Jump to content

MrDeathTrout

Vote Enabled
  • Posts

    1,934
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by MrDeathTrout

  1. I love this one. Younger generations will probaby not get the reference.
  2. Right. Thanks forgot that one. Adding to OP.
  3. The hand to the right of the Masochistic Malifaux Modelers shirt looks like it's flipping people off.
  4. Pg. 35 big book The language in the rule from the core book is confusing me. "...the affected model's owning player determines the order..." in the case of Dragon's Blood who is the affected model? The Emissary because it is his ability, or the model taking damage since it is being affected by the ability? If it is the Emissary then I think if he is controlled by the first player then Dragon's Blood would expire before the enemy crew takes Poison damage. If it is the enemy model taking the poison damage then do they get to choose to end Dragon's Blood before they take Poison damage? I do not think either of these outcomes is what is intended. Malifaux, has more depth and complexity and is better balanced than any other miniatures game I've played. I put it is head and shoulders above the rest. My hat is off to the designers for making something I could not have even conceived of. That said I think we've reached the point where many of the new models have outgrown the core rule book, they have ability's that were not conceived of at the time. I think we may need to consider RAI as being just as important RAW at this point.
  5. Where does is say "Wyrd has specifically said you can't use faq answers about a different topic to extrapolate answers to another."? I've heard others say this, but I've never seen it. The FAQ does say "Each question is about an individual situation, and may not necessarily apply to other situations." That says it may not, it does not say do not. I don't think it makes sense to dismiss anything in the FAQ and "inadmissible" when trying to sort through a related rules question. If the rulebook doesn't have the answer then the FAQ (the only other resource we have for official rulings) is the next logical place to look. A after that we have nothing to base our guesses on other than our own judgment, I'd rather look for similar situations in the FAQ and use Wyrd's judgement if possible.
  6. Good point. Just Lay Down is an ability, but it is also a defensive trigger, so I can see the "after failing" timing applying. But Just Lay Down does not use the exact phrase "after failing" so I can see an argument that it does not apply. The flaw in my logic is that though both are abilities, but one (Just Lay Down) is also a trigger, so is subject to trigger timing rules. IMHO Just Lay Down should also use the standard trigger language of "After failing...". I'm now confident that the damage on the attack that triggers Just Lay Down will have its effects resolved. Since I TO tournaments and I'm the local Henchmen players look to me as the local authority (in and out of tournaments) on rules questions that pop up during a game, so I like to get confirmation from the community when I find something I'm not 100% sure about, before it pops up in a a game.
  7. When Sloth's Just Lay Down ability is triggered it immediately ends the attackers activation. At first glance I assumed this meant Sloth is attacked, Just Lay Down is triggered ending the attackers activation, and the effect from the successful attack is resolved. Now, I'm not sure if that is true. Looking at Pandora's Fading Memory and a FAQ entry about it we see that "When this model wins" takes place before "applying the results of success of failure". Looking at Just Lay Down we see it uses the same timing "After this model fails, the Attacker immediately" both have the term immediately the only real difference is one is after winning and one is after failing. So the timing on Sloth's Just Lay Down is the same as Pandora's Fading Memory. From this FAQ entry we can see when a model ends it activation it immediately proceeds to the end Activation step. Does this mean that the attack that sets off Just Lay Down will not resolve its effect even it Sloth fails the Duel, which it is required to to to trigger the effect?
  8. I'm looking for some models that can generate Soulstones in game for a TT crew. Does anyone have any suggestions? This is what I have so far... Misaki with Cutpurse upgrade McCabe with Glowing Saber upgrade Dismounted McCabe's Loot ability Peasents Ronin (Merc) Desperate Mercenaries (Merc) Greed (merc)
  9. February 2016 Causal Play and Demos Wednesdays 5pm until whenever, depending on whats going on that night. (I'm there most Wednesdays) Sundays 12pm until whenever, depending on whats going on that night. (I'm there about half the Sundays) Other times upon request Tournament Feb 27th Link here. SL Campaign starting Our SL campaign will run from 1/27 to 4/20/2016, there is still plenty of time to join in. Durration: 6x 2-week periods. Vanilla campaign. No house or optional rules.
