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  1. Don't you guys know a troll when you see one?
  2. Firstly, you made a great choice in crews. Kirai is one of the better masters right now. Now to your lists. First things first. You can, but you shouldnt build a list before seeing your strategy. Now Kirai can do a good number of strategies but crew composition varies based on the strategy. Arguably, the first models that go into Kirai's crew no matter what is 5 Seishin and Lost love. That is the basis on which Kirai can perform the best. Based on what you have now, i would start with the 2 Onryo on the table. Keep your stuff a little close together so you can get maximum yield from your dying spirits to create more spirits. Kirai however has a HUGE selection of models that she can use and in most cases needs to the side of the table. Shikome, Gaki (which you have), and more Onryo. One can never have too many onryo :1_Happy_Puppet1: As you expand your crew, you should look at Night Terrors, Drowned, NecroPunks, Izamu, Toshiro, Yin, Ashigaru, and CrookedMen. Play alot of games with her, shes got a lot of tricks and is a ton of fun. hope this helped.
  3. Yea man, he just needs something ya know? If he can do something in rounds 1 and 2 that didn't include mortimer or rafkin, or something, he would be so much cooler. Just some thought. Wyrd has a HUGE opportunity right now. I hope the beta fixes alot.
  4. Every single game I watch that has Nico in it, The only thing that takes place is mortimer making a corpse, companioning nico, nico makes a zombie, then makes it a better zombie, then walks forward. To me, that is not fun at all. In fact it is the opposite of fun. Boring. I want to see nico doing more, being more characterful. Make mindless zombies easier to pop out, dont make them too reliant of things dying. aNico just flips a card and poof, mindless zombies. maybe put that type of ability on nico. This way Nico can do more, not waste a 0 action, and still keep his summoning motif. And come on guys. Wk 4 pls at least.
  5. The beta needs to hurry up and get here! I need to know If I should get back in to Malifaux lol. Super pumped to see what book 1 masters do now. It's a shame my two fav masters (Yan Lo and Kirai) have to wait a while after before I get to see their 2e rules.
  6. Me personally... Kirai: get rid of the discard 2 cards if Ikyro dies. Currently, because of this rule, I have no incentive to summon Ikyro. Nurses: Make them viable. Dogs: make me want to take dogs over night terrors or necropunks Nicodem: make him more than just a zombie making machine. Give him some versatility. Guild Autopsies: see Nurses. Crooligans: see Nurses Those are the most important ones I think. Wyrd did a Fantastic job on Yan Lo and McM. I hope they see the good side of the beta.
  7. Coming from more than a year playing rezzers, I can see them (to some, not all) being OP at times. Izamu is redonkulous. Belles are a steal for what they do. 3ss really fast obj grabbers (NT's and NP's). But you have to remember, the game is the strategy and the schemes. I noticed in the OP that he took pretty badass things to start with. Given the right situation, Killjoy can and will wreck a lot. Kirai and Yan Lo are definitely on top in terms of game power while McM, Seamus and Nico all kinda sit about equal below them in terms of what they do. Granted, what I'm saying right now will probably change entirely once M2E is released. Super excited for that, they are changing a good number of things that should be changed, and it is in a positive direction. inb4 nope. While your meta may see rezzers as overpowered, you gotta realize that its the player not the game.
  8. First off, ditch the nurses and dogs. Both are useless. When building a McM crew, you want to exploit his mobility, ss cache and damage output. The best minions to take with him are the 3ss-5ss models. That way you get lots of models to out activate your opponent and McM gets to do his thing with 8ss.
  9. I liked using call belle on belles and moving belles 15 inches to destroy evidence. That was always cool.
  10. Some people prefer that plan, others don't. I just feel that those who do miss out on how Kirai is supposed to be played (not saying growing is the wrong way to play) and waste crucial ap and activations in the first turn. Desperate mercs and dogs were created for a purpose. I don't feel that Wyrd made those models with the intention of them saying, "Hey, kill us".
  11. Kirai is a ton of fun to play. She can be a little unforgiving for new players but once you get a handle on what she does, it doesnt seem so bad. Here are some tips. 1. Read the rules manual thoroughly. This will give you a base line of situations of when are where you want her spirits to be. 2. Read her crews cards 3. Read her crews cards again. And look for interactions between her crews rules. It will start clicking after a while. 4. play some small games with a henchman or someone who is on the same beginning level as you. Play through some of the core mechanics of the game and make sure to read how your crews abilites interact with the core mechanics. 25ss is a good way to get introduced to how she plays. The only negative about playing a kirai crew is the shear amount of models you need and models that work well with her.
  12. Because they are Rare 5 for a reason. Kirai uses spirits (for the most part) to summon spirits. Therefore I want to have as many cheap spirits as possible to summon other, usually more expensive spirits. This is how kirai was designed. a seishins job is to protect kirai and be sac'd to become better spirits. You can either pay 10 ss worth of fodder spirits (who are insignificant on purpose) to summon better spirits, or you can spend 4-6ss on insignificant models that are used to become spirits at the cost of activations, AP, and cards from your hand. Take your pick Also IntereoVivo.... exactly.
  13. Dont sac dogs and mercs. Plain and simple. Stop lol. Spend points on more useful things, such as significant things. I feel the base of any kirai crew is a 12ss base. Lost Love, and 5 Seishin. From there the options are endless. Now kirai does emphasize spirits. Normal spirits Kirai likes include Gaki, Shikome, Onryo. Non kirai spirits she likes are night terrors, drowned, and insidious madness. All of those spirits work great with kirai. By the way whaat were your strat and schemes? non spirit things that can work well with kirai are belles, crooken men, ashigaru, Izamu like you had, Yin, and possibly toshiro. One thing to remember with kirai, you have the power to out activate your opponent. going back to the dog and merc choice in your list (I'll probably regret this later but...). sacing things to get out more things is a lost cause really. You even said, you didnt even complete that and burned through a hand. Its just a waste of time. BUT! I hope what I said was useful in your kirai endeavors, shes a great master to play.
  14. Damn, this is a hard one... Based on the games I've played... I'd have to say Drowned. Every game they just do what I want them to do without any hitch. Crooked Men are pretty great but shafted is only really good in conjunction with belles and types of terrain with small passages. He does have Cave in which is a great spell but it's never really been that much of an asset. Drowned are mobile, have durability and add damage with board control very well.
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