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Kalkris

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Everything posted by Kalkris

  1. Is an action with a TN (without a resist flip) a simple duel? Do we have any of those where the starting stat is Wp? If so, the wording should specify only enemy models taking simple Wp duels. Otherwise, I think we are fine? What am I missing here? ~Lil Kalki
  2. Saturday, August 22 at 11:00am - 7:00pm Show Map Nu Brand Gaming 194 31st St, Brooklyn, New York 11232 NBG is proud to present the NO(T)VA Open (as in NOT the NOVA Open)! This event is for a practice Malifaux tournament for the NOVA Open tournament. This tournament is open to all comers and uses Gaining Grounds 2015 rules. The rounds we are practicing for are, namely, Rounds 1, 3, and 5. Rules for this tournament are described in better detail here: http://www.novaopen.com/wp-content/uploads/2015-Malifaux-Draft-Primer.pdf Schedule: 11-12:30: Players arrive, eat lunch, get settled 12:30-2:30: Round 1! 2:30-4:30: Round 3! 4:30-6:30: Round 5! 6:30-7: Tallying scores and announcement of winner NOTE: There will not be an entry fee for this tournament, besides Nu Brand Gaming's venue-usage dues (First hour $3, every consequent hour $2, for those familiar with the venue). Likewise, there will be no prize support. It's all in good fun! Any questions, please PM me or post here for inquiries! ~Lil Kalki
  3. I PMed you what I was thinking about the NMMrNG upgrade, namely with FMF. I think that it should also give a bit more to heals when charging friendly models because the healing flip seems a bit sparce if you're in that bad of a place with him. Perhaps, even, we can say the following: When this model is engaged with less than half its Wounds remaining, its Silken Scarf Action gains + . I think + looks best as a No More Mr. Nice Guy thematic, in that he's taking this deeeeep breath and reassessing the situation. But he can also go with + because he cannot charge when engaged so he might be in a very tough spot if he is dealing with engagement at low wounds. As for renaming Whip Into Shape, we can maybe call it Momentary Pause, or better yet (riffing off of what I already have here) Reassess. I like THD as is because it's already using important resources (Haze). Re: Nothing's Free, I think it should be a (0) action like before. He needs a more of those than he has without it as such IMHO. What's the Rg on Blind Adoration? 12"? 10"? 6"? Inquiring minds want to know! Also, Da Git, I have to speak with you pretty soon about something of note. PM me and I'll give you the skinny. ~Lil Kalki
  4. Agreed with Lola and Lizzy needing to have their things be enemy-only. Cooper has utility. I don't think that's necessarily a bad thing. How often did you use the scarf and its triggers? NMMrNG was meant to make him combat oriented. If you want to fix that, change his claws to something less combatty, even if it'll remove that direction. I think Lizzy has a fine array as well but if we must remove something it shouldn't be lure, imho, unless you're adding something else, and then that defeats the point of removing lure. If the mummerettes were solid enough, do they need htk? I saw you only summoned monkeys to use, and didn't hire them. For summons, are they too good? Do we need to make them lesser as summons? I suggest adding in TN10 horror duel for the newly summoned monkey to take immediately after being brought in, if they are that good. Was Lola too good as well? That is what I have in terms of questions. Nice that you got a game in.... I had to reschedule again with Mirce. Hopefully tomorrow. As for the reference to the Simpsons, I think it's unneeded. The Simpsons isnt the source of flying monkeys as a trope, and I think keeping to one source for said model is enough (overarching premise aside). Right now this crew is just a ton of references, and we don't need another, imho. I mean, it's funny, but I think it does not fit as well as, say, semi-reliable for example, as I was thinking the monkeys were the backbone of getting the show running lol - sure, something like "experimental" or "still experimental" works with arcanist sensibilities, but I still think semi-reliable makes more sense. ~Lil Kalki
  5. I do like the reference but I don't know that it fits in with the circus theme enough to merit the change in name. That's just my 2 cents haha ~Lil Kalki
