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solkan last won the day on December 4 2019

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  1. Yeah, I think the only reasonable result for Incorporeal is that "ignore terrain" just means "is unaffected by the terrain traits", with "unaffected by" being as per the callout box. Because the rules do define what being unaffected by those three terrain traits means (and blocking isn't relevant to movement). With the probable addition of being able to move through (but not stop in) Impassable terrain, but I wouldn't want to bet a crew box on being able to doing that. Because the reasonable result for an Incorporeal model encountering a hill or a staircase is that the model is able to interact with that terrain without penalty. And incorporeal models not being able to climb walls would also be game breaking.
  2. Jack Daw suffers 1 damage, so it moves 1". Because, from Damage, page 24 of the rules PDF:
  3. Please go read the Abilities section, and the example with Armor +1. Because you appear to be claiming that the Armor example won't work either. with the example: Disclaimer: The rules for abilities on models that have an effect on the crew as a whole, and how those stack, could use an errata or FAQ so that they're spelled out in detail. That is, spelling out that crew-affecting abilities on models stack the same way as they would if all of the abilities were all on the same model. But please keep in mind that the +X convention for Conditions is only actually used in the Conditions rules.
  4. The rules say differently. It's an After Succeeding trigger: The trigger has a target, because of the words "Push the target 4" away from this model." That makes the entire trigger have no effect if the target has been removed from play by the time you get there. This was, as I understand it, done deliberately by the person responsible for that rules change.
  5. Note the section in the Marker rules: In other words, when dealing with markers, all of the rules that apply for Dropping a marker apply to Creating one. So this paragraph in 'Adjusted Rules': applies to both Dropped and Created Strategy Markers.
  6. Okay, yeah. The Mv stat being used in duels at all pretty much locks that stat into its current value range. So all of the movement effects would have to be written as "____ per Mv". Because 13 v Mv/3 or whatever would pretty much be a non starter.
  7. Just a random question, but is it more common for Malifaux in the rest of the world to be played on a 90cm x 90cm table, or a 91.44cm x 91.44cm table? When measuring distances, is it more common to use 25mm instead of an inch? Would the game’s distances and the base size interactions make more sense if every reference to “one inch” were replaced by “30mm” (optionally without changing the board dimensions), so the most common base size is the unit of distance? Disclaimer: I know how annoying it can be in the US to find a metric tape measure sometimes. I have to assume that in the rest of the world, it’s equally annoying to try to find a tape measure in inches.
  8. So how many models in Guildball create severe terrain that they can hide in, or position during the game? I assume that the Guildball mechanics probably work fine where the focus of the game is getting across the table the other goal, and your objective isn't just inside a severe terrain piece. It's a progressive movement tax: The faster models complain about paying more than the slower models, in spite of the fact that the slower models spend more actions crossing the terrain. A model with a 7" move that spends its entire move in severe terrain will move 3.5". A model with a 4" move doing the same moves 2". The faster model "loses" more distance per action, and it also has move distance per action to move, so it still moves through with less repetitions. What does the -2" move modifier do instead? The fast model moves faster. Again, that's probably great in a game where the movement rates are from 4" all the way up to 10", and to score you need to cross the table as fast as possible.
