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solkan

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Everything posted by solkan

  1. Exactly. The developers noted that the change was to give players more flexibility. Note that you can also choose points inside the bases, if you want partial overlap.
  2. As far as the Samurai models having different sizes of weapons... Not to throw mud, but Corvus Belli is somewhat notorious about having guns on various models scaled depending on who is holding the gun. Because they think that looks better. 😑 But apparently because of how Wyrd gets their plastic figures produced, they've occasionally had issues with production runs being produced at the wrong size (like the mounted guard, or the above mentioned Viktorias box). For Reva, that appears to be a case of "we meant for her model to be that small" (although it may be more along the lines of "well, that's the product we [Wyrd] paid for [and it's too late to get it changed]...") but there's also a Limited Edition Reva model which features a much larger horse (and a bit more elaborate detailing).
  3. Well, yeah. There's (so far) one master, one henchman, one enforcer and two minions that have Exclusive Interview to make the whole issue go away (by just flat out controlling the action). But people still get disappointed about the case where you're outside of the Exclusive Interview aura. 😕
  4. The issue with kneeling models being too big appears to be an over correction concerning the height of kneeling models (who, if you do them in a consistent scale do tend to look “short”). And let’s not get started on the undersized horse problem that’s occurred a few times. *cough* Puppetpocalypse Horsemen *cough*
  5. For the sake of discussion, please keep in mind that the TOS starter set is at the price point that it is because of the material and manufacturing choices made for it. Hard plastic for that set would easily be $200-$250, assuming Wyrd had the spare production budget.
  6. Think about all of the Resser models that can be treated as Corpse Markers. You’re not suddenly able to move through a mindless zombie because you’re treating it like a corpse marker, you’re just substituting the mindless zombie where the effect says “Corpse Marker”.
  7. I have to agree with Adran concerning FAQ 2.1–for a push or move, “ignoring other models” has a specific and limited meaning, just like ignoring terrain ends up with a specific and limited meaning.
  8. Remember that the ability starts: If you don't choose to use the effect granted by the "may", then the second sentence's stuff about "draw LoS and range this way" doesn't apply because you're not doing that. That "may" in the first sentence means you don't have to use Omnipresent Influence (the fact that it's letting you do exactly what you'd normally be able to do in the this specific situation doesn't mean you use it), so the regular line of sight mechanic is still an option.
  9. My apologies, I forgot which version of the working text had been approved. 😕 First, let me express my sincere skepticism on the "technically an additional master" point. Second, I'd like to point out that game start up process pretty much relies on the fact that there's no possibility or need to do any backtracking. At each step, the players do something, it gets locked in, and you can demonstrate that it's correct. Step E: Both players choose a faction and a leader (but do NOT choose their leader's title. That title is chosen in Step G). Step F: Both players choose which and then reveal which additional Masters will be hired into their crew. Repeat the very important point: The crew's leader model has not yet been chosen, because no title has been committed to yet. Thus, in Step F it is impossible for a player to assert that they will be hiring additional copies of their leader. Both players know how many soul stones the game size is, if either player makes an invalid or ridiculous statement concerning hiring, the game doesn't need to proceed until the error is corrected. (If the error is missed, it becomes immediately obvious in the Hiring Crew stage, and you get kicked back to Step F anyway.) As an additional point, if one of the crews has been declared with Nexus or Victoria Chambers as the leader (or some other future model with Master (X) or Henchman (X) version), it is not possible make the statement "I will hire Nexus as an additional Master" because there's no way to prove it. In the simple demonstration: Game size 50 SS. Declare Faction Outcasts Declare Faction Victoria Chambers Declare Additional Masters Victoria Chambers, Hamelin, Jack Daw, Leveticus. What's the total cost of models declared? Hamelin = 16. Jack Daw = 16. Leveticus = 16. "Your crew is valid if you're going to choose untitled Victoria Chambers in the future" is an invalid answer to the question "Is this okay?" (Note: There's a prohibition against hiring two models with different titles, but, again, you haven't chosen your leader's title yet. And the game rules absolutely do not believe in "I promise to make a valid choice for this in the future." as the answer to existential dilemma.) And there's also the matter that the guy that wrote the app disagrees with the whole idea. 😕 So, yeah. No.
