Jump to content

Douglas Scoundrels

Vote Enabled
  • Posts

    456
  • Joined

  • Last visited

  • Days Won

    9

Posts posted by Douglas Scoundrels

  1. I vote for Von Schtook. While many other Resurrectionists are terrifying in their own right, Albus has ambitions that can only compare to the late great Nicodem. If you left Seamus and McMourning alone, you'd have to deal with a near constant stream of murders, monsters, and undead. If you left Von Schtook alone, however, you'd slowly see the entire populace of Malifaux turned into his student body. A Resurrectionist is scary. A Resurrectionist that makes MORE Resurrectionists is an absolute nightmare. Whether through his Voxcast or forceful recruitment Albus represents the greatest Resser threat to Malifaux. Maybe even more so then the Undertaker himself when he was still kicking.

    • Like 2
  2. What: One Fallow Night is a 50ss M3E Three Round Tournament

    Where: Mayhem Comics and Games in Clive, IA (Des Moines)

    When: September 21st, starting at 10am

    Cost: $10 entry fee. Prizes will be given out to every attendee

    Extra: Prize selection will be based around overall winner, which is a combination of wins, placement, and painting scores.

    Tournament Packet: https://docs.google.com/document/d/1LqINYIAWf72RWv7qi1nL0MBIAxWNcUrcKDmfP6xOcI0/edit?usp=sharing

  3. I've been running games for a few years, so there's not a lot I HAVEN'T taken my players to. I think the only places I've still got untapped ideas for are Ringside/The Pits and Ampersand. For the former I can't let my combat-oriented players blow off some steam while tge schemers fix matches and place bets, the latter will be fun to get the party thinking of constructs as something besides mindless servants to be used and discarded. I have an incredibly depressing plot for Ampersand, too.

  4. Oh dang. Not going to force myself to pick a favorite. I apologize for cheating:

    Amos and Holly: Hey you know what we don't have yet? A gremlin serial killer. I took the idea of gremlin mimicry and added it to a very warped concept of the Red Chapel Killer and Ms. Squidpiddge. Amos was my current group's first antagonist, and a bait and switch for the character who's destiny step we were on. She was inexplicably a fangirl of Seamus and so nearly threw herself and the little green murderer before realizing what was going on. He's now shown up a couple of times to harass the party when I need a hateable necromancer, having last kidnapped one of the party's ex-fiance and selling him off in a sort of Necromancer slave auction. Holly, on the other hand, is the lovestruck henchman of Seamus and a full-blooded living human. Her demeanor is playing up the part of mid-90s Harley Quinn (someone once described Seamus and Molly as similar and I ran with that poor description). Holly refuses to admit she's still living, taking hours out of her day to paint herself up as a zombie. She's since come to terms with how Amos has been treating her, and has since struck out on her own (after breaking out of jail, of course).

    Gal Lucia - Gal is the former Avatar of Fortune (the Tyrant). He appeared in a story arc I used to sort of warn one Fated of the dangers of wealth, power, and luxury. While Gal was never a true antagonist, he did basically bet his role as Avatar to the player, who ended up winning the bet and poofed Gal into non-existence. He got better. Gal now is some kind of party demigod, appearing at just about every celebration the group finds themselves at. He's basically a PG-13 Caligula powered with Tyrant magic. Completely harmless, though, he uses his power to shower guests with bon bons and iPhones (despite a distict lack of cell reception in 1907) or put on a one-man production of The King and I in increasingly elaborate peacock-themed costumes. Also he's voiced by Markiplier. 

    Eric Tannenberg - Eric is a high-ranking Guild Officer and a member of a secret organization that a few of the party belong to know as The Circle (loose group of like-minded magicians who believe that all magic should be legal and spend most of their attention on staving off the Tyrants).  Every time he shows up, something bad happens. Mostly he just threatens them with spilling their secrets to the Guild (executions for everyone) unless they do some incredibly dangerous task for him. While it does appear that his blackmailing ends up helping the group it's not without questionable actions and putting them in humiliating situation. I plan of keeping his true intentions unclear, as it is great to frazzle the party with his appearance.

  5. 5 hours ago, Adran said:

    I Imagine Solkan is wondering why Burt has declared the Trigger. If its an enemy Burt, why are you wanting to hurt your own model. If you are obeying an enemy model to attack your own burt to get the trigger off that's a lot of moving pieces to get around a demise. (winning the Obey, making the attack on burt and risking him taking damage, as well as having to get the rams for his trigger).

