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Messages - mfaulk80

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1
Painting / Re: My heroes WIP
« on: June 21, 2014, 12:18:43 PM »
Keep posting these.  I'd love to see what you do with the monsters as well. 

Great job.

2
Painting / Re: Alternatives to Green Stuff for Bases
« on: June 21, 2014, 12:17:24 PM »
The trick to working with Green Stuff is using the right tools. I use a sculpting tool set similar to this -
http://www.amazon.com/SE-DD312-12-Piece-Stainless-Carvers/dp/B000SVRSRY/ref=sr_1_5?ie=UTF8&qid=1403335145&sr=8-5&keywords=sculpting+tools

Always wet your fingers when working with Green Stuff, and wet the tool tips also. That way it doesn't stick to you. You should also wet the surface you're working on, like a hobby/craft mat. There are plenty of youtube videos about Green Stuff and how to properly use it.

Here's an example of what I did with Green Stuff (the banner is completely made of Green Stuff, molded onto the metal banner frame)-


That's awesome!  I think that type of work is where Green Stuff shines. 

I've watched lots of videos, and I have a bunch of cool instruments.  I'll admit that I did forget to use water on my 2nd attempt, but I still feel like there should be a more ideal material for simple gap filling.  When it comes down to it, I'm just a bit impatient with a process that seems like 'busy work'.  Cutting the green stuff, mixing it, working it in, trying to maintain enough water so it doens't get too sticky...all for a single mini.  It just feels like 'busy work' needed prior to the fun and more creative stuff.   

I actually pulled out some of my dental stuff, and it seems to work pretty well for this particular project.  It's easier to work with since I can just squeeze it directly from the tube into the gap.  It's also not nearly as sticky since it isn't an epoxy type adhesive.  It's activated by light which gives me plenty of working time, and then I just zap it when I satisfied with the results.   I was concerned that it wouldn't form a proper bond to the plastic, but it appears plenty solid.  I was also concerned that the paint wouldn't stick, but that looks to be okay as well...

I may try out Milliput someday, but it seems like it has some of the same drawbacks as Green Stuff (at a cursory glance). 

3
Painting / Re: Alternatives to Green Stuff for Bases
« on: June 18, 2014, 06:56:20 PM »
Not really....but only because I haven't done it before.  Even just breaking off the old bases makes me a bit nervous to be honest, but maybe I should at least look into it.

4
Painting / Alternatives to Green Stuff for Bases
« on: June 18, 2014, 06:35:54 PM »
Okay, this is really my first foray into painting minis...and my least favorite part is filling those Crawler (etc.) bases with that damn Green Stuff.  The stuff is sticky, somewhat toxic, hard to work with, and it takes a long time to apply.  I know that Green Stuff is used for molding, etc., but it seems like there should be something easier to use for a task as simple as filling in those Crawler bases.  I have access to dental supplies that I'm thinking about trying out, but I'd love to hear if there is something else out there that is a perfect fit. 

What is everyone else using for a base filler?  Any suggestions?

5
I haven't seen this posted here, and I know that not everyone frequents BGG. 

There are some AWESOME templates for making Monster cards available on BGG:
http://boardgamegeek.com/filepage/103697/geckoths-minioncaptain-card-template
http://boardgamegeek.com/filepage/103969/geckoths-bossmini-boss-card-template

These templates were put together by BGG users:  CarelessOpossum and GeckoTH.

A few users (including myself) have posted some different variants for the original Monster types.  Additionally, the cards can easily be uploaded on Printerstudio.com where you can get a deck of 54 unique cards on a linen finish for $14 including shipping.

6
Rules Discussion / Re: When do you role a non combat action
« on: May 31, 2014, 08:22:22 AM »
Traps are the most common NCA, but some quests will require them as well.  Oh, and Courage Checks....which the Stalkers use in their Aura Buff.

7
General Discussion / Re: A little Disappointed
« on: May 21, 2014, 12:28:31 PM »

There's a 0% chance it does anything other than puts a souless into play. The reason it says raises, rather than spawn, is because if it said "spawns a souless" you would need a lair to spawn them. MERCS has confirmed that he puts a souless into play, because when they made a ruling for Sinner's Sorrow, they also mentioned that he can only put a souless into play once per turn, regardles of the number of attacks he makes (which lets him roll fate dice more than once).

I haven't seen that. Is it in the FAQ? If not, can someone please provide a link to the thread where they said it?
If you're talking about Necrotic Aura only be activated once per Activation, then it's in the FAQ (p7).  It was also originally discussed on the official forums at MCG.

