Jump to content

AlexDS

Vote Enabled
  • Posts

    144
  • Joined

  • Last visited

Posts posted by AlexDS

  1. I've noticed this thing in my last few (3 games). I've used Cooper twice and Jedza once for information.

    During all these network games, when decieding targets for Hidden martyrs you can select all minions, even insignificant models, but nothing else. All enforcers and henchman are non existant, even if their costs should have allowed for it. 

    (I tried to recreate this in a Local game but that seemed to work just fine) 

    • Thanks 1
  2. On 8/14/2020 at 8:00 PM, dannydb said:

    Water is severe ht0

    Pipes are ht 2 blocking climbable 

    Crates are ht1 blocking climbable destructible

    Fog banks/steam clouds are dense concealing

    platforms are various heights block climbable (except for stairs which are open ground)

     

    What about the little pipes stickning out of the generator thingys? Ht1, blocking, climbable? Or just nothing? 

    Just to clarify some more; are the stairs not treated as stairs, but as sloped terrain?

    There is also 2 separate instances of stairs. The stairs leading up to the circular platforms and the six stairs going over the ht2 pipes. Is there any differance? 

  3. Northern Moose Infantry Vs. Team Scotland

    AlexDS - Nekima vs Cleezy - Perdita, 3-5

    Verdeloth - Von Schtook Vs ScottishMetaLew - Marcus, 5-1

    Louie - Basse Vs Rosskow - Zipp, 5-5 

    End result: Draw

     

    Thanks for our games, it was thrilling down to the very end! 

  4. Results report round 2:

    Northern moose infantry Vs Team Savoies 

     

    AlexDS Vs Bedjy

    Lucius Vs Asami

    5 - 7, Win Team Savoies 

     

    Verdeloth Vs Hemgath

    Von schtook Vs Marcus

    7 - 1, Win Northern moose infantry

     

    Louie Vs le_wahou

    Cornelius Basse Vs Lady Justice

    7-6, Win Northern moose infantry

     

    Summary:

    2 - 1 Win Northern moose Infantry 

     

  5. Hello! I just started out Fatemastering for a group of routined RPG'ers and I want to make their experience the best possible.
    The thing is, I've never done role play games before but they did enjoy our first session that was partially written by myself.

    Since my knowledge of Malifaux, (and they know close to nothing) puts me on a strict advantage when it comes to coming up with twists and turns.
    And i like to keep them open to all the options and possibilities the game can provide.

    Question one: I read somewhere that you could just kill of low rank minions when they fall unconcious, but what about higher level who automatically pass their unconciuous test? Can you as GM just decide that enough is enough for the sake of the cinematics?

    I know about the critical effect beeing to severe to possibly survive, and the + to the table depending on negative wounds.  I also know this has been asked a million times, and I have read it. Ive just forgotten.

    Question two: Alot of Fatemaster characters have triggers on their attack, but as far as I see it, no ways to get triggers since they dont flip cards. Can I just choose to use it, or is there another way?

    Question three: These first sessions is mostly about sidequests, getting an income, learning about Malifaux and perhaps getting a bit better gear and grimoire's. How much money should simpler jobs award? There are 3 players, and I did the award for a Guild request to clear a haunted house 20§. (puzzels and some sorrows causing commotion). Is that low or a "good price"?`

  6. Team name:
    Northern Moose Infantry (Swedish team #2)

    Captain:
    Alexander Backström Sälldin (AlexDS) 
    Faction: Neverborn

    Player 2: Andreas Ådén (Louie) 
    Faction: Guild

    Player 3: Andreas Söder (Verdeloth) 
    Faction: Ressurectionists

  7. 59 minutes ago, trikk said:

    You can't tie them in engagement but you still block charges and can surround them.

    I was thinking a bit about size 0. Its given that you cant move over other models. But what does size 0 acually give as a benefit? Sure, you can allways draw LoS over other rats. But as all markers are also size 0, rats are flat? What Happen with shadows?  Since you are size 0 you always are fully within a shadow if you are in it, therefore you can't be targeted? Or did I get the shadow wording wrong her? #flatrattheory

    • Haha 1
  8. 7 hours ago, trikk said:

    Personally I'm slowly thinking about leaving Benny and just skiping the passive rat creation. The most success I had was when I focused on just using rats to soak up damage, tie up enemies and wait for blight to stack, blowing them up in the meantime. Until that I had Taelor and Bishop/Mad Dog so that my opponents can't all in me.

    Rats have no engagement, so you cant tie people up with them even. Im going for a more "out of faction" crew my next try. Plauge crew really isnt done. 

  9. 7 hours ago, Kolath said:

    ^^ This all the way. It is significantly better to have the :+flipwhile healthy than on grit. You will get many more attacks out of it.

