Jump to content

NorthernIron

Vote Enabled
  • Posts

    19
  • Joined

  • Last visited

Profile Information

  • Gender
    Male

Recent Profile Visitors

584 profile views

NorthernIron's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

14

Reputation

  1. Played Zoraida vs Mccabe last night doing flank deploy corrupted idols with a pool of claim jump, breakthrough, power ritual, deliver a message, and hold up their forces. I took power ritual and deliver a message, while my opponent took breakthrough and claim jump. I took: Zoraida (6ss) Bad Juju w/12 cups of coffee First Mate Silurid Gautreaux Bokor Grootslang Will o the wisp vs Mccabe (5ss) 3x Hucksters Luna Sidir Desper 2x Ruffian Serious battle of mobility in this one. The first marker dropped in the middle, while the rest went to the corners or nearby. First mate and Grootslang secured a corner and were able to scare off a trio of minions heading that way early. I figured I could win a battle of attrition in the middle but was proven wrong as Sidir and Mccabe trashed Juju and his supporting cast (bokor and the will o), but not before I was able to soften Sidir up and eventually kill him with Zoraida, denying claim jump. As Mccabe was slaughtering my forces the bokor got a chance to deliver a message before falling under hoof. Took the game 5-3 in the end scoring 3 strat and both schemes once vs 1 strat and 2 breakthrough points. Grootslang has taken a couple games for me to get comfortable with (have jumped the gun hopping him into bad spots early getting him slaughtered) but is finally showing his worth as an ultra-mobile beater. I set up a lair just below each corner and by the end of the game he had hopped to both of them, providing crucial assistance and disruption. I’ve found he needs a good amount of focus to do any sort of reliable damage though, and usually spend the first turn setting that up with Zor and the bokor.
  2. Regardless of the outcome, thanks for asking the tough questions!
  3. Bit of a thread necro. I've tried the emissary with almost every master (don't own zoraida) and so far it's been relatively unimpressive. The only time it's really done something amazing was a game I took it with Brewie and it's attack hitting the push enemy/charge another trigger punted von schill out of my deploy to prevent undercover entourage scoring full pts, winning a game I really had no business winning. That was until I took the emissary with Somer's conflux yesterday, and it was awesome! The +'s to bayou two card helped out my crew so much (was corner deploy so really easy to get a lot of things within 4 of the emissary), and made Somer's gun a true terror when attempting to blast off my own bayou grems and onto enemy models. I had Somer within 4 inches, and the first bayou i targeted was too and the +'s to 2 card allowed me to hit at least a straight flip on all my attacks (choosing highest for the shoot and lowest for defense). I had no cards in hand so it made the attacks very deadly and reliable with no resources. In one turn of shooting he killed jack daw, ama-no-zako, montressor, sue, lady ligea almost all with blasts! On turn 2 no less... My opponent hadn't really played against Somer and bunched up really tightly, and I doubt that will ever happen again, but neither of us expected those levels of damage in one turn.
  4. Yeah it certainly may be more trouble than it's worth, but l figure to give it a try at some point just for the sake of seeing how it goes. Your thoughts on it Epic have convinced me to pick it when the scenario seems right though rather than shoehorn it in and go for broke haha.
  5. That's a good point, I've been playing lots of corner and flank deploys since gg17 dropped and haven't really given Claim Jump a go on standard. I'll have to try it out when I get the chance. Probably give the skeeter poorly handled explosives for sure, use a stuffed piglet as a backup scheme dropper and have First Mate activating late in the turn to push models away if necessary, though in a perfect world Zipp will have that all taken care of.
  6. Has anying else fallen in love with Claim jump while using a Zipp crew? I've found it to be an almost unstoppable 3 vp if you take Merris and First Mate along with a fairly typical Zipp crew. My go for almost any strategy is: Zipp + 6 Pool - The Gift of Gab (1) - Hovering Airship (1) - Rambling Diatribe (1) Earl Burns (3) The First Mate (9) - Where The Captain Can't See (1) - Treasure Map (0) Francois LaCroix (7) or Taxi (7) - Dirty Cheater (1) Burt Jebsen (7) - Dirty Cheater (1) Iron Skeeter (6) - Airship Spotlight or Poorly Handled Explosives Merris LaCroix (6) Stuffed Piglet (2) Stuffed Piglet (2) First Mate and Merris can blast to opposite corners and accomplish Claim Jump solo, while the rest of the crew can reposition at very high speeds and address what they need to or just be an immense distraction. Toss in Zipp's up we go to throw any enemy away from the markers and it's a cakewalk! Probably don't even need to take both Merris and First Mate, but I like the redundancy it offers (and the card draw as a juicy bonus).
  7. Just competed in a 14 person HH tourney this past Sunday and took 1st place running McTavish w/do over, Francois w/ dirty cheater, an iron skeeter and a slop hauler. The skeeter/francois combo is absolutely brutal under close deployment, as they could threaten almost anything on the board turn 1, removing the biggest threat and leaving McT and the slop to clean up what remained. If I had a bad hand, I found myself actually stoning to use showdown for Francois and dumped my hand in order to gain positive flips (something I would likely never do in a regular game of faux), then falling back on Do Over to get McT some cards to use if he was able to get some good shots in. I did get very lucky hitting the fast trigger on the skeeter every game (either through hand or flipping), but most of the lists weren't able to handle the early pressure mine could put on. It was my first go at HH and was a blast to play!
  8. Pig power is the best power, just ask the Lucky Emissary!
  9. I played in my city's very first Malifaux a couple weekends ago and took Gremlins, running Ophelia twice and Ulix once. Not only did I manage to take 1st place, but had one of the most memorable and unlikely games of 'faux I've ever had. Running Ulix in a game of Interference vs Ramos, I received a seriously one sided beating at the hands of Howard and Ramos himself. As the dust settled, I managed to win the game 10-5 but didn't do a single point of damage to my opponents crew whatsoever. Pacifist pork for the win?
  10. Quick question for everyone! If a model is finished off in a shifting loyalties campaign and flips the black joker for their injury flip, can the controlling player cheat a card from their aftermath hand to have another injury happen instead?
  11. I play against the Viks pretty frequently, and have found success using many of the things already mentioned. The Hanged makes their (short) life miserable, nurses can work great if you can get off uppers on Vik of Blood (she's not very scary when she's happy on drugs!), and things you don't mind dying early (such as guild autopsies and flesh constructs) are great to try and use to create a piece trade for Vik of Blood. I don't really mind losing 10 pts or so worth of models if I can remove either Ashes or Blood from the board in retaliation, especially if playing a summoner. One more thing that can be useful is a "slingshot" type move of our own. With both Mcmourning and Kirai I've been able to either inject a rogue necromancy then charge or swirl spirits Izamu into one of the Viks and proceed to beat on them. Works quite well if the opportunity to do so arises.
  12. Hi gang, I was wondering if Ikiryo gets summoned in a turn, activates, is killed, and then is summoned again later in the same turn, does she get another activation that turn since she is a "new" summon?
  13. Thanks for all the great suggestions, I can't wait to get started on this project now!
  14. Hey everyone, A couple of my friends and I are about to start playing Malifaux and I am going to be making some western-style buildings to put on the board. I was thinking of a larger saloon-style building and a couple of smaller ones to be a bank/general store. Since I have only played one game so far, I don't really know how big to make them. Can anyone recommend some dimensions for the buildings that would work well in a typical game of Malifaux? I don't want to make them too big so wanted to poll the community here to gain a bit more knowledge before construction begins!
×
×
  • Create New...

Important Information