Tuesday, January 15, 2013
Assassins Creed 3: The Second Day
I wasn't really expecting to hit each day that I played this game, but so far I've had some pretty bizarre occurrences each day, and I just can't help myself. I've learned some key things about how life in the Assassin's Creed world differs from that of the real world.
How Not to Get Caught
I was given a mission where I had to sneak through a heavily guarded portion of Boston. My skills have improved since my first day where I was falling out of trees and jumping off churches (well... I still jump off churches).
I've figured out how to read the screen as I'm going along too. For example, if Red Coats see something unusual, they'll start to get suspicious and you can watch the bar of their suspicion rising. Often that's your cue to hide or get out of the way from where they're moving. I was so excited to have figured this part of the game out that while I was standing beside a warehouse on the docks, I was trying to keep an eye out for those cues.
My friend was with me. My goals were to keep him safe and keep us both hidden from the enemies. So sure enough, I see one of those bars start filling up and spring into action. I turn and start running the other way to get into hiding.
Only my friend was standing right behind me. So as I turned around and began running, I did what I do to anyone in my way when I start running. I shoved him hard to my side. He was standing on the edge of the docks. I shoved him anyway. Into the Atlantic.
As I started running, a warning came up saying that my friend had died. Evidently that was the wrong choice to make.
How to Master the Art of the Assassination
Later, I had a bunch of friends (including the guy who took a drink in the Atlantic) who were disguised as British soldiers and pulling a wagon of prisoners in to a camp to try to infiltrate it. I was leading the wagon and my friends would rush ahead and lay ambushes for any Redcoats they might see head of them.
It was fun. I'd sit in the wagon, watch for my allies to get into position, and then shout for them to spring their trap before the Redcoats knew what was going on. It all worked pretty well.
One time, I had a couple of my guys on rooftops while a Redcoat walked down beside the building under them. He started to realize I wasn't the normal guy and I ordered my men to attack. The guy on the rooftop dropped with his knife and plunged it deep into, and killing... the dog sitting next to the Redcloak. The Redcloak was startled but had the presence of mind to pull out his gun and shoot my friend in the head (he survived the hit - it probably really hit him in the leg).
Sometimes I wonder how my team of ineptitude is actually going to achieve anything in the upcoming war.
Proper Chair Etiquette
Once I got away from the missions in Boston, I started wandering the countryside. It was winter and snowy, so I figured I was probably cold and when I passed a tavern, I stopped in to warm up. I muscled up to the bar, but no one wanted to talk to me. I mean no one. Weird, right? Most games I play, I can usually throw the bartender a few gold for a drink or something. Not in the colonies, evidently.
So I decided to go sit down at a table and listen to the music that someone was playing. I walked by the table and moved to the chair. Now I know I can sit on benches - I've done it before - but the best I could manage was standing on top of the chair.
I turned around to leave, but I couldn't! I was stuck behind the stupid chair! I finally figured out how to leave by leaping on the table and walking over it until I got to the other side. Note to self: taverns are for chumps.
Clarity of Directions
Later, I finally tracked down a woman who really did not like me. I mean, I don't know why she wouldn't. I've only stalked her for miles through the snow and kept tracking her down. And insulted her (only out of ignorance).
But finally she was okay with me enough to give me a chance. So as we stood in the middle of the wilderness, snowcapped hills and forest all around us, she said, "Close to here, there's a hill. Meet me there." Then she headed off.
Really? Close to here there's a hill? Lady, there are four hills in my immediate field of vision. You want to give me some more guidance than that? If it wasn't for the tracker that popped up on my map, I'm pretty sure that would have ended poorly.
So my day two of Assassin's Creed went a bit better than my first day. I am enjoying the game, but I think I'm enjoying making fun of it a little more so far. Dan and I were talking about the beginning - he's going to be happy to stop playing the British guy and start playing the Native American character. Personally, I love the British character. He's got attitude, and he's proper. It's the kind of roleplaying character I love to play. Dan, on the other hand, doesn't like all the talking and smugness about him. I say that's the best part.
