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MrDeathTrout

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Everything posted by MrDeathTrout

  1. I agree "associated" is very vague and would really like official clarification on what it means. I also agree that differnt wording on the same card makes me lean in the direction that they do different things, but I don't think that is always the case. Look at the Katanaka Sniper. I've underlined the pertinent parts. Different wording, but I believe identical effect on the same card. (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.
  2. Thanks guys. That's what I thought too, but I was hoping I was wrong.
  3. Take the following scenario. A TT model on Misaki's crew is the victim of Obey and it forced to walk in the engagement range of a model causing Horror. Since your opponent is in control of the TT model they let them fail (or cheat in a card to make them fail) the Horror check. Can you use Misaki's Save Face ability to then not fail the Horror check? I think your opponent would be in control of the model until after the opportunity to use Save Face had passed, but it's not 100% clear to me. Save Face: Friendly models within 8 who fail a Horror Duel may suffer 1 damage to count as succeeding on the Horror Duel instead. This damage cannot be reduced. (1) Obey (Ca 7M / TN: 14M / Rst: Wp / Rg: 12): Target non-Leader model immediately performs a (1) Action chosen and controlled by this model’s controller.
  4. Thank you Bump, I've played Misaki quite a bit and have never found a use for Downburst other than the occasional odd situation. I can see using this quite a bit. Especially with Sensei Yu in the crew. Misaki can push Yu (and others up the board) then Yu pushes Misaki and makes her Fast. I like it.
  5. IMHO that is the trap a lot of Misaki player fall into. Kill the big hitter right off. That often leads to you losing your big hitter (Misaki) right off. Maybe that is the right play, every game is different, but I get more use out of her going the harassment route than the cruise missile route. Based on the tiny bit of info I have about the game you guys are referencing, and admitting I could be completely wrong. I would have either gone after the scheme runners first. Misaki could kill 2 or 3 Guild Houns in a round assuming they were close enough to Next Target between and with Yu you can Stalk 2 of them. Then once you have activation control focus on the heavy hitters. Or if wanted to go for the big guys first I would shoot in on McCabe dismount him, you could probably do that in 3 attacks and GTFO. Next round shoot in and finish him off. Your opponent may pull him back to safety but if McCabe is focused on survival he's less effective at everything else. If I decided to go for Ototo first I do pretty much the same thing, he'd be hard to finish off in one go. You could end up engaged with an Enraged Ototo (ouch!). Shoot in do some damage and GTFO, next round finish him off. If Ototo is pulled back to safety he's even less effective than McCabe would be. He could enentually heal up, but hopefully you've got a VP advantage built up by then and you can do the same thing again. I've learned that the threat of Misaki can be just as effective as killing things. If she is dead she is not threat. A half dead Ototo, a half dead McCabe and some guild hounds all know they will die if they get anywhere near her. Depending on your strats and schemes that might be just as good and killing them off.
  6. When I run Misaki she usually survives late into the game and does good damage against the enemy. My base build is exactly what you described Misaki with Stalking Bisento and Recalled training usually about 4 stones and, Sensei Yu with Wandering River Style. Yu Stalks her target for her pushes her and gives her fast. At that point she is usually within charge range of a target with 4 AP plus a 0 Action that can be used to attack. My baseline strategy is to take 3 attacks against a target; the charge plus the 0 action, then GTFO. Use Next Target to push 4" and use the last two actions to get back to safety and near Sensei Yu, so we can repeat next round. I might not kill something every round with her, but I find this more usefully than charging her in killing something and dying early game. Knowing what she can do and how far she can reach just the treat while she is still on the board can keep your opponent out of some areas. I'm very opportunistic with her. If I have Assassinate and I can get to their leader round one and kill them but lose Misaki I'll usually wait. I have till round 4 to get full VPs for Assassinate. I'll pick vulnerable models at the edges with Misaki, building activation control. If you can get activation control such that you can activate Yu and Misakin after all their models then you've got a pretty free hand to be very aggressive and know she will at least survive until next round. All that said I deviate from that plan at least once or twice a game. I might be worth the risk to take out a key model to spend all five actions on attacks, even if it leaves her a exposed. In those cases I'll often pop Recalled Training. It might allow me to kill it fast enough to still get to some safety and if not Recalled Training work for Df and Wp flips as well. If