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hoosiersoulstone

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  1. Indy Wyrdos Presents: End of Beta M3E Tournament! Let's kickoff spring by celebrating the end the M3E Beta! Where: Sinclair Games (176 W Carmel Dr, Carmel, IN 46032) When: Saturday April 6, 2018 Registration: 11:00 – 11:30 Registration starts @ 11am Cards Flip @ 11:30am Round 1: 11:30am – 1:45pm Round 2: 2:00pm – 4:15pm Meal Break: 4:15pm - 5:15pm Round 3: 5:15pm- 7:30pm Crew Pool: 50 Soulstones, single declared faction, DMH masters allowed. Player packets will be available during registration. Player packets will include a scoring sheets outlining the Strategy & Schemes for each round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet. Games will go until end of turn 5. This event has 10 slots available on a first-come, first-served basis. All information pertaining to scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resources However, encounters will utilize the Deployments, Strategies, and Schemes for the M3E Beta Rulebook. These rules will be followed! There will be prizes for the following: 1st, 2nd, & 3rd Place Best Appearance As well as random prize drawings! Round Scenarios: Round One: Deployment: Standard Strategy: Plant Explosives Schemes: Harness the Ley Line, Hold Up Their Forces, Take Prisoner, Claim Jump, Vendetta Round Two: Deployment: Wedge Strategy: Reckoning Schemes: Breakthrough, Search the Ruins, Dig Their Graves, Assassinate, Claim Jump Round Three: Deployment: Flank Strategy: Turf War Schemes: Detonate Charges, Search the Ruins, Power Ritual, Outflank, Deliver a Message
  2. Overall I think TT are very strong, in no small part due to how many good versatile models we have: Tanuki, Emissary, Dawn Serpent, etc. For Crews: McCabe: I think while his hiring pool in theme is small, he is still very potent and has a tremendous amount of flexibility as a whole. The bladed artifact is easily the best one for the cost, however the others will have their uses here and there. The hucksters are terrific scheme runners as is Desper. McCabe himself is a gloriously sneaky beater and a great secondaryscheme runner when necessary. I think McCabe will compete and see lots of play with a lot of variety out of theme hires. Misaki: A fun beater with a method or a quality scheme runner in a pinch. This crew as a whole has a lot to love from Minako and her summons to Ototo being a beast that the opponent needs to worry about. Torakage are strong (FINALLY) and her other in-keyword hires are situational but have a place. Another master who benefits from having models such as Shadow Emissary or Tanuki in the crew. Yan-Lo: I think he is in a solid place. I have had a blast with every game I have had with him so far and really enjoy the avalanche mechanics of his upgrade build-up. I agree with @Razhem that Bone is way less useful in TT and split the soul will be missed but he can still play. There will be multiple ways to approach building this crew between ancestor heavy, minion-centric with Toshiro & komainu, or meeting somewhere in-between. Overall I love where this crew ended up. Mei-Feng: I think Mei is strong, especially in capable hands, but that she will have a steep learning curve. Once the turn 1 positioning game is mastered by her player, this crew is going to do some really fun and special things. While she is good in TT, the argument can be made that she is better in Arcanists due to the bells and whistles they get involving constructs. I don't play the other masters but did play against Lynch and Asami in OB and think they are looking good. SHenlong I have not paid any real attention to and Youko does not look strong on paper, mainly due to her seeming underwhelming but her crew has many things that appeal to me, especially Kabuki Warriors.