    It works, but I don't expect to see it happen on the table very often.

    Fair, I was using Zoraida because I had already brought her up for the multi-action question. A less-complicated example would be say Amina Naidu obeying Bad Juju to attack Toni Ironsides.

  6. 39 minutes ago, solkan said:

    Yes, I am.  Although I have to admit that I cannot fathom what circumstance would make declaring a trigger that it going to trigger Demise on your friendly controlled model would be a good idea.  All that's doing is using up resources.

    I'm referring to Obeying an enemy model that has Demise (Eternal). If Zoraida (in this case) has control of it when Burt's trigger kills it, you would be able to decide not to discard the card necessary to revive the target.

  7. 6 minutes ago, solkan said:

    Note that the duration of control for an action extended beyond that action in various circumstances:

    Control doesn't end before 2.f, it ends after 2.f.

    So, just to clarify, you're saying that regardless of additional actions, the model with Demise is under Zoraida's control when it would die from Burt's trigger?

  8. I had a few questions regarding Obey that are relatively similar.

    1. When Obeying an enemy model, does control return to them before or after the 'After Resolving' step? Say Zoraida forces an enemy model with Demise (Eternal) to attack Burt Jebsen. Burt gets his 'It's All in the Reflexes' trigger, and deals enough damage to kill the attacking model. Is the controlled model still under Zoraida's control and thus they can choose NOT to discard a card to heal, or has the action 'ended' and thus control would go back to the owner who would likely discard?

    1a. If control does return to the opponent, is this the logical order of control for the Ensorcel go: 1. Model makes attack under Zoraida's control. 2. Control returns to Owner for 'After Resolving' step. 3. Control goes back to Zoraida for the second attack. 4. Control returns to Owner for 'After Resolving'.

    2. If Zoraida Obeys a model with Butterfly Jump and gets the Ensorcel trigger, when does the effect of Butterfly Jump go off?

  9. I'm going to cheat and say Every train ride in my TTB games. I started this tradition a while ago, but I keep coming back to it because it's a nice change-up from the normal RPG session. I assign my players another player's character, and they generate an interesting NPC or event for that character. I'll usually take over from that point but sometimes folks want to play as the NPC they created. It's been a constant source of new character development, lore, and in-jokes for the group. One player encountered a demigod that was a sentient swarm of bees and now we include bee-related scares for him every train ride, a woman is haunted by spectres that represent her guilt, the big bruiser discovered she's great with kids and always gathers a crowd, I've had crossovers with other games, and impromptu hoedowns, infinitely spawning birds and the unluckiest man in Malifaux, cartoon villains and dark reflections of PCs. It's always a good time when the party has to go on a trip.

  10. I don't mind admitting that I misinterpreted a rule. I'll edit when I get home from work. As far as 'clarification' goes it would be nice to simply state you choose when you declare an action, then add the declared suit to the final duel total. 

    Well that makes me a little sad. Not for a drop in perceived power level, but that it's much harder to have an excuse to declare anything but Rams. 

    • Like 1
  11. 3 hours ago, frumpypigskin said:

    Hey.... With the gunsmiths grit... Why don't you have to declare what suit your adding when you declare the action? It says "when declaring an action" before mentioning final dual totals. It would be nice not to have to decide until after the flip and cheat but I believe the line about declaring the action means you have to pick first. Anyone else?

    I love your breakdown of the steamfitter. I have struggled to get the most from them this edition and am keen to give them another go now!

    I think this could use some clarification regardless of what the actual ruling is. My interpretation is that the 'when declaring an action' is to clarify that you can only do this during this models actions. But I can definitely be wrong.

  12. 2 hours ago, Adran said:

    You can, but why are you spending cards and stones to gain a stone?

    If you're playing corrupted idols, then yes its good, but otherwise you're not gaining anything really because the scheme marker is still an enemy scheme marker to you.

    Plant Explosives. Also enemy scheme markers are useful for Walk the Line, Fitzsimmons, and Saboteurs.

    Edit: Corner case scheme denial. If you know what they're trying to score, forcing them to spend time picking up the marker (another soulstone for you), or having to run to as spot 4 inches away to put another one down is not a bad tactic.

