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Found 8 results

  1. I was very surprised by the March 2020 FAQ on Interacts to remove scheme markers. So it now seems like the intention for the Journalist keyword's Headline: Secrets Exposed! trigger be effectively worthless? The entire keyword revolves around manipulation of enemy models around scheme markers, and with this FAQ, they simply can't do that. Malifaux is a game of schemes, so in theory enemies will sometimes be forced to place scheme markers if they want to get VP. But his entirely leaves the ball in the opponent's court; they can pick schemes which don't require markers, or only place them with separated runners so the rest of the crew can ignore them. If the result that Nellie's crew not be able to use a large number of their thematic abilities is on purpose, that is fine but it feels very bad, especially as its completely non-intuitive. I foresee a lot of newer players especially getting this wrong.
  2. So, serious question: A fair amount of Nellie's tech works around scheme markers. She can move a minion towards one, various keyword attacks add damage if there's a marker or more down, the Undercover Reporter targets its Arson shockwave on them, etc. In addition, there's intra-faction synergy with things like the Guard keyword to summon off of enemy scheme markers or use them for the Executioner's Trail of Gore cost. Counterplay can already take a fair amount of the sting out of Nellie's powers: say, for example, you want to remove a scheme marker that Nellie is guarding, which is friendly to Nellie. You can simply walk up (Nellie has no melee engagement range, having Exclusive Interview as a 2" alternative) and take the interact action: because you must take an action, Nellie must therefore control your action and choose to remove the marker, because she cannot place another friendly marker within 4"). Now, when Nellie forces an opponent to take the interact action, a number of things happen. If Nellie (or another Exclusive Interview model) is within 2", then she controls it. That's pretty straightforward. If Nellie is between 2" and 8", she can focus and draw a card from "Breaking News," and a number of other Journalists get a focused off of that range, no matter how the interact is resolved. So there's a case to be made that even if the opponent chooses something non-beneficial, the tech is "working" at least partway. However, I've heard people make the case that because you can ALWAYS choose to "remove all scheme markers," even if "all" is "0" in a given case, an opponent will NEVER have to drop an enemy scheme marker to one of Nellie's powers. While this might still lead to niche cases where they're adjacent to their own marker and are forced to pick it up, this is obviously a minimization of a key ability. Similarly, it limits things like the Undercover Reporter's ability to target a minion from the buried state to cause an interact action, if the minion can simply decline to drop a marker in a vacuum of choices. In other words, there might be even more counterplay against Nellie's signature abilities that requires nothing of the opposing player. The relevant rule seems to be: "This or That choices, rulebook page 33: And then we look at the "choices" of Interact (a "this or that or that," as there are three): So: I've heard the case that you can "always" choose option 2, whether there are markers there or not (as having a marker there is not a cost), and thereby neuter some more of Nellie's potency. Now, the case in favor of Nellie comes by comparison to the This or That example above: discard a card or gain stunned. It notes that if you do not have a card, you cannot choose to discard a card. So there's a case to be made that if there is not a scheme marker to remove, you cannot remove "all scheme markers." Ruling on this basis involves interpreting the set of "all" in a logical sense rather than a mathematical one: that is, you cannot have "all scheme markers" when there are "no scheme markers." There's a bit of support for this understanding in the "Targeting" section of actions on page 23: On the one hand, we know that there are cases where you can legally choose to begin an action that will then fail at the targeting step, such as a Wrastler charging to gain the extra 2" from rush, or declaring Wrastle to remove a marker as part of the cost, only to have the option fail in targeting. On the other hand, it seems that you cannot choose the failing option of a This or That choice that has a non-failing option: e.g., if attempting to gain stunned would fail because of an ability on the model, you must choose the other option of the This or That example, which will require you to "target" a card in your hand and discard it. Similarly if there are no legal "target" cards in hand, you must choose to gain stunned. So you cannot, in other cases, choose an option that will result in a targeting fail if there is an option in which targeting will not fail. By all of that, I conclude that Nellie's crew SHOULD be able to "force" an opponent to drop their own scheme markers by forcing an interact action, if the opposing model is unable to either remove 1-or-more scheme markers or perform a particular interact via option 3 of the interact action. Has this been explicitly ruled on, one way or another, before?
