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Kalkris

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Everything posted by Kalkris

  1. Not just yet, as Da Git and I are presently looking to solve some things first. Namely, a TN buff, the re-addition of an ability to a model, and another shift to THOGT. ;D ~Lil Kalki
  2. I wanted the named Neverborn models to retain the Haze. I would like Lizzy to have it back if possible haha - that loss of ability only was to apply to the Mummerettes, the Flying Monkeys, and Mercury (as his fluff didn't merit it). Hope that's okay. Additionally, in order to correct typos: ~~~~~ Model/Upgrade: Mr. Cooper, et al (front) Ability/Action/Trigger: The Haze Only Gets Thicker Typo: add the current Turn number minus one to their TN Model/Upgrade: Flying Monkey (back) Ability/Action/Trigger: Pick Up and... Splat! Typo: Pick Up and... Splat! (title) Model/Upgrade: Flying Monkey (back) Ability/Action/Trigger: Puff of Smoke (Unholy Stench) Typo: immunities to Wp duels (including Model/Upgrade: Baritone Lola (back) Ability/Action/Trigger: Don't Forget To Dance Typo: the Paralyzed Condition instead. Model/Upgrade: Mercury (back) Ability/Action/Trigger: Ice, Ice, Baby! Typo: or gain the Paralyzed Condition. Model/Upgrade: Mummerette (back) Ability/Action/Trigger: I Need A Partner! Typo: I Need A Partner! Model/Upgrade: Mummerette (back) Ability/Action/Trigger: This is a Double Act! Typo: This is a Double Act! Model/Upgrade: Circus Troop Ability/Action/Trigger: Semi-Reliable Typo: gain the following Ability: "Finish the Job: When this model is killed, it may place a Scheme Marker in base contact with itself before it is removed." ~~~~~ Finally, I'm not sure I am a huge fan of Cooper both needing proximity to the Monkeys AND needing to expend an AP in order to get Finish the Job on the Monkeys. I like the idea of the Monkeys just having Finish the Job while in proximity, or just saying "Friendly Flying Monkey models within LoS of this model gain the following Ability:" as the preamble to either giving them Semi-Reliable or giving them Finish The Job. My justification would be that if Mr. Cooper can see the Monkeys the Monkeys should be hard at work. Anyway, I am glad that we've got more discussion to be had! i will be pushing the agenda more tomorrow and perhaps I'll even finally get a game in myself before tomorrow is through! ~Lil Kalki
  3. I honestly think that at this point they could be unconditionally significant. Indeed they do look like Coryphee light, but that's fine IMHO. The conditional significance is made much worse by the fact that we can only have 2 in the game and thus they need exorbitant resilience to be merit that. I do think it'd be simpler to keep them as is but lose insignificant and the associated ability. I do like your Haze Aura (it's definitely better than my own), but I just realized that if we do in fact do that there'd only be 3 models with the ability (unless we drop something from Mercury - which I don't think we want to do). And plus, Whut makes a good point in that who wants to deal with a terrifying 16 Teddy lategame? For that reason I am very okay with scrapping that idea. I also think that you have a good point that losing HtK would squish the Mummerettes up more than lowering their Df to 4 or 5. In such a vein, let's switch that. I think HtK could stay on but then we lower the Df to maybe 5 (for now)? I'm also thinking that THOGT looks pretty nice with the Horseman-style clause of "turn number minus one". I would like to test it out more though because I am worried about the TNs being too attainable from T1 to abour T3 under this new clause. ~Lil Kalki
  4. It's in practice too though. The Mummerettes are amazingly resilient and rather strong offensively. I personally would like them to stay significant, but agree that they need toniing down to a high degree. Based on the game my friend played against Cooper using Misaki, early on, it was apparent that these things were remarkably resilient. I think removing HtK would be okay, as well as lowering the Df to 4 or 5. The Masks ability is very strong and gets stronger each turn. I also think we can remove 1dg from their severe as well as the repeat attack trigger without having too much of an issue with their offensive capabilities. Also perhaps making that push trigger not an automatic would be better as well. I can also see Masks being a bit high as well, so perhaps lowering its TN to 9 would be reasonable too since it's only a 5stone minion... So, in essence, once further proven as borked, the following should be changed (and what it should be changed to is here too): Df (6 -> 4 or 5) Hard to Kill (present -> absent) Masks of Joy and Sorrow TN (10 -> 9) Stage Props Ml (5 -> 5) Stage Props Dg track (2/3/5 -> 2/3/4) Can I Have Another Volunteer? suits ( -> ) Cheers! ~Lil Kalki EDIT: I might also want to try to get another Simple Duel added onto the Mummerette card so that we can make as much use of Haze as we can. I almost think that the Haze should be an aura at this point o_o But, if we do it aura-style we can remove the Haze from the unnamed models like Mummerettes and Monkeys pretty safely. What do you all think? Rewording The Haze Only Gets Thicker would mean this, roughly: The Haze Only Gets Thicker: Simple Duels generated by friendly models within 3 of one or more models with this ability, and upgrade attached to those models, add the current Turn number to their TN, to a maximum of +3. Since there is no "+1" at the end of THOGT, it cannot stack except by way of the turn count, but just in case I added the "one or more models with this ability" clause. Discuss!
