Jump to content


  • Content count

  • Joined

  • Last visited

About mo11usq

  • Rank

Profile Information

  • Gender
  • Location
    London, UK
  1. Wave 5 Master Upgrades: Ressers

    This might have been discussed above, but if I played seamus, Carlos vasquez would be looking pretty interesting. Living Showgirl henchman for hire. The guy seems to be capable of some obscene damage (min 5), and I think there was a new Resurr model that also did stuff with fire for potential synergy. It's possible seamus might also be able to find a use for the ht5 blocking hazardous terrain markers Carlos can poop out (2 with my little helper, and which he can move as he walks). Just saying, seamus' act might benefit from some man-candy...
  2. first tournament advice needed

    Lucky you! I'm waiting for body fluids to thaw and am feeling opinionated, prepare to receive advice! Top tip: Play the master and crew you are most comfortable with. Getting fancy trying to tailor everything exactly right may stress you out, and using unfamiliar models will increase the risk of mistakes and slow down your play. Go with stuff you like and play the best games you can with it. General tips: Pandora tends to have an edge in scheme pools that require crews to cluster in the mid-table and interact with other models Dreamer tends to have an edge in scheme pools that favour spreading out and having models in particular places Doppleganger is a faction key model, it will always do work for you, get it and use it with no apologies. Good luck, and have fun!
  3. GG 18 - summoned models

    Seems an interesting change. Summoning has always seemed to me to have a net benefit, and I have felt that Resurrs are among the strongest 3 factions - toning things down a jot seems at least worth trying. Looking at the current UK and US data, Ressurs seem to be a well subscribed faction (UK 3rd, US joint 2nd), with mid to low score averages (UK 6th, US 4th. Come on UK boys and girls, time to pull our socks up!). Hard to interpret meaningfully, (a median to mitigate skew would be useful), but my sense is that resurrs have a wide dynamic skill range (low skill floor, high skill ceiling) meaning that new or non-main faction players may struggle a little more on balance, whilst the faction may have a slight edge in the hands of a good player. Seems to fit for the UK scene anyway, where 2 of our current top 6 players are Resurrs (and we could add a 3rd if going by all time faction play). Always hard to disentangle player skill from faction power though. All in all the current playing field seems pretty level with impressively little difference between lowest and highest performing faction (UK delta 7.99 score points, US delta 11.83 score points). Compare this with Guild Ball, a great game lauded for its balance (delta of 18 rank points - guessing these units are most appropriate to compare with Malifaux data, could be wrong). Therefore, although my impression from personal experience is that Resurrs are slightly above average in power, the broader data appears to show they perform at pretty much an aggregate mid level, in a game where variation in power between factions is minor to a point where we might say differences don't really matter. I guess I can sympathise with the idea that Resurrs don't need a de-buff, although think its worth bearing in mind that we aren't the only faction that extensively uses summoning, and therefore aren't being penalized alone. My main concern about the change is how frickin hard it is going to be to keep track of which models are eligible to score which points! Seriously, I know I'm going to mess that up in important ways.
  4. McMourning and Co. Tactica