  3. Thought I'd write out a "crunchier" bat-rep from the tournament I went to in Des Moines last weekend! I finished top of Faction over zero other Guild players! Round One: 5-3 loss running Nellie into Shenlong on Corrupted Idols, Corner Deployment. Vendetta, Power Ritual, Take Prisoner, Assassinate, Outflank. Board had fairly wide open spaces. My list: (I took Outflank and Power Ritual) Nellie w/LLC P. Press Alison Dade Field Reporter Mounted Guard The Jury Undercover Reporter False Witness His List: (He took Outflank and Power Ritual as well, I believe) Shenlong w/Masked Agent Aspiring Student Aspiring Student Wandering River Monk Wandering River Monk Low River monk Samurai w/Trained Ninja Samurai w/Trained Ninja Sensei Yu Round One: My plan was to send Nellie one way with the Mounted Guard, and Alison and the Field Reporter to the other corner. I doubled up on Outflank and Power Ritual, and felt I could beat my opponent to the corners with Reporter speed and the Mounted Guard. I wound up deployed with the idol token on the Alison/Reporter side instead of Nellie, and adjusted my plan to have the Mounted Guard, Printing Press, and Nellie chip away at a Samurai (he deployed them both centrally to my deployment zone to take potshots) -- I think this was a game-defining waste of AP by me, but at the time I wanted to clear it so Nellie could have a line on potential idols through the central three drop points. His round one was a big Shenlong power-up followed by that crazy 21" charge into my Mounted Guard (again, I should have just moved it a full 19" to the corner, but instead took a potshot at the activated samurai, tempted by my own Pursue bonus!). My Undercover Reporter replaced his flanking monk running towards the opposite corner, setting him back a turn's worth of AP. Round Two: I scored 3-0 on him: the second idol landed by the first and I tossed one over as Alison and the Undercover Reporter had my Field Reporter interact to drop a marker. He wasn't able to bring enough force in to remove or contest that corner. Meanwhile, on the opposite side I had my Mounted Guard run in to drop a power ritual marker for the following round, and Shenlong came in and killed it -- critically misplaying by finishing it with a kick instead of the anti-demise Dragon's power, so I was able to "gotcha!" him by replacing into a Guard Patrol that counted as my outflank point. Nellie wasted more time stuck with the Samurai because I still wanted a line on the center. Round Three: he won initiative and was finally getting monks to bear on the Field Reporter/Undercover Reporter corner. He was able to tie up Alison finish off my Field Reporter, and score an idol. Shenlong handily cleared my guard patrol and stood defending that corner. He scored 3-0 on me this round on Outflank and (I believe) Power Ritual. Our game tipped into Round Four with about 10-15 minutes left. I hustled towards the corners and nearly kept Alison up for Outflank and Power Ritual, but he was able to kill Alison on one corner and then used Four-Winds-Punch into my Black Joker to move Nellie's marker and flip it to Ten Thunders (actually he just moved Nellie and dropped it; we post-gamed that and realized LLC would have stopped the movement, but he still could have simply flipped it's alignment in the corner. He scored Outflank and the Strat to end 5-3. Match Two: I ran Lady Justice into Jack Daw in Reckoning, taking Dig Their Graves and Power Ritual. I won 5-1. This game was pretty methodically a matter of applying the Lady J toolbox to an undead melee crew. I brought 2 exorcists, Judge, Jury, and Lone Marshal. He brought a handful of hanged, guilty, dead outlaw, and Montressor. The real defining feature here was that we were in Flank deployment and my zone literally had an elevated platform with a ramp up to it. I put the exorcists, Jury, steward and Lady J up there and put the Judge and Lone Marshal on another flank. The Lone Marhsal charged out and took a run-and-gun shot on his way to round 2 Power Ritual. My (significant) totem stayed in my back corner for the second power ritual point, and in round 3 the Marshal, totem, and Lady J with her leap scored that. Round 2 Lady J set up the Reckoning and Dig Their Graves point by leaping in, dropping a marker (2" engagement advantage) and dealing most of the damage required: an exorcist finished up the kill and the point for strat and scheme. The Judge harried his sidelines and dropped a bunch of damage into Montressor, who I killed Round 3 (size 3 model is VERY visible to ranged attacks). He dogpiled the Judge in rounds 2 and 3 and got his point from Reckoning -- even that was a close thing. If we'd had more time, I had a pretty clear field round 3 to finish up Dig, even by finishing off my own models that his Drowned had spammed some damage onto with a Red Joker blast. Match Three: I ran Nellie into Zipp on Wedge Plant Explosives. Schemes were Deliver a Message, Claim Jump, Detonate Charges, Take Prisoner, Hold Up their Forces My list: (I took Detonate Charges and Claim Jump on my Investigator, hoping to get some good synergy going in the middle by having the False Witness drop multiple