Monday, January 14, 2013
Battle Report: Jakob Faces Zoraida's Younger Self
Dan and I went by Bill's house to do some podcasting, and
afterwords we decided we'd go ahead and grab a game. Dan played Mei Feng against Bill's daughter,
Bianca, who's learning to play Colette.
Bill and I faced off on the other table.
Bill had just commented that he was undefeated against me in 2013 and I
felt that simply could not stand. So I
pulled up my bag (currently filled with Ten Thunders) and tried to figure what
to take. I decided against McHammish
since I've been playing him almost exclusively lately. And I've been watching a couple other people
playing Jakob lately and forgot how much fun he was. So out Jakob came. We decided on 35 stones and went to town.
My Crew: Ten Thunders
List: Jakob, Hungering Darkness, Beckoner x2, Stitched Together x2, 10T Archer, Wastrel (Feather), 7 stones
List: Jakob, Hungering Darkness, Beckoner x2, Stitched Together x2, 10T Archer, Wastrel (Feather), 7 stones
Strategy: Supply Wagon
Schemes: Breakthrough, Spread Brilliance (I think that's
what it's called - the HD-specific one)
Since I was playing the list as a 10T list, I felt like I
had to take some things that wouldn't be available to Jakob in a normal
Neverborn list. I decided on taking a
Wastrel and assigning him my Breakthrough objective, and then took an Archer to
make my list more Ranged than melee. It
meant I had only one dedicated-melee model (the Hungering Darkness), but I felt
the Stitched Togethers might do well there too since they're short-ranged,
high-damage models.
Bill's Crew: Neverborn
List: Zoraida w/ Avatar, Nekima, Terror Tot x3, Desperate
Merc x2, Beckoner, 7 stones
Strategy: Claim Jump
Schemes: Kill Protege (10T Archer), Stake a Claim
Bill went with a standard Zoraida grow list. He also hasn't played Avatar Zoraida that
much, so he wanted to give her a try too.
The board was set up with several large clumps of trees
and tall structures to block LOS all over the place, but then also had smaller
pieces of rubble that would give people places to grab cover as they advanced. We flipped for deployment and got Corners
with Bill deploying first. He kept his
crew a bit back from the front of the corners line, making sure I couldn't
reach him as fast.
I deployed my crew up front since I figured I would want
to be contesting him early and try to kill off as much as I could before he was
able to bring the full weight to bear against me. I didn't have anything as long-ranged as Lure
to try to disrupt the growing, but I did have the Beckoners and Archers. Bill didn't give me much of a chance to shoot
down the Desperate Mercs with how they were deployed, though.
TURN ONE - ZORAIDA INITIATIVE
This turn started out pretty standard on Bill's side with
a bit of preparing to grow. The
Desperate Mercs went into Defensive Stance.
Nekima cut herself for a blood, grabbed Masks for all the Tots' spells,
and slashed each Merc dropping them to 1 life left. Both Tots hit their targets and Grew to
Youngers. Then Zoraida Obeyed one of
them to Mature.
Meanwhile, my crew was advancing and grabbing cover. I put up some fog, but not as far forward as
I should have (I was playing cautiously with my Stitched, not wanting them to
get cut down too fast) and Zoraida was able to drop a Voodoo Doll on one of my
Beckoners. I advanced Jakob into melee
with the Beckoner so that if she activated, the only thing she could attack would
be Jakob. Not ideal, but better than
having her kill off my Archer.
Near the end of the turn, Bill advanced with his Beckoner
and tried to cast Come Hither on one of my Beckoners. He passed Irresistible, and then we realized
that she was flipping at a pair of (-)'s because she was Brilliant. It resulted in a failed cast, and my
realization that I needed to kill his Beckoner right quick. Huggy moved up twice, then cast his Obey-like
spell on her, forcing the Beckoner to charge Huggy, though she did not do any
damage.
At the end of the turn, Huggy sapped a wound off of
Bill's Beckoner.
