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Shortcircuit

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Posts posted by Shortcircuit

  1. On 5/18/2023 at 9:16 AM, SEV said:

    There's a Malifaux gathering at l'Abyss store in Montreal this weekend (Saturday 20th).

    We also have one player from St-Hyacinthe and an other from Beloeil on our discord server (https://discord.gg/Wn4jUXMN).

    Finally, I'm from Montreal but If there's enough demand, I could come in your town to make a demo (pm if you're interested).

     

    Alright thankx ! I'll come play at the Abyss eventually when i'm done with my renovations at home (quite busy these times have alot of yardwork and repairs to do at my home). Could you resend me a link for the discord server? It expired before I got to it sorry 😅 

  2. 7 hours ago, Ravenzadow said:

    Honestly, I really want to make the switch to opposed duels for my next campaign, because static TNs really makes it hard for me to regularly challenge my players and also makes certain rules less fun in my opinion.(terrifying for example) 

    I've been really hesitant to pull the trigger on this because I'm still new enough that I don't fully grasp how to balance encounters in this game as it is, but as regular Malifaux player it might actually be easier for me to grasp the math of opposed flips. I dunno.

    Try it, I never went back and my players actually enjoy the game more. 

  3. I do hope we will get one. What kind of unit you think they will put in there ? I'm seing as minions 2 Guild Pathologists that ignore hard to wound and spawn corpse markers (from above the law TTB), as enforcer a Construct Plague Picker that revomes corpse marker and get shielded for it (from Under quarantine TTB) and a henchman character to replace Dr McMourning in the Guild's organisation. Give that henchman the ability to revove any kind of token from other units (like plague, brilliance, glowy, etc...).

    Better ideas ?

  4. On 4/19/2023 at 12:49 AM, LeperColony said:

    The topic of opposed flips crops up from time to time. I am a major supporter of the idea, which in fact was an optional rule in the 1st edition Fatemaster's Almanac. Opposed flips fix a lot of what's wrong with TtB mechanically, at virtually no cost (it's marginally slower).

    I run TtB with opposed flips, but I use just two decks. One of the fated, and one for Fatemaster characters.

    In regards to your system:

    1. Each player having their own fate deck is fine, but it greatly changes the math of the game.

    2. I'm not sure what you're gaining by changing the way cheating works. It feels more restrictive to limit cheating to just suit exchanges.

    3. Fatemaster characters shouldn't need any bonus, because they already have printed AVs. All you need to do is add the flipped card's value to their AV. 

     

    I'm changing the way cheating works to remove the existance of the twist deck. If each player has his deck + a twist deck things get too complicated for nothing.

    As for adding bonuses I felt that they would reflect just how good master characters are vs minions. Example, in the core book Von Shill only has an AV for shooting of 6... and a Freikorpsmann has also an AV of 6 for shooting. So if you do not add those bonuses, Masters, Avatars and Tyrants are just pushovers....

    Edited 18 hours ago by Shortcircuit

  5. Hi there, I just wanted to share a new gamplay mode that removes static stats non fated characters/ monsters have and that promotes a more dynamic approach to the game.

    1) Each player has his own fate deck and so does the Fatemaster.

    2) When a player cheats fate he/she may replace the suit of a card if it matches the value listed in the twist deck. E.g: If player cheats a 7 of crows but he/she has the 7 of rams in the twist deck list, the player may replace the crow for a ram.

    3) According to rank non-fated characters get bonuses to their totals: Peon=-1, Minion=+0, Enforcer=+1, Henchman=+2, Master=+3, Avatar=+4, Tyrant=+5

    Try this, I found the alternative better gameplaywise. 
     

    comments?

     

  6. 6 hours ago, Maniacal_cackle said:

    What do you play?

    In general, a lot of Transmortis models are weak to running around them. They appear fast, but at a base they're move 5 with two AP.

    If you can stagger Valedictorian at range, for instance, she potentially is losing out on an entire activation.

    I got a few crews, Lady J, Dashel, Lucius, Mei, Raspi, Maxine, Nexus,Wong and Hamelin.

    was thinking to take him down with Hamelin and the Bleeding disease since it doesn’t involveca damage flip.

  7. Ok I have a buddy who plays Transmortis and I have alot of problems of dealing with his armor 1 / hard to wound units. Any tips ? Is the best option ignoring them or try to lure them away, He has so much card draw, speed and melee power that I'm desperatly trying to find a weakness.

  8. Me and my Crew up here in Canada came up with a 2 vs 2 format that is pretty simple. We work tag teams matches of 4 crews of 30 soulstones each. Mixes things up quite a bit. Last game we played Mei and Raspi vs Cooper and VonSchtook. Ok note to oneself Mei and Raspi don't work well together. But Cooper and Vonschtook are totally devastating combining close range combat and devastating ranged attacks. Gonna try other Matchups for the kick of it.

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