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Posts posted by retnab
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4 hours ago, Hagisman said:
I want Van Pelt from Jumanji.
Dangit, now I need to watch it again. Also, I did not pick up on this as a kid, but the same actor plays the dad and Van Pelt!
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I'm a big fan of Fenton and Horo personally, but that's mostly just me preferring Fenton's playstyle. If you do get into Fenton Horrors are amazing with him, not so much without him though since they really need you to mill your deck each turn. Mandatory purchases I'd say are one or two Raving Madmen to attach to your squads. Besides that, like CBTB said Doomseekers are solid, Broken are good meat shields / card draw, Goryshche's pretty good for in-your-face attacking too.
For hiring from the Hordes, Yarazi are decent for scheme running. I'd look into Speckled Crawlers too, they make good bodyguards for Adeodatos and their A Tasty Snack is really good passive team support if you position them right. The rest are a bit more niche, for a more or less solid list I'd stick with those two for now.
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1 hour ago, Gnomezilla said:
Ironsides’ box is visible in previews now and you guessed right, she gets Amina and Union miners now. (I wonder where the Captain will gooooo wait a minute the new faction is Explorers, they will hire him eventually no doubt.)
I'm guessing they pulled him out of the crew box since he's Versatile to let people buy him without needing the rest of the M&SU
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Though you are capped at 3, I think the Cult's Twisted Horrors ought to make good proxies for Depleted (and The Warped as proxies for Illuminated)
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I've considered Mei as a 2nd master but I think she doesn't bring anything unique to the faction that would make her 16ss worthwhile. She has a lot of attacks, but Stat 6 2/4/5 is not very rare for Arcanists and Howard has Vent Steam on a larger base. I'm very curious to see if other people can make her work outside the Foundry but I'm not tempted personally
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Looking at Vogel and Amina, I'm really uncertain that they'll be able to catch up with the rest of the crew so the Shielded thing seems unlikely to be super helpful. That said, Vogel's ranged Wp attack and card draw on walking near a scheme (and he'll sure be walking lol) could be nice, and Amina's Extended Claims and Obey could both be neat. Walk the Line though is honestly really tempting me, especially as a source of ranged Burn Out and possible card draw. At 9 and 10ss respectively it's a hard sell but I think I'll try Amina out next time and see how she feels!
I have not tried Sandeep as a hire, mostly because I think the whole him plus Banasuva being 24ss and Banasuva's Mantra not even being usable at that cost kinda kills it for me, especially when the Metal Gamin/Golem aren't quite as critical to the game-plan as the Fire Gamin/Golem are.
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Nope:
1. Play Stratagems – You may play one Stratagem Card from your hand.
Also it wasn't in your question but you also can't get around it by using a Stratagem at the start of the second activation in a Coordinated Strike as per the FAQ:
10. Can you play a Stratagem in between Activating the two units of a Coordinated Strike?
a. No. -
The enemy always flips for pen regardless of the source. That said, I don't think it's been clarified who flips in 3- or 4- player games, that might have to be something that gets house-ruled to have specific players flip for each other.
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I'm writing up a Mei tactica currently to put out when M3e 1.0 comes out and I was wondering what people think of OOK hires with her? For me personally I rate SS Miner and the Rider highly and Saboteur as a counterpick for versatile, and for true OOK it's really just Mobile Toolkit and sort of Cassie too (the latter for moving schemes about and Upstage). I guess technically Colette and Hoffman too but I don't rate them that highly here. Is that basically what you've all found as well or have I missed someone?
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Yeah, their "discard a RT to block damage" ability probably should just reduce damage by 1 instead of negating all damage. Sadly there's not really any real counters against it except just sheer volume of attacks (and I know, their defensive stats make that hard too, but at least we can put a bunch of ST's on it to help there).
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Want to learn but don't want to read? Now available in video format here!
So I've been hearing more talk about folks being confused about how Dimensional Instability works, and since it's basically the most complicated rule in the game (there's a reason it has five FAQ entries lol) I figured I'd summarize everything here for anyone who's feeling confused about it. I'll throw in some tips and tricks throughout too to help you all think with portals.
