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nomoredroids

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Everything posted by nomoredroids

  1. If you're in central Wisconsin and looking to get games in, or are looking to learn the game, there's a group that plays every Weds night at Noble Knight Games. There's also a small group that meets sporadically at Valhalla Games in Verona on Monday nights. We organize games over Facebook at https://www.facebook.com/groups/270992009923933, but there's an active Discord as well that we use for chatter/trash talk/hype/questions for all sorts of games. If you need more information or aren't on Facebook feel free to send me a msg!
  2. Ping damage is not as good as being able to hit for 2+. If you can get incidental damage, great. But 2 damage forces a discard. Getting the Rider in close to Jack so that Lady Z can give him multiple attacks would be my choice. Making it clear that Jack needs to hold his hand or die is going to deeply limit his options. Stunning Jack so he can't get away is even better. And should the Rider survive, it's going to be able to put serious pressure on the Hanged and Monty. Rider's bonus isn't going to be very effective against Jack Daw, so that frees up Ride With Me and his tokens can be assigned to defensive duty, which is great. I'm not super familiar with Zoraida, but if getting 5 damage on Jack in one activation is doable, that's probably how I'd go, too. That would be terrible for Jack. If it isn't easy to stack up, Jack will just heal 1 per turn. Edit: oh, and Jack can stone those pokes. He doesn't have a ton of uses for stones other than keeping Hanged around and adding suits, but if he knows he's going up against a bunch of incidental damage that probably would be a good way to keep the Master around.
  3. I love playing Daw so here's my advice from the Jack Daw side, assuming you're playing Z: Z herself will do well against Jack Daw's Terrifying. You can hit him with Poisoned Fate to make him rethink cheating during his turns (he won't cheat to Defend), and then Hex him a couple of times, stoning to get the Coordinated Strike. You can just Obey a Ruthless model, too. I think Hooded Rider or Carver OOK are your only real options. Don't use Threads of Fate unless you want Daw to heal back to full. So go for it if you haven't attacked Daw, yet. You can't ignore Daw; he'll make your life very hard. Try Inhuman Reflexes on a couple of minions. They can Blade Rush through him for ping damage without needing to worry about his Terrifying, then can still try to hit him. Conditions are terrible on Jack Daw. Anything that makes him discard on top of doing 2+ damage is going to upset him. Such as "Penetrating Stench." Or McTavish's Execute and Maim triggers. Tormented is real bad at movement unless the opponent is hanging back. So Symbols is going to be rough for him if you can get your models up the board quickly (good thing you've got Zoraida). The other thing you need to watch for are the Hanged. They're some of the best tarpits in the game, but they get a little easier to deal with if Jack Daw is gone. Ruthless helps, again, but attacking them over-and-over is going to get old. Especially if they take the Grave Spirit's Touch for Regen +2 and Terrifying +1. So if you've got a bunch of Staggered, go after them, but otherwise, IMO, it's not worth it. Unless you have an easy answer to 8 Wounds, Regen 2, Incorp, and Terrifying 13. Zoraida could help you here. Focus them down. Use McTavish to execute or maim them. Finally, watch for Ligeia (Jack Daw's totem). If you're within 6", she forces you to Discard if you want to Cheat Fate. This is extremely taxing in a high-Terrifying crew. She's got that ability, Incorp, and 4 Wounds. She should be killed immediately. The sooner the better. If you want to know how I win most games with Jack Daw, it's Ligeia. A turn where I've made you discard 2-3 cards to cheat Terrifying flips to do a couple points to Jack Daw (which he then heals immediately) means you're probably not going to win that game. The last thing is to not give up. Target key models, focus them down, and ignore the rest. Jack Daw will go down with an appropriate amount of pressure. The earlier you force him to act, the less capable of withstanding your pressure he is. And the sooner Jack Daw and Ligeia are out of the picture, the easier your game becomes.
  4. Anybody try taking Eva? Her Coordinated Strike would let Nexus take an attack 13" away from the target for an easy Parasite Marker, can use Web Markers as big ol' "nope" bubbles, and obviously Secret Passage is good.
  5. If you want to fix Red Chapel you need to start with Lure not being affected by Concealing. Sybelle obviously needs work, too. I like the ideas but I'm not sure fixing Sybelle is going to make the keyword work.
  6. Von Schtook and Asura is very good. Getting a zombie into enemy deployment on T1 so Anna can blast them is a really fun trick, and Anna and VS and the undergrads can use them for placing Scheme Markers (and getting cards) in weird places.
  7. Don't miss the new Nekima art on the 13. Edit: am dumb
  8. I forgot about this thread! You might try Druidstone: Secret of Menhir Forest. The game is just a series of re-playable levels, each a different combat. Feels almost puzzle-y. Is mostly objectives that go beyond board clearance. The more objectives you complete, the more upgrades you unlock. You need to kit out your characters in specific ways to better tackle particular levels, so you might find yourself wracking your brain trying to figure out how to complete that tricky objective to get that upgrade so you can more easily beat the next fight. It's very satisfying. Wildermyth might be your style too, but I'm too early into it to be sure.
