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WWHSD

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Posts posted by WWHSD

  1. "After you’ve built your Crew and are ready to face an opponent, you’ll be able to generate Strategies and Schemes, keep track of your Crew information (everything from Health, Conditions, Tokens, Victory Points, and more) while also seeing your opponent’s tracked information, as well."

    I hope this doesn't mean that this app will work backwards like "Bad Things Happen" did. Having to generate a crew before generating the encounter isn't how Malifaux works and that should be reflected in the official app.

    • Agree 1
  2. 11 minutes ago, gozer said:

    It's page 26 but yes, this rule provides evidence that the "rules as intended" is for models to be engaged in order to be unable to walk out of a model's engagement range.

    Until an FAQ or errata, this is a great reference rule if the circumstance arises at the table.

    I think the bit in the rules that state that you can't use the walk action to leave an enemy model's engagement range is a better reference to use. 

    As far as I can tell, it is impossible to be engaged and not in an enemy model's engagement range so the bit you quoted is accurate and not in conflict with models being unable to leave engagement range with a walk action. 

    • Agree 1
  3. 18 hours ago, CrimsonWraith said:

    So, basically all of the beasts. At that point, take it from the Rattler, too. Then its Marcus, his chimera order cronies, and whatever beasts are in faction. Of course that would make his starter unplayable as a whole, so won't happen.

    Sure. Leave the Rattler to Neverborn. It doesn't really matter how it breaks his current crew box. He'll be getting a new crew box in M3E. Having dual faction Masters with very different hiring pools of models that they work well with seems like a great idea to me. 

  4. On 3/25/2019 at 11:57 AM, Jordon said:

    The problem with stealth, at least with Marcus is that he already had that as an option via his camouflage mutation. Feels like it doesn't really address the overall problem people had with the cat and especially so with running it with Marcus.

    If I wanted stealth, I would have just used the mutation - which gave an additional buff on top. Now it feels like that mutation would be wasted on the Hoarcat and it still doesn't fix the issue of it just not being what Marcus needs - which is a good general purpose cheap minion.

    Please just give the poison gamin the beast characteristic and Raspy can keep her kitty for all I care.

    I usually used the Stealth and Camo mutation on my bigger more expensive models and wouldn't usually have them available for the Hoarcat. They really do seem like they need more damage, maybe get extra damage when attacking something at half wounds or below. That kind of fits in with the the rest of the stuff on their card.

    • Agree 1
  5. 3 hours ago, retnab said:

    Nope. It can even mine Soulstone, unbury, and then do something else if it'd like.

    I hadn't noticed this before but the current wording disallows charging after unburying. I'm OK with that, how does everyone else feel?

    If it can’t charge after unburying, I’m not really interested in hiring one any longer.  I’d rather see it be able to unbury and charge than generate Soul Stones.

     

    *EDIT: I don’t see anything that keeps the Miner from unburying and charging. It just can’t charge a model that hasn’t left its deployment zone without walking first. The Wp3 really sucks though.

  6. On 3/9/2019 at 10:14 AM, 50 SS Enforcer said:

    I plan on switching factions to adjust to my playstyle (witchhunters here I come!) but the other passionate players wont even touch the game because of reva. (4 giant metas arn't playing because of her, because their henchman isnt pushing the game anymore.) 

    I'm not sure where you're getting your facts. Neither of the SoCal Henchmen that I know were Resser players in M2E. I do know that my local Henchman took a break from his M2E faction after the first few weeks of the closed beta and was excited about the early beta versions of Reva but lost interest in her as Wyrd seemed to be listening to folks who wanted to water down Pyre markers and insulate her crew from all of the negative effects from them, even though they already had tools available in the crew to mitigate the risks. That wasn't specifically a Reva problem either but rather a part of larger issue of where the game was going.

    When M3E was announced we were already down to about 3 regular players and 4 more that might each show up once a month. I believe that we got everyone into the closed beta and soon after that started we were down to 2 regular players and maybe two folks that would drop by for the occasional game.  By the end of the closed beta it was pretty much just me and the local Henchman playing. Since the start of the open beta, there are no longer any regular players.  As far as I know, there hasn't been a game of Malifaux played in San Diego County in 2019. 

     

  7. 1 minute ago, DerangedGamer123 said:

    Honestly the AR debate gets stale quick as soon as you take it away the balance of Archanists just seems out of wack from what I had seen....

    Which is exactly the problem with having Arcane Reservoir on Magical Training.

    • Agree 1
  8. On 2/16/2019 at 9:41 PM, thewrathchilde said:

    But at 1 model it is definitely pretty meh for a 5 token trigger especially compared to Guild’s 4 token trigger. 

