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Munindk

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Posts posted by Munindk

  1. While we havent gotten around to TtB yet, an average RPG session with the people I play with falls somewhere in between the scenarios you describe. Our games, according to my girlfriend, looks like a bunch of people talking (often loudly), rolling dice and flipping through books occasionally.

    The GM describes the area and NPCs in as much detail as needed. As we've been playing with roughly the same group of people for 16+ years now, we all know what "seedy bar" or "busy street" means, but the level of detail generally depends on two things, the style of the GM and the importance of the scene. When I run a game, I like to go heavy on environment descriptions if there's anything important or unusual I want the players to notice, like if a usually busy street is significantly less busy.

    For dramatic time the GM usually draws a rough map on a piece of paper, if its a published adventure/story there's often a printed map. We keep track of everyones position by drawing numbers or letters on the map. We usually run simple fights without maps at all, but if I'm running the game anything where more than 10 people are actively involved needs a map, or I get a headache :)

    We have never used miniatures, but I've played with other groups that do and for some games my experience is that it can make combat quicker (DnD and Pathfinder), but for other games (Savage World and Vampire The Masquarade) it bogs things down and isnt worth the effort.

  2. How about a Molly Slumber Party:

    Molly
    Forgotten Life

    Sybelle
    Not too banged up

    8 Rotten Belles

    Its a Belle bomb where you pull your opponents models into a horrible death by Pounce, anything that survives and hurts a Belle get splashed with Black Blood or Molly summons off it.

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  3. Which companies manufacture Malifaux buildings that arent to scale? Most buildings I've seen have been to scale, but the bases on the models sometimes makes doors look too small.

    Join A Wyrd Place on facebook, members add tons of pictures of homemade and purchased terrain, pics from tournaments with tables set up to play and so on. Its a great source of inspiration for terrain making and table set up.

    You can also just scroll through the battle reports right here on the forums or google "Malifaux tables" or Malifaux terrain" :)

     

  4. Unless I pay outrages amounts of money on Ebay, I'll likely never get any of these models, but I appreciate the fact that Wyrd is very actively doing things to promote community building and event participation. Talk is cheap, producing limited edition models isnt.

    I understand that a lot of people will never be able to get a hold of these models, for completely valid reasons, but I think exclusion is too big a word to be used here. There are people too poor to spend any cash on luxury hobbies like Malifaux and I wouldnt accuse Wyrd of excluding them from the game because of the price tag on Malifauc models.

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  5. I've seen it done with dowels and magnets. If you plan to travel with the board, I'd go with magnets, as the dowels arent very handy they could snap off.

    OP in this thread explains how to do it with dowels and a few posts down another poster explains how to do it with magnets.

     

  6. In addition to Baby Cade Beckoners, Lilitu, Jaakuna Udume and Oiran have Lure (just of the top of my head), so a change to how Lure in general works will mean changes to a lot of models, which might upset quite a few balances.

    A twice a turn limit on Lure seems like an odd solution, it would be a unique mechanic since no other action works like that (as far as I can recall its always once or unlimited uses) and it would therefore clutter the rules system. Also, you can get a maximum of 4 Lures per chain activation, but it requires a little luck or some cards, positioning and the complete attention of a fifth of your crew (you could make 2 Belles Fast for a total of 6 Lures, but then it becomes really ressource intensive).

  7. On 4. april 2016 at 6:24 PM, Velcro said:

    So I picked up the Seamus crew! Unfortunately my buddy switched from The Dreamer to Lady J, so with their corpse removal this seems like it will be an uphill battle... But I can't wait to play our first game tomorrow!

    I wouldnt worry much about corpse marker removal unless you're playing Nicodem and even then you can just turn them into Mindless Zombies.

  8. 1 hour ago, trikk said:

    Belle price to 6SS and Ca dropped to 6

    I dont think the problem with Rotten Belles is their CA 8, they're supposed to be good at Lure and messing with that could possibly underpower Seamus. The price increase might work, but I'd rather see them get a reduction in wounds (8 is too much for a 5SS minion that isnt supposed to be a tank), a reduction in the range of their Lure to 14", lose one of the built in suits on Lure, lose the trigger on Lure, reduce their damage track on Teeth and Nails or some kind of combination. *A reduction in Walk could work too, generally I'd be open to anything to make them good at nothing but Lure*

    Again, I dont see the fact that they're good at Lure as a problem, for me the issue is that they've got too many other good qualities on top of a good Lure.

  9. Since they're scheduled for release in May, I thought I'd ask if anyone has experience using Guild Autopsies as summons for horror Molly?

    Its fairly cheap to summon them but as Molly summons things close to melee, I'm not sure how useful their gun is. If you're running the Emissary though, I think the Leak Necromantic Fluids action can be useful.

    Having your summons summon on the turn they are summoned sounds serious, and its fun to say.

  10. I'd go with Seamus or McMourning if you have any interest in sticking to Ressers. They're both very different to Nicodem, they can do lots of damage personally and they are very mobile. As an added bonus Nicodem can make good use the minions in the other starter boxes.

    In Neverborn the Dreamer isnt much of a beatstick, but he's very mobile, and if you go with the Restless Dreams upgrade you get Lord Chomby bits with Melee Expert... which is a very good beatstick.

  11. On that list I'd say that Lilith and Lady J sound like the easiest masters to get started.

    If you decide on Molly though, she isnt really that difficult. Molly is a summoner, but she doesnt rely on scrap or corpse markers, she just needs enemy models within summoning range.

    I'd run a straight forward list like below and stick to summoning Punk Zombies.

    Molly Squidpiddge -- 6ss
     +Forgotten Life - 1ss

    Necrotic Machine - 2ss

    Crooligan - 4ss

    Crooligan - 4ss

    Crooligan - 4ss

    Madame Sybelle - 8ss

    Philip And The Nanny - 8ss
     +Take Back The Night - 1ss

    Rotten Belle - 5ss

    Rotten Belle - 5ss

    Rotten Belle - 5ss

    You only need to pick up Mollys starter box, Seamus' starter box and some Punk Zombies. Its got a lot of models, but not that many different models. Crooligans and Belles are relatively simple, they have obvious uses  (placign sheme markers and luring enemy models) and they're good at what they do. There's few upgrades to keep track of and the two automatic/reactive things to keep track of are Black Blood and the card draw from Take Back The Night.

    While the list isnt optimimized in any way, you can still pull off card/scheme marker shenanigans with Phillip (crooligans/belless drop scheme markers and Phillip eats the markers to draw cards); movement stuff with Sybelle, Molly and the Belles (Sybelle can use Call Belle of Molly and the Rotten Belles, giving them "free" movement); and Whispers of Past Life/Slice and Dice with the Punk Zombies (Molly can make her horrors take a 1 AP actions and the Punk Zombies have a (1) action that allows them to hit everything in range).

    The main issue is that theres really nothing to take the heat of Molly, the list could use a big threat of some kind. By dropping a Crooligan, a Belle and the Necrotic Machine, there's points for swapping in a Rogue Necromancy, a scary thing that most enemys will have to deal with, since its dangerous both in melee and at range. It's not terribly survivable, but it only needs to survive (and distract the enemy) long enough for Molly to start summoning Punk Zombies. 

    Read the Pull My Finger article on Molly (there's a good section on which strategies and schemes Mollys good or bad at) and search the Resser forums for tips and tricks, Fetid Strumpet has written a lot of great posts that explain the cool stuff you can do with Molly.

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