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  1. We've resumed live play of Malifaux at Lost Planet Games in Torrance: Wednesday, 6 pm Saturday, 1 pm 2711 Plaza Del Amo, Unit 511 Torrance, California 90503 Anyone of any experience level is welcome! If you're an old pro, come by and play. If you're just through the breach, we can teach the game and provide all materials.
  2. I tried clearing my cache/storage and while it did fix the stuck issue, now I can't log in. I'll PM you my account info, but basically it wouldn't accept my info, then I reset my password, and now it says there's no such account when I try to log in. But when I try to register, it says there's already an account with that email. Circular errors like that are somehow particularly frustrating.
  3. While there is of course room for disagreement, this sounds like it may be more particular to your personal experience. The entire industry is based on free measurements relative to the table, even in games where the measurements themselves are pre-set (games with range sticks, like Marvel or Star Wars). I think an approach of general charity to both players and clear communication is the better method of avoid or resolve ambiguities, as opposed to attempting the overlaying of a grid (with or without potential sub-grids).
  4. Don't forget Patrol 4, who was previously Mounted Guard 2 (summoned), died and replaced, but retained the summoning token...
  5. From a balance standpoint I don't know if the change is bad. I do think it makes towards/away more complicated to resolve and much more difficult to account for in terms of what might occur, but that's the nature of the game. I'm not sure this change was necessary, but it is here.
  6. I can tell you what we did in Los Angeles to start up a meta. Can't guarantee it'll work for you, so take it for what it's worth. 1. Find a public place to play. Preferably a Friendly Local Game Store that carries (or is willing to carry) the game. There's nothing wrong with hosting at a private residence, but you don't get foot traffic there. If you can make a FLGS owner an ally, for instance by being nice, cleaning up after yourself, bringing people in (preferably who buy stuff) it will really help. If they are willing to carry some product, that could do a lot to generate interest. Many people are drawn to Malifaux by the strong visuals. 2. Get a few demo crews, paint them up and get to work on making terrain for a board. It's shallow to say, but appearances matter. 3. For the demo games, I very much suggest core box v core box. I am not a fan of alternate game modes like Henchman Hardcore, because masters are a huge part of the game, and I think niche game modes for a niche game are questionable at best. You want straight forward crews of approximately the same value. We also give each side three soulstones, to teach what they do. Basse v McMourning might not be a bad way to start. Basically, any crews that are based on fighting, don't have summons as a core mechanic, and aren't based around combos. Basse is particularly nice because his crew simplifies terrain quite a bit and all his models have bonus actions, which is useful for teaching the habit of bonus actions. Ultimately you'll find the crews that work best for you. I suggest fixed killy strat (we use Public Enemies) and fixed, public knowledge schemes (we use Assassinate and Spread them Out). 4. Although physical tokens and markers are not necessary, I recommend them because they are easier for beginners and also they are quite visual. Likewise, don't rely on the app for things like unit cards. Having the Strategy and Scheme Cards printed out for each player, along with the rules reference card (again for each player) will make it more simple as well. Again, appearances matter and you're trying to create a memorable experience that makes people want to repeat it. 5. While on that subject, make sure you yourself are presentable. Take extra effort with personal care, since you'll be in close contact with people for a few hours. Invest in those breath strips. 6. Make your schedule known and consistent. Commit to it. Understand that, especially as you're building up, it means a lot of sitting alone scrolling on your phone. But giving people the confidence that you will be there day X and time Y really helps. 7. Once you've got people started, try to improve community interaction by extending activity beyond just games. If your store has a discord, see if they will make a Malifaux channel and invite players to join. If they don't have one, make one! Point interested people to other Malifaux media. There's a ton of good podcasts right now, some active youtube channels, these forums, other discords, etc. 8. Understand if you start the meta, you will probably become the de-facto authority. That means making the extra effort to learn the rules, and researching the situations that come up during games to find resolutions. You'll have to be referee, babysitter, and cheerleader. 9. I have social anxiety issues, so I understand this is not easy for everyone, but if you're comfortable, be proactive in offering demos to people in the store. Especially if you've established a schedule, after you've been in a few times, the regulars may be receptive to trying the game. 10. Find out what it is about the game that interests you most, and try to find ways to share that. People respond to authentic enthusiasm. If you've got some buddies you can coerce into trying the game, that may be a good starting point but also, activity breeds activity. If you can show games get played, fence sitters are more likely to give it a go.