  3. For 3.22. Hoarcat card seems to be missing the new "Stealth" ability on the front of its card.
  4. @WWHSD I can see where you are coming from and I can say that I feel similarly regarding some fatigue and some instances of the game not feeling 100% right yet. I do think that some of the strategies and schemes are not nearly as fun/interesting as they could be, especially to encourage interaction between the two players on the board. I also think models sticking around way longer is contributing to the game length issues we saw all throughout closed beta and that I am still seeing in Open Beta games. I am fortunate that @Boomstick and I have been able to drum up some excitement with some newer players and players who started with closed beta, so we have been playing weekly with a fair amount of excitement from our slowly regrowing community. That being said, I experienced a lot of fatigue towards the end of Closed Beta and the start of Open Beta. You and I were both pretty active in CB and I think that that has some to do with it. Things keep changing week to week and the focus is less on getting good with your masters and other models but trying things that changed and trying to break or expose them. I have been having way more fun in OB the last couple weeks when I have just built a list I want to play with a master I normally like, take zero notes, and just play the game. Taking some of the bigger picture thinking out of it and working on my own development with the game as player has allowed me to have more fun. As I told my gaming group last week, for the rest of Open Beta I plan to just take the same 3 or 4 masters over and over again to: 1. Get more familiar with the game rules and flow without thinking too much about all the changes to each and every model. 2. Build up my fluency and familiarity with those crews to see if the game plays faster when I have more consistent practice/familiarity with a crew 3. Not have to overthink things or take less-than-ideal lists just to try out models. I feel content with my role in CB and just want to play the game more than I want to test it at this point. The seismic changes to models seems to have been limited to CB, so I'm just ready to have fun and just play at this point.
  5. If no sight lines are blocked then there should be no cover. I was speaking based on of sight lines are blocked. I was referring to early closed beta when it was very difficult for Silent Ones to get Ice Pillars out without spending a stone or card. Top-decking with them was a serious gamble. Dropping the tomes from the action is an interesting idea. I am referring to where she was at the end of closed beta. She started out way too powerful, then way too weak, and then ended in a very good spot.
  6. 1. Models that are 1.5" away from the pillar would be in the shadow and gain cover as the pillar marker is ht 4, blocking. The way I read both abilities, Raspy would draw LoS to a model with Stealth if she had an Ice Pillar within 8" of her and said Ice Pillar were within 6" of the model with Stealth. However, this could.use clarification in the wording of Stealth. 2. Raspy's crew is card hungry enough as it is that raising TNs for the action on her and Silent Ones would be signigicantly harmful to the crew as a whole since ice pillars are her fundamental source of control. Same with the trigger to make another pillar. It's a trigger that requires stoning, cheating, or hitting the right card on a flip, so you have to either get lucky or spend a valuable resource for the trigger, so there are already consequences to trying to get it off more than once. In closed beta, the Silent Ones had no tome built-in and a higher TN for Ice Pillars and it was basically a crap shoot if they were going to have a successful activation or waste two actions when you have no tomes in hand, especially in turns 1 and 2. Furthermore, the pillars can be removed as they are destructible. The point with Rasputina and her pillars is to block the opponent, funnel them into undesirable positions, and force them into tough choices. As for her shockwave, most shockwaves in the game, especially from masters, have a high Mv TN, see: Wong. With a score of 5-0, I am curious as to how these things were such a problem and too much, given that you were able to effectively wipe out the entire Rasputina crew and blank your opponent on score? Personally, I think Raspy is very good at control but not unbeatable. She has long range, which has always been the case with her, and is nowhere close to being broken as your victory shows. I have won and lost close games with her in both Open and Closed Beta. She is virtually unchanged from the closed beta where it was mostly agreed that she was in a tremendous place, ready to be printed.
  7. I agree with you here. The Ashigaru nerf seemed silly to me as HtK made them worthwhile with their limited stats. My opponent didn't find them to be broken the many times we played with Yan Lo summoning them. I did not use Toshiro as he doesn't appeal as much to me, but I still think spending an action and likely a high card with suit or stone is a worthy sacrifice on Toshiro or Yan Lo is a fair trade off not to mention that they come in slow and wounded. I do like Razhem's idea of another turn 1-2 trigger on Treacherous Paths.
  8. I played Yan Lo in closed beta and I echo those who are saying it looks great on paper but it is not easy set up and not always in your best interest. That being said, when it does go off with outflank or corrupted idols in the pool, it can be real fun, but not game-breaking. I agree with @Skitt_Happens regarding reliquaries as they force the opponent to have to deal with non-ancestors rather than the Izamu threat. @Paddywhack & @Razhem I note your concerns regarding Yan Lo from Closed Beta as we all had some healthy debate regarding this. I do agree that Turns 1-2 can be dicey especially as game length is a problem currently. I do think that Lightning Dance could use a bit of help, especially if one compares to Colette's tech, but as a Colette player, I think Colette needs some toning down. I have enjoyed the early game positioning game with Yan Lo and found it fun, however the option to target friendlies or enemies in earlier iterations did create a more fun and versatile play experience early game.
