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Rufess

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Everything posted by Rufess

  1. 1.) Yes you can, unless the Action specified. 2.) Yes you can, unless the Action specified. 3.) Yes you can. It is however meaningless to do so since a model would only affected by one shockwave marker within an Action. 4.) Action in this edition is counting up. In your example, the model has taken 1 Action against its limit of 2 + 1(Fast) Actions per Activation. After gained Slow which cancelled out with the Fast, it is now 1 Action taken / 2 Action per Act. Hence it can still take 1 Action. If you can manage to give that model Fast again within the Activation(like Hard Knock Life) then it can take the 3rd Action.
  2. I believe you cannot just pick 2 models from game and directly comparing between them, even though the 2 models may share some of the abilities/actions and have similar role. The game was divided into 7(8) factions and each faction have its own collection of models and upgrades. Thus each faction has its strength, weakness, question and answer that are unique and different from others. Like people love to compare Guild Rifleman and Outcast Scout and say Scout is much worse than Rifleman since lack of the sniper ability. They have, however, forgotten that Outcast has access to one of the best sniper in the game as a versatile model when they really need range firepower. The real role of Scout should be a remote schemer that can also provide range power. Blessed and First Mate, same as the case above, cannot simply comparing only by themselves. You should also take account of the keyword hiring them as well as other models available within the faction, and the most important part, the diversity and strength of each faction. Zoraida maybe able to draw LoS from the First Mate, but she can never put a Mutation Upgrade on him.
  3. Don't think people in Neverborn know how to wear a suit after Jakob had left. So my bet on Resser.
  4. Rufess

