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MrDeathTrout

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Posts posted by MrDeathTrout

  1.  

    Quote

    Rulebook pg 6.

    When a model gains an Upgrade that Upgrade is Attached to the model’s stat card.  This happens most often when hiring Crews but it can also occur during the game via special Actions or Abilities.  All of an Upgrade’s Limitations must be followed when Attaching it regardless of when it is Attached.

    Quote

     

    High River Monks

    River's Conflux (High): After a friendly Leader attaches a High River Upgrade that it has not had Attached this Turn. this model may take the Concentrate Action.

     

     

    The text from the High River Monk's text use "attached" (lower case) and "Attached" (upper case).  I'm guessing based on the wording of the ability that "attached" (lower case) refers to the verb where the upgrade is Attached to the Leader, and  "Attached" (upper case) refers to the state of the upgrade being on the leader.  This would mean if the High River Upgrade starts the turn Attached to the Leader and later in the turn it is removed then attached the monks would benefit from the action of attaching the upgrade.

    Does that seem correct?

  2. Some old west themed Malifaux terrain I've been working on.  These first few are pretty simple, soon I'd like to start adding steam punk elements at some point.

    First few.  I made the two out houses and some fences first.  Then the little house.  I made a base for the house from blue house insulation foam (extruded polystyrene).  During a game the house can be removed the just the base used to mark the position.  This way models can easily be move around "inside" the house or it can be easily removed and replaced to measure LOS or range.  I marked the door (double-thick) and windows (single-thick) with brown wood grain strips.

    OldWestHouse001a.jpg

     

    OldWestHouse001b.jpg

     

    This is my next attempt.  I'l make a base for it just like the first one, but have no plans to represent the second story.  Maybe on my next one I'll do separate stories.  These first two have been pretty simple test runs.

    OldWestHouse002a.jpg

     

    OldWestHouse002b.jpg

     

    Construction is pretty simple.  A couple years ago I bought some PDF files for making paper terrain, and whipped up enough buildings for several tables for Malifaux tournaments I was running. 

     

    For those of you unfamiliar; paper terrain is terrain made by printing a pre-decorated design on paper then cutting, folding, pasting to make a 3D piece of terrain.  I printed the designs onto card stock and once build reinforced it with corrugated cardboard.  I recommend this for any henchmen in need of terrain.  I could whip one out if a couple of hours, once reinforced with cardboard they are pretty durable.  Unless abused I could see them lasting for years.  They are also easy to transport.  Since they are just paper and cardboard you can stack them in bin with no padding and not worry about them damaging each other and are very light.

    PaperTerrainExample001a.jpg

     

    PaperTerrainExample001b.jpg

     

    Any way.  I decided to take a few to the next level.  So I glued wood coffee stir sticks and parts made from insulation foam to them.  At some point I'll probably build some with removable rooves, decorated interiors, etc.  

     

     

     

    • Like 5
  3. On 6/7/2019 at 6:07 AM, Starcry said:

    The light skin is great, how did u do it?

    Its not quite this light in RL,  just my poor photography skills.  :) It was a while ago I painted these guys, but I think I started with very light colors and did a series for very thin washes to  build up the color in the recesses while keeping the high point very light.  I probably came back with some layering of light colors on the high points as well.

  4. We will be having a M3E Beta League for the month of May.

     

    Rules

    Games are 35 points using the M3E Beta rules.

    Play a game at league night (Wed) at Nomad Games.

    Games must be complete by 8:45 pm.

     

    Scoring

    1 pt for completing turn 3.

    1 pt for completing turn 4.

    1 pt for completing turn 5.

    1 pt for winning the game.

    1 pt for playing an opponent you have not yet played in the league.

    Points are cumulative, so you can score up to 5 points per game.

     

    Prizes

    Depends on participation level.

     

     

    Nomad Games and Hobbies

    16825 48th Avenue West

    Lynnwood, WA 98037

    (425) 971-8046

  5.  