  6. That would be neat if it turns only into Mummerettes or a Mummerette and a Monkey haha - but I think it'd better as a spatial mirror than a temporal mirror, if you get me, especially as the Monkeys and Mummerettes have a rare number (which should be retained, IMHO). I think also that if we just get a Duet, we can change the Mummerette's Duo Act action to add that if it's in base contact with a Flying Monkey at the end, both models are sacrificed as if the Monkey was sacrificed for its Puff of Smoke action (allowing a mode to be chosen perhaps - if we do this we may have to reword Puff of Smoke's timing), then if both models were sacrificed, summon the Duet model in B2B before removing the Mummerette. I think that may be neat. ~Lil Kalki
  7. Heh, I *wish* I was at GenCon right now. Maybe next year... *sigh* lol I could ask some people who *are* there to scout on my behalf, though. I'll at least try damned hard to. Also, if we do make a new sort of Coryphee, it should maybe be a mirror of the actualy Coryphee and Duet. Like, I'm not terribly versed in what the Duet does better (between beating things up and scheme running) but if we can, we should make this one more a beater (and if it has to be a scheme runner, we should stick to the Coryphee and Duet). Perhaps we can make this "Duet" "dance together" only if Neverborn is the declared faction - that way there's a use for both in the context of the crew as a whole. If the duet is just a Mummerette and a Monkey, we should also grant it abilities that both of them have. Flight is a great speed ability for example, and Masks are also good for defensive things that may be necessary. ~Lil Kalki ~Lil Kalki
  8. What happens if it's just the Coryphee and not the duet? It might just be that we get the 2 coryphee (or one!), and 40mms and a 50mm for bases. Same deal as if it were the Duet? Also, I'm more into the Monkeys being the totems. At this point it just makes more sense to me. I'm furthermore down with these Coryphee staying Coryphee, but I'll know and admit when I'm outnumbered XD Here are the questions that need answering now: 1) Do we keep the Coryphee as Coryphee? This gives us another infiltration option. 2) Do we switch the totems? This will create a bit more work for us, I think. 3) Is there any way we can make the Coryphee Duet summonable in NVB Cooper? Is there room in his abilities or upgrades for a clause like that? How do we word it? ~Lil Kalki
  9. Well, if we do end up making them not traditional Coryphee, then please do tell! Also, we could either give them the Dance Together thing or not since the Duet is a model that is really just 2 Coryphee. However, I am of the opinion that making them simply Coryphee and the Duet would be easier to balance with the crew (especially as Arcanists). But please do give us what you've got. It may very well be better than that idea! ~Lil Kalki
  10. NOT BIG PUDDING! ANYTHING BUT THATTTTTTTT Anyhow, I'm still waiting for the skinny on the dead person (if applicable?). XD ~Lil Kalki
  11. Same. Let's spoil it! ... ... ... ... ...Anyone? ~Lil Kalki
  12. Okay, folks: What are we doing about this?: Open Spoiler Are we just calling them Coryphee and the Duet? I think that's an easy out and not a bad idea... But still! ~Lil Kalki
  13. I am down with that! And besides, the Haze Markers should all do the same thing for the sake of bookkeeping. I was also concerned about the cg thing but it might be okay. And yes, barreling monkeys is a bit iffy in terms of usage. ~Lil Kalki
  14. That would be interesting. "Haze Markers are Ht5 and have the dense and hazardous terrain traits. Whenever an enemy model within 3" of the Haze Marker activates, it must take a TN 12 Wp duel. If the model fails, it is pushed 3" towards the Haze Marker and cannot declare Walk Actions for the remainder of its Activation. Discard all Haze Markers in play at the end of the Turn." Haze Markers should draw the foe towards them and act as a flytrap sort of concept (so hence the latter clauses before the discard clause). Is this what you are thinking, Jtuarus? I think, with the death of the Monkeys, we should word that like the following: "Hazt Demise: When this model is killed (not sacrificed), place a 50mm Haze Marker in base contact with it before removing this model from play. [above explanation text]" Sound good? I think you're on to something there. ~Lil Kalki
  15. That sounds good to test out for sure. Let's try it! ~Lil Kalki EDIT: can we maybe call the condition "Disowned"? I feel it fits a bit better, but if not that's fine too haha
  16. I like that last iteration that you posted, Asrian. I think it works best, to the intent of what I think Da Git was going for. Granted, I still think it is a bit strong, but it's definitely more reasonable now. ~Lil Kalki