    Som'er vs Ulix

    Ulix and Somer may give one similar feeling since both of the master are supporting master who let his crew to fight the battle. But the 2 keywords are different enough, especially in mobility, to distance from other. Ulix and his pigs are simply speedy melee crew. War Pig is no doubt the most powerful minion within the faction. With all the Reckless, push and obey in the keyword, the pigs can perform bunch of movements, attacks and scheming. Therefore you would like to take him into situations when you can take advantage from those aggressivity and mobility, like Reckoning and Plant Explosive. Breakthrough and Search the Ruins are always nice picks, as well as the Vendetta with growing trick. Somer and his children, in contrary, are more complicate to play with. The main strength of the crew, in my opinion, is attrition game. Somer can recycle his resources, models and hands, while consuming opponent's. So I believe he best fit in Turf War and Idols. And thanks to Crier, the main schemer of the keyword, this crew is really good at placing scheme marker within close range of enemy model. Schemes like Detonate Charges and Dig Their Grave should be always consider first. Lastly, let not forget the Stat 7 Lure of Spit Hog which can ruin opponent's game plan on certain scheme.
  5. As said above, this is not just a simple rule change but also affect the game plan and power lever of several models, or even keywords. I am not sure if the measuring is such a serious issue that need changed in the first errata of this edition with the risk of breaking balance of certain models.
  6. It is not correct. And even if this statement was correct... Then your example here is worse than current rule. Starting Activation in base contact with the Severe terrain means that model would suffer Mv -2 penalty. Thus the model can at most move away from the terrain 3"(+ 5" if it double walk), while under the current rule the model can move away 3.4".
  7. So this is a nerf to certain models because they can on longer push an enemy into a Severe Hazardous terrain if it is too far away.
  8. Isn't it move 0.5" into the terrain?
  9. I have already posted on the Bayou sub-forum, where, however, is not too active. Therefore I am posting here looking for more advises. I am playing Bayou and my main opponent is playing Neverborn, and love to hire Nekima as a second master, like every game I play him. She is too tough to handle and I have never win a single game against him. Actually I am so surprised that Nekima does not get as much attention as I would imagine in the forum. What are Nekima's strengths: 1. Mobility The most depressed part imo. Mv 6 + Flight means Nekima can charge through the whole board in turn 1 without worrying any terrain. With the mobility she can choose where, when and who to start the fight with. Even I try to lock her with tarpit, she can easily get out with the pushing trigger. Let alone the butterfly jump upgrade. 2. Aggressivity Ml 7 + 2" Rg + 3/5/6 dmg. Already terrible attack for SS user, and even worse when she aiming at enforcer/minion. With the multi charge ability and correct targets, Nekima can remove 1~2 models in a single activation. Combine with the mobility mentioned above, she is able to avoid my heavy beater/master/henchman while killing other schemer/support models 3. Durability Sure, Nekima is not known as a durable model like Hoffman's robots. She, on the contray, has no real defense tech. With SS protection, Regeneration and healing on kill, however, she suddenly can survive some quality attackes. How I failed to handle her: I had tried all keywords I have but yet none can beat Nekima. 1. Ophelia/Kin The first crew I play with him, also the only crew that, with the serious attacks of Ophelia and Francois, almost successful to kill her. And since that match my opponent learnt to keep distance with my main beat-sticks. I have also tried debuffing her with Distracted and Injured from Ophelia but did not work well. 2. Som'er/Big Hat This is the most troublesome crew to my opponent according to his words. I have managed to lock her in place with GO Boys and a piece of terrain. But so much resources are invested into her and hence cannot handle other part of the opponent's crew. 3. Zipp/Infamous This is the crew when I try to avoid her and win by VP. Spreading out the whole crew can thinning the impact of her the most. Yet she is managed to remove 1~2 of my key models to stop me from scoring. In fact not only Nekima, other masters like Justice, Viks and Misaki, though I yet have any chance to play with, may as well trouble me. Like justice maybe less mobile and offensive when comparing the Nekima, but much more durable. I will soon leave my city and move to a environment with more active Malifaux players. So I would like to, at least once, defeat my opponent and his Nekima, and in the meantime, be prepare for new coming challenges of the same kind of moblie melee master.
  10. "Welcome to the Bayou" I had heard that episode as well, and they had done a good job on summarizing the keyword. Ophelia and her Kins are a elite offense crew. All members can put out significant damage, or help others to do so. So as you may imagine, they really shine in a killy SS pool(Reckoning, Turf War, Assassination and etc). Hence, when you are considering a second crew, you would like a crew to handle to other non-killy SS. The faction has some great keyword focus on scheming, like Zipp/Infamous and Zoraida/Swampfiend. Somer/Big Hat can do too but you may struggle a lot when learning him. I for one started with Kin and Infamous. Zipp and his crew are highly mobile and can easily remove opponent's scheme marker. They are good at the Strategies like Corrupted Idols and Plant Explosives when you do not want to bring Kin into.
  11. Recently I have more time spent in front of PC instead of mobile devices. So the web version really help a lot. Just a small issue that there is no sorting option in the Card view.
  12. That my thought too. I believe it is more than enough to finish Nekima if Ophelia could land 2~3 focused Tar Bombs on Nekima. Spending 16SS for another beater master into an already killy crew, however sounds a bit redundant to me. Even though Mah has some sweet support abilities. And as said above, I had tried avoiding and locking Nekima before, but neither work out. The worst game I had is like Nekima attacked and pushed away Francois who was engaging her, then charged and killed Rami and Bokor back in my deployment zone, all happened at the first activation of turn 2. So maybe deep in my heart I am too fear that cannot ignore her.
  13. I would like some help here. My main opponent is playing Neverborn, and love to hire Nekima as a second master, like every game I play him. She is too tough to handle and I have never win a single game against him. Actually I am so surprised that Nekima does not get as much attention as I would imagine in the forum. What are Nekima's strengths: 1. Mobility The most depressed part imo. Mv 6 + Flight means Nekima can charge through the whole board in turn 1 without worrying any terrain. With the mobility she can choose where, when and who to start the fight with. Even I try to lock her with tarpit, she can easily get out with the pushing trigger. Let alone the butterfly jump upgrade. 2. Aggressivity Ml 7 + 2" Rg + 3/5/6 dmg. Already terrible attack for SS user, and even worse when she aiming at enforcer/minion. With the multi charge ability and correct targets, Nekima can remove 1~2 models in a single activation. Combine with the mobility mentioned above, she is able to avoid my heavy beater/master/henchman while killing other schemer/support models 3. Durability Sure, Nekima is not known as a durable model like Hoffman's robots. She, on the contray, has no real defense tech. With SS protection, Regeneration and healing on kill, however, she suddenly can survive some quality attackes. How I failed to handle her: I had tried all keywords I have but yet none can beat Nekima. 1. Kin The first crew I play with him, also the only crew that, with the serious attacks of Ophelia and Francois, almost successful to kill her. And since that match my opponent learnt to keep distance with my main beat-sticks. I have also tried debuffing her with Distracted and Injured from Ophelia but did not work well. 2. Big Hat This is the most troublesome crew to my opponent according to his words. I have managed to lock her in place with GO Boys and a piece of terrain. But so much resources are invested into her and hence cannot handle other part of the opponent's crew. 3. Infamous This is the crew when I try to avoid her and win by VP. Spreading out the whole crew can thinning the impact of her the most. Yet she is managed to remove 1~2 of my key models to stop me from scoring. In fact not only Nekima, other masters like Justice, Viks and Misaki, though I yet have any chance to play with, may as well trouble me. Like justice maybe less mobile and offensive when comparing the Nekima, but much more durable. I will soon leave my city and move to a environment with more active Malifaux players. So I would like to, at least once, defeat my opponent and his Nekima, and in the meantime, be prepare for new coming challenges of the same kind of moblie melee master.
  14. Plink read like this: So for example, when Ophelia has attached the Hooch Igniter Upgrade, she gains the ability Plink!: ...discard this Upgrade(Hooch Igniter)..., and she, after attached the Tar Bomb Upgrade afterward, would not able to gain another Plink!: ...discard this Upgrade(Tar Bomb)... since a model cannot gain the same ability twice(unless it has a value). In the result Ophelia can always only discard Hooch Igniter for the Plink ability even if she is carrying all of her 5 Arsenal Upgrade. And since the rule book mention nothing about re-gaining the same ability, so we have no idea which Upgrade is giving her the next Plink. Is it following the order of attaching? Or by Ophelia choice? Or, the worst, she is not re-gaining the ability until she attach a new Upgrade? I and my mates play as Ophelia can discard any one of her Upgrades as she wants as long as she has Arsenal Upgrades attaching, but still I wish an official words about this issue.
  15. So surprise that no one mentioned Ophelia. According to current rules and wording, she can only choose the first upgrade when using Plink. And nit is unsure that if she can use the ability second time or not. Errata is needed to make Plink work as intended.
  16. Given that now 50% of the field is covered by terrain, Pere is more important for Ophelia just because he can remove cover.
  17. Rufess

