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Tuttleboy

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  1. The 3rd annual Salt City Gladiator Games is this July  14-17th, 2016.

    We won't be running Malifaux events on the 14th, but will the rest of the weekend we'll be running demos, open play, and an on-going Enforcer Brawl all day the 15th-17th. 

    Featured events will be:

    Friday - Henchman Hardcore 20 SS exactly 4 models Games will begin at 6:00 PM
    Saturday - Gaining Grounds 50 SS Strats and Schemes will be handed out at 11:30, registration starts at 11:30, games will begin at 12:30.
    Sunday - Henchman Hardcore Games will begin at 10 PM & Speed Painting  registration at 12 PM competition begins once we have 6 painters signed up.
     
    All Malifaux events have no fee other than buying a pass to SCGG.
     
    For more information about Salt City Gladiator Games click this link:  Salt City Gladiator Games blog
  2. Generally speaking you are freedto move around while engaged, but only if you remain engaged. If you plan to leave a model's engagement range, you must say so before moving your own model and then the engaging model's controller may choose you make the Disengaging Strike.

     

    Check pages 48-49 of the small rulebook for the complete run down.

    • Like 1
  3. WARNING: This post contains Theory-faux!!!!

     

     

     

    Take a look at this:

    The Dreamer -- 6ss
     +Dreams Of Pain - 5ss
     +Tantrum - 2ss

    Day Dream x 3 - 6ss

    Alp - 3ss

    Alp - 3ss

    Alp - 3ss

    Alp - 3ss

    Alp - 3ss

    Alp - 3ss

    Stitched Together - 6ss

    Widow Weaver - 8ss
     +On Dreaming Wings - 2ss

     

    Here's what I'm looking at. Dreams of Pain gives you the ability to adapt to S&S. Tantrum just kicks ass. Widow Weaver's Web Markers are gross when it comes to the Wp duels you're looking to invoke from Alps. 3 Daydreams on the table to begin gives you the potential of 6 DD pushes and the extra :mask for the boy by activating 1DD first, pushing then saccing it for the :mask. Dreamer summons another DD then spends his other 2 AP as needed. Stitched Together are super fun and good and if you can shove him up yer opponents bum turn 1 its hilarious. I think Dreamers 1st turn AP in this list would be to summon a Daydream and any other 2 models to help you win or 1 other and reduce Dreaming.

     

     

    Anywho, just a quick look from a different angle. LMK how the Alp spam works, because it was a thing in 1.5.

    • Like 1
  4. Dreamer looses when I play him.

     

    Quite honestly once your group finds out how vulnerable the kid is to Ca actions you'll start having problems, especially once they get rid of anything you can shrug the damage off to or they drain you hand of cards so you can't shrug off the damage.

  5. If you're wanting to stay with Neverborn I suggest Lynch box first and getting Lilith and the Nephilim box. Mature Nephilim are the epitome of smash face. If you can get off a Flurry, attack a model with the 1st to attacks and then get the Charge Through off, they're pure gold. Of course they're also as expensive as gold.

     

  6. Target the model that has the Grow upgrade and remove it from the game. If they aren't relying on the upgrade the other 2 options are Black Blood Shaman and Nekima. End them. Don't tell my fellow NB players I'm in here helping you to learn to beat them.

     

    :P

    • Like 1
  7. Greetings Wyrdos and those interested in all the Wyrd stuff.

     

    I will be hosting a monthly demo night at Toad & Tricycle Games located at 77 North Main Street in Logan, Utah the second Tuesday of each month starting at 6 PM.  This month's demo night will be on October 15.

     

    If you'd like a demo at another time or spot, feel free to contact via PM or use the email in my signature block.

     

    Stay Wyrd!!!

  8. As a TO this seems to be easy to make sure that there's no stalling. In the Gaining Grounds rules under the Sportsmanship there is the following sentence, "Activations should be played in a timely manner; players should not waste time."

    If I saw or was called over by another player and the Mei Feng infinite Railwalk combo was happening I would ask the Mei player what the point of executing the combo was and if they could answer anything besides flip cards I'd ask them to get to the point, otherwise they weren't doing what Gaining Grounds requires them to do and they'd get a warning and a DQ if they continued the pointless flipping of cards.

     

    This was caught in beta, but there is no point to executing the combo because it doesn't advance the game state. It simply wastes time.

  9. Starting this October in Logan, Utah's own Toad & Tricycle Games and running all month I will be running a Malifaux campaign. The start of each week will be on Tuesday's and at 6PM each Tuesday I will announce the weekly event. Toad & Tricycle Games is located in Logan, Utah at 77 North Main Street.

     

    Entry price to the campaign is purchasing a campaign deck from Toad & Tricycle.

     

    Come play!!!

  10.  

    I think if there had been more community unity on what exactly we wanted from Avatars then Wyrd might have been able to have gone in that direction. Ultimately I think the compromise the Wyrd came up with, IE old avatars are legal proxies for the emissaries but the avatar rules were not available for competitive play was ultimately the best path they could have taken.

    That first sentence says it all. We went through to separate rounds of testing trying to get the avatars into the base game and I don't think there was a single person that could have been called satisfied with what was happening with them.

     

    The second sentence sums up my feelings on how things turned out. I've got a few Guild and Neverborn Avatars I that I can still use and I've been looking for a Peaches that I can use when I play Somer.

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