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WWHSD

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Everything posted by WWHSD

  1. It looks like neither Cover or Concealment are limited to attack actions. Not how to determine is a model is in Cover or Concealment or if there are any types of actions that ignore them by default. I did notice from the stat card that there is no such thing as a Ml, Sh, or Ca action. It's all just a straight stat number.
  2. It looks like you may not be able to walk though someone's engagement range even if you didn't start there. I suspect that it will become much more viable to screen models and objectives than it is in M2E.
  3. This is post has a picture that is easy to read:
  4. I'm not sure if it's kosher for me to post the screenshots I took of the cards here, but this is the video that was posted on A Wyrd Place: https://www.facebook.com/sean.overtonshadowopal/videos/10156543680978064/
  5. Based on what I was able to see for the Accomplice ability on Marcus and Myranda's cards, you will need to discard either a card or a Pass Token to chain activate. The Companion ability on the Wendigo reads the same way.
  6. I saw the Marcus card in a video from GenCon. It looks like a dual faction card. There is nothing on the front of the card that mentions hiring Beasts and neither Marcus or Myranda are Beasts. The Jackalope and Cojo have both the Beast and the Chimera keyword on them. The Moleman card had it's cost and keywords covered by another card in the video so I'm not sure about them..
  7. Where's that fluff from? If I understand what you're saying, when the Arcane Emissary wants to be useful he changes into the the Arcane Effigy?
  8. My concern isn't about the initial buy in, but that every time a new master is added you essentially have the same cost as you did with your first master. In M2E, I'd use the beaters from the Ironside box to fill the hole in the Kaeris crew and the scheme runners from the Kaeris box to fill the hole in the Ironsides crew. I'd have two masters that I could play with just the contents of those two crew boxes. Additional purchases might be intended to optimize one crew or the other but become options for both crews. The addition of another master's crew box doesn't have a lot of required purchases with it because you already own models that fill any roles that the new crew needs filled. Personally, I found that buying a crew box was usually the most cost effective way to expand. I don't think the sky is falling and I do like the idea that crews aren't just going to be whatever master was chosen with the whatever the best model for each role in the faction. There is a downside though to masters hiring mostly models with their keywords. Hopefully, there will be enough models with the Versatile keyword that can fill some basic roles, the hiring penalty won't be too prohibitive, or there will be enough models that have multiple keywords to keep it from becoming an issue.
  9. Some of the crew boxes do, but a lot are missing some core roles. My Ironsides box didn't come with any scheme runners and the Kaeris box doesn't really come with any beaters.
  10. It may reduce the cost of entry for an initial crew but it has the potential to be more costly to expand into new masters. For example, an M2E Resser player that has Nercropunks has a cheap mobile scheme runner that works with any Resser masters they decide to add to their collection. Depending on what ends up with the Versatile keyword and what exactly the penalty for hiring models from your faction with no matching keywords is an M3E Resser player may potentially need a Necropunk equivalent for each of their masters resulting in owning 8 models to fill the role that was filled by one model in M2E.
  11. I believe in the context that the question was asked your “try out” is what is meant by “entry”. For just throwing down some models for some beer and pretzels fun with other people that are making a similar investment it’s completely reasonable to expect to spend about $100 to get to that point and DMH doesn’t really even matter. Two crew boxes and a couple of supporting models comes right in around $100 (especially if you aren’t paying MSRP) and makes a good entry point for someone getting into Malifaux to play with their friends. There are definitely exceptions to this (mostly summoners).
  12. It's probably all a matter of perspective. I was pleasantly surprised with how few models were affected. I was expecting more and was not expecting cards for the models that were being removed.
  13. I was figuring 10 single masters + 45 different 2 master combinations. I was assuming you’d only be able to hire one additional master in a game. The number of models in each faction differ currently but the number of masters in each faction is the same.
  14. I’d be willing to bet that the number of players that only own Collodi and travel internationally to play is tournaments is probably small enough that Wyrd could foot the bill for replacing Collodi with the master of their choice.
  15. Assuming that my math is correct, in a faction with 10 masters to choose from in M3E, there are 55 possible master combinations that could be played. If there’s a big difference on which master is the primary master of the crew that’s more like 100 combinations. A faction with only 8 masters is at 36 (or 64).
  16. As far as the information we’ve been given, only Collodi and his totem are going into the DMH. If Collodi is your only master, you probably aren’t playing in tournaments so Collodi being a DMH model is irrelevant.
  17. The information on the M3E website insdicates that all of the new stats will be added to the app for free, will be available to download and print, or can be purchased as part of faction packs. They will also be sending M3E cards to stores and distributors to update the models that they have in stock.
  18. There’s a tremendous difference in scale that we’re talking about here. M3E might be putting $60 or $70 worth of models across the entire game into a state where they still have rules to use in casual and select tournament play. When GW scraps a faction, we’re talking about $1000+ armies that no longer have any rules.
  19. Fair enough. The reason for restricting masters from tournaments is that it keeps the number of masters balanced between the factions. It’s unfair for Neverborn to have 10 masters available to choose from while other factions only have 8. If Wyrd doesn’t do something to remove masters from the tournament rotation then everytime they want to add a master they’d need to add seven. Given a few more years and they’re sitting at 14 or masters for each faction. I don’t see why Wyrd would bother lying about DMH. If they would have just annouced that all of the DMH masters and their totems were becoming legal proxies for the new masters, it likely would have received a warmer reception than DMH has and it would have required next to no work.
  20. As a prospective player, I'd see how Wyrd is handling this edition change as a positive sign. New rules will be free. New model stats will be free (with an option to buy physical cards if you prefer). Every current model is getting an updated stat card at the release of the new version that is balanced for competitive play.
  21. I pictured the main use for that to be slamming the Saboteurs in near an enemy model that has abilities that really require cheating to get off. Drop them near something like a summoner and force them to try and move away of have to deal with the Saboteur.
  22. But can be a lot more expensive. It always amazes me that people pay that much for cards.
  23. I think that almost everyone that runs tournaments in the South Western US has said they’d allow DMH masters at their tournaments based on what is known so far. As far as I’ve seen, the people declaring that DMH models are as good as removed aren’t the people that organize tournaments. What I actually think will happen is that DMH models will be permitted at almost every tournament for awhile after M3E but as time progresses more tournament will stop allowing it as the demand for doing so from players fades. It will become like the painting requirements in Gaining Grounds with tournament organizers doing what is popular with players in their area.
  24. I'm with Ludvig here. The examples from the FAQ you gave are talking about how a "when killed" ability interacts with "after killing" abilities. With Malevolence and an after damaging trigger, they appear to have the same timing, so you'd resolve the triggers first and then resolve Malevolence (per the timing chart).
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