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Teal

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  • Birthday 09/06/1993

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  1. Second edition is making me get back into Malifaux. Everything I've heard is only making me more and more excited. I cannot wait for Friday.
  2. Sonnia and Kaeris can hire them regardless of other things, but so can all other Arcanist masters. The reason the rule mentions Kaeris is because she normally wouldn't be able to hire them if she was leading the crew as they are not an M&SU Asset.
  3. True, however I'm a but biased in that I rarely fire the gun unless I have a Red Joker on hand to cheat in, in which case I'm going to do everything in my power to get a straight flip to get a chance at putting a 14 damage hole in my target. But in other cases, if getting moderate damage will do more than 2 weak damage flips will (like a Korp pistol) than focusing seems like a good idea to me.
  4. To give my two cents on the H2W vs high def argument, I think one of the biggest differences is that H2W (coupled with more wounds, as it always is) is a lot more predictable. When I see my Belle in melee with, say, a Witchling, I know that he'll kill her in three hits, and work around that. And my opponent knows that too. But when Kade is in melee with a Witchling, I have a much harder time saying with absolute certainty what the result will be. Overall, I prefer high defense. The points that you pay for it seem much better spent than those spent on H2W, but that may just be personal preference. Of course, I play Seamus almost exclusively now, so that philosophy hasn't entered my meta all that much.
  5. I almost always focus my Seamus Flintlock strikes. Severe damage on that thing is better than weak + weak from a Live for Pain, so if I don't have to heal myself focusing usually ensures more damage.
  6. To reiterate what was said earlier, Molly is in part a weaker version of normal Seamus, so when he transforms you still have some movement buffs, summoning, and debuffing left on the table. Also aSeamus with +3 Wk is horrific, and nobody wants double negative defensive flips when the Hulk comes a knockin'.
  7. Er, I'm going to ask everybody to let this conversation die before it starts, please. You've both toed past the line of politeness, and anything further is going to devolve into a meaningless argument. We all should calm down (heh, get it? Sorry, had to). Sorry if it's none of my business, which it sorta isn't, but I feel like this doesn't need to happen here.
  8. Cb 8, 6/7/8 Dg, Rapid Fire is usually a good enough reason. And Richochet, which is pimpin'. As a Seamus player, the moment he activates my Belles are flashing their stuff at him and I'm jumping him with as many models as possible. I would say he's the single model I'm most terrified of in this game.
  9. I feel like there's a slight chance that you aren't really asking for their stats without the opinions, but eh, I'll post a more detailed overview anyways. I always forget how specific I can be, so I'll do my best to speak accurately and vaguely (if that makes sense). For their base stats they have an average Wk/Cg for infantry, Gremlin height, and a Wp of 5. Their casting is a little meh at 4, but they have no spells with resists so it's all good. Their Df is 5, but so is their wounds. Their Infected Daggers hit at the same Cb as their walk, and have a very low damage arc, but auto Poison 1 means that as long as aren't ganging up on one target their damage is decent. They automatically debuff the Wp of nearby living models by one, and have the From the Shadows and Scout abilities. After performing an interact action they may immediately push up to their Wk, and have a (1) action that places them in base contact with a friendly Crooligan, anywhere on the board, in the aura of their one spell (that later). For a (2) action they can teleport to a nearby Master of Henchman if they're engaged. They have a trigger on a Tome for an extra point of damage in melee, and a neat Df trigger on a mask that turns them into a Spirit for the rest of the turn. Their only spell is The Mist, a (1) action that conjures an aura of obscuring terrain, giving Crooligans (including this model) +2 Wk and Df to boot. Sorry in advance if that was way too detailed, and I'll change it. Never sure where the line is.
  10. Yes, but Molly is major investment in a crew, so I would think it's best to not always assume that you have her. Despite the fact that she's awesome and October can't come sooner.
  11. Oh snap. I personally think they have slightly different uses. Crooligans are all about objectives, and that's it. They don't hit very hard at all, and they're more expensive than the Punks. But they're damn good at some objectives. Meanwhile, Punks have the potential to be good at objectives, and they all hit decently and have an excellent debuff effect. And I think it's important to note that you can't rely on leap. Not even once per turn, seeing as the card gods rarely seem to give you the right cards for things like that. So if you want cheap, swarmy models with the potential for objective grabbing, Punks.
  12. They look really good. I especially like the Witchling's cloaks. My one suggestion would be to pick out the eyes more, as the faces sort of blend together, but that could be the camera angle. I would be super interested in a demo if I saw those crews on the table.
  13. Crooked Men have a solid ranged "attack" (it's a spell) that does lots of blasts at 10" range. They also synergize amazingly with Belles, as they can drop down Shafted markers (land mines) and have the Belles drag models into them. The Drowned are a new option, cheap super tanky spirits which have a close ranged spell and attack, their goal seeming to be to spam DF duels across tightly packed opponents. Crooked Men and Drowned seem similar in roles, I prefer Crookeds for Shafted Markers and better damage, but Drowned are faster and harder to kill. A toss up. Autopsies have guns, which have a baked in + on the the damage flip, which is nice, but they are slow and easy to kill. Generally considered sub par. Convicts are baller, no matter faction you're in. With Seamus, Lure them in and have the two of them light some poor sucker up. Onyro have a decent ranged spell as well, and are just a fantastic piece to include in your army for their durability and debuffs. Dead Doxies are dead Performers, but with a damage focus. They are fast (Wk 5, boosted to 7 when near Seamus) and have a spell which they cast at Ca 7 (resist WP) that pushes them their walk towards the enemy, and then can immediatly cast Seduction (-- on defense flips) and shoot or stab them. And it's a zero action, so with a 6" range on their gun they can easily attack 3 times and cast a spell with a threat range of 13". They don't do a ton of damage, nor are they accurate, so I see using them to attack models other Belles have debuffed. And my favorite ability that they have is a (1) action that can only be used as a Slow to Die action, where they push to a friendly Belle and steal some of their Wounds to stay alive. So Ressers doesn't have a lot of ranged pieces, and most of them are really ranged with a twist (either shorts ranged and fast or spell based), but I've had success with a lot of shooting in my Seamus crews. I've played as Colette against Seamus (though without Cory), and those Belles are extremely disruptive to your play style. Seamus can very easily drag in one model at a time, and ruin your day when it comes to trying to complete objectives. All in all, to finish a really long winded post, Seamus is the man. A very versatile piece, he has a ton of control abilities that he and his crew brings to the table that make him a blast to play. And with his Avatar form out now, he can decide to just hulk out and smash in their skulls (while scaring them out of their wits). Best Malifaux purchase that I've ever made.
  14. My right leg was raised slightly too high, and as I tried to twist it back, it snapped right off. Of course, easily fixed by some GS and glue, so no complaints here. I do like the lightweight material, and the detail is fantastic compared to other resins that I've seen.
  15. Got my Book 3 in front of me, but my Book 2 is far off right now, and my memory of Molly is quite bad, so could you remind me why they're awesome together? I guess +2 Wk on the big guy will be fun, but what other affinities are why talking about here? (in other words, how else can Molly not get here fast enough?)
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