Jump to content

therat

Vote Enabled
  • Posts

    197
  • Joined

  • Last visited

Posts posted by therat

  1. Heck even as just an option on some of the smaller/easier piece would be nice :Smug_Puppet2: Don't expect you to spend 3 days on a saloon for 3 extra bucks though :P

    I actually thought it was an option when I scanned the project, though I'm not disappointed it's not. Now I don't have to decide on the style I prefer. It would be cool to get some of the smaller pieces distressed, though. Especially the outhouse!

  2. I must agree with Draco & Strumpet. If you go into the game knowing full-well that there are 5 turns to complete your objectives and you can choose to design a crew and have them act according to that restraint, the only reason a crew cannot pull ahead is that it is not designed to win in 5 turns. It cannot be played like a 6 turn game anymore and crews must be made and played to reflect that. Some setups that are pure killy (Reckoning, Assassinate, Murder Protege, etc) could run a 1.5 crew and be fine. But if you need to get to the other half and drop a lot of markers you've gotta change how you're gonna do it without that extra turn.

  3. You can't climb a building you are ignoring :) if you don't wish to go through a wall, but to climb (assuming its been declared as climbable at the start of the game), you pay as normal.

    If the incorporal model also has flight, no problem.

    Flight: This model is immune to falling

    damage and may ignore any terrain or

    models while moving.

    Incorporeal: This model ignores, and is

    ignored by, other models and terrain during any

    movement or push. Reduce all damage this

    model suffers from Sh and Ml Attack Actions

    by half.

    I get what you're going for, but RAW it does not fit. Both rules just allow the models to ignore terrain and other models. The only differences are flight allows it to ignore falling and incorporeal allows for half damage. If a flying model can move up and land on a building, as these are written, so can an incorporeal. Getting down, though, the incorporeal model would take damage if the terrain is more than 2" high. I don't remember this being brought up in the beta forums, but it probably should have been.

  4. I'd assume all the old plastics will get their cards soon-ish. I wouldn't count on the metals ever getting M2E cards.

    I would like to know a rough idea of when Wyrd intends to start including the cards with the older plastics, though. Some of my friends are looking at getting into the game, but they're hesitant to do so until everything is settled.

  5. Kill Joy can't start the game in play.

    Blood Sacrifice says that he may begin the game buried. He can start in play if you want him to, it would just be a bit difficult to get him up the field without charging allies.

  6. Miss Fire would be pretty cool... or would it be hot? There's really no reason why they couldn't drop a master/hench Miss. Just because it hasn't been done before doesn't mean they can't do it now.

    I anticipate that two Kaeris models will be released in M2E. If all the models are being redone, redoing her in plastic is not truly providing the 'alt' we were promised. She needs a new plastic version as well as an additional sculpt to fulfill the terms of the dead heat.

  7. Hoffman -Coppelius, Arachnid swarm, Wardens and clockwork traps.

    I think that is the physical most attempts at paralyse a turn, but the obey on Copellius route would probably have more sucess at paralyse. but is entirely based on 1 model.

    in 30 ss the Hoff list I had was 17 attempts in 1 turn, with 16 attempts a turn repeatable.

    ( I only picked 1 trap, to make points).

    The Zorada list can get upto 12 paralyse attempt a turn, that are less suit dependent, but its all about casting obey so requiring totals over 10 or higher for a lot of them.

    Why not drop the swarm in favor of Hamelin? Same cost, right? It could possibly grant the same number of paralyze actions, too, with his trigger.

  8. But as it is a game, and is meant to be played with the required amount of pieces, the only way you could separate the cost per model vs the cost to play is if you were only buying the models to paint or display in some fashion. Otherwise you would have to look at the cost to play the game, which as you mentioned, is cheap.

    But many of us buy them to both play and display and a fully painted army is, in my opinion, far more impressive than a fully painted crew.

    My argument is very commodity-based, which is a product of our strange flavor of capitalism. This discussion has actually opened my eyes a bit, making me think about the models more in terms of price-to-enjoy rather than price-of-miniature.

  9. The whole "Malifaux is cheaper" argument comes from the fact that this is a skirmish game and you need much fewer models to play. You can start playing competitive tournament games with a starter box and a blister or two - a total of $50-$75; cheaper if you go all online retail. If you really just wanted a crew you could get a crew together for about $30 (Nico's starter box is $15 right now on Amazon).

    I have never seen that argument made in a model to model basis, with the exception of hero type models. Compare the price of a master to a WH commander. Of course you get more models for WH, it's an army scale game, it also has an initial barrier of at least $100 to play - and that's not even anywhere near competitively.

    I agree, to play Malifaux it costs less money and I prefer it to playing anything GW (or just about anyone else, actually). I'm just pointing out that the miniatures themselves are not always priced cheaper than comparable GW ones, especially considering the new plastics.

    @ Jewomie:

    The size difference is negligible and I find GW's newer plastics to be quite detailed, especially when compared to Wyrd plastics. Does my argument of models to play vs number of models really matter? Eh, I guess it depends on how you view value. If value is time, spending less to play for the same time is the better value and I can't help but agree. Still, I think it's fair to point out that Wyrd minis are not exactly cheap. The game itself is cheap, but the minis are quite expensive.

