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doubledragon

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Everything posted by doubledragon

  1. As said in the above posts by @thewrathchilde and @Da Git, both Storm Misaki and Bisento Misaki are good options with different play styles and crew builds. Storm Misaki tends to either destroy your opponent, or if it fails and you lose Misaki, it becomes an uphill battle for you. Both, in my opinion, are a negative play experience, especially if you're still learning the game. For a good learning experience for both you and your friend, I strongly recommend using her bisento upgrade for the first few games.
  2. In 10 Thunders we have: McCabe who does min 3 on his ml6 (built in crit), which can alternatively ignore Armor, HtW, Incorporeal, HtK. Lynch and Huggy who both have the potential to do min 4 damage and they come with Illuminated who do a min of 4 damage on their ml when damaging brillianced models. Kang, who has a ml7 attack with min 3 damage. Yasunori who has a ml6 attack with min 3 damage. Izamu who has a ml6 attack with min 3 damage. Obsidian Statue with a ml6 attack with min 3 damage. Mr. Graves with a ml6 attack with min 3 damage. Jorogumo with a ml5 attack with min 3 damage. The faction has enough choice when it comes to models with min 3 damage, with more access to positives flips on attacks (built in and through upgrades), than any other faction. So why the argument that we need another master with min 3 damage? I play guild in addition to Ten Thunders, for access to masters who do min 3 damage. And that's what those masters do. They do the damage and the crew brings the support . I play 10 Thunders because I want access to masters who aren't one dimensional. Masters with fun movement and positioning tricks. Masters that offer support and can do damage. Masters that can summon. Masters that allow me access to other factions cool toys. All these things also win games. If every faction has masters that do the same things, there would be no reason to have different factions. Every faction has weaknesses and every faction has strengths. If the day ever comes where Malifaux goes the way Warmachine went, where every faction had access to all the same kind of tricks and toys, the game will become stale. And then you'll find people asking "Why does faction "X" now have this? That was faction "Y"'s thing!" instead of "Why can't faction "X" have this? Faction "Y" has it!". And in my opinion, some of this has already started to happen.
  3. This is my Lady J conversion. Combined parts of her plastic miniature with that of one of the Ronin
  4. They can only hire minions of cost 6 or less. Nevermind, if I applied my brain for a second, I would have realized that you know what you'r talking about.
  5. Sure, you could drive 40-60min into the burbs to play. Or you could get on the metro for 15 minutes and play with a gaming group that meets regularly every week. Whatevers easiest.
  6. Hey guys! @Veskit2k @tomrakewell I live in DC, NW. I would be more than happy to have some games with you guys in the area I also go through to Crystal City (right above the crystal city metro stop) to play during the week with a very consistent group of good guys. The meta is very strong, with some guys who consistently place in tourneys in and around the DC, Virginia, Maryland scene. If you wanna get in touch, feel free to email me at doubledragondyl@gmail.com
  7. Which upgrades are you using on Kaeris? I've been up against Kaeris a fair bit and she definitely does not need an overhaul. Her new upgrades really make her a force to be reckoned with on the table. Flaming angel and heatwave are great. One of my regular opponents plays her quite a bit and he runs her with Imbued Defense, Flaming Angel and Heatwave with a decent cache of stones. He charges her up the board early on dropping burning onto my crew with flaming angel, pumps out more burning with heatwave. He does this early on while parts of my crew are still within close proximity of each other, so tying them up. Kaeris then usually dies by turn 3 or 4, but she's killed a fair bit of stuff before she goes and I've spent the first half of the game trying to deal with her in my backlines as she pushes around with Flaming Angel. He then uses the rest of his crew to go score strat and schemes as I deal with her. A Df 7 master with armor a big cache of stones requires a lot of AP to take down. As someone who doesn't play Kaeris, but has played against someone who plays her well and plays her often. I would say the way to play Kaeris is as a big beater/distraction. Throw her at your opponents crew quick and early. Make them deal with her and while they have that major distraction, go score your points for the win with the rest of the crew. Anyway, that how my buddy plays her with a lot of success.
