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Mycellanious

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Everything posted by Mycellanious

  1. Reva mind controls her followers, gets them to kill themselves, then resurrects them as her thralls...
  2. But Wyrd intentionally makes some aspects of a Keyword anti-synergistic in order to create interesting decisions. In this case, you need to choose whether leaving the Burning on a model to kill it later is more important than Dropping a Scheme Marker to score VP now, or whether its more important to keep burning on that model than to use it to heal your Thrall and keep it alive. In Chimera, only the Beasts are affected by the Adversary they give out. Marcus, Myranda, Paul , and Vogel do not benefit from it. Same thing with Myranda's heal, she CANNOT heal Vogel, Paul, or Marcus, the master. It would be very easy to include "Beasts OR CHIMERA" but Wyrd deliberately chose not to. Same thing with Chimera's Adaptive Evolution, not everyone has it so if you want to use your cool upgrade mechanic on the Rattler, that upgrade is not coming off. Maniqins and the Coryphee Duet cannot heal themselves or each other, as another example. Doc Mitchell can't use his Gun if Parker can see him or he dies is another.
  3. I dont play TT, but I play against them a bit. The Emissary is good with every master because of his insane card drawn, but he's absurd with Asami because this card draw allows her to summon a Jorigumu every turn (you need one 13 and a stone, and the Emissary lets you redraw your 7 card hand.)
  4. Short answer: yes Just be aware that Malifaux is a game where different models play differently in different situations. Vogel is also one of my favorite models (its a werewolf with a top hat and a bow tie!) and I used him a ton before getting Marcus. Just be aware that he functions differently in a Marcus crew vs another crew TL,DR Marcus' crew lets Vogel be aggressive and he tends to be in Wolf form, other crews use Vogel as a support piece in Human form Marcus' crew give several key advantages that let Vogel preform 1. Upgrades. Vogel is a squishy guy. In a Marcus crew he has tons of defensive Upgrades that let him be aggressive and stay in the fight, where when I run him in other crews if my opponents reach him he tends to die immediately 2. Cards cards cards. Vogel eats cards for breakfast lunch and dinner. In a Marcus crew thats acceptable because Marcus draws a lot of cards. In other crews, you dont have the cards to constantly pitch for Triggers, Intimitating Authority, and Shapeshift. In other crews, my Vogel tends to stay in 1 form and shift maybe once, where in a Marcus crew he shifts nearly every Turn What Vogel brings to other crews without this is a very good ranged action, a very good bonus action, a very strong heal, and a sitational Scheme Marker removal. 1. Vogel's attack is very strong in all crews. 8" range is a bit short (within walk-charge range of a Mv 4 model), it is not a Projectile so it ignores Cover and Friendly Fire and it attacks Wp, which tends to be lower and gets around a ton of defensive Tech. The Beast's attack is also good at Mele range 2". This allows him to engage many enemies without them engaging him back which I think is currently underrated. It allows him to hit enemies w/o being hit back (without moving) and Interact while stopping them from intetacting. Both also have solid damage tracks of 2/4/5. 2. Impassioned defense is a FANTASTIC bonus action. Giving shielded at Range is strong and is actually better in non-Marcus Arcanist crews, because they tend to have a lot of Armor which stacks very well with Shielded. This bonus action also has a great Mend trigger to Heal 2, when paired with the damage reduction the bonus action provides makes models very tanky. I sometimes put Soul Stone Cache on Vogel so I can stone for the Mend trigger (or Armor Piercing on the Beast's attack). The Beast's bonus action doesnt work with other crews 3. The File Papers ability is soooo good. You cant appreciate it now, but once you get more experience with the game you'll learn how valuable ranged Scheme Marker removal is. His ranged scheme marker removal, that has no Target number AND is baked into another Action for efficiency AND happens without using the Interact Action AND DRAWS YOU A CARD. It makes Vogel a very good scheme defender, he denies Breakthrough, Search the Ruins, and Harness the Leyline very well in all crews and because it just happens when he walks, it means he can keep up with fast scheme runners or pick up 2 Markers in 1 activation. Thats about all I got off the top of my head. Let me know if you have any questions. The last thing I'll say is that Vogel can be fun to play with the Mechanical Rider (a versitile model). This is because the Rider can feed cards or suits to Vogel, while Vogel's bonus protects the Rider very well. The best part tho, is that you can use the Mechicanical Rider to reactivate Vogel. So you can be a Human, become a Wolf and attack people, then reactivate and go back to Human, all in the same Turn 😛
  5. Maybe it is because the Trigger does not have a range specified? Richochet for example specifies that it has a range of 3" from the target. Split the Soul however does not specify its own range, but references "within range." Therefore, I think this must refer to the same range as the Action, otherwise I dont think the Trigger could work. Within range of what? "This is why I wrote out the action and trigger, replacing "within range" with its game-equivalent "within 4"" Where did you get 4" from? 4 is not printed in any part of the Trigger. What happened is that you, like us, defaulted to the range of the Soul Flute Action, because that is the only Range that "within range" could possibly refer to. It MUST refer to the SAME range as the Action, because otherwise the requirement for the Trigger cant be met because there is no Range specified in the Trigger, and the Range of the Action is Pulse 4"
