Welcome to Wyrd Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

Rathnard

Moderators
  • Content count

    2,701
  • Joined

  • Last visited

  • Days Won

    8

About Rathnard

  • Rank
    Professor Pink
  • Birthday 03/19/1982

Profile Information

  • Gender
    Not Telling
  1. From my experience, I'd say the weakest are currently Mah Tucket and Kaeris. The former by reputation (though I really want to try her myself) and the latter has some cool synergies that just don't seem to work well enough. Strongest is harder, but the ones I hear alot about (both locally and online) are Sandeep, Parker and Reva. All new Masters, which actually makes me feel that some of it has to do with people not being used to facing them. EDIT: I think alot of people underestimate the power of Brewmaster. There's some neat tricks in his arsenal, but the Swill condition in particular is brutal. Just take a solid crew of models with him and they'll clean up anyone Brewie hands drinks to.
  2. I must admit, I'm struggling to see how people are seeing certain things as gaps in the 10-T lineup. In particular: Armour IMO Ten Thunders are better equipped than most factions to deal with armour. Off the top of my head we have the Samurai, the Hard Worker upgrade, Lone Swordsman, McCabes Sabre and if you're using Yan Lo, the Goryo. I believe that's as good as, if not better than most other factions. On top of that we've got better access than most to Focus attacks, which allows for nice boosts of damage and is a good way to minimise the effectiveness of armour. Scheme Runners For specifically running schemes we've got Tengu, 10-T brother, Low River monks, Yokai and Wandering River monks, all of which are fantastic in their own way, depending on exactly where and when you want those scheme markers. If you want a cheap, indepenent Scheme runner then Yokai and 10-T Brothers are your guys. If you want a independent scheme runner who's near-impossible to counter then look no further than the Wandering River Monk, who's absolutely worth the 7SS you pay for him. I used to think 10-T were lacking in scheme runners, but that's really not the case any more. Master/Models w. Blast You mean besides Misaki, Mei Feng and Shenlong? All three have good melee attacks that can put out blasts, and they're made all the more dangerous with positive damage flips from Stalking Bisento (for Misaki) and/or Recalled Training. Outside of Masters there's the Shadow Emissary, Yamaziko and probably a few others I can't remember off the top of my head. I think we're pretty good for Blasts. 7-value attacks The question here isn't whether we need a 7-value attack stat (you missed Yan Lo BTW, who can get up to 8), but whether we need more ways to deal with Df 7 models. And to be honest, I don't think we do. As above we've got access to blast and there's a bunch of models who can choose to target Wp too. Easy access to focus and positive flips reduces the need for a high attack stat too. 3-SS minion Eh, this is neither here nor there to me. I've never had a problem with Interference (I usually play Misaki for it, though Asami and Mei Feng can summon if you really feel that's necessary for the strat), and model count/out-activation has never been too much of an issue. Some kind of Oni hound thing would be neat, but I wouldn't say it's strictly necessary. Damaging Ca-attack actions Other than the Shadow Emissary we've got Lust, the Komainu, Yan Lo, the Obsidian Oni and of course Hungering Darkness. Plus alot of the Book 5 models look to have Ca-based attacks too. Then there's Izamu and the Lone Swordsman, who have triggers to ignore incorporeal (which is what you're really after, right?). Honestly this is something I've never felt a need for. --- As for what the 10-T needs, well, to be honest I think from the perspective of tactical options on the board, they're in a really good position. There's actually nothing that I feel the faction strictly NEEDS. As for commenting on the models we've gotten, that's for another thread. ;)
  3. [MODHAT]Okay, this thread is starting to get out of hand, so I've deleted a few posts and throw around the banhammer. If you want to disagree with someone then that's fine. But keep it civil and don't stoop to making personal attacks, even if someone else is doing it too. That's what the report button is for.[/MODHAT]
  4. Or better yet, "I B Sad Oni". ;)
  5. Malifaux originally started with 5 factions (Guild, Ressers, Arcanists, Neverborn, Outcasts), and when a sixth (Ten Thunders) was added they got around the model deficit by making most of the new masters & minions dual faction. That let them make enough models for an entire faction whilst ensuring the original 5 didn't miss out. It worked pretty well IMO. Conversely, at the dawn of M2E Gremlins were created as a faction the "hard way". Ophelia and So'mer were transplanted straight from Outcasts (requiring the creation of new Outcasts Masters/Minions to replace them) and only Zoraida came along from the original lineup as a dual faction Master. The model/master deficit had to be made up with entirely new entries, although since it was an edition change effectively done over two books that wasn't as big a problem as it could have been. While I've very little against the Factions as they are, I'm nonetheless a man who likes to embrace change. I'd love to see the existing system shaken up next edition with a new faction or seven. If I were in charge (watch out Aaron!), the way I'd add new factions would be to split all of the existing factions in two. There'd be some dual-faction crossover when it makes sense, but otherwise you'd be left with a more contained 4-5 Masters per faction. Arcanists are the easiest in this regard, since the M&SU already feel like a faction within a faction. Outcasts also very achievable, with the humans vs supernatural entities. The rest are harder, but arguably achievable depending on what you do with the back story. As an aside, I might just use my mod powers to move this to the general Malifaux discussion forum. This isn't realy an arcanist-specific topic, after all. ;)
