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muraki

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Everything posted by muraki

  1. If you want, you can always go to the card dropbox and print your own cards. I've done it a few times + have my printer set to black and white, and they come out readable (a bit dark as most things do when you go from color to black and white). https://www.dropbox.com/sh/wicc6rs8kg46bt7/AADCGZEbHvyB6F13D92dM-lZa/Malifaux Third Edition?dl=0&subfolder_nav_tracking=1 Only annoying part is each card is its own PDF, so when I wanted to print a few I would download them + combine them into a single pdf and print them 6 'sides' to a page (so 3 cards front and back). Would be a bit of a process to get an entire faction printed up, but as the cards are named by keyword, it wouldn't be hard to split up / partition up.
  2. I'm not a misaki main, so may not be perfect, but from what I've seen, it's a bit of both. I've seen folks use trashier mobs turn 1-2 to toss out a scheme marker or 2 so torakage can ninja vanish to them + swap them into shadows for more possible misaki vectors. I've also seen misaki toss hers out far enough away (or enlist ototo) that a torakage can jump to it and either replace it with another shadow, or a scheme. Really depends on what you're going for / what you need. I like the flexibility of ninja vanish as it lets you 'save' a marker until it's needed. Aka, if you want to scheme but are worried about arson, leave em shadows + swap em at the last minute, or if you are worried about blow it to hell, well a scheme marker will survive just fine. Ninja vanish also helps get a clump of schemes next to something (like for leave your mark) without trying to balance interact actions. Of course torakage are delicate as heck, so turn 1-2 I see some fun ninja vanishing to get distance, but past that, they're usually out of range of friendly scheme / shadows and are relying on their mv to get them where they wanna be.... which means they're probably not the best to try and get an unworthy off... but are decent in helping minako summon turn 1, ha.
  3. If you want something schemier and stay in explorers I'd go for Anya or McCabe. Anya alone is an amazing schemer and she has some interesting models in keyword (like rook or Winston) to help the scheme work. McCabe is also great with hidden passage + false claim in keyword. Really depends on what excited you more, they're both good.
  4. Seriously dude? Wyrd clearly cares about their game, they're putting out releases all the time + doing balance posts / etc. If you hate the company and what they're doing so much, I'm sure there's other games for you to play. Feel free to go find them.
  5. I'm not a huge RPGer (played a lot of 2nd edition d&d back in highschool but not much since) and did a 1 shot at gencon (the one with the malisaurus!!!) and had a lot of fun. From my limited experience it works well as an RPG system. We didn't play with minis (which honestly would be my preferred method as I'm used to pre-mini RPGs) but if you liked minis I dont see why you couldn't / wouldn't enjoy it that way. For me the 2 pieces that really stood out was the character creation with the tarot, as it gave some fun possible story hooks for your fated. I also really liked the way your custom deck worked + the shared deck compared to dice (but I also dislike dice chucking in general). Things I'm not as crazy about is that the rules are closer to m2e than m3e, so if you've gotten used to m3e rules / gameplay you'll have a bit of a learning curve to remember how m2e worked (like stuff like impossible to wound / hard to wound +2 / terrifying ending activations / etc). If you miss that stuff, great! but I dont haha.
  6. Let's not overlook the true surprise on the upcoming page on wayland games. The Iconic Fate Deck is on the upcoming list! I never thought I'd see the day! haha.
  7. Got a decent amount of work done on my Apex Crew. And a fisherman to use as a proxy for a Harpooner And of course no apex crew is complete with out a model that overhangs like a mofo That means the only models I have left are crypsis corps (who I don't even use that much, so ... shrug). And for anyone who says the rex is too big... clearly he isnt, he's basically the size of a puppy.... I also put together a few bone piles. So @Caedrus that puts me at 68 for the month.
  8. Take aways in order: Wow those are some big f'in meeples I'm glad I don't have to build some of those models Ohh Bayou Starter Box in July Wow those are some big f'in meeples Looking good though, Interested to see more about this game. Also, since there's an official crosswalk, will the malifaux maps be updated with a racetrack in the bayou????
