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mrninja13

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Everything posted by mrninja13

  1. There's an argument to be made that if you really lost because of a bad flip (or die roll), then you really weren't playing well and you might have deserved to lose. It's not that dissimilar than rolling snake eyes (or your opponent rolling boxcars) on a crucial roll in any other game. I once lost a warmachine game because my attempt to kill the enemy warcaster with mine ended up with him remaining with 1 wound left due do my bad rolls, and he then proceeded to kill me in his turn. Sure, dice were to blame and it was frustrating (but also a fin anecdote to tell), but I can't claim I did play a good game overall.
  2. Well, if they have the right keywords McCabe can hire them out of faction, from what we heard so far
  3. Well, but in your example that 5 model crew that can kill one model a turn in a 10 model crew will need 10 turns to table the opponent. And, jokes apart, if they focus on just killing they won't do much scoring. In the end I will all depend on how it gets balanced. Having played mostly against summoners i for one welcome the idea of the pass tokens
  4. I read somewhere that the app will be updated when M3E launches and who bought the 2nd edition cards will have them updated for free, but I can't remember the source
  5. Have there been any info about cover and concealment being stackable, or is it just speculation at this point? I would have thought that the main difference would be "obscures you and stops bullets" vs "obscures you and doesn't stop bullets", as I can't imagine something that is cover but doesn't conceal, unless we're talking about stuff like 50% or more of the model being obscured or things like that, but they're not exactly the smoothest of rules. Or am I missing something? Got to say, the more I hear the more optimistic I'm getting towards the new edition. A few things are starting to make more sense with extra bits of info we're getting, so I am relatively confident all the iffy issues will end up make sense too. I am even warming up to the multiple masters idea.
  6. I didn't say that, though, I just said it will be really hard to get right
  7. I also really hope that second masters will come with no totem, not having one will remove lots of complications and might tone down the power level of the second masters too. But i agree that this multiple masters malarkey is just asking for trouble
  8. We don't fully know how pass tokens actually work and how many things can be done at expense of one yet, but i can imagine that at least they will create a trade-off between conserving an activation with an important piece for later in the turn at the cost of having the opponent activating twice in a row (and possibly more, with companion and stuff), which might create intersting tactical decisions
  9. Well, i really like the change to the charge, it does introduce a nice tactical decision element. I'm not against pass tokens either, especially against summoners, when if you didn't stop the engine early they would out activate everyone and have free rein with their beaters. I'm still a bit ambivalent regarding the other changes, sometimes things are complicated just for the sake of complexity and in practice there won't be much lost by streamlining, but it will be a balancing act to get right. It's true, however, that there are a LOT of moving parts in m2e that need to be learnt and taken into account when playing that go beyond stat card complexity: your crew abilities, the opponent's, your hand and discards, your opponent's, your schemes and strategies, trying to guess the opponent's etc. In a way they are what makes malifaux rich, but it's a lot for beginners to process
  10. Well, I've got to say I do love the new card size and layout (is anyone even able to read the current rules summary card that came with the strategy deck?). But then again I don't sleeve them and I use small dice to mark the wounds next to the models, so I only use one card per model type when I play.
  11. Regarding thematic crews, I think it'll be inevitable that the competitive crowd will gravitate towards the best builds, so I don't think there's really a solution to "samey" crews, at least at high levels. They might not be the faction all stars anymore, but we'll probably still see same masters using the same models across the board, with the only difference that this time they'll be thematic models, which might be more palatable from the fluff point of view at least. Same with multiple masters (an idea which I'm still not keen about): if they are competitive, competitive players will use them, and they will mostly all use the best performance/price combo. I haven't played first edition, but is it just me or a few of the planned changes seem to go back to things that were part of M1E and they got rid of in M2E because they were causing issues? Things like unusual format cards, more text and abilities on the base masters cards (iirc upgrades were created to get rid of this), double masters, destructible terrain etc. Hopefully that's not because the collective memory has forgotten that they were issues in the first place...
  12. And the wording on some of them is beyond awkward
  13. I also hope they will streamline and clean up the terminology a bit. It took me a while to realise that the Rotten Belle's lure wasn't a push, for instance, or that in the duel to get out of a pine box the Death Marshall wins in case of a draw Edit: I forgot about the multiple masters thing, I'm not too keen on that. Not much because of game balance, but thematically doesn't work for me and it might make masters feel less "special"
  14. Yes I agree. It might have given granularity for buffs/debuffs but I prefer this aspect to be streamlined. I did quite a few intro games, and explaining to new players why some ranged attacks were affected by cover and some weren't, or why you couldn't or could use some attacks on a charge (pine box!) was a nightmare
  15. I bit of both I guess. I think the concept of "points per activation" and the fact that each action could cost 1 to 3 points was easier to balance and to explain and a little more elegant if you needed restrictions, rather than now having to add caveats to them (like "once per activation"). A master's 3 action, which previously didn't need any restriction disclaimer, now could read something like "once per activation, no other actions allowed when you want to use this" or something like that. Granted, that broke down a bit with the 0 actions, so I like them now being called just "bonus action"
  16. I generally like the changes I've seen so far, and I am supportive of streamlining the rules (without dumbing them down too much). - I like the new cards, I think they look beautiful and the larger size should make them easier to read. However it seems that the upgrade cards have a different size though. It will make it easier to tell apart from the crew ones, but then we'll need two different sleeve sizes if we want to sleeve them - I like the change to the charge mechanic, especially the tradeoff between moving extra distance or having an extra attack - I understand the removal of Sh, Ca etc., as others have said it was a nightmare to explain to people in demo games why a Sh attack wasn't a Projectile one and things like that. I hope that getting rid of those keywords won't limit the design choices too much, though - I'm not sure about the removal of APs. On paper it sounds easier to just say "you have 2 actions per activation", but the APs were really useful to limit actions to one per turn without the need to have long explanations, especially the (2) AP or (3) AP* ones. Right now we already have to add caveats like "once per Activation" on the Charge, I guess the equivalent of (2) AP ones will require even longer instructions, unless they got rid of the concept (thus limiting design and balancing options again) * I haven't played in a while, I can't remember if there actually were any (3) AP ones.
  17. Thanks, I just sent a join request!
  18. Hi nottschris, that'll be great!
  19. Damn, i work overtime this Sunday. Do you have a regular night? I will have to catch up a bit, as i stopped playing just before the massive card errata drop
  20. Thanks! Derby is totally doable, I'll check that out. Burton upon Trent will work too.
  21. Trying this again in the right forum (I hope)! Hello, I recently moved to Nottingham from Surrey, are there any local clubs/players that play Malifaux here? I can't seem to find any! I am getting the hype for the new edition and I'd like to start playing regularly again (I haven't played Malifaux for a couple of years now). Cheers!
  22. Hello, I recently moved to Nottingham from Surrey, are there any local clubs/players that play Malifaux here? I can't seem to find any! I am getting the hype for the new edition and I'd like to start playing regularly again (I haven't played Malifaux for a couple of years now). Cheers!
  23. Fantastic! Thanks for the answers, I played them all wrong so far. Now I can see why they are useful! :-)
  24. Hello, I recently started playing Malifaux and got a question about Clockwork Traps: They have a melee attack at 2" but cannot activate: - would a model within 2" of them be considered engaged in melee (on top of the normal trap effect)? What if said model had only melee range of 1"? I was in doubt whether a model needed a disengaging strike to move away from the trap, could shoot if it was 2" from it and could be considered in melee if shot. Thanks!
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