scheme markers while the Investivator's bubble pushed people away.) Nellie (bomb) P. Press Field Reporter (bomb) Alison Dade (bomb, bomb) The Jury Investigator False Witness Undercover Reporter Guild Hound (bomb) His list: (He took Deliver a Message (misplay!) and Take Prisoner on the Investigator ... stopping my Claim Jump hopes!) Captain Zipp Earl Burns (bomb) The First Mate (bomb) Pigapult Bayou Gator (bomb) w/ 12 cups coffee Taxidermist w/ Inferiority Complex (bomb) Taxidermist w/ Inferiority Complex Flying Piglet (bomb?) I had a rough deployment here, with a patch of spikes adjacent to the front of one side of the wedge. It bunched me up a bit. I may have his bombs wrong. Round One he opened with Zipp and dropped 2-3 pianos along my remaining open flank, really bottlenecking me. It scattered a bunch of damage and I mostly took it, since a concerted attack was going to finish my Guild Hound or False Witness anyway. A handful of models simply made their saves because my hand was trash. My opponent seemed frustrated that I held so many cards, and told me post-game he was worried I'd be able to win real duels later in the round from that. Alison bolted free and tied up Earl Burns, clipping him early round 2 and denying one bomb. The Undercover Reporter activated late to send the caffeinated Bayou Gator home, so he lost one round's worth of upgrade movement. The Pigapult launched a Taxidermist into my backfield to cut up my False Witness and I just gave up on him and pushed everyone else forward. Round Two was a chaotic mess in the middle. I kept trying to clear ground for Claim Jump with marker dropping and Nellie-mispositioning; he kept shoving models back at the figure to score Take Prisoner. At one point he tried to Deliver a Message to Nellie, only to have me point out the Exclusive Interview problem. I felt bad about the Gotcha! but it hadn't occurred to me to explain it pre-game -- I'm really new and I'm used to everyone else knowing more than me, and it hadn't occurred to me that he wouldn't know the mechanics there. I had simply chosen Nellie to foreclose one of his choices. I scored the strat easily, and he was able to get a marker down as well. By round Three he'd torn my force up pretty well. Alison was able to score me strat points and I got off a detonate charges with Nellie by interacting through Don't Mind Me and forcing one of his models to drop the other token for it. He scored Take Prisoner on the Investigator and denied my Claim Jump. Round Four we were pressed for time, leading to us each scoring the strat. He took the win at 5-4 or 5-3, I honestly can't remember which, but I think it must have been 4 because I was able to get strat points with Alison consistently and did pull off detonate once. He got three strat points and both Take Prisoner points -- the second one he dogpiled models onto the Investigator and blocked a good amount of space with a piano to prevent any escape lanes. These were good games and I think Guild has play, for sure. I probably need to bring a bit more firepower or tarpitting into my Nellie crews, and Lady J really had a chance to shine when everything went her way (matchup, terrain, schemes). Meanwhile, I'm on the player learning curve trying to catch up to all you guys who have been playing for years -- these were my 6th, 7th, and 8th games of Malifaux skirmish!
  4. So, the new GG-0 stops obey models from forcing a model to drop a marker ... but the Guild channel has been chatting about whether Nellie can still hijink it? If Nellie gets across the centerline, applies her 2” Exclusive Interview aura, and forces an interact while treating the model as friendly ... it seems like she IS still able to force a bomb drop by the opposing player? This is based on the wording that a model friendly to Nellie would be dropping a bomb on the table side opposite Nellie. Seems legit? Or some note: this takes considerably more setup, AP, and risk of your master than something like a Zoraida obey, so it makes some sense that it would have been “corrected” in a way that still allows Nellie a trick or two.
  5. TOTALLY new player here going to my first tourney today ... which will also represent my first full Malifaux games ever! To make it nice and easy on myself, I, y'know, picked up Nellie Cochrane as a Master. I've played skirmish games with crunchy timing mechanics before, so I thought, "Hey, why not?" Anyway: I obviously ran smack into a ton of questions about particulars. I think I've answered some (e.g., the interaction between her 2i and 8i bonuses off opposing interacts), but haven't figured out: Df (Msk) Squeal: Enemy Only. After resolving, this model may move up to 3". My two questions: 1) Am I correct that this timing means that Nellie can't "squeal" out of melee range or break LoS in a way that cancels the attack? That is -- it looks like she simply gets to move after the attack "resolves," so she takes the first hit, but then has a chance to run/hide? 2) Can Nellie leave engagement range of melee on a squeal, or do you have to leave engagement range through the disengage action, or by some effect that explicitly allows it? Thanks in advance!
