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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Also you cannot charge while engaged, so you can't use that to leave engagement. Other than that, moves will generally allow you to leave engagement.
  2. Something like 32% or more of the table should be covered in terrain that affects movement, from memory. So do you just do lots of impassable terrain?
  3. I realised Archie just seems nuts for Reva. He can generate corpse markers (dismember), he can pick up and throw corpse markers (and therefore corpse candles). It'd be pretty neat to go: Enemy model activates, does something. Archie throws a corpse candle, at that model, leaps, charges them, flurries for two attacks. Reva is 17" away, charges, takes three attacks. Someone uses grave spirit's touch on the corpse candle, putting a pyre marker down, so they'll take burning when they next activate. Draugr charges onto the pyre marker, uses it to generate +s to the duel. Etc. That's a whole lot of attacks for not a large amount of investment. You don't even have to be that bunched up, as long as Archie can find a corpse candle (or in a pinch, corpse marker) to throw! Can also summon an ashigaru there with Toshiro. Reva + Toshiro + Archie seems like a great core. Is she another one of those masters that has to rely heavily on OOK? EDIT: Plus Archie is immune to burning, so the pyre markers don't cause any trouble for him.
  4. Ogid has great points above, but be careful of trying to hit her with conditions if the crew has condition removal (such as Serena). Focus is always a good answer to tricky beaters like her. Also avoid bloodlust- I see this all the time with Archie, where opponents get him down to 2 life and then chase him around the board. You can't chase down Archie or Nekima. You can just get them low enough in life that if they come near you again, you kill them. That is enough that they become less of a problem.
  5. It is a bit tricky without seeing your games, but this sounds like the key here. If she comes near your crew, blow her up. If she runs off, continue with your strat and schemes. You can't have lone scheme runners zipping about. She will hunt them down. So need to do schemes and strats that allow your crew to stick together (though not so close she can engage 2+ at a time). Punish her when she comes near. Also could always request a game without double masters. They are pretty ridiculous. You could try double masters yourself (taking Zoraida to obey your beaters to hit Nekima even more for example).
  6. I think the big way to answer this is to foster a spirit of clean play at your tournaments. We are pretty big on clean play, and letting the TO call the shots if there is any ambiguity. There have been some moments when both sides are tired, but everyone has resolved them well after. I agree perfect rules that are templated precisely (like Magic for example) could be useful, but you can play good games without them. It'd be different with major prizes on the line, so I should note our tournaments only have like $50 for the top prize so far.
  7. Sequential effects continue to be at the centre of most rules confusion for me, so I thought it'd be helpful to get a feel for how other people are applying the rule from page 34 (digital) It has some parallels to the actions generated in the midst of other actions: I see these as a general principle that you don't resolve one thing while another thing is still happening. But how are other applying the sequential effects rules?
  8. I largely agree with Adran, but am still confused by when +1s are used. Early on I had assumed the +1 abilities would simply add to any existing heals (in which case of it'd become one heal), but there doesn't appear to be a clear rhyme or reason to + vs no +.
  9. There is a recent thread on schemes you can find some data on Cool initiative. I'll try to add content later.
  10. It all gets confusing as there are at least 3 interpretations of black blood timing that make some degree of sense to me, so any conversation around the ability is going to need a lot of context. Long story short, probably easiest to resolve it with your local playgroup until an FAQ arrives. But hopefully all this helps!
  11. This is not a correct summary of my position on this one. Even if you resolve black blood damage at step 5, that does not mean you resolve Hayreddin's heal aura, which states: Which would yield: Black blood damage happens at step 5. Nearby models take 1 damage (such as a Crooligan). Lilitu ignores the one damage. This queues a heal effect on Lilitu (to be resolved later). Lelu dies at step 6 Lilitu heal resolves. Note that it doesn't say when it ignores damage, it heals 1. Nor does it involve an instead. It says after it ignores damage. So (assuming) damage is fully resolved at step 5, the heal still has no reason to resolve at step 5.
  12. Is she his PA, or his wife who keeps him line. "No, you dolt, you're not supposed to run headlong into danger! *uses I've got your back to pull him out of engagement*"
  13. I reckon they might all be Henchmen/enforcers. The guy in the front is my first pick for Henchman just because he is highlighted over the others. I wouldn't be surprised if his totem is an animal (massive attack dog or something)? They feel like they need some stuff from the wilds outside Malifaux, not just a band of hunters. EDIT: oh wait, is the guy in the front the Master? He must be, the description of Lord Cooper fits him way better. He could own a mansion.
  14. Dead Rider is almost certainly better for the ability to ignore severe terrain. Throw in all the other abilities, and it is worth two extra stones. However, it may not be worth the money. I suggest playtesting Kentauroi if you already own them, and maybe proxy Dead Rider for a game or two. I have the opposite problem and am using Dead Rider with McMourning for budget reasons.
  15. Apex keyword, so will be themed around hunting/being apex hunters presumably.
  16. To try to summarise my view (ignoring other black blood shenanigans). Although doing this from memory on my phone, so hopefully I get it right. If you hit a Lelu and it splashes black blood onto a Lilitu, there does not appear to be a timing point that causes the Lilitu to heal as far as I can see. If Hayreddin said "when a model ignores the damage, it heals" then there'd be a strong case that the combo works. Since it says "after a model ignores damage", then the effect presumably has to wait until either everything else is resolved (page 34, after effects and sequential timing) or a rule specifically calls for it being resolved. The Lelu heals as a result of the Lilitu healing. If nothing causes the Lilitu to heal, there is no heal generated for the Lelu. Thus when you get to 6A of the Lelu, or 5 of the Lelu, or any of the Lelu's steps, there is no heal available. Step 5 of damage timing is after damaging, step 6 is for heal effects on the Lelu... Nothing in there heals the Lilitu as far as I can see. So the Lilitu should heal after the Lelu is dead... At which point it can heal any Lelu still on the table.
  17. There is a discussion on the rule forums about it. I don't think it works. There is no official answer until an FAQ.
  18. I've had an opponent try this against me. It did not end well. Zoraida could activate at any time and wheel the hands. If you rely on her doing it and blow your good cards early, she won't do it. If you leave a gap, she can sneak it in at anytime. There is an information advantage - she doesn't have to decide what to do until she knows exactly what the opponent has been up to.
  19. Yin seems like one of our best models for Take Prisoner, now that I think about it!
  20. IMO, it is a great part of Malifaux's design that generally attacking is more rewarding than trying to stop attacks. Taking away the attack bonus would make it even worse.
  21. So attacks resisted by df are df duels, and attacks resisted by df are wp duels? There are loads of wp stat attacks, so also confused by that bit. In fact Dreamer's summon mechanic makes extensive use of them!
  22. Some models receive a + or - to wp duels or df duels. What falls under the umbrella? I had assumed both when you are attacked and when you attack count (as long as the stat used is df or wp). Nicodem makes me think this is incorrect, and it is only a defensive buff? Since he provides a buff to df duels and to melee attack duels separately.
  23. Blocking is the term for blocking LOS I believe. A rock might be impassable (can't move on it) and blocking with a certain height (blocks LOS up to that height). Don't have the rules reference on me, but I'm pretty sure Outflank refers to precisely two spots. Where the centreline meets the table edges. There is only one centreline, determined by deployment type.
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