8
General Discussion / Re: Trap Survey on BGG
« on: May 21, 2014, 09:35:26 AM »
There are a few other factors that may be affecting the perceived difficulty of the Crushing Wall Trap (and it's applicable to other Traps as well):

1 - Transition between tiles & deciding when the Trap activates:  If players just move their Heroes to the first square as part of setup (as pictured in the rulebook) OR if players decide that the Trap doesn't activate on the first square (which is not explicitly stated in the rulebook), then Heroes can reach the Disarm points during the first Hero Cycle.  If, however, players follow the RAW for tile transitions AND they assume that the Trap is activated immediately upon entering the Tile, then Heroes must wait until the 2nd Hero Cycle to reach the Disarm points.  This may or may not matter depending on how they're playing some of the other areas, for example...

2 - # of NCAs per turn:  On the MCG forums, Kenny once stated that Heroes are limited to one NCA per Hero per Hero Cycle.  I believe this comment was made in a discussion on Disarming Traps, but regardless, I think some players are playing with this rule even though it didn't make the FAQ.  I also think it is possible that the intended rule could be 'one Trap Disarm attempt per Hero per Hero Cycle'.  This is going to effect the number of attempts that Heroes will be able to make as well as the # of MP players are using.  The combination of the two above can limit Heroes to a two Disarm attempts per location.
 
3 - Loitering:  Does the AP generated by this Trap count against Loitering?  Normally, AP generated by Traps is not supposed to count to prevent Loitering, but I think many players have house ruled this.  Technically, I believe players must still play a card that increases AP in order to avoid Loitering.  Of course, Heroes can choose to Loiter, but then they must accept the penalty. 

Assuming players are playing all of the above as strict as possible, as well as poor die rolls, and assuming they don't want to accept Loitering penalties, Heroes could actually be limited to one chance to Disarm each location.   And since you must disarm both locations, Heroes would only have a 25% chance of succeeding at this Trap...with the penalty of death for failure.

With more Heroes, players must recognize that moving more than 2 Heroes is likely only going to hurt their chances as well..

(I should note that I don't play all of the above as strict as could be...and so I don't find this Trap to be overly difficult.)

9
General Discussion / Re: Trap Survey on BGG
« on: May 20, 2014, 11:14:51 PM »
We've been playing that once it closes, it closes. But it hasn't mattered. At the very least you get 6 tries to roll 2 5s before it crushes you/seals you in.
Assuming there isn't a Hunting Party...

And technically, it's (3 tries to roll one 5) x 2.  It's not quite the same thing, but close enough.


10
Fan Created Content / Re: Secret Achievement Titles
« on: May 18, 2014, 02:32:54 PM »
I was actually thinking about tying the Titles into an achievement/feat system.  I think I'm in the minority in that I feel like Heroes progress a bit too rapidly, and so I've nerfed the Item retention from the base game.  I feel like the Titles (particularly the first one, Harbinger) advance Heroes ridiculously quick as well.  I'd like to see the Hero Deck progression be more of a focus for level advancement too.

Anyway, I'm thinking of turning the Titles into 'feats' or 'achievements' that Heroes earn for doing awesome stuff during a Story Quest.  The Feat would only be kept until the end of the Story Quest, but Heroes would still keep on Item per Feat earned in the Quest that just finished.  Similar to what Granite was saying, Feats could vary from session to session (or at least between Story Quests), or at least the way to earn those Feats could change.  I was still playing with the idea of Individual Feats vs Party Feats as I think there are benefits to both.

Granite pointed out some of the positives for Individual Feats.  Party Feats could also change the way a group plays from tile to tile.  For example, and this would admittedly be difficult, the Feat could require the group to kill off all of the Minions prior to destroying the Lair.  A goal like that would obviously change up some of the most common tactics of playing the game.

One thing that I must note is that Heroes would be limited to 5 ways to level up in the game since there are only 5 Advanced cards per Hero.  I have two copies of the game, so I can stretch that out...even allow Heroes to pick up some of the other basic cards. 

Anyway, I posted a thread about this earlier today on BGG:
http://boardgamegeek.com/thread/1173812/titles-feats

12
I almost feel like the two 4x6 tiles are supposed to be in the traditional (and legal) 4x12 pattern, but the rulebook page layout may have been awkward.  Even if that's not the case, I recommend playing it like that for the sake of the gameplay...

13
You are only meant to play one tile at a time.  If it's not in the rulebook, then it should be.  Brian has stated that several times...

14
Fan Created Content / Re: Trap Cards
« on: May 15, 2014, 10:48:28 PM »
I also noticed that you're missing the TN on Hurn's Pitfall.  It should say "4 x TN 7", but it only says "4 x TN"...

15
General Discussion / Re: Trap Survey on BGG
« on: May 15, 2014, 09:43:12 PM »
A user over on BGG has posted a GeekList surveying players' opinions of each trap in detail. So far, the discussion has been very civil and honest (it's sad that I have to point that out). If you feel like giving your opinions you should check it out.

http://boardgamegeek.com/geeklist/173592/myth-traps
Also note that MCG is watching the thread for input on potential changes.  As such, the more input the better!

MERCSKenny:
"I will be looking at the geeklist on BGG for traps, and comments here, when determining any tweaks that need to be made to the traps or the text."

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