  9. I bet you could use a Nothing Beast's head/arm/legs and attach them to an Insidious Madness or something from Euripede's crew for a pretty gross-looking void emissary with minimal sculpting.
  10. Speak of the devil! Because of Ressers' low stats, and Transmortis's pretty low damage output, using Fears Given Form is going to be a better use of Pandora's AP, and stripping Fast from the Transmortis beaters, and the Focused VS hands out, will be pretty good, too. Keeping cards out of Transmortis's hand is pretty tough, but if you can make it happen, it's easier to cheat in for Df flips, which will keep your models alive and prevents summons. Watch out for Injury coming from Von Schtook, and expect to see either the Carrion Emissary or Asura Roten. Tie down Von Schtook to limit his options. Don't be reckless with your models, because Transmortis can hit you hard from far away, and the last thing you want is to lose an 8SS model because you ran up the field with it, only to have it suddenly replaced with a Student of Viscera. Be especially careful with your Sorrows, and especially on turn 1, because they're pretty easy to bring down and Transmortis can summon in Necropunks when they do.
  11. Each model usually only gets 10 Actions, or 15 if they're a Master/Leader. Don't squander them. Inversely, know what it means for an opponent to lose their actions. Turn 2/3 specifically, if that model has already activated they're only going to get 6/4 more actions. Think about if their action economy is really worth spending multiple activations and actions from your own models to remove 4 of their actions. Lets say each turn that Murder Bot is going to kill 1 model. Lets say it does so at the start of Turn 3. You assess the situation and figure that you'll lose a model on Turn 4 and Turn 5. It looks like it's going to take you at least 6 attacks to kill it. That's going to cost you the same number of actions as the actions you'd lose. Is there another benefit to attacking Murder Bot? Is it worth VP (or denying them to you)? Is Murder Bot achieving something else that makes it particularly dangerous for the game? Is a piece key to your strategy in danger? If so, and only if so, you should consider spending those actions to remove it. Focus fire. There's no benefit in Malifaux for wounding something. If you've got models put on the offensive, don't spread out their attacks; concentrate on a specific point of the board and bring things down. Every model you remove reduces the opponent's effectiveness, but when you spread attacks across multiple enemy models you're reducing your own effectiveness and cost the opponent nothing. Exceptions include pieces like the Rogue Necro and Marcus who can Pounce or spread damage as a function of their attacks. That's not really what I'm saying not to do. If you can spread damage like that, without spending actions to spread it, it's in your best interest to do so. Force the opponent to waste their actions doing what YOU want them to do. Stay on the offensive, get in his face. This allows you to deal with problem pieces other than by killing them. Tying down 10SS models with 5SS pieces or by presenting tasty targets that you have a means of keeping out of trouble is a better option than thinking the only way you can deal with an opponent is by murdering everything on the board. Forcing your opponent to respond to your moves means that you're in control of the table. You're going to lose pieces. Decide before you start which are expendable and which aren't. Know how to expend them to your greatest benefit. Malifaux is like 30% Card Management. Know when it's critical to cheat and know when it isn't. If you both flip low and you're on the defense, toss that moderate in to force your opponent to cheat in something higher. Know that cheating on the Defense is almost never going to work out (that's just how the stats work), so you should only do it if you're forcing the opponent to cheat higher. Don't cheat Severe after flipping Severe. You've only got so many of them in your deck, it's a bad idea to spend two getting a result that isn't going to change the game overly much. Know this: If your hand is empty and your opponent's isn't, you're at their mercy.
  12. Skip the attack flip and just make it a challenging skill check (like a 13 or a 14). Doesn't cause damage, like you say. I wouldn't allow it to be a regular thing, but if there's a specific effect they're trying to offset and it's reasonable and makes for a cool moment then I'd always allow it. Whenever something outside the rules comes up, you should always just find a relevant skill, set a TN, and make them flip. The rules aren't supposed to be shackles, and in my mind telling a player they can't do something reasonable and within the theme/tone of the game is going to discourage creativity.
  13. I would say no, because saying ignoring "Line of Sight" for some reason doesn't ignore rules requiring the player to draw "Sight Lines" (for example, with terrain), seems like we're hedging our definitions overmuch. I would agree with Adran that there's going to be no solid answer until a FAQ is released.
  14. What? With Molly's card draw if you can't find a high crow you're doing something wrong. And Night Terror + Rabble Riser is 12SS; he's almost half that.
  15. Into the Breach is indeed very good, but still not Malifaux. ...but that's as good as it gets. Malifaux is in a league of its own. Most developers haven't discovered that objectives are far more compelling and offer a wider design space than simply clearing a board. They're also a lot harder to design around.
  16. Pg 13. "Measurement is almost always done horizontally from the closest point on the base of the object in question. If a player is measuring to an object, they measure to the closest point on the base of the target. If there is a vertical element, that distance is added to the distance, minus the lower object’s Size or Height (to a minimum of 0)."
  17. Just one more point: at no point does Undying state it is causing damage. So your friend's argument is wrong regardless.
