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![[Post New]](/s/i/i.gif) 2013/09/09 13:11:16
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakar
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Cyporiean wrote:
We've got Kirin, 2 horns are better then 1. And Ponies only bring trouble.
I like the Kirin's odd and sort of monstrous body design, but maybe at some point off in the future you could make a variant Kirin model, or even a 2-3C cost legendary Kirin. Maybe...very rarely a Kirin is born with its horns protruding from the front of its head. These horns being close together have a tendancy to intertwine and spiral around each other, giving the appearance of one might horn. Tales say that Kirin with the anomaly often become leaders of their herds, being particularly dangerous in combat against predators and oftentimes fighting when other Kirin would run. Rumors persist though no such Kirin have been sighted in years.
Alfndrate wrote: Galen wrote:Be careful with those iconic monsters. I don't want Endless to become just another generic fantasy game.  I imagine the goal is to make figures that people would want to buy even if they don't play the game, and common monsters really have to be done well to catch peoples eye. For example, I don't know if I would buy a goblin scavenger figure if OTL came out with one, because I already have hundreds of various goblin figures from other games.
Our goblins are meth addicts... The High Elves subjugated the goblins and used them in their sick magical experiments. Now that the High Elves are no longer the powerful empire that they were, these goblins are left with the suffering with the magical addiction their masters forced upon them. Goblins travel the world seeking shards of the Air Crystal that they can grind up into a dust and put it in what amounts to a gas mask.
Well that changes everything!  It is stuff like this that can really keep things interesting. The EFT world is, more or less, generic fantasy, but it has its own nuances.
I got really busy yesterday, but I'll throw out a couple quick ideas
Miasma Hulk - Large based dark model. Even the ancient trolls can succumb to the power of the dark crystal and these lumbering brutes, shambling across the battlefield with their crystal protrusions strike fear into even seasoned warriors.
Monk variant ideas - a monk with more movement/area attack powers. command: meteor dive - place monk anywhere within JMP squares of its current location and then make an around 1 attack. Command:sweep kick - ATK - Wide.
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![[Post New]](/s/i/i.gif) 2013/09/10 05:12:58
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakar
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Galen wrote:
Monk variant ideas - a monk with more movement/area attack powers. command: meteor dive - place monk anywhere within JMP squares of its current location and then make an around 1 attack. Command:sweep kick - ATK - Wide.
Oops...I forgot the Monk already has a Sweep Kick
Anyway here are some other ideas I had.
Ideas for a Ghost type monster - 2C Dark Element, durable, medium to low damage output with short ranged attacks. I was thinking of a balance/role similar to Dragoon or Rune Fencer, but a little more on the magic end of things.
Possible stat line: ATK:3, DEF:2-4 (depending on interaction with ability and commands), MAG:4, MOV:3-4, JMP:2 ITM:0 HP:6 MP:6
Special ability- Insubstantial -The ghost rolls Def x2. I want something defensive but this is probably over-powered. Maybe restricted with "defense can not be raised by beneficial effects"
-or-
Special ability - Spook - enemies attacking the Ghost receive Fear(1) after the attack. This could be tweaked to trigger only on damage or only against ATK commands, or only on basic attacks.
-Teleport Passive as a Sorcerer (or just add "can move through enemy models" to Insubstantial)
-Spirit Bolt:1 MP, MAG, Rng 3-4, Ignores models for purposes of line of sight. I would debate taking away the special rules and mana cost making it just a variant Demonite Blast (summoner)
-Frightening Visage -Passive- Fear(1) to all non-dark blood models who end their turn adjacent to the Ghost
Ideas for a variant Mandragora or a large based 2-3C Mandragora Alpha
-It could keep the current mana regen Special Ability.
-A passive command, 'Rooted', +1 ATK/ DEF/MAG if Mandragora does not move on its turn. This would be the opposite of the Kirin's special ability
-A self heal power: Photosynthesis/Growth Spurt- Mandragora heals one HP for each MP spent. similar to the Dark priest power but self only. This would be more appropriate for a larger plant with more HP
-A new damaging MAG command. Something like "Seed Gun" - 1 MP - MAG, RNG4 You may spend additional MP to increase the number of damage dice rolled by 1 per additonal MP spent.
-Vine Grapple - 1 MP, ATK, model suffers Stop until it is no longer adjacent to the madragora. This could also be used as a Pugilist command, Grapple.
-Vine Frenzy 3 MP, ATK, Rng 3, Push 2, choose 3 targets
Generic command ideas
-ranged attacks that ignore los: lightning from sky, earth eruption etc.
-multi target ranged. Two shots at -1 ATK. 2-3 single shot spells. Maybe an archer variant that trades volley for twin or triple shot.
-Regen self heal similar to the crusader's aura. Makes sense for mandragora, or possibly self-repairing risen or miasma thralls
-Allies get bonus against enemy adj to you.
-spend 1 MP per to reroll attack dice (or magic dice). Like archer's dodge.
-rolling jump stat in dice. Possibly for a line attack with follow through. Number of squares would be based on number of successes
-Push/pull effects based on number of successes
-Push/pull commands with no damage, for pushing around both friends and enemies.
-More powers like the bandit's Gang Up, that let another model do something on a separate turn.
-A command that lets another model make a basic attack. (too powerful?) This could be for a variant rhapsodist.
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![[Post New]](/s/i/i.gif) 2013/09/12 22:06:09
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakka Veteran
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Another idea...
What iconic monsters do you feel are underrepresented in the current Endless lineup?
Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.
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This message was edited 1 time. Last update was at 2013/09/12 22:06:45
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![[Post New]](/s/i/i.gif) 2013/09/13 04:02:59
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakka Veteran
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Would we have to call it White Kangaroo?
