Jump to content

sparowl

Vote Enabled
  • Posts

    10
  • Joined

  • Last visited

Profile Information

  • Gender
    Not Telling

sparowl's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

1

Reputation

  1. Mastershake, that's a great rundown. Thank you. I'd just like to say that I've done the Terror Tot thing. However, I've recently switched over to Gupps, and find them to be dramatically better at the same job. For the same Ace, you get Leap. While you lose out on some speed early on, you gain the ability to leave engagements without a test, and the ability to lay two scheme markers in an activation if unengaged.
  2. If you mean to go south of Seattle, Olympic Cards and Comics is in Lacey, and they have a beautiful store with a decent crowd of gamers. When last I was up there, they had some Malifaux players. It is a bit of a drive from Seattle, if that is where you are located.
  3. I've added a few thoughts on how the following models interact with two Masters, McCabe and Jakob Lynch: Illuminated Ten Thunders Brother Mr. Graves Torakage To do so, I went ahead and added a section under Tips and Tricks for Master Specific Tips. If someone wants to change how that is edited, that's fine. I just felt it should be a different section, similar to the Dawn Serpent.
  4. Two thoughts - 1.) Woke up with a Hand is still very good. Final Debt can still be a killer, especially if he is activating last against models that have had Brillance applied by earlier activations. There has also been a lot of my activations with Mr. Lynch that are - Walk, Play for Blood, Final Debt. Play for Blood into Final Debt is pretty solid for damage. 2.) I find that Mulligan is still good on the last activation, so long as you have at least 2-3 bad cards. Here's why - you are setting up your hand for next turn. The two cards from Woke Up, combined with Mulligan, make for a solid set for the following turn. Either you end up with a decent starting hand to draw into, or you can discard a lot of bad, thinning out your deck. I'm not saying that Woke Up means that Lynch should absolutely, 100% always activate last. The last game I played, I activated him last on bottom of two, then won initiative and activated him first on top of three, just so I could kill off Lord Chompy Bits. But the extra two cards is very powerful, and Final Debt is still an amazing killer. Does anyone feel like the choice of upgrades for Hungering Darkness effects how much you use Woke Up? For instance, I like Endless Hunger, but I could see how Rising Sun would work well with the ability to one shot an enemy model after giving them Brillance. Thoughts?
  5. Graves can move models around. Friendly models early on, to get them in position. Which includes himself, since he pushes into base afterwards. Late game, push enemies around, and, if you can get a Ram, then follow up with a swing. He hits hard, especially if you can get some Ram triggers. His Keeping the Peace can also lock down enemy models, or at least for cheats to pass WP duels. He is hard to take out. Armor, Hard to Kill, lots of wounds...makes for a solid enforcer. One note: He has Bad Blood. Watch where you end your pushes, if you are moving friendly models around.
  6. It was a great event. We had a lot of fun. Looking forward to seeing some of you at RageCon. That video was very neat. Any word on when pictures would be up from the event? Or where we could see them?
  7. The Malifaux guys are moving buildings, which is causing a delay in restocking some places.
  8. Just a quick note about this one - Lynch being able to recycle Aces helps with him maintaining a hand. If he can cycle through his deck, he can probably pick up an ace or two...or three. That means he can still be cheating, while maintaining a decent hand size. But yes, forcing him to cheat can reduce his hand size, which reduces the impact of Final Debt.
  9. An issue came up last night, and we were wondering how to resolve it. I'll give the scenario, then list the ways we thought it could be resolved. For reference, here is Sprint - "Sprint: This model immediately performs a Walk Action and then flips a card from its deck which may be cheated. If the card is a , this model may immediately perform another Walk Action." A Terror Tot is engaged. The active player declares a "sprint". He moves the Tot around the engaging model, not leaving the engagement range. Flips for Sprint - succeeds. Tries to leave the engagement area with the second walk. At this point, the other player says that the terror tot should've provoked a Disengaging strike on the first walk, if the intention of the second player was to leave the engagement range. The Active player argued that since the ability on spring gives "another walk action," that the two are essentially separate actions, and that the first one, which did not leave the engagement range, would've provoke. So, here's how the two players each express how it should be resolved: 1.) The Terror Tot declares Sprint. Since the first move is not intending to leave the engagement range, no disengaging strike happens. The Terror Tot moves, not leaving engagement range. Ability triggers, getting a mask. Second walk (being a separate walk action), is declared as leaving the engagement range. Enemy model gets a disengaging strike. 2.) The Terror Tot declares Sprint. Since his goal will be to leave the engagement range during the "Sprint" action, a disengaging strike is taken immediately. Is either of those interpretations correct?
  10. I ordered some of these for corpse markers - https://www.coolminiornot.com/shop/graveyard-bases-wround-30mm-5.html If you search, they also have 40mm and 50mm versions.
×
×
  • Create New...

Important Information