  10. Your premise is that the Outcast player is proceeding as follows: * Declare as Viktoria Chambers * In spite of the fact that they have not chosen a title yet, declare Viktoria Chambers as a second master, in spite of the fact that doing so violates the hiring model limits. (Because the rule allowing them to do so is on a model they haven't chosen yet!) instead of the more practical approach: The rules which allow a second copy of a master to be hired when the model of that name and title are the leader are an exception to the sequence. ? Your disadvantage scenario isn't a valid start of the game sequence, as far as I can tell.
  11. No. Just like the effects that allow treating models like Corpse Markers don’t turn 30mm Sz2 models into 30mm Ht0 Markers. Treating something as a (different) marker allows you to substitute it for use in abilities, actions and effects, it doesn’t change reality.
  12. I don't really see how the pass token changes made cheap minions weaker. Especially since the main purpose of taking a large number of cheap minions was to be able to time out when the crews more expensive models activated, and increase the chances of double activating. "The person with the most models gets to choose which ones can't be hurt" or "The person with the most models gets to choose which models can be hurt" really isn't something that should be encouraged in a skirmish game.
  13. Who needs a melee attack, anyway? Edit: Maybe if you have a grievance about a model like Archie, lead with that instead. 😛
  14. Yes, it completely is meant to be unlimited. As in, the combat rules in TTB are based on the game mechanics in M2E. Do note, in case it wasn't clear, that the only effect of the disengaging strike is to prevent the character leaving engagement. It's only characters that have the Wicked ability that end up with essentially attacks of opportunity. I'm really surprised that you'd feel this way. Frankly, my impression is that games where attempting to leave a melee provoke free attacks are much more common than the alternative. Attack of opportunity mechanics are pretty common in games. Bright Flash isn't "I shoot an elemental projectile at the target and the projectile explodes in a flash of light before it hits the target", it's "The target of the spell emits a bright flash of light". Edit: You're trying to use a screwdriver as a hammer, and asking whether it's working as intended. The various triggers, schools of magic, and other effects don't always fit all of the ideas you have for a spell. So, yeah, if you're looking for the specific effect 'I want to try to blind the target and stuff around it', you're going to have to look somewhere else. You should be able to find that effect in an immuto, though.
  15. If this is about Lethe’s Caresse (which would be Molly 1 😛 ), “an Action that it has already declared” is by the action’s name, not type of action. (And since it’s at declaration, none of the triggers or later execution details matter).
  16. Hey, look. If an American company tried to force a European distributor to carry a product, you'd call that "unchecked American Imperialism". So it sounds to me like the claim is that all of these stores in Europe are poking around at their distributors to see if there's any Malifaux stock without ever stopping to write out a message "Hey, we're looking for Malifaux stuff. Why don't you stock it so I can buy it from you?" Situations like that are why I'm glad I don't work in supply chains. 😕
  17. Please see the FAQ, section 2 Actions, part 4: As the fact says, the text "Target suffers 1 damage and is Pushed up to 2" in any direction" is describing two sequential effects: Target suffers 1 damage [Target] is Pushed up to 2" in any direction. Note that there was an errata to the damage timing which states: Until all of the generated passes through the damage timing are completed, you're not done resolving the damage so you can't continue resolving the effects of the action.
  18. It's not only during a model's activation. But, the important thing for treating something like a marker is that it's not changing what the thing really is. Take, for instance the Mindless Zombie with the Walking Dead ability: If a Mindless Zombie is treated as a Corpse marker, does it stop being a Sz 2 30mm model? No. They're Sz 2 30mm based things that you can't move through, even though a standard Corpse Marker is a 30mm Ht0 thing that doesn't block movement. Likewise, something like the Mourner's Mourn the Dead: What's one of the uses for this action? Using corpse markers as scheme markers to score points during the end of turn phases. Likewise the Gravedigger's Field of Corpses treats nearby Corpse Markers as Scheme Markers at the end of the game. The major, significant thing is that even though every single reference to named markers such as Pyre Markers, Ice Pillar Markers, Corpse Markers, Scheme Markers, etc. share identical definitions, treating an object as one of those things doesn't add or remove any properties from that object. It just allows the thing to be substituted for the other thing. (When you treat a Mindless Zombie as a Corpse Marker, it even extends to discarding it. That's what the second sentence is for--the ability makes sure the model gets killed to ensure that various game mechanics get respected.) More importantly, even though the authors of the game are very careful to make sure that all of the Pyre Markers, Ice Pillar Markers, etc. have consistent definitions across the various actions and abilities that create them, none of the components of those definitions are inherent to those markers. If the designers wanted to drive people nuts keeping track of Ice Pillar markers of various sizes and attributes, that would be as simple as putting the appropriate combination of words together: Ht X, whatever, whatever Ice Pillar Marker. Although, really, I think it'd be more plausible to see 30mm, 40mm and 50mm Corpse and Scrap markers (just like you'll see different sizes and attributes on Strategy Markers). When a model treats a regular Corpse Marker (an actual Corpse Marker, not Mindless Zombie) as an Ice Pillar Marker, that marker is still just a 30mm Ht0 marker with no terrain traits. But whatever actions or abilities or other special rules that the model has that reference "Ice Pillar", that Corpse Marker qualifies to be used.