    I'm still on the clock when i want to be out moonlighting, thanks for the distraction. Hells the funk yes That arsenal will do you just fine to start with, and as a crew in itself it could even be okay (a 3rd flesh construct is useful to have, McM can often summon one per turn, but they will tend to get killed, so three on the board at one time is about as much as I see - I personally never hire them). To my eye you are missing four key competitive pieces - Carrion Emissary, Rafkin, Carrion Effigy and Chiaki The Niece. Carrion Emissary is all kinds of broken, expensive to buy but you will never regret it. It is a fast (and makes everything around it faster), board controlling, CORPSE MARKER GENERATING, limited summoning, ranged scheme marker laying, beatstick. It is not difficult to kill keep it behind the front line. This guy is Sebastian's best friend (glue 'those are not ours' to his card), and with Rafkin around its Ca6 non-randomising attacks do 4/4B/5BB with + to attack flips against poisoned models. It is total BS, shhhhh don't tell wyrd... Rafkin is a fairly quick, damage dealing monster and amplifies the rest of your crews damage if you positioning properly. I find Carrion Effigy can be a bit tricky to use and fit into a crew, but his aura to make things gain the poison condition that otherwise wouldn't is a GODSEND - especially going into arcanists and outcasts. Not having key targets poisoned will make you very sad. Chiwawa's ability does not cut the mustard outside TT. Chiaki is amazing for scheme denial and condition removal. The crew has decidedly average stats, McM hates not getting to kill stuff, and thus conditions will ruin your evening. Also McM and the emissary can (and will) take a mighty pounding from the enemy, nurse + chiaki panic button will give your opponent fits.
  5. Something pretty dumb has just occurred to me guys. Its one of those things that seems so dumb its likely I've missed something - which I do. A lot. McMourning's Zombie Chiwawa has: (1) Smell Weakness Ca6 blah - target gains the 'susceptible' condition for the rest of the game (losses immunity to poison). Sacrifice the noble Chiwawa. The idea here is clearly to have some way of dealing with a single model in case you encounter an enemy crew that has teched against McM's crew's major mechanic, which the opponent can also potentially respond to by removing. Several models have abilities relevant to poison (e.g. mithridization, embalmed etc.) but this is not immunity as they can gain poison and its 'ticking' has an effect, even if it is not necessarily damage. Marionette's a perfect match ability would also not be affected as I read it, as poison is gained and ticks normally. Many more models/upgrades (coincidentally, the ones you would care about doing this to) just flat out ignore ALL conditions (e.g. nihilist, numb to the world, blood ward + warding runes, amalgamation etc.). This must also include the 'susceptible' condition. After checking it seems the only models in the game (let me know if i've missed any) the 'susceptible' condition would have any functional effect on are: Shenlong Fermented River Monk Monk of Low River Akaname Doc Mitchell ... ... ... WTF
  6. McMourning and Co. Tactica

    Damage from the poison condition cannot be 'reduced', true. Soul stones 'prevent' damage, not 'reduce' it. Incidentally, you can also use soul stones to 'prevent' damage from corpse bloat's you don't need a spleen... sometimes handy, especially with shield bearers around.
  7. forgot to vote. Didn't realise that was a per-requisite.
  8. Reminds me, myself (Jamie Toombs) and Ross Baker also did not receive guilders, must have missed the handout whoops. No big deal obviously, but if there is a way of getting them or having them put by that would be grand. Fantastic event, really had a tonne of fun, and many many thanks for putting it on, you guys were great. The venue's built in gaming sauna was certainly a memorable feature, thanks for the water.
  9. McMourning and Co. Tactica

    Not that this was actually in question, but for all would-be poisoners to be aware: Models that prevent damage from conditions or heal due to mithridization will still not take damage in the effigy's aura (or chiwawa's noble sacrifice) as this is not an immunity issue. Neverborn Warning! Collodi's marionettes have a great little ability 'a perfect match'. This prevents 1 damage from any condition that would damage them, and effectively means the are immune to poison without actually being 'immune'. Of note, this will stop all of Sebastian's 'induction' damage. The application and timing of 'induction' is super vague, but I believe the ruling is that IF a model in the aura takes its (1) poison damage THEN it immediately takes (2) extra damage, which count as being dealt by the poison condition. Thus if it does not take the initial (1) then it does not take the extra (2) poison. Incidentally soul stone users will also stop all the induction damage if they prevent the (1) poison damage, don't get boned by this! Also Sssh! Don't tell wyrd! Marionettes are allowed to be totally OP because I main Collodi for Neverborn. Models with 'martyr' ability (Pandora's ilk) can transfer 1 damage (i.e. your poison damage) from another friendly (or enemy) Woe. This has bitten me in the arse so hard... however, it will not stop Sebastian's induction as the martyring happens after all other damage reduction (and by implication augmentation). Happy poisoning!
  10. Collodi Tactica: Many String-Based Names