  18. Hey all! Last week I wrote up and distributed a scenario for use in the local scene. There aren't many playable multiplayer scenarios out there, so I thought I'd fill a void. It was pretty fun so I thought I'd share it. Obviously not a ton of playtesting went into this, so if you run into issues, let me know and I'll get it hammered out. FOUR CORNERS All Malifaux Rules are in effect, unless otherwise noted. Encounter Setup: a. Encounter Size is 15 or 20SS for 4 or 3 players. b. Place and Define Terrain c. Divide the table into Quarters. Take a Scheme Marker from each player. There is only one Strategy for this scenario. d. Do not generate Schemes. This scenario has a set of specific Schemes. e. Choose Faction + Leader. f. Hire Crew. g. Reveal Crews. h. Randomly draw a Scheme Marker from those taken from the players in Step C. The owning player places the Scheme Marker in the center of a Table Quarter. Then, that player openly chooses a Scheme that no other player has chosen. Repeat this step until all Scheme Markers have been placed. i. Deployment. The player with the lowest-valued Scheme chosen deploys their whole crew within 4” of their Scheme Marker, then removes that Scheme Marker. Repeat for each next-highest Scheme, until all players have deployed. j. Game Starts Strategy: Four Corners At the End of the Turn, each player scores 1 VP if the number of table quarters with a friendly scheme marker totally inside it is greater than the number of VP that player has scored from the Strategy. Scheme Selection & Modification 1. Deliver a Message During its Activation, a friendly non-Leader model within 1” of an enemy Leader that is not in this crew’s starting Table Quarter can take the Interact action to score 1 VP. 2. Dig Their Graves After killing an enemy model within 1” of a friendly scheme marker, remove that marker and score 1 VP. 3. Breakthrough At the end of the turn, if you have a model within 1” of the center of a Table Quarter that was not this crew’s starting Table Quarter, score 1 VP. 4. Assassinate At the end of a friendly model’s Activation, if they caused damage to an enemy Leader and that Leader has half its maximum health or less, score 1 VP. If that model caused damage to an enemy Leader and that Leader was Killed, score 2 VP, instead. 5. Take Prisoner At the end of the Turn, if you have a friendly model engaging an enemy model and there are no enemy models within 2” of either model, score 1 VP. 6. Claim Jump At the end of the Turn, if you have a friendly non-Leader model within 2” of the centerpoint and there are no enemy models engaging it, score 1 VP. Special Rules - All Upgrades attached to models after summoning lose Plentiful. All summoning Actions, Abilities, and Triggers that do not attach an upgrade are considered blank. Exception: The Guilty’s upgrade is a valid method of summoning. - Initiative Order is not flipped, instead, it is according to the value of the scheme held by the player, from lowest-to-highest, at the point when Initiative is usually determined. It does not change if the player’s Scheme is switched. - There is a pool of the 6 schemes that are considered Available. If a player has chosen a Scheme, it is unavailable and cannot be chosen by another player. - Whenever a player earns VP from a Scheme, they immediately choose an Available Scheme. The Scheme they just scored becomes Available. - Scoring may occur on Turn 1. The Game ends after 4 Turns.
  19. Seems pretty clear to me that trying to say that "engagement range" doesn't rely on LoS but "engagement" does is obtuse and needlessly pedantic.
  20. In this case, moving behind the wall would cause them to leave the model's engagement range, so no, they couldn't do that. Engagement isn't determined by distance alone, it's also determined by LoS, which this "trick" is dependent on. So you couldn't walk to leave LoS either.
  21. Oh, yeah, I forgot the heal! Duh. Personally I still think that they're too squishy; being a healer in a crew full of tanks puts a target on your back. I'd still rather the Undergrad or a Necropunk, but I see their potential. Edit: I think the trick with Val is to sick her on the right targets. I'm not looking to attack my opponent's big, hardy stuff. I don't hit stuff with high Df or a lot of tech unless I soften it up with Injured or something else. I'm looking to hit something squishy and valuable behind their front with a Df of 5.
  22. That's a lot of "if" on a 6SS model that could go to something like an Undergrad with more consistent damage, extra attacks, and the ability to warp around the board, and an overall better utility for the crew. The only other reason to take them is that corpse markers count as Schemes at the end of the game, and corpse markers can already be turned into Schemes by most of Transmortis (for card draw, might I add). And a Transmortis model that kills an enemy model is already dropping schemes, anyway. Whisper lets you draw a card if you kill an enemy model, and Val should be killing enemy models. Plus, with Whisper, while she's focused you can stack the high card with a low card to get it out of the deck for the turn. Why is focus letting her draw 2 cards? Once per Activation effects aren't global, they're per model. So you can draw off attack and defense. Undergrads that are summoned (which is a place) from Academic Zeal can make an attack and draw from it, even after taking a card from the activating model, for example. And an opponent tossing resources to deny me getting more sounds like a very good deal to me. Regardless, I'll often do the same with my own low cards. Don't forget that Undergrads force suits onto models that activate near them. It isn't unusual for me to get anywhere from 4-6 extra cards into hand on Turns 2 and 3, before considering card cycling, from this crew.
  23. Whisper on Val and remembering to use Studied Opponent means you're usually flush with cards.
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