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LeperColony

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  1. 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.
  2. 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.
  3. So first, there are summons that don't require cards (McMourning, Benny, Reva, Ashes and Dust, etc), summons that are opportunistic and so may or may not have involved pre-planning (on kill summons, for instance), summons that don't require suits or the suits are built in/personally generatable (Nexus, English Ivan, The Sow, etc). Now, I realize you're mostly thinking in the mold of main-line high TN+suit summoners like Dreamer, and that's fair. But there are many more summoning paradigms out there, and there's a spectrum of resource dependence. Whereas Taelor's WtM is always a card cos
  4. It could be, or it could be somewhere you don't want to go at all, and therefore be negative efficiency. Now, if you got to be the one in control of where the summoned model was placed, then you placed yourself, it'd be efficiency positive. But as it is, I think it has to be counted as efficiency neutral since there are times it'll be advantageous, times it won't matter much, and times where it will be disadvantageous. EDIT: I should also add that the place's efficiency probably diminishes as your opponent's skill increases. The better the opponent, the more likely they can fi
  5. There are many summons that do not require high cards, and you can't assume stone use. It's false to assume that the place is an increase in efficiency. You very well may not want Taelor to be where she has to go. For instance, suppose a summoner had an ability "after you summon a model, discard a card to place an enemy within 6 into base contact with the summoned model." We would probably count that as being quite powerful! And whether or not being engaged by Taelor is negative efficiency, efficiency neutral, or even potentially positive efficiency is so situational a
  6. The problem with Welcome to Malifaux is that it's a resource drain solution to an efficiency problem. Part of what makes summoning so strong is the pressure additional AP places on an opponent. This is why even cheap minions can be difficult to deal with. They don't blow you off the table, but they run around and threaten to score points. By requiring a card discard to use Welcome to Malifaux, what should be a tool against summoning is actually increasing your rate of resource expenditure. And since a single attack is not likely to kill most models (unless you get lucky or can spend
  7. I think Taelor is mostly in a good spot. If it were up to me, I'd change Welcome to Malifaux to be Once per Turn and remove the card cost, add an exorcism trigger to her hammer, and a trigger to her Bring It that allows friendly Mercenaries to not take the mandatory melee action. EDIT: Can't give her exorcism. Maybe Drain Magic.
  8. "This trigger may be declared even if this action was generated by a trigger." -- cut to: Broken necks.
  9. I think if it had a trigger to repeat the action, or to let the target nod back targeting the original nodder, then it would be solid.
  10. The thing about going OOK with Frontier is you lose Home on the Range. So either you decide not to care about it, or you have to do something about the fact that someone is going to start 4-6" behind.
  11. This topic comes up periodically on the forums, and when it does I ask myself what the underlying rationale is. Because while I think many people probably are against expanding the number or riders or increasing access to them, and I am too, I also am interested in what the motivation for the request is, and what we can learn about it. From what I can tell, these are possible motivations (which are not mutually exclusive): 1. All factions should have riders. I don't know anything in the lore that would reinforce this idea. Further, I believe most people would agree that it is
  12. I do know there are some lists that hire a large amounts of traps. But they're not mine, so I can't tell you how well they work. When I've played Basse, I've hired a trap fairly regularly, and often but not always a second. The map plays a lot into it. If you can see spots where you can really gum up the works, it's worth it.
  13. If your opponent is a decent person, maybe try a game where he's willing to tell you why he's doing what he's doing and what he would find more difficult to respond to than what you're doing. @Adran is probably right that the issue is one of player skill, since your opponent is always winning regardless of pool or match up. In those cases, your opponent is probably seeing things happen in real time that they can exploit. Rather than playing the game to win, if you ask if they'll play to teach, they'll be able to say "well, if you move there like you planned, I'll be able to do X and Y.
  14. If you don't want Ten Thunders, then perhaps the Viktorias may fit the bill. They have an ability to teleport to each other, which is hit-and-run'ish. Tara may be another choice in the Outcast faction, since she has the bury mechanic. Otherwise, perhaps Marcus in either Arcanist or Neverborn. You can give butterfly jump to some already pretty mobile models, and if you're neverborn you can also have Scamper from upgrades. No crew truly has hit-and-run as a dedicated mechanic in Malifaux, and that's partially because there's asymmetrical play (I may not be able to fight, but I can c
  15. I think it's pretty clearly an oversight. There's been a determined effort to systemize abilities, actions and triggers in 3E. Now, is it super critical if different actions happen to share the same name? I think we all know it's not, but that doesn't mean a better job couldn't be done to maintain consistency.
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