  6. I have a question about Phiona Gage’s ability, “It’s Me You’re Fighting” It’s Me You’re Fighting: Once per tern after an enemy model engaged with this model fails a Wp duel outside this models activation this model may make a melee attack action against it after resolving the current action. In a game, my opponent and I found different ways of interpreting how the ability reads and I would love your opinions. Here’s an example that illustrates the conflicting interpretation. An enemy model, let’s say a Punk Zombie, is 6” away from Phiona. Nellie Cochrane activates and targets the Punk Zombie with Propaganda and successfully attacks and coincidentally pushes the Punk Zombie 5” towards Phiona. The enemy PZ is now within Phiona’s engagement, can she use her “It’s Me You’re Fighting:” ability? The conflict is whether “an enemy model engaged with this model” is determined at the point of: 1. Immediately when it fails the Wp duel 2. After resolving the current action. YES: Because the requirements are, Engagement, WP Duel Fail, Outside activation, if all three are met “After resolving the current action” then it’s legal. NO: Because the enemy model wasn’t engaged during the point of the failed duel, which then means the timing doesn’t allow for the ability to resolve. Thought?
  7. So Martin (ArcanistHero29) and I ended up playing each other last night, in what was billed as an opportunity to try out new stuff, at least that's what he had thought. Unfortunately he never told me... Strategy: Guard the Stash. Schemes: Convict Labour, Leave your Mark, Covert Breakthrough, Inspection, Take Prisoner. Setup: Corner Deployment. So Martin took: Nellie, Delegation, Guild Funds, Misleading Headlines. Phiona Gage, a Debt to the Guild, Wrath of the Guild Printing Press 3 Field Journalists Master Queeg, a Dept to the Guild And a Pale Rider... So an intrepid band of journalists ventured into the Bayou accompanied by their trusted school teacher(!) and the walking portent of death! Expecting to write a tale about the Intrepid Adventures of Zipp the Magnificent they stumbled into an Old Hag brewing up a can of Whoop Ass! I took: Zoraida, Hex Bag and Tarot Reading Trixiebelle, A Gun for a Lady and Dirty Cheater Sammy Lacroix, Animal Shape Whiskey Golem, Barrel Up Merris Lacroix 2 Bayou Gators (one with a gremlin in it's mouth). Not quite the crew he was expecting (unfortunately due to my policy of only painted models (currently only Zipp and Earl Burns are finished) I was unable to take The Sky Pirates (this self imposed rule seems as popular with my opponents, as post-Brexit UK foreign policy...) Zoraida having just finished brewing two cauldrons before the Paparazzi turned up, realised that she need to Guard her Stash, with no time to get a super-injunction granted by The Judge, she instead had to lump for sending a Bayou Gator towards each marker, with the Whiskey Golem going to left marker. Like the benefits scroungers the Guild believed them to be, the rest of the Gremlin's seemed to mill about with no apparent goal in mind, the only noticeable event being the appearance of the Old Hag's child, who seemed to be mimicking Phiona Gage, much to her annoyance, with every time the Voodoo Doll was struck, she felt a pang of pain. The guild sent two of their best investigative journalists to either flank to start searching for evidence near the corners (suggesting a thorough Inspection). Queeg and the Pale Rider moved towards the left marker (my left) with Nellie, Phiona and the third reporter moving towards the right marker/middle. A face off with no one scoring any points in turn one. The walking portent of death broke the stalemate by (true to form) heralding the death of a innocent harmless reptile (a Bayou Gator (without a gremlin in it's mouth)), who was just basking in the mid day sun! He then turned his attentions to Trixiebelle, shooting at her, who in turn suggested the Sammy rather generously could be shot instead... as confused by this turn of events as poor Sammy, the Pale Rider (being a stickler for honour and not harming someone who didn’t deserve it), fired wide. Trixie feeling lucky from avoiding death, drew her Big Gun and drew a bead on an unsuspecting Journalist, with a level of anti-press violence, seldom seen outside of a Russell Crowe telephone call, after some truly Dirty Cheating, she Red Jokered the damage and blew the tabloid hack away! Unfortunately Trixie's delight was short lived and she was charged by Phiona, and after chewing through soulstones like candy to reduce the damage she suffered, Trixie breathed a sigh of relief to be still standing. Zoraida not wishing to see her favourite Gremlin crutch removed, pushed Phiona away. Unfortunately this only delayed the inevitable, as Nellie dragged Trixie out of the woods and into the waiting pickaxe of the maniac! Queeg standing on a stash marker dropped a scheme marker, which started to wiggle and piggle, and with a monotone "brainnnssss-ehm-oink?" turned into a dead pig rammed packed