  9. I think a lot depends on your group. My usual opponent is a tinkerer, and likes to pick / counter pick to whatever I play. I on the other hand am usually unsure about what I'll play until the moment i sit down and build a list (and Vassal just makes this worse as I dont even have to worry about pulling out models). In the official malifaux rules, the process flow is Determine Schemes > Choose Faction > Declare Leader > Reveal Crews > Choose Schemes. So I think knowing your opponent's faction (if you're playing a tourney / league, people usually declare that in the beginning) is a safe bet, as is knowing the strat / scheme pool (which TOs tend to send out beforehand). That'll let you at least take a look at the different masters in a faction and see if there's any that your preferred master/masters couldn't deal with. Sadly tho, I think that's all you can really expect to do beforehand (unless you talk to your opponent and you both decide to do the master declare step beforehand). I agree tho, that doesn't give you a lot of time to tinker with lists (other than more general 'what would i do against Ten Thunders?!?'). I usually focus more on 'in this pool, what pieces do I need to accomplish the strats / schemes'. If that's a fast model to get to the back and claim a marker, or someone to kill / hold up a target, I put that into my core group, and then leave a bit of flex at the end for 'oh no! stompybots, I need armor ignore stat!' models/upgrades/etc.
  10. I think most things could use more representation including Malifaux. Full stop. Of course there's no template for 'fair/accurate' representation. I also know what one person would think would be fun another may think is a gross stereotype, but just cause it's hard doesn't mean Wyrd shouldn't try. Simply put, there's a lot of LGBT+ folks in the world, so why wouldn't it be the same in Malifaux? I personally think Wyrd could add some LGBT+ characters and do it well, because the company's models have already been moving past the 'cheesecake' phase of model design, and they've always tried to create strong female characters that don't feel exploitative. There may be some missteps (as anything built by a fairly small team based in the US who may not have a lot of diversity in house could be) but it's worth the effort... and (personally) I'd take some slight missteps over never having anything / scrutinizing art/lore for things that could code-read as LGBT+.
  11. On nice, was wondering if we'd hear about this soon. Looks like a great pickup as part of a gencon style order!
  12. Attacks with card symbols next to them (like the 6 Mask in the rifle) mean that the suit is built in automatically. So the nitro rifle can always declare the trophy hunter trigger no matter what you flip. Attacks only require a suit if they have a TN with a suit (look at obey on Mr Ngaatoro, it's a stat 6 but has a 14 Mask for a tn).
  13. Yeah, one of my gaming buddies plays Guild and feels the same way, the option to dual master helps bring in some counter tech for certain crew/faction match ups. So it's far less 'let me bring the OP combo' and more 'oh man i need armor ignore' These are good questions. I'm mostly interested in the first one, as if everyone is only testing against single master lists, then of course single will be a bit more balanced than double (same could be said about 50 stone being more balanced than 35 stone games or HH/Double Rush). Does that mean that if devs mostly test single master lists that double masters are inherently broken? I don't think so, as the game has good bones beneath it. I do worry that dual master issues may not be on the top of the errata pile as more single master games are played than double master ones (tho I could be wrong). Tournament balance is a tricksy beast. There's a lot of factors to factor in, and with as many models / factions as we have, I doubt any 1 game mode would be truely balanced for every master / faction (I mean heck, I assume there's masters who already don't show up in the tourney scene or others that show up all the time). Like is a dual master list that much worse than a single master list full of pre-errataed models? Again, not quite sure. For me the big part of any of this is fun. Are dual master lists fun to play / play into? For me, its complicated. As I usually play single master lists, when someone drops 2 across from me I usually get a bit of a sinking feeling in my stomach. Is it because I know I'm going to lose? Not really... if anything its something between FOMO and wondering if I hobbled myself by never thinking I could bring a second master. As for playing them myself. I've had fun, but the combos I've played felt like something is off (like the synergy is almost there but not quite). Course most of the dual combos I played have leader only abilities on one / both of the masters. Which is (in my opinion) the best way to balance dual master lists. Instead of flat cost hikes, having a master lose a little efficiency / power when hired in as a second is nice. Course it's hard to do that across the board with shared actions/abilities/etc.