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Lockark wrote:If you stat it, they will kill it. |
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![[Post New]](/s/i/i.gif) 2013/09/13 06:46:08
Subject: Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakka Veteran
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No, but I would have the opportunity to paint it white.
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![[Post New]](/s/i/i.gif) 2013/09/13 12:03:02
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Old Sourpuss
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WhiteRoo wrote:Another idea...
What iconic monsters do you feel are underrepresented in the current Endless lineup?
Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.
http://www.reapermini.com/Miniatures/kangaroo/latest/03589
That's the only thing I've seen...
What was the price to get a mercenary model sculpted during our last kickstarter Misk?
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![[Post New]](/s/i/i.gif) 2013/09/13 14:55:41
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakka Veteran
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Here it is.
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![[Post New]](/s/i/i.gif) 2013/09/13 19:38:37
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Dakar
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WhiteRoo wrote:Another idea...
What iconic monsters do you feel are underrepresented in the current Endless lineup?
Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.
That would be entertaining. Australia is a whole untapped continent of possibilities for Brushfire, not that there isn't a huge list of things for OTL to work with already. *cough*North America*cough* An Australian themed mercenary character unit similar to the wanderers might be neat. Hmmm...Kangaroo, Koala, Tazmanian Devil, Frilled Lizard, Land Hermit Crab?, Crown of Thorns Starfish?
It's nice to know there is probably the option of saving up and buying a personalized mercenary, of course if that's not in the cards I would pick up some of those Kanga-refs and use them as Sohei toads (leap!) in a Chugoku army. They wouldn't seem too out of place.
Also, because it just popped into my head. I have no idea if it is still in print, but the After The Bomb RPG by Palladium games had a supplement called Mutants Down Under that had rules for mutant Kangaroo characters and other Australian fauna. I once played a Komodo Dragon Sumo Wrestler.
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![[Post New]](/s/i/i.gif) 2013/09/13 19:51:59
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Old Sourpuss
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Galen wrote: WhiteRoo wrote:Another idea...
What iconic monsters do you feel are underrepresented in the current Endless lineup?
Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.
That would be entertaining. Australia is a whole untapped continent of possibilities for Brushfire, not that there isn't a huge list of things for OTL to work with already. *cough*North America*cough* An Australian themed mercenary character unit similar to the wanderers might be neat. Hmmm...Kangaroo, Koala, Tazmanian Devil, Frilled Lizard, Land Hermit Crab?, Crown of Thorns Starfish?
It's nice to know there is probably the option of saving up and buying a personalized mercenary, of course if that's not in the cards I would pick up some of those Kanga-refs and use them as Sohei toads (leap!) in a Chugoku army. They wouldn't seem too out of place.
Also, because it just popped into my head. I have no idea if it is still in print, but the After The Bomb RPG by Palladium games had a supplement called Mutants Down Under that had rules for mutant Kangaroo characters and other Australian fauna. I once played a Komodo Dragon Sumo Wrestler.
I would make drop bears the most vicious melon fethers in the world, but the cutest models
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![[Post New]](/s/i/i.gif) 2013/09/13 19:59:21
Subject: Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Fixture of Dakka
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I really want to do a Platypus at some point.
We've discussed how to do Australia a few times in development but have yet to really nail anything down, at the moment they are considered part of Axony. I do not know if we'll ever do a full faction for them, but a character or two/merc is fairly likely.
As for 'Merica, its currently in the same stage of development as Ordenstaat, Volk-Urssia, and Alexandreta; standing a fairly equal chance to being the next one released after Exomorphism. Automatically Appended Next Post: Also, due to Matt injuring his hands today the Visiting Hours for this week will likely be late.
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This message was edited 1 time. Last update was at 2013/09/13 20:00:28
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![[Post New]](/s/i/i.gif) 2013/09/13 20:02:14
Subject: Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Old Sourpuss
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Cyporiean wrote:Also, due to Matt injuring his hands today the Visiting Hours for this week will likely be late.
Final Fantasy 14 stress injury?
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DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/09/13 20:04:34
Subject: Visiting Hours - New Article, Endless Monster Builds: Part 1 9/7/13
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Fixture of Dakka
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Alfndrate wrote: Cyporiean wrote:Also, due to Matt injuring his hands today the Visiting Hours for this week will likely be late.
Final Fantasy 14 stress injury?
No, but I'm not sure he'll be doing that tonight either.
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![[Post New]](/s/i/i.gif) 2013/09/14 16:55:31
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 2 9/14/13
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Dakka Veteran
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Continuing where we left off last week...
Kappa
With a medium ATK and MAG, but a dangerously low DEF, Kappa are best targeting mages. As most mages also have low MOV, the Water Terrain effect they place around themselves can be used to keep them away from your other party members, and get in some good hits while they are slowed. A Cone Heal also appears to be an appealing command for the Kappa, but with a 2 MP cost against a 3 MP, unless other party members use mana potions on it, the Kappa will only get one heal out. Of course, at 1C, you could take a number of Kappa to get a decent, cheap heal in your party.
Setup Ideas
Aquatic Lockdown
Drown is a great ability, affecting a large area, and has a decent chance of affecting at least a few of the models with a MAG 3. Add Mischievous to the Kappa’s command selection, and the Kappa can ensure that the target they want to sleep has difficulty shrugging off the status effect.
Kirin
With a MOV of 5, the Kirin is a great model to use in objective based battles. Make sure to deploy it in a prime position so it can move in a straight line as often as possible to benefit from its core ability. Thoroughbred can augment this, and the immunity to stop it provides can protect the Kirin from losing its bonuses. If you plan on taking either of the MP abilities, Aether Gallop is a must to keep the Kirin going in longer battles.