  5. I think a blend of the two is fair (so -1Wp during Simple Duels and loses immunity to Wp duels including immunities gained from succeeding in a Horror Duel) if we go into stopping Relentless. Izamu is a mean model to deal with haha I think that making the Monkeys have the ability to make Horror Duels happen at a higher rate through their sacrifice means they're quite good. Also, maybe put the Semi-Reliable action on the Circus Troop upgrade, with a preamble: "Friendly Flying Monkey models within 6 of this model gain the following Tactical Action:" ~Lil Kalki
  6. Let me think of how to word that (Tactical Action) for the Monkeys... (2) In A Puff Of Smoke: Until end of turn, enemy models within 3 receive -2 Wp when performing Simple Duels. Until end of turn, friendly models within 3 gain + to opposed duels. Sacrifice this model. This Action may only be taken by a Crew once per turn. This doesn't necessarily up the TNs of Simple Duels for friendly models, but it does essentially the same thing you are looking for. As for the +M, Da Git said the crew is mask intensive, and it is a (2) action, so I figure it's fair. Summoned Monkeys cannot take it so thats good, but it still needs to evade abuse so hence my clause at the end. Now, when you mention the Riders and their ability, you say you want it to start on T2, but in such a case, are you capping the Haze at +3? Because you mention T5 being a nightmarish scenario for the opponent. However, the team had been informed in the past that the Haze is underwhelming at low numbers and although we want high numbers lategame, during the early game the opponent will surivive past the low TNs and then slaughter the crew, leaving only a few models around for the Haze to apply with. Couldn't we just cap it at +4 and then have it start at T1? I am not entirely certain I am understanding the suggestion (which could be the fault of my just waking up haha). As for Mercury not having the Haze, that was a fluff consideration (in our collective fluffy [headcanon] backstory, Mercury and Cooper are the only characters not replaced with complete doppelgangers), but I think that it's also because Mercury has so many abilities already that we couldn't do that anyway. Plus, Mercury seems good as he is, so unless we remove one of his abiities, which would disrupt that "good-as-he-is" status, we can't give him the Haze. I do like the suggestion to the Monkeys, too! Nice! ~Lil Kalki EDIT: I just edited the wording of the action to include things for the crew as well. see above.
  7. Sollllllllllllllllld!!!! ~Lil Kalki
  8. You would have to choose between 2/3 of the mercs you listed, but it sounds scary enough haha ~Lil Kalki
  9. As a Henchman, here's what I do when demoing: I start by explaining what this game is (I will always describe it as "an objective-based, miniature skirmish game"), and then go over the mechanics and anatomy of a card. I start with the name, the faction, and the cost of a Minion (I explain at cost that the game uses a resource called "Soulstones" and that any stones not used in hiring go toward in-game application). Then I go on to characteristics, starting with the station, rarity and vitality characteristic types and their application in hiring and gameplay. Then I explain thematic characteristics briefly. From there, I show the statline and describe what each thing is thematically. At Wd I explain the significance of the "bullet holes" below. At Wk and Cg, which I explain together, I mention AP (action points before the shorthand is mentioned) and how much each costs, before saying what those general actions do. Ht is where i talk about LoS from a individual model/terrain standpoint. After stats, I go into abilities. I usually describe them as static effects. I try to avoid models with fate modifiers or df/wp triggers, but go for things that cause simple duels as that segues nicely into model-specific actions on the other side of the card. With actions, that's when I break out a single (original) Fate Deck (I have 2 which is optimal for demo reasons for now), explain that each player uses one, and then I draw 12 cards (2 hands), making sure I've stacked jokers onto the bottom of the deck (more on that in a bit). I then go through an opposed duel between the minion model and another different minion, using just stat cards for now. i go into severity of flip, mentioning 6-10 is a straight flip (and flip 1 card for damage, making sure they know that they can cheat straight flips), mentioning 11+ as a positive (then flipping a second card and