  8. I wouldn't say The Jury is OP. She's just really solid. Masters like Kaeris and any others that focus a lot on putting conditions on your opponents crew, like Hamelin, will have a tougher time if she's removing all the conditions. Take her out first, she goes down easily enough if you dedicate some AP to her. She has no defensive tricks that'll keep her alive (except burning soul stones), unless she takes armor or receives armor in the case of McCabe. She's Df6, 9Wds. A beater model like Langston or the Cerebrus should make short work of her if they get the chance. Also, Kaeris puts out so much burning on multiple models a turn, The Jury's condition removal shouldn't be a problem as she can only do it once per activation as it is a 0 action. Also, The Jury's condition removal is an attack action, so she can't target herself with it. So pile up the burning on her first, punch her a few time with Kaeris and you can have her dead by turn 3. Also, The Jury's condition removal only works on friendly models.
  9. I like the look of both the sculpts, especially for Guild. I think Guild models need some more interesting sculpts in general. I get so tired of looking at and painting trench cloaks.If a model breaks the mould (pun intended?) of trench cloak and hat, it excites me. The female sculpt was on the more challenging side of assembling, but I enjoy the challenge of the more complex sculpts.
  10. I would run DM's if they had either one more wound, higher ml stat or put out more damage. When I compare a DM to the guild minions that came out in the latest book, there's just no comparison. I think where DM's went wrong was in the design process. They were given an ability that is potentially very good in pinebox, but they balanced it out by making them lackluster everywhere else (including the ca5 for pinebox). And unfortunately, in play the lackluster part out weighs the potentially good part.
  11. I like this a lot! Makes me wish I played ressers!
  12. Or an alt Phiona Gage or Alison Dade
  13. Fun read! Especially enjoyed the carnage in turn 3.
  14. Because it's triple stalk, and the Rogue Necro is the 3rd stalk.
  15. I agree with @Myyrä. She's a good, solid master and with the changes from gg17 to gg18, she'll be even better. Play her with Trick Shooting + Fastest Draw (I also like to include vengeance bullet) for upgrades. First crew hires should be Enslaved Nephilim, Brutal Effigy and Franc, and you've got a good solid base to build out the rest of the crew according to the game at hand. The Jury will add some versatility to her game by giving out the auto mask trigger on her Df/Wp, her Witched Bullet trigger for additional damage and on her Obey. Nino gets a lot of hate from a lot of people, but if you have a decent amount of family in the crew, I like him for games with interact heavy scoring as he can make that very difficult for your opponent with his spotter ability. Guild also just got a new solid minion called Monster Hunters with the family trait, which I think are a great addition to her hiring pool. They excel at punching above their weight. If you like the look of Perdita and her play style, get her, she can be competitive.
  16. I'd fix all the above mentioned culprits. The one I'd wish for most is Sam, though. I love the model and the fluff, but there are always better options, even in a Sonnia crew. I would play him if he had +1Walk in addition to HTK or HTW.
  17. I think Nellie's ability to rewrite schemes now is a bit... silly. In my opinion, it feels like playing Malifaux on easy mode. The amount of times I've played a game and regretted my scheme choices by turn 2/3 and wishing I had chosen another set... more than I'd like to admit. With that upgrade now, I can see many situations where there will be scheme pools that require a similar crew selection, and by turn 2/3, if your opponent is thwarting your original plan, instead of thinking how to better him/her, you can just switch gears and choose another scheme that'll be easier to achieve in that particular game. Or, times when "Oh, this crew isn't doing as well at this scheme as I thought it would, but hey, I know they're good at this one (that's in the pool), I'll just just switch out to that quickly."
  18. Nellie is most likely still top of the Guild, with McMourning now coming in at a close 2nd. I think McMourning with his new hiring pool will be able to more than competently take on any combination of strat and schemes. I think he'll see a lot more table time now for players who want to be competitive, but don't want to just play Nellie every game. Lady J will also see a lot more table time now with her new upgrades and I think there will be a select few combinations of strats and schemes where she will be the better choice over Nellie and McMourning. Jury will most likely be in every good Lady J / Perdita crew, alongside Franc. Upgrades: Sword fighter will be stapled to Lady J and I think Fastest Draw will be attached to Perdita most times with Trick Shooting. McCabe's Loot bag is nice, but will most times probably just serve as to making Glowing Sabre 1 ss cheaper. I think we got a great selection of new minions. To echo @Legislat, we now have options. Good options. Options that allow us to mix things up and take our opponents by surprise. At least for now, until people have figured out the best new combinations of things.