TURN TWO - JAKOB INITIATIVE
I started with Huggy again, killing the Beckoner in a
single hit, and then trying to make the lone Terror Tot who had run up last
turn run towards me. Unfortunately I was
out of range and wasted my last action as I just repositioned slightly.
Zoraida Obeyed my Beckoner to attack Jakob and she hit,
but I prevented the wounds meaning Jakob didn't take any poison either. Bill finally got his first Crystal Ball off
to start getting towards manifesting, though it cost him a soulstone too. Zoraida then cast Bewitched on the Beckoner,
meaning she could not cheat for the rest of the turn.
I moved my Archer forward, cast Yojiro for more damage, and
Focused a shot on the Terror Tot, hitting and then cheating a Severe in to
bypass the hard cover's Armor bonus and kill the Tot anyway. He used his Voodoo Doll to Obey the Mature to
charge one of my models, just working on bringing the Mature up the field and
into range. Recognizing that my crew was
pretty vulnerable to a Mature's assault, I tried to figure out what to do
next. I wanted my Stitched to kill him,
I think, so I had to out-activate him.
Fortunately I had the model advantage.
I activated my Voodoo-Dolled Beckoner who took two wounds and she shot
the Mature, hitting to give him Brilliance and reduce his Willpower by 1. I shot again and did another wound.
Nekima and the Younger moved up while my second Beckoner
shot Nekima twice, missing both times and my Wastrel moved out to be away from
where I expected the Mature to land. I
wanted to keep him alive if possible.
Sure enough, after regenerating one for being close to
Nekima, the Mature charged in at one of my Stitched Togethers and triggered
Knock Aside, shoving my Stitched Together back and then trying to jump on my
Wastrel. I was able to hold him in place
with my Huggy and Beckoner. He turned to
attack... something else (Jakob, maybe?) and didn't do any more wounds.
Bill was out of models, so my Stitched Togethers went to
work. The first one dropped him down to
4 wounds left after building my hand a little, and then the second one dropped
him to one wound left and walked away after building my hand some too. At the end of the turn, Huggy sapped the last
wound off him and the Mature died.
TURN THREE - JAKOB INITIATIVE
I was starting to get a bit confident. I had killed off three models without taking
much damage back. Plus, I just drew the
Ace of Masks and Nekima was in range of Jakob.
I flipped, won initiative, and looked over the board. I would have to hit all three times, I
figured, in order to kill her. I had two
Severes and the 1M. Jakob activated,
ditched a card for a third action and started shooting. I had to hope my stones would push me into
straight-flip range since I knew it would take all three shots to kill
her. Two soulstones, two Severe cards,
and the Ace of Masks later, I killed her on the last shot, leaving Bill with
Zoraida, a Younger, and a Voodoo Doll.
It wasn't looking likely that I'd get Spread Brilliance.
The Zoraida Obeyed the Younger to charge into melee with
my 10T Archer. Both of our hands were
depleted a bit from the fight between Jakob and Nekima. He was able to use a mid-ranged Mask to get
Flay, but then only got Weak on the damage, dropping the Archer to 1 wound
remaining. Zoraida then turned into a
Raven and flew 20" on to the Stake a Claim and Claim Jump.
I had to figure out how to kill the Younger without
spilling blood onto the Archer. My only
shot I could think of was my Stitched. I
had to move up within 6", got more cards from Gambler, and then tried to
Gamble My Life with him. I hit, but
didn't get to the 7 wounds I needed. The
Younger activated and locked up two points by killing the 10T Archer, then
charged my Stitched for 4 wounds, hitting the Rotten Contents trigger to put a
wound on Jakob, the Poisoned Beckoner, and the Younger.
My other Stitched killed the Younger, then started moving
towards Bill's Deployment Zone. With Obey
as an option out there, I would need two models to lock up Breakthrough, I
figured. The Wastrel followed him on
foot.
Meanwhile, the Hungering Darkness started moving towards
Zoraida. My Poisoned Beckoner dropped to
1 wound remaining and tried to shoot Zoraida, but failed.
