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godswearhats

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Everything posted by godswearhats

  1. Sadly everything has been bid on already. I also don’t really know the real market value of these items so I like eBay for keeping it fair.
  2. Auctions on eBay under user godswearhats. Everything starts at $5 plus $5 shipping no reserves. Mostly still on sprue, some assembled. I’ll combine shipping for anyone buying more than one thing. Lady Justice crew Ortega crew 2 Austringers ($1 starting) Ryle, Rifleman, Witchling Handler Peacekeeper LE Francisco Alt (new in packaging) LE Through the Breach Fate Deck
  3. I won't be updating the guide. If anyone else wants to take over maintenance of it, they are welcome to. I'm not actively playing Malifaux any more.
  4. True. It's why I bring the effigy. I think McM really needs the Lure to effectively manage the enemy positions too. It's not hard to get a single model outside of all the auras. The Carrion Emissary helps a lot when enemy models bunch up - activating early and dropping Shards in front of them will really slow down your opponent. If you have trouble engaging, likely they do too. If most of the schemes require engagement, then you can prevent points. You don't need to score 10 to win, you just need to score 1 more than your opponent. Biggest piece of advice: stop worrying about killing your opponent's models and think about how you score your points. You have a limited number of activations and AP: every single one of them should be about scoring you points or preventing your opponent from scoring.
  5. Carrion Effigy and Chihuahua can both remove immunity to Poison.
  6. You can read the crew I take in the Beginner's Guide to Ressers in the Ressers sub forum (on my phone so can't easily grab the link)
  7. Sounds like you have multiple problems. I'll try to brain dump as many advice nuggets as I can, without asking too many questions. If you have more models than your opponent, you automatically start out with activation control. As you summon models into the game, you're aiming to either maintain or increase your lead in model count. A simple strategy is to activate your weak models first (peons and minions) and then activate your strong models last in order to react to what your opponent is doing. It obviously gets more complex than that, but it's a starting point. McMourning can summon two types of models - Flesh Constructs (one per turn) and Canine Remains (depends on how many models die from Poison). Try to identify targets in your opponent's crew that you can kill in one Activation with McMourning and do that to create a Flesh Construct. When you are able to do that, you create a big swing. Assuming you kill the totem (probably the easiest model to kill in any given game) that's a 9SS swing in your direction - they lose 3 and you gain 6. Use Rotten Belles (I'd suggest two Belles and one Nurse with McMourning - see the beginner's guide on tactics for him) to Lure in your target. In the case of Mei Feng's Vent Steam aura, you can have the first Belle focus before trying to Lure (to cancel out the flips, and then the second Belle can Lure twice because the model will be outside of Mei Feng's bubble). Killing with McMourning is pretty easy: surround a model with Undead, either directly or by moving McMourning within 3" of a bunch of models, and then cast Rancid Transplant as many times as needed before hitting Expunge. Rafkin punches above his weight, but he dies very easily if you try to go toe-to-toe. Use another model to put Poison on something and then Rafkin really shines, getting a 1 AP charge, followed by another 1 AP attack and a 0 AP attack (or two 0 AP attacks if you have My Little Helper), with 3/4/5 damage track because of his own aura. Make sure and load McMourning up with Poison as your first action. You can have a Nurse just attack him and he will relent and get no damage and Poison +4. She can then do the same to Rafkin, because he heals from Poison. Then, assuming McMourning activates within 8" of Sebastian, he will tick one poison and push 5". He will also push 5" at the end of the turn, which can really help get him out of trouble if your opponent has been moving him around. Nurses are a nightmare to deal with. Having a Ca 6 action with an 8" range that can Paralyze is devastating. If you get a 13 in hand (or Red Joker, or very low and a 13 of anything else), use it to paralyze a big model of theirs before it activates - there are only a small number of models with Wp 7, so as long you don't target one of those and you have a 13 in hand, you'll either get the Paralyze or you'll pull the Red Joker from your opponent's hand. I often use this on enemy Masters. If Mei Feng has her aura up, just have your Nurse focus first. Likewise, if your Nurse is too far away, you can use a Lure or McMourning's Injection to get her to where she needs to be. Don't hire a Flesh Construct with McMourning. You're much better off trying to summon one. Bring the Carrion Emissary. See the beginner's guide on why this model is essential for any Resser player. It does so much with McMourning and is great at messing with Elite crews because it can place two 50mm barriers that their elite guys just can't get through, meaning that you influence more control over the battleground. Oh, and you get a nice little zombie too, to help with activation control. I know this is a scattergun approach to advice, but hopefully some of it will be useful! ~gwh
  8. In this episode: Introducing our new co-host: Anthony! The Pit: Howard Langston vs Yasunori Know Your Enemy: Kirai Ankoku Scheme Spotlight: Frame for Murder The Foundry: Tournaments and Painting I Pay Better: Anna Lovelace
  9. Carrion Emissary is very good with McMourning. I put it in my beginner's list for McMourning (see the guide that's pinned in this forum) and I've won tournaments playing that fixed list. See that post for more info. In any given game, the Emissary will create shards / zombies, give things Poison (either through it's 10" grenade on the McMourning Conflux upgrade, or through it's Infect trigger on Rot and Rend), get to attack anything already poisoned (McM Conflux), turn corpse markers into scheme markers and occasionally summon a minion late game.
