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Boomstick

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Everything posted by Boomstick

  1. The FAQ is actually what got me thinking about it. Correct me if I'm wrong, but while they don't say "you change direction" they do say you move x inches up and then x inches over, which is two different directions, not a straight line, logically. And since a direction change isn't a terrain thing, ignoring terrain wouldn't get you around it. It just baffles me that everybody sees the top-down measurement as top-down movement even when they're has to be vertical movement for so many things.
  2. Boomstick

    Dedication

    This makes my heart ache. With sympathy, with rage, with confusion as to who would do such a thing and what drives them to it. I hope you get all your models back. It may be a fool's hope, but I'm sending you good vibes for it to happen anyway.
  3. I'm going to apologize about the wall of text, but it's an involved thought process. Please add to it constructively. So I've seen on here questions about charging (or not) over climbable terrain, and my question is on the same subject, but I have a particular point I want to bring up and get some expert advice on: Several fellow players and I have been discussing it, and Charge has 4 requirements as per pg 39 in the mini rule book: 1) the target has to be in LOS, 2) the charger must move in a straight line up to its Cg range, 3) the charger must end the move with the target in engagement range, and 4) charges can't be declared while engaged. Now, on page 14 is "all measurements are done from a top-down perspective. Elevation is not factored in to the measurement, although model and object height are used in other ways." From what I've seen this statement is usually what comes up as allowing charges over climbable terrain, just factor in the distance penalty for the climbable trait and you're gold. But that seemed a bit off. Sure, seems straightforward when climbing over a Ht1 box, but what's to stop me from charging a Coryphee up the ladder on a Ht 3 building at a vantage point sniper? So I looked a bit closer at the wording in the rules that seemed to factor in to the situation in question So the top-down factors into measurement, as in, just determining the distance between things. You then have to take into account terrain traits. Severe, Climbable, etc, and adjust for the actual movement. Here's where it gets interesting: The climbable trait says models may move vertically up and down the terrain in question. Going from moving horizontally to climbing, and therefore moving vertically, isn't a straight line of movement, so climbing should invalidate a charge. The thing people say makes it ok to climb during a charge is the top-down measuring, but it's measuring, not moving. In order to climb as is ruled, you have to change directions to go up. So charging through climbable terrain shouldn't be possible unless you're incorporeal (even flight has to obey elevation as per the latest FAQ). Am I missing something?
  4. I've been trying to branch out from Prompting as often (don't get me wrong, it's good, but my roommates were getting incessant in their complaining), and have been using Disappearing Act more often (much to the roommates chagrin, but they have no one to blame but themselves). Last game I admittedly overextended with Colette, which Lilith took advantage of by vining her over near Bad Juju. I responded by flying a few doves nearby. My last activation was to walk with my second Coryphee, Dance Partner to Colette. Won initiative, Dove'd +dmg on the Coryphee, companioned, Coryphee took out Juju. Game ends, I reveal Undercover Entourage on Colette, and win.
  5. If the model were Incorporeal, maybe. But because Incorporeal specified moving through solid objects and Flight doesn't, I don't see how this works.
  6. Except if the edge of a building is terrain, which would make sense, as buildings are terrain, the flying model would ignore them when moving, and therefore ignore that they would fall all together.
  7. I guess this would be the more succinct version of my question. The example in the FAQ focuses on pushed models, which has been clarified to be different than a walk or charge for flight purposes. And logically speaking, if you can fly, why would you drop, flutter along the ground, and flap back up. I realize this is looking at it RAI vs RAW, but that disconnect is what made me scratch my head to begin with.
  8. Well I'm glad I'm not alone in this confusion.
  9. So it was brought to my attention the other day that Flight ignoring terrain doesn't mean it ignores the impassible/climbable wall of a building, so it still has to measure up the wall to fly up. Makes sense, thank you FAQ. But that brought to mind this question: If a model with Flight begins its move on, say, a Ht 2 building and wanted to walk to the next Ht 2 building which is across an alley, is it considered to drop down, cross the alley, and then fly up the wall to the roof of the second building? Or is the model considered to stay at the height it began the move, fly the width of the alley, and land on the second roof? What if it's doing this, but the second building is Ht 3? I feel like the second option makes more logical sense, but I can't find anything that says which to do for sure. Please help.
  10. Will this be following the GG2016 strategy rotation?
  11. For more lore definitely download all the Wyrd Chronicles. Plus, they're free!
  12. If you're considering Guild I'd suggest looking into McCabe. He takes pretty much any models in his crew and makes them better. He's as much if not more of a force multiplier as Colette, with less "theme" suggesting your hiring process. Though for the record, Colette likes hiring anyone. If you want theme for her, consider whoever you fire as part of a stage show. Wild west, magic, any kind of stage play. Her theme is everything.