My last Beckoner tried to Focus a shot on her, but
Zoraida used a Soulstone to push the duel beyond what I could hit. At the end of the turn, Huggy sapped a wound
off the Beckoner that had one wound and two Poison on her, killing her. Poor girl.
TURN FOUR - ZORAIDA INITIATIVE
Zoraida activated and cast Crystal Ball, using Bayou
Two-Card on the 11M initiative flip to get her second use of the spell. She then Manifested, ending up on the Stake a
Claim marker, but also in melee with the Hungering Darkness. She put up the bubble that allowed her to
cycle her hand when other people cheated or used Soulstones, then zapped my
Beckoner with Pins and Needles, dealing 5 wounds and 2 poison to her while
filling her hand up with 5 new cards.
Her last action was to try to Obey the Beckoner. He used a moderate Mask and then a Soulstone,
but I was able to resist with my 13.
I had my whole crew left to go since the Voodoo Doll
died. Jakob moved up twice and then cast
Dead Man's Hand, forcing him to drop 3 (of his 10+) cards and getting a 3, 3, 5
for myself. Yay. I guess.
The Hungering Darkness attacked and hit aZoradia (he was running low on
soulstones and I had a hefty pile left) cutting her wounds down by a bit and
giving her permanent Brilliance. I
attacked again, but he used his Soulstones to push me out of range of hitting
without flipping VERY well.
Meanwhile, one of my Stitched and my Wastrel moved into
Bill's deployment zone while my last Stitched, not wanting to be used against
my own crew with aZoraida's uber-Obey, ran and hid behind some terrain.
TURN FIVE - JAKOB INITIATIVE
I flipped a 12 and he flipped the Black Joker for
initiative. He had one soulstone left
and decided not to risk it on the Initiative here. (Turned out to be a bad idea, since his next
two cards were 13s, but who could have expected that?)
I decided to activate both Jakob and Huggy together. Jakob charged aZoraida and Bill thought for a
while as to whether this was a ploy to force him to use his last Soulstone or
not. With Huggy staring down at him, he
decided to hold his soulstone for prevention flips. Turned out it was no ploy at all as I dropped
the Ace of Masks for damage, then flipped another Severe for 8 wounds. He had five left so it meant the only
prevention flip that would work was the Red Joker. Which, of course, he was holding in his
hand. So that wouldn't help.
The game wrapped up there. Turn six involved me grabbing the
Breakthrough and we tallied points.
FINAL SCORE:
Jakob 6 (4 Supply Wagon, 0 Spread Brilliance, 2 Breakthrough)
Jakob 6 (4 Supply Wagon, 0 Spread Brilliance, 2 Breakthrough)
Zoraida 2 (0 Claim Jump, 2 Kill Protege: 10T Archer, 0
Stake a Claim)
I found Spread Brilliance to be an annoying scheme to try
to achieve in this game. I couldn't keep
any of his minions alive (except maybe the Beckoner) without worrying about
them becoming melee beat-sticks and wrecking my crew. I didn't have enough Control aspects of my
crew to really go for keeping models alive but not contained. So that was two lost points straight
away. If I gave Brilliance to Zoraida,
she could lose it by Manifesting (unless she was close to a Beckoner, but Bill
knew that and wouldn't let that happen if he felt threatened by the scheme),
and I couldn't give it to a Voodoo Doll because he'd just sacrifice it to make
another one.
A fun game to get back to Jakob with. Though I used Dead Man's Hand only one turn
the whole game, and he killed two models by the end of the game with his
hold-out pistol (Nekima and aZoraida).
Not his normal game. I never saw
the Red Joker in my hand, but the Ace of Masks on those two turns certainly
made Jakob deal more damage than I intended to this game.