    • Like 1
    • Agree 4
  13. What: Conflagration Confrontation is a 50ss M3E Three Round Tournament

    Where: Mayhem Comics and Games in Clive, IA (Des Moines)

    When: August 10th, starting at 10am

    Cost: $10 entry fee. Prizes will be given out to every attendee

    Extra: Prize selection will be based around overall winner, which is a combination of wins, placement, and painting scores.

    Tournament Packet: https://docs.google.com/document/d/1LqINYIAWf72RWv7qi1nL0MBIAxWNcUrcKDmfP6xOcI0/edit?usp=sharing

  14. So! Now that I've got that list all done only took 7 months Let's talk about Deployment, Strategies, and Schemes:

    DEPLOYMENT

    Standard - It's ok. Plenty doable. The ability to spread out somewhat hinders you in that your opponent has more room to shotgun models to get past you. For Turf you'll be fine sending a runner or two to flip before returning to the bubble. Reckoning is still great since they have to come to you. Idols do well if you 'Own' two thirds of the centerline and direct idol placement. Plant...well...punch through, deny, and win on schemes.

    Corner - Not if you can help it. Corner is 'OK' in Reckoning and possibly Turf War, but overall you're bubble is moving too slow to start threatening scoring at a reasonable time. The nice thing is you don't have to worry about is any real splitting or positioning, but any bottlenecks in your deployment are going to make things exponentially worse. Idols and Plant are terrible with your mobility.

    Outflank - Good? while the larger centerline is not ideal, you're surprisingly close to your opponent at the outset. Don't be afraid to ball up on one end as long as you don't have to guard the other side (Reckoning or Idols). Here a big fast meanie works really well as a decent threat on the other side. For turf, flip the closest with chaff like mouse, pick a side and guard the marker on the centerline. try to bring the fight to the center. Plant is a bit easier since you don't have to run as far to cross the center.

    Wedge - Hell yes. this lets you ball up and forces your opponent to do the same if they want to cross as efficiently as possible. It also puts you pretty darn close. Cross with Toni on turn 1 if you can. Turf still needs a goalie and cheaper stuff to flip marker on your side (Mouse, Miner, Other Miner, Steam Arachnids). Plant should shoot for placing on turn one in the middle (fite me!!). Idols are the same as standard, but definitely go for owning the very center (everything but Crows placement should be under your watch). Reckoning is still your bread and butter.

    STRATEGIES

    Reckoning - This is arguably the best strategy for Ironsides. She doesn't have to worry about running somewhere to score for once, and can take her time shifting the bubble. Your opponent more or less has to come to you, so immediately bite on any positioning mistake. You want your opponent to have to come to you one or two at a time. Care more about killing key models as opposed to spacing out kills. Shoot for 3 points as you're likely to deny your opponent points with that many kills.

    Turf War - Definitely go for scoring your back two and the middle if you can pull it on your opponent. Unless you have an independent model don't worry about scoring your opponents markers and just work on denial through killing. Crossing the centerline is key, otherwise their dead aren't going to work for you in neutralizing markers.

    Plant Explosives - I'm not a fan with Toni, as your bubble is too compact to plant more than one or two in the space you'll own with it. The winningest strategy for me is to ignore scoring on turn 2 or 3 to punch a big hole in your opponents crew. When they're low on stuff to deny you, break the bubble and rush in the rest of your markers.

    Idols - Pretty good, actually, unless terrain forces you to move a whole ton or blocks a lot of LOS on the centerline. Toni can perch in the middle and threaten a good amount of the centerline with lures. Don't ever be afraid to cheat initiative for an advantageous Idol placement. While it does now hurt Amina, definitely use Obeys to force your opponent to move Idols. You have enough healing that it shouldn't be a bother, forces that model to have to walk and interact to push it back, and you can get a stone or two because she sees the interact action.

    SCHEMES

    Detonate Charges - Very good pick. For one, you're one of the few crews that can do it reliably. Use Union Miners and Steamfitters plus Toni's lure to get a relatively easy first point. Keep in mind your opponent can just kill their own stuff to deny you (like this hard scheme needed to be harder, right?).

    Breakthrough - This works great with Captain, Cassandra, or Soulstone Miners. Miners aren't as good just because you have to wait a turn to place your markers. Honestly they might be too slow for that. Best strategy I've found is the same as Plant Explosives: Fight hard in the center and then breakaway for late game points. You're opponent won't likely expect it.

