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BimVooDoo

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Posts posted by BimVooDoo

  1. Don't you consider bringing to the list the Noxious Nephilim? I used it in a couple of crews along with Sloth and the flight + fast makes him a good beater, also you can draw a couple cards with him the first turns, also provides you with a easy corpse to give focus with GST. 

  2. On 4/1/2020 at 5:07 PM, Adran said:

    You have also missed actions such as Immolate (which is the burning version of blood poisoning).

    I think the review you have given misses an important section - how easy it is to put those tokens (conditions) on the models, and how useful those tokens (conditions ) are for anything else. So Burning and Poison have the advantage that they are useful entirely on their own. The models don't need to work in combination to get them work, so Sonnia can still be a threat even if nothing else in the crew puts out the burning condition.

      I don't have enough experience between brilliance and Blight, but a quick glimpse of the cards suggest its easier to get Brilliance on models (if players are actively trying to avoid), and brilliance has a much wider set of effects in general. Blight is much more of a slow developing token, and largely used for damage. 

    So at a simple glance, it looks like Bleeding disease is too strong, but there is often a lot of set up to get it to those levels. Hamlin would need to spend several turns to set a model up enough to kill it with bleeding disease by himself.

     

    Well, i think Bleeding Disease is too strong because some reason. In our community, Hamelin can put 4 Blight tokens with the lure the first turn. Then, Nyx can use Bleeding disease once because the enemy model is near Hamelin, (Lure Stat 7 12"), then the obedient can do it once or maybe twice, nyx also can do it twiche. Obedient is a very powerful model because of the Bleeding Disease,  tummy aches, the rule that makes impossible to cheat against her in opposed duels if you have blight, her high resistance with manipulative and stealth. 

    And, some says that there are no more interactions for the blight, this is false. Hamelin can make you a Df 0 Wp 0 with the staff, as it gives you injured +1 for every token. So 4 tokens makes the BEST stat model 6/6 a 2/2, against duels with stats of 5 and 6 (Obedient, Nyx). But wait, there is more, the totems, the Stolen can use vomiting disease from 10" stat 5 and if you have 3 or more tokens it makes 1/3/4 with + to damage. Very strong. And Nyx have the bonus action, Loose Bowels that makes you unable to interact as long u have blight and are 6 inches from him. If he engages you, it´s nearly impossible to interact even if you push him 3-4 inches. Also, if you have any Df triggers or attack triggers within 6 of Hamelin, he can cancel your trigger by lowering the Blight by 1. 

    Also, it looks like the summoning of rats is useful, the rats with stat 3 can make you 0/1/1 blight. So if you have injured, you can´t even defend from a rat and it increases the blight easily as long as you can´t prevent that blight. 

    Hamelin has the power to literally explode any model in the game if he does it well. It´s single target damage, yes. But he can focus on any model from the oponent and kill him in a turn without wasting cards to cheat damage, it´s very powerful. 

    I´m not saying it´s the most powerful damage of the game, as long as it needs a very good setup, but it´s awful that, my master in my last game against Hamelin, McCabe could die because a 5SS model (obedient), does him 8 damage without being capable of cheating, and killing him in a single activation. (McCabe 12Wd mounted and then 7Wd dismounted), this was 16 Dmg points as McCabe was wounded while mounted. 

  3. [Nacional de Malifaux – GoblinTrader Madrid Norte – 25 y 26 de Abril 2020]

     Desde GoblinTrader Madrid Norte (C/Marqués de Lema 7, Madrid) nos complace anunciar que el segundo Nacional de Malifaux se celebrará este año también en Madrid. Afinad los banjos, sacad brillo a las armas y cargadlas bien, porque se acerca la contienda. 

     ·         Estrategias e intrigas: se seguirá el sistema Gaining Grounds Season 0

    ·         Facción única, máster variable, se permite contratar otros Master pero no está permitido el uso de las miniaturas de la Death Man´s Hand.

    ·         3 partidas el sábado 25 (registro a las 9:45 y primera partida a las 10:00) y 2 el domingo 26 (primera partida a las 9:45, fecha estimada de clausura a las 15:00).