    No, it has ro be one of collodi's own actions or an effigy buff
  11. Yan Lo Toe To Toe

    I used hayreddin to help reduce the resources needed to 'kill' the shield bearer in my 1st turn rogue necro crew (Report #68). He then more-or-less did his own thing guarding a flank for a bit then died. He provides a bit of speedy damage that my Yan Lo tends to lack, and is a niche not many in faction compete with him for, but I think Yan has safer options for models to put in the thick of things. Reserrs don't have many spiking damage tracks, so + is nice, but not something to build around. McTavish might be worth teaming him up with though. DF7 6WDs means hayrredin is either not getting hit (no bb) or taking 2 hits and dying (yay bled on 4 models and got 4 vitality... boo died instantly [edit: error, opt]). +2 armour could help, but that set up is tricky enough as it is without banking on something so fragile. My opinion is he is okay. Love the model, so he will keep making appearances regardless.
  12. Yan Lo Toe To Toe

    Had my first game against Hamelin, report will go up on the channel in a couple of weeks with the details, but I thought I’d post some general thoughts now. The strat I played was extraction, and table terrain was open centre. Other set ups (I’m thinking interference particularly) may require a different approach: Hamelin excels at interact and marker drop schemes and their denial. Avoid these, gear for killing. Hamelin’s thematic models struggle early on against beefy armoured beatsticks – bringing them back (un-blighted) with reliquary can be brutal. Summoning with Toshiro could be good, but there won’t be as many corpse markers as you’d think (rats+ don’t drop ‘em). Blighted is something to respect, but not fear. Most of Yan’s crew won’t care too much (armour, healing, re-summon), but Yan himself is vulnerable. Chiaki is fab if you can fit her in (let’s face it, unless you are a cheaty-peaker, you didn’t take Johan), otherwise be prepared for a bit of dance-your-arse-out-of-there. Hamelin’s thematic models don’t appreciate area damage. The emissary’s blasts are perfect for killing rats (and thus blocking rat king summons) and especially stolen, make sure to dance Nix first though. Hunpo assault opportunities with brutal khakkhara are worth keeping an eye open for. With all the cheap models around there is likely to be a bountiful enough chi harvest to afford this. Yan Lo’s lighting dance hard counters Hamelin’s (and Outcast’s in general) anti-charge tech. I suspect Hamelin doesn’t often have more than 2 heavy beatsticks max, likely just 1, these are his fists, dance them out early (great if you can bait them to commit first) and chop them off. This will take a lot of pressure off until late game when blighted starts to be threatening. Other key dance targets are obedient wretches and scheme runners/significant models that look like they might want to flank you and stay away. Oh, and Hamelin if you can get him, but he tends to hang back. Hamelin’s key threats to Yan are obey and lure. A belle could provide some counter-lure, but Hamelin will almost always be able to wait her out if he wants to. Fortunately, most of the crew is kind of slow, use terrain and other models bases to hamper forced movement as much as possible, (my opponent did this quite effectively against me, will try to demonstrate in the video). Make sure you have a lot of bodies in areas you need to control to score. Try not to stand your models in engagement range of your own big hitters. This is not easy for Yan to achieve, but is strongest in the mid-game when Hamlin starts to get into range to spam them and when out-activation starts to matter less, try to make him pay for that proximity. Hamelin's rat engine will out-activate Yan badly in turns 1-2. This doesn't matter. Once you get stuck in quality of activation gains a lot of ground on quantity if your aim is to kill. The trick is getting there intact. Advance as a group toward the mid-table, use terrain and emissary’s shards to block or at least control shooting/luring/charging lanes, use chunky big base models to wall off LOS and engagement access to your squishy support models (e.g. Yan-ikins). Turn 1 ratjoy could spoil Yan Lo’s evening (especially if he didn’t get spirit ascendant), but most crew members can soak a round, use that base wall! Soak him, kill him, re-summon. Most strats and schemes score near the centreline, set up shop here, if you took doable schemes you probably don’t need to go further. Lightning dance the lynchpin models in and kill them, kill rats for chi and prevent 4 from getting together – you won’t stop a rat king but you can force the enemy to sacrifice more models/AP to do it, which drains their other capabilities. In later turns, Yan Lo can contribute to damage output, use fury of yomi to get his dudes to kill more/scheme/move back into position, or go off scheming himself. I guess my philosophy here is be aggressive, break the rat’s back first and scheme later (or preferably BY breaking rats). If you play Hamelin or have faced him, I’d be interested in your thoughts.
  13. Yan Lo Toe To Toe

