Jump to content

Matney X

Vote Enabled
  • Posts

    297
  • Joined

  • Last visited

Posts posted by Matney X

  1. A little off topic, but someone in a podcast mentioned that they get rid of the RJ in their hand as soon as possible.  Their reasoning is that, in their hand, it's just a 14 of any suit -- unless you're lucky enough to have a 13 that will get you to a point you can cheat the RJ for damage, or you need to get a trigger off.  

    In their deck, however, it's a 14 of any suit that can't be cheated against.  I've cheated the RJ in and been one-upped by a 13, but had I flipped that it couldn't have happened.

    Their main point, though, was holding onto it for a perfect situation gives it the chance to go unused for an entire turn or two.  At least it's going to be flipped when it's in your deck.

  2. I had a thread on AWP awhile ago about fortune telling that was similar to this -- this is what I predicted:

    I  see Henchmen cards for every Master -- the Molly / Kirai scenario on Crossroads is just a taste. HenchMasters won't be full versions of themselves, but it will allow people to run their Ramos / Kaeris crews from days of olde. (Obviously Rare 1, can't be hired with a Master of the same name, may or may not use Master-specific upgrades). This is where we're getting our M2E Alt Sculpts

    I see a model / upgrade that gives out an Aura that prevents summoning -- either models cannot be summoned within it, or models within the aura cannot summon models. This won't be constant, and will be expensive, as it totally shuts down some Crews.

    I see an Arcanist / Resurrectionist model (probably a Master, but it very well could be something lower). Fluffwise, the model is the most open Arcanist -- they are the public face of the movement -- but they're secretly Ressers.

    I see a Gremlin or two completely changing sides to Neverborn. I see a Neverborn being swayed away from their evil ways (probably Outcast).

    I see at least one dual-faction master picking a side.

    • Like 1
  3. With Raspy, I use the Golem as her personal bodyguard -- Raspy really suffers to melee attacks, and he makes those attacks *very* hard to get.  Many people won't even venture to my back-field if he's back there.  Then, turn 3 or 4, bring him in to clean up whatever the Acolytes, Gamin, and Ice Mirrors didn't take care of.

  4. Dave. Reread the post. Second paragraph second sentence. Names will go out on Saturday.

    So your nervous excitement is great but don't letbit get the best of you.

    I caught that seconds after I posted, so then I edited it.  You must have caught my post in those few seconds.

    Unless tomorrow really isn't Saturday, in which case I'm really confused.

  5. I just recently taught my Roommate how to play.

     

    My first suggestion is to play Only Turf War, and to play without Upgrades with nothing but a starter box(make sure the points are close), and focus your demo on slugging it out, and doing cool stuff. Try to stay away from the technically complicated stuff, and more on bashing.

     

    I slowly put in all pieces of the game was we were practicing and she has a much firmer handle on the game, simply because she could focus on learning one part of the game at a time.

    Beating each other up is a blast, but I try to avoid that for demos with players who come from other games.  Malifaux separates itself from 40k and WarmaHordes by being a game you can win without killing anything, or you can win after being completely tabled.

    I avoided Upgrades as well -- some Masters require them, but those are the Masters you probably shouldn't be using in a demo.

     

     

    I suppose each person is different. For me, I don't like to learn playing a (I don't know what the right word to use here is) 'fake' game, I'd rather just play the game as it's supposed to be played so I personally wouldn't demo with only 2 models or miss out schemes and strategies (the integral part of the game in my opinion). I agree that avoiding rules dump, complex rules and upgrades is a good thing and a 'battlebox' sized game is probably appropriate for beginners. I ran a demo recently where the guy bought his own models and wanted to use a very complex crew. This was slightly awkward as he wanted to use his own models but the crew he'd selected was perhaps not ideal for a beginner game so if you have a choice stick to the simpler crews (Lady Justice is great) and maybe avoid summoning crews as these can be unbalanced at low points levels and add in an unnecessary extra layer of complexity.

    That's tough, especially if it's someone like Tara.  Did the player enjoy the demo?

  6. The most important thing to avoid, IMO, is a major rules-dump before you ever get to playing.  I had a demo for another game, recently, where the person giving the demo dumped rules on me for 30-45 minutes, then gave me 15 minutes with the models (and, it turns out, I didn't remember anything well at all).

    I've run two demos, total, and one of which was during a Hardcore game (he was my opponent), so take what I have to say with a grain or two of salt.

    Spend a few minutes explaining the basics of what's on the cards (stats, AP cost, the general idea of triggers, etc.) and run a couple challenged duels to explain it (one model fires on another, flip the attack, flip the defense, damage...) and explain simple duels as well.  That should take as little time as possible -- it's the minimum needed to really start playing.

    Don't flip for schemes, deployment, ect.  Close Deployment will get things started quickly, Turf War is a great Strategy, and go with one other Scheme (ALITS is fine, but it's not a fun scheme.  Breakthrough is more fun, IMO).  Don't worry about flipping for initiative on the first Turn -- you should go first, and show how models move and how AP works.

    Throughout the game, explain why you do things.  Do things that aren't strategically sound if it will show off a mechanic better (I charged Lady J with an Emberling, for instance, though Mei Feng had already activated that Turn), and if it looks like your opponent is struggling for something to do, offer up something that would normally be bad for you.

    Finally, we ran the Rail Crew vs. Guild's Justice box sets for my only official demo.  I had considered running two models on each side, as OmenBringer suggested, but I figured anything that would be learned with such a stripped down crew would be figured out within the first few activations of a box set.

    In any case, the most important parts of a demo, IMO, are to get the rules across and to have fun.  I didn't worry about Soulstone usage until Turn 2 or Turn 3, and I kept a cheat sheet handy for everything.

    • Like 2
  7. Thanks for the input.

    Im guessing I should just print out the cards myself then if Im interested in playing with Avatars :)

    You can, and there's nothing wrong with doing so, but there are rumors that those cards (and rules) were completely scrapped and we'll see an entirely different Avatar mechanic in January.

     

     

    BTW I had no idea Wyrd was doing a wave 3 already! Wow they still need to put out many models from wave 2 still!

     

    We're still missing two full crews from Wave 1!  At this rate, we'll have Avatar models for Tara and Brewmaster before their crew boxes hit general release.

    • Like 1
×
×
  • Create New...

Important Information