE "ACTION" SHOTS - Rasputina looking on from the back. I tend to put leaders/masters in a different base color (below). Below: Hungering Darkness is there in the middle taking on the Ice Golem at the bottom. The Ice Gamin and Illuminated have gathered around. MORE "ACTION" SHOTS - Jakob Lynch looks on from behind the cover of a hedge. Below: Rasputina rolls, getting a weak damage (notice the single slash in the bottom right). She'll then be placed back in her dice base. THE CREW CARDS - An overview: First up, Jakob Lynch's crew A Above: The Beckoner begins the game with 2 Defense (I used blue cubes), so obviously she hasn't taken any damage. The Illuminated, however, starts the game with 3 Defense and has lost all 3 already (by taking 3 damage), as well as, another point of damage. After 7 total damage (after defense), he'll die. Also: On the cards, you see a Trait followed by actions. Non-totem minions have 3 possible actions, each corresponding to a dice side. When that side is showing, they can take that action. Above: Neither Raspy, nor the Wendigo have taken dmg yet, hence their defense is still full. When you take damage and lose defense, it's gone. Above: Up close of some damaged Ice Gamin. THE BASE - Below is a 3D printed dice base. Pretty basic design. They stack, which is nice. You can use different colors for conditions if you want. QUESTIONS? - I haven't exactly posted rules or anything yet, but I'll be happy to answer any questions so far.
  9. Not especially. Star Wars Destiny is static. You roll the dice and decide in what order you want to activate them. In Skirmish Dice, you also roll and determine in which order you want to activate what you have, but you're also moving them on a board and more. So, I guess it's like Star Wars Destiny in so much as it's like more dice games (where you roll and do something).
  10. Nope! But I'm not trying to sell this version of the game or anything. As stated above, this is just for fun, hence me posting it on this forum in all transparency. And, thanks! I'll post more pics soon if people want to see.
  11. Notice: This is a personal project and therefore not endorsed by Wyrd. I'm not selling this game. I started working on a game design I've been calling Skirmish Dice for quite a while. Quick background on me: I'm a game designer and game publisher, as well as, a total Malifaux fanboy and player since first edition (Arcanists, baby!). After implementing a fantasy theme of my own devising during development, I was talking with some friends who mentioned that the game would be really fun in the Malifaux universe. And so, I have done just that for fun. I thought I'd share it here so my fellow Wyrdos could check it out. Tonight I started cutting out the prototype: The first two crews I picked are the Raspy box and Jakob Lynch box. It's been fun trying to capture the essence of each model in a streamlined form for this game. The Gist The game is a dice and card combat game for two-players. Each player has a team (or crew in Malifaux) with units (models) represented by dice. Three sides of each die show an action, while two show a different action, and a third action is shown by the last side. In this way, each die has three possible actions. The dice are moved around on a grid map and attack one another. Under each die is a base (custom square bases designed to hold these indented dice in the pic - 3D printed). When attacks are made, etc. the dice are rolled and placed back in their bases. Here are the dice sides from the photo above... The strip on the left is the six sides from the Ice Gamin die and the one on the right is The Illuminated. In the bottom right are scratch marks that represent weak, moderate, or severe damage. In the top left corner of each side is a number to identify the die when shuffling through a horde of dice. The game is played on a grid with terrain. Each round, you choose one unit to activate. You have a free move with it, and you can activate the action showing on the die as well (or you can double move if you want). Each action is identified by an image and on the unit card as well. The game is very offense-focused and plays quickly (about 30 minutes). It's generally played with 5-6 units per player, so around 25ss in Malifaux terms. Moving Foward If anyone wants to know more about the game, or maybe even print out a copy for yourself to play with, I'm happy to share information/PnP files. If the mods are cool with me posting this here, I'll update this thread now and then with new images and more info. about me trying to convert Malifaux crews to this system. Also, I'll have this version with me at Gen Con if you want to try it! I'm volunteering at the Wyrd booth one day too.
  12. So, two Death Marshals flinging pine box around?!
  13. I'll be there, volunteering to demo some Malifaux in the booth on Saturday. Looking for some unofficial play opportunities. Anyone have info I don't have?
  14. Well, dang. No one in your area has found a solution yet? Re-flipping to hopefully win initiative and dishing out Slow from ranged or even using Arrest?
  15. Nope. I'm assuming I'll get slaughtered by it if it shows up at our event. At least the Wastrel is immune to Wp duels on his activation!