    Quote

     

    Yan Lo's Card

    Ascendancy: At the start of this model's Activation, Attach an Ascendant Upgrade to this model.

     

    Yan Lo's Flesh Ascendant Upgrade

    Regeneration +2: At the start of this model's Activation, it Heals +2.

     

     

    When Yan Lo attaches his Flesh Ascendant using his Ascendancy ability does the Regeneration +2 proc, or does not affect Yan Lo until the next turn?

    Both have the "start of this model's Activation" timing, so the active player would decide what order the abilities occur in, but Regeneration does not "exist" at the beginning of "the start of Yan Lo's activation", but I would think it does exist  before the end of "the start of Yan Lo's activation".

    • Agree 1
  6. Quote

    Creative Salvage: Enemy models killed by this model Drop a Scrap Marker in addition to any other Markers Dropped.

    If a model doesn't drop any markers does Creative Salvage still drop a marker?  I'd say yes, but I can see the argument that since the killed model isn't dropping any markers their is nothing for it to be in addition to.

  7. On 4/3/2019 at 1:48 AM, bedjy said:

    10 seem to be an ok number, I guess, i will personnaly go for it. Now i just need to get some great ideas on the better way to make those markers :)

    I use an exacto knife and a 30/40/50mm base as a template to make markers out of model boxes.  I posted pics here if that helps:  

     

    • Like 1
  8. Quote

    Leverage: During the Start Phase, if the  opposing player has any revealed Schemes,  this model's Crew gains a Pass Token. When  performing a duel, this model may discard a 
    Pass Token to receive a + to that duel.

    Much of the Qi and Gong crew has leverage.  It seems really good if it stacks and pretty week if it doesn't.  I haven't been able to find anything in the rulebook about how stacking works.  If I have 5 models with Leverage do I get 5 Pass Tokens during the start phase? 

     

  9. Versatile says "Actions on this card may only be taken once during the a units Activation."  Does that mean if you have three Snapping Head assets attached you can make three Snapping Jaws attacks, one for each Snapping Heads card, or does it mean you can only take one Snapping Jaws attack for no matter how many Snapping Head assets are attached since it is the same action reprinted multiple times?

  10. 19 minutes ago, Snowhateswinter said:

    Malifaux is my favorite game, and I was super excited when I saw m3e on the website. Then I saw that nonthematic crews will have penalties. This, in my humble opinion, will take away all of the game’s charm. I loved the ability to have so many models to choose from, but this won’t be a factor anymore. No tournament player will penalize their crew so it’ll be the same crews time and time again. On top of that some masters have very small thematic crews at the moment, which would penalize them further. I’m holding out hope that the penalty will be an OKAY model you can only take in thematic crews, or an upgrade you can only get in thematic crews, or maybe even the WM/H method of getting a few bonuses for thematic crews without removing competitiveness of nonthematic crews, but from what I’ve heard it looks like you’ll have to pay more for nonthematic models. If this is the case I’m afraid you’ve lost me and my gaming group.

    It doesn't matter what the hiring rules are.  You will see the most efficient crews played over and over in competition, so the only solution to this is good game balance.  

     

    • Agree 3
  11. 3 hours ago, Adran said:

    I always thought the average result with a  :+fate was 9.

    You might be right.  I depends on how you define average.  I went with odds are you will flip it at least 50% of the time.  My math could also be off, but while I'm not 100% sure it is correct I have very high confidence it is.

  12. I was wondering about the odds of flipping different cards given different hand sizes, :+fate:-fate (not done yet), etc.  So I generated some tables and figured would be easy to determine exactly what a :+fate was worth.  Once I had the tables it wasn't as easy as I thought.

    I posted the tables on line as well as my thoughts what  a :+fate is worth.  Here's a link to the tables: http://glowingsaber.com/math.html

    I've put a copy of my thoughts here.  I'm wonder what everyone else thinks a :+fate is worth.

