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necroon last won the day on February 27 2017

necroon had the most liked content!

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582 Mondo Bodacious


About necroon

  • Rank
    Dive Bar Gamer
  • Birthday 11/20/1988

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  • Location
    New England
  • Interests
    Malifaux (duh), Reading, Various RPGs (Mainly Pathfinder, WoD, and D20Future), The Other Side, Kung-Fu Movies, and puns.

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  1. I'll probably skip on the TOS alt, and the sale as a whole, solely because the Edmonton ALT is metal. Quite unfortunate! Hopefully next time there will be something more to my liking. Nothing wrong with more money through the LGS, though, right?
  2. Someone with fantastic hair, facial or otherwise, an elephant rifle, and two deranged looking heavily modified Hunters as his/her totems with a "You, Sir and/or Madam, are now being hunted" action.
  3. Beautiful! I can't wait to pick these up
  4. Looking to jump, run, swim, crawl, transpose, possess, or otherwise get into Malifaux 3rd edition? Come on down for a demo, some open play, and an Enforcer brawl! Whether your a returning player, long-time player, or just getting interested you'll be sure to be entertained. Location 113B Main St, Amesbury, MA 01913 Date Friday June 28th Schedule 11:00am – 5:30pm: Open Play and Demos 6:00pm - 8:30pm: Enforcer Brawl Prizes! Who doesn't love free stuff? Get raffle tickets to win prizes! You'll be entered into the raffle once for each of the following things you do (Limit once per thing) Buy a Malifaux item from the Toy Soldier on launch day Bring a friend with you Get a demo Play an open game Participate in the Enforcer Brawl You can win one of the following: Youko Core Box Basse Core Box Malifaux 3rd edition Core Rulebook Faction Card Deck of your choice (Limit one prize per person. In the event that you leave before the end of the night or the prize isn't in stock because of Distributor shenanigans or Imp related interference please be sure to give me your E-Mail address before you leave!)
  5. I think it is absolutely worth taking. For 2 TAC token (once) and a card every turn (if you want to keep using it - which becomes easier as your radio in enemy movements trigger begins to fuel your control hand: I rarely lack the card to discard) you get to launch off a Prototype action (which can allow you to out-of-activation Glory a unit if said unit has a Prototype with Resounding Success trigger) or attach one to a unit that does not have one. I find, most commonly, my Crow Runners end up wanting either the Rocket Launcher or the Shock Batons and this makes sure I can give them the best tool for the job. It also lets me get a quick Flare Gun shot off first turn when my control hand tends to be a bit weaker (due to my style of play) which can make a big difference depending on what control hands and board positioning look like. Alternatively an extra Chemical Foggers or Discuss Grenades at the right time can be devastating, and these can come out after their carrier has activated which can help keep the threat up on your opponent. You definitely want to weight it's place in your Stratagem deck based on what Units you can attach assets to (As your basic units can't already have an Asset, which includes the Engineer, since Overclock does not allow you to ignore asset limitations in the same way as you can when attaching them at the start of the game). You'll want to purchase the Stratagem turn 1 to get the most of of it.
  6. Although I don't necessarily agree with it and it does seem to be against the grain and theme of TTB, as well as game related balance, what works for your table is what works for your table and that will always be a unique environment. I would first try and use the rule as is written and then talk to your players about how it feels - see if they also don't like it. Then together you can try it the way you've suggested and see how that feels to them, as well. It's perfectly normal for players and groups to come up with house-rules together to make their cooperative experience more enjoyable. Over the many many years I have run various role-playing games I've found that the most important thing is transparency - make sure you tell a group that you may at some times be deviating from rule XYZ in the book so everyone has that expectation: open communication is important and, like you said, while the rules are presented as the standard the rules of an RPG should never take precedent over what you need to do to tell your story alongside the players - just make sure you understand what effects on the game your changes may have and you'll be good to go.
  7. necroon

    Titan Mania

    Agreed on all points. It is admittedly a fuzzy interaction, so hopefully regardless of the intent we will see an FAQ on it.
  8. necroon

