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edopersichetti

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Posts posted by edopersichetti

  1. 12 hours ago, Shadowdragon said:

    I'm really not a fan of adding a merc tax to every in-faction model that doesn't share the master's keyword. People react better to positive reinforcement rather than negative, plus keeping themed crews as optional is always better than making them the rule. There should be a benefit to playing themed crews rather than a penalty for playing crews that aren't. Just make it so themed crews gain a crew-wide bonus, or make abilities that work better with in-theme models, that way non-themed crews are just as good, but people who stay in-theme get a little bonus. Unless the intent is to completely phase out non-themed crews, in which case why not just get rid of factions entirely and have each master as their own faction.

    Yep - you can look at it as so the keyword models have a -1 discount  ;)

     

    • Like 1
  2. 8 hours ago, Jinn said:

    My only worry with this approach is imagining if this had happened in 1e. Being forced to bring Mouse with Ironsides or the Eternal Flame with Kaeris would have been awful, instead we were able to hire the Malifaux Child with both of them. Obviously this is only a problem if some models aren't properly balanced, and if Mouse and the Eternal Flame (and totems in general) are balanced then I am happy.

    On another note, if I never see the Primordial Magic again it will be too soon :)

    I guess no one's forcing anyone to bring a totem, but if they do have a good synergy and work well, and especially since they come for free...why not?

    Of course, I agree that it's important to properly balance them and make them useful...

  3. 1 hour ago, AndreyF said:

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    I see a lot of interesting things about this - thanks for posting! Not a fan of the change in charge, for starters...the change to disengaging and interacting is interesting, probably needs to be tested. Preventing an engaged model from interacting even if it successfully disengages seems very penalizing, we'll see!

  4. 10 hours ago, Philosfr said:

    I don't know that I agree that she was one of the best masters out there. Certainly nothing like Wave 4/5 Sandeep, Nicodem, Collodi, etc. But I do agree she was very flexible. She was a hybrid, not the best at fighting, but still good, not the best at supporting tricks but still good. This meant in the hands of a skilled player, she could adapt to the fight. I liked that.

    I know some folks prefer the "Oh, I'm going to take the best face smasher for this strategy" and then next round "I'm going to switch to the best trickster for this strategy" kind of game play. But that wasn't me. I'd rather keep my master and adjust the crew around my master. I agree that Lilith was maybe too flexible and independent from her crew and that needed to be reigned in, but I still hold out hope that there can be a middle of the road hybrid master playstyle out there. Not just "Oh, it's this strategy, time to put this master away and pull out this other one". 

    I still expect to see Lilith and Collodi back in the future. Whether it will be in Neverborn or not I'm not sure, but I think M3E Book 2 will bring us them back. Of course, they'll likely also be transformed, so I have no idea if she'll have that same playstyle, but I can always hope.

    I guess it depends on your metrics. For me she was one of the best precisely because of her flexibility: if you had to take one or two masters to a tournament (and most people do - playing at a tournament with more than 2 masters is quite intense!) you would probably take her, certainly not Collodi or others! Collodi is great but for example with his "bubble" he struggles in things like Ours where he needs to spread out, and this is just one example. Pandora is awesome but has some very hard counters if her Wp-tactics fail, and very limited mobility usually. Etc.  Whereas she could do a bit of everything, and suck at nothing.

    So yeah I appreciated that flexibility too, and that's what made her the #1 pick in Nvb. Actually a similar situation occurred for Sandeep, who is first of all a great generalist. Same for Som'er and other "top" masters in faction. And I do hope (and think so) that this will stay, to a certain degree, in M3E.

    I wouldn't count on them coming back anytime soon though - just like I wouldn't count on Dead Man's Hand to be a thing playable in tourneys or at an official level. These are attempts to stay attached to the past: players need to accept change and let go. Of course, you never know, maybe Lilith will eventually break free, or Ramos will come back from prison etc. but not likely and anyway not soon. Considering it'll be at least a year before M3E hits the shelves, and then probably another year or so for an eventual update (Book 2 - if such a thing will exist)...yeah I suggest to enjoy Lilith and Collodi while we can, and then just move on ;)

  5. 6 hours ago, Philosfr said:

    I loved Lilith for her tricks & sword. I love a master that can play in the backfield and manipulate the board & her crew, but when in a pinch, completely smash face. I don't like the pure backfield support masters that melt when they get into melee, and while I enjoy the smash face masters like Misaki, they are a little boring compared to a more intellectual puzzle like Lilith. You shouldn't use Lilith as a pure beater master, she just doesn't have the durability to survive extended combat, but the combination was great. 