    How much is a :+fate worth?

    On average a single card flip will yield a 7, a :+fate flip will yield a 10, and a :+fate :+fate an 11. Does that mean Ml 5 with :+fate and Df 8 are equivalent?

    No. If each player has an unfiltered hand (no holdovers from last round, no Rush of Magic, etc.) of six cards then an attacker with :+fate has 8 cards to choose from and the defender has 7 to choose from. If you look at any given result (e.g. having a 6 +) the attacker has at most a 4.8% advantage and the advantage is less than a 1% for a little over half the results. In a nutshell early in the turn the attacker will need to cheat in a card 3 at least higher than the defenders to with the duel.

    No assume both players have exhausted their hands are relying on just top decking what they need. The attacker now has a significant advantage. They have a better percentage chance of getting any given result or better, peaking at a 25.3% advantage for a 7+ or 8+. A 13+ only has a 8.5% advantage, but that is nearly double the chances of the defender flipping a 13+. Then again if the defender flips a 10 they need a 13+ just to tie.

    I though once I generated these probability tables it would be easy to answer this question, but it definitely is not simple. IMHO, a :+fate is definitely not as good as +3, is probably not as good as +2, and is probably better than +1. I would say a :+fate is roughly equal to +1.5.

     

    • Like 2
    • Thanks 1
  13. I've started reworking the red jorogumo.  I broke off the top of the glaive, unfortunately one of the models that were not designed to survive the table top, so I've replaced that.  I've also been wanting to make an Asami-gumo.  In the end I decided just go with a female Jororgumo.  The only real difference would probabaly be the hair and back of the head.

    I've never really be happy with how the red turned out, so I'm gong to do some work on that as well, I still haven't decided what though...

    Oni-Jorogumo-003c.jpg

     

    • Like 2
  14.  

    Malifauxbia 6: What?

    3 round Malifaux Tournament

    11:30 Saturday, February 24 2018

    Mugu Games: (425) 322-4826, 5233 Evergreen Way, Everett, WA 98203

     

     

    A Gaining Grounds 2017 format event. Any exceptions will be noted below. 

    Registration

    $15 (75% will go to prize support, 25% will to go to purchase terrain and/or additional prize support)

    16 participant maximum

    Schedule:

    Registration at 11 am.  Round 1 begins at 11:30. See below for individual rounds.

    Proxy, Conversion, and Painting Rules:

    GG guidelines are followed for the most part. There is no painting requirement, but models must be assembled and fixed to the appropriate size base.  You must use the official Wyrd models (as stipulated in the GG document) with exceptions for unreleased models the “rule of cool”.  The “rule off cool” allows and encourages cool conversions and proxies, it does not allow proxies because someone does not have the appropriate model.  All  proxies must be a good depiction of the model they represent (e.g. Lazarus should be a large robot, Yin should be a bunch of guts, Torakage should be ninjas). A model that makes the table “harder to read” will not be allowed

    Please check in advance with the organizer for suitability any non-standard model.

    Rounds:

    Round 1: Hardcore Henchman.

    Round 2: Campifaux.

    Round 3: 50 SS Supply Wagons with Blind deployment and Guilder Dash.

    Prizes:

    Prizes are based on attendance; the prize pool ($) is in Store Credit.

    Each participant will receive on raffle ticket and on additional raffle ticket if every model used in the event if fully based and painted.

     

    4-11 Participants

    12+ Participants

    1st Place*

    25% of Prize pool, Sm Mystery Box, Winner Guilder

    25% of Prize pool, Lg Mystery Box, Winner Guilder

    2nd Place*

    25% of Prize pool, Sm Mystery Box

    25% of Prize pool, Sm Mystery Box

    3rd Place*

    25% of Prize pool

    25% of Prize pool, Limited edition stat card.

    Raffle Prize*

    Limited edition stat card.

