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Sannop

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Posts posted by Sannop

  1. On 8/11/2017 at 0:31 AM, -Loki- said:

    To combat model bloat, what I'd like to see is stronger synergy between thematic models and masters, but still have some 'wildcard' models that work across masters within a faction.

    There's... not nearly as much synergy with the Mature Nephilim, or any Nephilim, and Lilith. For this reason she's a very popular master without her thematic Nephilim. She doesn't do any more for them than she does for other Neverborn in general. Barbaros is considered more of a model for Titania these days, and Nekima is generaly fielded with any crew. Now that's not bad that there's synergies outside of their thematic crew, but to have so little in your thematic crew creates more of a bloat 

    I COMPLETELY agree. I got into the game for the amazing theme, but that has gone for power gaming. Make changes to support and promote thematic play.  As it stands, I am losing interest in the game and can't find players.

  2.  

    On 2/14/2016 at 4:11 PM, Clockwork Top Hat said:

    Sonnia is a blaster with a burning theme. Other models (Kaeris for example) use burning far more effectively.

    I agree with Clockwork.  I guess I don't get the Sonnia burning vs. non-burning argument.

    Yes she doesn't have the synergy of some other condition masters, but the burning tokens help.

    I usually bring  Witchling Stalkers and a Handler because they are excellent models for the price and just so happen to help Sonnia with burning, not because they burn.  I have summoned stalkers and it is nice when it happens, but I don't plan on that as a necessity.   

    So I suggest you not making a "burning list", but don't shy away from some models that would be in that list if you don't make a "burning list".

    Also, Sonnia brings many more options than Perdita.  

  3. Now I have a broken gun. It was difficult to get the barrels off the sprue.  I have been modeling for years and built figs for TONS of game.

    But I would love to know WHY the design for his gun?  

    (Fanboys... no need to brag about how easy it was for you.)

    Sorry for the tone, but tired of spendng good money of figs for an amazing game and spending time extremely frustrated because Wyrd intentionally makes things difficult.  I am not gaming to be a modeler.  

    I was frustrated at the archers helmets.. but this is MUCH worse.

    I just want to know why these ridiculous designs?

     

  4. Is that house the regular plastcraft height or have you modded it? Given how easy it is to reach and how hard it can be to remove stuff from high places it just seems strange to release terrain looking like that and say it's designed specifically for Malifaux.

    Yeah, I have that tower as well. We define the sniper nest as impassable. It's not fun in a game.

    Thanks for the quick reply as usual! 

    I really don't get the desire to create snipers nests. Tall terrain looks cool but I'm not sure I've ever played a game in any games system where tall sniper nests turned out to be fun mechanically. The building would probably have looked better if the roof had just continued and been clearly inpassable.

    I think we will end up not having the roof on for most of the games.  The fighting will be inside.

  5. Is that house the regular plastcraft height or have you modded it? Given how easy it is to reach and how hard it can be to remove stuff from high places it just seems strange to release terrain looking like that and say it's designed specifically for Malifaux.

    Yes it is as designed.  The look is tremendous.  It also is a great size for a 3x3 table and works well with the walkways.  But I am considering making the crow's nest accessible.  Hans or December Acolytes up there might be game changers.  Also, rules for LOS will be needed.

  6. Hello,  I have recently bought the Plast Craft Malifaux terrain (GREAT STUFF!)

    But it has led to some interesting questions on vantage, vantage with walls, LOS, "blond spots" etc.

    I added a discussion post with pictures on how we handle walls, but I would like a rules answer on how to handle the following.  Do either have LOS to each other?  If not, how is that determined?  If so, what if the Judge moved next to the wall.  How is that determined?

    Thank you for any answers on this and on thoughts on my other post.

    7933452_orig.jpg

  7.  

    Thanks for the input Hagisman.  I don't think that there is a direct rule about this.

    Per the rules I think that we would just ignore the wall completely and only use it for cover versus people on the same "level" or HT.