  6. To me, the best thing about Gibbering Hordes is that they're a "Horde" army done right. No need to hire hundreds of cheap mooks, just keep bringing back the ones that die every turn! The aesthetic certainly doesn't hurt either of course, not to mention the Cthulu-type vibe, links with Meridion and the shared ancestry with my original favourite minion in Malifaux - the Silurid.
  7. You might need to be a bit clearer with you thread title - i assume you mean 2nd ed for Through the Breach? :)
  8. I think a Memory of Honor was a good move, but it perhaps should have gone further. Before the upgrade Fuhatru was almost useless if engaged. Sure he could push them away with that TN17 Wp push, but if an enemy model passed that duel then they've just effectively tied up a 10SS henchman. With a Memory of Honor he's at least a threat in melee, which solves one half of why I never took him. Of course the Braced ability is still there - useful vs enemy Lures but severely limiting his own ability. And as far as I'm concerned, I'd much rather spend a 10 SS models AP on killing things and generally being awesome, rather than walking up 4" at a time in the hope he'll be effective later.
  9. I think a Memory of Honor put him more on par with an Earth Samurai in usefulness, but I'd still take the Samurai every time for one reason - Fuhatsu can't be moved out of activation. 10T are a faction packed with great push effects, both to disrupt your opponent and move your own crew into position for maximum efficiency. For me it's been an invaluable tool to have on hand, so taking a model who can't take advantage of that is a deal breaker for me. Fuhatsu is the only model in the entire 10T faction (infiltration options included) that i don't have. Hell, i even had the box at one point, but traded it away because i didn't see myself ever using it. Sadly, it's likely to stay that way for the forseeable future.
  10. I want an Other Side preview sculpt. That'd just be sweet. Beyond that (and assuming no prereleases) I'd like to see a translucent Zipp, Wong or Mah (so i don't have to paint them to complete my collection) or just whatever looks cool. Especially if it's 10-Thunders EDIT: Oh! It's a long shot but an Alt Phillip & the Nanny would be nice too, if only because it's the one model i don't have that would otherwise involve buying a crew box.
  11. I'm incredulous that I somehow haven't responded to this thread yet! For me it's been Cult all the way. The insanity and body horror really appeals to me (Twisted Horrors especially - The Thing is one of my favourite films), so it was an easy choice. Add in the teleport shenanigans and some truly awesome models with even better nickname potential (Noodle Wyrm, Fire Pope, Cinnamon, Special Agent Noona etc) and it's a faction that appeals to me on every level. The only negative is that I worry they might be too popular and/or frustrating to face. Abyssinia was a possible alternative (I've enjoyed painting models with heaps of battle-damaged armour), but there's just too much that I like about the Cult.
  12. Awesome! It's great to finally have a bit more info on how soon I can get my hands on those Reva & Parker Boxes. From the looks of it the only unreleased models left after June are: Witchling Thrall Draugr Goryo Amina Naidu Dead Outlaw Banjonista Sun Quiang Terracotta Warrior That's enough for 4 releases each over July/August, after which I *assume* we'd start getting whatever might come in Book 5? It could get stretched out further though, depending on what Wyrd's nefarious plans actually are. ;)
  13. I fully acknowledge that TT archers may well be left alone until M3E. Wyrd can't and shouldn't respond to every single complaint about why model X or Y is too good or too bad. But if the latest errata is anything to go by, Wyrd has demonstrated an interest fixing models that are believed to really need it. As Aarin said future erratas are unlikely to be as extensive, and will probably be saved for units that are either completely useless or actively ruining games. ...and at least in my opinion, the archers are completely useless. In fact I think you'd be hard pressed to find more than a few units that are worse and taken less often that the 10-Thunder Archers. As an aside, while I think TT brothers are probably too good for what you pay, they're not auto-includes or grossly overpowered. In fact when I was playing 10T last year I only used them occasionally. There are plenty of great alternatives for scheme runners in 10T, depending on exactly what you want to do with them.
  14. The Guardian went from 8 to 7 SS. Also the Blot the Sky upgrade is 1SS. So it's certainly not an auto include. You're right in that any buff would need to take Blot the sky into account though. Though i don't think that makes it impossible. Especially since the upgrade already has a cost.
  15. What @newsun said. I love the Ten Thunders Archer sculpts. They're some of my favorites in the Faction and they look awesome in my display cabinet. Unfortunately, there's where they're staying until they get a serious update. Archers are unfortunately pretty bad in-game. They're very easy to kill for a 7SS model, completely useless in melee and their shooting is merely okay. Being able to shot into engagement or ignore LoS with their (2) action is neat, but that's literally the only thing going for them and that's not worth 7SS. What's worse is that the archers are competing with 3 other similarly costed shooters in-faction - the Samurai, Katanaka Sniper and Pathfinder. All three are amazing in their own ways, meaning that unless you REALLY want to shoot into engagements (and refuse to take a melee-focused Illuminated instead, for instance), there's no reason at all to take an archer for your shooting needs. And that's ignoring McCabe's ability to bring in Austringers and Riflemen - two models who are again, far better than the archers for less SS. Personally I think they'd be worth consideration if they were dropped to 5 SS. That feels about right for a dedicated shooter who's so fragile. That, or make them much, much more evasive and difficult to kill/pin down. Side note: Who on the forum is suggesting TT Archers? And can I get whatever they're smoking?