  16. That's fair. I think the difference between how I was playing and how others have been playing this style crew (specifically the Judge + Franc combo) is that I kept the Judge back. I put the upgrades all on Franc and let him move forward. He did a crazy amount of damage and got healed by Wade In and the Wastrel. Against ranged he shot (a lot). Against melee he flurried. I typicaly gave El Mayor to the Death Marshall to help with Pine Box Wp and obviously Df. And then, when Franc died, I got a soul stone from Vengeance Bullet. That meant even though he had been shooting, late game, I had a healthy Henchman ready to whoop butt.
  17. Sorry, yes. That's what I was doing. I just meant that I typically had it for one attack every turn that game since I didn't need to do much healing.
  18. We're going to Gen Con and are excited about hopefully getting in some Malifaux there, but the Henchman Hardcore events are all already full and the other things that are left are the Tyrant of Malifaux (we can't do an 8 hour event) and Enforcer Brawls. And so, questions... Will any more Henchman Hardcore events be announced for Gen Con? Will there be anywhere else we can play Malifaux while there? Are there any unofficial events taking place? Or events at the hotels? Thanks!
  19. If the Riflemen are going down so quickly, and they will, they aren't helping to score Turf War points. Honestly, while I love the thematics of this, I'd rather take a 7 point Guardsman, let Dashel boost it, and grab a Brutal Effigy or Wastrel or something and an extra upgrade.
  20. Okay, I get it. If the Brutal Effigy puts Fear Not the Sword on Francisco and then uses Accomplice for Francisco to active, the guy can Flury healing 0-3 wounds when he does so. That's good, I understand this. And because it's the Effigy's 0 AP action, it can still attack twice, albeit at a super weak stat. But if I can pull off the trigger, Slow is pretty good. I see its value now. I guess the Wastrel for me, in the practice games I've played, has ultimately done a high amount of damage. In the first game, I kept triggering its ranged attack on the heal. In the second game, I kept it Focused all game and attacked again and again. Pretty darn good at that. But he's weak, I get that.
  21. I can see that. I guess the way I've been thinking about it is that if you're wasting time going after my Wastrel, then I'm probably hitting you for considerably more damage with my other models. Considering the range this crew has, that makes it harder to keep two models in the center of the table without taking considerable damage from models you're ignoring in favor of a Wastrel. I guess we'll see.
  22. I agree on Debt to the Guild. I'll switch that out. Good call. As for the Brutal Effigy, I don't know if I agree. It's a less effective healer than the Wastrel, despite the fact that it can do it for 0 it still relies on the other model taking an action (and dealing damage) to heal 1. The Wastrel can use his 2 AP action to heal someone for 2 and then get a trigger for a ranged attack, which I did pretty regularly. The Effigy also has a weaker attack as the Wastrels 1 AP ranged attack has the same range, but a higher base stat, plus it gets an auto positive flip for the duel, and its trigger (which can be done every time thanks to Bravado) gives him Focus +1. The Wastrel had Focus for every ranged attack. Also, the Effigy has less wounds. Maybe I'm wrong on the effigy, but I can't think of why I would use it instead. Can you help me understand?
  23. Exactly. Also, it's important to note that I would have pine boxed Nurse Heartsbane, but I got a really big hit on her early and figured it would be easier to finish her off so I buried the henchman instead and dealt with his crew. Even if he would have unburied himself come round 4, It was 4 against 1 at that point.
  24. I met with some friends tonight to practice for a Henchman Hardcore event this upcoming Friday. None of us have played in awhile, so it's a relatively new format for us and we wanted to feel it out and get ready for the event. I chose Guild and in my two practice games, I tied one and won the other. Here's the list... Leader: The Judge Francisco Death Marshall Wastrel Upgrades: Revenge Bullet + Wade In on Francisco In both games, my crew was super shooty, able to move forward and open up with a volley immediately. I liked this quite a bit. In the first game, Francisco would activate and give El Mayor to The Judge every round. The Death Marshall ended up going out front to draw attention and then I ultimately used Francisco's 1 AP tactical action to move forward and move it back 5". He got off a single Ml action for quite a bit, but got killed after that. The Wastrel helped keep everyone else alive and the game went 5 rounds ending in a tie. Oh, and he was playing a Kang crew with 2x Low River Monk and a Dawn Serpent. Second game was excellent. I was going up against a Dr. Grimwell crew and my combo went off. I rushed forward, used Pine Box on Dr.. Grimwell, and then used El Mayor on him every turn to make sure I won Wp goals. It was pretty incredible. I was able to break down the team without having to worry about their Henchman. Anyway, I want to ask everyone for their thoughts and any suggestions they might have. Thanks!
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