  10. Frame targets are very opponent dependent. For example, if my opponent hasn't taken a killy master or Henchman, I won't take the scheme. Part of the reason to take McMourning is to avoid losing points to Frame (because the model will die to conditions). I'll generally take Frame on the Nurse, because you have to deal with a Nurse or she will ruin your day. I'll make sure she's positioned centrally. However, sometimes it can be worth taking on the Emissary - I have an opponent who never lets the Emissary live beyond turn 3 if he can avoid it, because of how much control the Carrion Emissary gives. We'll be talking about Frame for Murder in our next podcast episode. As for additional insights vs Sandeep, we actually did a whole segment all about that in episode 6 - I think we talk for about 40 minutes, so there's a lot of useful info in there. Briefly, attack his hand (through simple duels like Terrifying), ignore the summons if you can, and don't try to kill Sandeep your opponent makes a mistake (e.g. activating him early and leaving him charge range of multiple of your models).
  11. Yes, I've played against Sandeep a bunch. I take McMourning into Arcanists most of the time now - 100% of the time if Frame for Murder is in the pool.
  12. Another sponsor announcement: Sparkle Party Death Mats will be providing mats for us to play on and a bunch of them for lucky raffle winners to take home to game on too :-)
  13. I'm pleased to announce the Secret Weapon Miniatures has been added as a sponsor! We'll be giving away a nice set of matched bases as part of the prize raffle.
  14. Some feedback: Under Kirai, the most commonly taken upgrade is probably Unforgiven, which allows her to summon minions without Slow and gives her a +1 to damage trigger on her Ca attack, making it 3/4/5 (which doesn't randomize into combat). I'd also mention Datsue Ba with Kirai, because she's a very common companion. Under McMourning, he doesn't tick his own poison damage when he activates, unless he's also near Sebastian - the ability reads 'Other models within 8."' I'd also mention Rafkin under McMourning, who has a 6" aura where everyone Poisoned takes +1 Damage from Attack actions, can 1AP charge anything Poisoned, and has a 0 action extra attack against Poisoned things. With My Little Helper, that can be 5 attacks against a Poisoned enemy, 3 with 3/4/6 and 2 with 2/4/6 damage tracks. Under Yan Lo, you should mention that the Carrion Emissary gains fast whenever a model attaches an upgrade - Fast Emissary is scary. Good summary, thanks!
  15. Sadly, I'm already committed to going to another tournament on that day. Can you let people know about Breaching the 'Faux on April 15/16? Hope you're able to come to that event! Thanks!