     

    That's largely why I'm concerned with Nekima as a master. I think she's going to be all rage and beat face. No subtlety. It's the whole reason Lilith was able to triumph over Nekima in the first place (in the fluff I mean). While the cyclops were interesting, I don't have a lot of interest in Euripedes, because while playstyle is king, I still like a heavy dose of fluff with my master choice. Dreamer has gone backfield summoner per the teaser text. Titania is expressly described as being very tanky. I feel like that quintessential "melee murder glass cannon but with a load of misdirection/tricks" that attracted me to Neverborn is in danger of going missing in 3E. 

     

    I'm 100% onboard for 3E and think it's definitely needed. I'm very eager for the beta and seeing what happens with the game. I doubt any of the changes will make me quit playing or reduce the fun I have with Malifaux. But I am concerned that my allegiance to the Neverborn will be sorely tested. I already play quite a bit of 10 Thunders and a little Arcanists/Outcasts on occasion, but Neverborn have been my true love since I settled on a primary faction. 

    Yep indeed - perhaps the devs felt that Lilith's playstyle was a bit too much all-in-one (she is one of the best masters out there) and so decided to simplify. I 100% expect Nekima to be just smash and beat face but few tricks, and Titania to be plenty of tricks but very little smashing...so two distinct playstyle which are going to be suitable for different situations.

    Eager for the beta too!

  6. 3 hours ago, SunTsu said:

    Some scattered thought about my point of views of some of the above, in order to add my cents to the pocket... ;)

    -Thematic crews: I like that the focus will be more on theme, and I thinks the choice of dead-men thing is linked to this (see below). But it's important to me that this will not turn in a closed subset models to be used just with a single master: in different words, the theme focus need to be balanced by enough flexibility to give more options in building crews. Similarly ,I don't think that cutting completely mercs is the best for the game. First, a lot of people have many mercs models that would become unuseful. Second, I think the problem with mercenaries is not their simple existence, but the existence of very generalist effective and cheap models (like Burt or Johan was pre-errata), and the fixed merc tax that let small mercs see very few usefulness compared with biggest ones (+1ss on a 3ss desperate mercenary is an heavy fee, while the same +1ss on the 12ss Aionus is just a small fee to be paid). My suggestion would be to slightly reduce the number of mercs to really necessary ones, and making a variable tax system based on the single model and maybe even the declared faction of the crew, so that a 12ss mercs would cost (let's say) +2ss while the 3ss one could get +0ss fee. This opens up also to things like meking hireble some models just to a smaller subset of factions or with different cost increment...

    -Conditions: I think about it people didn't understand the point... As I catch the things, he condition reduction is not linked at all at a brute blunt reduction of the game effects you have to track on the game table. It's just a rationalization for things that works specifically with conditions. At the moment there are a large nmer of game effects of whom many are defined as condition, but many other are not. So the formers a susceptible from condition removal/immunity, while the latters don't. A model like A&D can render unuseful the core mechanics of an entire crew (like Hamelin or Linch), and this is anti-thematic and unfun. So I hink Wyrd wants to make "condition" just those 11 things, while for all other effects plan to use "tokens" that are immune to generalist removing/immunity tools.