Setup Ideas
Warkirin
Combining Speed of Wind with Sylphane’s Steed give’s the Kirin ATK 3 Piercing on their basic attacks, but triggering Speed of Wind can be difficult without a Follow Through command. Aether Gallop looks like the ideal choice, lacking an MP cost, but with a lack of damage, the Kirin is not keeping the damage output. Trample, with its low MP cost, and Stop effect will keep the target from running.
Lunarian Scout
Similar in function to the Kirin, the Lunarians gain their boost on elevation changes. Even without that bonus, the Lunarian has a flexible repertoire of abilities, especially for a 1C model. A heal, an ATK+MAG, a no MP Wide attack. You really cannot go wrong with any combination.
Setup Ideas
Break It Down
Lunar Helmet and Hammer Time, give the Lunarian a DEF of 4 as long as they keep changing elevation, a decently high defense for a 1C model. Take more than one, and they can all roll 5 dice for Hammertime, easily a threat against other 1C models, and even many 2Cs that have even DEF/MAG like the Gunsmith or Chemist.
Lunarian Terranaut
A better core ability and base stats than the Scout, the Terranaut can fill the same roles, and is an alternative choice to taking Clerics with a low cost heal, for topping off single models.
Setup Ideas
Battle Cleric
Take the three passives, and a heal of your choice. Even without the benefits of the core ability, A flat 4 across the rolling stats makes the Lunarian formidable. Their basic attacks will break down the effectiveness of support reliant parties, and quickly destroy any demonites or other dark blood models. Taking Crusaders or other models that can have holy blood, also mean that the Lunarian can heal with their basic attacks. Your heal command will handle any non-holy blood models you take.
Cursed Hammer
Hammer Sweep and Space Dust provide great status effects with multi-target commands. High DEF models are perfect for Hammer Sweep, and Space Dust is excellent against any range reliant enemies. Once you’re MP is out, Wind Up will keep you hitting multiple enemies, and Lunar Helmet will keep the Terranaut safe while they’re ruining your opponent’s day.
Mandragora
The core ability of the Mandragora really works best over long battles, alternating between MP commands and basic attacks. With only two commands to choose, the combination you pick should complement one another.
Setup Ideas
Halitosis
With a higher MAG than ATK, the Mandragora is best using Sweet Scent or Garlic Blast. When fighting MP reliant models, Garlic Blast is the command to choose. Against high ATK models, Sweet Scent is the command to choose, the -2 ATK status effect is a powerful tool. As your passive, Thorny Vine will keep the weak Mandragora at least 3 squares away from your opponent while regenerating MP.
Miasma Thrall
Of the two dark 1C minion-type models, the Miasma Thrall has a focus on MAG commands. Like the Mandragora, the Thrall alternates between casting MP abilities, and making basic attacks to regain MP.
Setup Ideas
Dark Turret
With a RNG of 5 on Siphon, the Miasma Thrall can support allies with Crystal Husk, providing a DEF bonus and still make attacks. If other allies have Dark Element Attacks, your models can be healed by relying upon the Dark Blood part of the beneficial effect. Once the Thrall is out of MP it will have to strike out alone, or receive a mana potion from an ally.
Risen Warrior
The ATK counterpart to the Miasma Thrall, the Risen Warrior is a tough model to put down, gaining HP when it makes basic attacks. As the HP gain is fixed to 1 HP per attack, keeping the damage dealt to the Risen Warrior down will ensure it’s survivability. Beneficial effects like the Miasma Thrall’s Crystal Husk will bump it to a DEF 4 and make that setup more effective.
*cracks knuckles*
Alf here, I’m going to be stepping in while Matt recovers from injury taken in the heat of battle.
Undead Horde
With as difficult as these are to put down, one of my favorite ways is to run them in a horde of 4+ models. While this might be a bit of a points sink, the use of Ossification allows them to spread out and deal as much havoc to your opponent’s models as they can. With the benefits that a player gains through flanking and vantage, taking Ossification on a few of these guys will allow players to remove a valuable bonus from their opponents. The added bonus of running a ‘horde’ is that these monsters can mix up what they take as their second command. One or two with Skeletal Arrow to soften up as others close the distance, One with Horrific Stride to cause Fear, and then a frontline or two using Undead Fury to get double attacks.
Trolls
Trolls are some of my favorite monsters in Endless simply because of how they affect the field at large. When designing the trolls, we had an idea to use them to affect some sort of board with their abilities. Anyone that has seen the Earth Troll in action during our demos at conventions have seen how he manipulates the board.
Troll, Air
The Air Trolls are connected to the Aether, and much like the winds are fickle and ever changing, so too are your opponent’s turn order! Skycaller let’s the Air Troll affect the initiative order. Whenever they use a Command with the Air Element, they can move their target 1 position in the turn order. The way I like to use them is to mess up my opponent by using the Air Troll to skip the opponent’s heavy hitters, or delay their actions after my own. Unfortunately, with their low ATK, the Air Troll is going to rely almost entirely upon their MP/MAG abilities, and though these help the Air Troll remain safe from most casters, If they are hit by physical attacks, this big target has little to defend itself with.
