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So, I love Ototo's model, his rules are very fun and I can just feel he has a lot of potential. However, there are also some points where he is lacking; let me go over both pros and cons: Pros: The awesome Rage ability that buffs him [+2(ram)/+ to damage] when on 1/2 Wd or lower; Flurry; 3" engagement range and -Laugh Off-; 12! Wounds with Hard to Kill; (0) heal or AoE Walk Duel for Slow (Thunderstrike upgrade - TT exclusive); can move through Ht 1 and 2 models; Last Blossom, Henchman; the model is awesome! Cons: Abysmal Wp of 4 (though this is why Zoraida can take him); moderate Walk of 5, small charge of 6; the wounds go down quite quickly with Df5 as he has no additional defenses and this can lead you to burn SS much faster then expected; no abilities or speed that could be useful for schemes per se; somewhat slow to position himself; expensive at 10 SS where you have to work to make him earn his money. I have found that he can hold down territory you want covered well. If he sits on top of two of the Squatters' Rights markers, this become different. The enemy -has- to get him out of the way, if they want to score there. They can't lure him or push him away, only Obey would make him go away. If he engages some models, most of them would have to walk to hit back. In addition, depleting his woulds triggers his empowered mode Reminder: Do not try this against ranged units, where he will just get shot, A LOT. Other then being (somewhat) tanky, he can beat face well when he gets rams.. or when he is angry. And he gets angry when he is half beaten to death. Let's not talk about how and when you want him to lose his Wounds (or not) for now and focus on hitting stuff. For the best results, do the following things: 1. Try to activate him when he is Enraged, but not dead... Hard to Kill helps. 2. Try to position him with other models so that he can use Flurry and/or Lightning Strike (if available), ALWAYS. 3. Carefully choose when to discard a one-time-effect upgrade. 4. Actually, carefully choose whether to bring him at all if you expect heavy Wp shenanigans other then Lure and the like. To solve quite a few of Ototo's problems, you need to position him well, supporting him with other models would be perfect. Engage on your own terms, controlling how hurt he can get so you can annoy (then club) the opponent to death. When all is ready, smash face. Where can you play Ototo: Ten Thunders is his native faction. However, since he is Last Blossom, Misaki can take him to the mercenary jobs with her in Outcasts. In addition, he is available to Zoraida as a merc for 1 SS more (at 11) as he has Wp of 4. Upgrades per faction Ten Thunders/Outcasts Smoke and Shadows - 1 SS, the Last Blossom upgrade. It allows friendly Last Blossom minions to bury/unbury EoT within 6" (no LoS) of a friendly unit for (2), 6 mask. For (1) they get to lay LoS blocking Smoke markers, very useful - and can do the disappearing act as a trigger on mask! - very useful generally. Smoke markers and teleportation allow great field control and mobility. It's usefulness on Ototo however is debatable - he prefers being in combat, no holding support upgrades. If you do take it on Ototo, he pairs better with Oiran in my experience - they are squishier, but Disguised, scheme-running oriented, and their standard tricks are situational - so they need could use more support (like this upgrade). Ten Thunders only Call the Thunder - 1 SS, Ototo's personal upgrade, it gives another (0) action: All enemies in a pulse of 3" must take a Df 13 duel or gain Slow. In addition, he gains another trigger on a ram - +2 dmg vs. Slowed models. Synergistic with itself, but even better with more Slow throwing models in the crew. Recalled Training - 1 SS, + to all flips for everything (duels, damage, healing...) until the end of the turn can be a huge boon to Ototo, this is the permier faction upgrade for him - activate early for maximum effectiveness. Servant of 5 Dragons - 1 SS, +1 Wp and scheme marker discard isn't very desirable on Ototo as he has no synergy with scheme running, enemy Lures and pushes don't work on him and Wp 5 is still not impressive. Leave this be unless you feel like experimenting ..lousily. Smoke Grenades - 1 SS, attacks 