    ·         135 minutos por partida + 10 minutos para la confección de la banda.

    ·         Premio de pintura para la banda más espectacular.

    ·         Premio de pintura para la miniatura más espectacular. 

    ·         Inscripción: 15 euros

    ·         Aforo: 50 jugadores

    ·         Sábado por la noche: el favorito del Brewmaster!

    ·         Muchas sorpresas!

    Aquí quedan las basesBases Nacional 2020.docx

     Los detalles para el pago se adjuntan en un documentoTickets instructions.docx

    [Malifaux National - GoblinTrader Madrid North - April 25 and 26, 2020]

     From GoblinTrader Madrid Norte (C/Marqués de Lema 7, Madrid) we are pleased to announce that the second Malifaux National will be held this year in Madrid as well. Tune your banjos, polish your guns and load them well, because the contest is coming up. 

     - Strategies and schemes: Gaining Grounds Season 0 will be followed

    - Single faction, variable master, other masters are allowed but the use of Death Man's Hand miniatures is not allowed.

    - 3 games on Saturday 25th (registration at 9:45 and first game at 10:00) and 2 on Sunday 26th (first game at 9:45, estimated closing date at 15:00).

    - 135 minutes per game + 10 minutes for the making of the band.

    - Painting prize for the most spectacular band.

    - Painting prize for the most spectacular miniature. 

    - Registration: 15 euros

    - Capacity: 50 players 

    - Saturday night: Brewmaster's favourite!

    - Lots of surprises!

    Here are the RulesTOURNAMENT RULES EN.docx

     Payment details are in the attached document

    Tickets instructions EN.docx

     

    ----------------------------------------------------------

    IMPORTANT NEWS: due to the worldwide situation with the Covid-19 and specially in Spain where the quarantine has been extended, the Spain Nationals are postponed until further notice. We plan to have them but at this moment is not viable in its current dates, as soon as we get a new date we will let you know. For those who have already paid your tickets they will be valid for the new date, or please contact GoblinTrader Madrid Norte to have it reimbursed. 

    AVISO IMPORTANTE: debido a la situación actual del Covid-19 y especialmente en España con la extensión de la cuarentena, los Nacionales de Malifaux son aplazados hasta nuevo aviso. Seguimos planeando llevarlos a cabo pero su fecha original no es viable, tan pronto como tengamos las fechas nuevas os lo haremos saber. Para aquellos que ya habéis pagado la entrada se os mantendrá para la nueva fecha, o si preferís que se os devuelva el dinero contactad con GoblinTrader Madrid Norte. 

    • Like 2
    • Thanks 1
  4. Las festividades ya han vaciado las calles de la ciudad de Malifaux y después de dejar una temporada sus diferencias a un lado, los habitantes de Malifaux vuelven a sus intrigas y sus maquinaciones, por supuesto esto solo puede significar que el conflicto vuelve, y vuelve a Goblin Trader Sur.

     

    ¡Así que adelante con las bases del primer torneo de este 2020!

    BASES 

    INSCRIPCIÓN

    El coste de la inscripción será de 10 euros y será destinado íntegramente a premios.
    Mínimo número de plazas: 8.
    Plazas: 16.

    Se seguirá el Gaining Ground Season 0 tanto para puntuación como para las Estrategias e Intrigas, podéis encontrarlas en el siguiente enlace:

    https://static1.squarespace.com/static/54fe412ce4b0c449f7369857/t/5db9d54e3c4f652f768d593c/1572459855510/GG_Season_0.pdf

    ELECCIÓN DE BANDAS

    Las partidas se jugarán a 50 SS.
    Se declarará una facción al inicio de torneo y de ahí se escogerán los líderes para cada partida. 

    Se podrán contratar masters pero no están permitidos los perfiles de la Dead Man’s Hand.

    RONDAS

    Se jugarán 3 partidas y cada ronda tendrá una duración de 2:15 horas.


    TIPO DE DESPLIEGUE

    El despliegue estará definido en los encuentros.