Troll, Deep
As followers of Undinite, the Deep Trolls follow their mission to change everything, in this case we’re changing the terrain on the board. Wherever Deep Trolls travel, so too does Water Terrain. Even just by moving these Trolls can have a massive impact on the board by slowing down models, but beyond that they also heal whenever they’re in Water Terrain, so as long as they’re moving around, they always have a quick heal waiting for them. Even using Hydration doesn’t slow the Deep Troll down too much, as the next turn will see more water on the board. As we saw with the Kappa, Drown is a potent Command, allowing the Deep Troll to put enemies to sleep, thus keeping itself alive for another turn or two. Also, unlike models that treat their ALL MP Command as a one and done ability, the Deep Troll can spend a few turns creating water tokens, sitting in them, healing up and then can use Tidal Wave possibly multiple times per game. If you plan on using the Deep Troll’s water tokens to trip up your opponent, try taking models that ignore terrain penalties like the Kappa or Sorcerer.
Troll, Earth
The Earth Troll has a selection of great abilities, that require the use of Rock Tokens to activate. This creates the one major flaw of the Earth Troll, as it must spend a turn or two churning them out, to effectively use its commands. An effective way to expedite this process, is to take a Gel or two, and use Imprint to create tokens with them. Once the rock tokens are on the table, you can get them into ideal positions using Boulder Kick, or keep them near objectives, and wait for your opponent before using Titan’s Crush. If you have a few Tokens near one another, you can get multiple 7 dice attacks against each unlucky foe... or unwary ally.
Troll, Fire
This bruiser is one of the few models to have a dual element command in Spew Magma, giving the Fire Troll a excellent tool for picking targets to exploit with a +2 ATK. Alternatively, the Fire Troll can focus on building up Burning Tokens to boost the damage of Purging Flame. With a base ATK of 4 most models will be successfully hit, and the 4 extra points of damage will take down quite a few enemies. Once your MP is out by using that ability, the Fire Troll can still use Burning Tokens on later turns as MP, but the accruement process will stunt the effectiveness of the model.
Troll, Storm
The Storm Troll is one of the few Dual Blood models, and should be kept far away from Fire Trolls. Even though they get to use DEF+MAG against elemental commands, the Fire Troll is rolling ATK 8 vs DEF+MAG of 8, a bad roll or flanking can knock the Storm Troll out. Against nearly any other target, the Storm Troll is practically immune to Elemental attacks. With the regenerating MP and high starting pool, it can be alluring to burn through that MP using Thunderstorm, or any of the other commands, but remember that Flowing Winds ‘turns off’ below 4 MP, and you’re opponent is likely deterred by Aetheric Bond, refusing to give you MP through that command. Consider pacing yourself, using Shock Flash and Basic Attacks + Gust to wreak havoc, instead of treating the Storm Troll like a Bruiser.
Matt: Thanks for your help Alf, I should be all healed up in time for next week’s Visiting Hours. To tide everyone over and to apologize for my partial absence, please enjoy the cover of the Brushfire V2 Digest Edition!
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Lockark wrote:If you stat it, they will kill it. |
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![[Post New]](/s/i/i.gif) 2013/09/14 22:52:44
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 2 9/14/13
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Dakar
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Well...  darn you Alf. I have been working on and off today putting together my thoughts on the second half of the EFT monsters, because it sounded like things where going to be delayed. Obviously I haven't refreshed my browser in quite a few hours.
I went to the trouble of writing it up so I might as well post it anyway.
Next to each monster’s name I have listed Crystal cost, Elemental Blood, and noted if is it can be called up by a Summoner command.
Kappa – 1 Crystal, Water, Summon
The Kappa is a support/2nd wave model with a lot of different tools. With good ATK and MAG for a 1C model, access to a healing command, and commands that apply status effects, the kappa does a little bit of everything. As with any good model the tough part is that you can only choose so many (in this case 2) commands each time you field it. Consider bringing a kappa when you have an adept or a model that can give out MP so it can get more use out of Mischievous and Undinite’s Waters.
Setup ideas
Watery Warrior
If you want some solid damage go with Undinite’s Claws, and Mischievous. Start with your MAG attack, then move in next turn for a poison basic attack against the enemy’s weakened defenses.
Kirin – 1 Crystal, Large, Air, Summon
The kirin is a perfect example of a harassment model. It is unlikely to kill anything, at least not very quickly, but can really ruin your opponent’s day, applying stop or silence to multiple enemies at once.
Setup ideas
Wild Horses
Two or three kirin moving alongside to each other and Trampling across the board is very hard to avoid, and can really disrupt enemy formations. At ATK 3 Trample won’t Stop all the enemies in its path, but can hopefully split the enemy’s forces so you don’t have to deal with them all at once. Just don’t leave your own party too far back in your own dust.
Lunarian Scout – 1 Crystal, Holy
This model is one of the few naturally Holy blood models. It is also only of the only monsters with a healing command. The Scout’s low starting stats mean that it is important to Trigger Bunny Hop before attacking, but that shouldn’t be difficult. Having only 3 HP is the Scout’s biggest downside.
Setup ideas
Holy Scout
Crescent Strike and Hammertime are both Holy commands that can hit multiple targets. In a party with other holy models these would mean that the Lunarian Scout could hurt enemies and heal allies with the same action, and do it turn after turn, because Crescent Strike doesn’t cost MP.
Lunarian Terranaut – 2 Crystal, Holy, Summon
Similar to the Lunarian Scout, this model is excellent for Holy element parties, though it does have low HP for its crystal cost. The Terranaut has a much wider array of powers than the Scout, including a few MAG attacks and a solid MAG stat combined with Lunarian Jump to get the most out of them. The Terranaut also has the best Healing options out of any of the summonable monsters, so keep that in mind when choosing summoner commands.
Setup ideas
Jack-Rabbit of all Trades
Do a little bit of everything. With Lunarium Hammer, Hammer Sweep, Space Dust, and either Lesser Heal or Heal, the Terranaut will have a multiple target ATK attack, a multiple target MAG attack, a healing command, and beneficial effect removal all in one solid little package.
