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theamazingmrg

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Everything posted by theamazingmrg

  1. https://www.wyrd-games.net/news/2019/7/11/july-2019-newsletter Reading the July releases section, Wyrd have completely sold out of rulebooks and cards, so unless people can find a retailer with one of the last few copies they will have to wait for the second printing.
  2. I haven't played against Shenlong, and Zoraida only once, but I think part of the reason Zoraida is so strong is the fact her Swampfiends have Stealth. The Obeys are annoying, and she is really good at them, but they don't have a huge range, so you should be able to avoid them using ranged attacks to take out key pieces. But the combination of Stealth and Zoraida being able to cast through models makes that really difficult to do. On the subject of balance though, I have lost all four of the games I have been able to play (all beta rules) but I don't feel that anything I faced was theoretically stronger than anything I could have brought to the table (except Zoraida for the reasons above). I simply lost because I'm rubbish and don't know what I'm doing. I'm fine with that.
  3. You posted a negative post with no supporting arguments. It's not the people who responded who look like trolls. That said, you have followed up with reasons, and that makes you look less troll-ish, which is a good thing! 1. If you only see a charge as a run, then yes, it seems a little off. But its not a run, its a push that allows you to make an attack afterwards. Being a push is important for avoiding effects that trigger off normal walk moves, and can get round the need to perform a Disengage action if the model has a rule that allows it to charge while engaged. The fact it is only 1 action (rather than 2AP) means that you can also perform a normal move first, then charge, extending your threat range by more than what would have been the difference between Mv and Cg stats in M2E. Being a single action also means you can Concentrate first, to give yourself a Focus on the attack from the charge (and the way Fast works now by giving you the extra action immediately offers even more flexibility on how charges can be used). The advantages that charge now has more than outweighs the slight drop in stat value. 2. See the response about charges. Most models actually have a bigger threat range now, even if they do need to make a walk action first. And Malifaux has always had a lot of other movement tricks to make sure that walking is not the only thing going on. 3. I can see where you're coming from here, but it only affects those Masters that had upgrades of similar power levels. Most Masters, in my experience (which I'm the first person to admit is limited), had one upgrade that was consistently better than the others, so it was the de facto choice anyway. Making it so that everything you need to understand for a single Master is on one card helps the speed of the game. It may seem like less variety, but that's not necessarily a bad thing if it means that you and an opponent can understand a crew better. 4. M2E had the Mercenary tax and it didn't stop Johan appearing in strange places. The Keyword hiring rules means that yes, hiring non-Versatile, non-Keyword models from the Masters declared Faction is slightly more expensive, but it does mean that often models can be taken from outside of the Faction at no extra cost. This means that Masters like Mei Feng has a hiring pool of Arcanist, Ten Thunders, and Bayou models in the same crew, with the Versatile and non-Keyword models from the declared Faction. There is a reasonable amount of variety, and hopefully the tax will stop some of the more broken combinations (but probably not, because, at the end of the day, +1SS for nonsense is probably worth it). 5. Have you ever asked your opponent how they felt about Paralyze? Because I would put money on them not loving it as much as you did. It was a horrible mechanic to play against, especially if you played a Faction with limited access to it (or any, for that matter - I can't think of a single Guild model that could inflict the condition, but that's not the same things as none existing!) From my perspective, removing something as powerful as Paralyze is a great thing. 6. Yeah, that sucks. My friend had a Pandora crew that consisted of the core box models, Johan, Mr Graves, and Mr Tannen. Now he can't take any of those last three models and has to buy some new bits. My sympathy is lacking though, because that crew was horrible to play against.
  4. Let me guess, the person whose model was about to be killed thought the rules should have been interpreted differently?
  5. Some of that was just during the beta. In Guild, for example (and I'm sure it was some other factions too) all the pistols were "Clockwork Pistol" for beta testing, but now the cards have been released, Guild Sergeants have Peacebringer, Guard Patrol has Small-Gauge Revolver, Monster Hunters have Custom Pistol, etc. I know that several Bayou abilities have unique names again too but I have done any deep analysis beyond that.