To start, let's go over the actual wording of this ability, nicely colour-coded to split it up into its three parts:
- Dimensional Instability: During Scouting, place three 50mm Portal Markers on the board in any location at least 8" from any other Markers and not in your opponent's deployment zone. When a Cult of the Burning Man Fireteam in this Company comes into (or starts in) base contact with a friendly Portal Marker, you may place its unit in base contact with any other friendly Portal Marker. Fireteams that move in this way may not use any remaining movement that was granted by the Order, and cannot use the Dimensional Instability rule again during this Activation.
The First Sentence
This part's simple: when you're setting up the board, you get to put down your Portal Markers in the Scouting step, specifically in step C. Company Abilities (after any fixed position Objective Markers go down and before Objective Markers that you and your opponent choose the locations of go down).
The Second Sentence
This part's a bit more complicated, as it needs you to really understand how place effects work, so let's start this off by going over the important bits about places and Portal Markers from the rulebook and FAQ:
- Place: Place effects are a special form of movement in The Other Side. When an object is placed, it is picked up and placed in a specific location, as determined by the text of the effect creating the place. If the place has a range, the object must be entirely inside the place range. If an object does not fit in a location, it cannot be placed and does not move. When an object is placed, it counts as having moved. A Fireteam may not be placed on top of another Fireteam.
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27. If a Fireteam uses the Dimensional Instability Ability to leave the engagement range of an enemy Fireteam, does it suffer a Hit for disengaging?
- a. No.
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29. What does “starts in” refer to on the Dimensional Instability Ability?
- a. “Starts in” refers to a unit starting its Activation in base contact with a Portal
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30. Can a Fireteam use the Dimensional Instability Ability from any instance of base contact with a Portal, such as Tears in Reality or a unit of Stalking Portals moving into base contact with them?
- a. Yes.
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31. Can a Cult of the Burning Man Fireteam use the Dimensional Instability Ability during deployment if it is deployed in base contact with a Portal?
- a. No.
With all of that in mind, let’s review what's going on. Let's say that some single-Fireteam unit such as a Breachling wants to go through a Portal Marker, but they’re not in base contact. The Breachling can move over to the Portal Marker and use Dimensional Instability as soon as it comes into base contact, or the Portal Marker can itself be moved over to the Breachling for the same effect. Really all that matters is that base contact is achieved, how the base contact happens does not (even if the movement was caused by an enemy effect, such as Siren’s Call!), although you can’t use Dimensional Instability during deployment. As soon as the base contact happens, the Breachling can place into base contact with another friendly Portal Marker of its choice. If the unit is already in base contact with the Portal Marker when it activates, then it can just use Dimensional Instability right away without having to do anything else.
Okay, let's say instead of a Breachling it's our lovely Titan the Goryshche who wants to use Dimensional Instability. The Cult Titans are a bit of a special case, since they can move through non-Titan Fireteams (though they still can't end their movement overlapping another Fireteam), and because of that they have an extra FAQ just for them:
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26. Can a Cult of the Burning Man Titan use the Dimensional Instability Ability while its base is overlapping another non-Titan Fireteam’s base?
- a. Yes. However, when placed, its base cannot overlap any other Fireteam bases.
So if the Goryshche wants to go through a Portal Marker that an enemy non-Titan is standing on top of (partially or fully), Goryshche can just walk on top of the enemy and use Dimensional Instability even if where it came into base contact with the Portal Marker wouldn’t be a legal place to stop moving. It's a bit niche, but this makes Goryshche and Horomatangi a lot harder to stop from getting where they want to be.
So that's us covered when there's only one Fireteam to deal with, but how does being a Squad change things? Well, there's a bit more from the rulebook and FAQ on that:
- Interaction with Squads: When a Fireteam from a Squad is affected by a place effect, every Fireteam in the Squad is placed unless the effect specifically states otherwise (such as by saying “one Fireteam” or “only the targeted Fireteam”). When multiple Fireteams are placed at once, as many Fireteams as possible must be placed in the indicated position. Any Fireteams that cannot fit are then placed in base contact with one of the Fireteams that was able to fit in the indicated position, in a position determined by the Fireteams’ controller. Placed Fireteams must end the place effect in Formation, as usual.
