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orkdork

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Everything posted by orkdork

  1. Hey all, Yet another question that I can probably figure out on my own in time, but I'll ask anyway because I wish I were playing :) I have a bunch of figures for a Nephilim grow list, and I'm wondering if I'm at all on the right track in terms of the list and how many extra models I'll want. My intention is that this list is for Turf War and Reckoning, while my Zor crew takes Squatter's Rights and Reconnoiter. So this isn't meant to be a marker crew. I currently have these models: Lilith Barbaros Nekima Cherub 1 Mature Nephilim 2 Young Nephilim 3 Terror Tots 1 Black Blood Shaman I'm looking at a 50 ss list like: Lilith, Beckon, Blade, Wicked (4ss) Cherub (3ss) Barbaros, Gladius, Talons (12ss) Nekima, Mother, Growth (16ss) Shaman (7ss) 2 Tots (8ss) Leaves me with an extra tot, two extra young, and an extra mature Will I need more dudes on the board to start? Will I need more dudes to summon? Thanks! Orkdork
  2. Turns out I had an old FAQ. The latest FAQ states that models may end an action part way up something climbable.
  3. We have a fair amount of climbable terrain, and we often have cases where the activated unit doesn't have quite enough Wk left to climb the piece. For example, maybe it takes 4" to climb, the model has Wk 4, but they are 1/2" from the terrain at the start of their Wk. Is there any such thing as climbing part-way? We've been playing "no", but I thought I'd see how others handle it.
  4. I trained up a Kings of War cost predictor for new units using a Support Vector Regressor, and it gets really good results! It correctly predicts existing unit costs with a median error of 5 points. Pretty awesome, since they round to 5 points :) (mean error is 9, but there are some units with one-off rules that confuse it a tiny bit). I don't know if there are other machine learning nerds on Ordo, but this is a pretty darn good result. I'd wager this does as well or better than initial costs assigned by the designers themselves. So for example, I think Great Ax don't quite match Black Orcs, as I think Black Orcs should have De 5. My ML model predicts that the cost of a unit with the same stats as Great Ax but with +1 De would be 110/161/261. Or say I really thought River Trolls should have 'Ensnare' (I don't), my model predicts that would cost 145/213 instead of 125/190. Another fun application would be "living legend units", like "Gorbad's Tusks", an elite unit of boarboyz led by the mighty Gorbad. Maybe I'll take a regiment of Gore Riders, give them +5 att, +3/3 Ne and Inspiring. I get 257 points for this regiment. Finally, let's do a BloodThirster. We'll take an Archfiend with wings, give it +3 att, and +2/+2 Ne. Prediction is 341 points.
  5. I found the answer to auras on the main Mollyfox rules board, where one of the game rules guys chimed in: http://themostexcellentandawesomeforumever-wyrd.com/community/topic/104287-pulses-and-auras-blocking-and-los/page-3 One of the pertinent quotes from a rules dude: All measurements in Malifaux are made from a top down view, this is regardless of the Ht of the objects being measured to/from. The Ht stat of a model does not affect whether it is within range of another model, since the measurements are done top down. The same is true of auras and pulses. The Ht of such effects is mentioned because some pulses/auras block LoS, in which case their Ht could prove relevant. So the requirements are basically: -recipient has LoS to aura/pulse source -recipient is in the range of the aura/pulse source elevation is relevant only in how it affects the LoS
  6. Another obey question: the rules state that a "defending friendly model may choose to lose the duel", flipping no cards but getting a tie result. Does this mean that if I use an obey on an enemy model to attack, my opponent can force a minus 2 damage flip in exchange for auto failing the defense?
  7. Funny, about an hour before Nathan posted this, I ordered plastcraft swamp stuff for my swamp fat mat, since my main crew is a swamp fiend crew :) On the one hand, it is nice to know I got the good stuff. On the other hand, I am always happy to find even better stuff.
  8. Hey dudes, We have a couple questions we haven't yet find the answers for, so we are wondering if you guys could help us out. -what is the engagement range of a model with no close attacks, like Molly Swuadpprridge? -if I cast obey on an enemy and take an interact action, whose crew do these actions resolve as? Can I flip a squatters token to my crew? -if I cast obey on an enemy and take a walk action, which crews count for disengage strikes? Thanks dudes!
  9. Awesome! I am getting over my disappointments in some of what I see as missed opportunities and thinking more and more that kow will be the game going forward. If we decide that kow needs more units to cover wfb stuff, I may apply some machine learning to determine the underlying math behind the kow points system. The machine can learn craptons of latent variables to find a true fit, capturing all the non linear relationships in the scoring (stuff the designers wouldn't know, but that has evolved out of play testing). This could make a great starting point for designing new units like a proper bloodthirster :)
  10. I'm in Hillsboro, though an excuse to go in to Portland would be just fine :) Looking for these guys (Malifaux gupps): And for this dude: I have more than this list, as it is off the top of my head: An unopened AOS box, still shrink-wrapped All VC unprimed, either fully or partially assembled 30 VC Graveguard (maybe 40) 20 VC Ghouls 10 VC Direwolves All Space Orks fully or partially assembled, unprimed (numbers may not be 100% correct) 30 Slugga Boyz 30 Shoota Boyz 2 Trukks starter set Nobs 6 warbikers Nids either on sprue or assembled, unprimed Some gaunts on sprue Stealers Gaunts Trygon Lots of boxed set night goblins and orc boyz, unassembled, or on sprue Various primed/base-coated orcs and goblins Old-school boar boyz Ogre Bulls on sprue Latest Space Hulk box, assembled, unprimed, played once 4th Edition DnD Players Handbook, DM's guide, MManual (near mint condition)
  11. orkdork

