Sebi 4 Report post Posted February 9 After this model resolves an Action listed on this Upgrade, discard this Upgrade. This model gains the following Ability: Demise (Explosive +2): After this model is killed, models within p2 suffer +2 damage. This model does not place Scrap or Corpse Markers when killed. This model gains the following Action: Tactical Actions Rg St Rst TN Land Mines 6" 6 - 10 Create two 50mm Destructible, Hazardous, Severe Mine Field Markers anywhere within range. Reposition: Move this model up to 3". ----------------------------------------------------------------- What is your thought on this Freikorps Upgrade. I am rather unhappy with it as it needs a 4 to even work and then you get two 50mm destructable terrain pieces. They are sever which is nice but hazardous means only 1DMG will be dealt. I would have liked to see some more effect on models that move through the mines - not 100% sure what would be a good idea. I would also like to see only non Freikorps models be affected. Anyway.. I am going to give it a go next time and see what I might be able to achieve on the field. I will also try to combine it with Schill and Lazarus Pull if applicable as well as any other effects to get enemies into the terrain- if it makes sense. And I will also see if I can built some kind of "suicide bomber" - again if it makes sense at that point. Any opinion is welcome. PRO - CON - IDEAS Let it be heard. Thank you, folks! Quote Share this post Link to post Share on other sites
I'm a Teapot! 226 Report post Posted February 9 Don’t you dare changing this upgrade! You will find yourself in a Wrestling Match vs Mancha Roja rather soon if you do.... he likes his mines! Quote Share this post Link to post Share on other sites
Zebo 678 Report post Posted February 9 I think that it's weird that a Pit Trap (hazardous 1 damage + injured +1) is way more dangerous than a mine. Crap mines. Quote Share this post Link to post Share on other sites
Sebi 4 Report post Posted February 10 13 hours ago, I'm a Teapot! said: Don’t you dare changing this upgrade! You will find yourself in a Wrestling Match vs Mancha Roja rather soon if you do.... he likes his mines! No problemo. Still - fun aside: Any ideas for a trigger or some more punch? Quote Share this post Link to post Share on other sites
CustosUmbra 57 Report post Posted February 10 Do I understand thi right? IF Arik pushes someone with his powered up fists within mines, they essencially turn into free crits? 1 Quote Share this post Link to post Share on other sites
Sebi 4 Report post Posted February 10 1 hour ago, CustosUmbra said: Do I understand thi right? IF Arik pushes someone with his powered up fists within mines, they essencially turn into free crits? Quote Rulebook Malifaux 2.9.19 - page 19 HAZARDOUS MARKERS Some Actions or Abilities are capable of creating Markers with the Hazardous Trait. All Markers with the same name (i.e., Pyre Markers, Pit Trap Markers, etc.) count as the same piece of terrain for the purposes of the Hazardous Terrain Trait.Thus, if a model was Pushed through three Pyre Markers and a single Pit Trap Marker, it would suffer the effects of moving through a single Pyre Marker and a single Pit Trap Marker. I would say ... yes .. a push is a valid reason to activate the mines Thank you for the idea. Didn't think of that. But on the other side: pull is a placement and should not trigger the hazardous terrain beside getting the target into the terrain and making life a tad hard next round (if no one removes the terrain) 1 Quote Share this post Link to post Share on other sites
CrimsonWraith 57 Report post Posted February 10 15 hours ago, Zebo said: I think that it's weird that a Pit Trap (hazardous 1 damage + injured +1) is way more dangerous than a mine. Crap mines. Only on the charge. As Injured goes away at end of activation, they are basically the same if the opponent isn't charging. Plus, unless out of theme, Rusty doesn't have any way to get you on them involuntarily. Quote Share this post Link to post Share on other sites
jphealy 81 Report post Posted February 10 I think your underestimating hazardous in M3E. It can now deal multiple damage on a turn and a Friekorp crew can spit these things out all over the board. At their heart this is an attrition crew and this kind of incremental damage is great in an attrition war. Plus its board control. 3 Quote Share this post Link to post Share on other sites
retnab 2,079 Report post Posted February 11 On 2/10/2019 at 9:25 AM, Sebi said: But on the other side: pull is a placement and should not trigger the hazardous terrain beside getting the target into the terrain and making life a tad hard next round (if no one removes the terrain) Place effects are still movement, ending or starting a place in Hazardous triggers it Quote Share this post Link to post Share on other sites
Sebi 4 Report post Posted February 11 ah ... unusuable what I am used to from other games for me. But if it works - I won't complain Quote Share this post Link to post Share on other sites
Jingizu 82 Report post Posted February 12 Did anyone try spamming land mines against close combat crews? Form a gunline and put two rows of 50mm hazardous terrain right in front of them. Or just block passages. Markers are destructible, sure, but many crews don't have tools to destroy them from afar or multiple at once. Von Schill and Arik can charge over mines , other models could use rocket boots, so they won't be a big problem for Freikorps (unless enemy has Lure ). Later you can Pull! enemies into mines or push them with Charged Fists (Hannah can copy that) - try to place the enemy in base contact with multiple markers, so it will be harder to free him. Von Schill gives two upgrades, models use them, Trunk and Hannah (Adaptive Tactics) give them again - it's 8x 50mm markers. With adequate triggers or Armory you can make more. Or hire Rusty Alyce, she can create two Pit Traps (1 dmg + Injured) as action and then shoot three times with Rapid Fire. Or use just a few - Alyce creates traps with , Schill Pulls! enemy into them, Alyce shoots (and it's easier to hit Injured model). And if you place enemy on two different Hazardous Markers (land mines + pit trap), he is affected by both 🤔 Quote Share this post Link to post Share on other sites
Morgan Vening 1,185 Report post Posted February 12 6 hours ago, Jingizu said: Did anyone try spamming land mines against close combat crews? I was going to in my last game, until I realized the amount of "pull tech" Hoffman was wielding. Two Hunters, Two Wardens, and a Guardian (push, but still), and I reconsidered on the fly. Quote Share this post Link to post Share on other sites