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Mr. Goggles

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About Mr. Goggles

  • Birthday 07/18/1984

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  1. Heyo folks, I've been looking around the interwebs a bit and can't find anything on how to assemble her, or even a full picture of the model to base things off of. Any tips, pointers, or obvious links that I missed that will answer all my questions? EDIT: Nevermind, found it.
  2. I think at this point it would be best to take the flame war to personal comments and leave this thread out of it.
  3. Colette is certainly not unbeatable, but she is (in my opinion) one of the most annoying masters in the game, and one of the hardest to actually kill. If you focus on her first. Colette only works while her crew is still alive. If you can burn down other pieces of the crew before you get to Colette, you will see a lot more success against her. Colette's, and the crews, movement shennanigans rely heavily on having other showgirls out there. If you kill the rest of the crew, Colette can't Illusionist with them, she can't declare Blinding Flash triggers, she'll have to actually walk places, and if you cause Colette to use a walk action, you are probably going to win the game. Outside of Colette herself, once you actually hit the showgirls they tend to burst into flames. They have lots of tricks to avoid being hit (Irresitible on Performers, Celebrity on Cassandra, Mercurial on the Duet...) but once you make contact, you will deal A LOT of damage to them. The only thing that's difficult to one shot is the mannequin because of armor & object. The vast majority of the crew has use soulstone, and even if they don't, the doves can be used like soulstones (and with a flip on it) which adds to the survivablity of the crew. Killing doves sucks, but it allows you to kill the other models. Unless your opponent isn't using them that way, which is something I still don't have down yet. If you're able to focus on Cassandra, you can get your opponent to burn the vast majority of their soulstones, and once you do that, most of Colette's spells become unusable, and things like the Duet become much more killable. All in all, there are rarely any crews where the showgirls see them and go "all right, auto win." They don't work that way. They're the ultimate hit and run force, and they do it well. What you can do is use abilities and triggers that require them to use soulstones, or discard them. Instant kill triggers spring to mind, as does Misaki's cutpurse (God dammit I hate that ability). Force them to burn their soulstones, then strike. If you are able to do that, you should be able to destroy the crew. But just like with any matchup, play your strategy, play your schemes, and then focus on them. If you can at least have a tie in VP's before you start hitting them, you should be sitting pretty.
  4. I like the idea for a scenario piece, but 2 real quick things. The height is too low, should be at least 3, and the Def I feel is too high. It's not too hard to hit a tank. All in all though, I like the idea. I think something like this in a scenario would be fun.
  5. I didn't even think of that, the duet can almost guarantee 2 VP if you plan on taking Mei's scheme. While I still don't think they're the best fit for Mei, they could be really fun in placing the railroad.
  6. Major no on the duet. What makes the duet so great is the use soulstone ability, and you will be burning those on mei's crazy trigger series to get the suits you want/need and the high totals to make sure they're not resisted. I hesitate to take them in anything besides Colette for that simple reason. You could make an argument for one coryphee and use those 7 soulstones for more models (the crew you list is basically 4 models) as the coryphee is very fast and can set up some crazy railwalker moves. With just four models you will get out activated by everybody. The LSA, however, is a GREAT model for Mei. I compare it to the rail workers because it's the same cost. It's hardier, more mobile, and hits harder (and more times!). There are three things the rail workers do that are better then the LSA in a Mei crew. First, the rail workers can see through all the clouds you should be throwing out, that is very helpful. Second, the adaptive weapons they have can be huge in certain situations, but are usually very situational. And last, if you're running the golem, having at least one rail worked out there is almost a requirement because of the very easy (0) to throw a burning counter on the big fella. No Emberling is also a bad idea. That extra steam cloud that's pretty easy to get off (The golem doesn't have the tome in his CA, so you have to get lucky/cheat to get that tome in there, and you want your tomes for Mei), arcane reservoir, and of course, he can give the golem hella burning tokens in a pinch all make him a great model for Mei at 2 SS. With Mei I look at 3 models as near auto includes with her. The Emberling for an extra steam cloud and arcane reservoir (reservoir alone is worth it imo). Seismic punches from the Emberling are also a great way to move your crew forward. The LSA for the reasons listed above. And of course the golem because he hits like a truck - when used properly - and tends to be just hardy enough to survive anything besides a master thrown at him. After those 3 I like to take at least one railworker to hand out burning tokens, be a jump point, and be a general nuisance (Ahhh, I flipped a tome! Armor bitch!). I've learned Willie is a lot of fun, he has a burning token generation trigger, he's great against object, and if you play against Rasptina, he looks at an ice pillar and it goes away. That plus not needing to see what he's shooting makes him a very useful piece. He's our Austringer! (kinda). Johan is fun too because of how well he swings his hammer when around a M&SU member. I've yet to use the metal gamin, but I hear good things about them, and they're constructs as well, so they have that going for them. And Kaeris. The basic idea (hey, burning tokens, Kaeris uses burning tokens, I wonder if she would be good with Mei) is dead on the money. Mei hands out burning tokens without trying, it's like McMourning with body part counters. If there aren't 20 or so out there after Mei's activation, you either killed everything with a counter, or did something terribly wrong. After that, activate Kaeris, snap your fingers, and watch the world burn... As far as guys I wouldn't take, Joss is just too overpointed to be useful even though he is a construct as well so he has some synergies with Mei there, but he costs the same as the rail golem, and I'd much rather have the golem then him. Any models that need high masks to work are also a bad idea, if things are going right you should be burning those on Mei's combo chart, so that rules out things like Performer/Mannequin units. You definitely have a good solid group for now, and have a good idea on how to move forward. There are lots of other things too that people don't try or talk about too much, I like the Steampunk Arachnids myself, but that's mostly a personal preference. Union Miners are silly, but fun. Honestly, if they have M&SU somewhere in their rules, you really can't go wrong.