    Sm Mystery Box

    *Maximum of one prize per participant.

     

     

    Round 1: HH

     

    Deployment:   Close

    Strategy:        Hard Core Turf War

    Schemes:          Assassinate

    Time:               45 Min

    Hardcore Turf War

    "Don't you dare," Nicodem squinted his eyes at the coroner. "If you say it, there will be death. If it slips from that cobweb of thoughts and delusions you call a mind, and pushes past your tongue to rush past your lips, I'll end this. I won't hesitate, blood's bad enough here. This is my cemetery, these are my bodies. MINE!"

    McMourning couldn't control himself. He choked back the words at first, but his wide grin overcame him. "This graveyard ain't big enough for the both of us."

    Dark will guided the bones of Nicodem's zombies as they struck from the shadows. Dark will and fury.

    Setup

    Place a single Turf Marker at the Center of the table.

    Victory Points

    At the end of each Turn, a Crew earns 1 VP if it has two or more non-Peon models within 6" of the Turf Marker.

     Assassinate (C)

    The opposing leader must die!

    This Scheme begins the game unrevealed. If the enemy Leader is killed or sacrificed, reveal this Scheme. If the enemy Leader is killed or sacrificed, gain 2 VP. If this happens on or before Turn 4, score 3 VP instead.

     

     

     Round 2: Camp Faux

     

    Deployment:   Special

    Strategy:        Camp Faux

    Schemes:          None

    Time:               70 Min (35 Min for each game)

    This round will consist of two 35 minutes games.  One player will play the Hunter and the other player will play the Counselors in game one.  The players will switch roles for game two.

    Scoring

    Each player can score a maximum of 5 VP from the strategy in each game.  Each players VP for the round is the sum of their VP from the two games.

    Camp Faux

    Hiring

    All models and upgrades are considered to be Rare 1 for this encounter.

    There are no Leaders in this encounter, and thus no free models.

    During hiring any unspent SS are lost.

    Hunter

    The Hunter may be any non-master model totaling 13 points or less including upgrades.  0 point models are valued at 10 points.

    Counselors

    The Counselor crew is 35SS, and must have exactly 5 non-master models.

    Up to two out of faction models may be hired at no additional cost, out of faction models may be proxied.

    Set Up

    Each player flips a card (reflip ties).  The player with the higher card plays the Hunter, the other player plays the counselors.

    Hunter places six Camper Markers on the field at least 6” from the table edge and any other Camper Marker.

    Counselors deploy first, completely within 6 inches of the board’s center.

    Hunter deploys in base contact of any board edge.  Then declares a board edge they are in contact with as friendly. 

    While not needed for this scenario, for game effects that require it, deployment is standard with the hunter’s friendly board edge being the back edge of their deployment zone.  The opposite deployment zone belongs to the Counselors.

     Special Rules

    Each player has a default maximum Hand Size of four cards.

    Any game effect which summons models, or alters deployment are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model).

    There is no round limit for this encounter, do not flip for ending the Encounter. Once either player reaches 5 VP the game ends immediately (no more VP may be scored, do not perform upkeep, etc.).

    Hunter

    The Hunter gains these Abilities:

    Bloodlust: After killing an enemy model, this model gains reactivate.

    Unrelenting: Whenever this model would gain a Condition from an enemy model it may choose to not gain the Condition instead. Whenever this model would take damage from an enemy model it may choose to reduce the damage to 1. If this model would be removed from play, instead it heals all wounds, and the Hunter palaces the model in base contact with any board edge.

    You are Puny: This model may leave enemy engagement range, charge while engaged and use projectile actions while engaged.

    The Hunter gains this Action:

    (0) “IT’S RIGHT BEHIND YOU!” (Ca: 6 / TN: 11): This action may only be taken if no enemy model can draw LoS to this model. Place this model anywhere completely within 10” that is also within 1” of blocking terrain. This model may not take charge actions for the remainder of the activation.