mentioning the cheat of a positive flip), 1-5 is a negative (keeping the flips there but mentioning the importance of the negative flip especially the no-cheat factor, and the other modifiers that can exist in abilities, etc.), and how a tie goes to the attacker but would result in a double negative flip (flipping one more card). At that point I explain that those differences correlate to the amount of damage dealt, referring to the damage track of the action. Then, I bring out the jokers and explain their full significance (likening them to critical hits and critical misses in tabletop RPGs where relevantly necessary). Then, I flip the card back over if there's a simple duel so I can explain the way those work. At this point, the players have hopefully gotten a grasp of how the game plays. Thusly, I give both players a choice between six or seven 35ss master-led crews. (I know that people often say masters are often too complicated for new players, but they are a huge selling point for this game.) I also give a general run-down of the factions, their aesthetics, and their playstyle to a looser degree. My crews at this point for demos are: Mei Feng, Yan Lo, Jakob Lynch, Pandora, Seamus, Lucius (I used to have Perdita for demos, until last demo - when Perdita proved herself far too strong for players to handle themselves against.) I set the players up with a standard deployment, Turf War strategy, and Frame For Murder as a mandatory scheme (and sometimes add each player's choice of either Plant Evidence or Plant Explosives as well). While Frame For Murder is a scheme to keep hidden usually, this knowledge that both players have it forces players to think strategically about their killing (which then contradicts Turf War a bit, in a complimentary way for demos). The other schemes are at my behest and judgment, but spice the game up a bit more. Turn 1 I will go through the actions of setup and the play-by-play of the turn, making sure the players make their own decisions but influencing them a little bit (like making sure they deploy close to the turf war area, or asking if they are sure they want to make a certain play). At the Activation phase of Turn 2, if I think they are ready, I back off a bit until that phase ends (to remind them to shuffle their discard piles into their decks and start Turn 3). IF they get to the end of Turn 5 in time (sometimes they do not, as once or twice it took 4 hours to get to the end of Turn 2 from the beginning point here), I have the initiative player flip a card as a hypothetical and explain extra turns, but end it there. At the end, I ask for notes, what kind of experience they had, if they enjoyed the game, if they enjoyed *themselves* (the most important!), and if they would play again. If the response is mostly positive, I've succeeded in demoing. ~~~~~ I hope you enjoyed this demonstration of my demonstrations haha Some advice for formulating small crews for 35ss: 1) vary your factions if you can. If you are using someone else's models, this may not apply as much, but with your own, ideally using a (single-faction) Guild Wave 1 master against a (non-Outcast) Wave 1 Resurrectionist/Arcanist/Neverborn master that is not in that master's comfort zone is pretty good. By that I mean DON'T use Lady Justice if your new player is playing Resurrectionists, Sonnia against Arcanists, or Perdita against Neverborn (and then only if you need to play Perdita). Beyond that, honestly? The 3 standard-issue Guild masters are a good option if you have them. If not, other good masters to do a general demo with are Seamus, Lynch, Lilith, Von Schill, Viktoria of Ashes, Misaki, and Marcus, IMHO. I could be wrong about a few of those though. 2) Mention Soulstone use but bring it in slowly. Make sure the crews have between 4 and 7 stones for in-game use when pre-constructing crews. Start with card filter T1, remention it and bring in initiative T2 (but always dis-advise initiative if the flips are more than a 7 as the high card), then bring up duel-based soulstone use (and remember to re-mention the characteristics that allow this) a bit later when relevant. 3) Make sure they have a good time. When bringing people into a game you want to promote, their joy is a bit more prioritized here (but still enjoy yourself too!). Just make sure they understand the game and do their best. Teach them, but remember that you're playing a game. Also, there's no way to put this into better terms: Go easier on them than you would another more invested player. ~Lil Kalki P.S. -- Welcome to Malifaux!