  17. Now that the forum is back up, I'd like to rehash that question that Da Git sent your way, Asrian. What happens if a model is not friendly to its crew? If it can still interact, do those markers count as friendly to the crew/player who controls said crew? If not, what purpose might they ever serve? ~Lil Kalki
  18. My thought is that either Mirce didn't realize that they could do that, or didn't have the time to. Lola died quite early, remember haha ~Lil Kalki
  19. Oh, and by the way, my computer has been okay for the past week-ish haha On topic: I think that adding a blockage of LoS might make the crew more defensive, but also more reliant on Cooper to get those defenses. Can we add a trigger to TCS that puts a single Haze marker on the board after resolving? Same traits as Blow Smoke's markers, but only one that lasts until end of Turn or beginning of that model's next Activation? Kind of like appearing in a burst of smoke haha One more thing: Can we replace all art boxes with a timestamp? For example, put the following on that area: Week 3 Unoffiical so as to make anyone with older info or physical playtest cards less confused? I had been meaning to ask for a while now haha
  20. Regarding CM1 and no longer being friendly, is that actually how Scheme Markers work with that? If I were to remove the ability after dropping a marker, or if the Crooked Man were to die after dropping a marker, is the marker that my model dropped not friendly to any crew? I think that that might be something to look at because the Scheme Markers are not the models not friendly to my crew - the Crooked Man is. My argument also comes from the idea that Get Away From Me would therefore be a MUCH stronger version of something like Insignificant where the model cannot do the following if it is kept: interact for the crew count towards the crew's strategy be affected by things that say "friendly model" I thought it was more along the lines of "the models don't recognize this model as friendly," not "the player does not recognize the model as friendly." By that token, I don't think we played it wrong. I know that in 1.5 Tuco had a similar effect somewhere but I don't recall how that was ruled either. If it is the way you mention it, it is FAR too strong. I'm glad we playtested it so that these discussion questions were to come up. Let's talk more about this! ~~~~~ Re: Casting: Looking into the fact that the Arcanists are not really all casters at heart (looking to Ironsides and to a lesser effect, Mei Feng for examples of masters, and the many many noncasting Enforcers and Minions - I could think of no Henchmen oddly enough!), I think we are good on this front. But, if we want to get a ranged damaging caster slot open, Wouldn't Recognize His Own Son may just be the place to replace (if it is too strong I mean). ~Lil Kalki
  21. So, I got in about 2 turns of a playtest in today with user Mirce. The reasons that Mirce and I ended early were twofold: 1) Mirce had to leave 1.75 hours in, and 2) Mirce (piloting Cooper) was almost tabled at the end of Turn 2. My crew was: Jack Daw w/ 5ss (3ss) + Writhing Torment (2ss) + Twist & Turn (2ss) + the 3 injustices (0ss) Papa Loco (7ss) + Oathkeeper (1ss) Jaakuna Ubume (6ss) + The Creeping Terror (1ss) Freikorps Trapper (6ss) Freikorps Librarian (7ss) 2 Crooked Men (10ss total) and a Nurse (5ss) This crew played in the pool of: Flank Deployment Squatter's Rights ALitS (taken by me (undeclared in error - I meant to switch the declaration of my schemes) Protect Territory (taken by me) Breakthrough (taken by Mirce, if it wasn't actually Protect Territory) Plant Explosives Deliver A Message (taken by Mirce) Mirce was playing: Mr. Cooper w/7ss (2ss) +Unpaid Debts (1ss) +NMMrNG (2ss) +Circus Troop (2ss) Baritone Lola (10ss) +Flop and Roll (1ss) Thin Lizzy (5ss) Mummerette x2 (10ss total) Flying Monkey x3 (9ss total) Mercury (8ss) I was a bit dismayed to see that Mirce did not take TCS on any of their models, because that needs testing so far. The things that I did during those turns were: Walk/Writhe a Crooked Man up to a Squat Marker and make some Scheme Markers as well Abuse the everloving crud out of Papa Loco (at the bitter end of T2, I killed a TON of Mirce's models, as well as my own Jaakuna in the process - the proximity she had was a misplay to me, although I doubt Mirce would have recovered quickly enough for it to impact me) Kill Lola T1 (Daw, abusing Loco's dynamite and Firing Squad Injustice - assist by the Trapper) - Death