  14. Hehe is it tho? Wouldnt like 3 books be summed up as 'J tries to kill Rezzers while Sonnia does research'... and later books be 'and j gets her ass handed to her by rezzers' Cool idea for a campaign style thing. Obviously the classic starting point would be 'split the lore up into books and go from there' but for it to be useful for people other than cross faction players, it'd probably make more sense to split it up by master (which would probably need the full list first). Personally if it were me and I really wanted to town with this, I'd probably say something like 'each book could/should have an encounter for each master referenced in that book' / 'no master should have more than 2 encounters (cause, madness). Major events could also just get standard encounters (say the event gets a 'x master v something' encounter ala fighting games where at a certain pt you all fight the same boss/mini-boss. I also wouldn't be afraid of having more personal things. Like say one of the J stories of her in a hospital could be Her + Judge against a pair of rezzers, or asylum models. HH / etc could also be options in a 'the master is down, gotta protect em' Course I'd probably also want 1/2 of them to be more story encounters (like Ivan drags Mei from the battlefield) or a modified 'm2e ply for information' and all master lists to signify the guild mixer story.
  15. that's kind of unavoidable with a starter box and existing players right? You don't need the deck, tokens, measuring tools, but a new player does. They either have to have 2 boxes with the models and thus overall higher costs or us existing players have to buy stuff we don't need for the models. Agreed. Yes I don't need any more fate decks (i totally have 30+ at this point) and unless I'm getting cool acrylic tokens I'll keep using the other ones I have, but even tho I'm not going to use em, I think it's a good idea to have starters be ... well... starters. I just hope they include something similar to the quick startup rules in the M2e starter box, cause I know those rules were part of the reason I bought them (not saying they were great, but is nice to have a 'you just bought into a intricate system, breath it'll be ok' bootstrap course). I know it's a bit frustrating as a long time player who only does 50 stone games to be like 'why am i paying for stuff I won't use', but as a new player I did use it. I still use the NB starter deck (even after buying every other new deck I could find) and I used the measuring tape until it broke (and it totally made me a tape only guy even after buying nice acrylic widgets), so I've definitely gotten my money's worth out of the old starter box. As for price, the half blood box is 45 (tho it has an extra tuco model), one flew over is 35 (but it is four 30mm models), these starters are 55. Considering that a fate deck is MRSP 13-15, it puts these in the 48 - 60 dollar range if we used the old m2e starter models(depending on which you start at and how the decks cost), so 55 sits in the center. I know it feels a bit expensive, but we haven't seen anything about the other boxes. So yes, the explorers box is a 40mm and three 30mm modes, but what if another faction gets 4 50mm models (cmon chonky guild models!)? If I were wyrd I'd go for the same price on all starters, and if that's the case, it'll prolly end up that a couple end up feeling a bit pricier and others cheaper for how much plastic you get. I also doubt the profit margin is all that great on these but I'll never know that. Talking about Staters does remind me about how much my mentality towards this game has changed since I started. Starting out I was very '50 stones or why bother' but after doing demo games / etc, I'm happy to field any amount of models from a psueto starter to HH to 35 stones (I think i played a 38 stone game a few weeks ago, ha). So I'm not viewing these as just '4 more models for me to put in my faction' if they're truely good HH crews / good for learning, I'll use em in demo games (instead of having to figure something out on the fly) and give the decks/tokens to players who need/want em or use em for prizes.
  16. I'd be surprised if they didnt get new models. As sweet says, the livestream mentioned it... but more than that, one flew over is out, and half bloods is set to be released in April. With all the work to reduce SKU's I can't imagine Wyrd would release these models 2 different ways. Specially as they'd have to resculpt them to be single piece models (doable, god knows there's more than a few raspys out in the wild, but would be surprising for models that aren't exactly the most popular).