    In-App Wiki

    good point, I am going to post there too.
  18. Device: Razer Phone 1, which is a uncommon phone that run the original Android Android ver: 9 App ver: 1.0.6 Tested with iPad and the same issue appeared. Device: iPad Pro 2019 iOS ver: 13.1.2 App ver: 1.0.6
  19. Rufess

    In-App Wiki

    I had played some mobile MOBA game (like Dota or LOL) before, and found some feature can be appear to the Malifaux app as well. In those game there are a large number of characters in the game as you can imagine. So, to help the new player picking up the character more quickly, the develop team has made a embedded Wiki inside the game itself. While reading the character profile, players can also see the comments and playing guides of the character which written by other players at the same time. Back to Malifaux. Since PullMyFinger fallen, there is not yet any replacement. Yes we do have several Wiki out there, but none is as informative as the old PMF (and even PMF did not have much about the new wave of M2E). So why doesn't Wyrd make a official Wiki, and embed into the Malifaux app. This Wiki will not contain a long detail tactical article for every model like PMF, instead every player that is using the app can contribute to it. Here are some ideas about what info can be included into the Wiki. Attribute Score: Every model has 6 attributes: Offense, Defense, Mobility, Scheming, Control, Support. Every player can assign score from 0 to 5 to the attributes of a model. All players' score will be collected and calculated to a community score and shown in the app. Tag: Players can add tag(s) which contains a single word or two to describe the model, like: beater, anti-scheming, min3, etc. Tags that are added by multiple players will be shown in the app. Usage Data: Every single game created by the app will send back all data to Wyrd (under the permission of both players) for data analyzing. Some useful numbers are like: pick rate(in faction/keyword, in each S&S), win rate, most frequent teammate, etc. There will be heavy workloads to do for collecting the data. But the data can also be useful to Wyrd for balancing the game. They can easily tell there is an issue when a model has extreme pick rate and/or win rate. Wyrd can also promote some players to editor and provide them permission to edit the Wiki and write guiding article for models, such that the Wiki can become the traditional type Wiki just like PMF. I believe this is a considerable and doable idea. Please let me know how everyone thinks about this.
  20. In Card View, the cross button on the left of the search input field would also reset the sorting to Faction when clearing the search text. Not sure if it is intent, but to me I expect the button clears only the search text. And I would like to have multiple sorting like sort by Keyword, Station, Cost, Alphabet. Single sorting is annoying me.
  21. Nothing can I do to avoid the damage once the original cards have flipped upset me most. I do not mind that it is a tactical action that can bypass half of the defensive tech, but at least let both player cheat the flip just like it is a opposite duel (where it isn't).
  22. This is basically my core list of Somer too. For me Lenny is staple to the crew while Georgy and Cranky can be switch out. BBB is not necessary too but I only not to include him for a good reason. As for beater OOK, I like First Mate and Emissary. Depends on the S&S I might want some mid-to-low level models that can go flank independently from the main crew. Rooster and Silurid are always my first consideration. Basically Somer summons one minion + several Bayou Gremlins every turn. I love to have Banjonisto summoned at the 1st turn. His value is mainly on the ability instead of the action so summon sickness has no effect on their value. From the 2nd turn onward it depends on how things going, but I would not feel right if I have less then 2 Good Ol' Boys on the board.
  23. To prevent being charged by the pigs multiple times.
  24. Not a PDF, but this youtube channel had go through the quick start scenario step by step. Though I think 5 scenarios are too much. They can be combine into 3, or even 2 scenarios to make thing fast.
  25. Had a civil war few days ago. It is always funny to fight against same Faction in all miniature game when your opponent know very well your crew and trick and vice versa. Setup Turf War Standard Deployment Player 1 Ulix Old Major Big Brain Brin Gracie Whisperer Slop Hauler Piglet Piglet Penelope Player 2 Somer Ghillie Suit Lenny Big Brain Brin Georgy & Olaf Good Ol'Boy Banjonisto Bayou Gremlin Bayou Gremlin Skeeter Skeeter I was playing Somer and the result was winning by 6-4. Ulix properly is my next master so it is nice to see him actually performing on the table. Have not note down the details so cannot write a full battle report. But are going to update the Big Hat thread with some new thought. Also a lesson learnt is that the Piglets are the weakness of the crew and must be protected well.
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