    ESTRATEGIAS & INTRIGAS > 


    RONDA 1

    DESPLIEGUE: Wedge
    ESTRATEGIA: Reckoning
    INTRIGAS:

    1 - Detonate Charges
    5 - Dig Their Graves
    9 - Outflank
    11- Deliver a Message
    12 - Claim Jump

    RONDA 2

    DESPLIEGUE: Flank
    ESTRATEGIA: Plant Explosives
    INTRIGAS:

    1 - Detonate Charges
    2 - Breakthrough
    4 - Search The Ruins
    8 - Power Ritual
    10 - Assasinate

    RONDA 3

    DESPLIEGUE: Wedge
    ESTRATEGIA: Turf War
    INTRIGAS:

    6 - Hold Up Their Forces
    8 - Power Ritual
    9 - Outflank
    11 - Deliver a Message
    13 - Vendetta
    Se revelarán 7 días antes de la fecha del torneo.

    PRE-RELEASED MODELS

    Se permitirá el uso de miniaturas que aún no estén a la venta, representándolas mediante una miniatura de tamaño parecido y con igual tamaño de peana. Es obligatorio usar las cartas oficiales, en caso de que no esté disponible, la última versión de la carta de la beta o una captura de la aplicación M3E oficial de Malifaux.


    PUNTUACIÓN Y EMPAREJAMIENTO

    Se seguirá el sistema TP/DIF/VP explicado en el Gaining Ground.

    Además tendremos una novedad y es que testearemos una nueva aplicación para torneos. Utilizaremos la aplicación Best Coast Pairings, crearemos el evento y podréis uniros para ver los resultados y estadísticas del torneo en vivo así como la introducción de vuestros resultados. Podéis ver la aplicación y descargarla aquí:

    https://www.bestcoastpairings.com/


    HORARIOS

    Apertura: 10:45.
    Partida 1: 11:00 a 13:00
    Partida 2: 13:15 a 14:00
    Descanso para comer: 14:00 a 16:30
    Partida 2: 16:30 a17:45
    Partida 3: 18:00 a 20:00
    Entrega de premios: 20:15

    Si hay partidas en curso cuando se acabe el tiempo de la ronda se terminará el volteo de cartas en curso y los puntos de victoria serán los que haya en ese instante.
    Se darán avisos cuando quede una hora de juego, media hora, quince y cinco minutos. 
    Para los jugadores que lleguen tarde, su rival habrá ganado tanto los volteos de despliegue como de iniciativa.

    PREMIOS

    Entregaremos vales para el top 3 y se sortearán material de Wyrd entre los asistentes.

  5. BASES

    INSCRIPCIÓN

    El coste de la inscripción será de 10 euros y será destinado íntegramente a premios.
    Mínimo numero de plazas: 8.
    Plazas: 16 .

    Se seguirá el Gaining Ground 2018 con las misiones de M3E, podéis encontrarlas al final del manual de M3E

    ELECCIÓN DE BANDAS

    Las partidas se jugarán a 50 SS.
    Se declarará una facción al inicio de torneo y de ahí se escogerán los líderes para cada partida.
    No se permitirá la contratación de masters además del líder de la banda así como las miniaturas de la Dead Man´s Hand, siguiendo el formato de
    torneo británico.

    RONDAS

    RONDA 1

    DESPLIEGUE: Wedge Deployment
    ESTRATEGIA: Turf War
    SCHEMES:
    Take Prisoner
    Vendetta
    Assassinate
    Outflank
    Dig Their Graves

    RONDA 2

    DESPLIEGUE: Wedge Deployment
    ESTRATEGIA: Plant Explosives
    SCHEMES:
    Hold Up Their Forces
    Assasinate
    Claim Jump
    Dig Their Graves
    Detonate Charges

    RONDA 3

    DESPLIEGUE: Standard Deployment
    ESTRATEGIA: Corrupted Idols
    SCHEMES:
    Deliver a Message
    Harness the Ley Line
    Detonate Charges
    Breakthrough
    Take Prisoner

    Se jugarán 3 partidas y cada ronda tendrá una duración de 2:15 horas.


    TIPO DE DESPLIEGUE

    El despliegue estará definido en los encuentros.


    ESTRATEGIAS & INTRIGAS >

    Serán reveladas una semana antes del evento.