  19. The main purpose of treating one marker as another is the use of various abilities that require the presence of one marker or the other, or act on one marker or the other. For instance, the Sub-Zero Statues action says 'Target an Ice Pillar Marker'. Using the Cryosleep ability, Rasputina can target a Corpse Marker. The Corpse Marker doesn't become Ht 4 Impassible Blocking when Rasputina does that. Likewise, the combination of Cryosleep and Ice Mirror lets Rasputina draw line of sight from Corpse Markers within 8 (because she's treating them as Ice Pillars). When she does so, they're still Ht0. No. First, there isn't any communication between the MWS staff and the Wyrd staff. So there isn't any condoning going on. Second, even if the MWS folks did get Wyrd staff to make rulings for their tournament, that wouldn't make any of the rulings official. FAQs and Gaining Grounds documents aren't subtle about there status. If there were some official condoning going on, it wouldn't be subtle either. Judges at tournaments make rulings at those tournaments which answer rules questions, concretely and decisively, so that game play can continue. All MWS is doing is making rulings on some issues in advance (which tournaments do for the same reason--so that you know what the answer will be, and can plan around it).
  20. The start phase is part of the turn. So as long as you’re not reattaching the same upgrade, that works.
  21. This doesn’t work for the simple reason that you can’t tell people what terrain to put on the table. If they don’t have something suitable, or they don’t like the result, it’s just going to get ignored. The closest you can get, I think, is “Assign the hazardous trait to a piece of terrain (either place a marker on the terrain piece to remind both players, or substitute a mutually agreed replacement piece.)”
  22. Two key points: A: Yan Lo is a friendly model within 8” of itself. If Yan Lo was supposed to be excluded, the rules would use some variation of ‘other friendly model within 8”’ (key word: other, or another). (Every model is friendly to itself, and every model is within X” of itself. Except when buried, when distances stop working.) B: In the damage sequence, the ‘after killing’ steps have a check specifically for ‘Did the model get healed so that it’s no longer dead?’ Those are the two reasons this works. Edit: If Yan Lo is buried when killed, distances and geometry don’t work when you’re buried, so he won’t be able to do this. P.p.s.: The other key is that the sequence goes The model is reduced to 0 wounds, so it’s considered killed (at least temporarily). Then you resolve all of the effects for ‘after being killed’ or ‘after killing’, starting with any effects that could heal the killed model. After you get through all of that, then the model gets removed from the table and the game. So, just like how the models that explode after the get killed do so while they’re still on the table, the reliquaries go off while still on the table.
  23. Malifaux 2020, obviously. 😎
  24. I would definitely also try to convert the M2E Carver card to M3E for that scenario, and treat the Scenario Carver and M3E Carver as completely different models.
  25. The instructions on upgrades are that they modify the model when the upgrade is attached (and implicitly undo their changes when removed): in contrast to the description of abilities: So the sentence “This model’s Actions gain the following trigger:” gets resolved once, not continually, as far as I can tell. Which means that if you copy that action after the upgrade is attached, you’ll get the trigger. As a point of timing, if Agent 46 has the Expert Marksman upgrade and uses Mimic to copy some action, his own upgrade would not add a trigger to that action, as far as I understand it. Edit: I’m prepared to reconsider the question of “If Agent 46 has Expert Marksman and uses Mimic to get another shooting action, does the upgrade modify the new action?” on the grounds of “Did the designers really want us to keep track of that ordering, or are we just supposed to look at the current cards in play?” But the upgrade is definitely modifying the model’s card. So Upgrade says something changes: Mimic gets the change. Ability says something: That effect doesn’t get applied.
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