6" or more away get - to the flip and in addition, the carrier gets to drop Smoke markers once if discarded. A great, great upgrade - which is probably why it is only Rare 1, non-Leader. It has some anti-synergies with Ototo as he usually prefers being in the thick of it, where it won't do him much good. However, it could be useful before he gets where he's going and when in melee he could drop the Smoke Bombs in his huge engagement to break LoS and engagement for some unexpected moves, hehe. Betrayal - 2 SS, when discarded start of activation gives - - to all attacks (Rare 2, Master/Henchman). If you think you -will- -definitely- need the protection, go for it. Ototo does not want to -not- get hit though, he wants to get in there, get enraged and start bashing face. Therefore, he isn't a tanky bodyguard type of model and this is rarely a good upgrade on him (not to mention expensive). Hidden Agenda - 0 SS, the upgrade Wyrd made to make the Oiran less... sucky. When the carrier damages an enemy, friendly Oiran in LoS gain Fast and Focus+1. Actually turns Oiran into quite more useful models. Still it is most often taken on solid ranged attackers as they can more easily activate it. The upgrade has two or three interesting synergies, one of them with McGabe/Sidir and the Promises upgrade: Friendlies in the aura gain +Ml and +Wp, very handy. So for 0 SS you get + to the things you want most with Ototo? Excellent. Also the Shadow Emissary can push a model with an upgrade some " for 1 AP and the Obsidian Oni can heal a model with an Upgrade once per turn as well. Not bad for 0 SS. Outcasts Scramble - 2 SS, +1 Wk/Charge and Unimpeded is brilliant. However it is costly on an already expensive model. Consider your options and soulstones carefully before choosing this upgrade. Oathkeeper - 1 SS, can be discarded for Fast (or Ototo drops a scheme marker after dying). Maybe the most solid faction upgrade, it allows for great flexibility in a turn. You may want to use it walk into position and Flurry, Flurry and attacks another target, or even drop a scheme marker, walk and drop another if you -really- need it. Survivalist - 1 SS, the Hard to Kill is wasted and + healing is not worth much unless you have Freikorps Librarians with you. Scout the Field - 1 SS, free Walk at the start of the game is never bad. Allowing Ototo to be able to charge without LoS when discarded is pretty great too, especially given his Shove Aside and 3" engagement range. I Pay Better - 1 SS, friendly Mercenaries in 10" can discard a card when activating for Focus+1. Not necessarily amazing, but potentially big depending on your crew. Torakage and Oiran are mercenaries, and the Outcasts in general have the greatest Merc population (duh). As I have no experience with the upgrade, nor with Outcasts (yet) for that matter, I can't really say yes or no. Your call. Neverborn Fears Given Form - yes, please! 1 SS, the carrier forces a Df 13 duel to models activating in engagement range, or they lose 2 Wd. Excellent way to substitute Call the Thunder in draining the enemy hand, and deal some damage in the mean time. Be careful where you own models activate with this on though Mimic's Blessing - 1 SS, before activation the carrier is attacker at - for Sh and Charges (basically the Silurid camouflage ability). Quite useful as in Neverborn the activation order matters even more then ever, and can also be additionally controlled. If, or rather when, Ototo bites the dust, you get to draw 2, discard two - quite nice bonus. Nexus of Power - spend a single SS on anything other than prevention, such as to get +(ram) for the attack, or +Df flip; gain 1 Wd back. Quite decent to back over Hard to Kill. Pact - 1 SS, being able to cheat the Black Joker isn't worth much. Some might be inclined to make sure that Black plague never cripples their important activation. Still, I'd rather pass and take my chances without it. Gremlins Hide in the Mud - soft cover while holding a key area is rather useful for 1SS. Dirty Cheater - you might want to consider cheating with Ototo now. After you take some damage, or better yet, after you hit his Hard to Kill, the time to cheat and heal back up comes. Quite useful. Particular tactics and crew synergies: In another post down the page. Go, go, Ototo!