  16. Here are the full rules for the tournament, in supplement to the general rules from Gaining Grounds 2017. Single faction, each player nominates what faction they'll be using for the duration of the tournament All official models are allowed. Reasonable proxies will be allowed for unreleased models or Avatars. Avatar upgrades are allowed for Round 3 only Game sizes are 50 soulstones All schemes are drawn from Gaining Grounds 2017. Each strategy and scheme pool is outlined below. Painting is not required. However, there will be additional raffle tickets for those with painted crews. We have a limit of 64 players for the tournament. The schedule and scenarios outlined below are for a 5-round, 32-person tournament. Once we have sold 33 tickets, we will post the 6th and final scenario! Schedule Day One Doors Open 10am, Round times 2h 20m Round 1: 10:30-12:50 Lunch: 12:50-13:40 Round 2: 13:40-16:00 Round 3: 16:10-18:30 Open gaming, eating, merriment: 18:30-midnight Day Two Doors open 10am, Round times 2h 0m Round 4: 10:30-12:30 Lunch / Paint Judging: 12:30-13:15 Round 5: 13:15-15:15 Round 6: 15:30-17:30 Prizes The Day One schedule includes extra time to accommodate for the unusual story strategies. Day Two uses strategies entirely from Gaining Grounds 2017, and so aligns with the 2-hour guidelines from that document. Also, the compressed schedule on Day Two helps accommodate those traveling from out of town. If we end up only needing five rounds, then the schedule for Day Two will use the same schedule as Rounds 1-2, allowing extra gaming time per round, with a wrap up time around 16:30. Alliances! Every player entered in the tournament must choose an Alliance before the tournament starts: Either For Malifaux or For Humanity. On Day One, nobody will be paired against someone of the same Alliance. At the end of each round, a score will be calculated for each of the two Alliances based on results of their respective players. This Alliance Score will determine which Alliance is the Attacker (the winner from the prior round) or Defender (the losing side) in the subsequent round, for those rounds where there is an asymmetric strategy (2 and 3), or who gets deployment choice (rounds 4 and 5). It has no impact on the final round, as all bets are off! All effort will be made to pair people away from their Alliances as much as possible, but some will likely end up turning traitor over the course of Day Two. May the best Alliance win! Prizes Every attendee will receive one Wyrd Guilder for participation, a custom deck, a 3" Dead Zone terrain marker, and whatever other goodies can be acquired from our sponsors. In addition, everyone will get one raffle ticket for entry into the prize draw at the end of Day Two. There are other ways to win additional raffle tickets and Guilders, detailed below. 1st, 2nd and 3rd place for the following categories: Best Strategist Best Painted Best in Show (combination of the above) will earn a trophy, and extra Guilders and Raffle tickets (3 of each for 1st place, 2 for second, and 1 for third). Painting Painted crews are not required. However, if you have at least some of your models painted, you'll receive an additional raffle ticket. If ALL of the models you play with over the course of the tournament are painted, you'll receive an additional raffle ticket on top of that. Painted crews will be judged by both attendees and a panel for ranking. Judges will be looking for cohesion in paint scheme, presentation (display boards, bases), completeness (details, basing) and then finally quality of work. So even if you're not a great painter, you'll be ranked well for effort. If you have a commission painted crew, please let the organizers know. You won't be eligible to win Best Painted but your rank will still count for Best in Show and you'll still earn the extra raffle tickets. This is done on an honor system, so we won't be grilling people about it :-) Prize Draw Prizes will be drawn at the end of day two. You must be there to win! Everyone will have at least 1 raffle ticket. Once your name has been drawn from the raffle box, you get to choose a prize from the prize pool. Any subsequent drawings of your name will be discarded, but the more tickets you have the more likely you are to pick sooner rather than later! Scenarios Round 1 - Looking for The Eye Story: You are searching for an artifact known only as The Eye, which according to both research and rumor is meant to be a very large and pure soulstone, encased in a gold setting. A team of Earthside treasure hunters who were hot on the trail went missing in this area and rather than accidentally destroy evidence, you've agreed to an uneasy truce between you and your opponent (but you're keeping a wary eye on them - they're not to be trusted!). You've temporarily agreed to halt hostilities while you search for the missing team and whatever clues they might have had with them. The only problem is that the location borders the Quarantine Zone, and The Guild have been working on reclaiming this section, making any kind of covert operation a little more difficult. All is going well, until the glowing purple spirit of a woman appears, wearing a ghostly pendant that looks a lot like The Eye itself. The spirit appears to be that of one of the treasure hunters, and it begins talking in a language that no-one understands. One thing is clear though: whoever controls that spirit has the best chance of retrieving