I have a somewhat isolate model I might go for 4 attacks before pushing out. Not only do you need to balance getting her back to safety, but is it worth one more attack if it means she can't get back to Yu to get pushed and fast again for next round. I'm also very aggressive when using stones for damage prevention and buffing Df flips to keep her alive. Once I run out I get that + to Df from Risky Ventures so ++ on my Recalled Training round. If I have killy strats and schemes I'll get more and more aggressive, taking more risks starting about turn 3. Usually by that time I've eroded enough of the opponent that I'm ready to go after my true targets. If killing doesn't get me any VPs I'm content to user her for board control; either killing anything that comes near my scheme runners or just acting as a deterrent in some cases. If your opponent is too afraid to put anyone in the center for Turf War because Misiaki is poised to strike, so she sits there doing nothing that is a win, even if she kills nothing. Let all of their models live if they're too scared to earn any VPs. Putting Blot the Sky on Yu and standing an archer (or 2) next to him can really help as well. If Misaki wasn't able to finish someone off the end of round Blot the Sky attack can often help. If your archer takes 1 Focus action during his activation they will have ++/++ (Reading the Wind) and sh7 (Yu's Master of the Wandering River Style) on anything within 12" regardless of LoS and engagement. That's almost guaranteed 3-4 damage with a blast. A sniper can fill a similar role if the terrain is better suited.
  7. Incursion M2E Tournament Saturday, November 28th 2015 @ PFC Games 7528 Olympic View Dive Suite #106, Edmonds, WA 98026 (425) 670-0550 This event will follow the guidelines in Gaining Grounds 2015, 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). Schedule Noon Registration 12:30 Tournament Begins The tournament will consist of three 90 minute rounds. Crew Construction 35 SS Fixed Crew Prior to the start of the Tournament, each player will submit a crew list they will use for the every match. Entry $3 entry fee (waived for PFC members). Prizes Prizes will be determined by number of participants and awarded for: · Top General (Winner of the tournament) · Best Sportsmanship (voted by participants) · Best Painted Army (voted by participants) Setup Strategies and deployment have been predetermined. For Corner and Flank deployments players will deploy in the left hand corner when facing the table. · Round 1 – Extraction, Standard Deployment · Round 2 – Reconnoiter, Corner Deployment · Round 3 – Headhunter, Flank Deployment All players will use the same scheme pool, which will be announced at the start of each 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, Climbable, 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, Climbable, 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 Extraction Rumor was he discovered something valuable during his last excavation, something that anyone would kill for. It's our job to make sure we're the only ones who hear what he has to say. Set up: Place an Informant Marker at the Center of the table. Special Rules: At the end of every Turn after the first, after scoring VP, the player with the most non-Peon models within 6" of the Informant Marker may place the Marker up to 3" from its current location, not into terrain or base contact with a model. Victory Points: At the end of each Turn after the first, a Crew earns 1 VP if it has two or more non-Peon within 6" of the Informant Marker. Headhunter "Maybe this time they'll believe me when I say I killed 5 men" he muttered to himself as he cut off the next fellow's scalp. It was gruesome work, but this time he was going to get paid. Special Rules: Whenever a model kills or sacrifices a non-Peon model which it considers an enemy, the model which made the kill must place a 30mm Head Marker within 3" and LoS of the killed or sacrificed model before removing it from play. This Marker may not be placed in base contact with any model; if there is nowhere it can legally be placed, then skip placing a Marker. Any model in base contact with a Head Marker may make a (1) Interact Action with it to remove it from play. Victory Points: At the end of every Turn after the first, a Crew earns 1 VP if it removed at least one Head Marker from play that turn. Reconnoiter Lady Justice felt the individual bullets in the cylinder of her Peacekeeper, touching each to be sure it was fully loaded. She whispered to her Marshals, "Fan out for a tomb sweep. Keep eyes on the man to your left and right. If you see Seamus, shoot to kill." Setup: Divide the table into four 18" x 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 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.
  8. I get it now. Impassable says "Models cannot enter impassable... ...includes moving through..." I was taking this to mean they couldn't enter the terrain, so how could they pass through even if the didn't end in terrain. Incorporeal will ignore the terrain during movement. So even though they are not allowed to enter or move through the terrain, the ignore it as if it isn't even then while moving. Flyers will pass over the terrain without entering it. Thanks everyone, I was being really thick on this one.