Mandragora – 1 Crystal, Earth, Summon
The Photosynthesis special ability gives MP regeneration, making the Mandragora shine in extended engagements. Constrict has a nice range and effect, but with only ATK 2 it won’t be applying to the enemy with much consistency. Prickly and Thorny Vine help give the Mandragora something to do on the turns it is waiting for more MP.
Setup ideas
Every Rose has its Thorns
Thorny Vine and Sweet Scent together give all the Mandragora’s attacks RNG 3. This is best used to lend support to another, tougher model from a square or two back. -2 ATK from Sweet Scent can make your tank models that much harder to uproot.
Miasma Thrall – 1 Crystal, Dark, *figure in initial release*
The Miasma finds soldiers everywhere. Miasma Thralls have a good MAG and MOV, but mediocre stats in everything else. Both their MP commands are solid attacks for a 1C model, with good secondary effects. An aptly timed Siphon can keep the enemy from being able to use its high MP commands especially later in the game, when all models should be running low on MP.
Setup ideas
Ablative Shield
With Mana Shield the Thrall has an effective 7 HP. If it can hit with a basic attack the MP it gains back from Aetheric Drain just act as more pseudo- HP. Use these Thralls to stand in front of your ranged units after they have taken their shot for the turn, to soak up any reprisal from enemy ranged attacks.
Risen Warrior – 1 Crystal, Dark *figure in initial release*
Skeletons never go out of style! The Risen Warrior has a fairly flat statline, but the effectiveness of its commands doesn’t rely much on the Risen’s ability to do damage. This is another model that harasses and becomes a thorn in the enemy’s side if left alive too long.
Setup ideas
The Spook
To get the most out of Horrific Stride take it with either Ossification or Marrow. This makes that Risen Warrior harder to destroy with a casual attack, making the enemy spend more resources to remove it or face the fearful consequences.
Trolls – All trolls are Large, 3 Crystal monsters, and each is keyed to one or more elements. They tend to be very specialized and often revolve around unique game mechanics relating to their Special Ability. Being 3C models, trolls don’t need to choose which commands to take, so discussion will revolve around building parties to complement each specific type and their tactical use on the battlefield.
Air Troll – Air blood (I hope this wasn’t a surprise)
This troll stands out with its stellar MAG of 6. Vacuum Cutter is probably going to be your go-to power, because the Air Troll is nowhere near tough enough to engage the enemy up close. Prioritize attacking enemies that you want to move up or down the initiative order. Keep your eyes out for a good chance to use Tornado. If you can ever catch three enemies in the AOE I would go for it.
For double air fun have a Kirin run out front to Stop or Silence models that could threaten your troll.
Deep Troll - Water
Unlike the Air Troll, the Deep Troll is built to fight for the long haul. Its ATK and MAG aren’t great, especially for a 3C model, but Marine and Hydration both allow the Deep Troll to gain back HP and MP. The water terrain from Flood can also be used to slow the enemy down and keep them from getting to your squishier ranged models. A valid tactic would be to throw Tidal Wave out early and work to recharge your MP for a second Tidal Wave late in the game. And always remember to keep moving. You always want to be putting water somewhere on the board.
Earth Troll – Earth *figure in initial release*
Aah, the lovable Earth Troll. Every one of this Troll’s commands has to do with rock tokens, so get familiar with them. For example: the Earth Troll is not immune to its own rock tokens, so don’t put them somewhere you want to move next turn. Generally try to get the Earth Troll to a spot you want to defend and get your rocks out there as quickly as possible. The earth Troll’s big weakness is MAG so think about bringing some models that can deal with high MAG enemy threats.
Remember that no one owns rocks. They are communal. That means you should feel free to invite a Gel Wizard or Gel Warrior to come along and build rocks for your Troll to throw. Similarly a pair of Earth Trolls has a lot of synergy, but takes up a lot of your crystals. Still, it might be the only 3C model I would attempt doubling up on.
Fire Troll - Fire
The Fire Troll’s Burning Core ability requires basic attacks to build up tokens, so move up, get in the fight, and use basic attacks whenever there isn’t a clearly better choice. Build up those tokens to unleash an immense Purging Fire late game, or to add Burn[1] to an Eruption. Start out basic and build to bigger and better attacks.
…and last but not lease
Storm Troll – Air & Water
The Storm Troll is another Troll with high MAG and MAG focused commands. Bring some model’s with weak elemental attacks to trigger Aetheric Bond’s MP regain while only having a low chance of damaging the Storm Troll. Even against a Sorcerer’s Deep Freeze the Storm Troll would roll 8 dice for defense against 3 dice from the Sorcerer, so don’t be afraid to catch the troll in air or water element multi-target attacks. Know your opponent and which of his models rely on elemental attacks, then do what you can to create favorable matchups for your troll. Also, the Storm Troll is the only troll that can heal allies. Healing Rain is only heals 1 HP, but its AOE 2 has a chance to catch quite a few friendly models.
Now to go back, read the official version, and compare
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![[Post New]](/s/i/i.gif) 2013/09/15 00:34:25
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 2 9/14/13
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Fixture of Dakka
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Galen's post got me thinking, a Demon Wall could be a fun scenario monster.
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![[Post New]](/s/i/i.gif) 2013/09/15 00:35:23
Subject: Visiting Hours - New Article, Endless Monster Builds: Part 2 9/14/13
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Dakka Veteran
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Awesome overview Galen!