  17. I was thinking about this separate of this post in a kind of 'is funny we got a re-release of collodi as people still like him / want to get him, but haven't seen similar comments for nico or ramos'. Course part of that is probably meta. How did people react? Its been a while but I feel like during initial M3e the boards were pretty on fire about them disappearing as end of m2e was pretty big on ramos/nico lists... but it was no worse than people upset over masters changing their playstyle or changing / losing factions. If anything, I think there was more people upset that tannen/graves lost nephilim/woe, or Lynch leaving NB than there were people upset that certain masters disappeared. Again this is probably meta dependant, but I think most people had 1 m3e change they were upset over (either masters going away, keywords changing from styles they liked in m2e, or models changing faction). I'm sure some people left when their favorite master disappeared or a model went somewhere they didn't want to play, but just as many prolly found new favorites or traveled to new factions with their favorite masters/models. For me personally I wasn't upset too much, cause I buy everything + I was already playing lynch / mccabe as primarily Thunders masters. I also understood that making Thunders more '2-3 dual masters' instead of 5 made sense from a game balance / evened out the factions. And for the dual masters that stayed... the keyword system is so much smoother than m2e rules that it was a net win (as what? 1/2 the dual faction masters had hiring rules that didn't match the other 1/2?). I also really really like the keyword system + keyword abilities, as it really makes some cohesive feeling crews, and I wish I was buying in now to the repackaged models as it's definitely easier to get 'what you need to run x'. I think overall Wyrd did the best they could with a big upgrade change. Yes some things moved around / got lost, but the did end with factions with similar sized keywords / gave masters unique identities that are expressed via their cards/their keyword abilities. And models that lost their in faction leader (either due to dual going away, or DMH) most of them went to versatile, so there's still the option of hiring them in at standard cost (like Tanuki/Hinamatsu). I do kind of miss the guild McMourning tho, not cause it was the best to play (I can prolly count the guild mcmourning games i played on 1 hand) but more that it gave guild another 'one of these things doesn't match the other' masters. Feel like guild has the most 'guns and swords' masters of the factions and a wild card like McMourning let you throw some of those rules out the window.
  18. I definitely prefer to assemble them myself, specially after seeing the improvement in the matrix of new M3E models, but I understand why in a starter box they come preassembled. I think it's nice that a new player can just go to the store, buy that box and start playing right away a Henchman Hardcore game Yep agreed. M3e sculps have been getting really really cool (and really hard to paint cause they're so cool) and I enjoy assembling them (otherwise i would of left years ago), but man from a person selling the game to someone who's a bit iffy on wargames, pre-assembled will be amazing to get them in the door or to do a quick demo / prizes.
  19. I love tanuki in general when I'm playing TT, so if I had space in a lynch crew I don't see a reason why I wouldn't take one, specially as Lynch's crew likes the heals. That said, I don't think they're require / required. As for the adversary removal... it'll work for coop's adversary but not the adversary from killing runaways as that is 'cannot be removed while Cooper is in LoS'. As for Youko into Cooper (I'll admit I'm definitely not a Youko player), I think it'll depends more on what version of cooper you're playing into + what the pool is. For instance. Bill has ruthless and a 3/4/4 damage track + armor, which makes him a pretty good model to go after the rex (as you're pretty much guaranteed a 3 damage hit). But if cooper bails on the rex and brings model 9, now Bill is 1/2/2 which is not the most impressive. Same goes for Hina, if you throw her into the Rex your hand will be destroyed with all the ruthless duels you have to get through, against 9 she's actually a bit better with a built in + and the chance for armor piercing or onslaught triggers to either ping him down or get through the armor. I think beyond the same kind of 'bring stealth plz' statements from Lynch into Cooper there's some general things that may help qi & gong Youko - well to start your opponent will be playing 1 card down, so that's good for a crew who has by your side in keyword. Serene helps a little against predatory hits, tho you'll have to watch models whose min damage is still enough to be scary. I'd probably really try and put hand pressure on him as Cooper can feel like a 'all the cards + focus goes to x model and everyone else is top decking' master, and the fewer high cards the less efficient that engine is. If you're risking it all and choosing suits to discard, I'd prolly go with Rams (put down on cooper, Rip and tear/tear off a bite on the rex), Crows (Maim/adversary on coop, execute on model 9, hold down on ullr). Masks are also fine, but I'm less worried about them than heals/free hits/executes. Bill - as stated before, having a 'flat' damage track will help him against the terrifying/hard to wound rex. Challenge is also always solid, specially with a trigger to get focused. Feel like he could either try and kill the Rex or other model (but lets be honest, he's slow