Friday, January 11, 2013
Assassins Creed 3: The First Day
I started playing Assassin’s Creed 3 last night after
several weeks of dealing with the fact my computer would not install the game
(a whole new story that ended with me having to upgrade to Windows 8). I figured it would be fun to put down some of
my initial thoughts. I have not played
either of the first two games. This one
was interesting to me primarily because of the American Revolutionary War
aspect. That time period has always
interested me. I actually have ideas in
my head about running a pre-Revolution roleplaying game at some point, but like
so many of my ideas, it may just stay in the “wouldn’t that be fun if I did
that” category.
Anywho, back to Assassin’s Creed 3. I knew next-to-nothing about the game before
I started. Imagine my surprise when I
start off somewhere in the future. And I’m
being given a lot of information about the Templars. And Assassins. And weird computer artifacts. And all of the sudden I was in a holodeck-like
computer program. Wow. This is lame.
In my Revolutionary War story, I don’t even live in that time
period? I’m just going through a memory
of that time period?
But that’s okay. I’m
sure by the time I’m mixed up in the game, I’ll forget all about the stupid
premise. I mean really, why bother with
any of it? Why not just have the story
in the historical time period and be done with it.
Anywho, I started out in London in an Opera House. I had to kill a guy who was sitting in one of
the box seats. So I had to find a subtle
way to get to him without being noticed.
Awesome – having just come off of Dishonored, I love this kind of thing. I started following the hints around the map
and managed to climb part of the interior wall.
Until it got to a point where it said I had to climb out along the wall
into the main audience area. Wait. How is that supposed to be subtle? I assumed someone would see me straight away,
but nope… they were all ignoring the obviously-dressed, grunting man who was
climbing all around the opera house.
Wow. Must have been a very
enthralling show.
I got back stage, made a ton of noise as I climbed across
the stage without being seen (I only messed up a bunch of their props and
setting pieces, so I wasn’t THAT obvious), and then made it to the box. There was an awesome cut-scene where I killed
the guy, and then I had to walk out of the opera house as the body was
discovered and people were questioned all over the place. I have to say, it was pretty cool how tense
they made that part of the mission.
Next step – I’m off to the Colonies. I spend a couple months on a boat (which takes
over an hour of game time and is remarkably boring). I get in a fight with some sailors, everyone
hates me, and someone tries to kill me.
Oh, and I climb around. A
lot. I guess this is all just getting me
used to the gameplay, so I’m fine with it.
I finally get to the Colonies and start off. There’s someone there waiting for me to
arrive and he starts telling me about what’s going on. Red dots keep appearing on my screen which I
quickly learn are the British. Okay, so
my screen will let me know when the Red Coats are near. Red is usually reserved for enemies, so I
decide to walk up to one of them. He
ignores me. Then I see a woman with a
basket of apples trip and spill her apples.
Some guy grabs one and bolts while the woman yells, “THIEF! STOP HIM!” I’m a good guy. I take off after him. He ducks down some stairs in an alley. I follow him, and he stops running and turns
to face me. Uh oh, is this going to be a
fight?
Then he drops the apple and it starts floating in midair,
and he walks away casually, ignoring me.
I’m mesmerized by this floating apple and can’t seem to figure out how
to pick it up. After a moment, I realize
the real ploy… I stopped watching the thief!
Did he escape! I turn around and
find him a few steps away, leaning against a wall. “How dare you steal a floating apple!” I want
to yell at him. Instead, the only thing
I can do is walk into him repeatedly. He
doesn’t seem to care, but it makes me feel like I did at least something to him
after his magic-apple-incident.
Later, I find a bunch of rifles leaning against a
board. I pick one up. Then I drop it and pick up another one. Then I just leave with it. No one seems to care, though one person did
comment as I walked past, “That man really shouldn’t be armed.”
No worries. As
soon as I talk to Ben Franklin, my new rifle disappears. Ben Franklin tells me about his Almanac. Find the missing pages! Okay, we’ll see how that rolls. I go to buy a new gun and sword (the only two
things it seems this store sells) and then head to the tavern where I am told that
my first mission is to recover a box of research so that my new friend can
figure out where I’m supposed to go next.