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3. When placing a unit, is every Fireteam considered to be placed at once or are they placed one at a time?
- a. Every Fireteam is considered to be placed at once and must be done in a way so that as many Fireteams follow the initial placement effect as possible.
What does that all mean? Well, there’s a few big things. First, all of the Fireteams must place into base contact with the same Portal Marker, no matter how far away they all were (sorry ECB Black Ops). Second, only one of the Fireteams in the unit needs to be touching the Portal Marker. But, third, you need to place as many of the Fireteams into base contact with the Portal Marker as possible when you’re placing them. Any Fireteams that absolutely can’t touch the Portal Marker are instead placed into base contact with one of their Squad-mates who did manage to get into base contact with the Portal Marker.
Because of all of this, if your landing spot is a bit tight you can still conga-line your units in a weird way to make it work. Let's say you have three Fireteams in the unit and only one of them can touch the Portal Marker. If only one of the remaining two can touch that first Fireteam, then the third Fireteam can be placed in base contact with the second one. You just have to place them all as legally as possible, but the downside to this flexibility is that if you can't work it so all three fit in some way or another then NONE of them are placed. In general though, conga-lining your Squads is something you can intentionally work to your advantage: if you have a friendly model place itself by your second Portal Marker in such a way that a Squad that lands there would legally have to conga-line which can give you a bit more distance if you set it up right.
The Third Sentence
This is another section that gets a lot of questions, specifically about how using movement that wasn't from an Order affects things. To help explain this, let's go over one last FAQ:
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28. If a Fireteam moves through a Portal using the Dimensional Instability Ability from an effect other than one generated by an Order, can it still resolve movement generated from an Order during the same Activation?
- a. No.
So there are two things to keep in mind here: first, if the movement you used to trigger Dimensional Instability was from an Order, as per Dimensional Instability's blurb you cannot use any remaining movement from the Order after placing. Second, if you trigger Dimensional Instability either by starting in base contact with the Portal Marker or by using non-Order movement during your activation to get there, you still do not get to use any movement from your Order for the rest of the activation. However, that is only true of movement that's from an Order – if you have other ways of getting movement, such as from Goryshche’s Splitting Tails, you absolutely can still use that movement after placing!
Also, if you used Dimensional Instability outside of your unit’s activation, such as something moving you outside your activation into base contact with the Portal Marker, when your unit activates then it can use any movement from its Order (as long as you don’t do Dimensional Instability again). This is one of the big reasons why Adeodatos’ Twisting Paths and the Doomseekers’ Translocation Ritual are super handy for moving folks around in unexpected ways, as they give you a lot of extra movement if you play them right.
Alrighty, and that's that! I hope that helped make a little more sense out of the most complex (and confusing) ability in the game. If anyone has any more questions about how things work, or have any tips and tricks you want to point out, please post them below and I'll happily edit this to add them in!
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I like Mei in everything, but I may be biased
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Way back when during the Kickstarter Aaron said that the Syndicates were meant to be mini-Allegiances, but due to popular demand they'd be given rules to be playable on their own and get more stuff eventually. Don't know if that's still the current plan, but it's the last we've heard on it.
As far as future buys, currently we only know about the Binh/Thrace standard sculpts and the 2 player starter box which is Court vs Guild. If there's anything else coming up for them we haven't seen it yet. However we do have the current Envoy cards for both the Court and Guild in the big rulebook, so we know the Court is hireable into any Malifaux Allegiance and the Guild is hireable into any Earth Allegiance. We also know that some time in the future there's going to be a "universal" syndicate in The Sandmen since they're the ones who won the Homefront event.
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My regular opponent takes it with the Emissary, since Weary Road drops Scheme Markers that the Prospector can then gobble up saving you half the AP dropping enough for him to Appraise twice a turn.
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16 hours ago, crimzzen said:
Molly is getting a new sculpt??