  6. The new edition was officially released on the 28th June. The webstore will be updated at a later date, as @Yew Arcane indicated. Take a look in this thread for the digital copies of the rules and cards:
  7. That would be a Nightmare box I could get behind. Skeleton pirates are all well and good, but not really my thing!
  8. Do you like shooting things? Then Perdita. Do you like hitting things? Then Lady J. Do you like starting fires? Then Sonnia. I've only played a few games myself, and all with Sonnia. She is a good Master to get started with (I think, even though I haven't won a game yet!) as she's tough as nails and can burn things from range, and even summon new Witchlings. The Thrall is a good model for her, but only buy one at the start of the game because it's expensive. You can aim to summon the other one later, if you're lucky!
  9. I like the Thrall, but I'd never pay for two in my starting list. He also relies a little on being surrounded by Burning models so that he can heal himself and survive a bit longer, but he can certainly do some work!!
  10. It certainly makes me feel better!
  11. Almost. Guild, Arcanist, and Neverborn in July. Bayou and Ten Thunders in August. And then Outcasts and Ressers in September. EDIT: actually just remembered there's a possible delay with the first couple of books so it might be August. Whoops!
  12. Now I have £150 worth of M3E it feels like a good time to spend more on a ticket!
  13. I definitely sympathise with you. There's nothing more annoying (in gaming terms) than seeing everybody else get their stuff when yours hasn't arrived. I was just pointing out (for the benefit of those who were blaming Wyrd) that the likelihood is a shoddy distributor rather than Wyrd being to blame. Unfortunately, because distributors aren't bound to a single game system they end up being a law unto themselves.
  14. My LGS here in the UK has had their stock in ready to buy tomorrow (finishing work can't come quick enough!). If the stock can make its way across to Europe in time, I can't help but think any delays into Canada are the distributor not ordering correctly rather than Wyrd's logistics.
  15. There's also the fact that the Fire Golem is a big model. More smaller models in a similarly priced box makes some sense.
  16. Do we have any idea how this will impact UK (or other international) deliveries?
  17. I really like my Guild stuff and what they're theoretically capable of, but they definitely aren't too strong!
  18. I've only played 4 games . 2 against Sandeep (obviously not Neverborn, but it still counts for my experiences playing Guild), one against Dreamer, one against Zoraida. I played Sonnia for all four. Nothing about the Guild stuff felt overpowered, and I had trouble dealing with anything Neverborn. Which Master(s) has you Neverborn player tried? Because as far as I can tell, there's a reasonable amount of Terrifying or Stealth across Neverborn, both of which can limit Guild shooting quite a bit.
  19. Wyrd have said that the Ramones will get rules of their own at some point. My money is on the whole box getting an Explorers League makeover and rules. It just might not be for a while.
  20. It's clear that the vast majority of the decisions relating to M3E have been aimed at attracting new players. Keyword hiring makes working out what to buy for a crew easier Repackaging profiles into Keyword-related boxes makes expanding easier Faction books make picking up a single faction and starting out easier And keeping the model limits to only what comes in a single box (that people won't be buying multiples of because of the repackaging) stops new players feeling like their money is being wasted. It's annoying for existing players, but getting new people involved will help the game grow. Focusing on existing players won't do that (and at least they're doing the Special Orders for new models in boxes with old ones).
  21. I would stick to one Keyword with a Versatile model or two until you get a better handle on things. Looking at that list, you've got a solid start for Last Blossom with the Misaki box, and Crime Bosses. Tanuki are always a solid choice for support and the Archers provide ranged firepower. Start with that, aim for 45 Soulstones and play some games. You'll soon work out if you need to adjust the leftover SS for whatever you need to do. Once you've got your head round Misaki, then play a few games with the Monks. The Versatile models will fit nicely there too I think!
  22. The Thralls ability is pretty decent and makes the model quite tanky. I quite like it. The Queller, on the other hand, suffers from having to be quite close to the enemy to use most of its abilities, and then having no melee attack. A 2" Witchling push and the ability to drop a Scheme Marker don't make up for that. It might become more useful as new strats and schemes come out with Gaining Grounds documents, but we'll see.
  23. I'll hopefully be able to walk for this one!
  24. I believe that a new Sonnia mini (maskless) will be in the TOS 2-player starter set due some point after M3E launches.
  25. All of those things are true, but the problem I had was the Stealth on the models that were closest to me. In order to apply Burning I needed to be within charge range, which is also within range for the other nonsense! To be fair, it was a very slow game so we only actually got two turns and things might have changed turn 3, but getting burning on any model was actually really challenging! He always seemed to be able to cheat just enough to beat me by 1 in most duels. Frustrating doesn't begin to describe it!
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