  9. Hello Wyrdos! Indy Malifaux & Sinclair Games is proud to present Slam at the Ram 2018! This will be an all-day, 4 round, 50ss Gaining Grounds tournament at Indy’s very own The RAM Restaurant & Brewery located at 140 Illinois St, Indianapolis, IN 46225. Come out and enjoy a fun, competitive day of great Malifaux, great beer, and great food! This event will have a $10.00 registration fee payable to the T.O. on day of the event to help contribute towards prize support. This event has 16 slots available on a first-come, first-served basis. If you are planning to attend this event, in addition to selecting “Going” on the Facebook event, please also indicate your attendance with a comment on the discussion section of the Facebook Event Page (https://www.facebook.com/events/544941929294990/). The RAM Restaurant & Brewery is being kind enough to give us the space for the whole day under the stipulation that all participants eat their meal during the meal break at the restaurant. If you are signing up to participate in this event, then this stipulation is non-negotiable. The RAM offers a wide variety of excellent food and beer, so you won’t regret it! Snacks and drinks are also available for purchase at the RAM throughout the event. Due to the nature of the venue, this is a 21+ ONLY event. The Details:Registration: 10:00amRound 1: 10:30am – 12:30pmRound 2: 1:00pm – 3:00pmMeal Break: 3:00pm - 4:30pmRound 3: 4:30pm- 6:30pmRound 4: 7:00 pm-9:00 pmCrew Pool: 50 Soulstones, single declared factionAll information pertaining to the Strategies & Schemes as well as scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resourcesTables will be preset with terrain along with a layout guide indicating where each piece should be for each individual table AND all the properties, details, and minutiae regarding said terrain (i.e. Height, Cover Benefits, Visibility, Severity, etc.). This is intended to provide fairness and clarity regarding each board for all players and to increase time for actual play during the 2-hour rounds. These rules will be followed!There will be prizes for the following:1st Place2nd Place3rd PlaceLast Place Best AppearanceWe will also be having a charity raffle benefiting The Patachou Foundation which serves after school meals to food-insecure kids throughout Indianapolis.100% of the proceeds from raffle ticket sales will go directly to the Patachou Foundation. To participate you may purchase any number of raffle tickets on the day of the event for $5.00 each. The winner of the raffle will receive a usable, playable Malifaux Miniature painted by two-time GenCon Formula P3 Grandmaster Champion Rich Curtiss! All participants who buy raffle tickets for this raffle will be eligible to win, regardless of winning one of the aforementioned awards. Finally, we will have a Joker Flip Raffle. Registration gets you one ticket, each subsequent Red or Black Joker flip in your games will earn you an additional ticket (reported with scores at the end of each round). The raffle drawings will occur after all other prizes/awards have been given out. If you win one of the aforementioned awards, you will no longer be eligible for the Joker Flip Raffle. Round Encounters:Round One:Strategy: InterferenceDeployment: StandardSchemes: Punish the Weak, Covert Breakthrough, Hold Up Their Forces, Inescapable Trap, Public Demonstration Round Two:Strategy: ExtractionDeployment: CloseSchemes: Surround Them, Show of Force, Set Up, Inescapable Trap, Recover Evidence Round Three:Strategy: Public Executions Deployment: StandardSchemes: Eliminate the Leadership, Search the Ruins, Undercover Entourage, Take One For the Team, Public DemonstrationRound Four:Strategy: Symbols of AuthorityDeployment: CornerSchemes: Punish the Weak, Dig Their Graves, Show of Force, Undercover Entourage, Vendetta
  10. Hello Hoosier Wyrdos! Come out and play some friendly games of Malifaux every Thursday evening beginning on July 5 from 6:00 PM to 9:00 PM. New to the game? Play a demo with yours truly, your friendly neighborhood henchman. If you don't have models yet, don't worry, I have several painted crews available for use!Want to try out that new upgrade or Master? Get in a 50 ss game with a friend or someone new!Looking for something different? Try a story encounter! This is a casual recurring event to grow our Malifaux community in Central Indiana. Come join the fun and remember... Bad things happen! *** Please Note: I am available for further demos outside of every Thursday. If you are interested in scheduling something, please feel free to message me! ***
