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Makrar

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Posts posted by Makrar

  1. I think a lot of  the upgrade rules are only in effect upon hiring so once you start the game effects that move upgrades around dont have to follow these restrictions and so you just follow what the card says. (except i think the limit of 1 2 or 3 for enforcers/henchman/masters remain if it doesnt specify otherwise)

     

    (Page 11, 66 and 90 small rulebook) 

  2. Kaeris's pyre markers are a fair bit different to Flame and Ice pillars (they are not impassable so anyone can move through them for a start)

     

    I am actually totally fine with flight and incorporeal models ignoring markers, i just dont want to be in a situation where i go into game, cast the spell and then have it ruled that they can be moved through because it makes "sense" 

  3. Played in a tournament this weekend and I tried Dampening Field this weekend against a Ramos Crew, it didnt do anything. I thought it might see some use with negating steam cloud and bleeding edge tech but the range of it really impacted its usefullness in this particular game. I think its potentially situationally awesome tho.

     

    Regarding Expert Sleuth, I didnt take it but i looked for situations that i might want it and sadly i can report that In all the games the (0) action part would of been useless and i think paying 1SS for +2 to one flip is incredibly poor value especially when compared to say Seize the Day (which is amazing btw) Again the range is often not enough, a push is easily stoped by intervening terrain/models and it competes with really good (0) actions on a lot of models. 

  4. Put simply can models with Flight and/or Incorporeal move through a flame wall?

     

    I was under the impression you could not do this but this was ruled against me at a tournament this weekend

     

    So i wanted to see if my interpretation is right and i believe it is for the following reasons

     

     

     

    For reference a Flame Wall markers are Ht 5 and have the blocking and impassable traits

     

    A Marker does not count as terrain (Page 56 of the mini rulebook)

     

    A model can move over and stop on Markers. A Marker is ignored for movement purposes (but terrain below the Marker is not). (Page 64)

     

    However i think the impassable rule trumps the above bit 

    Impassable - Models cannot enter impassable areas of terrain, which includes moving through the walls of a building or into other solid objects.

     

    Flight rules are as 

     

    Flight: This model is immune to falling damage and may ignore any terrain or models while moving.
     
    As a marker is not specifically mentioned as NOT terrain, i believe flight would not ignore it and so doesnt work here
     
     
     
    Incorporeal rules as 
     
    Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this model suffers from Sh and Ml Attack Actions by half.
     
    Again for the same reason as Flight, this rule does not mention markers and so you dont get to move through them
     
     
    Any thoughts? i guess you can say Impassable specifically mentions terrain in its description which the marker is not, so does the impassable not work at all? and if it DOES work does that make the markers terrain and thus the above 2 rules would ignore them?
  5. Thanks for the quick reply Inquisitor.

    I am going to get the full 2nd edition rule book as I like the look of all the fluff that it has in it. Is it easy to tell which crews have the 2e mark on them when buying online? I would buy from a brick and mortar shop but I don't know of anywhere local that sells them.

     

    Hi

     

    There is a brick and mortar store that sells Malifaux in Tamworth

     

    http://www.titangamesuk.co.uk/

     

    There is also a group of us who play occasionally at Walsall every friday :) 

     

    If you need an intro or advice or anything then let me know and ill sort something out (as i work in tamworth i can get to their local club or titans store if needed)

    • Like 1
  6. Friend of mine ordered stuff almost a year ago. His order was missing quite a lot, and they never anwered or addressed the issue. Based on his experience, and the complete lack of caring that the company seems to have for customer satisfaction, I try to steer everyone clear from AD. There are other companies out there who make product just as good that actually seem to care.

     

    This

     

    Ordered a few years back in the Black Friday sale, Order was sent 2+ months later, When it arrived not only was half the order missing but they put a completely incorrect cost on the customs declaration (a lot higher then what was paid) which ended up costing me extra money in fees.

     

    Also add the fact they have never answered any emails i have sent

     

    My advice? Avoid

    • Like 1
  7. As a predominantly Sonnia player, i can honestly say that ive never felt Burning to be overpowered (nor has any of my opponents). If there is a problem (and I'm not convinced there is due to the amount of AP needed to do the hypothetical situations stated in this thread) then its a Kaeris problem and not specifically burning.

     

    here are some of the downsides to burning compared to normal damage.

     

    Kills caused by the Burning condition do count as being caused by a model (Firestarter mitigates this a lot but this is still huge in some strats/schemes)

    Anyone can lower burning with an interact

    You get to activate normally while you are burning

    Some models are immune to Burning full stop!

     

    Obviously to make up for this models that are based around burning usually get bonuses against Burning models but i think in the end  the bonuses roughly balances with the above downsides.

     

    The damage inflicted is not really that different to just straight up damage flips imo.

  8. I also echo Masterdiasters comment about Guild Riflemen with Lucius (and dashel) as their shots hit accurately and the damage can quickly becomes 3/4/6 (or 4/5/7 if you flip/cheat a :ram!). Other then that i think your sorted really in the short/medium term (on the guild side at least). I would just avoid going to gunline heavy with him as you will need some combat potential or you run the risk of getting shut down easily the moment someone gets into your models (and you need to score vp). I would take at least 1 Witchling Stalker (just a great minion overall) and a death marshall is well worth considering for pine box shenanigans :)

     

    I have never run him as Neverborn so i dont really have any extra insight to add for that side of him.

    • Like 1
  9. They are actually incredibly hard to take out as you can use the place to bounce around to very hard to reach places if needs be. They are really good for scheme marker heavy schemes and will very likely get you the vps for those.

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