    Frankly I think the rat kings are fine. They aren't intended to be hired, you are going to summon one every turn. The cost doesn't really matter (schemes aside)

    Of course its better to have the +flip before, Im just insinuating that the kings becomes really bad once they loose the + flip. That more than often results in only getting min 2 dmg like the rest of the crew. 

    You most certainly can't summon a King per turn and still win a game. The possitioning, card management and AP cost is way to high to even think about scoring VP. 

  10. 41 minutes ago, Adran said:

    Is there a reason why you would want to change their summoning as well as their cost? I will be honest and say I'm unlikely to ever hire a rat king but a drop in cost is unlikely to be the reason why.  And it does have the capability to summon a fully healthy 6ss model just before it is dead, so you have to remember that will be factored into its cost.

     

    There is absolutly a reason. If they dont buff it its not worth the stones. Sure, you can summon a catcher, but if an opponent beguins to target it, its to kill it. And that goes fast. The catchers also have less wounds and less Df. It's a heal of 5 and one AP at worst.

    I'm not saying lowering the cost is the best course of action. Im just starting, at the moment its underpowered. Sure Df 6 is not to underestimate, but 7 wounds and no more defensive tec tend to kill it easily, and render it rather useless after 3 wounds. Other models get [grit aggressiv] with :+flipto dmg, but not this one. 

    Right now its to hard to summon rats enough for kings mid game, making Bennys early game almost the only chance to do it. All factor from rats beeing mind less, not doing anything, how they are summoner, and foremost possitioning matter. 

    A change to the rats might be a better alternative, but changing the replace to 3 rats might improved the Hamelin gameflow and how he was intended to play. 

  11. 1 hour ago, LexLock said:

    Which brings me to Rat Kings, Rat kings are bad for 7ss, they're super squishy and only have a decent attack until they take 4 damage, most importantly they don't have a consistent movement ability and are Rg 0", which means it can be hard to get them into melee without be shot to pieces first, compare them to Ramos's equivalent, a Steam Arachnid Swarm and then cry.

    I'm not trying to say that Rat Kings or Rats need a buff, I'm just saying that they are purposefully understatted because they can be summoned.

    They most definitivly need a buff or decrease in cost to 6, needing only 3 rats to summon. Like gamins and golems. In comparison to all other minions at 7 or 8 stones they are worthless. Most summonable are minions also more resiliant. The 0 range is horribel. It probably would have been ok if they had rush +2, but sadly no. Also if the move for slow duel would get +1 in TN for each stack of blight they had, I would be happy. 

    • Agree 1
  12. 12 minutes ago, trikk said:

    TBH unless playing a masters feels like an uphill battle, I'm ok with it, even if he's not super clearly designed for a strategy.

    I played him without the bonus action and he seemed solid. He needs OOK hires for bruisers, but I didn't feel I was at a big disadvantage.

    It would be nice if he had a way of creating rats at a distance, on BD/Lure trigger, because right now I think most people will start with Benny + Emissary.

    Yeah. Hamelin is in fact quite good as he is. It's the crews synergi and overall powerlevel that is a bit of. And as you say. He lacks good bruisers. We can oly hope they listen and give him a new enforcer model. Yeah Benny almost seem like a autoinclude in most Hamelin crews. 

     

     

  13. 32 minutes ago, LexLock said:

    They took away Hamelin's summoning because blight was too strong but then they took Bleeding Disease from The Stolen and Benny so his crew feels toothless and super squishy.

    I think they should refocus Hamelin on summoning as many Rats as possible, given Malifaux Rats are by far the worst model in the game I don't think it's a big deal if they get spammed a little.

    Either give him a trigger on Bleeding Disease like this:

    :tome Devoured by Rats: If this kills the target summon a number of Malifaux Rats equal to half of it's cost rounded down in base contact with the target.

    Or to really go with the attrition based endless tide of rats theme give him a front of card ability that lets him decide to summon a Malifaux Rat in his deployment zone whenever a vermin (or just Malifaux Rat if that's too good) would draw a card (similar to Jack Daw's injustice ability):

    Endless Rats: When a Vermin model in this crew would draw one or more cards this model may instead summon a Malifaux Rat anywhere in its deployment zone.

    This would allow you to forgo the most useful part of a Malifaux Rat (Demise: expendable) to give the crew a little more resilience in the most Hamelin way possible.

    Unfortunately it's probably too close to the end of beta for large changes like this, so I expect Hamelin will be a bit of a letdown this edition, although I suppose that has the benefit of being able to declare Hamelin in casual games without being given a death stare.

    I like the idea of a second trigger for Bleeding disease. Since its only Hamelin who has it, and it requires stacked blight tokens, a tome a the right timeing, its resistable and you have to kill the target. It doesnt really feel overpowered. The sheer number of rats maby is a bit over the top? Then killing a master would give you 7 rats in one go? Probably should set a restriction, or have it say "summon one rat for every full 3 in cost over 1. That way a 7ss model would still generate 3 rats, and probably 1 from voratious rats aswell. 