  11. Hey there Wyrdos! Come out to this tournament I am running at the end of the month! Malifaux Gaining Grounds 2018 Tournament- GenCon Primer! When: Saturday July 28, 2018 Where: Sinclair Games 112 W Carmel Dr, Carmel, IN 46032Registration: 11:00 – 11:30 (registration starts @ 11am, cards flip @ 11:30am) Round 1: 11:30am – 1:30pmRound 2: 1:45pm – 3:45pmMeal Break: 3:45pm - 4:30pmRound 3: 4:30pm- 6:30pmCrew Pool: 50 Soulstones, single declared factionPlayer packets will be available during registration. Player packets will include a scoring sheets outlining the Strategy & Schemes for each round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet. Games will go until end of turn 5.This event has 12 slots available on a first-come, first-served basis. All information pertaining to the Strategies & Schemes as well as scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resourcesThese rules will be followed!There will be prizes for the following:1st Place2nd PlaceBest SportsmanshipBest AppearanceRound Scenarios:Round One:Strategy: OursDeployment: StandardSchemes: Guarded Treasure,Take Prisoner, Show of Force, Dig Their Graves, VendettaRound Two:Strategy: InterferenceDeployment: CloseSchemes: Punish the Weak, Set Up, Hold Up Their Forces, Inescapable Trap, Search the RuinsRound Three:Strategy: Public Executions Deployment: Flank Schemes: Eliminate the Leadership, Show of Force, Undercover Entourage, Take One For the Team, Public Demonstration
  12. Hello Wyrdos! We have a small but growing community of players in Indianapolis and Central Indiana and we are trying to get it to grow even more! If you are in the Indianapolis or Central Indiana area (or just visiting) consider giving us a visit for a Rapid Growth League that is going to begin this week! The league will begin meeting for a league night every Thursday. The first meeting will be Thursday May 31 starting at 6:00 PM at Sinclair Games (112 W Carmel Dr, Carmel, IN 46032). More info below: This will kick off the first week of our second Rapid Growth Malifaux League. Games will start with 35 soul stone crews so that Masters may be taken. Factions must be declared by the start of the first night of the league. I think it will be good to post before the league night which faction you will be utilizing here on the event page or on the Indy Malifaux page. Rapid Growth is an achievement league so there will be plenty of fun to be had for not just painting or winning games but also for doing odd things in the game like playing a game without cheating or going a turn with your hand revealed to your opponent. We will follow the rules and achievements for the official Wyrd Malifaux Rapid Growth Rules with the following exceptions: Weeks 1 & 2 will be 35 ss Weeks 3 & 4 will be 40 ss Week 5-6 and on will be 50 ss Also, I will post a weekly Strategy & Schemes scenario for each week's use to mix things up. These will not be limited to GG 2018 but a combination of current & past GG and basic rule book schemes & strategies. We will meet every week for the league except on June 14, as I will be out of town and cannot organize that week. You may find the Rapid Growth rules on the Wyrd website. Please read through them in anticipation of league night. I will post updated league standings following each league night. Good luck to everyone and remember: Bad Things Happen!
  13. Hey there Hoosier Wyrdos! Come out to this tournament I am running in April! Malifaux Gaining Grounds 2018 Tournament When: Saturday April 28, 2018 Where: Sinclair Games 112 W Carmel Dr, Carmel, IN 46032Registration: 11:00 – 11:30 (registration starts @ 11am, cards flip @ 11:30am) ScheduleRound 1: 11:30am – 1:30pmRound 2: 1:45pm – 3:45pmBreak: 3:45pm - 4:30pmRound 3: 4:30pm- 6:30pmCrew Pool: 50 Soulstones, single declared faction Crew list forms will be available during registration. Players may bring their own list, in a legible format, instead of using those provided. Player will be provided with a one page sheet outlining the Strategy & Schemes for the round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet. All information pertaining to the Strategies & Schemes as well as scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resources These rules will be followed! Round Scenarios: Round One: Strategy: Ply for Information Deployment: Close Schemes: Surround Them, Hold Up Their Forces, Show of Force, Take One for the Team, Public Demonstration Round Two: Strategy: Symbols of Authority Deployment: Flank Schemes: Punish the Weak, Covert Breakthrough, Dig their Graves, Undercover Entourage, Vendetta Round Three: Strategy: Ours Deployment: Standard Schemes: Guarded Treasure, Set Up, Inescapable Trap, Search the Ruins, Recover Evidence
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