I head to find a guy who’s tracking the thieves, only
there are too many of them for him. Not
too many for me, though! I pull out a
rifle and shoot the lookout, then climb into the thieves fort and sneak
along. I find some guns and shoot one of
the bad guys and take aim and… whoa, it takes a while to reload these
things. Oh yeah… ball and powder. That’s right.
Maybe I should just grab another gun that I’m sure they left sitting
here already loaded and… OH MY! I’m being stabbed by four people! I pull out my sword and make short work of
them.
We make our way through the fort to the research and find
the leader. We spend some time offering
each other the opportunity to leave without being killed. I pull my gun on him and aim it. Then he starts pulling his gun on me. SHOOT HIM!
SHOOT HIM! But I don’t. I wait for him to aim it at me first before
shooting him in the head.
A brief fight later and the cut-scene reveals that my
shot at his head ACTUALLY hit his leg.
These things are dreadfully hard to aim.
I start picking the pockets of every dead man I can find,
grab a gun and head out to fight some more.
Shoot, shoot, shoot, and more shooting.
Soon they’re on me and hitting me.
I kill them with my sword. We
keep moving. More guys, this time with
some on the rooftop. We kill all the
ones on the ground, then I try to shoot the guys on the rooftop. My gun won’t work. I think it’s loaded. I start picking the pockets of the dead
people on the ground for more bullets.
Fortunately muskets are terrible aim and I can just wander around
without worrying.
No dice on the bullets.
No idea what to do. I stare at
the building for a while as I’m being shot at and then flash back to my days
climbing around the ship. I can
climb! I guess that hour of boring
gameplay was worth something. I run up
to the building, climb it, and stab one guy.
Then I climb to the chimney and leaping-stab another guy. Awesome!
We keep walking.
More people, more inability to shoot a gun, and more stabbing with my
sword. Soon we’ve escaped with the
research.
Next task, find some dude that’s on my list of
sympathetic-to-my-cause people. I head
in and find his home has been trashed.
Where could he be? I start trying
to track down some rumors, listening to conversations people are having and
soon have a new goal… FIND MORE CONVERSATIONS!
So I tell my ally to meet me somewhere and I’m going to go high to
listen in. Um… really? Okay. Evidently my goal of going high to listen in
on conversations involves me climbing to the top of the highest point in the
city. Now I know that I personally am
partially deaf and could not hear conversations from that height, but I’m
pretty sure no one else could either.
Sure enough, my ascent to the highest point in the city ends with me
leaping into a bale of hay. Um… why did
I just do that.
So I get out of the hay, wander around, and climb some
more. I find a conversation I’m supposed
to be listening in on and sit in a tree above them. Unsure of what I’m supposed to be doing, I accidentally fall out of the tree (this one’s completely on me) and a Red Coat
comes around and starts yelling at me. I
run away from him and find another conversation. I hide behind some boxes with a couple other
people standing nearby and listen in on the conversation. But soon the Red Coats are there too,
yelling at me. Damn… I’m doing something
wrong. Maybe if I… wait… did that Red Coat just stab me? Well, I’ll stab him
right back! Uh oh. He’s got friends.
And that’s the story of how I got chased around Boston by
an army of Red Coats and then shot down by a gun line as I tried to climb a
building to escape.
Better luck next time… Despite my making fun of a lot of it, I am really enjoying it so far and looking forward to seeing what happens. I know I've barely scratched the surface and I'm probably still in the part that's teaching me how to play the game.
Wednesday, January 2, 2013
Rule Changes in Malifaux
Jonas Albrecht on the Malifaux boards posted a blogquestion about what people would like to see in Malifaux II, should it ever
come. I started thinking about it and
decided I’d try to come up with some of my thoughts on what I would like to see
changed in a future version. I’m going
to steer clear of talking about any specific models because I think that would
be another article entirely, but for the core rules, these are some of the
changes I would like to see explored.