The Eye. Time seems to stop for a moment as everyone looks at each other, then goes for their weapons. The truce is off! See if you can kill the idiot leading the other crew, or bring them down somehow - Guild authorities will likely be upon you soon, so maybe you can convince them that your enemy is guilty of other crimes? Oh, and don't forget to find any other clues to where The Eye might be! Deployment: Blind (Standard) Strategy: Extraction Schemes: Claim Jump Frame for Murder Accusation! Set Up Search The Ruins Blind Deployment (from P. 80 of Rulebook) In the Deploy Crews Step, the player deploying the first model is the Red Player, and the opponent is the Black Player. The players take a number of cards from a Fate Deck equal to the number of models in the Crew of the appropriate color. For example, the Red Player with 7 models will take 7 Rams or Masks from the deck. Shuffle the red and black cards together to form a temporary deck. Starting with the Black Player, each player places a card from the top of the temporary deck face down (without looking at it) anywhere on the table, not touching another card. Once all the cards are placed, flip them over. Each player may deploy a single model (starting with the Red Player) anywhere on top of a card of their color and then that card is removed. Once the players have deployed all of their models, the deployment is treated as Standard Deployment for the remainder of the game, choosing a Deployment Zone as normal (but not actually placing any models there). This is important because some mechanics will reference the player's Deployment Zone. Round 2 - Catch That Ghost! Story: The spirit is evidently the ghost of one of the exploration team, judging by her age and clothing, and she seems to respond to other people (or creatures) being around, even if she doesn't speak a language anyone understands. And is she even really addressing anyone directly if she just keeps muttering the same phrases over and over? Attacker: Maybe some of your allies will be able to understand her utterances and help lead you to The Eye? Get the ghost to a rendezvous point, and don't let anyone else hear what she has to say. Under any circumstances. Defender: Even though you and your allies were unsuccessful in retrieving the explorer's ghost, she's still in transit and you've been able to figure out where she is and roughly where she's being taken - it crosses disputed turf that you consider yours! Make sure someone on your crew listens in on the ghost's ravings, and maybe the day can be saved. Deployment: Corner Strategy: Escort / Retrieve Information (see below) Schemes: Claim Jump Dig Their Graves Leave Your Mark Tail 'em Show of Force Setup After all models have been deployed, the Attacker places a 30mm Explorer's Ghost model in her Deployment Zone. Special The Explorer's Ghost model is friendly to the Attacking Crew, and it may not activate. It has the following stats: Df: 6 Wp: 6 Wd: 8 Ht: 2, Incorporeal The Ghost model ignores all game effects, except when it is targeted with an Attack or Interact Action. When targeted with an Attack Action the escort suffers damage as normal, but ignores any other effects (such as pushes, sacrifice, Conditions, etc.). A model in base contact with the Ghost may make a (1) Interact with it to move it 5" in any direction. Attacker victory The Attacker earns 4 VP if the Ghost model is in the Defender's Half of the table at the end of the game. Defender victory Twice per game, any of the Defender's non-Peon models may make a (2) Interact Action targeting the Ghost model to earn 2 VP Round 3 - The Eye Opens Story: The Eye has revealed some of its secrets. It needs to be reinstated into an altar, built specifically for this purpose, in order to be fully empowered. The Ghost of the explorer has revealed the location of that altar, and which other components are needed in order to activate The Eye. Attacker: You can already feel the power flowing from The Eye, just being in proximity to the monument. Your goal is to place the Eye in the monument, and use the various components that the Explorer's Ghost told you about to activate it. You've been dogged by your enemy now for too long, and it's time to take care of the competition while you're at it. Defender: There is powerful magic at work in this area. You've managed to track The Eye to this place, and now you want to be the one to activate its power. Steal what components you can from your enemy, and try to take as many of them out as you can on the way. Special Place a 50mm Arcane Monument marker in the Center of the table. The Monument is Ht 5, blocking, impassable and hard cover terrain. Each side's Master may attach their Avatar Upgrade (from Shifting Loyalties), which takes up an Upgrade slot as normal. This begins in its Premanifestation mode. The Manifestation event type is "Delayed" - Avatars can manifest any time after the start of Turn 3. This represents the immense power released once the The Eye has opened! The Avatar rules are in the main rule book on P. 56. Avatar models can be: the 1st Edition Avatar models from Wyrd; your faction's Emissary model, assuming you don't also use the Emissary in your crew; your Master model temporarily on a 50mm base. Reasonable proxies may also be used - contact us ahead of time if you want feedback on whether your proxy choice will be allowed. Attacker victory At the end of every Turn after the first, the Attacker