Yeah, can't find any of the pics now but at GAMA they showed off an image of one model per faction and Resser's was Molly, she looked kinda ghoulish and mischevious?
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There are two times Hazardous harms the unit: when the unit activates in it, and when the unit moves through it. Dropping the Poison Cloud (or whatever else) onto a Fireteam is neither of those, so the Fireteam is not harmed at that time.
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They played it correctly, the Combined Arms Fireteam itself can't get Assets which is basically there to say you can't give the Steel Legion a Titan-only Asset, but the Steel Legion itself can still be given anything it could take on its own like an Adjunct or Prototypes a Squad has access to.
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Aner-Dyfan got everything correct, just wanted to clarify the 2nd question. If one member of a Squad is affected by a forced move, the rest of the unit is forced to make the same move at half the distance (so if one squad member moves 8" towards a tide pool, the rest of the squad moves 4" towards that tide pool). Stormsiren has a trigger in Glory to make the rest of the squad move the full distance instead of half, but half is the norm.
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Thanks for getting this together! I'd be surprised if we don't get a summoning cheat sheet eventually but in the meantime here are Sandeep's summoning options and the cards you need (assuming no surprise changes between now and launch):
Elemental Minions
- 4 cost: Fire Gamin, Ice Gamin
- 5 cost: Metal Gamin, Poison Gamin
- 6 cost: Wind Gamin
Summons per card (base requirement 3 + each summon's cost)
- 7 : 4
- 8 : 5
- 9 : 6
- 10 :
- 11 : [4+4]
- 12 : [4+5]
- 13 : [5+5] or [4+6]
- Red Joker : [5+6]
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Mobile Toolkit is the only model I'd reliably hire OOK for Mei Feng, maybe Cassie if I want a durable long range schemer. But for the most part the versatile models fill the gaps nicely
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2 hours ago, Rathnard said:
You might see some models for your malifaux wildfire crew, but i see their true purpose - as four alternate doomseekers and an Immolated Rhino.
Sounds about right, since I've been using Doomseekers as proxies for these guys so far
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It was vs the Viks in Corners - Plant Explosives - Breakthrough, Dig Their Graves, Power Ritual, Deliver Message, and Vendetta. I took Power Ritual and Vendetta (Iggy vs Taelor) and he took Dig Their Graves and Vendetta (Taelor vs Fire Golem)
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So I got in a game with Kaeris for the first time since closed, and I'm really happy with her. Run & Gun makes her charges super flexible, Up We Go is fantastic support and disruption tech, and Blaze of Glory was getting constant use and I love it (I like that risk/reward moment when you sit on spare burning at the end of your activation and hope your opponent attacks you so you can spend it before cooking yourself lol)
Also, Iggy is SO good. Arson is decent niche tech to have available and his melee is okay, but I swear having him just stand with a Pyre Marker right between him and a melee threat is incredible. If they charge you and touch the Pyre Marker at all you get to push them away with Misery before they do their charge attack, and if they walk in to try and force you to spend Misery before charging back in you can either shove them into a Pyre Marker if they went fully through it or if they didn't then spend their Burning to get +'s on their actual attack and plink them for damage for daring to be in the pyre marker still. Bonus points for pushing them to be within 2" of Elijah so they're now engaged with him and can't charge Iggy anymore He's definitely making my lists in the future.
Fire Golem got some good AOE ranged damage in but got beat up real easy, I wish he had Pyreheart like the Gamin at least or could convert Burning into Shielded or heals based on his Burning when he activates or something, but oh well. Elijah is a great beater but that's not news lol. I put my Firebranded too far forward for a cheeky Elemental Bolt and it got squished for it.
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Arcanist Masters and their keyword models [M3E]
in The Arcanists
Posted
So the beta forums are closed now, but I wanted to continue the conversation I had going on there. About taking Amina with Mei Feng, I tried it this week and it was okay? Got good use out of everything on the back of her card and even scored 2ss from her too (got the dream and 4/5 schemes were interact based). That said though, for 10ss it's a hard sell when the front of her card is more than half blank. Not sure I'd do it all the time, but when the dream comes up and interacts are almost guaranteed it's a maybe take to me.