As I am sure we all know, Malifaux has a ridiculously large assortment of crew options to choose from. Honestly, when I think about it sometimes I say to myself "what else could they possibly add to this game without it being simply more of the same" in terms of new models. As such, I kind of decided to propose a community brainstorming exercise in order to showcase what some of the (more vocal) members of the online community desire. This could just be purely stylistic (I want an arcanist master that isn't boring to look at ) or a "general idea" or set of characteristics that define a character that currently is not represented in Malifaux. What this thread IS NOT: This is not a "create your own master/henchman/enforcer/etc." thread. Things like SS cost, triggers or TN are game mechanics that will be designed and fine tuned then redesigned then playtested and beta tested, etc. far into the distant future. Also, complete characters is not required. Even just a "something like that would be kind of cool" idea or two in point form would be perfect. Ideally, someone else would be inspired and add on to the idea, or perhaps make it better! What the thread IS: This thread should be an easy to read and user friendly reservoir of creativity. Hopefully we can get a consensus on and showcase what is either missing from Malifaux or just more of what we want to see! You should be able to just skim through the ideas easily and pick out what you like. The Goal: If Justin Gibbs visits this thread and says to himself just once "hey, that's a cool idea" I consider that a win. Who knows maybe one day something you propose might actually make it into the game and you can say "that's what I was thinking!" (even if your idea didn't impact the decision at all, you won't know that and you will still feel good about yourself ). I'll go first for an example! ----- - My favorite card ever printed in MtG is the badass as hell Siege-gang Commander! To this day I've never lost a game if I can get him on the table. A model (henchman? probably gremlin though that might be typecasting?) that comes into play with 2 peons that he can suicide for guaranteed damage or AP with a bonus in activation advantage would be sweeeeeet. - Many people have heard about the "Asylum crew" that will be part of the upcoming starter set - how about some crazy berserker patients to go along with the orderlies? Make them tormented for good measure - A control type 2for1 peon model that latches onto an enemy and parasitically drains AP (to make them slow) for its own use (to make it fast - utilizing AP for aura buff/debuff triggers/activations on Tactical Actions). Condition removal detaches the parasite but it can reattach. Kill it with fire! Perhaps a behemoth Siege-gang patient who rips the heads off his buddies and throws them at the enemy? Like a Badass Mutant Psycho wih 2 Midget Psycho buddies + a Malifaux twist! Food for thought. Begin!
Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset. ~~~~~ PROJECTED DEADLINE FOR PROJECT "COMPLETION": November 15th, 2015 @12:00AM, EST (one week before the week of the Black Friday sale) I figure that'll be the next time Mr. Cooper's Dark Carnival is publicly released, and we hadn't enough advance time for the GenCon release to do this, so this should be best. DEADLINE FOR BRAINSTORMING SUBMISSIONS: July 30th, 2015 @12:00AM, EST (the night before GenCon begins) Ideally, I want to start playtesting ideas starting August 10th, one week after GenCon ends. By then, some people might have the crew already - additionally, they will have had some time to recuperate in the aftermath of the convention. Setting this playtest between August 10th and November 15th gives us just under 100 days to playtest this singular crew - which seems to be plenty of time (according to my math, which may be off as I am bad at it, we'd have exactly 98 days). ~~~~~ Constants to adhere by: This crew is dual-faction Arcanist/Neverborn. Mr. Cooper is the Master of this particular crew. Sadly, we are missing a Mr. Peanuts (the elephant), so we must omit him from the roster (for now). Baritone Lola is the primary Henchman for this crew. Thin Lizzy and Mercury are both Enforcers for the crew. Flying Monkeys have the "Totem (Mr. Cooper)" and Rare 3 charcteristics. They are significant Minions. The Mannequins in the box are a new model as well, collectively called Mummerettes. The Mummerettes are not differentiated. Non-Constants to decide upon sooner than later: What does the condition Hazy do? I would like no less than 4 different ideas for Hazy before I make a poll to choose. If we do not have these ideas, I propose we revert to the standard "The Haze Only Gets Thicker" template. ~~~~~ So, let us get started! POLL RESULTS: 1. Faction for Crew (Ended 6/18 @12:00AM EST): Arcanists - 1 vote Neverborn - 10 votes DF Arcanist/Neverborn - 31 votes 2. Totem choice (Ended 6/20 @12:00AM EST): Flying Monkeys - 7 votes Mummerettes - 5 votes Thin Lizzy - 4 votes Lola - 1 vote Mercury - 0 votes 3. Mummerettes