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Lockark wrote:If you stat it, they will kill it. |
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![[Post New]](/s/i/i.gif) 2013/09/21 13:38:32
Subject: Re:Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Dakka Veteran
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So Tom and I both decided to take a whack at writing a scenario for the Endless players. We started with a basic concept, and we both went in different directions with it. We hope you enjoy:
Campaign Scenario
Demonite Blockade, Catacombs of Nacrenia
The magic energies cake the walls of this ancient city like fresh blood. Whispers down corridors, chills in your spine. The treasure you sought is now in hand, but you fear that you have taken a wrong turn, and could remain lost in this impossible geometry forever. A sigh escapes you as you turn the corner and see the light of day beyond the grand foyer. Before your eyes the passage seems to shrink and warp, as if the walls move to block your exit. As you adjust your vision to the light, you realize the walls ARE moving...
The Demonite Blockade is going to crush you all, unless you destroy it first!
Special Effects
Demonite Blockade - Dark Blood, 5 Crystal, Wall
ATK - 4
DEF - 4
MAG - 4
HP - 15
MP - 5
ITM - 0
MOV - 1
JMP - 0
Steady Advance - The Demonite Blockade may move into squares occupied by other models. Any model in a square the Demonite Blockade moves into suffers Push Back 1 and takes 1 Damage. Models that cannot be pushed back are removed from play.
Wall - Walls are 5 squares wide, but only 1 square long. Models cannot move through them or over them, even with abilities that ignore enemies for the purposes of movement or via Follow Through. Any models that attempt to suffer the effects of Steady Advance. Wall Models are immune to Flanking and Vantage, and may not change their facing.
Blockade Commands
Brick Wall - All ATK and MAG commands against the Demonite Blockade have the Weak Tag. (Passive)
Dark Mortar - Commands with Holy Element ignore Brick Wall instead of gaining the x2 Damage bonus against Dark Blood(Passive)
Demonite Whip - ATK, RNG 4, Place Target adjacent to Demonite Blockade.
Soul Harvest - 1 MP - MAG x2, Demonite Blockade heals 1HP.
Aetheric Entropy - 2 MP - ATK, RNG 4, AoE 1, Silence[1]
Dark Haze - 1 MP - MAG, RNG 5, Blind[1], Dark Element
No Escape - ALL MP - ATK + MAG, Line 3, Sleep[2], Dark Element
Party Size - 5 Crystal Party, 1 Player and 1 Campaign Manager
Setup - On a 5x10 board, the Player deploys at least 4 squares from either narrow table edge. The Campaign Manager deploys the Demonite Blockade at one of the narrow ends of the board facing towards the party.
Special Rules - The Demonite Blockade has two turns each game ground. Place two proxy initiative cards in the Player’s Initiative Order. The Campaign Manager may place these cards anywhere in the Initiative Order each time there is an Order Shift, but the cards may not be adjacent.
Objective - The player must defeat the Demonite Blockade before it moves across the board and destroys the entire party.
Rewards - The player earns 1 EXP for defeating the Demonite Blockade, and 1 additional EXP for each party member that survives. If the Demonite Blockade reaches the far table edge, the Player only earns 1 EXP. If you are not playing a Campaign, the players should switch roles and play the match again to compare results.
Commentary, Scenario A
The entire point of this scenario is survival and model placement. The Blockade has ways of keeping your models where it can munch on them as it moves across the board, so taking items or commands that remove status effects can help a party last longer, but the player still needs high ATK and MAG models to overcome the Blockade’s Brick Wall ability. Making all of your actions weak means that over the course of the scenario 15 successful hits are needed to stop the Blockade without the use of Holy Commands.
Multiplayer Party Scenario
Demonite Blockade, Catacombs of Nacrenia
The magic energies cake the walls of this ancient city like fresh blood. Whispers down corridors, chills in your spine. The treasure you sought is now in hand, but you fear that you have taken a wrong turn, and could remain lost in this impossible geometry forever. A sigh escapes you as you turn the corner and see the light of day beyond the grand foyer. Before your eyes the passage seems to shrink and warp, as if the walls move to block your exit. As you adjust your vision to the light, you realize the walls ARE moving...
The Demonite Blockade is slowly moving toward the far table edge. Its thirst for blood must be quenched before it kills you all. Time to sacrifice your friends!
Party Size - 4 Crystal Party, Up to 4 Players.
Setup - The players deploy on a 10 x 20 board, at least 5 squares away from one narrow end, and at least 10 squares away from the other. Of the closer narrow end, each square in the first row has a token placed in it.
Special Rules - No models can be reduced to 0 HP. At the end of each Game Round, the Blockade Tokens move d6 Squares toward the far table edge. Each token moves the same distance. If the Tokens pass, or land in the same square as another model, the model is removed from play and considered slain.
Objective - Players must use the Demonite Blockades to destroy their opponents while avoiding the same fate. Play continues until the Blockades have slain 75% of all Crystals, or they reach the far table edge.
Rewards - Each Player receives 1 EXP for each Crystal left on the table at the end of the game. The player(s) with the most left receives +2 EXP. If no models remain on the table, Every player receives 1 EXP.
Commentary, Scenario B
Best played with a group of friends, and a collection of models that have Stop or Push Back. This scenario can be a great way to introduce your friends to the game, especially those into ‘stab them in the back’ style games. As HP doesn’t matter, focus on building a party of high defensive models, or those with lots of nasty status effects to unbalance your opponents.
Where mah Brushfire at!?
For those wondering where the Brushfire content is, we hope you can wait until October, because we’ve got some exciting, spooky content to share with you, as we head toward the release of a new faction! Starting on the 27th of September, because I don’t look at calendars, we’ll be doing a sneak peak at the faction, along with releasing pics of the minis, and more details.