earns 1 VP if they have at least one Scheme Marker in base contact with the Arcane Monument, then remove all of the Attacker's Scheme Markers in base contact with the Ancient Monument. Defender victory (The phrase "Key Model" refers to a model that is either an Enforcer, Henchman or Master, and is used for shorthand) Once per Turn, on any turn after the first, a Key Model in the Defender's Crew may take a (1) Interact Action targeting an enemy Key Model within 1" to gain 1 VP. If an Attacker's Key Model is killed or sacrificed as a result of its own Crew's Actions or Abilities, the Defender gains 1 VP. Deployment: Standard Schemes Claim Jump Dig Their Graves Eliminate The Leadership Hunting Party A Quick Murder Round 4 - The Shards Story: With the ritual complete, The Eye started glowing more and more strongly until ultimately it exploded into two large shards and many small ones, unleashing an unearthly amount of magical energy into the vicinity. This initially raised the effects of magic across this area, and many manifestations have been witnessed. However, the instability has also created magical dead zones, making Soulstone usage less reliable for everyone. While it's likely irreparable, the individual shards of The Eye still hold immense power. Protect the large pair, and make sure you get any small ones that have been pocketed by the enemy. Special Dead Zones: A Dead Zone is Ht 0 severe terrain. Each player places one 3" Dead Zone marker (provided) anywhere on the table at least 6" from either Deployment Zone. While in base contact with a Dead Zone, models may not take Ca Actions and are immune to Ca Actions. Deployment: In the Deploy Crews step, The Alliance who is currently winning is treated as having won the flip. If both players are the same Alliance, flip as normal. Deployment: Corner Strategy: Guard the Stash Schemes: Claim Jump Leave Your Mark Accusation! Recover Evidence Inspection Round 5 - A Blood Sacrifice Story: It's been determined that in order to repair The Eye, Soulstone energy must be claimed and used to recharge it. The two large shards have proven to be immovable, but with a combination of the smaller shards you've retrieved it should be possible to anoint sufficient victims and kill them to recharge The Eye and allow it to reform. Set Up: Place two 50mm Shard of The Eye markers (Ht 5, blocking, impassable, hard cover) on the Centerline each 5" on either side of the Center of the board (10" apart from each other - just like for Guard the Stash). While within 2" of a Shard of The Eye marker, models recieve +1 Ca to all Ca actions. In the Deploy Crews step, The Alliance who is currently winning is treated as having won the flip. If both players are the same Alliance, flip as normal. Strategy: Headhunter Schemes: Claim Jump Eliminate the Leadership Accusation! Mark for Death Last Stand Round 6 - ??? Once 33 tickets have been sold for the event, we will post round 6!
  17. This is ambiguous in the rules. There is nothing to state that if model A on crew 1 considers model B on crew 2 friendly that the reverse is also true. So if model A is hit by B's Comply, A considers B friendly, but without an explicit rule (and I've searched all available docs digitally) to state that this reciprocates, then we have to assume that model B considers model A an enemy. The ambiguity comes in when we refer to Terrifying. B considers A to be an enemy. So it could be inferred that because the Ability is on B, that the Terrifying test must happen. However, it can also be inferred to be vice versa, because model A is the one that would have to perform the duel. @Aaron, while I'm loathe to invoke thy holy name, this might be a good candidate for the next FAQ. This would then clarify in case there actions which could be forced to be taken that would benefit Sybelle. Various actions benefit friendly or enemy models within a pulse range - which would Sybelle be for those? I think the simplest all round is if it reciprocates (i.e. Sybelle considers the model friendly for the duration of that action) but I leave that choice to higher powers :-)
  18. Breaching the 'Faux is back for 2017! We'll have all the stuff you love about previous years - story-oriented, free swag, beer on site and all the other custom goodies! This year we're being organized by the chaps from the Dead Man's Hand podcast, with help from a bunch of other volunteers and the event will be at Mox Boarding House in Bellevue, WA, on April 15th and 16th. Breaching the 'Faux's focus has always been on a good narrative, creating an atmosphere where you're a character in an ongoing story. It's designed as an immersive and narrative event whereby good people come together from around the region to play Malifaux together, without losing the balanced and competitive play that we all know and love about Malifaux. Details are on our website (full tournament pack coming soon!) and tickets are available via Eventbrite.
  19. Me too! I wish I had a way to have separate recording channels for all four mics, but alas I don't (yet). However, I figured out how to make it work for just two mics and I think it sounds pretty good.
  20. Hopefully the Pit will return in episode 7. It's hard to do with just two presenters.
  21. Episode 6 is up! In this episode, Matt and Aidan discuss Sandeep Desai in some depth, as well as taking an overall look at the Arcanist faction. ~gwh
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