  10. I agree the books are riddled with inconsistent wording that has identical game effects, you can't read too much into different wording meaning they designers had a different intent. Look at these two attacks on the Katanaka Sniper's card, I've underlined the pertinent phrases. Two attacks on the same card with have different wording, but identical game effects. Also look at Misaki's Diving Charge and Von Schill's Augmented Leap, very different wording with identical game effects according to the FAQ. (1) Ancestral Katana (Ml 5 / Rst: Df / Rg: y2): Target suffers 2/4/5 damage. This Action gains + to the Attack flip. (1) Clockwork Rifle (Sh 5 / Rst: Df / Rg: z14): Target suffers 2/3/5 damage. This Attack Action receives +. When this Attack Action gains the benefits of the Focused Condition, increase its range to z28.
  11. Absolutely correct, but don't forget the bold caps characteristics (BEAST, WOE, FREIKORPS, etc) below the italicized characteristics (Living, Minion, Mercenary, etc). So in your example the Freikorpsmann would also lose the FREIKORPS characteristic.
  12. I do modify some of my models for these reasons, but others are more work than I'd like to go through, like my Thunder Archer that is firing a bow with no arrow since the only point sporting the arrow (a long lever) is the finger tips of the archer attached to the fletching of the arrow. I would like it better if models designed to be played with were designed to be played with.
  13. I agree with that. I cannot think of any situation where where ignoring LoS would come into effect if we follow my line of thinking. I think RAW supports my argument, but ignoring LoS suggest RAI is the opposite. Then again it might just be extraneous text that will never have any effect. Consider the Smoke & Shadows upgrade's Smoke Bombs action. What is does the range 3 do? (1) Smoke Bombs (Ca 5 / TN: 13 / Rg: 3): Place two 50mm Smoke Markers touching this model, and not touching any other models or Markers. These Markers are Ht 5 Blocking Objects that are removed at the end of the Turn. Vanish: After placing the Smoke Markers, this model may take a Shadow Stride Action, This Action gains +2 Ca.
  14. Adran brings up a very good point. "After activating" is satisfied as soon as a model completes its activation according to the FAQ. I know may people say nothing in the FAQ can be applied to any other situation I disagree. When trying to sort out sticky rule situations you check the rulebook. If i can't be resoled there the next logical place is to check the FAQ. If you have a similar situation to a FAQ answer it should be considered since it is the next best thing to a rulebook. You must be thoughtful in extrapolating FAQ answers to other situations. In this case I don't think the FAQ answer about activating applies. Lets compare Manipulative, Companion and Guard the Soul. Manipulative 12: If this model has not yet activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 12 Wp duel or the Action immediately fails. Companion: After a friendly model ends its Activation within 6” of this model, this model may Activate immediately as a Chain Activation. (1) Guard the Soul: This model gains the following Condition until it takes another Action: "Spiritual Guardian: After an enemy model in 6 resolves a Ca Action, this model may immediately take a (1) Ml Attack Action against the model, ignoring range and LoS." From FAQ: A: A model counts as having Activated at the start of its Activation as soon as it is selected to Activate. It would stop benefiting from things like Manipulative at this time. Both abilities are keyed to specific timing of activations. Manipulative says "not yet activated" I this can be interpreted as you have not activated until you complete your activation since "activated" is past tense, on the other hand if I was walking across the room few people would say I had "not yet moved" since I have not completed my walk across the room. That example is not perfect since real life is not composed of discrete actions like Malifaux, but I think it illustrates the point. Companion uses the phrase "After a friendly model ends its Activation", so the FAQ answer does not apply to it. The key difference for me is one use the term "after" which is after something completes and the other uses "not yet" which does not require completion. Since Guard the Soul uses the term "after" I don't think the FAQ answer applies to it.
  15. @pyrflamme - you are correct. I was getting them confused with Fuhatsu. Shows you how much I play them. I've corrected the original post.
  16. It's interesting I've pondered trying something similar at some point. I'm guessing either Smoke & Shadows is not in this list or your friend is using it improperly. S&S must he carried by a Last Blossom model, but only benefits Last Blossom minions so no one in this list can use its abilities. Also I often take 2 snipers or 2 archers. Some times one of each, but usually the terrain favors one over the other. I take 2 snipers on a wide open board with good fire lanes, or 2 archers on a tightly packed board. If you take two archers I would definitely take Blot the Sky on someone.
  17. If it is reduced to 0 wounds it would be killed and removed from the game before it can Eat Your Fill correct? Or is there more trickery here so that the Hoarcat lives?