  13. My main opponents and I often comment that one of the many games built into Malifaux is how to not use your master's AP to walk (like a savage). I quite enjoy using Gracie with a saddle as a master taxi, or a piglet's truffles ability. Or for built in master non-walks, there's always Ramos' magnetism, Mei Feng's railwalk, or Brewmaster's one for the road. What's your favorite way to have a sophisticated, non-walking master?
  14. My main opponents and I often comment that one of the many games built into Malifaux is how to not use your master's AP to walk (like a savage). I quite enjoy using Gracie with a saddle as a master taxi, or a piglet's truffles ability. Or for built in master non-walks, there's always Ramos' magnetism, Mei Feng's railwalk, or Brewmaster's one for the road. What's your favorite way to have a sophisticated, non-walking master?
  15. Like I said, revisiting old tricks. Haven't used them since I tried out a full triforce of Oxfordians, and facepalmed hard when I read this. It's so obvious.
  16. This is the best way I can think of to describe how I've felt in each game. Spot on. Unfortunately Marcus and Raspy aren't on my Arcanist bench at the moment, but your tactics sound, well, sound. And I can adapt other crews to similar ideas. This (with Ramos being my one Arcanist master I haven't gone zombie hunting with yet) is my next approach. Good thought with the electrical creation upgrade, I'd honestly looked at it and forgotten it in favor of other ones. I get the feeling I'll be going back over a lot of unused tricks as I study this new foe. Thanks!
  17. Not taking Joss was keenly felt especially in the last game, it's true. Across all the games against Ressers I've had there haven't been any models in every one. Against McMorning I had issues with Doug the doctor himself and his summoning more flesh constructs as I got rid of them. Seamus and Yan Lo both had belle(s), which I was watching out for, and really only caused me problems with Seamus and the full belle bomb. Yan Lo himself caused me the least trouble, mostly just trying to lighting jump Colette out of position (first time I've had to use her built in Df trigger), but Toshio and Datsue Ba caused me no end of headaches due to my less than ideal number of offensive Ca and ranged attacks. Ultimately, I think I need to make a study of the Ressers.
  18. So one of my usual opponents has recently finished painting a massive amount of Resser models he tripped over on eBay, and as such I've been seeing them much more often. While I've been doing fairly well at focusing on my strats and schemes over worrying about killing things, I'm having issues dealing with the faction as a whole. Summoning and activation control are, of course, very strong, and HtW requires a bit of forethought to get around, but I can't shake the feeling that I'm missing something obvious that will help level the playing field. I'm not looking for how to fix a particular list (though for any who are wondering, thus far I've suffered various levels of defeat with Kaeris, Mei Feng, and Colette against McMorning, Seamus, and Yan Lo, respectively. The last game was more an issue with scheme choices, target priority, and an uncooperative deck than anything), but rather I'm curious about what you hire into your Arcanist crews when facing Ressers, and how you make use of them that's different from when facing other factions.
  19. Any idea if the Bad Ink fate deck will he available in the store for the sale?
  20. But I digress. In last night's game I did focus on Binge/Swill Brewie, and found him incredibly fun. I even think my opponent (frustrated though he was from an uncooperative deck and my negative flips) had more fun than he would have vs a standard Brewball. The game was Headhunter, with Convict Labor, Take Prisoner, Mark for Death, Show of Force, and Public Demonstration. My crew: Brewie - Binge, Misdirection, Blot the Sky Malifaux Child Sensei Yu - Wandering River Style Yin Thunder Archer x2 TT Brother Wastrel My opponent took The Kin box with a gator and Slop Hauler attached. His first time playing Ophelia, but he's used to Perdita. I selected Take Prisoner on Raphael, and Public Demonstration on my archers and wastrel, figuring if I lured Raph over with booze and kept him engaged & on negative flips he'd be easy to lock down, and with the Kin there'd be no worries about getting the wastrel near a head honcho while the archers stayed within 4" of Raph while Brewie had him engaged. It worked out very well, though I did miss out on the wastrel's point due to being engaged with the gator and unable to push out. My opponent even admitted he didn't see Take Prisoner coming because he thought I was doing just enough to keep Raph irrelevant while dealing with bigger threats like François and Ophelia. Admittedly, I was helped a lot by my deck giving me exactly one over his attack flips for most of the game. The gator didn't even kill my wastrel. Lost the TT brother to an angry François and Yin on turn 3 to a lot of concentrated frustration on his part. With the Malifaux Child & Brewie binging and swilling, I left it to Yu and Yin to manipulate the field via pushes, slow, negative flips to Wp & Ca, and terror checks, as well as Yin's ability to keep a model from walking or charging, which helped keep François from being more devastating. Then the archers made things into pincushions. Game ended with a 5-2 Brewie victory, with me picking up no heads, instead just making sure they were all within someone's engagement bubble so they couldn't be claimed. As I said, immense fun, and really helped me wrap my head around TT as a faction.
