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-Loki-

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Everything posted by -Loki-

  1. Wyrd tend to announce things when they're ready. The app may be well into development, but that doesn't mean it is ready to announce.
  2. The new edition is actually pretty cheap. The Xenomorphs are nowhere near big enough to proxy as a Grootslang though.
  3. All of the Emissarys are height 3 and the Arcane is over 4". I actually didn't realize that Lord Chompy Bits and the Rail Golem were height 4. I didn't think there were any in the game. But a model being above its height value isn't new.
  4. Wouldn't you be calculating VP when you check to see if it is within 4" of a scheme marker?
  5. In TTB it counts as hard cover for models hiding behind it and has Armour 1. It has a 'Booze Pump' ranged attack that gives enemies the 'Flammable' condition, which means if they suffer Burning they take an additional Burning +1. Has a trigger to add the Intoxicated condition, and if the target is already Intoxicated, they suffer Poison. They have a second attack that basically does what the trigger does but has no cast, just spend 1 AP, but the target takes a duel or they suffer the effects. So basically spray enemies with Whiskey making them Flammable and potentially Intoxicated and Poisoned.
  6. That's a Whiskey Gamin. Straight out of Into the Bayous art.
  7. I heard the winner didn't use Yasunori in the final. Were they mistaken or are these the lists of the person that came second?
  8. I found the female kit height problem was pretty overblown. The models I've built they've been roughly the same size as the males, maybe a couple of millimetres taller. People carry on as if they're double the height. the bigger problem is they're way too leggy. Like their crotch is where their stomach should be, and their chest is a really compressed stomach and chest combined.
  9. I would like to know more. Seriously why has this not been more talked about?
  10. The point of the ability is you can start with a non-Poltergeist Totem (the Primordial Magic) and then have the choice to summon in a Poltergeist on a later turn. Or replace a lost/badly wounded Poltergeist.
  11. This is true, and ties in to @EnternalVoids point as well. During Wave 1 and 2, Gremlins were very under tested because they were the new faction, there were not many metal models, so a lot of proxying was needed. This all led to them not being tested as thoroughly as other factions. This leads into his point about how right now, despite a lot of griping from the Gremlin community, there's a lot of really good stuff already there that was not tested as well as it should have been. This throws off internal balance which we already see and know about. But it also makes testing new upgrades hard, because buffing an underperforming thematic choice for a master might have undesired consequences with other unit interactions. Honestly, I feel that Gremlins in particular are harder to design upgrades for because of their lack of specific keywords or thematic abilities. You can design a Nephilim specific upgrade for Lilith because they all have Black Blood (with the exception of 2 models) and the Nephilim keyword. You can design an attack like Black Blood Tendril because that is a universal ability. You can design an upgrade to teleport Nightmares around, because there's specifically keyworded models so you know what will be affected. This does make it challenging the other way - you need to consider these models with anything that specifically targets them, but this is easier to pick up in testing rather than hard to write it in the first place. With Gremlins, three masters and their thematic choices have keywords, one doesn't have it himself but is designed around one, and three are completely generic. It's hard to write an upgrade to work with what might be Mah Tuckets thematic choices like Bushwhackers or Rooster Riders, because they're just Gremlin (and in the Rooster Riders case, Rooster). It's hard to write something to buff Gremlin Academics like Lightning Bugs, because they're just Gremlin. You can write an upgrade to specifically target a unit, like So'mers upgrade targeting Bayou Gremlins, but that's not futureproofed in the way targeting Showgirls or Nightmares or models with Black Blood is.
  12. Yeah. I think the reason it's such a high card is while they come in with Slow, you don't really want them to move. You want them close to models to ping Misery and also activate in base contact for Life Leech. They probably didn't go with summoning on low wounds because they're fragile enough as it is. The bonus with Field Reporters is they have a nice 8" range attack to target Wp. So Pandora can get some Sorrows out into a cluster of enemies, maybe get a Web marker in there, and the Field Reporters can ping Misery. Also if they get Assaulted on the models, they take 3 damage on activation thanks to both the Assaulted condition and Life Leech. It's going to be fun giving this new playstyle a try. Pandora is hands down my favourite master, so getting a whole new playstyle is great.