    -Storyline and "missing" characters: I think on this Wyrd made a qualified decision, and this tells us a lot on how Wyrd intend the game. I like the more linked connection between storyline, games and theme, because it gives an idea of living thing. The masters in the dead-men pool are not out of the game (if they will make what they said, those models will be fully playable even at tournaments, and I have no doubt that a large part of these will allow all masters regardless). But this decision forces players to not ignore completely the fluff of the game, because its backgrounds and storyline have some little reflection on the game as played: hey, why Ramos isn't a "real" master anymore? Oh... he is imprisoned in Vienna??? Really??? Let me read the story about... 😃

    So, if Wyrd wants to put the focus on the story, this can be a good call, without really hurting the playability of all masters... ^_^

    I agree with your cents, although I personally would prefer to axe mercs entirely - which I think is what Wyrd is going to do. Too difficult to balance, and the idea of "filling the gaps" with models from another faction is very dangerous, and leads to ridiculous situations like Trappers+Changeling in Neverborn, and the like. It also goes completely against the thematic idea that Wyrd is seeming to pursue.

    As for your point about thematic crews, I wouldn't worry: in fact, it can only get better. Right now, for each faction there is *already* a closed subset of models that are optimal, and that's what everyone uses. Ask any Neverborn player how many times they fielded Wicked Dolls, or have you seen a Bayou Gator at all in any Gremlins crew? Nope. But I can recite by memory the "standard" Neverborn all stars: Nekima, Graves, Doppelganger, Pukeworm etc. For Gremlins, you see the likes of Trixie, Merris, Frank/Burt (pre-nerf) etc. in every second crew.
    So I think thematic crews will actually improve things, as now each master has more reasons to hire specific models rather than the "generalist all stars".

  7. 6 hours ago, WWHSD said:

    The information on the M3E website insdicates that all of the new stats will be added to the app for free, will be available to download and print, or can be purchased as part of faction packs. They will also be sending M3E cards to stores and distributors to update the models that they have in stock.

    Exactly what I said ;)

    On the app: yes. Download and print yourself: sure. But the actual cards no, those you have to buy. So yes, I'll probably move to app only or print my own, so I can have them in a decent size too!

  8. 6 hours ago, MCOLL81 said:

    There are definitely single CCG cards that sell for more than a single mini... even after adding in a commission painter. 

    Yeah, that's f... up :D

    3 hours ago, WWHSD said:

    As a prospective player, I'd see how Wyrd is handling this edition change as a positive sign.

    New rules will be free.
    New model stats will be free (with an option to buy physical cards if you prefer).
    Every current model is getting an updated stat card at the release of the new version that is balanced for competitive play.
     

    Rules: yes. Stats: online maybe, but yeah they won't be giving free cards to anybody. Which is just as well, because if they really are going with the gigantic dumb cards, I don't wanna get near those things anyway.

    13 minutes ago, admiralvorkraft said:

    It's exactly the synergistic nature of Malifaux that (in my mind) requires a rotation. Otherwise there's no getting away from overpowered interactions, and no way for players to hold a reasonable picture of the game as a whole in their head. 

    It's not unplayable at the moment, but coming back to the game I've pretty much limited myself to the original three Guild masters with the idea that I can just blow anything I don't recognize off the table. Reading tournament reports, following podcasts, etc it looks like metas globally have seen a similar paradigm shift. There's too much going on in this game that will blow you away if you try to play for points, so you better just table your opponent and score later.

    Streamlining conditions will help shift the dial back towards Malifaux over Murderfaux but you can't really get away from the fundamental problem of bloat. Too many interactions to anticipate and test properly, leading to more errata, leading to more untested combinations gumming up the release schedule and bogging down the competitive scene in a morass of same-y aggro lists.

    But again, if Wyrd isn't doing this for the health of the tournament circuit then I totally get why people are upset.

    I agree, bloat is a problem, I hope they'll find a way around this - new models for new masters, and changing existing things will do for a while, I suspect. I'm going to be buying a lot of models for two of my masters that suddenly became dual faction (Marcus and Zipp) for example.

    But I disagree that the best tactics is table your opponent - sure killing helps but I've won many a game actually playing for points, which I suspect was always the intention. Killing crucial models, sure. Table the opponent? Completely unnecessary. Murderfaux is just boring...might as well play Age of Stupidmar if all one wants to do is kill the opponent. And PLEASE PLEASE let's stop even remotely invoking the MtG model - I used to play Magic, back in 1994, when it was still just a wonderful game and not a soulless, boring, immoral money machine. That simply cannot happen to a miniature game, so I hope it'll never happen to Faux ;)

    • Agree 1
  9. I'm a seasoned Neverborn player, actually I started with Pandora because I loved her concept, as opposed to most people who seemed started with Lilith. In fact, I think most Neverborn players favor Lilith and play mostly or exclusively her...so a shuffle is probably among Wyrd's intentions, as to "channel" Nvb players towards other masters. But I digress: here are my thoughts on Nvb masters!