    Titan Mania

    Interestingly enough the only place in the rulebook that uses Squad Fireteam(s) is under the Champion rule. This verbiage for Combined Arms Fireteams: I think FAQ 9: Has some verbiage that is just as prevalent to this discussion topic. I have bolded a portion of it that I would like to call attention to for the purpose of this discussion: For Reference Tharce's Fire at Will states: It seems as thought Squad Fireteam and Fireteam (with)in a Squad are not the same thing. As Tharce does not state Squad Fireteam I would lean towards her being able to have the Combined Arms fireteam take the action. I think this interaction is absolutely FAQ-Worthy.
  9. The second one looks like John Blackwood from blackwater gultch . https://www.skirmishgames.com/store/blackwater-gulch/john-blackwood
  10. I really like Gibbering Hordes. I played them the most before getting physical product. It's a fine balance between reinforcements, Endless Numbers, and eating your own units. I will probably return to them in June sometime - I switched to Abys as I had the least amount of play time with them and wanted to try something "new". I saw a ton of GH players at CaptainCon. They all did great, too. Just a bit higher of a learning curve and since GH relies on Commanders a bit more heavily then the other Allegiances (Think "Conservation of Ninjutsu" troupe) they definitely perform better at a 2 commander level. Yeah that certainly won't help hahaha. I never ended up playing a game with them without one. They are really cool.
  11. I, as is usually the case, agree with @retnab As for playing I have been doing 1-3 games a week since at least the KS Rules document was released.
  12. @Razhem I will do my best to answer your questions. I typically only use Electrocutioners with Unathi, otherwise preferring the 10 Scrip slot for a Dreadnaught (3 mounted gunners means 4 attacks with a chance of Tome for card draw in addition to a powerful self sufficient unit that can answer a lot of questions with the auto pinned tokens, a Titan's ability to interact which is invaluable with the 1" restriction in the tournament document, and free STR hit from moving, or being moved by crow runners). My Prototype usage is fluid, given it's timing, and based around the restrictions on Overclocked. If a unit has an engineer (2-3 Units with a Prototype are staple for me) they get a Prototype and 1-2 of my commanders will usually get a prototype (I really like Discuss Grenades on Lord of Steel). Crow Runners don't get one (as they never get an engineer) and usually Overclock into Experimental Rocket Launcher or Shock Batons, depending on how my opponent reacts to them and where their positioning is turn 2. I usually give Mechanized Active Defense Armor as they have become a priority target depending on the match-up (It helps them not get turn one'd by Cult but doesn't guarantee they will survive the initial onslaught, either). On the usage of force make-up and commander choice: I tend to pick one commander that I believe will be good for the operation, fill in some units, and then select the second commander. I have not been using Kassa's Emergency Repair to flip undamage assets as, although allowed by RAW, I just don't like the interaction (I didn't do so at CaptainCon, either). If we make it to another Errata and it's still there I'll use it. Kassa has a Tome built into her gun, which is pretty dang good, so I either repair damaged assets or aim for targets to get card draw, give pinned tokens to (I always take the KE Envoy), and do a bit of damage here and there. A railgunner with Toughness (or two, depending on the Operation) can easily accomplish a decent bit of card draw. They are great for scenarios with backfield objectives and have a great attack they can launch at a target that enters their line of sight (I tend to not Glory them with the 6+ Margin, though, as they can't just keep ditching low tomes and Inspired tokens for free cards). I don't have a play-by-play for my card usage, and I certainly have games with a turn or two were I don't end with "all the cards" in my hand or decide to take a turn 4 or turn 5 card or two, but that's always the result of a choice between an aggressive activation here or there with a few key units, me purposely using The Long Game to mess with activation and jump on a foe trying to take a defensive turn, or ditching crows for Shielded. I also have turns where decisive first few activations see both opponents with no fate hand left and I still enter the next turn with 5 or 6 cards in hand. I do tend to have to reshuffle my deck nearly every turn and often before my regular CotBM opponent. I hope this answers some of your questions - If not let me know and I can try and make sure my next game, and it's resulting video batrep (which my regular opponent, @Nutella, is taking the time to upload to a YouTube Channel from here on out) highlight the sort of interactions that have been discussed.
  13. Typically I spend 0 to 1 TAC tokens on card draw every turn after the first and I start and end every turn with 5 to 6 cards, usually having to discard one or two during the turn as well. The Engineer's ranged attack is also very potent for how he can just passively draw more cards. I'd like it to be a draw / discard instead, as a starting point. It's also very easy for the Rail Gunner to fidget with their gun every turn for 1-2 cards (making great use of low tomes). When tracer rounds provides you a +1 AV bonus for the other fire teams it's very easy to use versatile tactics to generate multiple card draws a turn. For the low low cost of -2 av you can add a tome to your duel total. Plus you'd almost always pack an engineer into the team.
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