  18. I've never had good luck with Samurai, but I haven't used them much. I'm guessing it's not that they are terrible, but that I haven't figured out how to use them yet. I'm sure I will give them a try again at some point. I think one key thing I did wrong with them is not waiting until late in the round to activate them. Since I can't cheat on their shooting attack (oops, got them confused with Fuhatsu) I want my opponent to have used up all their good cards. With shooting 5 its often easy for your opponent to cheat higher than you early in the round, even with all the positive flips. I agree with Adran, Malifaux is a subtle game. The best way to use models is not always obvious. I'd pick a starter set and a couple of models you like and play them until you know them well. The swap in another model and repeat. In Malifaux it is far better to play a scenario with a sub-optimal crew played optimally, than the optimal crew played sub-optimally.
  19. (1) Guard the Soul: This model gains the following Condition until it takes another Action: "Spiritual Guardian: After an enemy model in 6 resolves a Ca Action, this model may immediately take a (1) Ml Attack Action against the model, ignoring range and LoS." Simple Duels section Pg 30 Big Big - 5. Determine Success If the model’s duel total equals or exceeds the TN (which includes any required suits) the model has won the duel and resolves the results of a win. Opposed Duels last paragraph of step 5 Pg 33 Big Big - Once success or failure is determined, the cards in use are discarded, and then the results of the success or failure are resolved. Actions section Pg 37 Big Big - 3. Resolve Results After the duel is completed, the model performs the Action's effects. The most common effects are dealing damage (see pg. 44) and movement, but other things can occur. I haven't found anything more specific about "resolving" and action then the three sections above. In all cases it simply says resolve the results. Spiritual Guardian says "After an enemy model in 6 resolves a Ca Action..." If you break that down is says: After X happens within 6" and LoS then Y happens. That seems simple enough. In this case X is: an enemy model resolves a Ca action. Looking at the three rules above an action is resolved once all of its effects have taken place. This is how I would break the timing down into steps. 1. Enemy model declares a Ca action. 2. Duels, flips, etc. are complete to determine the success or failure of the action. 3. Resolve the action. In the case of Leap the model would be placed in its new position. 4. Check to see if the enemy model is within 6" and LoS of the Komainu. 5. If so resolve Spiritual Guardian. IMHO: It doesn't matter where the enemy model is when the Ca action is declared, or if the Ca action is a success or failure. If the enemy model is within 6" and LoS when the Ca action is resolved Spiritual Guardian is set off. In the case of Leap the enemy model could start within the 6 and Leap out and Spiritual Guardian would NOT be set off, but if the enemy model started the leap anywhere on the board (either inside or outside 6) and it ends within 6 Spiritual Guardian would be set off.
  20. Thanks for the update. I lover you mini's as well as the game, but if I could ask for one thing it would be more "durable" designs. Most of the models are as durable as they need to be, but there are a couple with portions so small I don't see how they could survive as anything but show pieces. A perfect example is Thin Lizzy's cigarette. I've heard this complaint more than once in my community. Thanks
  21. "...unless the model is more than 3" above or below the blast's target." I assume you measure the 3" base to base? So the Ht of the models involved are irrelevant? So a Ht 2 model 4" below a blast would be 4" away, not 2" away.