    - Lilith: she's the most versatile master in faction, can play essentially any scheme/strat and lead any crew, usually very far from her thematic crew in fact, all facts that might have been good in an earlier version of Malifaux, but as the game expands seem to go against the spirit - with the designers trying to differentiate playstyles and reward thematic crews. So her in your face/guerrilla/terrain portfolio is going to be split into....

    - Nekima: she'll be the epitome of glass cannon, leading a crew presumably featuring Nephilim, Black Blood and extreme violence. I expect good mobility, too! Definitely a go-to choice in some scenarios, and doesn't even need a new model (I presume any serious Neverborn player owns a Nekima or two ;) )

    ...and...

    - Titania: the queen finally gets a bit of spotlight. I'm extremely happy because in the fluff she's an extremely powerful being coming from the past, a true ruler of the Neverborn who is meant to overshadow everyone else in faction....and instead struggled to be competitive and to steal the attention from Lilith due to her superior versatility and oiled mechanics. Now she'll pick up the terrain abilities, completing her back of tricks. I assume her damage dealing will be perhaps even lower, but she'll be tanky, and mess with the table and the adversary even more. This is (finally) her chance to shine. Expect to see tons of hazardous terrain, forests (illusionary and not), markers etc.

    - Collodi: dead, gone, who knows? Definitely out of the picture for now. Curious to see what the fluff justification for him would be - if there will be any. One of the powerhouses of the faction, with a very unique playstyle - he will be missed. I don't know, maybe they had trouble fitting him in the story, as well as balancing his mechanics? He *is* very powerful, his My Will and Pull the Strings are ridiculously strong and were probably due for a nerf anyway. He was one of my favorite masters...until I stopped playing him because winning with him was a bit too easy for my liking, and I started looking for more challenges. But I'll miss him, and also I'll have a ton of puppets out of faction that will just sit on my shelf for a long time. It looks like he might be replaced by....

    - Zoraida: yes, the witch will probably affirm herself as the top Obey/action manipulation master (as it should be!) Again, a master that was being overshadowed and had to be fixed in a hurry (Will o Wisps) - hopefully they'll rework her mechanics enough that she can truly shine again. I feel it'll be difficult to balance her again, seeing how she retained her dual faction Gremlins status (which, given by the story, seemed unlikely), but perhaps this will be a "token" dual faction only for show, and her crew will be mostly focused on the swamp and swampfiend. Many models in there need love (i.e. rework) - gators, boars, spawn mother, silurids, adze...the only ones I feel are fairly common in any crew are Will o Wisps, but I consider them more an extension of Zoraida than a model per se. So plenty of opportunities for reworking useless models.

    - Euripides: we lost a cool master with Collodi, we get a cool new one! His mechanics look very interesting and different, which will be welcome. Obviously don't know much about him, but I can expect a crew that involves the Cyclops, and other Fae, and a non-trivial intersection with Titania's - plus maybe some new models entirely for him! A welcome addition for sure!

    - Marcus: yes please! Wyrd's best idea ever, IMHO. Especially because I splashed Arcanist some time ago (I have Colette and Rasputina) and I was always tempted by Marcus...now he's dual faction he's pretty much a must for me. But I think no one can deny the fascination of his updated mechanics, with the addition of mutations and the like, he's a more sinister beastmaster and probably will be able to benefit from some of the movement and terrain tricks typical of the faction! Can't wait!!

    - Dreamer: I have him, but I hardly ever play him. He's a weird master IMHO, and not very popular at the moment in GG18. Little nerfs and shifts in schemes/strats hurt him a bit. Now I hear they wanna make him a full-fledged summoner, with a different and new mechanic...but at the same time keep up with his "growing up" and being an adolescent so I don't know. He'll probably stay in the shelf for me - but hey, some big Dreamer fans out there might be excited.