    @ CRC:

    I was looking at some of the models in the WFB range, not 40k, specifically some of the High Elf sets. I guess I always connected Malifaux to Fantasy, not sure why, square bases make a big difference :D.

    My point, really, is that it is the nature of the game that makes Malifaux cheaper. Wyrd isn't producing minis at a super cheap price, they just made a really fun game that works with fewer models. It's just something that came up when I tried to get my friend into it. I told him that Malifaux is really cheap compared to games like Warhammer, but when he looked at the models he was shocked to find how expensive they are. I went to compare to GW and found that Wyrd only wins the price war when comparing individual masters to characters and sometimes large monsters. Malifaux is cheap, the minis are just as expensive as the next guy.

  10. And that's a whole faction. That's what, one diverse army in GW land? Maybe 2 if you don't expand their options much.

    Yes, but that's a lot fewer models. Malifaux may be cheaper to play but it is not cheaper per model. $770 from GW would yield at least twice that number of models, depending on faction. GW box sets come out to about $2-$5/model, while Wyrd is around $7/model. I don't play much of GW anything anymore, but I also don't really understand the whole "Malifaux is so much cheaper" argument. Certainly, you can play a game by spending less money, but you are definitely paying more for the minis you buy.

  11. What do you mean there are only two poses for Stitched Together?! Something must be done!

    I picked up another set of stitched to go with my new Collodi crew and decided I could not field the third without making him look different. The "jazz hooks" variant has thus been transformed! I lowered his arms, cocked his head, and closed his mouth. I feel he turned out quit well considering my sculpting skill is sub-par and I had no idea what I was doing when I went at him with the clippers.

    post-10336-13911928164659_thumb.jpg

    post-10336-13911928162857_thumb.jpg

    post-10336-13911928163469_thumb.jpg

    post-10336-13911928164078_thumb.jpg

    post-10336-13911928165306_thumb.jpg

    post-10336-13911928165871_thumb.jpg

  12. Like many others here I got into the hobby via GW minis, starting with WHF 5th edition and playing until 8th; I dabbled in 40k 3rd edition, played 4th and 5th. I still play 40k, but when the fantasy crew at my lgs transitioned to warmahordes, I stopped playing fantasy and stopped attending game day at the lgs because I don't really like the warmahordes minis.

    One day one of the guys at the lgs asked me to bring him a piece of terrain he left at my place so he could build a display board. So, after a few months of not attending, I dropped in and said hi. Expecting to find everyone playing games I was uninterested in, they were playing some malifunky thing and used a deck of cards instead of dice. Less than a week later I had an extended Dreamer crew (the box, daydreams, teddy, and madness).

  13. Weeell, I just went ahead and started mutilating one *evil*

    post-10336-13911928147638_thumb.jpg

    Lowered the arms, made one look like it's pointing (yeah, that's right, gamble YOUR life), and started cutting his head off. I was going to have it drooping down and make it look like his head was unraveling, but I like the point-and-look thing he has going on now (plus this is less work xD).

    I'd like to close his mouth somehow, but I'm not sure if i'm feeling that adventurous. Once I fill in the gash in his neck I think he'll look pretty good. He already looks significantly different than the original pose and should do nicely as a 3rd and final stitched.

    Thoughts?

    post-10336-13911928145785_thumb.jpg

    post-10336-13911928146393_thumb.jpg

    post-10336-13911928147028_thumb.jpg

  14. I plan to run three Stitched in a Collodi crew and would like the third to look a bit different than the other two. Has anyone altered either model to give them a bit of uniqueness? They don't seem to lend themselves to simple alteration, being chunks of metal with stubby arms, but I couldn't find any pictures or posts about this and wanted to probe for ideas.

  15. I figured I'd throw this up here to get some feedback and show a different angle for running Feng and Kaeris. I've only had a couple games with them, and so far never together, but I've been looking for a good excuse to do some renegade steamfitting and this seems like a good way to satisfy that.

    Mei Feng (7ss)

    Emberling

    Kaeris

    Kang

    Johan

    Fire Gamin

    30ss total, for 35 I would probably just add another fire gamin and bump the pool to 8, but I do like rail workers and could add one (or two, if I'm comfortable with a 6 pool and don't like how the gamin performs) of those instead.

    Basic concept is a strong melee lineup with ranged support from Kaeris and the fire gamin (and I suppose Johan, if necessary). My only concern is its lack of mobility, as Kang and Johan almost always need to be together and Mei Feng would do best hanging out with them as well. Kaeris, however, could use her wings to run around on her own. Even if the enemy decided to focus her, she's fairly resilient with a large pool, armor, and high damage output and any time they spend going at her is time for the others to take care of business.

  16. I believe you can also only tie if you were winning. For example, if casting a damage spell at your own model for some reason, and the attacker has a total of 14 and the defender a 6, you can't auto-tie to get the :-fate:-fate.

    It simply says "when determining final totals, can choose to tie the casting total and suffer the Spell's effects." There is no specification that the resist flip must be successful. Unless somewhere else in this book says differently.

×
×
  • Create New...

Important Information