  9. We have some houses with very steep roofs we use for terrain quite frequently. We've been designating them a Impassable, but we really aren't following those rules. A better description would be "No Stopping" terrain. Because of the difficulty of placing a model on the roof you can't end your movement there, but flying and Incorporeal models can fly over/pass through freely as long and they can clear the building in a single movement (e.g. 1 walk, 1 charge, etc.). You are also not able to enter the buildings. As far as I can tell there is no combination of terrain traits that achieve what we want for the buildings. Is there something I'm missing or should we just create a house rule for "No Stop" terrain?
  10. The ink's not even dry and I'm sorry to say this is no longer true. Sad times.
  11. Thanks. The crew seems decent. I'm mostly taking Ama and Yin because I never play them, though I hear they are fantastic. So I'll be forced to figure them out over the next four months. Sniper or Dawn Serpent will probably be my next purchase. Samurai would be good as well since I never take them and need to learn them.
  12. We're starting a 4 week SL Campaign tonight. 25 Script for the initial crew. No masters allowed in campaign (even at the half way point). I'm thinking Hungering Darkness (leader) Ama No Zako Yin I'll probably be facing Miranda, Nikima and Sible as the other leaders. Anyone have any input? I have most of the TT models to chose from.
  13. Here's a nasty trick I pulled off with Sensei Yu the other night. Opponent had Line in the Sand and Barbarose protecting one of his scheme markers on the center line. Sensei Yu used Mighty Guts to push Barbarose into dense terrain I also picked up the scheme marker and moved it off the center line. Now for the nasty bit. I put the scheme marker about 1/4" from the center line, locking off about 8" of center line where he couldn't drop another scheme marker for Line in the Sand. Also if you read the interact action "A model may take a (1) Interact Action to remove all enemy Scheme Markers in base contact with it." So he couldn't even remove that friendly marker with an Interact action. Without a special ability, that part of the center line was a dead zone for him. Sensei Yu = My hero.
  14. I agree the language is unclear. "Place two 50mm Smoke Markers touching this model, and not touching any other models or Markers." I'm inclined to say the sentence is referring to both markers as a whole when it says they cannot touch any other models or Markers. So the smoke markers can touch each other, but not any other markers (including smoke markers dropped by another model). That said I don't feel this is a strong case. I'm just guessing at the intent since I see no rules supporting one way over the other.
  15. Any Ca action. Either tactical or Attack. Attack flip or damage flip or both? person above said it doesn't affect flips, but if it doesn't affect flips what does it do? Engrimm, I edited my original response above to make it clearer. Sorry for the vagueness of my original post.
  16. Just an update to make sure this post stays active.
  17. Hello all, We'll be running a short Malifaux Campaign at PFC Games. We're catering to new players so we will be starting at 20 SS Arsenal. No weekly event to keep it simpler for those just learning the game. Message me if you want to play or just show up at PFC. I'm there almost every Wednesday evening and on Sundays when I can make it. PFC Games 7528 Olympic View Dive Suite #106 Edmonds, WA 98026 (425)670-0550 Bob
  18. Most likely an editing error. I agree. I would not read much into it. The cards are rife with different phrases that are functionally identical. Take a look at Misaki's Diving Charge and Von Schill's Augmented Leap. The text is VERY different, but they are functionally identical.
  19. No. If you get a or to an action it only affects the flip for the action. It does not apply to any flips that action generates (e.g. a healing flip, damage flip, etc.) Edited for clarity.
  20. I've go to the point where I bring 1-2 ranged units in every TT crew. If the terrain is dense I bring 1-2 archers, if it is wide open 1-2 snipers. Even if they don't kill anything they always earn their points in hampering my opponents movements.
  21. 1. Correct. You get one 0ap action per activation, not per turn. Shenlong can take 0ap action at the start of the Turn and one during his activation. If he somehow go the Reactivate condition he would take a third 0ap action on his second activation. 2. Correct. The peasant sill follow all of the rules for Interact actions. 3. Slow Waters Eternal Voice specifies "...with an enemy model..." As long as that duel is with an enemy model, yes. If you replace "opposed dual" with "opposed dual with an enemy" you have it totally correct.
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