enough it'll be more whatever comes at him, which is prolly rex) Hinamatsu - I like how fast she is, with rush she can really get across a table to target something that otherwise would be 'safe'. While she's fine against model 9 with some of her triggers, I'd go after puppies with her as getting artemis / ullr off the table really helps mess up Cooper's plans. Aggressive stance is also nice, but as cooper isn't super clumpy I'm not sure how many people you can hit at once. She also has enough df tech that some crews 'leave her alone' which can let her scheme in the backfield / score points from stuff like symbols. Kabuki - these guys are solid... when they're in melee, so I'd watch them getting taken out before they can get up to melee range. Additionally since combat finesse just prevents cheating, predatory instincts can still be used to get a + on the hit, which could be enough (with something like rex who is min 3) to give em a bad day. They also tend to take a bit of setup before their greatsword starts doing work, tho with cooper's teams lower wps you may be able to get a lure + rip and tear off easier than i'm used to. Charm warders - I like chaos theory as it's a good way to either get some ping damage out or empty an opponents deck. Chi blade + the irreducible trigger would make them a bit scarier against model 9. That said, lantern / barrier don't really come up against coop as he's not summoning (tho you could stop the runaways demise, haha), so they may end up being knocked off the table / not doing very much compared to other matchups that use those mechanics more. Kunoichi - you're right disguised + bullet proof + nihilsm combine to give a decent amount of anti-cooper df tech, but they are still 6 stone models, so if they get targetted, they're going down. They could be good to at least run down runaways (as I think you could get around the permanent adversary). Bunraku - the df trigger is solid tho you gotta win the duel (and against predatory crews that's not a guarantee). Risky maneuvers is a great way to get out of engagement so you can keep scheming / etc, but cooper doesn't tend to be engaging scheme runners as he can usually just shoot em to death from a range. I'd take em, but if they couldn't hide / make themselves feel not worth the effort, they may go down to a bite or 2. Geisha - honestly I've never taken em, at df 4, 4 wounds I just assume a slight breeze would take em off the table, and apex is more than a slight breeze. Cooper lists also tend to have a lot of models (due to the 3 runaways) so you should be starting with a few pass tokens (I made a relatively elite list (9/artemis/ullr/rex/vatagi/crypsis) and still had 10 models on my side), so you should have a couple of leverageble pass tokens from the start. I'm never quite sure how useful it is to kill runaways rather than letting them get away / letting cooper kill them. My opponent tends to run them into me 1/2 the time so they can at least call for help + try and give me distracted before they die (so whether or not I want to, I kill em). If you like killing runaways charm warders + kunoichis seem like better options to do it than a lot of other keywords have, and will save your big models from having that unremovable adversary. I'm also not quite sure how long Qi and Gong would stand up to a toe to toe engagement with Cooper as the Qi and Gong models are a bit delicate + they don't have the same bubble of terror that Honeypot has to protect themselves, so personally I'd play more of a flanking game with some models (bunraku / kunoichi / hina / emissary) and leave a smaller core (bill / kabuki / youko) to try and mess up rex/etc. That said, whatever happens, it'll probably be a bloodbath + expect for models to be dying on both sides. I didn't really mention 'engage cooper' cause while good (since he can't disengage), he has a few ways to get himself out (rex's tentacles, ullr I've got your back, artemis' roar) so unless you're handling those models / keeping them away from cooper, he'll probably just pop out and be ready to shoot again. Even if you can lock him down, Qi isn't so tarpitty that he'll feel neutralized (as he can still do decent damage with his machete against the right target).
  20. I'd love to see erratas + a new GG as I've gotten way more games in with the pandemic than I was doing before (I mean, what else is there to do than play faux?). And some of the pools / crews selection options are starting to feel a bit static. I do feel for the more casual player as a new GG (when they never got to play too much of the old) and erratas may make them feel like the game is going off without them... but holding things up for them does a disservice to the active community getting games in online + talking about the game, so makes sense to keep soldering on. And lets be honest, if they popped in being like 'what happened' a few people would be more than happy to catch em up by sending them to batrep posts / tactics links for the new strats / etc. Only thing I do worry about is if an errata during this time would feel more more geared to a certain meta / playerbase or playstyle than some of the others as only certain metas have really embraced the vassal life (I know mine has gone silent as noone but me will jump on vassal and mess around). Same way I wonder if the 'hot / not' list right now feels more crowdsourced / competitive than before as there's less time for people to goof around with joke lists on a monday night at a gameshop to try new combos. But then I always wonder what the overlap between 'is too strong/weak' is with 'people say its too strong/weak'.