  6. Yea, thats fair. In practice tho, are there any summons where it makes a difference?
  7. But the summon effect does measure distance from another object. It measures distance from Som'er "Summon the named models anywhere within range" If you place the model on a ht 4 building and Som'er is 3" away horizontally, the model is not within range.
  8. I think here you are mixing up a specific situation with all situations. The rules state that if there is an unblocked sight line, both have LoS to each other. Because thats how seeing things in the open work. No one is disputing that in this scenario both have LoS. The problem is that you cannot extrapolated from this specific scenario that in all other scenarios if A has LoS to B, B must have LoS to A. Its just not a logical move and since the rules do not specifically state that LoS is ALWAYS reciprocal, we cannot assume it to be ALWAYS reciprocal. I am capitalizing always because, yes, in thr case of UNBLOCKED sight lines it is always reciprocal, but the "model on top of building" scenario does not fall into that category
  9. And when you summon you measure distance between the summoner and the spot you want to summon the model as normal (horizontal+ vertical) and place the model within that range.
  10. "They need to add "may not" have LoS because not every instance of blocked sight lines prevents LoS. " Exactly. So one model's may be blocked while the others may not. "each of two or more in reciprocal action or relation" Again, I think this supports my arguement. The sentences you quoted from the rules mean both models CHECK to see if they have LoS, and in THAT sense are reciprocal in ACTION (as the dictionary states), if one model checks, the other models checks, however you are conflating this with reciprocity in RESULT of that check which I do not think is a position supported in the rules. The rules state that attempting to draw LoS is reciprocal, not that result of determining LoS is reciprocal
  11. I think I disagree with this. That part of the rules refers to "picking something up and placing it sonewhere else." When you draw range from the object's original position to its current position you ignore vertical distance, but the summoned model doesnt have an original spot. That creates weird scenarios where Sommer summons models "within 6"" that are 7 or 8 inches away from him... A similar problem arises for Ride the Rails if you ignore verticality. Foundry models can only place in base with Scrap within 12". So if I measure up a hight 4 building to a Scrap marker 12" away horizontally, the distance between Mei Feng and the Scrap marker is 14". However, could I argue the distance between them is actually 12" because it is a place effect? I think the answer to both RtR and Summoning is "no," because when checking range to the Scrap marker or the spot you want to summon it must be within the range if the ability. Sommer cannot summon on top of a Ht 4 building if he is 3" away because when drawing range from Sommer to that spot the distance between them is greater than 6"
  12. The two objects MAY not have LoS to each other. So for example if one were on a building and one in that buulding's shadow one can have LoS, and the other not... I also contest that the phrase "to each other" necessitates reciprocity. Why do you feel it does? For example, "to see if two models can eachother" is merely a succinct way of saying "both of you check if either can see the other." I can see you, but you cant see me is a perfectly valid way for that sentence to resolve. "We drew sightlines to eachother and mine were all blocked, while you had some that could reach me"
  13. Follow up question, Split the Soul is an After Suceeding trigger. Do the models you choose need to end their moves within 3" of Chiyaki? I think so. So if Izamu and Yin both start within 3" of her, but either moves outside of 3" from the Action, they are no longer elegilble targets for the Trigger
  14. All sight lines that pass THROUGH the terrain are blocked. Made that mistake in my first m3e game and lost my master turn 1...