    To help budding and struggling Yan Lo players (i.e. me, total self interest) I thought we could have a bit of an ancestral conflux and pool some experience. There is a pinned thread on yan lo, a pull my finger page, and schemes & stones podcast which cover general lo-ing. These are all great, though ageing a bit. The focus of this topic on specific master match ups for Yan - ambitious, but dream big! The diversity of crew builds, scheme pools, terrain layout in Malifaux is staggering and a core strength of its wonderfully rich and balanced mechanics. However, there are predictable themes and patterns. As much as any master can be, Yan Lo is about identifying and messing with his opponents patterns, save a brother/sister some time and unpick the ones you have noticed. Most enemy masters have a couple of specific ways they ideally want to play, and have common in-theme elements to their crews that can be expected in certain schemes pools (simplify this to kill-heavy, interact-heavy, balanced), or there are powerful 'net-list' combos. Pooling ideas on how to disrupt these with Yan Lo is the name of the game here. The most useful information are the tasks Yan's crew needs to perform to shut down the enemy's game (e.g. remove the slop hauler to gimp the gremlin engine), and positioning tactics required to do it. Go ahead and list tailor, the benefit of this is in highlighting what tools Yan Lo wants against master X, rather than the models themselves, and understanding what options you do/don't have when you find yourself toe to toe with them. I will post links to my battle reports here if I think they demonstrate something relevantly Some ideas to counter these common headaches would be nice: Vik/Yasanori/Langston/Nekima missile Spider/Gremlin/Rat/dog spam Lilith/Zipp/rotten belle kidnap Sonnia/Levi/Wong/Rasputina/Reva/Lynch etc. range Ca blitz Cheers
  14. Reva wrecking face?

    Will reserve judgment until I have actually played against Reva a few times. Have to be honest though, I'm slightly less enthusiastic for this match up than I usually would be. I find games against long range, high damage masters to be consistently the least fun. Either you totally shut them down and (probably) win, or get annihilated and (almost certainly) lose. Not ALL games go this way, but this is the common format, at least in my experience. Either way, the fun doesn't end up being shared very equally, which I'd bet reduces the enjoyment even person on the winning side of the equation for most of us. It must be hugely frustrating for e.g. Sonnia players (who aren't using austringers for some reason) to be endlessly engaged every turn and not get to nuke all the models. I know intimately how frustrating it can be to have to sprint through that fire/bullet storm, only to find the shooter is as good or better in combat than my guys, or that if they break free for even one activation it can spell doom for half my crew. The most fun games seem to be close ones, where each player feels they got the opportunity to use their crew's abilities relevantly in the struggle. The hardest arse-pounding I ever took was against Nellie (tabled turn 3, 2 dmg dealt in total to the enemy... by my own blood. It was bad my friends!), she is crazy strong in the right hands, but it wasn't a 'negative play experience', it was a great laugh. I find I'd actually rather have a game against her than any given ranged damage master, simply for the type of game I can expect to get. Maybe this is my problem for enjoying close combat oriented crews, and a game between two pewpew crews (yawn-fest) is less all or nothing.