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Pagan Wolfe

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Posts posted by Pagan Wolfe

  1. Threadnomancy.

    I'mmmmmmmmmmm BACK baby!

    I have come back to the Malifaux fold after an extended stay in Battletech and Alphastrike.

    Coming soon: The Graveyards and Underground Cave / Mines.

    This will bring me to a total of 12 different tables with modular terrain, making every game different.  I have even had to make a chart for players to flip a card for the type of terrain the game will be played on!

    I hope to have the Graveyards tutorial / blog up within the week.

    terrain chart.jpg

    • Like 1
  2. Also worth noting that although you must change in a straight line, it doesn't specify 'directly towards' so you can charge to one side of a model as long as you end up in melee range of one of your attacks and moved in a straight line.

    This how we worked it out.

    And yes, the terrain was also impassable (big crate).

    Thanks all, been out of the game for a while and still fuzzy on some things. Loving it!

  3. Hello and hope you can all help answer a dodgy question for me.

    Charging is done in a straight line and LoS... But what if part of a models base would cross blocking terrain?

    This happened in a game where a 50mm model was attempting a charge at a 30mm model. Using our laser line markers it was clear that half of the 50mm models base would crash into the blocking terrain if it charged in a straight line...however it still had line of sight... Can it still legally charge?

    We went for yes, but am not sure if that was right.

    I hope that is clear what is happening. I can try and get a digram up later if needed.

  4. Hello everyone! I have recently been getting Malifaux up and running in my area again and so far have had positive responses to the newer rules.

    We had a situation the other night were I would appreciate a point in the right direction...

    Long story short: A gremlin piglet was on a ledge 3 inches high when the Judge used his power (pass judgement, I think) to push the model closer and therefor off the ledge.

    Does the piglet take falling damage?

    We went with "yes" (if you were 'pushed' off a ledge you would fall and get hurt).

    What do you think? Is there a printed rule that we missed?

    Thank you for your help :)

  5. Well, that really is just disappointing.

    You cannot buy the ttb deck (although it sounds pretty average in reviews compared to what we thought we were getting).

    "That's right gaming room buddies, you get 2 wooooooooot!"

    Only you don't.

    I get it, the arcane deck is pretty, just who else gets to change orders without consulting the customer? And here I was getting all excited about this game and company again only to find that it is the same old blam.

  6. Ahhhh yes, so it is. Thanks. I kept seeing that as Miss Terious (which I missed out on as, being new to kickstarter, thought you needed the funds up front and didn't realise they billed you at the end... Have one already though, so no tears).

    Thanks very much again for your sharing.

    By the way, how did you end up with the arcane deck? Is that part of the normal through the breach pack or an added 'thanks'?

  7. Hello ladies and gents. I hear tell that some of you out there in real world land have received packages of goodies. I was wondering if anyone would be so kind as to take a butt load of photos to show us 'what's in the box'. Cards, front and back etc. for detail would be greatly appreciated.

    I look forward to getting my monster box of joy some time in the future, but seeing as I live on the pimple growing on the arse of our earth it may take some time. Cheers.

  8. This along with the eventual release of the 2nd wave decks may get Malifaux back on our tables. We are an old fart crew who prefer hard copies and having the correct cards for our models. Seriously, Malifaux has dropped of our menu for 18 months now...maybe even closer to two years! Can't wait to finally have the box of goodies and get a new campaign rolling... Playing lots of shadowrun at the moment. And Destiny Beta (doh).

    • Like 1
  9. Just some alternative shots for ways to arrange the modular terrain shown in Chronicles Volume 10.  Hope people enjoy :)

     

    Very large Structure (takes up almost the entire table)

    002HugeStructure_zps24340050.jpg

     

    Smaller Town Site

    001Town_zpsfc47f925.jpg

     

    Larger Town or Alleys

    003Street_zpsf7e9898c.jpg

     

    Alternate shot of the mixed large building plus garden

    036Final2_zpsdf5dee31.jpg

     

    One set, infinite possibilities.

    • Like 2
  10. I thought I would get this up and running to tie in with a few of my articles in the Chronicles recently. I mention printing off lots of different textures and images to use on scenery and decided to post up what I have here for public use. I don't claim any ownership of these as most of the images were ripped from the internet after a bit of searching.

    https://www.dropbox.com/sh/8i1wlylavj6ra11/2LrEbC906X

    I also decided it may be a good time to link in my other extensive project work if people are after other ideas. This gets dragged up from time to time but i feel it still has some relevance to those seeking to build their own tables of terrain.

    http://wyrd-games.net/community/topic/82437-building-malifaux-one-table-at-a-time/?hl=%2Bpagan+%2Bwolfe#entry460714

    I would be interested in hearing from people what they think of the projects and if there are any requests for ideas people would like explored.