  9. There are two major issues with your proposed proposed improvement: 1. A Mv 5 model moves 3 inches and then encounters severe terrain. 2. The impact of severe terrain increases with the model's base size, not its movement rate. Of course, you appear to have decided that you're right already, so... 🤷‍♀️
  10. By the standard rules, a model does not have to declare a trigger just because it has the matching suits. Some models or actions have special rules where a trigger has to be declared if it's possible to do so. There's a very important point of fact: That's not your final duel total before cheating. As a matter of sportsmanship, all of the information concerning the action being taken, and what triggers it has, is open information, as is whatever defensive trigger the defender may have. When I first started playing the game, I used to complain that the boxes should really contain two copies of every card because really both players will want to see the cards at the same time. Whether or not you've got the suit for Onslaught after flipping isn't a secret. In a lot of cases, the fact that the model has the trigger is important whether or not it currently has the suit for it if it can still cheat (or use some other mechanic) to get it. Whether it's necessary, good form, or distracting to point that out is a sportsmanship discussion. Yes, as long as that short brick wall is in between the two models because the target gets cover it's standing in the shadow of the wall (it doesn't matter whether it's taller than the terrain or whether most of the model is outside of the shadow. It just has to be at least partially in the shadow and you've got a line between the two models that crosses the wall.) The shadow of the size 1 brick wall only extends 1". You only get cover from being in its shadow. Cover is granted by being in a terrain piece's shadow. Models don't do that for each other. See the rules PDF, page 18 under 'Terrain with Height' for the illustration for this. That's where the "Size 2 model perfectly positioned to block line sight to another Size 2 model" example is. It's a little bit confusing because the previous page has what looks like a counter example, but page 17 isn't a counter example, it's just illustrating that a short obstacle won't block line of sight even if it's in the same perfect positioning. Note that this is a game with premeasuring. It is commonly agreed that it is reasonable to put a model close to where it should be for a perfect positioning and then state the intent to be in the perfect positioning. As long as there isn't some other factor which would prevent the perfect position being impossible, it should be accepted. (If you're trying to get into perfect alignment with several different models and intervening obstacle lines you may have to do a fair amount of work to demonstrate that the desired position where all of the lines intersect actually exists.) Models don't grant cover at all except as a result of special rules. No worries. Have you seen how long some of the other posts can get?
  11. That's because you were given a post hoc rationalization rather than the reason. Here's the real reason that you can push through an engagement range but can't Walk through one: The developers made the distinction in the interest of creating tactical situations. The same reason a model can't use Interact while engaged normally. (Compare Chatty and Don't Mind Me, or the Scheme specific interaction in Don't Mind Me.). How come a model can't take Interact to drop a scheme marker if that's supposed to be the most important thing for most of the game? Tactical complications. In M2E, the situation was even more convoluted, where the restriction on Walk was that it couldn't leave engagement range that it started in. (Walk could be used out of engagement if you didn't start the movement engaged; and you could break engagement if you could break lines sight without leaving range.). That got changed to 'Walk can't leave any engagement range.' and Charge ended up with the same result it had before: If you can manage it, you can charge through engagement range. That's harder to do now because the distance for charges has reduced (M2E charge ranges were usually about 2 or 3 inches further than the model's Mv, I think.) At this point, I think the real reason Charge gets away with it is a combination of the 'once per turn' limitation, and a dislike of the idea of melee screens. I mean, occasionally you're going to want to charge past one model to get to another one. Disclaimer: "Reasonable" for game mechanics is a matter of having been conditioned to accept that way of doing things. Some things may be easier to get conditioned towards than others, but there's a whole lot of arbitrary choices being used.
  12. Among the problems with that is that the rules state that models aren't in base contact with themselves.
  13. Kirai and the Lost Love almost counts as a married couple. 👻
  14. Known by who? There haven’t been any documented instances in the wargaming background material, although... It has been implied that this has happened (by characters such as Lazarus in the war game) by accident, although possibly not all of the identity is present. For Lazarus, it’s implied that much was either forgotten or lost. Likewise, characters have gotten turned into puppets or worse, and partial or severe memory and identity loss has been described during those stories.
  15. I think that’s a misleading explanation of the issue. The problem is that there are two Timing points specified for “when resolving” triggers: Modifications to damage get resolved during Damage Timing (Damage Timing Step 3) New effects get resolved at the end of Step 5 (essentially added to the end of the effect text). and it’s not clear in the rules whether a “When Resolving” trigger that does both gets split in half (the part of the effect that modifies Damage gets resolved during Damage Timing, the rest gets resolved at the end of Step 5) or if the whole trigger gets resolved during Damage Timing. That’s the deciding factor concerning when Into Thorns’s place happens.
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