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Armour

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Everything posted by Armour

  1. Aionus hated the clock. This was his usual state of mind. He could feel it draining him. Draining the ground, draining everything he touched so he could never be close to anything ever again. He still didn't know why the clock chose him, an eternity ago. An eternity from now, he would be used up, and the clock would choose someone else. Maybe he could warn them, or kill the clock somehow when it discarded him. But for the eternal now he was stuck, chained to this grinning, ticking thing as it sucked him dry, forever.
  2. Yeah, the issue isn't that you can't possibly stop it. I can think of lots of contrived situations where I could stop a ratbomb. The issue that Icemyn is trying to underline is that its takes close to total commitment from your crew to do so (and a decent hand to not be outcheated, and a favourable terrain setup), which is unreasonable to counter 8ss. And of course, your opponent can at any time opt out of the rat machine to just murder one of your critical pieces with the Viks, or Levi, or a Strongarm, or any of the other long-range beaters they can field. What a lot of people seem to be ignoring is that the Outcast player can do this at literally zero risk. Without snipers, you could just deploy the engine on your back edge and be beyond reach. With snipers there probably will still be pockets of deployment totally out of line of sight.
  3. The wretch is certainly strong, but simply making him Hamelin-only won't stop the combo; starting with another two rats instead gives almost the same result for the same resources, only losing a single activation. That said, it is difficult to say what should change with the combo. It may be a seemingly unrelated change like Metal Gamin's cuddle which actually was to make the Mechanical Rider more reasonable. Justin and the other Wyrd crew are good at finding tweaks that reduce NPEs and keep the game fun, and I'm confident we will see a fix here. My meta is only starting out so we don't have anyone using the trick yet, but from a pure theory standpoint I can't think of any reliable counters to it for my faction (Arcanists).
  4. Ama No Zako does like a pink dress. And she looks beautiful; 100% of not eaten people agree!
  5. This is my personal canon for how Obliteration-land looks now. I love it.
  6. I know nothing about this game yet. (damn you Aaron, you secretive monster) But I want this model.
  7. This thread is amazing. I love it. In solidarity with the terrible MS Paint crowd, I submit my own!
  8. When an action or trigger specifies once per turn, and does not specify a model, can it only be performed once per turn with your whole crew, even if another model uses it? The specific situation was the Malifaux Child using Just Like You! to copy Kaeris' Flaming Halo attack. Flaming Halo has the following trigger: My opponent wondered if declaring this trigger with the Malifaux Child's action meant Kaeris would not be able to declare the same trigger later in the turn. On other models which have similar once per turn restrictions, it is usually phrased as "This model may only declare X once per turn. In the case when models in opposing crews have the same ability, does one crew using it mean it cannot be declared by the opposing crew? For example, Seamus' .50 Flintlock has the same "once per turn" restriction, so strictly the in a mirror matchup the first Seamus to shoot his pistol would expend the action for the round, denying the other from using it.
  9. A couple of questions came up in a game with Rasputina last night, related to shooting (well, casting, but with ) into melee. 1. When the randomized target has cover from the attacker and the original target of the action does not, does the target benefit from it? 2. Rasputina's Overpower trigger allows an additional attack against the same target. In cases where an extra attack action is granted against the same target in this way: 2a. If the target is out of LoS, may the action be taken? 2b. If the action can be taken, is another randomization flip required?
  10. A great example of another arena in gaming that was heavily reshaped for the better by one company is role-playing games. When Dungeons and Dragons 4th edition was being developed, many people were unhappy, and a small company called Paizo released an alternate product, the Pathfinder RPG. Pathfinder is notable for having much better inclusion than previous version of D&D had in the "default" character classes. There are more female characters, there are multiple non-white characters, and for the most part the artwork shows everyone being a badass. They made mistakes, there are examples of sexualized art in the books, but they made a solid effort. I can't say whether or not their inclusivity helped them; the game is excellent mechanically and Paizo's support of the game is continuous. In any case, Pathfinder is now one of the market leaders in role-playing games. It is stocked everywhere and literally millions of people play it. What is important about this is that it has hugely normalized women and non-white characters, and therefore players, in RPGs. Smaller companies are more inclusive, and new games and supporting products cater for more people. Now, years after Pathfinder, D&D has released a new version (5th edition, or NEXT, it has no official title) and guess what? It has better representation too. It has people of colour and women killing monsters and being awesome in its art. Hasbro, the largest gaming company in the world, has looked at the current landscape of RPGs and tailored their product to align with what gamers want, and it turns out that inclusivity sells. It doesn't hurt anyone to represent more people in your game. As it turns out, doing so can change the entire industry you work in. It only requires that somebody tries.
  11. You could probably find equal numbers of people who do and don't want this. Competitive play is its own beast, and tends to shape its related game to extremes which the designers usually did not intend. With that, the competitive community tends to redefine how the game is played, and aggressively promote that new "one true way" to play the game. While Malifaux is amazingly balanced, I have no doubt that it could become a game of optimized lists and standardized terrain layouts if competitive play was rewarded. Personally, I hope Wyrd never promotes competition like this. There are other games which cater for people who want to add high stakes to their leisure time.
  12. Love the multicoloured Wretches! The void contains every colour, and no colour at all.. so they are totally appropriate!
  13. My first thought was the disparity behind Johan's gigantism disorder when compared to the Johana. She is pretty decent, but Johan is a MONSTER. Then I thought about how awesome it would have been if Johana had exactly the same body proportions. And now I have to mod my Johan when he arrives into a Johana. Thanks, MasterDisaster. I hope you're proud of yourself. (sarcasm intended) But seriously, mega-Johana is a thing that is going to happen now. EDIT: On-topic, I rather like the 2-player box. As one of the most keen players in a budding Malifaux community, I'm looking forward to having an easy demo set.
  14. Really nice effect with the sand/grit you have used for the walls! Clearly its a river sand by the roundedness of the grains, but the result makes me want to source some myself. The undercuts on the stairs are also a great idea that I haven't seen yet. I think they look great already, but to get that grimy "Big Smoke" London kind of feel, you might wash the walls with a brown/black, or maybe a dark green for a mossy look. From experience I know terrain like that might shed sand with time, so finding a spray sealer of some kind might not be a bad investment to avoid a mess and the pieces starting to look shabby.
  15. I like them! The clothing is very clean and smooth, and I like the subtle highlighting you have done on them. Very cool to have the different models in differently coloured dresses too, gives them each their own character. My only suggestion would be to add some sort of shading or colour to the skin, as currently they look very pale and flat (though that might be due to the lighting in the photos). I haven't tried undead flesh myself, but adding a tinge of a darker colour could accentuate their zombie-ness; at a guess, a light blue might be a good contrast to the colours you have used for clothing.
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