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retnab

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Everything posted by retnab

  1. Alright, I've reupdated all of the cards (from the images on the Kickstarter and the best screencaps I could get of the rest in the videos) in the original post! I also colour coded what Glory gives to each model so the text section looks like less of a flat info dump.
  2. The Hordes kind of already have that, with their "bring in a dead Fireteam once a turn" ability. I could see them do it if it could only summon in a cheap unit, like a Fireteam of Stalking Portals (only a 2 scrip gain) but I'm not sure summoning's going to show up from what we've seen so far. I both do and don't want more titans to show up. They seem like the most flexible of units we've seen so far with the opportunity for Assets, but the more you bring the less bodies you have on the field - and no chance to bring them back when they're gone. Maybe the Cult could have a Commander whose gimmick was managing friendly model's Assets, could really work with the Goryshche's strengths.
  3. We have the full front of the Goryshche card now! Updating its entry in the main post. Also just noticed that once we get Fenton's Card the screenshots in the first post will be outdated (the front of the cards one anyways) so I'll probably remove it and replace it with these images.
  4. I don't think it will be a problem for two reasons: since we pass out Shaken Tokens any time an Ace goes in the discard pile and there's so much deck cycling in what we've seen of the Cult, that should be happening quite regularly; and also since the activating model does not have to be the one going Glory, it doesn't mess with our activation control to do it. This is without having tried it of course, but while the opponent can burn your Shaken Tokens with actions it doesn't seem like it should be hard beyond that.
  5. 100% agree. It'd be so easy for Wyrd to "pad" the total that the Kickstarter gets with Malifaux exclusives and they're explicitly not doing that. I respect the heck out of them for that, letting the Kickstarter be for TOS and that alone makes it feel a bit more honest to me. I have every intent on helping out my LGS with purchases once this goes to retail, but as far as the Kickstarter goes I'm going to grab probably one of each unit (gotta get those limited edition cards, aw yeah) that ends up being available for the Cult and save the opportunity for buying doubles for when it goes retail. The only thing I'm a bit concerned about is that we've definitely entered the slower period for the Kickstarter (I remember hearing somewhere that it's the first and last 2-3 days that make up the vast majority of backers), so stretch goals from here until mid-Jan are likely to be slow going. I hope that in the next stretch goal map that Wyrd is able to do all four faction's add-ons showing up at the same point (could call it Unit Unlock 2, Commander Unlock 2, etc) so that everyone gets goodies at the same time. Otherwise, when the Kickstarter ends if every stretch goal has not been unlocked, it would really suck if some of the factions had less add-on options than the others.
  6. As someone who loved the idea of the Tyranids and still has flashbacks of having to paint over 100 different 'gaunts, I hear ya Loki haha. I think the Cult and the Hordes definitely have the most interesting aesthetics of the factions, and the Hordes' "you'll never kill them all" playstyle means you're guaranteed to be able to do something every turn which is cool.
  7. One question for you, to take effect after the Kickstarter's over: for the sake of curiousity, can you let us know what the % of each faction being selected by the backers is? I suspect it's going to be pretty close to 25% each but I'm interested to see if anyone's ahead or behind in that
  8. It kind of makes sense, they have lower Sp, Df, AV, and Strength on their attacks (excluding good luck with Cascading Magic). They're the monsters that keep getting up, not the ones that beat you senseless it seems
  9. I'm not the quoted guy, but could we hear some more about how VP's are collected? We've seen the Cult Stratagem Deranged Laughter has a small chance of giving VP, are there many ways of getting VP outside the Operations?
  10. It seems like the fact that it can get a new Asset (thus, damage prevention) every turn with its first ability where the others only have what they start with is the reason for the lower Ar. Also they've confirmed that there will be two dual allegiance Commanders (and we've already seen an Empire/Abyssinia one) in the KS comments, so it looks like a Hordes/Cult Commander is going to be hidden in the stretch goals somewhere The Glory mechanic is one of the coolest things IMO, I dislike the whole "your unit got messed up, so it's now even more useless!" way most games do morale. Giving bonus stats, triggers, and abilities after doing some challenge seems good to me, and the fact that the Cult gets to Glory as easily as it seems to (your opponent won't want to put Shaken Tokens on you since you can use them effectively, which inherently is kind of good for us) is cool too.