    Patient: As long as at least one opposing model has an activation remaining this model may elect not activate.  If it does so they retain their activation, and the activation passed back to their opponent.

    Victory Points

    Each player may score a maximum of 5 VP from this strategy.

    Counselor models can use a (1) Interact Action to remove a Camper Marker in base contact with itself. If they do so, this Crew scores 1 VP, and the Hunter may place itself in base contact with the Camper Marker before it is removed.

    The Hunter scores 1 VP the first time each Counselor model leaves play.

    Attribution

    This scenario is based on one posted by Mox_Henchman.

     

     

    Round 3: Fifty

     

    Deployment:   Blind

    Strategy:        Supply Wagons

    Schemes:          Guarded Treasure
                            Vendetta
                            Take Prisoner
                            Inspection
                            TBD GG2018

    Special:           Guilder Dash

    Blind Deployment

    In the Deploy Crews Step, the player deploying the first model is the Red Player, and the opponent is the Black Player.

    The players take a number of cards from a Fate Deck equal to the number of models in the Crew of the appropriate color. For example, the Red Player with 7 models will take 7 Rams or Masks from the deck.

    Shuffle the red and black cards together to form a temporary deck. Starting with the Black Player, each player places a card from the top of the temporary deck face down (without looking at it) anywhere on the table, not touching another card. Once all the cards are placed, flip them over.

    Each player may deploy a single model (starting with the Red Player) anywhere on top of a card of their color and then that card is removed.

    Once the players have deployed all of their models, the deployment is treated as Standard Deployment (see pg. 65) for the remainder of the game, choosing a Deployment Zone as normal (but not actually placing any models there). This is important because some mechanics will reference the player's Deployment Zone.

    From the shadows may not be used this game.

    Supply Wagons (Modified for Blind Deployment)

    After deploying models, starting with the Red player, each player places one 50mm, Ht 3, Blocking, Impassable, Hard Cover friendly Supply Wagon Marker on their side of the table, anywhere completely in their deployment zone and not in terrain.

    Special

    Non-Peon models in base contact with a Supply Wagon Marker may take a (1) Interact Action to push the Marker in any direction, ignoring intervening models.

    If this Marker would come into base contact with impassable terrain, it stops in base contact with the terrain, if that terrain was a Terrain Marker, remove that marker and then continue the push as normal. Supply Wagon Markers cannot end a push on a models base. The distance of the push depends on the model’s base size:

    • 30mm: Up to 2"

    • 40mm: Up to 3"

    • 50mm: Up to 4"

    Victory Points

    At the end of every Turn after the first, a Crew earns 1 VP if they have a friendly Supply Wagon at least partially on their opponent's side of the board.

    Guarded Treasure

    This Scheme may not start revealed. Reveal this Scheme once this Crew has earned any VP from it.

    At the end of every Turn after the first, this Crew earns 1 VP if it has at least two Scheme Markers within 2" of the Centerline, at least 8" apart, and each has at least 1 friendly non-Peon, non-Minion model within 3". After scoring, remove all friendly Scheme Markers within 2" of the Centerline.

    Vendetta

    This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it.

    The scheming player notes one of their non-Leader, non-Peon models with a Soulstone cost greater than 0 and an enemy model with a Soulstone cost equal to or greater than the scheming player's chosen model.

    If the noted friendly model's first Attack Action in the game is against the noted enemy model, score 1 VP and reveal this Scheme.

    If the noted enemy model is not in play at the end of the game, and this Scheme has been revealed, score 1 additional VP.

    If the noted enemy model is killed by the chosen friendly model, score 3 VP.

    Take Prisoner

    This Scheme may not start revealed.

    When you choose this Scheme, note down an enemy model. At the end of the game, if this Crew has at least one non-Peon model engaged with the noted enemy model, this Crew earns 2 VP.