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This message was edited 2 times. Last update was at 2013/09/21 13:43:27
Lockark wrote:If you stat it, they will kill it. |
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![[Post New]](/s/i/i.gif) 2013/09/23 12:29:41
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Dakka Veteran
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No Q&A this time?
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![[Post New]](/s/i/i.gif) 2013/09/23 12:43:57
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Old Sourpuss
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It was a bit of a busy week, but I'll attempt some Q&A, I'm sorry if these questions suck as Matt usually does these
Endless:
1) What are your initial thoughts on these two scenarios, and which one sounds more appealing to you?
2) What is your favorite style of Endless play? Do you prefer to use a book scenario, campaign play, or just last man standing? Have you attempted to make your own scenarios? (If you've done the last one, let me know I'm always interested in seeing more scenarios!)
Brushfire:
3) With that spooky spoiler picture, what are your thoughts on adding a bit of 'fantasy' to our historical parody game?
4) I'll let Matt come up with a few more
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DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/09/23 20:57:33
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 2 9/14/13
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[DCM]
Dankhold Troggoth
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![[Post New]](/s/i/i.gif) 2013/09/23 21:01:15
Subject: Re:Visiting Hours - New Article, Endless Monster Builds: Part 2 9/14/13
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Fixture of Dakka
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Slowpoke
But while we're talking about it, our proof copy shipped out this weekend so we'll get it in the next day or so. If we approve it, you will be able to order it this week.. if we need to make any additional changes it will be another 2 weeks most likely.
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![[Post New]](/s/i/i.gif) 2013/09/25 05:26:06
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Dakar
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Alfndrate wrote:
Endless:
1) What are your initial thoughts on these two scenarios, and which one sounds more appealing to you?
2) What is your favorite style of Endless play? Do you prefer to use a book scenario, campaign play, or just last man standing? Have you attempted to make your own scenarios? (If you've done the last one, let me know I'm always interested in seeing more scenarios!)
Brushfire:
3) With that spooky spoiler picture, what are your thoughts on adding a bit of 'fantasy' to our historical parody game?
Ugh! This week has been so hectic and disjointed. I have sat down to post 3-4 different times in the last few days just to be interrupted. It's nice to finally get a couple minutes to relax and think about gaming.
1. They both look worth trying out. The first really feels like a classic 'against the clock' video game fight. I love the demon blockade rules, but I haven't really been playing Endless in the Player vs. Campaign Manager mode yet. Scenario two (Alf's) is the first I've seen with more than two players and I have been thinking about ways to accomplish this fairly, so it caught my eye right away. I can see myself running this with friends, but worry that the parties would become very derivative after a few play throughs.
2. My focus thus far with Endless has been Skirmish (Kill VP until time) games, or scenarios with a simple objective thrown in, like King of the Hill. Of course, in my last King of the Hill game I was up 4 victory points to zero before getting my whole party wiped off the table. I want to try out the campaign rules, but need to get my game playing a little more regular first. My dream would be a solid league style campaign set-up, along the lines of the territory claiming map idea we have previously discussed.
Overall I think changing the terrain can dramatically change how a scenario plays. A good unique board is like a scenario or puzzle all to itself.
I have a few scenario variant ideas:
- Snatch and Grab: This came about by trying to pull a book scenario from memory. place three (or roll # randomly) treasure tokens on the center line of the board. We placed one center and one 5 squares from either non deployment board edge. A model that ends its turn next to a treasure token may pick the token up. Carrying a token does not effect the model in any way. If a model holding a treasure token dies it drops the token in its square. Normal Skirmish rules apply, but when the game ends players get one additional VP for each treasure token they have on a surviving model. This gives players a reason to move up and engage quickly.
- Gate Crash This idea, as with many of my scenario thoughts, came to me when thinking of board ideas. Each (2) player starts on a corner of the same board edge and an objective is placed at the center of the far board edge. I pictured a castle gate as the objective, at the top of a terraced stone courtyard at least 5-6 elevations above the players deployment zones. hmmm...my descriptive skills are failing me. Anyway, I have been blanking on what to do with the objective once people reach it. If nothing else I could treat it as a variant King of the Hill, and give VP for models claiming the zone. Players would start closer to each other than to the objective so they have to choose between charging at the opponent or the objective. Maybe sending a few models to slow the enemy down while sending the rest to claim a spot at the gate.
3. Who doesn't love more variation in army selection. I've personally never been invested in the historical aspects of any miniatures games so I think bugs can have a fine place in Brushfire. Do they have magic? That could be a stretch for some players, but I guess there are already witch doctors. It seems like a big change, but not a bad thing.
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![[Post New]](/s/i/i.gif) 2013/09/25 06:31:51
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Lit By the Flames of Prospero
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Galen wrote:
3. Who doesn't love more variation in army selection. I've personally never been invested in the historical aspects of any miniatures games so I think bugs can have a fine place in Brushfire. Do they have magic? That could be a stretch for some players, but I guess there are already witch doctors. It seems like a big change, but not a bad thing.
I don't think the bugs are out right magic, but more like they are like-magic.
WARNING! HEAD CANNON AHEAD!
When lovecraft described the technology used by the Elder Things and Great Race, he described their tecnology as being like magic to us humans. But to thows races it wasn't magic, it was just that their technology was so advanced that we could not trying comprehend it's workings.
In the case of the bugs, the idea is that their biology is so strange and alien to the inhabitants of the setting that it's almost like some sort of witchcraft or magic to them. Us as the gamers understand that these processes are biological, but to the inhabitants it seems like magic.
