EDIT: Ooookay. So maybe a little tl;dr. The short version:
I'm running demos and need a little rules help/advice! Thx in advance!
1. Determining terrain traits (pre-game). How detailed do you get? How much of your terrain do you consider climbable\breakable? How do you handle low obstacles, like walls, fences, etc? Do you force models to "climb" them or just ignore them for purposes of movement (and does the Ht of the model come into play here, forcing Ht 1 models to climb something a Ht 2 model could ignore)?
2. Paralyze. Help me explain this to my players. As most come from a Warmahordes background, they are incredulous when they learn there is no attack or damage bonus inherent to striking a paralyzed model (unless there's something I've missed). "If he's paralyzed, how can he defend himself??" How best can I explain this, not from a rules perspective, but something fluffy?
3. Ronin "Drifter" talent. I assume this will have a place in a future expansion (Special Forces, maybe). If not, please tell me what it does! We have a Vik demo crew in the store and it's been asked several times. I've been reduced to shrugging.
Cheers!
************************************************
The Wall of Text Director's Cut version:
So I've been running demo games out of my FLGS; not in any official Henchman capacity, just as a guy with more Mali experience than the rest. I'm certainly no expert, just now returning to the Breach after a short hiatus from gaming; still scraping the rust off. Doing my best to represent the rules as best I can, thankfully the new Manual is friggin' brilliant. That said, I've run across a few questions/situations that I'm not entirely sure how best to answer/address.
1. Deciding how terrain functions (pre-game). Deciding what's impassible, severe and hazardous is pretty straight forward, but some players tend to get a little crazy specific when it comes to determining climbable and breakable terrain and what to do with common obstacles like low walls, fences, sandbags, etc.
Some people want to make damn near everything climbable; any terrain feature that could be argued to have hand holds (however tenuous). Others want only obvious objects, like ladders and tall chain link fences, etc.
Then you've got low obstacles, chest or waist height and lower. I've got one group that argues they should be more or less ignored and used only for purposes of cover, and others who insist that a model should have to spend the 2" per Ht 1 to vault over pretty much anything. Breakable, also. They want to destroy everything, or nothing. Is there a happy middle ground? Also, do you take model Ht into account? A low wall that could be ignored by Ht 2 models might cause more problems for something that's Ht 1.
Also, determining the Ht of terrain. We've been using Ht 1 = 1" of vertical terrain. How picky do you get? Do you declare an entire wall Ht 1 (while some sections may be shorter and others higher, though the majority is approx 1"), or do you break it up into the appropriate sections, dependent on the actual height of the wall at any given point?
I have my own opinions on these matters, but I don't want to introduce any bias with my personal preferences. Let me just say that I try to keep demos running smooth and fast, but I've been unable to skip this step due to the fact that most of the players interested in Malifaux are long time war gamers who want to "damn well know what the terrain does."
2. Paralyze. Am I wrong in saying that attacking a paralyzed model garners no bonus to the attacker other than stripping the defender of his/her triggers? I believe I am, but most new players are a tad incredulous (most coming from Warmahordes, keep in mind).
I'm not so much looking for a rules justification here, moreso something fluffy. How can I best explain paralyze in a way that justifies what it does while still allowing the target model to defend itself without granting the attacker positive twists (or whatever)? Or maybe I'm wrong and there's something I've missed.
3. The Ronin's "Drifter" ability. What does it meeeeean? The store has a Viks crew for demo use and this has been asked more than once.
And ... I think that's it for now. Nothing earth-shattering. For the most part my demos have been well received and our player base is slowly starting to grow. The more streamlined I can make the experience, the better; and that includes doing away with humming and hawing as I struggle to answer a question or sort a situation I'm not sure of.
Question
Hatchethead
EDIT: Ooookay. So maybe a little tl;dr. The short version:
I'm running demos and need a little rules help/advice! Thx in advance!
1. Determining terrain traits (pre-game). How detailed do you get? How much of your terrain do you consider climbable\breakable? How do you handle low obstacles, like walls, fences, etc? Do you force models to "climb" them or just ignore them for purposes of movement (and does the Ht of the model come into play here, forcing Ht 1 models to climb something a Ht 2 model could ignore)?
2. Paralyze. Help me explain this to my players. As most come from a Warmahordes background, they are incredulous when they learn there is no attack or damage bonus inherent to striking a paralyzed model (unless there's something I've missed). "If he's paralyzed, how can he defend himself??" How best can I explain this, not from a rules perspective, but something fluffy?
3. Ronin "Drifter" talent. I assume this will have a place in a future expansion (Special Forces, maybe). If not, please tell me what it does! We have a Vik demo crew in the store and it's been asked several times. I've been reduced to shrugging.
Cheers!
************************************************
The Wall of Text Director's Cut version:
So I've been running demo games out of my FLGS; not in any official Henchman capacity, just as a guy with more Mali experience than the rest. I'm certainly no expert, just now returning to the Breach after a short hiatus from gaming; still scraping the rust off. Doing my best to represent the rules as best I can, thankfully the new Manual is friggin' brilliant. That said, I've run across a few questions/situations that I'm not entirely sure how best to answer/address.
1. Deciding how terrain functions (pre-game). Deciding what's impassible, severe and hazardous is pretty straight forward, but some players tend to get a little crazy specific when it comes to determining climbable and breakable terrain and what to do with common obstacles like low walls, fences, sandbags, etc.
Some people want to make damn near everything climbable; any terrain feature that could be argued to have hand holds (however tenuous). Others want only obvious objects, like ladders and tall chain link fences, etc.
Then you've got low obstacles, chest or waist height and lower. I've got one group that argues they should be more or less ignored and used only for purposes of cover, and others who insist that a model should have to spend the 2" per Ht 1 to vault over pretty much anything. Breakable, also. They want to destroy everything, or nothing. Is there a happy middle ground? Also, do you take model Ht into account? A low wall that could be ignored by Ht 2 models might cause more problems for something that's Ht 1.
Also, determining the Ht of terrain. We've been using Ht 1 = 1" of vertical terrain. How picky do you get? Do you declare an entire wall Ht 1 (while some sections may be shorter and others higher, though the majority is approx 1"), or do you break it up into the appropriate sections, dependent on the actual height of the wall at any given point?
I have my own opinions on these matters, but I don't want to introduce any bias with my personal preferences. Let me just say that I try to keep demos running smooth and fast, but I've been unable to skip this step due to the fact that most of the players interested in Malifaux are long time war gamers who want to "damn well know what the terrain does."
2. Paralyze. Am I wrong in saying that attacking a paralyzed model garners no bonus to the attacker other than stripping the defender of his/her triggers? I believe I am, but most new players are a tad incredulous (most coming from Warmahordes, keep in mind).
I'm not so much looking for a rules justification here, moreso something fluffy. How can I best explain paralyze in a way that justifies what it does while still allowing the target model to defend itself without granting the attacker positive twists (or whatever)? Or maybe I'm wrong and there's something I've missed.
3. The Ronin's "Drifter" ability. What does it meeeeean? The store has a Viks crew for demo use and this has been asked more than once.
And ... I think that's it for now. Nothing earth-shattering. For the most part my demos have been well received and our player base is slowly starting to grow. The more streamlined I can make the experience, the better; and that includes doing away with humming and hawing as I struggle to answer a question or sort a situation I'm not sure of.
Cheers!
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