    Harness the Ley Lines - This is pretty doable with Union Miners and Steamfitters. The needed 3 is a bit tight otherwise as you might have to stretch out of the bubble to fit the required 4" between markers (guard your scoring minions well!).

    Search the Ruins - Not too hot about this. Not only does it need mobility but it requires spreading out. Rely on OOK mostly for this.

    Dig Their Graves - Pretty darn easy to score. The first point was seemingly made for Toni's lure. For the second point, abuse your scoring minions again. Get real cheeky and place schemes with steamfitters when they're about to die (you place the corpse, so they'll at least get you 1/3 of the way to your second point).

    Hold Up Their Forces - I wouldn't, but is possible with Out of Keyword stuff or being really ballsy with your Miners and Steamfitters. I'd rather protect them and go with a different scheme but I'm not saying it's impossible. If you go OOK I think you're tipping your hand too much.

    Take Prisoner - Quite doable! Pick on a weak minion or, even better, a totem. A lot of totems are significant now and good pickings for Take Prisoner. Lure, surround, stall.

    Power Ritual - Nope

    Outflank - No. Unless you abuse Soulstone Miners. You see this, your opponent is likely to take it because they'll want to avoid your bubble. Consider shifting the bubble to one side or the other so you can deny this for your opponent.

    Assassinate - You'll often be gunning for your opponent's master anyways, so this is a good consider. Just reconsider if it's a master that likes to hang waaay back. Be ok with scoring only one point if you have a guaranteed kill.

    Deliver a Message - Hate it. Everyone takes it against Toni. Keep her real close to Captain or Howard so their engagement protects her. Using it against your opponent is ok but keeping them alive can often not be worth it for the second point.

    Claim Jump - Pretty easy since you love to own the center of the board anyways. Also good because if your opponent takes it they're going to have to meet you in the middle. Soulstone Miners are unfairly easy to score both points.

    Vendetta - This is a pretty good scheme. Gunsmiths have a lot of damage output and are juuuuuust cheap enough to have several targets on your opponents crew. Again, don't be afraid to score only once if it's safer to off them right away.

    • Like 1
  15. Ok, I have a lot of these. The one I guess I'll go with is "If you glimpse death through the cracked lens" due to how much it's shaped the character's story moving forward. The character in question is Maggie Sawyer, an undead Necromancer. Her backstory was that of tragedy. Engaged to the love of her life, she contracted an incurable illness and wasted away. Her fiance left her one day and never returned. She kept telling herself he was going to come back one day, and in her feverish delusion, kept herself awake for days on end hoping he'd return. One day, she discovered that she had died. The engagement ring he had given her actually contained a soulstone, and it seemed that its unique properties kept her connected to her body, even in death. Maggie eventually fled her home and wandered aimlessly for over a year before the start of the actual TTB game. I decide the 'Cracked Lens' in the Step was to be a relic, an ancient spyglass called the 'Heart's Desire' that supposedly showed you the one thing you wanted the most. The party was actually hired by an antagonist from a previous story arc to steal it (I always wanted to run a heist). The party eventually gets their hands on it, accidentally killing half of the guards and burning down the auction house in the process. As I had hoped, the party passed the spyglass around and I let them decide what they saw. However, when it got to Maggie, I detailed that she saw her ex-fiance asleep in bed, and gradually worked in that there was another woman in that same bed. I had planned to key her character's future based on this reaction. If she became angry, she would 'glimpse death' and go down a path of fiery revenge. If she felt sorrow, icy madness would grip her as her anguish would eventually make her a danger to everyone else. To my surprise, Maggie felt nothing but a surprised shock at the reveal. Because of that, I gave her the option of following the path of nothingness (obliteration), but I've been tempting the character with the most meager possibility of a happy life.

    • Like 1
  16. 32 minutes ago, Figgyfigs said:

    That's great! Can you link to the artist?

    Certainly! I've been a big fan of Luth for years. He's mostly known for 40k art, but he was my first pick for this commission. https://www.deviantart.com/lutherniel is his DeviantArt page where he posts commissions. His facebook page is more active though, with sketches and whatnot. Not sure how to get the link from my phone app, so just search for 'Warhammer 40k: Bolter to Kokoro'.

    • Like 1
    • Thanks 4
×
×
  • Create New...

Important Information