  7. Izzy looks great, picking out all those rivets really makes him pop. I feel like the red on Toshy is a little flat, that may be a camera thing though. All in all they do look very good though.
  8. I really like the goldish/yellowish color that makes up the primary color of the model. You rarely see Menoth that isn't white, and that gold/yellow route is a really cool way to do something different while still using (essentially) the same traditional main menoth colors.
  9. This topic made me laugh. I think your friends are poor sports, and based on how you are describing your battles (and Colette being easy) I'm guessing that they're not playing the schemes/strategies very well, and instead trying to run up and punch face to win. Malifaux simply doesn't work like that. I sure as hell had to get my head wrapped around that, but I lost one of my very first games when my opponent had no models on the table, and that kinda forces you to step back and look at how you're playing and to realize that Malifaux is a VERY different entity then nearly every other tabletop. And I hate to say this because it sounds mean, but it sounds like your friends might not be too good at this game. Based on how easily you're saying your matchups have been and who you've gone up against... I'm prone to think that. Rezzers are definitely not overpowered, but like in any game, if you play against an inferior opponent you can feel overpowered. Oh, and the two hour time thing, I've never played a single game of Malifaux that took over two hours, and that includes my first several games ever - and my first master was Colette. I had no idea what the hell I was doing, I had to re-read all of the cards every damn activation and it didn't take two hours to wrap up that game. Be careful though, you don't want to continually steamroll your opponents (even if it's because they don't know what they're doing, which is what it sounds like) because that will dissuade people from the game, and discourage others from starting. That kinda happened at my FLGS when one guy picked up the rules faster then everyone else.
  10. Just about to comment on that, she's a horror for a very good reason, she synergizes amazingly well with avatar Seamus like some others have mentioned, and Molly works very well with the big monkey. For me I just look at her ability to hand out anathema to other models. Yes you need a very high crow to get it off, but if you're running her with avatar Seamus and a hanged, you're looking at her being terrifying 13 anathema, and the hanged terrifying 14 with the possibility of having anathema after Seamus hulks out. I've always liked the terrifying mechanic, but there are so many damn ways to either get around it or ignore it that it is more of a gimmicky "oh hey, it actually worked for once" sort of thing then something to try to rely on. Yin brings the ability to build a crew around the terrifying mechanic and make it able to function regardless what your opponent brings. In fact, the only "easy" counter I can think of to an anathema terror bomb are models with insanely high willpower, like Zoraida.
  11. When I first started playing my major nemesis was Snow Storm. I could not kill that SOB no matter what I did. Now that's hardly ever the case, he dies pretty easily to Collette now that I know how to play. Now my nemesis is spIzamu. Not Izamu, just spIzamu. Fortunately most people at my LGS don't play rezzers, and the first guy that did spIzamu rarely plays his rezzers, so I rarely see him in spirit or physical form. But damn, the more I think about it, there is so much variety in crews/factions/masters at my LGS there is no one true nemesis model for me. I suppose that's a good problem to have.
  12. I agree 100% with marful. After reading Mr. Graves about... 50 times to confirm this, "Show Ya the Door" is not a melee attack. It can result in an attack, but it is not one on it's own.
  13. Something I've seen that works rather well is simply drilling very small holes to represent nail holes at the ends of the boards. Really simple easy to accomplish detail that really helps to break up the stage. I've also seen a couple of stage bases with trap doors on them. Something I've never seen that I lack the fine motor skills to do is the inclusion of stage lights. Especially with the Victorian motif present in Malifaux, those rounded gas-lit stage lights would make perfect base accessories. That can also give you some fun painting schemes as you play with directional lighting from those stage lights.
  14. You have the right idea with Colette, get Coryphee and call it good. I've experimented with the non-showgirl models with her, and I've had limited success. Johan is 5SS with her, so he's a cheap beatstick who makes a good bodyguard for Colette. Since Colette is an M&SU member Johan gets the CB buff from being near her. Oiran are still up in the air on their usefulness, just do some forum hunting on them and you'll see what I mean, though I recently played a game where seeing my opponents hand did make a big difference (I was able to make them discard the red joker). All in all though, you seem to have a really good handle on the direction to take with the relative crews, and the Raspy/Kaeris combination can be brutal. As with anything, playing the various Masters and minions more and more will help you deal with Zoraida and Criid, learning what you can and cannot do. Personally I've never struggled with Criid, and I've always managed to outscheme/strategy Zoraida, but I've never killed her. With Colette that is, anyways.
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