    PRE-RELEASED MODELS

    Se permitirá el uso de miniaturas que aún no estén a la venta, representándolas mediante una miniatura de tamaño parecido y con igual tamaño de peana. Es obligatorio usar las cartas oficiales, en caso de que no esté disponible, la última versión de la carta beta.


    PUNTUACIÓN Y EMPAREJAMIENTO

    Se seguirá el sistema TP/DIF/VP explicado en el Gaining Ground.


    HORARIOS

    Apertura: 10:45.
    Partida 1: 11:00 a 13:00
    Partida 2: 13:15 a 14:00
    Descanso para comer: 14:00 a 16:30
    Partida 2: 16:30 a17:45
    Partida 3: 18:00 a 20:00
    Entrega de premios: 20:15

  6. M3E is more about sinergies between the crews and playing the game with models you like. In Ressers we have lost a lot of summoning mechanics, but this is not a nerf, it´s just that some crews play different. Now i don´t have to summon everyturn a rotten belle with Seamus, but that does not mean i cant keep playing with Seamus, it´s just other kind of game. And i´m glad to admit that counting with only 10 conditions is better than the more than a hundred M2E conditions...

  7. Hello fellow wyrdos, 

    Yesteday i bought the 10T stat and upgrades pack and while i was reading all the cards looking for changes, i got to the reliquary upgrades. And i saw these two. 

    911701605_photo5854859612606542753(1).thumb.jpg.91eb50b5497c5bfb8cee62568eeb8d50.jpg2052084931_photo5854859612606542752(1).thumb.jpg.50e2b66af7285c5715dac64c28a8c751.jpg

     

    Is this the new look for Izamu and Chiaki? Chiaki looks amazing and Izamu a whole lot more menacing than now. 

    What do you think? 

    • Like 1
    • Thanks 1
  8. 2 minutes ago, Rift said:

    why do you rate the insidious madness so highly...out of interest?

    Im nor rating them so highly but the capability of take the focus out and give distracted without any kind of defense is pretty good also. And they can do it buried

    • Agree 1
  9. 1 minute ago, Tors said:

    But those Terrifying, incorperal and regenerating aren't the lucid dreaming ones (except Chompy) and aren't summonable. So you have to buy them at the start, which again cuts your deck shaping. 

    Daydreams are incorporeal, have Lucid Dreams and push nightmares, also they cost 3 ss Alps give negative to dmg flips and they cost a bit more. The Terryfing ones are the Insidous madness and are incorporeal and Terrifying and yes, you need a 11mask, but are pretty cool also. In the beginning of the post you can see the initial crew that contains 8 models with Lucid Dreams that are almost 16 cards in turn 2. that left the dreamer deck with 38 cards. Yes, its random between 3 cards, but those contains a few low cards easily

    • Agree 1
  10. 1 hour ago, Rift said:

    i think thats a bit of an overreaction. you can only have 3 stitches....so fiendish gamble is pretty limited as it is

     

    And is summoneable, 2 ap for each Stitched, and gamble your life ignores terrifying, incorporeal and focus. Yeah, pretty balanced. 

     

    If anyone does not believe me, i will learn how to play with vassal so anyone can see what i´m saying. But besides this i´m open minded about crew list that can defeat the dreamer, better if the crew list are on Ressers, Ten Thunders, Outcast or Neverborn so i can test them against The Dreamer in tournaments. 

  11. 4 minutes ago, Adran said:

     

    You can't use chi on the current wording of Gamble you life. Its not a duel.

     

    Yep, you are right there. It´s not a duel, so if i do not flip a RJ i´m f*****

     

    6 minutes ago, Adran said:

    I would say alps and daydreams don't look all that hard to take down if that's what you're trying to do. 

    Having faced it twice now, will you allow the dreamer player to freely use those models to trim the deck, or will you change your game plan to not allow them to survive that long to be removing 7 cards on turn 2?

    Also I think its one of those things that starts off catching people unaware, but it takes more effort on the side of the dreamer player than you might realise once both sides know what it does. I think if you played that crew and didn't ever use lucid dreams, you wouldn't think its a crew that works pretty well.