  19. On the Lady J derail: I think the best thing about the coffin is that it allows Lady J to be in more than one place at a time. Say there's a troublesome model that a DM or DMR can't deal with in raw damage or don't have enough actions to deal with it, and Lady J is far off on the other side of the board, have them bury it and Lady J can do damage to it from wherever she is. Sure, it doesn't have any positives to the flips and doesn't do as much damage as her sword, but it's still CA7 (vs Df) 3/4/5 damage, from anywhere on the board! Generally speaking, there are a lot of bury shenanigans in Malifaux, and the coffin gives those plays a huge speed bump to deal with. Also, say Lady J charges into 2 big hitters, ideally speaking, she kills one of them, then doesn't have enough actions left to kill the other. She can bury it. And, if that big hitter hadn't activated yet, even better! Then, let it out the box on her next activation so she can kill it then. I'm not saying it's better than vendetta, it just gives her many more interesting options.
  20. Alt Peacekeeper would be great. A "too scale" version. Current Peacekeeper feels a bit small.
  21. Lady J with her new Ashwood Coffin upgrade is a good counter. If your opponent buries the Vik, Lady J will kill her while she's buried. If he doesn't bury the Vik, keep Lady J back for a counter charge and then kill her. Francisco is also a good counter, as he can "En Frente Me" (not sure how that's spelled), placing into base contact with her and pushing all friendly engaged models away, or straight up charge her or flurry if you have good positioning. If you don't have Lady J, as @Gnomezilla said, a Death Marshall Recruiter will do some damage to her while she's buried. Two will have a decent chance of killing her.
  22. McTavish was in cover. Dense to be exact. So he was in it and shooting through it. So he was getting cover from any Sh. I turned Myranda into a Blessed and sent it after him, but McTavish killed it in Ml. The problem here is that Nellie also had her card draw upgrade, so after a couple turns, my opponent had stacked his hand with Kings, which allowed him to survive and hit back really hard. He didn't even have to use soul stones, which is another problem with McTavish. I'm not sure I agree with the superior list comment. The strategy was ply for information, so I opted for more models to execute it. The scheme pool was also split 50 50 between killy and schemey. I went the schemey route with Set Up and Inescapable Trap. My opponent went Eliminate Leadership and Vendetta. I built my list to the schemes I selected, and same with my opponent. I guess the thing is just focus on taking him out, then once that is done, focus on scoring points.
  23. Hey guys, Had a game last night with a friend. Guild vs Guild. I was running McMourning and my friend was running Nellie. The strategy was Ply For Information. Crew lists looked something like this: McMourning - Guild Coroner - Test Subjects - On The Clock Myranda - A Debt To The Guild Rogue Necro - A Debt To The Guild Dawn Serpent 2x Guild Hounds 2x Nurses Nellie - Cant remember her upgrades (but the culprit upgrade was the one that gives out fast) Phiona - Transparency McTavish 2x Reporters Monster Hunter Thalarian Queller Printing Press The problem was McTavish with fast - every turn! Pushing into scheme markers dropped by the reporters. Then 3x 14" shot Sh 6 shots with high damage - every turn. In my opinion, McTavish is broken. He does everything. Sh that ignores cover and doesn't randomize, with massive damage. A Ml attack that's only slightly less effective than his Sh. Scheme marker interaction. Henchman, so he can use stones. All for just 10 ss. Which, when compared to other models that cost 10 ss, seems a bit much. You can't deal with him as you would other models, take advantage of their weakness, because he has none. Stay in cover? Nope, ignores cover. Get into Ml? Nope, Doesn't randomize. Engage him? Probably your best bet if you survive getting to the otherside of the board, then if you do, make sure he's already activated so you can do some damage, cos if he hasn't activated, he'll kill that model in Ml. Now take all of this and combine it with fast every turn from Nellie and A Debt To The Guild for one turn of extra craziness, is too much too handle. How do you guys deal with McTavish in general? How do you guys deal with McTavish in a Nellie crew?
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