of a penguin was not a factor due to no proximity to other things. Kill Mercury T2 (Daw, abusing Firing Squad Injustice as well and even more) Kill both Mummerettes T2 (Librarian and Loco each got one, disregarding failing the Masks check whenever that happened) Kill 2 out of 3 Monkeys T2 (Loco) Paralyzed the third Monkey after its Activation T2 (via Sleight of Hand from Cooper saving himself from a Nurse - had I played smarted I might have also gotten Cooper paralyzed as well) Successfully Squatted on 3 markers by the end of T2, while Mirce had none. Gotten 4 Scheme Markers down on the centerline through interacts and Daw's (0) action. All the while, Mirce was trying to get their models up to Daw so the models could Deliver their Message to him, and trying to get some Squats in as well. None of this happened (perhaps because it was too early to tell?). Lizzy was far away trying to Lure models away from Squat Markers in order to keep them from interacting, to no avail. That last Monkey was paralyzed, and Cooper was too far away in the end as well, likely with the intent to fulfill Breakthrough. What does this mean? It means the following: 1) Mirce, we need a rematch soon. And with more than only part of a game haha - perhaps the objective pool was not in Cooper's favor anyhow. 2) The crew might be too squishy and/or not mobile enough. None of those models were going to survive Papa Loco's (1) Tactical if they failed the TN14 Df duel. While the Mummerettes had 6Df (compared to the Monkeys' sparser one), their 6 wounds were not going to last if Papa Loco were to do his business of boomstick. Had Lizzy been closer, I am almost certain that she would be dead as well. Cooper had the upgrade that lets him summon Monkeys but the act of taking a turn and probably a couple of stones to summon 2 or 3 would have been a crippling use of Cooper's time. Also, I at the start of this game thought Lola's Df was too high, but mechanically, besides a slowly-increasing Terrifying, it's all she has to defend herself if not upgraded properly. I vouch for, if we lower it at all, lowering it to no lower than Df5. As a solution for de-squishing Mummerettes (because no matter what we only have 2 at most), I say make them have an Ability that allows them to ignore damage from and effects (but but Freikorps Armor - since that includes damage - I am struggling to find the right ability here ). Furthermore, to even it out (sort of), we could remove Always In Motion and replace it with Agile (This model is immune to Disengaging Strikes - as seen on Torakage [10T] and The Captain [ARC]). I think the Monkeys can stay as they are for now, unless we neeeeeed them to be boosted defensively. 3) Perhaps also, Jack Daw and his playstyle of clump-and-burn is the antithesis to Cooper's antics. Because Cooper needs models to clump (at least slightly now, to get use of THOGT as an aura), Daw was in his element (although to be fair, Mirce did not even actually *do* that, instead choosing to let the models do their own thing). However, providence was kind to Daw on Turn 2 where there was an opening to pop Papa. We might do better in individualizing the models' auras (excepting, perhaps, Lola and Cooper, who would keep an Aura of 6"). We would need another Haze-centric name for the other ability, be it the Aura or the individual (preferably the latter). Perhaps we can call it Unholy Haze. Then we can put it on Lizzy, the Mummerettes and the Monkeys (but mention that they cannot be buffed by the *other, aura* THOGT). A good thing I got out of this was that Mercury is not as squishy as he once was. I started my assault on Mercury after killing off Lola, and this lasted into Turn 2 with a veeeerrrrry dedicated assault. Turn 2, yes he was dead, but he got in a bunch of attacks which was good (although I made sure to keep as many models away from him while going for it as possible). A single Crooked Man was a casualty, but it was intended with my schemes anyhow. Anyway, this is what my findings were and the solutions I presently have. Hope this helps, even with only 2 turns worth of carnage. If you have any questions, please let me know! ~Lil Kalki P.S. -- Just found this haha - they never end! Model/Upgrade: Take Center Stage Ability: Take Center Stage Typo: This model may not take Interact Actions for the remainder of its Activation.
  22. It should be "a Partner" after all haha ~Lil Kalki P.S. - I hope you got my latest message
  23. I think I made a typo there haha - also, good morning! ~Lil Kalki
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