  15. I agree with what everyone is saying, but something I'll add is 1. Try not to tilt. Bad Things Happen, but the person who keeps their focus wins the game. I've had games where Lady J murders 20ss worth of models at the top of turn 2, but by focusing on what I need to do to score VP I managed to pull out wins. Dont let a bad turn, or a bad flip, or a good play from your opponent shake you, and often times staying confident in the face of loses CAN shake yout opponent. There is nothing worse than when you think you are begining to run away with it, and your opponent says, "I still feel confident," because what trick does he have uo his sleeve? 2. Malifaux is a game about trading, trading resources, trading models, etc. Due to the hand mechanic of the game, each player gets to choose 1-2 things that are definitiely going to happen per turn. Similarly, because it uses a deck of cards, everyone's hot streak must run out, and every bad luck streak must end. I came into Malifaux a perfectionist and hated when any of my models died, but eventually I realized that Malifaux is fundementally a game about trading pieces, and whoever makes the most efficient trades wins the game. Its ok to throw away a model, if the resources your opponent put into killing it allow you to gain an advantage elsewhere. 3. Press the Advantage, because of the finitie amount of cards in the deck, some model somewhere is going to have a good turn. Sometimes its Mei Feng popping off and killing 3 minions, and sometimes it goes to a Raikworker's focused attack. Identify where your luck went to this turn and press that advantave. 4. Conceed when necessary. Similarly, someone somewhere on the board is gonna have a bad turn. I almost never cheat in defense any more, a card cheated in offense is worth much more than one cheated in defense, not just because damage perminantly sticks but because ties go to the attacker, so a 10 used in defense is worth less than a 10 used on offense. I use my models hp as a resource to save me cards and cost my opponent actions.
  16. so to clarify in your specific case, because it was a Shockwave 2 Marker attempting to affect a model on a height 2 building, and since Shockwave Markers are height 0, the model and the Marker would need to be 0" apart horizontally for the Shockwave Marker to affect it (2 = x + 2).
  17. Originally, each suit of the cards had a faction that was representative of it. Arcanist was for Tomes, Guild was for Rams, Resser was for Crows, and Neverborn were for Masks. Now however, I believe the Ten Thunders as a faction better represent Masks than Neverborn. Not only are the Thunders trickier and more secretive while the Neverborn kind of just beat face, Mask suits are more important to Thunders models than to Neverborn models. Thunders as a faction better represent the Mask suit. Change my mind.
  18. To clarify a bit, Hazardous used to work like that in the Beta, but the wording was explicitly changed to exclude models because of Mei Feng of the Thousand Pushes. As a Mei player I'm all for reverting it The way Hazardous works for models is "You take the damage when you move or are moved." So you can't Charge them to ping the damage, but if you Lure them into the Aura they WILL take a damage. If you Trigger "Yer Comin With Me" or "Mass Hysteria" while they are in / move them into the Aura they will take a damage.
  19. Yesterday I discovered that I could add models to my opponent's Crew via the reference list during a Network game (specifically Mindless Zombies). I dont know if thats intended, but I figured I post it.
  20. To be a bit more specific, model limits only apply to YOUR crew. Its entirely possible for both crews to contain the "same" Rare 1 model, or even for masters to fight themselves (just ask the Viks)
  21. "Action Triggers are tied to specific Actions and can only be used with that Action. They are found below an Action’s effect and are subject to all game effects that affect the Action (such as Incorporeal or + flips to damage)." Hard Throw is an Action Trigger. It is therefore subject to all game effects on the Action, including positive and negative damage flips generated via the Accuracy Modifier
  22. Imo it sounds like your friend would be interested in "board warping" crews, that is, crews that spend turns changing the board into a favorable state for the rest of the game. I view it as kind of similar to "engie building," and I love it for the "puzzle box" aspect, ie: "I move this model here, which allows this model to do THIS which allows that model to do THAT" Most crews in Malifaux do this to some effect, but the crews imo that really focus on it are: Foundry (Mei Feng)- this is the crew that I play. Early turns revolve around placing Scrap Markers around the board which your models can then teleport to. I definitely dont consider them a "late game" crew, but once you get your Railways up you can pull off some crazy stuff. December (Rasputina)- creates Ice Pillars to physically block models as well as Slow them and empower their own models. Raspy can use Pillars to increase her own range. Savage (Euripides)- also uses Ice Pillars, but Savage models use them to heal and move themselves around. Euripides can teleport between them. Other big combo crews are: Family (Perdita)- which focuses on models generating out of activation Actions from other models Elite (Lucius)- which focuses on using Obey chains to draw cards and abuse Agent 46.
  23. You could score both versus any crew. But you could score full points for both versus Viktorias!
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