    If this Crew earns any VP from this Scheme and there are no other enemy models within 3” of the noted model, this Crew earns 1 additional VP.

    Guilder Dash

    Place a Cash Marker at the center of the table. A model in base contact with the marker may take a (1) Interact action to pick up and “hold” the marker.  If the model holding the marker sufferers Sever damage the opponent of the model places the Cash Marker anywhere where within 2” and LoS not in base contact with a model; after resolving the current action and all triggers.  If the marker cannot be placed legally it is not dropped.

    At the end of the game the crew holding the marker (or the last crew to hold the marker if none do so) earn one extra Guilder.

    Inspection

    This Scheme may not start revealed. Reveal this Scheme once this Crew has scored any VP from it.

    At the end of every Turn after the first, this Crew scores 1 VP if it has at least one non-Peon model within 4” of where each end of the Centerline of the board meets the board edge (or corner).

    Covert Breakthrough

    This Scheme may not start revealed.

    At the end of the game, this Crew earns 1 VP for each of its Scheme Markers within 6” of the enemy Deployment Zone.

     

     

  15. This is a scenario we are play testing for an upcoming tournament.

     

    Round 2

    Deployment:   Special

    Strategy:        Camp Faux

    Schemes:          None

    Time:               70 Min (35 Min for each game)

    Time

    This round will consist of two 35 minutes games.  One player will play the Hunter and the other player will play the Counselors in game one.  The players will switch roles for game two.

    Scoring

    Each player can score a maximum of 5 VP from the strategy in each game.  Each players VP for the round is the sum of their VP from the two games.

    Camp Faux

    Hiring

    All models and upgrades are considered to be Rare 1 for this encounter.

    There are no Leaders in this encounter, and thus no free models.

    During hiring any unspent SS are lost.

    Hunter

    The Hunter may be any non-master model totaling 13 points or less including upgrades.  0 point models are valued at 10 points.

    Counselors

    The Counselor crew is 35SS, and must have exactly 5 non-master models.

    Up to two out of faction models may be hired at no additional cost, out of faction models may be proxied.

    Set Up

    Each player flips a card (reflip ties).  The player with the higher card plays the Hunter, the other player plays the counselors.

    Hunter places six Camper Markers on the field at least 6” from the table edge and any other Camper Marker.

    Counselors deploy first, completely within 6 inches of the board’s center.

    Hunter deploys in base contact of any board edge.

    Special Rules

    Each player has a default maximum Hand Size of four cards.

    Any game effect which summons models, or alters deployment are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model).

    There is no round limit for this encounter, do not flip for ending the Encounter. Once either player reaches 5 VP the game ends immediately (no more VP may be scored, do not perform upkeep, etc.).

    Hunter

    The Hunter gains these Abilities:

    Bloodlust: After killing an enemy model, this model gains reactivate.

    Unrelenting: Whenever this model would gain a Condition from an enemy model it may choose to not gain the Condition instead. Whenever this model would take damage from an enemy model it may choose to reduce the damage to 1. If this model would be removed from play, instead it heals all wounds, and the Hunter palaces the model in base contact with any board edge.

    You are Puny: This model may leave enemy engagement range, charge while engaged and use projectile actions while engaged.

    The Hunter gains this Action:

    (0) “IT’S RIGHT BEHIND YOU!” (Ca: 6 / TN: 11): This action may only be taken if no enemy model can draw LoS to this model. Place this model anywhere completely within 10” that is also within 1” of blocking terrain. This model may not take charge actions for the remainder of the activation.

    Victory Points

    Each player may score a maximum of 5 VP from this strategy.

    Counselor models can use a (1) Interact Action to remove a Camper Marker in base contact with itself. If they do so, this Crew scores 1 VP, and the Hunter may place itself in base contact with the Camper Marker before it is removed.

    The Hunter scores 1 VP the first time each Counselor model leaves play.

    Attribution

    This scenario is based on one posted by Mox_Henchman.

     

     

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