    Yeah, i´m aware that with al alpha i can take down a few lucid dream models but here is another problem, stitched together are Df 6, 6 Wd and Armor +1, they are not taken down easily by many models in the game, and the Dreamer can summon them again full HP and the unbury in your face, ready to do the gamble. 

    I understand your opinion of Lucid Dreams, but i just see that the dreamer is cheating in front of me and i can´t do nothing to stop him but killing his models, and that means that i can´t focus on doing the Schemes and Strategy while he can. So, for me, that means a game lost. 

    • Agree 1
    • Respectfully Disagree 4
  12. 7 minutes ago, Rift said:

    I dont think Stitched together would be worth taking at all if they did not have fiendish gamble.

     

    Gamble your life cuts both ways, if the stitch loses the duel he gets damaged.....so if you allow the ability to be cheated you kind of have to remove the damage back swing on the stitch imo.

     

     

    In M2E, Gamble your Life was cheteable and also had the backswing in the damage. With same stat, think that if he ties with the other model, the stitched wins. The only models that could win the stitched are the monks as in any kind of duel can decrease the chi to gain +2 to the duel or the enemy cheating a RJ to stop your 13. The backswing has to be there. If not, the damage should not be cheateable and the track worse, like a 2/3/4 and affected by terrifying and incorporeal

    • Agree 3
  13. 38 minutes ago, cbtb11235813 said:

    As my 2 cents on Lucid Dream, I've played probably 15 games against Dreamer, with just about every iteration of him throughout the beta. I really don't think Lucid Dream is a problem. The amount of effort that needs to go into removing 10 cards a turn makes it not viable in most cases. I've seen multiple people try to break it, and every time it fizzles. 

    That being said, I think Stitched are incredibly strong. I've been bringing 3 of them with Collodi, and they are the only "beaters" I bring, and are more easily abused in a Collodi crew. Are they totally busted? Not sure about that, but they are definitely on the upper end of the curve.

    It´s a bonus action, and the crew works pretty well as i have said. Maybe there are not 10 cards a turn, but sure they can remove 7-8 cards easily if you don´t take down one or two models per turn and the dreamer does not summon anything else with Lucid Dream. 

  14. 1 hour ago, Hawkoon said:

    I've been against fiendish gamble from when it first came into play, as I think this ability bypasses the downside of lucid dream.

    Without fiendish gamble lucid dream provides a diminishing benefit for each card removed. For each low card removed the chance of having to remove a moderate or severe increases. This leads to a natural restriction where at some point the risk of losing cards you actually want to have in the deck isn't worth it.

    If stiched together lost fiendish gamble, this seems fairly balanced. (That someone is able to remove 25 low cards by turn 4, seems extremly lucky, even with access to fiendish gamble)

    We should also not forget that the risk of drawing the black joker increases for each card removed.

     

    I agree with your opinion about fiendish gamble, but i do not agree with your last argument. The risk of fliping a BJ is increased, but also increases the probability to draw it and keep it in hand and never fliping it. Also, if you reduce that probability, the statistic says you will flip more red jokers than the other player, and this makes it pretty powerful also.

    • Agree 1
    • Respectfully Disagree 1
  15. Hello wyrdos, 

     

    I had recently played a couple games against The Dreamer and i have only one thing to say: Lucid Dreams is absurdly good. 

    In the last 2 games, with the same crew (The Dreamer, Chompy, 3 Stitched, 3 Daydreams, Serena Bowmand and 1 Alp) at turn 4 and 5, the crew removed 25 cards, not counting with all the 13 that come back to the deck as the stitched used them to Gamble your Life flips. 

    The Dremer´s deck had only a 5, a 6, and all the remaining cards were 7 or greater, that makes the crew almost invincible as all the flips are good or very good. All dmg flips are moderate or severe and the control hand of The Dreamer was pretty good. 

    I think this thing is overpowered and it´s a hell to play against. 

