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Stupid Bob

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  1. Definitely hoping to attend...just need to work out the Wife Points!
  2. Had a great time! Dreamer vs Brew was the most intense Malifaux game I've played! Thanks for an awesome time!
  3. Still waiting for details on the TC events so I can plan the trip. Is there any news?
  4. I plan to attend. Actually, sadly, I spoke too soon. I told the boss and she pointed out that I've already committed to going to her company's Christmas party with her. Stupid real life
  5. There are lots of things in the game that tell you to resolve them after an Action, where the situation is not necessarily caused by an Action. This in no way implies that the cause must be an action. It simply clarifies that if it were caused by an action, it is resolved after completing the action. In the above, the cause of the WP duel is the Smother ability. Smother causes a WP duel or target gains slow. When the WP duel is failed, the target gains slow. Then any other abilities that happen based on failing a WP duel or something gaining Slow would happen. Misery does not require an action, it only requires a failed WP duel. I think you guys are reading way to much in to things. I strongly recommend you read this article by Justin about the language or rules: http://justindrawingdead.com/?p=286 I am very much of the opinion that the language "after resolving the current Action" is a short 'fit it on the card' way of saying "after resolving whatever happened to cause this to happen in the first place". There are several situations in the game where that language is used but the situation may not happen due to an action.
  6. I think the language "after resolving the current Action" is used to imply (brevity is key!) "after the current action or ability or whatever made this happen is resolved" and is done to keep the order of operations clear (specifically to prevent actions/abilities interrupting other actions/abilities) I think the sequence of events would be: -Model Activates -Smother requires a WP test -WP test is failed & Model gains Slow. This resolves the Smother ability -Two abilities then happen simultaneously (Misery & Feed On Dreams), controlling player then chooses order. -Misery would be chosen to happen first, doing 1 Wd -Feed On Dreams would then happen, doing 1 Wd and killing the model -Never Wake Up then happens
  7. So I had an idea just now, which is a scary thing as I'm on no sleep for a week and high on Mt. Dew, Snickers, Coffee, and whatever magical preservatives they put in pre-packaged lunch-meat sandwiches... but here goes: I'll post a deploy/strat/scheme & opponent faction, and we'll all discuss what crews we'd take and likely schemes! Here's the first one, in prep for a vassal game tonight: Schemey stuff seems to be the way to go, but MTS gives me pause. I've used Zoraida only twice, so am inclined towards something with her. It may not be completely optimal, particularly with MTS out there, but this is one idea: I'd take Protect Territory and Plant Evidence, reveal both. Get Waldgeists up on two of the Squats, drop Schemes, and hang out. Juju I'd drive down their throat and make them deal with him as he tries to slow/paralyze all he can. Silurid schemes around (primarily late game). Iggy and Nurse work with Voodoo Doll to take out key models. Doppleganger is problem-solver to deal with problems, either trying to shut down enemy scheme runners or supporting Silurid or if nothing else letting me cheat init Or my other idea, and this is more likely what I'll go with as I'm far more familiar and comfortable, is Dreamer... I'd do the same schemes, revealed Protect Territory and revealed Plant Evidence (or maybe Breakthrough, depends on terrain). I'd head towards one flank's Squats, drop Schemes and Claim and throw down webs, making getting the Teddy Bears out of there tricky, Summoning would focus on non-Minions...Coppelius to run schemes, Lelu & Lilitu to hunt enemy scheme runners, and replacing Sacrificed Daydreams. Daydreams would have to be used non-aggressively, as they're the only things here that are peon/minion for Make Them Suffer. Doppleganger is again the problem solver, with some great abilities to Mimic (Hug, Exhale Terror, Lead Nightmare) or just be a hard-to-kill Protect Territory model. So, what crews would you take (given your model collection)?
  8. The 50ss GG is one day? How many rounds? How long are the rounds? What's on day two?
  9. Agree, I have similar issue. I'm trying to leverage the fact that I know he'll be trying to kill WW...if he's focusing on WW I'd like to think I can punish him for that. I've not been successful, but I'm trying
  10. Correct: (1) What Lackeys Are For: Place a Scheme Marker in base contact with this model. Then, place this model into base contact with target friendly model within 10", and place the target in base contact with the Scheme Marker which this Action placed. This Action may only be taken once per Turn.
  11. Crew and Masters are always situational dependent on the Strat/Scheme pool. (sorry if that sounds pedantic). While the Obey is a bit similar to Lcuius' commands, to me the key difference is that the Obey works on Enemy too, and doesn't require the target to be a Minion. I recently bought both, have tried both, and loved them both and can see both of them having a place in my arsenal
  12. It's getting maybe off topic of OP, but summoning Teddy with Handbag for me is the Gravy, not the meat. As implied above, throw a bunch of things at the enemy (maybe even some purchased Teddies!), have them kill and be killed by the enemy. Things are thinned out, enemy beatsticks are gone or weakened, Widow swoops in and pops out a brand new fresh unwounded Teddy (note that when Dreamer summons, he's at 1Wd, not when Widow summons...note also that Widow does not need a very high card, nor extra models involved). A key mid/late game Teddy summon can be utterly decisive, uses resources you've already got anyway (corpse markers from dead enemy; scrap markers from dead enemy and stitched and teddy and dolls etc), Note also that this leaves Dreamer free to do other things, like remove his slow and push him to beat stuff 3 times...or some more stitched, or whatever! In other words, I take Widow anyway for the other things she does, spending 2ss for her to have the ability to make a Teddy is worth it to me, and is far less an investment than Tannen and hoping to get one of those two cards that works. (That being said, it sure if fun when Tannen works! )
  13. One might make an argument that card's values are clamped at a minimum of 1 and a maximum of 13 based on the rule that defines cards. An Ace with a -2 does not go below 1, as 1 is the minimum value. (Note that Jokers have a seperate rule to define their value). This would, of course, prevent Teddy summoning as well. I am not in favor of this interpretation, but that is the only rule I see that describes values of cards. (And frankly, I'm not in favor of that interpretation because I LOVE to summon some Teddy cuddling!!) <edit> Beating this up some more, the rules for Values of Cards say: The only rules for Modifiers specify modifiers to a Stat or a Duel Total: Then a bit more, under the Math callout box: While none of the above really directly apply (would be great if this were covered in errata/faq), this is just stuff that I found almost kinda-sorta applied: food for thought, if you will.
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