Jump to content

Boomstick

Vote Enabled
  • Posts

    1,814
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by Boomstick

  1. Mech Rider and Hank with her are ridiculous fast. I usually take one of them and the effigy with her. Effigy walks up once and does something and (0)s to boost Mei'so damage with extra burning. Then Hank/Mechpony walk twice and end up not quite 7" from the Effigy. Mei railwalks to the Effigy and places on the far side of it, putting her within 6" of Hank/Mechpony, which she can railwalk to and place on the other side of their 50mm base. Gives her about 15" of  movement for 1ap, plus a free kick if there's a target 3" away when she lands.

    I find if you hold her until later first turn  there's usually something in range. If not, she has a 10" threat range on her charge with the kick.

  2. On 8/17/2016 at 3:00 PM, Pyrflamme said:

    Blast! Well, "free" healing flips should also go a good way towards keeping it alive, except for the killjoys that are Perdita and Joss.

    Having tried out the Whiskey Golem last night with his new 0 upgrade, even though it'seems not his df boost, the healing REALLY helps. Especially since it's on two suits, so it's much easier to get. He live the entire enforcer brawl and won, pounding face and drinking heal-nectar after each barrel punch. 

    • Like 1
  3. I'd also be interested in knowing what crews you ran, Fog.

    I've been pouring over Sandeep's cards today and I'm thinking of something along these lines for my first outing with him later this week (barring a crazy strat/scheme pool). Just throwing this out there to throw a log on the discussion-fire.

    Sandeep

    -Arcane Reservoir

    -Unaligned Sage (better Beacon, hire any Academics)

    -To Command Another Plane (seems the more versatile summoning upgrade unless the scheme pool is especially interact heavy)

    Kudra

    -Warding Runes

    Joss

    -Warding Runes

    -Bleeding Edge Tech or Powered By Flame

    3x Oxfordian Mages with their new free non-slot upgrade and their wards

    Librarian

    My thought is this will work pretty well in things like Extraction and Guard the Stash, Joss holding the center to block for the mages and buff the gamin, Kudra Beacons a mages forward and scheme runs a bit, Sandeep summons in a metal gamin with Command of Air for the + flip Ml aura, bringing in Banasuva next to it for that, grabbing its +2 armor, and protection of metal = an uphill battle to move them from the marker/center. Meanwhile, the librarian (and other Academics) helps allows the mages to spread out more than usual and keep their tomes, meaning more AP for Sandeep and hopefully more cards through her surge trigger as well.

    What are everyone's thoughts?

  4. 54 minutes ago, Jordon said:

    Yep.  Can someone with the book clarify if it allows all Academics to ignore randomization, or if it allows Academics to ignore randomization when shooting into an engagement involving another Academic?

    It's a (1) Tactical action (non-Ca, so no Beacon) that lets other friendly Academics shoot without randomizing until the end of the turn, so long as their target is within aura 6" of Sandeep.

    • Like 1
  5. 1 hour ago, DrEvilmonki said:

    No they can't. Their elemental bolt is a :ranged action which is randomized. Randomization isn't based on the Sh or Ca characteristic, it's based on the Projectile (:ranged) characteristic.

     

    I think they're referring to Sandeep's action on one of his upgrades that allows Academics to shoot without randomization.

    • Like 2
  6. I can't look at Nellie's box without hearing: "Mr. Connery, that's 'The Pen is Mightier'. Once again, I'll ask you to please refrain from such crude language, and remind you that you are, in fact, playing for charity."

    It's time for the Guild to say "Suck it, Trebeck" to the world. :)

    • Like 2
  7. I have an upcoming game I'm having issues with picking a list on.

    Strat: Guard the Stash, corner deployment

    Schemes: Convict Labor, Leave Your Mark, Exhaust Their Forces, Take Prisoner, and Undercover Entourage.

    So I plan on bringing Brewmaster and getting a Drinking Contest going in the middle to pull whoever my opponent has trying to get strat points off the stash markers and locking them down. But I'm having trouble deciding on how to fill out the rest of my list.

    Here's one direction I'm thinking:

    Brewie w/ Binge, Stilts, & Hide in the Mud

    Wesley

    Trixiebelle w/ Dirty Cheater

    McTavish w/ Hexed Among You

    Merris w/ Dirty Cheater

    2 Bayou Gators

    Moon Shinobi

    with the idea that McTavish will cover one stash marker, Wesley hiding behind him, while the gators cover the other. Trixie "Lures" opponents into the brew-ball where the Shinobi punches and Exhausts things while Merris leaves her mark.

    My other thought is to change out McTavish for Fingers (possibly with Drinking "Problem" to push interfering models towards the brew-ball while he leaves his mark and gets undercover entourage). Then I don't know if I should swap out Merris and the Gators, or for what.

    In addition to Brewie's box and the other models mentioned I also have Wong's box, Creative Taxidermy, Slop Haulers, Burt, and Gracie.

    I look forward to your drunken feedback!

  8. 1 hour ago, Griffin839 said:

    The momentum push is what really sets this over the top. Whack you, freeze you, whack you, freeze you, and now Im over here. Its super frustrating for the opponent.

    Agreed. It makes Cassandra feel like she is part Cuisinart, but like a frosty one. So one that's used to make smoothies, I guess.

  9. Cassandra with a Silent One within 8"

    Cassandra sword-smacks an enemy, with a mask for her free Understudy trigger, uses the Silent One's Freeze attack to either hit the enemy she already hit (hopefully getting a blast to hurt things nearby), or, since it's a Ca with no projectile icon, hit something completely different within 10". And with an extra tome on the flip, she can do it again! All for one AP and luck/cheated cards/SS for suites! And them she still has another attack for her push trigger and a nimble!