    Meh Rider is definitely not worth 11 SS right now..... not even 10 SS.....probably not even 9 SS.....

    now if it was discard X number of scheme markers within 6” or scrap markers within 6”.... still wouldn’t be worth 11 SS but would be better than it currently is. 

    It is one model reactivating as a chain activation in a game where reactivation is very rare. I think that Mech Rider probably pays a heavy price for the potential upside of both the built in suit and the reactivation on that ability making hers the most swingy ability on all of the Riders. I'd rather have something more consistent with less potential and see her get buffs elsewhere on her card.    

    • Agree 2
  9. 48 minutes ago, azgadil said:

    @WWHSD Why we think card draw and Hand Limit are too strong? Guild gets those bonuses and then some.  Guild has good stats good abilities and good synergy and still gets card draw. Hmmmm 

    I don't think I ever said that it is too strong. The point I was trying to make is that if there is a cheap Arcane Reservoir upgrade available in a faction, everything needs to be balanced around the assumption that every crew is going to have a 7 card hand and that upgrade becomes something that becomes an auto-take that ends up in every crew because playing without it feels like playing with a handicap. In the month or so that Arcane Reservoir was not on Magical Training, there were a few crews that really felt the hit of the smaller hand size and now that the crutch of Arcane Reservoir was unavailable.

    • Like 1
    • Agree 1
  10. 6 hours ago, retnab said:

    If something pops up again and again as the most influential piece outside of a Master, either nothing else is keeping up because that model's too good or the rest aren't good enough.

    I think that in a Chimera crew, whatever models players are choosing to focus the support of models like Marcus, Myranda, and Ferdinand on is going to have a good chance of feeling like it was the MVP.

    • Agree 2
  11. 51 minutes ago, Jordon said:

    I also played it today and while it scored the bulk of my VP, I just couldn't get the final trigger off due to me not having any pass tokens. I'm not going to say she was worthless as she's a very effective scheme runner. In fact I really like Mech Rider, I just wish her final trigger was better.

    Even if you don’t have any pass tokens, her ability allows you to reactivate one model. It’s a pass token for each model after the first.

  12. I’d like to see her get to use her Chain Spear attack as a 6” projectile attack. I think that it would help her stay in position to be useful with her other abilities.

    • Like 1
    • Agree 1
  13. 35 minutes ago, retnab said:

    I was just looking over the Foundry again and really taking a hard glance at the Survivors. Honestly, I don't know why I would ever hire one. Magnetism instead of RtR is a benefit in a very niche set of scenarios and otherwise is just a weaker option. The gun, while a decent range, is both low in damage and actively hurts your crew on half the triggers, and the model otherwise offers nothing. Does anyone see a home or a role for these things?  TBH even they were bumped down to 4ss I don't know if I'd take them still.

    I think they are your pick when you expect to be playing into a crew that can shut down the Foundry Scrap marker shenanigans. For the same price as a Rail Worker they've got a better statline, and the same durability (Hard to Kill + Armor +1). They do give up some offensive power, and the ability to make scrap but I think there's plenty of that in the rest of the crew. Between Magnetism and their 2 inch push when nearby enemies Cheat Fate they should be able to move rather quickly when RtR isn't a real option.  

  14. 4 minutes ago, dannydb said:

    but if you have the gamin activate within an oxford mages aura range i guess you can choose to remove the slow and then replace it so the the golem doesn't come in slow?

     

    both "trigger" when the model activates so i'd immagine the controling player gets to choose the order

     

    also which gamin do you place in in base to base with? any of the 3?


    The Golem isn't gaining slow because the Gamin had the condition (but it would). It is gaining the condition because it attached the upgrade during the replace.

    The Golem can be placed in base contact with any of the Gamin.

    2-14 Rules, pg 35:
    "If multiple models would be Replaced with one
    model, the new model is placed into base contact
    with any of the original models."

  15. 2 minutes ago, cbtb11235813 said:

    I agree with @retnab that the criteria need tweaked for future proofing. I think everyone knows how this is intended to work, but RAW is weird, and will only get weirder in the future. I like the demise option, and have never liked Banasuva's demise anyway and wouldn't be sad to see that changed. 

    Smoldering Heart is a bad demise ability. It really needs to be a place effect instead of a create effect to be useful.

    It would actually be kind of cool if the Summoning upgrade allowed any 3 Gamin to combine into Banasuva.

    • Like 1
    • Agree 2
  16. Just now, cbtb11235813 said:




    As for summoning Golems when hired as a secondary, I personally don't see it being an issue (having only two summon upgrades means you have to have hired gamin to do it), but I wouldn't be opposed to making it a leader only ability just to be sure. 
     

    You're right. For some reason I was thinking that Sandeep was able to summon 3 models when not the crew's Leader instead of 2. That's already self limiting enough that I'm worrying about nothing. 

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