  11. We have new and better looks at the Cult unit's cards (front only sadly), I'll update the written portion of the first link with it all.
  12. We now have better pictures of the Stalking Portals, Twisting Horrors, and The Warped! They look fantastic!
  13. Nope Lust is an Enforcer, the only member of the Crossroads 7 who is a Henchman is Wrath. My personal favourite henchmen with Ironsides are the Captain and Cassandra, though Amina seems great too.
  14. I hadn't even thought of that but I love the idea - when trying to work around the Guild, who better to contact than the Arcanists?
  15. That depends a lot on what your schemes/strat (and size of game) is, but for myself some key things I'd add in is at least one Henchman (Captain's good but shares a similar spot as Lust) for the benefits to Warding Runes that the Oxfordians give, give Ironsides Challenge the Crowd and Warding Runes, consider bringing a 3rd Oxfordian (with the new upgrade it's 3 for 15 compared to 2 for 12 so good value), and optionally someone good in Melee, maybe Howard.
  16. That would be 29 points (assuming no upgrades besides the 2 Ox Mage freebies).
  17. Doing everything at half size might work pretty nicely for playtesting before we actually get the models, you could have the 40mm "fireteams" be single models with a standard Wd count probably pretty well. Also wanted to point out that in the KS comments Lindsey said that: "Yes 4x4 is a great size for 1 Commander games." So that's an option too.
  18. Aaron said this in the KS comments when asked about the 1 of 3 thing on The Frenzy: "the Hordes Commander is a Squad! It is a Squad of 3 models, each are their own Fireteam. They can even benefit from Reinforcing." The Street Shark gang is a thing!
  19. I was torn between Abyssinia and the Cult all up until actually seeing the full unit sculpts. So much variety in each unit won me over 1000% And I agree Cinnamon Bear, I really want to know more about the rest of the Cult models! We've seen (at least in part) 6 cards for the 10 revealed models, and of the remaining the ECB Black Ops has me really curious as to what they do in the Cult. They seem a little more organized(?) than the rest of the mad rabble.
  20. One thing I think should really be pointed out is that while all other shown units so far have 50% or higher unique sculpts for their units (5/9, 3/6), The Warped actually have 100% unique sculpts (9/9)! Just proves the Cult is the best (not a great sized image of them, but here they all are!)
  21. I'm definitely in the camp of the Kickstarter being pretty darn good value. Even comparing the MSRP pricing to something like Warmahordes, the pricing is similar but you're getting way more unique sculpts - I was stunned when I realized that a squad of The Warped had 9 unique sculpts! The sculpt variety alone adds some pretty nice value IMO.
  22. One question about the hardcover rulebooks, are all rulebooks now sold in the Kickstarter going to be hardcover? If so, would it be possible to have a softcover rulebook add-on? I love a good hardcover rulebook for reading at home, but I much prefer the smaller softcover's for taking down to the LGS to play
  23. Awesome to hear, I need more reasons to throw money at Wyrd Congratulations on the quick success, from backer #35!
  24. I'm in for the Cult! Bit surprised there aren't more models available, there was about 10 per faction shown but only 4 per faction available to buy? I hope some more of them become available as Add-Ons, I'd love to be able to play some 2 Commander games (I assume they're the expected game size at 45 models a side mentioned previously?) when it lands.
  25. Very exciting stuff! Just got finished watching all the videos and reading through, and while watching the gameplay video I made some notes I thought it might be handy to share here: All fireteams in a unit activate together The flag symbol is a Morale action The attacking player always cheats first Commanders get a bonus Morale action every activation Each Fireteam takes its Action seperately (can they take different Actions?) Margin triggers: the number in the circle is how much you need to beat your opponent for the trigger Models can use multiple triggers in the same Action Model count is the Wd count. All damage is increased by 1 for every 5 over the Ar the attacking player gets Movement from Charge orders don't have to be in a straight line Beating the Ar by 10 is enough to kill a 3 man Fireteam Overkilling a Fireteam does not "spill" the extra damage to any other Fireteams in its Squad Commanders can make friendly models take damage for them Can discard a card to pass turn, if both players pass in a row then the turn ends The Piercing effect basically gives to the Penetration flip Fireteams can choose to move and use Actions in any order Losing your Commander is not a game over Some Assets can be flipped upside down to prevent some damage
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