    Seriously, just tried this for the first time the other day. Nekima went splat in one activation.

    • Like 2
  10. 11 hours ago, Omenbringer said:

     

    Each Master is "themed" (at least mildly) with a specific crew, they should function well within that construct and be competitive with it, an awful lot do not and are not.

    On now on to the Soap Box:

    My biggest gripe with the power creep is that the game is quickly devolving into a handful of competitive options (and not in every faction). A trip over to Pull My Finger will show that an awful lot of Masters are listed as best with models that aren't really themed with them.

    You keep bringing up the theme of each Master, and I agree their themes are cool ways to run them. As a player who enjoys making crews that make thematic sense according to the lore I'd just like to point out that each faction has a broader theme too. With Arcanists, Kaeris is clearly fire themed, but she's also M&SU, so bringing anyone M&SU makes thematic sense; as the M&SU is a front for the Arcanist movement, really bringing anyone from the Arcanist faction makes some thematic sense, as we've seen in the fluff Ramos is not shy about pressing anyone and everyone in his coalition to work together to further their/his goals. Just an example, but it holds true across the factions in their own ways.

    I've personally found pretty much all Masters are relatively comfortable running multiple different ways depending on how you build their crew and what their goals are in a particular game (even more so with Dual-faction Masters). Burning crews are fun with Kaeris, but I personally prefer the image of her going out "problem solving" with Joss and other Arcanist muscle to distract their missions opposition while a few more subtle agents work to complete less flashy goals.

    If you're set on the Masters' themes over the Factions', more power to you, but I just wanted to point out that the fluff is not only rich, it's rich enough to support multiple levels within the rules as well. I find between those levels and the game-to-game change of objectives in the Strats & Schemes (as well as Wyrd's updating them in Gaining Grounds) that I'm not really noticing any power creep. It's more about choosing the right tool for the job.

    Just my two cents.

    • Like 2
  11. I think if they keep it to one master per faction (or something small like that) it'll be a good opportunity to make good use of/expand on some characteristics. Oni-based master or henchman, for example. I'm interested to see more Fae like Titania here. Always thought that would be a cool Neverborn spin.

    • Like 2
  12. I haven't come up with an order of operations as cut and dry as Ramos' spider factory for her; instead I see it as several macros to choose from according to when it is in the game, what the board looks like, and what she wants to accomplish that turn (and often the next).

    Generally first turn I spend dropping a lot of scheme markers and moving up a little bit. This leaves plenty of markers to remove to pay for practice production throughout the game, as well as fallback failsafes for Colette's Df trigger/Disappearing act back to your deployment zone. If I take a mannequin I always activate it first so it can activate Magician's assistant, and move it to where it will best follow the performers around as they place schemes. I generally do all that first, so by the time I get to activating Colette and my heavy lifters my opponent's initial aims are (hopefully) starting to take shape. First turn, in fact, I usually wait for Colette to go last so everything else is in position and she can make/positon a few doves for next turn, or prompt to capitalize on my opponent overextending or similar (I have a few super aggressive players in my meta, so pushing an acolyte out of a baiting position and getting a third shot is always great).

    After that it really depends on my scheme pool. Next turn might bring a PP marker placed off a dove followed by some disappearing acts to develop towards a hard to reach spot to simplify scheme running or towards some lonely opponent models to wipe them up quick. Or it might be continue to push up slowly with a lot of markers to really dig in defensively (works well with the aggressive players, they tend to overextend and get frustrated when I'm not running towards the center fight they want).

    I do tend, the first turn or two to either do a Cassandra/Colette shuffle with prompts/understudy, or, the simpler version, I've found, is to hit Colette with Cassandra, and Now You See Me up the board.

    One of the things that makes Colette harder to play against, in my opinion, is the fact that she doesn't have a set order of things she does and instead plays to how the board sits at a given moment. Don't get me wrong, Ramos is amazingly solid, but unless he has something odd going on, he generally makes spiders, brings up arcing screen (maybe twice), and magnetizes to a hurt spider to make sure he has scrap for next turn. It's straightforward and rough for an opponent to deal with, but it's predictable. Colette (especially once you've graduated from Prompting all the time) comes at the opponent sideways.

    • Like 2
  13. 21 minutes ago, solkan said:

    Please set up your Malifaux table and put a curved hill on it.  Then place two models on opposite sides of the hill so that they can see each other. 

    If you believe that moving in a straight line from one model to the other is impossible because of the curve of the hill, I question whether you've played other tabletop wargames.  Because that's a straight line between the two models along the table, even though it's not a straight line through the air.

    The horizontal and vertical distance aspect to movement using Flight and Incorporeal is there because the alternative becomes ludicrous.  Charging over hills, and climbing while charging isn't the same as Flight or Incorporeal ignoring elevation differences.

     

    Not to be rude, but I'm not talking about hills. I'm talking about boxes, ladders, and other things with the Climbable terrain trait. Hills in other games (like 40k, which I've played since 5th ed) are less of an issue, because of how those games' rules work. But in Malifaux they have their own rules, which are more tricky in some respects. Either way, I'm asking about Climbable terrain, which specifies a change in direction from horizontal to vertical. As concerned in the Malifaux rules, specifically. Not "other wargames" which have even less bearing on this question than hills do.

  14. 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.

  15. 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.

    • Like 1
  16. 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?

  17. 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.

  18. 5 minutes ago, Dogmantra said:

    Models with flying are immune to falling damage and may ignore terrain. There's nothing about not falling there, so of course they fall.

    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.

×
×
  • Create New...

Important Information