    - Lynch: yep he's pretty much gone. I suspect this is not just my opinion: he was already better in TT and I think many other Neverborn players will just say goodbye since they don't wanna splash TT. I never quite mastered him and his mechanics, especially since I don't play TT as I said, and in any case he was never a "top tier" master. His playstyle looks like will stay pretty much the same, too, so I think this will be a somewhat less painful loss for Neverborn. Adieu, Jakob.

    - Lucius: the only master I don't own, perhaps for the simple reason that he's a bit too "Guild-y" for my liking (I abhor everything even vaguely related to the Guild, with the only exception of the Brutal Effigy - and that's already a stretch). Really never wanted to own or paint Guild Guards, Hounds, or anything like that. His playstyle is cool though, especially after the fix, which always made me wonder if one day I shouldn't start him...but I'm still doubtful. Again, looks like his playstyle will stay pretty much the same.

    - Pandora: my first Neverborn love will remain the adorable crazy mind-freak that we learned to adore. Her playstyle will somehow change though, and I'm not sure it'll be for the better. I was a big fan of Misery damage, had a tremendous potential for damage output, now if you take damage only when cheating fate...most of the times that will be irrelevant, and capped to six times per turn if the opponent decides to use all his six cards to cheat damage when targeted by 'Dora. Very unlikely... Also since Paralyzed seems to be gone, she loses another of her main weapons. Looks like they want to bring her back to her "intended" use of self-harm and mood swing - who knows, maybe they'll make it work, those were two mechanics that were heavily underwhelming, at least in my Pandora experience. So I'm a bit worried she will become somewhat weaker - but hey, there's still hope, we'll see what the playtest looks like!

    And that's it. Overall I think the balance is extremely positive. Personally I lose a master that I didn't use anyway (Lynch), and Lilith will essentially be replaced by the duo Nekima-Titania, depending on situation. As other people have said, you won't have the "swiss army knife" all in one that made her special, but perhaps this was the intention all along. Collodi...yes, will hurt, but I expect Zoraida will benefit from it. And speaking of models, I have hopes for some of the most underwhelming (Wicked Dolls anyone?) to finally shine again!

    • Like 1
    • Agree 1
  10. Agree with most here that a different card size is going to be an issue. I've got mixed feelings about the new layout, but that's personal. Card size is not. Standard size means ease of use, transport, and save in table space, again, as many have said. There is really no practical reason to have gigantic cards where the art takes 2/3 of the card - unless you're trying to appeal to people with really poor eyesight...or kids maybe? But still, I'd rather have a bigger font and more space on rules, than a large picture - the art I care about is the miniature, not the printed art on a card. Plenty of space for such art on the rulebooks ;)

    Personally I have a ton of models (17 masters last time I counted, plus relative entourages) so I have my cards in standard-size sleeves spanning across 4 dual deck boxes. I would guess it's a few hundred cards, given each box contains around 120. Imagine moving all that to an even bigger size - and needing to buy new deck boxes and new sleeves...apart from being impractical, it would cost me almost as much as a new crew! I would hope Wyrd prefers I spend my money on their models rather than on (third-party) deck-boxes and sleeves...unless they plan to release deck-boxes and sleeves! And again, without mentioning how cumbersome the whole circus would be.

    If that really was confirmed as card size, I would probably rather go app-only (and I hope the app will be just updated and we won't have to pay again for our cards), but it's a pity, I like having a printed support while I play, it's so much easier to reference and less dispersive and time-consuming.

    Unfortunately, this it a thing that, I feel, players have little control about. It's not a "game aspect" per se, and won't be part of the beta-testing: it's a marketing decision (not a good one, IMHO, but still a marketing decision) and I doubt we'll have any say in this, no matter how many of us or how loud we make our voices. I hope to be proved wrong.