Drain Souls
This is a very fluffy, and unfortunately problematic,
part of the game. I love the concept
that a master can suck the souls out of his minions to fuel his magic. Unfortunately, in almost every game I’ve seen
it used (which tends to be a very small sample size because my local playgroup
pretty quickly agreed it shouldn’t be done), it was not used to gain soulstones
but rather to kill your own models to avoid giving points for strategies and
schemes.
But in the end, it is a part of the fluff of the
game. I would like to see it remain in
the game, but it needs to be changed such that when it happens, your opponent
gains a VP for each model drained, or that it cannot target models that are the
subject of any revealed schemes or strategies, or that if it happens, it grants
the VPs for revealed schemes and strategies.
I’m no rules-writer, but that’s what I would like to see happen with
Drain Souls.
Schemes /
Strategies
Overall, I feel like the current selection of schemes at
strategies needs to be reworked on several levels.
1.
There are a number of strategies that just feel
like repeats of each other. Distract and
Contain Power, for example. I’d like to
see 13 very different strategies.
2.
The current strategies feel like they favor
speed armies more often than any other type.
This gives an undue advantage to the faster factions (generally
Neverborn). I’d prefer to see more
strategies that favor a wider spread of tactics.
3.
There are too many strategies and schemes that
can be blocked by killing your own models.
4.
There are several schemes and strategies that
can be achieved by certain masters with almost no chance of stopping them. Deliver the Message with a Zoraida crew, for
example. I’d like to see no strategies
that are virtually unstoppable.
5.
Some faction-specific schemes (Archanists, for
example) are mind-numbingly simple while others (Ressers) are quite a bit more
difficult. I’d like to see them all
balance out more.
Terrifying /
Non-Living Models
I’m combining these two categories together. Terrifying is an extremely powerful ability
because Fall Back is such a huge disadvantage.
Terrifying is also a useless ability because there are so many
non-living models out there. My ideal
situation here would be to decrease the effect that Fall Back has on models,
and also decrease the number of non-living models out there. That alone would make Terrifying-based crews
and strategies more feasible.
Instead of fleeing off the board for a turn, and then not
being able to move for another turn, maybe the model’s next activation must
start with an advance until the model is outside the model that Terrified it’s
melee range, and then the model is at a (-) flip to anything it does that
turn. If it is terrified outside its own
activation, it just single-moves away and has a (-) flip to anything it does on
the following turn. The model can still
move, can still attack, etc., but just has a penalty to do so. Obviously it would need to be tested to see
if that also is too much, but the idea I’d like to see is for Terrifying to
impact more crews, but be less of an impact to models when it happens.
Pre-Measuring
I love pre-measuring.
When a game calls for pre-measuring, I’m usually pretty happy. I don’t understand why people are not in
favor of it. I’ve heard the calls that
it will slow down a game as players try to measure every possibility, but I
have found the opposite to be true in games I play. When I get to a turn, I usually know what I
want to do. It then becomes a matter of
me calculating the odds of it working.
Inside that calculation is range-guessing. If I know I’m in range, often I will go ahead
with my plan. If I don’t, I spend longer
trying to make guesses as to whether I’m in range or not based on other
information and it just slows the game down.
I don’t like losing because I was 1/2" out. I don’t like winning because my opponent was
1/2” out. Just institute pre-measuring
and be done with it.
Loaded Keywords
There are a lot of rules out there that could be
simplified by loading more keywords and deleting ones that are similar. Why do we have Fly and Float? They’re close enough – let them combine to
one. Why do we have Scout, Arachnid and
Shambling? Combine a lot of these rules
and get rid of the annoying instances of trying to remember the details of why
one version is better than another.
Clean Up Confusing
Rules
There are two examples that stand out in mind at the
moment. Towards versus Directly Towards
(is there a difference between them at this point) and how to calculate range
when height is involved (if I remember right, it’s different depending on if
you’re shooting a gun or stabbing someone with a sword).
I don’t want this to come across as if I’m not happy with
the Malifaux rules. For the most part, I
love them. I rarely come up in
situations where a rules dispute happens, and when it does, it’s usually pretty
easy to resolve. But if we’re talking
about our wishes, these are what I would like to see.
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