  21. Just got my first Thunder Brewie game in last night and found Brewie to indeed be a master debuffer (puns and double entendres very much intended). I didn't put up drinking contest even once, and didn't focus on poison though One For The Road made for a good push/-2 Wp-->Binge combo. If you were to angle for a standard poison Brewball, I don't think the loss of Trixie is as huge an issue as it could be so long as you plan for it. At most they get one activation, which even if its a beatstick to Brewie's face, take Misdirection and either deflect it or (if you stone for the mask) turn it into You're Drunk, Go Home. For added protection, slow the biggest worry in the Brewball the turn before so it carries over.
  22. Depends on the game for me. I'm a fan of using a dove on Colette for + Ca flips and tend to make her more of a movement machine with disappearing act than a prompt machine. So I often find myself pulling 2-3 doves from her hat first turn, moving folks around a lot turn two and either pulling out more birds, teleporting, or prompting depending on what's needed from there on out. With her having the + flips to Ca I rarely found myself stoning for the birds unless I don't have what I need in hand on the rare instance I need to cheat it in. Of course, my primary opponent mostly plays Gremlins, so keeping my model count high with doves helps a lot with activation control.
  23. So true! I've already been studying more Guild-things a bit to better my understanding. As far as things I would change: I feel the crew itself ran very well and about how I expected it. For the game against Lady J in particular, I would change my deployment/movement during the first turn. Worrying about staying out of the non-scoring center right away lead to my crew getting clumped in one table quarter for too long. If I had sent the first arachnid and the electric creation into the center it would've lead to more central scrap for Ramos to work, meaning it would have been easier to spread across the board throughout the game as needed. If I recall, there was a nice wall slightly to one side that would've blocked Lady J from charging as quickly as well. I guess if I had known more of Lady J's speed I would have taken Convict Labor instead of Hunting Party, considering she and the Judge would be all but guaranteed to at least tie up Hank and Joss. It would've been nice to be getting more medium-to-high tomes throughout the game as a whole, but they were hiding from me and there's not much I could do about it. The other games I feel pretty confident about my choices, though on the 3rd game I would have pushed forward with the spiders faster to tie up more things (maybe even Sonnia) while everybody else moved up and/or dropped scheme markers.
  24. Also, I'll be posting pictures of my crew once I get a few more details just right. I didn't have a ton of time to get them table ready, as my decision to take them was a bit sudden.
  25. Sorry for the delay everyone, I've been a little under the weather since after the tournament. But, as far as the tournament goes, I had a blast (multiple, actually, as Sonnia was one of my opponents)! All three games I faced different crews than I've ever faced before, so lots of new experiences to take in and learn from. Game 1 was facing Lady J. I mismanaged placement and had a few bad flips when I really wanted not to, but had no help for it. Lady J dive-bombed Hank Langston turn 1 (didn't realize she was *that* fast!) and really hamstrung my aspirations for Hunting Party between that and tying up Joss quickly as well. Luckily the spiders are champs at Exhaust, so pulled that one off great. Lost that one 7-3 Game 2 was against a good player who was trying out Kirai. Facing summoner with a summoner was another new experience, though I was more familiar with her mechanics than I was with Lady J. With Hank and Joss I had a good base for Show of Force as well as Frame for Murder on Hank being a good way to make points in general. We both had the center pretty full throughout the game, so Turf War was nigh impossible to deny. Pulled that one out for the win at 8-7. Game 3 I was pitted against Sonnia, which hurt a lot the first two turns. Hank was focused down super fast, but I used that as best I could to set up everyone else nicely. Activation control from steam arachnids, as well as us running out of time due to cracking each other up with jokes, is what won me that one. Headhunter, Show of Force, and Search the Ruins lead to a 5-3 win, with Ramos slipping out from the witch hunters' noses and into the night. Totally need a rematch to see how the game would have finished with another turn or two. As JoeJones mentioned, I did win best themed crew. Ramos is painted up like a Guardian Green Lantern with all the spiders in a vibrant amalgamation of greens to appear like hardlight constructs, and Hank done up as a wounded Kilowog with hardlight claws and spider bits. Joss I decided not to go a GL route, since he just fires so perfectly as another Joss (Whedon) on his path to kill off the next most beloved character he finds. Overall I came in 6th out of 11 players, and, more importantly, had a great time meeting and playing against great new people and crews!
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