    • Agree 10
  11. My 2cents:

    :+flip for thematic hiring and hopefully this means end of mercs - one of the things I disliked the most was seeing Burt in Nellie crews, Trappers in Neverborn, Johan everywhere, and the like
    :+flip for conditions: it’ll help simplify the game and it's a step in the right direction, even though indeed we’ll lose a bit of depth, but it couldn’t be avoided IMHO, it was really starting to be too much
    :+flip for storyline progressing and faction reshuffling, it makes the game feel alive and following a story. It's a bummer to lose some masters (and some of the most iconic ones at that!) especially because I had Lilith and Collodi and I love them both. But if nothing else, this gives you a push to explore some other masters (and the new ones look very interesting!) which is always good.
    :+flip for remix in playstyles: again, it makes the thing more interesting. Especially since many masters have now drifted so far from how they were intended to work: for example Brewmaster with Poison was sub-par, and to be competitive needed to focus on Swill instead, or Hamelin with Blighted etc.

    I have now much hope for some of my favorite masters to be finally fixed and hopefully up to par. I'm talking about Ophelia, Brewmaster, Titania and especially poor Colette. I'm losing Lynch (I really don't wanna play TT) but Zipp is expanding into Outcasts and I'm particularly excited about Marcus - I was already on the verge of considering him as a simple Arcanist, now he's dual faction it's pretty much a must! Also, the new Euripides looks SUPER COOL. 

    I do think balancing will be very hard and I agree with @Math Mathonwy about that. So I hope the developers will take the proper amount of time and yes, extend the beta as much as necessary, so that we come up with a good balanced product from the get go, rather than falling into many early erratas.

    Unfortunately, if experience counts for something, I think the Dead Man's Hand masters are pretty much gone. Yes it's nice of Wyrd to give stats and cards and all for them, but I strongly doubt they'll be supported, and I think they'll hardly become tournament legal, maybe at the beginning, but they'll fall out of place pretty soon. I mean, some masters like Lilith are already being replaced (by the pair Nekima/Titania for the Blood/Terrain mechanics respectively) so they really don't have a place. 

    I'm overall very excited at this announcement!

    • Like 7
    • Agree 2
  12. 5 hours ago, Lokibri said:

    I think two of the best mechanics Wyrd invented were Kirai and Molly with their summoning.

    Molly has to be close to the enemy to get some wounds on her summons or can play around with summoning and let them instantly die for example to get a scheme marker out of a drowned.

    Kirai has two summoning abilities. One causing other models to suffer dmg (and in a seishin case die) or the opponent can calculate with it when he wants ikiriyo to get summoned, which is also pretty fair and a nice defense mechanic that totally fits the summoning theme. Both designs had a price that you felt impacting the game without being to tough to achieve or to easy to get and both mechanics work just fine in my opinion.

    Yep I agree. Especially Molly's mechanic is quite creative. I'm also happy with new additions, for example Pandora who needs conditions etc. The Flicker idea is also quite neat!

    But yeah I'm a big fan of Molly - she'd be my go-to if I ever decided to play Ressers!

    • Like 1
  13. 2 hours ago, Thatguy said:

    I can understand Nico needing a Nerf, but this is pretty crazy. 

    Nico used to be the summoning master, now he's one of the worst summoners in the game. 

     

    The amount of resources necessary to do any real summoning is pretty crazy now. Want a b fully healed flesh construct? Get one for the low low cost of 7 corpse markers. 

    No one in the game summons (or should summon) fully healed models. They all come with some wounds, flicker or some other mechanics that impact that. And I doubt you can say he's the worst summoner - corpse markers are easy to place, and he has a huge range of models available to summon. Models come wounded, and he can heal them if he wants to - he just has to plan a bit more and be careful, rather than nonchalantly summoning stuff everywhere. So yeah, Nico is fine - he's now on par with other masters in Ressers and is an option, not an autotake.

    • Agree 1
  14. On 7/11/2018 at 7:54 PM, Terry Bailey Sr said:

    That is the problem I have.   I dont want to show up to a tourney and build the crew based on the strat and scenes. It takes too long. I want to show up with a built crew and play, and be at least competitive. 

    As many others have said, that is entirely against the spirit of the game. Crew building is an essential part of each game, and it is what makes Malifaux unique. There shouldn't exist "silver bullet" or "all comers" lists. In fact, if you ask me, even releasing schemes and strats ahead of the game is already a concession, as per rulebook these should be flipped just before the game, and not prepared in advance. 