with explosives! The Whiskey Golem then hitched up it's barrels, vowing to make today an inservice day (no teachers around!), unfortunately due to hard to kill he was left with one wound. The reporters on either flank, started uncovering evidence of Zoraida's bottling Bayou water and selling it under the Dasani brand! The Hag realised she needed a better cover up, and made a note to employ Tony Blair's Pr team. With the Whiskey Golem and a Gator (with a gremlin in it's mouth) around each of Zoraida's cauldrons scored me a point. Turn two ended 1-0 (me). Merris sick of hanging at the back (a spot which she makes her own in every gremlin crew) and wishing to spread her wings, dashing forward to sit near the marker, to line up a jump into the backfield next round to start scoring Leave your Mark and Cover Breakthrough. Unfortunately the dastard wordsmith Nellie dragged the innocent and defenceless Merris into the open for the pickaxe wielding Guild oppressor to mutilate. Merris exploded, stacking another 4 burning onto Phiona, to go with the plethora of other conditions passed across by the Voodoo Doll. Nellie, suffering from overwhelming curiosity ventured over to the right cauldron to peak inside, hoping for a scoop. Unfortunately all she met was the snapping jaws of a Bayou Gator (with a Gremlin in it's mouth), despite the Gremlin the Gator still had plenty space to eat Nellie, swallowing her whole! (Much to Martin's distress, he had the suit to trigger the pushback on the previous attack, but although the gator wouldn’t have got the 2nd charge attack, it could have pushed back for (0) action and still been in range to use its Melee Expert AP to make the killing attack). The School Teacher (on a break from managing Belgium) whipped the Whiskey Golem, causing it to wobble, splashing him with the good stuff and poisoning him, which would be enough to kill him off in the upkeep stage, having been on his last wound. The Pale Rider after dodging some attacks from the Whiskey Golem , pushed away before dropping some part of its horse or other appendage to count as something important in the centre of the board. This counted towards some Convict Labour. One of the Reporters scribbled something down, and Left her Mark near the edge of the board. Turn 3 ended 1-2 (to Martin). Both the Voodoo Doll and Phiona succumbed to a mixture of burning and poison (or Martin's cooking as its otherwise known). On the flank a Reporter uncovered more of Zoraida's chequered past, Zoraida in response Obeyed the snooper to bury the evidence in the horoscope section. Trying to do the same to Sammy ended up with the Gremlin showing its rebellious streak and refusing. The Pale Rider then was too stubborn to be Bewitched by the mature strumpet! Infuriated by such a young upstart she Hexed him with no effect. Mumbo Jumbo curses! Despite not suffering any damage from attacks, the Humiliation of Nellie's exposé of his fetish of twisting Oreo's anticlockwise the Bayou Gator (with a Gremlin in it's mouth) died! With The Pale Rider pushing away this left the Whiskey Golem to then Nimbly walk off. Sammy and Zoraida secured the cauldrons, the Convict labour survived the turn, raising it to 2-3 (for Martin). The Pale Rider moved into range with Zoraida and tried to hit her with The Last Crossing, focussing first with a true disregard for Proper Manners, he caused the Old Hag's life to flash before her eyes! Getting the attack off, he flipped a year 9 damage, which after chewing on her final stone to prevent 3 of the damage, Zoraida breathed a huge sigh of relief After a somewhat lackluster previous turn, Zoraida looked to the Pale Rider, and rather than seeing a dead bloke on an even dead-er steed, she saw something that remided her of the babe! The Voodoo doll Red Jokered the Hem flip, despite stubborn (Joker and 13!) and at once the Rider and his fate became entwined. Shortly afterwards the soft toy was charged by an exploding pig which dealt enough damage to kill the Pale Rider off. With just two Reporters and a Printing Press (that was scuttling around at the back) there was not much left for the lackeys of the Guild to achieve. The Reporters continued snooping around looking to find Trixiebelle's unmentionables. A pair of pants uncovered on the board edge turned out to be a stuffed piglet in disguise! Which snuffled around ineffectually. The Whiskey Golem dropped some of the nectar of the gods before moving on and dropping more roughly where the Guild had came from. The convict labour no longer scored due to a stuffed piglet standing too close. Another Mark was left by the reporter, Zoraida and Sammy remained to Guard the Stash, the Whiskey Golem revealed his mark had been left and he had Broken through covertly, to end the game 5-4 (Me).
  8. Typing is arduous, so I thought I'd share my thoughts on the new master releases in video format. Titania - Asami Tanaka - Zipp - Parker Barrows - Nellie Cochrane - Sandeep Desai - Reva -
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