  21. Hm, you're right, Cooper could be a bit tough for either of those keywords for a few reasons. Some advice: In general, I don't find cooper to be 'super fast' as while some models can definitely hoof it (artemis / rex) 1/2 the time they need other models to take AP to do it (Rex's lash, vatagi on the hunt, ullr's flush them out, artemis' roar) so while a couple of models will get to you turn 1, the rest may be stuck farther back because of it. Some of the classic TT stuff will be good as usual, but some may have weaknesses (like samura/etc not having the range that Coop has, or rex chewing through an emissary's terrifying). Ive also been playing against Rex Cooper lists more than Model 9 lists, so what's bad/good against rex (armor is good, terrifying is bad) doesn't quite line up with model 9. If you're a newer player (and if the opponent is also new) make sure you get a lot of terrain on the board / get used to hiding behind things, as with predatory, just hiding in concealment wont do it. For both Thunder crews I'd try and heap on conditions to blunt Apex's attack power. Distracted / slow / stunned all helps cut down on their efficiency. Some Honeypot advice Trained Ninja is key - stopping coops gun from being able to target its the best df tech you can have. Not sure who the best people for this upgrade will be, but figure first few games bring 1-2 copies and move it around to see where it fits best. WP duels are your friend - Coops team is mostly 4/5 for WP, so obeys off huggy, or come play at my table / etc will have a good chance of hitting. Gwen is a definite. She can put out some decent damage, and with luck thief she can stop predatory instincts in its tracks. Could see her holding up the rex for a while (may die, but rex won't be doing all that much in the meantime) Kitty will have a big target on her for early game gunshots, so make use of incorporeal to hide behind blocking terrain away from guns. Graves - as usual can prolly leave him home as cooper ignores cover, so bodyguard wont be happening, tho if you can get him up to rex, his ruthless would be appreciated. Illuminated - the shockwave could be good to burn through some cards if coop is clumped up with a vatagi + a puppy, and terrifying / regen could keep them in the fight for a while against some of his ranged models. They can also punch pretty darn hard. Tannen - will also have a big target, but if you hide in concealment + activate late you can get a double neg to deal with non-focus predatory shots. Getting out distracted is solid on a majority of coopers models so there's defintely a place. Beckoner - pulling coop models towards you is a bit double edged. Most have ways to get away (tendrils from rex, i've got your back from ullr, etc), and can do some damage up close. But same time killing a key target early like ullr / artemis can cut down on coopers effectiveness later. Try and sop up as many 'good shots' on bad models as possible. Summoning in depleted to engage rex / model 9 would keep them from being able to use AP to take out your more important models. If you're going to kill runaways, kill em all with 1 guy, preferably with stealth (or a depleted or something else disposable). Killing runaways puts a big target on you as you're not on semi-permanent adversary, so if you're going to get it, get it by killing a bunch of em. Not sure how helpful using them as depleted summoning batteries is, but is something to try. Watch out for pit traps. I haven't played bubble crews into coop that often, but even still vatagi's set up the kill can get some serious out of activation cooper shots out. Thats in addition to the usual injured + damage the pit trap puts out. Not sure if this is enough of a headache for you to want to bring a lotus eater to try and remove em, again prolly up to your opponent's playstyle.
  22. Haha, no worries I do that too. I asked a similar question when she came out and the response I got was 'strat markers can't be affected by card abilities unless specifically called out as an exception', and looking in the app, I dont see any. Is also possibly why research mission specifically calls out 'including strategy markers', cause they're just a class of their own.
  23. Text in the rules says: 'Strategy Markers cannot be affected by the effects of models (such as moving, removing, or targeting) except by those effects which are specifically called out in the Strategy.' So lock away wouldnt work as you can't target the marker as per the rules.
  24. Feels like a bit of a cart and horse. If you want to make a tacticia, go for it, make a post, do the work and update it. If it ends up being good enough that it deserves a sticky, well then I'm sure an admin will see to it. Going in with the 'i'm making a stickied post' goal feels like it could just set you up for 'why arent people listening to me / the admins marking this as important?' I'd also really recommend you stick to a single master for a faction, as trying to go faction wide would be way too much to both build / update and for players to read (as most tacticias are really for players who want to increase their skill with a single master, right? not necessarily every one at once). Additionally when I read tacticia pages I go through what I know about the user / their previous posts a bit to find out more about what kind of player they are (what they play, what they like, what arguments they've gotten into on the forums). So if you really want to make your post something that people will want to read / listen to, I recommend using the batrep section to post some of your games or help out with some of the rules questions / etc pages. I know both of them are thankless / unsexxy jobs, but building a community / reputation is rarely easy.
  25. Had a question about block functionality. I've put a couple people on block, but it appears that their posts still show up in the 'recent posts' tab. Is there a setting to remove them from there too, or is that future functionality that can be added to the boards?
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