    Thanks all.

    I also thought I would drop these excellent thoughts from Cats Laughing in before they get buried in the back pages too in regards to scenarios and terrain.

    The primary concerns regarding static terrain and scenarios will center around:

    (note this is just for the Standard game play Scenarios, Story Scenarios may have additional issues)

    1) Squatter's Rights (5 squat markers on the centerline, where the centerline's location depends on deployment)

    You'll want to make sure that the potential squat marker locations (there are a total of 17 possible locations depending on deployment types and corners/side selected by players) are accessible by all factions. Ie: allow for a 50 mm base to walk into base to base contact with every marker. This is probably the biggest concern for strategies and static terrain. I think all the other potential issues are of lesser concern.

    2) Reconnoiter (control table quarters)

    This one isn't too bad, but if your static terrain completely cuts off one or more corners from the other corners, then you can have problems with this strategy as well. This is fairly easy to avoid, as you would almost intentionally have to build towards cutting off corners from each other to cause this issue to be present. In anycase, make sure each corner can access the other three corners without having to go all the way around the board.

    3) Turf War (control the center)

    The one also isn't too bad. Both players want to access the center of the board, so simply ensure that every table corner has access to the center of the board without too much difficulty. It might be good to make the access to the center relatively balanced. For instance, it would be pretty unfair if the Northeast table quarter has only a single file rope bridge to access the center, surrounded by a deadly/impassible lava flow, while the Southwest corner has completely open access (with some hard cover terrain to advance behind).

    4) Plant Evidence (requires placing a scheme marker in contact with terrain while the scheme marker is on opposing player's side of the board, 1 vp per terrain regardless of number of markers touching it)

    Just make sure there are at least 3 peices of terrain in each potential half of the table (8 halves due to how deployments can be selected). Pretty simple.

    5) Outflank (end game with models on centerline and within 3" of where centerline meets table edge)

    Given that the centerline can be diagonal for some deployment types, there are 8 potential locations where models will need to be able to go to score vp for this scheme. Make sure these locations are not impassable and that models can access them.

    6) A Line in the Sand (need to place 4 scheme markers on centerline, in most cases scheme markers cannot be within 4" of each other)

    As with outflank, there are 4 different centerlines. The 4 scheme markers can be almost anywhere on these centerlines, so as long as you don't make a centerline completely inaccessible (which would likely cause problems with scenarios noted above) then you should be fine.

    7) Power Ritual (scheme markers within 6" of table corners)

    Just ensure somewhere within 6" of each table corner is accessible, which is partially covered by the Outflank note above, though it would be good to have more than just a single accessible spot in each corner.

    I can't think of any other major issues with Static Terrain and standard Strategies/Schemes. Story Strategies/Schemes may have additional issues, but I don't know them as well (and don't have book on hand to check).

  11. http://www.wyrd-games.net/showthread.php?34041-Building-Malifaux-One-Table-at-a-Time&highlight=Building+Malifaux

    Here are some of my projects before it got moved to the Chronicles. Each set lives in an Ikea box on a set of shelves. Not only does each one give you a totally different table but once you mix them you get some great themes going on such as lava pools in town... Man that make for an interesting game, especially against Zorida. How many of my models can she make o for a fatal dip?

    Anyway, good luck with your building and I hope it brings you much enjoyment.

  12. Another random thought is that after a while a single style of table becomes dull. If you have a plain table but make sets of terrain you can play games in many different locations or combinations there of.

    Check out some of the articles I wrote in the Chronicles. There are others coming, such as the easy to make town set that can be several buildings of different sizes, one huge building or even a maze etc.

  13. I politly disagree that form and function are not linked with terrain, in fact I would argue the opporsite and that they are vitally linked. You need to have a clear idea of the rules and how you want the piece to interact with those rules before you build. Having stuff that looks like one thing but acts like another is confusing.

    I have made many, many cool looking pieces of terrain that were rubbish to play on (due to rules conflicts or ambiguity) or did not work across systems (again due to rules conflicts).

    Making a display? Focus on looks. Making it to play with on a table? Pay attention to how you want it to influence and change the game.

    Just my 2 cents :)

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