  13. You can't. So you'll need to do the Chompy>Dreamer or Dreamer>Chompy as a chain activation. Which one is up to you. Summoning Daydreams is another way but if you've taken Growing Up, you're going to be wanting to be hitting things. It's what you brought the upgrade for. It's going to take a while for people to get into it. Pandora is very set in her ways as far as playstyle. I think the biggest advantage of the upgrade is being able to take Field Reporters. Summoning a Sorrow is a pretty high card with a decent amount of set up needed just for a Sorrow. Field Reporters have some good synergy with Pandora and her usual models.
  14. They only do a limited run for the presale. It's not a full production run. Last gencon Titania ran out in about a day as well. I wouldn't expect Nekima or the upgrade deck to come back in stock.
  15. You definitely need to more carefully choose your targets, but the game isn't short on Df 4-5 models with high wounds to wail on. You don't even really need to worry about Armour or Hard to Wound, since if the model is still standing they've got Chompy in their face to finish them off.
  16. It's not about what was errata'd was unbeatable. Very little is in Malifaux, if you play to your schemes and strategy. But they make for unfun gaming experiences for the person on the other side. You end up with, as you experienced, little you can do against it. You can play around it (something you can't do in 40k, and one of the reasons I gave that game up after 20 years), but being able to play around it is not the point. Balance isn't just there to make the game fair. It's there to make it enjoyable. People defend 40k's imbalance because the game is about 'fun' and not 'competitiveness'. What you experienced is what happens when little effort it put into balance. While effort was done in this new edition of 40k, it's still run by the sales department, and if they want something to be good so it sells well, that's what happens. When a game is not balanced, it's not fun. You can make it fun by homebrewing the shit out of it, which is what people do to 40k games. Comp, house rules, gentlemans agreements on list composition, etc. A well designed game needs none of that. Unfortunately, even well designed games have problems. Designers and testers don't catch everything. What makes a good games company is when they look beyond making a box sell well by making it overperform, and make changes for the health of the game as a whole. I'm glad you have some perspective now, but I feel like you learned it the real hard way. 40k is not a fun game when you're on the receiving end of cheese.
  17. Titania definitely. Royal Indignation plus Armour +1 from the Emissary makes her immune to 3 damage hits from Minions and drastically reduces other incoming damage. Combined with her Impossible to Wound and she's going to be taking a lot less damage. She can finally tank decently on top of regenerating wounds. Making living models Fae lets the Emissary target basically anything you're going to hire with Titania. Pact with the Grave Spirit is pretty good too, giving her some nice offense. But I feel Royal Indignation with its synergy with the Emissary is the winner of the wave. Runner up for me is The Dreamer. Sleep Cycles chain activating Chompy removes a big weakness of him coming out, where the opponent can kill him before he hits. Growing Up gives The Dreamer himself a legitimate third playstyle as a beater, one which can reliably bring Chompy out to play to chain activate off.
  18. Am I missing something? Extra Thread is a (1) tactical. If the extra 1ap you're adding is from placing a Doll marker, I don't think that's really fair. The scrap marker is a byproduct. The main purpose is teleporting puppets around for some powerful re-positioning. Multiple Focus can be good or bad - it increases your chance of getting a black joker, or drawing multiple high cards for a single duel. Four Arms, depending on how many Puppets are around (which will be a few) can reach Ml 10+. Unless you're hitting something with a negative to your flip, you don't need multiple Focus to get a high margin hit. Even with a negative to hit, you can brute force through with that high Ml.
  19. It's both. She can place blasts with 12" and LoS, and the damage from the blasts can't be reduced. Her The Thunder attack gains a trigger that lets it cheat damage even with negative flips.
  20. Very true. Given the aesthetic the model fits most with Titania anyway so that was a nice coincidence. Goes well with Royal Indignation too because any model in the crew can be targeted by it. I'd actually say 39ss, because Pact with the Grave Spirit or Royal Indignation will always be taken. I'm leaning towards Royal Indignation more, due to the synergy with the Emissary.
  21. One of those two Titania upgrades are going to be autotake. Which one wil just depend on playstyle.
  22. I've had the same complaint. It really does seem that certain bodies were designed to go with certain heads and arms. So it's less a box to create fated in a way to like and more a set of specific fated with changeable arms and heads. I've built a few, and on one I did a bit of work to reposition the arms and I like the result. Given it's their first attempt at this sort of kit the problems are expected, however. They're fun kits, but if they ever do any more I likewise hope the compatibility between parts is improved.
  23. Wow, the difference between the art and model is staggering. The art is amazing. The model... not so much.
  24. Pretty sure it'll be a September release with the book. With unpredictable shipping and loads of orders I've seen books hit the shelves before my gencon order arrives.
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