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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Another defaults to "not the model where this text is written" essentially (see the FAQ released last March). So in this case, it means a friendly model other than Meredith.
  2. I more meant that Manos stagger is just generic tech against them, but good tip about the poison!
  3. Surely we can all unite and agree that this tech should exist so that we can all shut down Cadmus Hives and make them move 1?
  4. Although I guess I should cite the rules: And the FAQ: So we can see from the FAQ that the bury and the heal are separate effects, and you only ignore the bury. If we apply the same logic to the unburying process, then other effects still occur.
  5. Because the only effect that doesn't happen is unburying. Everything else has to be done. So this is more obvious if the text said "takes two damage and unburies." I believe you'd take two damage, realise that you can't unbury, and ignore the unbury.
  6. Note that page 34 has rules for Sequential Effects for generating and resolving effects, and rules for Simultaneous Effects for generating and resolving effects... But there are no explicit rules for what we might call Delayed Effects (effects like Stand Back that are generated early on and resolved later). So it is ambiguous what to do. When a case is ambiguous, best to discuss it with your playgroup and come up with the way you all want to play it.
  7. Different people play this different ways, but I would play it: Each scheme marker dropped generates a separate instance of Stand Back! You wait until the after resolving stage of the action to resolve it (I believe that's step 6) because that is when it says it resolves. Then all the generated Stand Back!s try to resolve at the same time. You use simultaneous effects timing (page 34 of the rulebook). EDIT: Or if the markers were dropped at different times, you use the rules for Sequential effects (i.e. the marker that dropped first gets resolved first). So you resolve each of them in turn. I would play that you measure on resolving (rather than on generating), as things just get much simpler for lots of effects if you measure on resolving. So for each effect, find a model that is currently within 3" of the marker that generated the effect and push it 3" away. So in theory you could have a 'railgun' sort of effect where if you line up the markers perfectly, the model gets pushed 6 or even 9 inches.
  8. That's okay. Everyone needs time with other games to be reminded how much better Malifaux is.
  9. Sounds fun! Seems like a good strategy to reward cheap models if interacts are all equal as well.
  10. Awesome stuff @HomelessOne this might interest you, I think you were interested in these bases.
  11. How does supply wagon work? One object that you can interact to push across the table?
  12. Lol, that's awesome. Yeah, although Forgotten minions are far too squishy even with the upgrade. On a Hanged or Student it'd be pretty sweet though.
  13. If implemented, I reckon it should definitely be done at the start of a month (i.e. March), and not started halfway through a month. Adding a bullet point (or even a bolded bullet point) to the next announcement could help with that side?
  14. I think that might be the old player pack, they've updated the player pack here: https://drive.google.com/file/d/1iVxiCpDVS4VEHkWL46VpIMFJIPmyB5f0/view Note round 3 map changed entirely.
  15. Thanks for the explanation! Always tricky coming from different metas with different terrain assumptions!
  16. The player pack calls it blocking, but not climbable. Doesn't mention impassable. But I'm confused, if it is just blocking, doesn't that mean you can just walk up it? All blocking does is block LOS?
  17. Yeah, after my last game against English Ivan, I think Anna is almost an auto-take in this matchup. Except in a situation where you are limited on which model to choose, so having to balance the options xD
  18. Great points! I quite like the lighthouse since it gives a safe place to keep a 50mm base and hide it safely until the end of turn 1. Archie for example can just chill there and leap out if need be. Oh, strange, so it is neither impassable nor climbable. Potentially a good spot for a sniper, since it is so hard to get up that hill to attack it!
  19. With the app's attacker/defender assignment broken in the app, it is a bit tricky to get attacker/defender assignments (since you have to coordinate a time to hop into Vassal to do the flip). This in turn makes crew selection a bit tricky. If possible, it'd be great if Bag o' Tools did the assignment for us. I don't know if the functionality is there, but thought I'd mention it. It'd be super easy in an excel sheet, of course, but then that doesn't track all the other stuff. If it's not doable, oh well!
  20. Yeah, I just worry about the strat/scheme pool. Between Recover evidence, claim jump, sabotage, breakthrough, spread them out, and take prisoner... Having positioning advantage/dictating the terms of engagement seems critical, which Toshiro (and to an extent Anna) don't help with.
  21. Ultimately, WTM just seems like a vastly inferior Gravity Well. Gravity Well stops the summon being placed in an area, full stop. WTM just gives the opponent a choice/tax - you can summon in that area if you want to, but I might discard to do a thing. The fact that it has a worse effect and a higher cost just leaves it as vastly inferior to the Gravity Well option. So it seems like an ability that could be removed entirely, since the faction already has a gravity well option.
  22. Another option to consider of course is Toshiro + Grave Digger. Fits in perfectly for the 15 stone limit, and is pretty good on Recover Evidence, and you can only summon the little doggos off of Ashigaru I think.
  23. I've been wondering the same thing myself. As far as I can tell, there is not a consistent balance philosophy/goal for crews. I think feedback (and especially battle reports) have played a large role, though. One issue is that tournament results aren't always reported, and they're typically very small samples. There's also the question whether you balance for tournaments (which I imagine over 90% of games are not tournament games). Personally I think it is the best way to balance. EDIT: I did ask the app developer if they tried to distinguish between tournament games in the app data, and the response was they weren't sure if there is any reason to differentiate between the two. So they might not consider tournament games to be different from casual games from a balance perspective.
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