    But it doesn´t stop there. Gamble your Life is unstoppable, being a tactic makes the action skip Terrifying, Manipulative and Incorporeal, as he saves some 13 or 12 removed by Lucid Dreams to do the flip is almost imposible for the Stitched to lose the duel. So the Stitched are a soulstone burner and one of the best minion killer as the stats on the models are ignored also, being just a flip with no modifiers. Hard to Wound can save your life sometimes but against 3 it´s almost impossible. 

    In our game, i lost 3 or 4 models just trying to stop the Stitcheds, and they were not bad models, Katanaka Crime Bosses, Ten Thunder archers, etc...

    I think Lucid Dreams needs a nerf or at least a rework to make it less powerful. Also Gamble your Life should be reworked, making it an attack action or at least being able to cheat the duel and not the dmg flip. 

    • Agree 15
    • Respectfully Disagree 2
  16. Saludos habitantes de Malifaux, después de la Semana Santa viene la hora de bajar las torrijas. ¿Y qué mejor forma de hacerlo que dandole a M3E?



    Con la beta de M3E finalizada, llega el momento de coger los cambios y darle en el primer torneo de formato estándar de M3E en GTS. 

    Y sin más dilación aquí os dejamos las Bases!

    BASES

    INSCRIPCIÓN

    El coste de la inscripción será de 10 euros y será destinado íntegramente a premios.
    Mínimo numero de plazas: 8.
    Plazas: 16 .

    Se seguirá el Gaining Ground 2018 con las misiones de M3E, que podéis consultar en el post del foro.

    ELECCIÓN DE BANDAS

    Las partidas se jugarán a 50 SS.
    Se declarará una facción al inicio de torneo y de ahí se escogerán los líderes para cada partida.

    RONDAS

    Se jugarán 3 partidas y cada ronda tendrá una duración de 2:30 horas.


    TIPO DE DESPLIEGUE

    El despliegue estará definido en los encuentros.


    ESTRATEGIAS & INTRIGAS >


    RONDA 1

    DESPLIEGUE: Flank Deployment
    ESTRATEGIA: Plant Explosives
    SCHEMES:
    1 - Detonate Charges
    2 - Breakthrough
    7 - Take Prisioner
    9 - Outflank
    11- Deliver a Message

    RONDA 2

    DESPLIEGUE: Standard Deployment
    ESTRATEGIA: Turf War
    SCHEMES:
    1 - Detonate Charges
    5 - Dig Their Graves
    6 - Hold Up Their Forces
    9 - Outflank
    13- Vendetta

    RONDA 3

    DESPLIEGUE: Corner Deployment
    ESTRATEGIA: Reckoning
    SCHEMES:
    6 - Hold Up Their Forces
    7 - Take Prisioner
    8 - Power Ritual
    10- Assassinate
    11- Deliver a Message


    PRE-RELEASED MODELS

    Se permitirá el uso de miniaturas que aún no estén a la venta, representándolas mediante una miniatura de tamaño parecido y con igual tamaño de peana. Es obligatorio usar las cartas de la beta actualizadas esa semana.


    PUNTUACIÓN Y EMPAREJAMIENTO

    Se seguirá el sistema TP/DIF/VP explicado en el Gaining Ground.


    HORARIOS

    Apertura: 10:15.
    Partida 1: 10:30 a 13:00
    Partida 2: 13:15 a 14:30
    Descanso para comer: 14:30 a 16:00
    Partida 2: 16:00 a17:15
    Partida 3: 17:30 a 20:00
    Entrega de premios: 20:00

    Si hay partidas en curso cuando se acabe el tiempo de la ronda se terminará el volteo de cartas en curso y los puntos de victoria serán los que haya en ese instante.
    Se darán avisos cuando quede una hora de juego, media hora, quince y cinco minutos.
    Para los jugadores que lleguen tarde, su rival habrá ganado tanto los volteos de despliegue como de iniciativa.


    PREMIOS

    Tendremos kit de torneo oficial y habrá premios para los tres primeros clasificados. También realizaremos sorteos de lo sobrante de lo recaudado.

  17. 22 hours ago, Banned said:

    Bete noire is very good, I use it with ASURA and I have some crazy combos, thanks to "zombie apocalipse" with the trigger "come to me" (Books, Crow)

    Agreed, Bete Noire is a good model with a high mobility combo. Also with Seamus killing it´s relatively easy to place anywhere, and charges for free...It´s pretty cool. 