  7. I'd like to see some schemes that make use of keywords. Like a version of breakthrough based on having two or more keyworded minions in your opponent's deployment zone.
  8. I think it should be a phrenologist, probably a negative condition or upgrade themed model.
  9. The issue I have with a lot of these "Cadmus is beatable" conjectures is that the mere fact that they're not invincible isn't a strong case for them being balanced. ES mechanics, as a faction, are characterized by high efficiency and limited counter-play. Cadmus embodies both of these, as does DUA. That kind of dynamic is going to be strong in Malifaux, just because of the kind of game it is and what you're trying to achieve. But what makes those two keywords really stand out is what they are able to do with the efficiency and lack of counter-play. I agree with @Maniacal_cackle and @Adran that a single player's games, no matter how well played or how prolific, can itself definitively establish a keyword's power level. However. what I do find noteworthy in this thread is that @Plaag is supplying all the information it should take to beat him. He's showing exactly what he is going to take, exactly what he is going to do, and often the order in which he does it, and it's still working. What's more, the people who are asserting either Cadmus is balanced, or only a little overtuned, or fundamentally the same as existing S-tiers, are much less eager to actually play games than the people on the other side of the issue. While not dispositive, that is also not encouraging. Of course, we all know perfect balance is impossible, and there are already above-the-curve models. Is a Cadmus crew fundamentally different from the other S-tier options that already exist? I'm not a top competitive player, so I can't really say. But I do think it is another significant point that several of the top tier competitive players do seem to think so, and those who don't aren't lining up to take @Plaag on.
  10. I think the full crew is at their best when the strats and schemes encourage grouping, and they are at their worst when Catch and Release and Assassinate are both in the pool. They don't have a lot of movement tricks, so Symbols is a struggle for them, and as they're an attritional crew, it can be difficult to overcome the defenses of a really first tier model. The crew also struggles with condition removal. Getting your sin engine going quickly and efficiently is critical.
  11. I've played 6-7 games with the CR7, so while I make no claims of expertise or skill, I can relate what I've done. I always take the full band. It's not necessary, certainly, and I don't think anyone can claim you aren't a Crossroads crew with 3 of them only, but for me the fun is taking all seven. If I were to drop one, I think Greed is the most situational. If you aren't facing a lot of upgrades and soulstone users, her powers are mediocre. Gluttony would be next on the chopping block, if the pool isn't schemey and the opponent isn't a marker maker. I'd have Lust higher up on the junk list, except she is giving you your sole movement tricks other than Wrath's Lure, and Distracted can really help keep your models alive. In my opinion, she's a very important piece for the crew, but difficult to use.
  12. Played my first game with GH, and I feel like I might be missing something in regards to Reinforcement tokens. Many GH models have ways to use them, but actually generating them is much harder. Am I supposed to spend turn 1 doing a bunch of token generation orders, then go in swinging turn 2? Or is there an engine I'm missing?
  13. Also keep in mind that under the rules, it's not at all clear if blocking terrain actually stops the sight line, so while you can't establish LoS from a blocked line, if a blocked line subsequently enters conceal terrain, the target can gain conceal.
  14. I think the answer is to remove the card cost for using it, and instead make it Once per Turn or Once per Activation, whichever makes more sense (probably OpT). Then, I also feel giving her a trigger like Maim or Drain Magic would help add to her as a resource gap closer.
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