  22. Malifaux M2E Tournament Ascendancy Saturday, February 27th 2016 @ PFC Games 7528 Olympic View Dive Suite #106, Edmonds, WA 98026 (425) 670-0550 I plan on hosting a Malifaux tournament the fourth Saturday of Every month (except August and December) at PFC games. I’ll be running a mix of 50 SS, 35 SS and “something different” formats, depending on feedback. This event will follow the guidelines in Gaining Grounds 2016, with the following exceptions; Proxy, Conversion, and Painting Rules · Proxies are allowed as long as they are appropriate representations of the model they stand for. Wyrd models may only be used to represent what they are, unless they are converted. Please check in advance with the organizer for suitability. · Conversions are an excellent way to show off your modeling skills. If using a model that was converted with pre-made bits, only 30% of the model may be built from other game companies’ models, while the rest has to be self-sculpted or Wyrd bits. · Models must be assembled (glued) and fixed to the appropriate size base. The minimum painting requirement is undercoat. However, there will be a prize for the best painted model (see below). Entry Fee $3 entry fee (waived for PFC members). Schedule Noon Registration 12:30 Round 1 Begins The tournament will consist of three 105 minute rounds with ~15 minutes between rounds. Crew Construction 50 SS Single Faction Prizes Prizes will be determined by number of participants and awarded for: · Best General (Winner of the tournament) · Best Sportsmanship (voted by opponents) · Best Painted Army (voted by participants) Setup Strategies and deployments have been predetermined (see below). For Corner and Flank deployments players will deploy in the left hand corner when facing the table. · Round 1 – Interference, Flank Deployment · Round 2 – Collect the Bounty, Standard Deployment · Round 3 – Guard the Stash, Close Deployment We will be using the Gaining Grounds 2016 scheme table. At the start of each round a common scheme pool will be announced that will be used by every table that round. Terrain Terrain will be placed in advance by the TO and may not be moved by the players. Please be sure to clarify any terrain questions with the TO before the match begins. For encounter purposes (e.g. Plant Evidence) all terrain on a base is considered a single piece of terrain even if it is broken into multiple parts for LoS and/or cover purposes. · Buildings, Flat Roof: Ht is roof in inches (round down), Enclosed, Climbable, Blocking, Hard Cover. · Buildings, Sloped Roof: Ht is highest point in inches (round down), Impassable, Blocking, Hard Cover. · Forested Area Terrain: Ht 2, Sever, Dense, Soft Cover. · Lava: Ht 0, Sever, Hazardous and gives Burning +2. · Linear Obstacles, Hard (low stone walls 1” or less high/across): Ht 1, Blocking, Hard Cover. For ease of play, it costs 1” of extra movement to cross these obstacles. · Linear Obstacles, Soft (fences and hedges 1” or less high/across): Ht 1, Blocking, Soft Cover. For ease of play, it costs 1” of extra movement to cross these obstacles. · Ruined Walls: Ht is highest point in inches (round down), Climbable, Blocking, Hard Cover. Use the complex terrain guidelines so each section of wall is considered a separate piece of terrain for cover purposes only. Define the wall by where the base of the wall touches the ground, not the base the wall is mounted on. · Trees: Ht 5, Impassable, Blocking, Hard Cover. · Water Features (Rivers, Lakes): Ht 0, Severe. Strategies Interference (Mask GG) "What do you think they're doing?" the Handler asked, looking over the stationary Gamin spread out across the field. "No idea, but let's stop them just in case." Set Up Divide the table into four 18" by 18" table Quarters. Victory Points At the end of each Turn after the first, a Crew earns 1 VP if it controls two or more table Quarters. To control a table Quarter, the Crew must have the most unengaged non-Peon models within the table Quarter. These models cannot be within 6” of the Center of the table, or partially within another table Quarter. Guard the Stash (Crow GG) "I told you we shouldn't pick such a central location to hide the Soulstones!" "Well, it must have been a good choice if they're hiding theirs there, too!" Set Up Place two 50mm Stash Markers (Ht5, blocking, impassable, hard cover) on the Centerline each 5" on either side of the Center of the board (10" apart from each other). Victory Points At the end of each turn after the first, a Crew earns 1 VP if it has at least one non-Peon model within 2" of each Stash Marker. Collect the Bounty (Jokers GG) "You're telling me that thing is only worth 10 Scrip?" he whined. "That's what I'm telling you." "It's one of those Hanged! No WAY that's only worth 10 Scrip!" "I don't make the rules, bud. Take it or leave it." Special: Whenever a model is reduced to 0 Wounds by a non- Peon model, the Crew which reduced it to 0 Wounds gains a number of Bounty Points depending on the type of model which was reduced to 0 Wounds, so long as the Crew considered the model an enemy. Models are worth the following number of Bounty Points: Peons: 0 Minions: 1 Enforcers: 2 Henchmen: 3 Masters: 4 At the end of each Turn, after calculating VP, reset each player to 0 Bounty Points. Victory Points At the end of every Turn after the first, the player with the most Bounty Points scores 1 VP. Either player may also score 1 VP if the opposing player has no models left in play. No more than 1 VP may be scored from this strategy per Turn. If both players still have models in play and they are tied for Bounty Points, neither will score any VP.
  23. Thanks Solkan, It think that must be what I was thinking of, I haven't been able to find anything closer. Either that or I'm getting it confused with one of the other games I play.
×
×
  • Create New...

Important Information