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Kalkris

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Everything posted by Kalkris

  1. Bumping for the rehash of this thread. Or is everything bueno, within a sparse 6 weeks? ~Lil Kalki
  2. Re: Stalkers in and out of Sonnia's box: Sonnia is a bit of an outlier here. While it is very true that you shouldn't get things that come with a master unless you get that master's box, you may find yourself needing 1-2 more Stalkers if you end up using Sonnia and her Reincarnation upgrade (and if you're super lucky with keeping your initial Stalkers alive and well). Of course, that isn't reason NOT to get Sonnia's box, so I definitely agree that if you want Stalkers you should get her box. As for other additions, I have heard wonders about adding an Executioner or two to Guild McMourning's arsenal. And while I am not 100% sure of how that works, I have heard it from numerous sources so there must be some legitimacy to the claim. ~Lil Kalki
  3. Also FYI Envy is Ht2. Weird but such is life. ~Lil Kalki
  4. I say that Gluttony is the tops with Daw, especially with Crooked Men using Shafted nearby. Daw is great with interactive schemes,and Gluttony can only help that case. Pride is also quite nice. A foe with no cards cannot repent, after all. ~Lil Kalki
  5. Fair. That is a scenario I keep on blocking from my head. Haha However, if W2MN will remain as such for however long, what about my other idea? I mean, it could be tweaked but also has similar application (and would be interesting to test) and would be pretty neat on NMMrNG for the sake of pseudo-symmetry in design (and would warrant a limited slot usage). Heck, to make it even more balanced (and symmetrical), change "non-Leader enemy Carny" to "enemy Carny Minion".... ~Lil Kalki
  6. Hey all! I want to ask the lot of you the following: What member or members of the Crossroads Seven seem to be the best for each Master in the Outcasts faction? While Somme masters can utilize all of them, I want you to limit your answer to 1-2 of them (and with Tara and Misaki, can you think of some better options out of faction? If not that's cool too). In my opinion, Pride and Gluttony are the strongest choices for Jack Daw, with an honorable mention going to Sloth (penance denial is great >). And you? ~Lil Kalki
  7. Actually, as it is we have no ways to do it. They're all Enforcers (except Wrath who is a Henchman) and W2MN specifies Minions to get the Oddities. Unless I am missing some other ability/action? ~Lil Kalki
  8. Also: As much as I hate to show my own models (as they reek of acryllic tube paint and not legit minis paints), here is my Mr. Cooper, at the least. The rest of the crew is far brighter, but that all was intended. Still terribad and explains why I haven't displayed any of my models on here since I started (which was in itself an error on my part, IMHO). lol ~Lil Kalki
  9. Kalkris

    Dark Carnival - Kalkris

    Kind of crummy paintjob (my own) of the Dark Carnival.
  10. From the album: Dark Carnival - Kalkris

    Flying Monkeys (Mechanical Doves)

    © Wyrd Miniatures

  11. From the album: Dark Carnival - Kalkris

    Mummerettes (Mannequins)

    © Wyrd Miniatures

  12. Kalkris

    Thin Lizzy

    From the album: Dark Carnival - Kalkris

    Thin Lizzy (Performer)

    © Wyrd Miniatures

  13. Kalkris

    Mercury

    From the album: Dark Carnival - Kalkris

    Mercury (Performer)

    © Wyrd Miniatures

  14. From the album: Dark Carnival - Kalkris

    Baritone Lola (Cassandra)

    © Wyrd Miniatures

  15. Kalkris

    Mr. Cooper

    From the album: Dark Carnival - Kalkris

    Mr. Cooper (Colette DuBois)