    Usable only once per turn seem given. 

    Lets say a 8ss model for some reson have 3 wounds and no blight tokens. You charge it with Black straff causing min 2 damage and 1 blight. Then you burn a Stone for :tome and Bleeding disease with high card for 1 damage and suddenly get 4 rats i.e. a ratking? (requires assembly).

    Thinking of some more, it only makes sence. Its a offensive summoning. High card and :tome for a summon, but it has a restriction in that it has to kill, and the models can't become a real threat unless within range to be commanded or when it replaces the next turn. 

    The second option i believe only would give away more passtokens, since the rats need to move up instead of reducing tokens. And they are probably to slow to catch up. 

  14. So, to bone it out. What does Hamelin and his crew do for certain stratagems? Why Would you pick him/strong suits? Reasons not to pick him/weaknesses?

    Comment and I'll Edit with the most obvious and agreed upon statements. 

    Reckoning - 

    Hamelin has the abillity to Delete models if he put some effort into it, lure to get closer and stack blight, then finish with Bleeding disease. 

    -but-

    His own crew is far to easy to kill, giving up points easy. 

    Plant explosives - 

    Giving out fast to Vermin, commanding them is a useful ability to slingshot Winged plauge and Kings across the board to drop explosives early/ or later far behind enemy lines. 

    Rat catchers have Don't mind me. And can drop explosives while engaged if needed. 

    -but-

    The crew needs to stay close in order for the synergies to work, and all vermin models would probably be dead after they placed the explosives, leaving it exposed.

    Turf war - 

    Defensive play is almost always the best option for Hamelin, with the occational Rat king cannonball, mostly in order to stack blight. Here he can easily defend the back markers while competing for the middle one. 

    -but-

    Getting through to the opponents table half is hard. So flipping their markers can be hard. 

    And once again, the plauge models are rather easy to kill, and have alot of models who cant interact. 

    Corrupted Idols - 

    This one Hamelin is rather ok in aswell. Fighting in the middle is Hamelins cup of tea.

    You can easily get to the board edges with fast kings. 

    Nix can easily shut town some idol moving by activating "Loose bowels". 

    -but-

    The low HP count of his models makes it hard to take enough damage sometimes. And its a huge toll on the models who both need their AP to do other things than heal (yeah Im looking at you rat catcher) and really cant do it that well. 

  15. 2 hours ago, stevenlance said:

    I’m reading the post “would you take this master into...” in outcast. Here you can see the problem of hamelin’s crew, nobody know what schemes or strategy are good for. It’s mechanics looks good but don’t help the crew to solved the important this, not kill, not control, not tank or move. The important thing are the schemes and strategy. And it looks like it don’t have a difinite paper, it’s in the middle of everything but define nothing.

    What do you think? 

    Yeah, I saw it to and its exactly my opinion. Ive tried Hamelin a couple of Times in every stratagem, and he is strugeling with each and every one. 

    There is allways a master that is better at something atm. In my opinion he's only strong suit is turf war. But his models die quite easily, so it can quickly turn around. 

    If not for a scheme pool I can score from easy, I would probably pick another master over Hamelin in what ever stratagem when it comes to compeditive play. 

    • Agree 1
  16. 1 hour ago, Gesuma said:

    Imaging end of turn enemies within 6" of a winged plague or Nix count each blight token as +1 poison :D

    Im mean. Why the hell not? Certainly not to powerful and makes use of the Winged plauges push to. On top of that it will "use up"/reduce the blight with - 1 since that is what poison do aswell. 

  17. 3 minutes ago, stevenlance said:

    I don’t whant the crew broken but I’ll like it competitive. I have cateline miniatures (I love them) and I would not like them in to the showcase like in M2e, yes I Know, in M2e it was very god whith “nothing beast” ash’n Dust” and “montresor”. But that is not play whith hamelin, I whant “plague” crew working alone and some times put a Marlena or emmisary or ash’n dust. I think hamelin is lame now, not very bad but needs a little push, that’s why I’m asking.

     

    I hear you. I just started playing Hamelin right before the launch of the closed beta. Love him and also have the caitlyn crew. Would really like the crew to be compeditive without it beeing broken, thats why I argue that changes cant be to big, yet the crew needs it. It has been discussed at length in at least 1-2 other threads. 

    It is still possible having a strong beater like Arik or Taelor in the crew, but it would have been more fun to get a Plauge model who can take on that role aswell. 

    Also the "one crew one theme" have left Hamelin a little bit in the dark. Levi main function injured and therefore Hamelins crew cant have it, Jack Daw have staggered. Cant we get some poison in the mix? Just something. Blight doesnt do as much as it could. 

×
×
  • Create New...

Important Information