     

    About Sybelle, i use her with Seamus a lot. Here i read that has not sustain. She´s a henchman, so she can use prevention. Also has Terrifying 11, which added to the Scarlet temptation of other Redchapel models it´s almost imposible to pass, also htw and gains focus 1 if an enemy is lured towards his 6" radius. 

    She has nice triggers, 3/3/4 track that with his Critical gets on 4/4/5 in the worst case, can get blasts and can push enemies off...

    Beckoning call is a nice Lure and the undivided atention makes the whole band a bunch of resistent bastards. Also she can disengage Seamus with a bonus action. 

    She´s pretty good in my opinion. 

    • Agree 2
  18. 33 minutes ago, trikk said:

    It works but requires 3x5 and 3x7. You will most likely need 2-3 card to do it so it's more of a cycle than a draw. You can also BJ in the middle and it's actually quite expensive for what it does.

    Thanks for the fast answer, i thought it´s legal, and i know that the resource investment is there, but there are not high cards and you can get rid of low cards with the draws

  19. Hey wyrdos, we have some troubles undestanding a combo one of us have developed, We need your help to get to the solution. 

     

    This is the situation: Lucius, 3 changelings and the Agent 47. 

    So this is the combo:

    Changeling 1 activates, uses his Once per Activation action to copy Issue Command, targeting Lucius to use Issue Command over Changeling 2. 

    This way you get 1 card and the Changeling 2 uses his action to copy Issue Command again to target Lucius. 

    At this point is where the doubts are. Issue command says: 

    Issue Command 12" 7 - 12 This Action cannot target the same model more than once per Activation. Friendly Minion, Mimic, or Elite model only. Target takes a non-F Action.

    So in theory, as Changeling 2 is using the same action to target Lucius, Lucius can´t be targeted more than once in this activation. But the rulebook "Once per activation" says: 

    A model can only take an Action or Ability that is once
    per Activation once during an Activation.
    A model can only take an Action or Ability that is once
    per Turn once on any given Turn.
    These limitations are all by Action (or Ability) and
    model
    , so a given model could, for example, take multiple
    once per Activation effects so long as they were
    on different Actions or Abilities. Additionally, multiple
    models that have the same Action (or Ability)
    with a once per Activation can each use that effect
    once per Activation.
    Some of these effects have additional modifiers, such
    as being limited to targeting a specific model once per
    Activation. These work the same way, with the specific
    limitations mentioned.

     

    If it works as we have figured out, you could Issue Command like this:

    Changeling 1>Lucius>Changeling2(1 card draw)>Lucius>Changeling 3(1 card draw)>Lucius>Agent 47(1 card draw)

    This way, you cast 3 Issue Command over Lucius by 3 diferent models and as Lucius uses it´s Issue Command with 3 lower cost models, you get 3 cards and the Agent attacks. 

    I don´t know if we are missing something on the wording or this is not how is intended to work. 

    Any comments? 

    Thank You

  20. What´s up wyrdos, 

    I will be running a M3E Tournament for all players, if anyone is starting with the rules i´ll be there to show you how everything works. 

    The event will be in our LGS, GoblinTrader Madrid Sur (C/ Enrique Fuentes, 16, Madrid).

    The strategies and schemes will be revealed next week so everyone has time to think about the crews!

    FB LGS Post: https://www.facebook.com/events/363056800945083/

    2 masters maybe? Not? Molly and Seamus are besties now :D

    See you there, and remember, everyone is welcome

  21. 3 hours ago, ClanAzule said:

    Yeah this is game killer stuff, no idea how these got out of playtesting.  not only are they stupid overpowered for their cost, they create a very negative play experience for the opponent.

    In our community, we are looking to give them a quickfix until a real nerf is done by Wyrd, we don´t know if it´s better to put a limit on 2 Rhinos by Company or keep testing to make the aura a TN 1X Sp or Df check. 

     

    But yeah, i had several complaints about this unit and we have only had 2 tournaments yet...

    • Agree 1
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