    Starting up

    I am looking at the answer right now...... Awwww yeah, wives love a penis joke!
  12. I have unpainted vampire counts plastics I'd be happy to trade for buildings. I have at least 30 grave guard, 20 crypt ghouls and 10 dire wolves.
  13. Now that is more like it! Looks really promising!
  14. Yes, I am blind :) thanks, guys!
  15. I can't find these rules in the book or FAQ :( am I blind?
  16. Ah! I didn't realize that flipping wasn't mandatory! Is that always the case in a duel?
  17. orkdork

    Starting up

    My .02 as a fellow newcomer: The fate decks are super fun, and though a bit slippery, they're super durable. They won't mark up, which would be an issue long-term for normal cards. They also have great artwork and really add to the feel. Part of what I like about skirmish games is how much more quickly you get to the full aesthetic compared to battle games. Fate decks are an important part of that full aesthetic, imo. Plus, when you cheat down your own master's card for the win, it's just devilishly satisfying :) That starter set is an awesome deal, btw!
  18. Yeah, I expect our games will be a bit one-sided while we learn how to play our crews, how to handle different strategies/schemes, and how to make the best of a bad cheat hand. For example, with Zor, I can actually make use of low cheats by ensuring I can Hem my own guys or throttle my own voodoo doll.
  19. orkdork

    Starting up

    So I just started with my brother, and there is an awesome site out there for newbies: https://pullmyfinger.wikispaces.com/ Just make sure you're looking at the 2nd edition versions of the guides. The right pages should have "M2E" in the title. If you don't mind .pdf versions (with clickable page numbers), drivethrurpg has the mini-book for $10.
  20. I need to give KoW another try. The few games of it I played were a bit bland, but then the armies were kinda mish-mosh rather than planned out.
  21. Joel and I got our second game in last night (making it 2.5 games for us). Once again, we noobishly just fought in the middle while forgetting our schemes. Only this time, Joel figured out how to combo Molly and Punk Zombies up to completely crush my face (our first game, he only had one assembled, and it was deployed, so he was summoning crooligans instead). My Crew: Zoraida Juju with Eternal Fiend 3 Waldgeists 1 Silurid His Crew: Molly Phillip 2 Punk Zombies 1 Crooligan A bunch more SS Strategic was table quarters, we both picked 'protect territory' as schemes, I also picked 'distract'. I conceded before he revealed his second scheme. I noobishly pushed forward on my turn 1, thinking that with my trees and juju, I'd be able to clump up with my trees and tank him while putting distracts down, using my silurid to either put distracts on Molly and Phillip or to claim/contest quarters. Then Joel began crushing my face. His strat was nice: he dropped schemes with his crooligan and Phillip, getting ready to start slurping them back up with Phillip to pull enough cards to get lots of crows for Molly. In the first few turns, he used his extra SS to add crows to his summons. Because I was clumped, he was able to pop a necrotic and punk zombie with lots of health right in my dudes, while also body blocking for Molly. Our last game, we didn't remember you could SS for suits, so his summons were rarely happening due to not enough high crows. Black blood and Molly's summon pulse hurts Waldgeists and their armor 2 in a major, major way! Add double 0 actions, cheats and SS to get both the reactivate AND the 1 action bonus off, and his punk zombie started spinning his katanas to further crush my face. By the end of turn 3, I had 2 Waldgeists left (one almost dead), and Zoraida was down to a single wound remaining! He had lost his original punk zombies, but had a punk zombie and crooligan summon engaged with Zoraida. So in summary, don't clump vs. Molly! Punk Zombie spinja summon is wicked, wicked, wicked! I'll remember next time not to leave guys so he can get a Punk Zombie summon near two dudes :)
  22. Yeah, I find myself soulstoning the initiative more often than should be necessary because I get my master in a jam. Out of curiosity, once I have Lilith, will I ever use Zoraida? (other than because she is awesomely entertaining) Lilith with upgrades just seems better, even with Juju and co.
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