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Found 5 results

  1. Thoughts on the changes? Glad to see some of the other faction's changes (first mate being nerft made my day, it always bugged me that he does more damage than anything in Neverborn with his built in ram and a card or stone) I was surprised to see only Stitched and Zoraida altered at all, and boy were stitched hit (deservedly), and inhuman reflexes seems significantly less useful than before. The big question: are stitched even good now?
  2. I’ve said other times that from a balance point of view Stitched Together seems OK (if someone wants a longer discusion about this point, I'm willing to open another thread to discuss it; but I'd rather keep this thread just for rework ideas and opinions about these). However it's also true it feels a bit NPE to face. The idea of this thread is thinking in ways to rework the model into a version with the same strengths to keep Nightmare, Puppets and NVB in the same spot but that feels better to face for the other player. I don't think he needs a rework, but as being NPE is a reason to be Errated (and he isn't topping the popularity charts right now); it'd be interesting to know how would you changed it and offer some ideas. For me bad ways to modify it would be changing the focus of the miniature without touching Gamble your life (for example lowering the defense or the mobility). It’d mess a bit with his role and endurance without addressing how he feels when he deals damage. Increasing the cost would also be a poor solution imo, it would made them overcosted and worse to hire instead of summon (but they would be still necessary in a Dreamer Crew to summon extra damage or get high cards back), so it’d stress a bit more the hand to put them in the table but at the end they would feel the same. The best way to change him (imo) would be shifting a bit of power away from the tactical action toward the mele action, but without making him more mobile or sturdy to keep his role of sturdish (for 6SS) close range damage dealer the same (he got 0 utility beyond that). So my suggestions with that in mind: First step buffing the attack: Tear apart to get a 2/3/5 damage track, Stat to 6 with or built-in depending on the change. Option 1: Limit the number of times it may be used. A double lucky successful use of Gamble your life may be heartbreaking and it’s probably one of the reasons he feels NPE. Changing Gamble your life to “Once per activation” would fix it. This change would mess with other crews like Lucius or Zoraida where they could obey an stitched 2-3 times in the same activation, but I don’t think that’s meta right now so it’s not probably that problematic, and the upgraded mele action should also be an OK trade for them. I'd pair this one with stat 6 and built-in. Option 2: Adding a TN to the tactical action after the flip. The ability would be like it is right now, but instead of a 3/4/5 damage flip, the model would have to pass a TN 15 X, being X the stitched choice between Df, Wp or Mv or suffer the damage (this is also thematic as the stitched is again twisting the odds being able to choose the worst stat for the enemy and the best for him). This version would make strictly worse the Move + Gamble your Life so in this case I'd go with stat 6 and OR maybe increasing the range of Gamble your life to 8’’ as this version would reduce the reliability of his damage (not sure if the extra range would be too good tho). Option 3: Making it an attack. Making Gamble your life an attack is another way to add counterplay. However it’s a bit tricky to get an attack similar to the tactical action version. My (I hope decent) attack version would try to keep most of the tactical action flavor (a one card flip that bypass most defensive tech relying in not being hit, incorporeal and that can’t be cheated) while giving counterplay and adding some changes to balance it. Gamble Your Life (Rg 6’’; Stat *; Rst Wp; TN -) Requisites italics: Both models ignore any modifier to the duel and can’t cheat the duel. This attack ignores Terrifying. Damage accuracy modifiers are ignored. * stat is equal to Wp of the target, any modifier to the stat is ignored. Enemy only. Effects: Target suffers 3/4/5 damage ignoring Incorporeal. If this model loses the duel, this model suffers 3/4/5 damage. Triggers: Defensive Reflexes. Bloody Fate.Siphon Essence. Notes: Damage flip can be cheated and is affected by other modifiers different from accuracy. Extra change: An upgrade to the mele attack. As in this case there are more counterplay I'd also go with stat 6 and built-in but maybe also adding a “Bowled Over” trigger to have a way to handle defenders. Disadvantages: It will make usable Wp defensive triggers and abilities like Butterfly Jump, Vengeance, Unmade, Fade Away, Consumed by Wrath, Karmic Ties, Natural Musk... It also opens the possibility to protect targets with Take the hit, Protected and the like (which are usually undesirable targets of low value or sturdy models with armor, H2K…). Now the built-in trigger only works if the stitched win the duel, not always. Advantages: A more useable mele attack when counterplay makes Gamble your Life unusable. Gamble your life it’s now an Wp attack so it may heal stitched or other models if used engaged and may unbury nightmares, Focused may be used (it’d only affect the damage flip, not the duel tho). The reliability of the damage remains more or less the same when there is no counterplay options around. Two extra trigger. I wasn't sure if I should include the defensive triggers or not, but as some models really rely on them to survive; I've decided the include them. For this version it’d be interesting to check how it interacts with the Doppleganger or the Agent 46, she would get a fixed stat of 7 which may give her the edge in the duel versus most models (but she has no armor, feed on fear nor fiendish gamble to cheat the duel). Agent 46 would get an improved stat of 6 but Inhuman Psysiology won't be useful so he would be a worse doppleganger when using this particular attack. More ideas or opinions about the above?
  3. Hi just a quick question which might be easy but got my head scratching does anything that ignores hard to kill also ignore Stiched togethers eternal Nightmare by the looks of it he only gains Reactivate and that's it but I might be wrong Thanks again
  4. An interesting situation arose in a game the other day and I just want to confirm that I have the ruling correctly. Stitched Together activates Spider Swarm Paralyzes Stitched and kills it with the overwhelm trigger Does not die goes off leaving the Stitched in play Stitched gains reactivate as part of does not die Can the stitched be "killed" again to grant it reactivate? I ruled it as no since I remember a thread http://wyrd-games.net/forum/showthread.php?t=21036 that stated models gain do not reactivate after the reactive. -Heretic
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