  10. Okay, I should be having people playtest around here tomorrow! ~Lil Kalki
  11. Hey there friends! So, I am working on terrain and I find myself a bit short of cash with which to purchase supplies. Therefore, I am finally getting around to putting up the Black Friday "kissing" Perdita, new in packaging w/card, on here for sale. I take Paypal, and I will only ship to the US or Canada. I do hope that is okay. Please PM me any offers you may have. We shall negotiate from there! ~Lil Kalki
  12. See, here I am missing the part where the term "hangs out" was used lmao ~Lil Kalki
  13. Why's that? Also, if you are looking to base Daw's Lot, if you want my experience as a reference, I like basing my Tormented with plank/deck bases. Generally I go with the following justifications: Daw, Hanged, Papa Loco, and Daw's starter box are hanging (haha) by the gallows. Drowned are chilling by the boardwalk. Crooked Men are in a mine shaft, which may be supported by a series of wooden landings (so hence the cave-ins). I think that works out because in that way the Tormented are all pretty uniform, Jaakuna Ubume notwithstanding (as she has her own insert). ~Lil Kalki
  14. Thanks, Aaron. I should have known that... ~Lil Kalki
  15. How would I be able to perhaps purchase such a beautiful deck as this? Also, does it include Strats for Gaining Grounds? ~Lil Kalki
  16. Reasonable. Also my prospective playtesters had to postpone for some time later this week I really need to get in one of my own playtests in... I have Vassal, but I really don't know how to use it with the screen resolution I have lol - I could, but it'd be a bit of a pain. If I must, though, I'm cool with that. I am living in the EST time zone fyi ~Lil Kalki
  17. BTW Kirb, Coryphee will be available at GenCon at $18/box. You'll just need 2 sets or magnets if you want a Duet. I dunno if the TO will definitely allow the Mannequins from Dark Carnival as Coryphee proxies because of that. I know my friend is getting into Arcanists with Raspy and Colette and she was advised to get Coryphee. They are quite solid models. Cheers! ~Lil Kalki
  18. So, considering the mummerettes' masks of joy and sorrow ability (and that I still need to test things myself hahaha), I daresay the mummerettes are still too resilient. Perhaps we could lower their Df by 1? They do often have positives to their resist flips... Lol ~Lil Kalki
  19. So, with my inundation via demos, I could not actually get a playtest game in today. However, i may be able to get someone to do it tomorrow - although it'll be remotely haha When will *I* get to use Mr. Cooper's Dark Carnival?!?!!!??!!?? whine whine whaaaah whaaaah whaaaaaaaaaaaaah.... lmao ~Lil Kalki
  20. Oh, Akinator is basically a character-based 20 questions program. It's cute but it's also known for being scarily accurate (at least at times). And very good! I will give them a look. ~Lil Kalki
  21. Got my computer up and running again! It's like some sort of undead thing! Also, I have been working to put Mr. Cooper into the Akinator website (with general luck - he guessed it after the 5th try, although it was more like 4 since I had to put him in there after the first try). Just for shiggles. :3 It seems to me that we may have an update by tomorrow, too, so keep fingers crossed. Da Git is working on them presently I believe, and wanted to get them publicized early so we have him to thank for that. Thank you, Da Git! ~Lil Kalki
  22. Awww shucks. Well, at least my events generally last till 7pm so in the future I will keep you posted!
  23. Who: You! What: Come down and try out this tabletop miniatures game, set in a steampunk/western/Victorian-horror alternate world! Price: Free for first timers, NBG rates for familiar faces ($3 first hour, $2 each subsequent hour) - All proceeds go towards upkeep of the store. When: Saturday, July 18th, 12PM*-4PM Where: Nu Brand Gaming 194 31st St. Brooklyn, NY 11232 *Tentative: I will let you know of changes to starting time Why: Malifaux has a very rich history, smooth gameplay mechanics, a brilliant system, and it's fun and unique - you will have a great time! How: Take the R train to 36th street. Then, walk along 4th avenue and make a right, proceeding to walk along until you find NBG on your left. NOTE: You do NOT need your own miniatures or supplies for demos. You will be provided with everything you need for the demo. If you are coming for casual play, you are advised to bring your miniatures and supplies - if you want to try one of my crews and are not part of the demos, note also that the demos take priority but you are free to try out things which are unused (you must still bring supplies to this, however). So, come on down and cheat fate with Nu Brand Gaming! Questions? Concerns? Feel free to message Josh Nelson, the creator of this event (that's me!). http://www.wyrd-games.net/ (Wyrd Games homepage) http://www.nubrandgaming.com/ (NBG homepage) https://www.facebook.com/NuBrandGaming (NBG Facebook page) https://www.facebook.com/events/490822367740612/ (Facebook event page)
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