or Mannequins? (Ended 6/20 @12:00AM EST): Mannequins - 1 vote Mummerettes - 16 votes 4. Baritone Lola's station characteristic? (Ended 6/21 @12:00AM EST): Henchman - 4 votes Enforcer - 3 votes 5. Should Flying Monkeys be Significant or Insignificant, and should they be Peons or Minions? (Ended 6/24 @12:00AM EST) Significant Minions - 13 votes Insignificant Minions - 4 votes Significant Peons - 7 votes Insignificant Peons - 10 votes 6. Should Thin Lizzy be an Enforcer, a Minion, or a Henchman? What about Mercury? (Ended 6/24 @12:00AM EST) Both - Henchman - 2 votes Thin Lizzy - Henchman; Mercury - Enforcer - 4 votes Thin Lizzy - Henchman; Mercury - Minion - 1 vote Thin Lizzy - Enforcer; Mercury - Henchman - 3 votes Thin Lizzy - Minion; Mercury - Henchman - 0 votes Both - Enforcer - 15 votes Thin Lizzy - Enforcer; Mercury - Minion - 1 vote Thin Lizzy - Minion; Mercury - Enforcer - 4 votes Both - Minion - 4 votes 7. Mummerettes - should they be 2 differentiated models? (Ended 6/24 @12:00AM EST) Yes - 10 votes No - 24 votes 8. Should Mr. Cooper have Infiltration (Showgirls/Puppets), or something more/less? (Ended 6/27 @12:00AM EST) Yes to Infilltration (Showgirls/Puppets) - 2 votes Yes to something less limited - 0 votes Yes to something more limited - 9 votes Yes to something equally as limiting but different - 1 vote No to all of the above - 5 votes 9. Should the Haze described in the fluff be a condition (Hazy)? (Ended 6/27 @12:00AM EST) Yes indeedy - 9 votes No sirree bob - 7 votes 10. Should this crew's mechanics heavily involve simple duels, or something else? (Ended 6/27 @12:00AM EST) Yes, the crew should make heavy use of simple duels - 13 votes No, the crew should find another mechanic to use - 4 votes ~~~~~ FUTURE POLLS: What should Hazy read as, as a condition? (begins 6/30, ends 7/3) ~~~~~ Does anyone else have any other questions to put on the polling block? ~Lil Kalki
Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troup described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ Constants to adhere by: Mr. Cooper is the Master of this particular crew. Sadly, we are missing a Mr. Peanuts (the elephant), so we must omit him from the roster (for now). Non-Constants to decide upon sooner than later: The crew should be Arcanists, Neverborn, or both. (Opinion: Both) RESULT: Both Mannequins can also be Mummerettes, and thus a new model entirely. RESULT: Mummerettes, not Mannequins Flying Monkeys could be Mr. Cooper's Totems, but there are other options as well. RESULT: Totems Baritone Lola is probably the Henchman of this crew, being the Cassandra analogue, but could also just be an Enforcer. (Opinion: Henchman) RESULT: Henchman Mercury and Thin Lizzy are the Performer analogues, but could also be Enforcers instead of Minions (as Enforcers are more often named models than Minions are). (Opinion: Both Enforcers, and if not, just Mercury) Flying Monkey station characteristics, as mentioned above (Peon/Minion). (Opinion: Peon) My Opinions Explained: Both, because while NE makes this crew look amazing Neverborn, it also has its roots in the Arcanists (as it's a NE of an Arcanist crew). Lola's Station should be Henchman because Lola has a prominent role in the Dark Carnival fluff. Mercury and Thin Lizzy should be Enforcers due to being named characters which gives a higher chance of being an Enforcer in the game anyhow. However, being that Willie for example is a Minion, there is precedent for named Minions. If this is to be true for one, make it Thin Lizzy (the bearded lady) as Lizzy has a less-prominent role than Mercury (the strongman, who is mentioned many times throughout that piece of fluff). Flying Monkeys should be Peons because totem minions are sort of rare. I'd make them insignificant too, at the very least to put them in line with Peon status, but they could also be significant Peons, which is a first and nicely mirrors things like The Depleted. So, I'm just going to go ahead and post a poll about Faction, and I'd like you all to vote on this, but I'd also like your input on the rest of the non-constants, and if you can, please explain why you think a thing should be as you want it So, let us get started. ~Lil Kalki POLL RESULTS: 1. Faction for Crew (Ended 6/18 @12:00AM EST): Arcanists - 1 vote Neverborn - 10 votes DF Arcanist/Neverborn - 31 votes 2. Totem choice (Ended 6/20 @12:00AM EST): Flying Monkeys - 7 votes Mummerettes - 5 votes Thin Lizzy - 4 votes Lola - 1 vote Mercury - 0 votes 3. Mummerettes or Mannequins? (Ended 6/20 @12:00AM EST): Mannequins - 1 vote Mummerettes - 16 votes 4. Baritone Lola's station characteristic? (Ended 6/21 @12:00AM EST): Henchman - 4 votes Enforcer - 3 votes FUTURE POLLS: Should the two Mummerettes (blade/mallet) be differentiated in stats? Should Flying Monkeys be Significant or Insignificant, and should they be Peons or Minions? Should Mr. Cooper have Infiltration (Showgirls/Puppets), or something more/less? Should Thin Lizzy be an Enforcer or a Minion? Should Mercury be an Enforcer or a Minion?