    The idea is that you get to see what your opponent faction is, what the schemes and strategy are, what the terrain looks like etc. and then come up with what you think is the best solution for that. This is crucial because a list might work in a certain scheme pool and might be terrible in another. Some crews are better at interacting, some at killing etc. Some crews love a lot of cover, some don't. Some hate severe terrain, some don't care. In fact, usually even masters work well in a situation and might not in another.

    Here's an example: I like to play Ulix. I find him very strong and resourceful BUT in the wrong scenario, he'd have a really hard time. He hates lots of terrain because it blocks charge lanes of his pigs. Against an opponent that targets Wp a lot he will struggle, because pigs have really low Wp in general - they'd end up being paralyzed or blown up (Pandora is a hard counter!) very easily. Also, he's great at some strats and schemes but sucks at other. So there's a lot of combination of schemes, terrain and opponents in which I feel he's a good choice, and others in which he'll stay in the box and I'd bring Wong or Zipp instead. Or maybe I do play him, but I see Neverborn so then I get a different upgrade, or change a couple models...you see, this is an integral part of the game!

    • Agree 4
  15. On 7/10/2018 at 3:32 AM, Davie said:

    I don't think a nightmare Crew has to be tailored towards newer Players.

     

    I think the Crew Looks cool. I like the Idea, it's over the top and ridiculous.

     

    Well if it's not tailored towards newer players as you say (and I agree, if nothing else, because it costs twice as much) and not for the faithful , who exactly is this tailored to?

    The answer is not clear, and so I also think this won't sell very well like @PolishSausage said.

  16. On 7/9/2018 at 9:29 PM, Bazlord_Prime said:

    Gotta side with most of the above posters whom I recognise as staples of the Gremlin forum: not at ALL digging this. Was really hoping for something cool for Gremlins, because honestly - when will this opportunity come around for us again?

    But I also appreciate the comments from those who are excited about it. Good for you! If it does bring in new players, that's great. I'm pretty sure that's exactly what Wyrd are shooting for with this box, rather than pleasing the faithful.

    Quote. It makes sense, for Wyrd but let me point out that when you reach the point to where you start favoring new blood over pleasing the faithful, some problems start to arise...I've been in this position before (Warhammer --> Age of CrapMar) and needless to say didn't enjoy that.

    • Like 3
  17. Hi all
     
    I have quite a few extra LE models and crews that I don't need and I'd love to trade. I live in the US so good old $$ are always an option, otherwise I'm looking for a few selected items (below).
     
    Have:
    - LE Miss Fire (alt Willie)
    - LE Translucent Purple Killjoy
    - LE Johana
    - LE Dayglow Kirai Crew
    - LE Translucent Yellow Kandara
    - LE Miss Anne Thrope (Wastrel)
    - Guild half of Starter Box (including decks, measuring tapes etc.)
    - Bad Ink Fate Deck
     
    Want:
    - Grootslang
    - Big Brain Brin
    - Hinamatsu
    - Backdraft Encounter Box
    - Gautreaux Bokor
     
    PM if interested!
  18. 4 hours ago, Flint said:

    This looks like lego figurines. So far i am not impressed with wave 6, everything is so static and/or ugly that probably i'll just pass. What happened with artists from waves 1-4? or even mfx 1 -1.5? They were so much better.

    It's simple, they left. And Wyrd hired new artists. I'm also not impressed with the new art and design, and preferred the previous imagery, but there's not much we can do about it...apart from not buying. 

    I just got the new Adze model, and it's hideous. Had I known it was so bad, I would have left it on the shelf!

    • Respectfully Disagree 1
  19. Hi all

    I have quite a few extra LE models and crews that I don't need and I'd love to trade. I live in the US so good old $$ are always an option, otherwise I'm looking for a few selected models (below).

    Have:
    - LE Miss Fire (alt Willie)
    - LE Translucent Purple Killjoy
    - LE Johana
    - LE Dayglow Kirai Crew
    - LE Translucent Yellow Kandara

    Want:
    - Cyclops
    - Grootslang
    - Big Brain Brin

    I could use Akaname and Tanuki too, but I'm not playing Brewmaster much lately so that's secondary.

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