-Being able to lie dormant for long periods of time in what looks like to them a "death like state", only to be revived from their slumbers and appearing to rise from their graves/tombs.
-Their botfly reproduction, "possessing" people.
-Their ability to communicate threw undetectable pheromones, giving the appearance of a single minded swarm.
-The "chittering madness" they use to communicate with other races.
-ect
To me this approach is incredibly true to the spirit of the original lovecraftian stories, with out actually going the heavy handed approach of just putting big stupid cthulhu faces on everything and calling it a day. (A approach that is starting to sadly feel very over used in the table top market in general...) It's a huge breath of fresh air.
(If I got anything wrong feel free to correct me. But this is how I've read the fluff that has been given so far. The RPG was a fun read. ;D )
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This message was edited 2 times. Last update was at 2013/09/25 06:34:30
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![[Post New]](/s/i/i.gif) 2013/09/25 12:10:26
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Old Sourpuss
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Thanks for the compliments on the second scenario Galen, but sadly mine was the first scenario (the against the clock one), and the second one was Matt's
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This message was edited 1 time. Last update was at 2013/09/25 12:12:34
DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/09/25 13:56:41
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Dakar
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Alfndrate wrote:Thanks for the compliments on the second scenario Galen, but sadly mine was the first scenario (the against the clock one), and the second one was Matt's 
Oh no  well your scenario makes me want to model a demon wall. It seems like an excellent campaign scenario, but is just what I expected to see from a wall scenario.
Also I'm not sure I'm a fan of the no damage aspect of scenario two, but as I said, I was excited to see a 4 player scenario.
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![[Post New]](/s/i/i.gif) 2013/09/25 14:20:22
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Dakka Veteran
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Scenario B, or 2, has the no kill mechanic on it so players are focused on using stop, sleep, or push back to knock out their opponents. I sort of see it as Super Smash Bros to every other fighting game.
I really like your scenario ideas Galen. The alternate deployment idea in the second one is particularly nice. Sets up a bit of a race to the objectives.
Lockark, you are technically correct. The best kind of correct. We are also going for a basic Ancient Astronaut vibe in addition to Cthulhu.
But, just for clarity, There is no magic in Brushfire. The witch doctors are drugging people for their powers.
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This message was edited 1 time. Last update was at 2013/09/25 14:25:07
Lockark wrote:If you stat it, they will kill it. |
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![[Post New]](/s/i/i.gif) 2013/09/25 14:22:49
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Old Sourpuss
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Galen wrote: Alfndrate wrote:Thanks for the compliments on the second scenario Galen, but sadly mine was the first scenario (the against the clock one), and the second one was Matt's  Oh no  well your scenario makes me want to model a demon wall. It seems like an excellent campaign scenario, but is just what I expected to see from a wall scenario. Also I'm not sure I'm a fan of the no damage aspect of scenario two, but as I said, I was excited to see a 4 player scenario.
That's fine, I like scenarios like the one that Matt designed, but for me personally, I love working on campaign scenarios and I try to keep the scenarios basic objectives broad enough that people can use them outside of a campaign. I think if I were to expand this to a player vs player scenario, I'd make it like 5x15, put 2 walls in there, and have players deploy on a side, opposite of each other, and take control of the wall on the other side, and then have the walls go at the end of the Initiative order, and force the players to play against the clock to be the last man standing before the walls close in on both sides
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This message was edited 1 time. Last update was at 2013/09/25 14:23:48
DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/09/25 19:24:18
Subject: Re:Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Dakar
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I like that variant. A pair of walls shrinking play space sounds fun.
Jumping back to Brushfire for a moment, the way Lockark decribes the bug cult sounds really cool!
...and back to my comments on 4 player games.
Uneasy Alliance - basic 2 teams, 4 player game format.
-team pairs are rolled off randomly before battle so players don't try to build there parties to combo with a partner.
-each player deploys on a corner of the board, use a 5x5 square deployment zone on a 20 sq board. Partners deploy at opposite corners to each other.
-(optional) each player on a team may deploy any or all their models in either of their teams deployment zones
-During play the models of your team partner count as enemies for the purposes of commands, and keywords such as Safe.
-Every player rolls initiative at the start of the round. Winner plays first and play continues clockwise to the next player.
-victory can be decided based on skirmish, king of the hill, or other normal scenario guidelines as decided ahead of time.
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![[Post New]](/s/i/i.gif) 2013/09/25 19:47:36
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Lit By the Flames of Prospero
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miskatonicalum wrote:Scenario B, or 2, has the no kill mechanic on it so players are focused on using stop, sleep, or push back to knock out their opponents. I sort of see it as Super Smash Bros to every other fighting game.
I really like your scenario ideas Galen. The alternate deployment idea in the second one is particularly nice. Sets up a bit of a race to the objectives.
Lockark, you are technically correct. The best kind of correct. We are also going for a basic Ancient Astronaut vibe in addition to Cthulhu.
But, just for clarity, There is no magic in Brushfire. The witch doctors are drugging people for their powers.
woot! glade to hear I was following along correctly. XD
My favourite lovecraft stories were at their core what you describe as "Ancient Astronaut". "Colour out of space", "at the mountains of madness", "The Shadow out of time", ect. I very much appreciate you guys taking that angle.
=)
(One of my favorit book series Vampire Earth also does that funny enough.)
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This message was edited 1 time. Last update was at 2013/09/25 19:48:02
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![[Post New]](/s/i/i.gif) 2013/09/25 20:02:23
Subject: Visiting Hours - New Article, Endless Con Scenarios 9/21/13
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Old Sourpuss
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Don't google botflies.
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DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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