    I have attached a picture to show what we use.  1447113271.png

    Normally, without the railing, the Marshall would be on Ht2 Vantage point and have to be within 2 inches of the ledge since he is Ht2.  

    But with a Ht 1 railing(wall) it possibly changes things. Yes the rules can still be played the same and the wall can be ignored for vantage, but I like the following.  It is easy and works for the system.

    Take the Ht 1 wall away from his Ht 2 model size.  Now he is effectively Ht1 above the wall and he now needs to be 1 inch from the ledge.  

    If it were a Ht 3 model with a Ht 1 wall... his effective size is Ht 2 and he needs to be 2 inches removed.

    This has a Ht 1 model being effective Ht 0 and not able to use the vantage point since they can't see over the wall.

    The rules don't discuss vantage in much detail at all, and maybe the simple rules play the best.

     

     

  8. Howdy.

    Got into malifaux v1.5. not many people around here play. Drifted away. New edition, new plastics and a new gaming group brought me back. Currently own far too many unpainted crews. But these new releases are always good.

    Collect all bar gremlins. Like ttb and am considering fate mastering something when when I when I get when I get time.

     

     

     

     

     

    Tom.. Where are you located.  Central Illinois here 

  9. We have been using the wonderful plast craft terrain for Malifaux. The terrain includes many vantage points with railings.  Therefore you have a Ht 3 vantage point with a Ht 1 railing.  This can be tough to handle.  I love the simplicity of the game versus true eye level LOS, and wanted a quick easy answer.  

    Pin this we are assuming blocking railings/walls not simple see through railings.  

    If this is covered in the rules I haven't found it.  There are interpretations and I welcome your thoughts, but this is a quick easy fix:

    We take the HT of the wall away from the Ht of the figure and that is the Ht the model must be from the ledge.

    Example (Ht 3 terrain with Ht 1 wall):

    Ht 2 model must now be within 1 inch of the railing.  That simple (if this is already answered somewhere and I missed it, I apologize). 

    Ht 1 model must be range 0. Therefore they can't see over.  

    This still doesn't answer the shadow aspect that some games have.... But that is for another post. 

  10.  Anna's abilities don't just say that enemy models can't end places within 8, it specifically says they can't end placement effects,or push effects, or movement effects

    Pg. 38 Big Rulebook: If the Attacker wins the duel, the effects of the Attack are resolved, usually by dealing damage to the Defender. 

    Thus, in a Peacebringer Blade attack, the effect is the damage, and the source of the effect is the model performing the action. 

    Pg. 51 BRB Callout Box: Placement Effects - Some effects will call for a model to be placed in a location. 

    Thus, just like damage is an effect, or giving slow is an effect, places are an effect. 

     

    The effect of being placed is coming from the acting model, Lust or whoever, just like a Rotten Belle is producing a move effect when they lure, or Rasputina is producing a blast effect when she attacks. We don't say the model being damaged by Rasputina is doing damage. We don't say a model being slowed by Chiaki is creating a slow effect; Chiaki is.

    In no way should we be saying the model being acted on is producing the effect. If Lust or the Belle attempts to end that effect within that aura, they cannot. 

    "Enemy models may not end placement effects" does not reference those generated by enemy models, but those which act on enemy models. If it was talking about placement effects which are generated by enemy models then this part of the ability "unless that effect was generated by ... a model in this crew" is completely uneeded. Why say effects generated by your own models aren't affected by this ability if the ability only affected placement effects generated by enemy models?

    I thought the same, but there could be the situation where an enemy uses the ability on an allies card.  Also, the ally could be mind controlled. So the wording isn't useless. 

  11. The way I am reading it is that an enemy model, Lust, cannot end a placement effect (Now Kiss) within 8 inches of Anna.  Since Now Kiss is the reason for the placement effect, Anna's ability should prevent the placement of that model (or any model using her ability)..  

    I agree.  As written the placement effect is being generated by an enemy model, even when it is an ally that is placed.

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