    © Wyrd Miniatures

  16. I feel as though, offhand (looking to the Seven who are all Enforcers), I want them to be able to be affected by Hazy's benefits (which means they need the Carny characteristic somehow). Would it be a bad idea to give a sort of McCabe-style action to Cooper through W2MN where he passes along an Oddity to target Minion or Enforcer, ignoring all restrictions for attaching upgrades except for the upgrade's rare value? Would that be a terrible idea? ... I just had another thought to make it a bit fairer and to encourage out-of-theme hires if used: This model gains the following Ability: You'll Do: Whenever a friendly Minion model with an Oddity upgrade attached within 12" and LoS is killed or sacrificed by an enemy model, this model may attach that upgrade to target friendly non-Carny Minion or Enforcer within 3". If the upgrade is attached, the target gains Paralyzed unless this model discards Soulstones equal to the upgrade's cost. Would this be too outlandish? I admit that I would like to see it in action (and maybe in print by Sunday? Wishful thinking, I suppose? lol) ~Lil Kalki EDIT: I also wonder if the Oddities facilitate a "change in playstyle" that warrants a Limited restriction on the upgrade. If we do keep that, it means that NMMrNG cannot be used in conjunction with it.... Which means conversely that if NMMrNG were to be used, W2MN cannot be. By such a token, I had another idea. 1) keep W2MN as is, and maybe add the above. 2) for NMMrNG: This model gains the following Tactical Action: (0) This One's A Keeper... (Ca6 /TN 12 /Rg: 3): Target model gains the following Condition until end of turn: "Keeper +1: When this model is killed or sacrificed, target non-Leader enemy Carny model within 3" chosen by Mr. Cooper's controller gains their choice of one of this model's Abilities as a Condition until the end of the game." ...And How: After succeeding, the target gains an additional Keeper +1. It's KIND of an Oddity upgrade but will require much more testing. We're only in Week 6. This could prove fun at the very least.
  17. Painted my stuff up today I'm hoping to get some game or another in on Sunday. I might just have a normal game if I don't playtest Coops. I want also to see how any of the Seven work with him perhaps. ~Lil Kalki
  18. I mean, sure, we could have it cost a discarded card in order for Cooper to gain one Hazy point at activation. That's not a bad idea, considering Yan Lo's precedent. I think that if we lowered Lola's Terrifying, et al, to about 10 (maybe 9 at worst), that would make this a bit better. There is still a cap of +3 affecting the TNs for Cooper, Lola, and those in the bubble. And while there is presently bookkeeping involved, perhaps we can alter the idea bit then by making Hazy last until the beginning (or end, if the beginning of the next activation proves too powerful? Or maybe just end of turn?) of Cooper's activation, and then giving Cooper something that says that he retains the Hazy Condition up to +3. That way, if Cooper gets up to 3 or 4 in a given turn lower than the hazy value he has, he has to get rid of it or use it in an economical fashion. All the while, Cooper can still spend Hazy, or keep it (to a point). Maybe we could even alter Blow Smoke to be any number of markers at the cost of that much Hazy, to give an alternate form of expenditure of the condition. I do agree though that THD needs a duel as opposed to *just* spending the Hazy to give Fast. I also think it should be once a turn, if we make it a (1). It seems better suited as a (0) though, although a once-per-turn (1) would take some heat off of other (0) actions. ~Lil Kalki
  19. See, I don't see it as a bandaid. I see it more as a restriction. And if it sticks, it's a permanent solution. Remember that playtest won't be forever (I know we're only a quarter in but it does bear mention), and these rules will be set (barring whatever sort of erratae may be needed - but even then, as this is unofficial so probably not even that) at the end. I don't think I like the baggage for Hazy to be on anything or anyone but the Hazy Condition itself. As there is no feasible, succinct way to differentiate friend or foe on a condition, it likely must be one thing or the other. I personally like the upping of TNs on friendlies more than the downing of TNs on enemies. By such a token, I do like having the Hazy Condition be centric to Mr. Cooper (and, indirectly, Lola). If we keep The Haze Dissipates (and I'd like to change the name of that action to something like "Blurs/Shapes In The Haze" - implying that the Haze isn't quite leaving anytime soon, fluffwise), it should just be that Hazy is removed from Mr. Cooper and targets any model *but* him (small point of clarification though, that isn't my main thing about your version of THD - I mentioned this exact issue to Da Git before - it's that I'd like the Haze to stick on Cooper and few else). Perhaps, as a better solution than spreading the Haze around, why don't we make Cooper add it until the end of his next Activation, instead of for the rest of the game? That way, it's more of a "use it or lose it" type deal, but with a longer frame to accommodate for the duels needed to be made. In such a case, I might actually add a Df/Wp trigger to Mr. Cooper (on an upgrade, maybe NMMrNG?) to give him Hazy +1 after resolving, until the end of his next Activation. Then we could put a in his Wp to make the in his Df have a bit of synergy. Thoughts? Perhaps, if worst comes to worst, we can make the trigger so as to still need a suit in each stat for it to work? We could call it "Uncloud Your Mind". Unrelated note: I wanted to mention - the game I had with Mirce last time... I took no extra stones and ended up without many at all. If anyone is inquiring into lowering his cache, I am opposed to the idea. A lot of those models are rather squishy, especially in games with remarkably kill-y scheme pools. ~Lil Kalki
  20. Perhaps Moderate or Severe damage? Also, I think the way you worded Lola makes Lola a bit awkward in games where Mr. Cooper is not the Leader. I think if you changed "Mr. Cooper" to "friendly Leader" it would be more potent as a rattlesnake sort of ability. ~Lil Kalki
  21. If we do that for Lola, Da Git, can we add a clause akin to Apprentice Wesley's thing, that makes Lola the Leader of the crew if a friendly Mr. Cooper is killed or sacrificed by an enemy model? It'd be a good way to keep Lola sharp while Coops is kaput. ~Lil Kalki
  22. Well, truth be told, Cooper does use Poison mechanics a little bit, both direct and indirect. W2MN can auto-trigger poison in his cloud of haze marker-ness, and he can optionally hire Performers (free of tax) who can do that pseudo-Expunge-y thing. I would very much like to see an Arcanist crew list utilizing these things, though, so that we can test out its potency (if you pardon the expression). I had thought of that song but wasn't sure how to implement it in lyric or title, except through, oddly enough, the Sharpened Claws attack which used to be on the NMMrNG upgrade. I'd like an Infect trigger to exist somewhere in the crew again, but it might not be very feasible, honestly. ~Lil Kalki
  23. I mean, if they are, they're definitely not Wp duels. Hazy is only supposed to affect simple Wp duels. If this isn't elaborated on in the text, I thank you and we need to fix that XD ~Lil Kalki
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