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Cadaverousbirth

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Everything posted by Cadaverousbirth

  1. Wow, that is not what I expected at all but I love it! More badass women for the Ortegas and the Guild.
  2. There's a link to a fun article I wrote in my sig, below.
  3. As far as anyone is aware they are still in the process of moving the website, likely your request for lost in the shuffle. Try again, or wait, or do nothing. You might get the same result either way.
  4. If the mood strikes All the other masters have solid PMF entries so I won't rush anything out. I like to get a couple solid months of playtime with each master to feel things out before I feel confident enough to write about them. Soon...ish...
  5. @Da Git It was in one of the books, and Riot Breakers were mentioned as well. I don't have page numbers offhand, but they're in there somewhere.
  6. Hi All, I unleash upon you the juggernaut of information I have compiled about Nellie Cochrane and her Journalist friends here on Midwest Wargaming. Meant to be more of an overview rather than a complete guide, hopefully this article will help anyone looking to get into Nellie or to find out what the hell is even happening when you play against her. Feedback welcome, but be nice or I'll defame you in my next article for being mean *threatening keyboard motions* I also included fun snippets about the Wave 5 playtest models, and will update any crazy changes that happen. They're left vague and small on purpose because nothing is currently final. None of the Guild or Merc models have much direct synergy with Nellie anyway so it's fine. Let me know what you think.
  7. Chronicles, Crossroada, Christmas, Chinchillas. It's all the same in the end.
  8. Whichever Chronicles story about Lucius' portrait painter going insane after realizing he painted Lucy's true form really puts a hole into this theory. Even if Nellie's face leaves something to be desired, it wouldn't give someone a mental breakdown...probably >_>
  9. The autopsies are better in just about every way, too. Stupid Undead improvements.
  10. Night Terrors. Using Asami's AP to summon a 3 stone model that will last a turn or two doesn't seem unbalanced to me. It would need a 7 versus the 8 for a Tengu/Akaname. *shrug* One quick search later and I found backgrounds for the Shisa and Inugami which are both dog-like spirits that could easily work. I'd lean more towards the Shisa who are similar to the Komainu and have that guardian spirit vibe which is very different than the current ultra-violent Oni feeling.
  11. The difference between the 5 stones of a brother and the 3/4 of a puppy/tot is a little different than the 12-13 cost of Yas Different roles, too. A 10T Hound would be fantastic, but I'm not sure how that would come about. Maybe a 3ss Oni dog? I don't know enough to pick one out of lore.
  12. Do you mean Ten Thunders Brothers? I agree with most points made so far, 10T are lacking some things other factions have plenty of and fall behind a little for it. More Oni summons would be amazing and so would more keyword-oriented models to help flush out themes in general.
  13. Well, none of those options are mounted so... Pale Rider with the Sabre is a beast. Francisco and Executioners are also great. Grimwell is fine but super easy to kill.
  14. Sue and Big Jake are both Mercs and hurt themselves to draw cards. I haven't tried it yet but those two plus Hannah will make for some great hand control. I unintentially destroyed an opponent's hand with Austringer's Mask trigger with a couple Thralls beating people up. Good times.
  15. Played with the two ponies last night with the Foxhunt list. First one got curb stomped by a Vik....in my deployment zone...so that didn't feel good but hardly their fault. The second helped score Stash twice and lasted against two Ronin and Vanessa until turn 4 thank season to their +Df aura. First impressions are really solid for 7ss. I think there will be a lot of use pulling an Executioner or Grimwell along with them. Timing and Masks in hand will be really important to get the cavalry charge + their tag along to activate afterwards. Good old Crit Strike will pop up every couple attacks and make their damage respectable. So, I like them, but I need more practice to unlock them. Allison Dade is next on the painting table too...
  16. So what would your solution be to boost the Ten Thunders? Obviously you've done the math and we are the worst faction in Malifaux who can't win against a classic Lure and kill strategy. >_>;
  17. Here's a fun situation. Shen and the Emissary push Izamu up with Fast. When they Lure him he may take 1-2 points of hazardous damage and get a couple free attacks on him doing 2-4 damage total after armor. Then they have a 4AP Izamu in their face with RT, who can also heal himself, and smash face. Not even including the free attack given from the Knight, nor the free attack he gets if he dies later. Sounds fine to me.
  18. I'll echo Ludvig in that you should ask to switch crews to see what your opponent is thinking behind the scenes, so to speak. A lot of what your describing is serendipity for your opponent and hell for you, when after a couple games things could swing either way. I know I've had games where my deck is on fire (and with all the Focus in 10T this happens a lot) and my opponent can't flip higher than min for anything, and the opposite happens a lot too. Not every Lure is going to go off, especially the 10T higher-than-average WP, and not everything your opponent can do will happen. Sometimes it does, and that sucks, but you can usually deal with anything. A good technique to countering lure shenanigans is to dogpile them. Be aggressive. Sure they lure something in, but then your beaters show up and smack them right back. That list only has one anyway (and Titania but it isn't technically Lure) so it isn't that scary. Rouggys are fragile, kill them. Kill everything! Sorry, the Guild in me is showing. If they lure something big like Izamu away, they have either, 1) left him within range of the heals, 2) pulled him out of Extraction into their crew whereby he prevents THEM from being in the Extraction zone, or 3) Lured him away from the crew and away from their scary beaters, which in this crew there is only Teddy with Ret. Eye and he falls down like a paper castle. So I wouldn't be worried about it too much. Getting TTB's placed in harm's way sucks but they should be behind everything else and if Titania is close enough to get them, well then I have a couple attacks coming her way. I'll counter with that list I made up isn't just good on paper since I've used it well in the past, and variations of it. It is anecdotal evidence, sure, but it has worked for me so maybe it can work for you. Using a LRM's Ap to heal is probably the best use for them anyway, and condition removal. They are 4ss giving you heals, how is that a waste?
  19. The salt is overflowing. I think part of the problem is that you're playing into Titania's game too much. She eats scheme markers and loves placing down her own...so don't take those schemes. Also Ten Thunder Brother's have that aura where friendly scheme markers can't be removed so that should help a lot, unless Titania can get around that (I'm not sure). So, game plan for this pool. Shenlong, Wandering, Servant of 5 Dragons(cuz Neverborn), LRM upgrade Peasant Emissary, Dawn Conflux LRM Lone Swordsman, RT Izamu, Equality TTB x2 Kill them and hold the middle. Score Search the Ruins with the TTB after they're dead, or push up afterwards for Breaththrough. You should be aggressive, and likely trade 2 VP for Frame (Swordsman) so that's a wash. Hungry Land markers are...not...that...scary. Sure it's a 14 Walk duel, so save some cards for it if you're nervous. Izamu doesn't care with his Armor+2 and heals from Shen/LRM/Equality, and the Emissary can be behind, smashing fools with his 'free' Focus+2. Remember those Silurids? Try hiding when I still have a +/+. Dropped Yu since Titania will eat his markers anyways and you should be focused on killing things. Shen and Emissary provide all the crew support needed to get to, and hold the middle. OR, you can give up, sell your stuff, and play Neverborn. It's up to you, if 10T don't speak to you (and apparently you can't be swayed into liking them), don't play them.
  20. That means I have to paint them but soon, yes. I've been looking forward to running the Foxhunt list since Wave 4 hit. Queeg would also help get more Defensive on them with that whip. Two mounted Guard, two Thralls, and Queeg standing behind them...hmmmmm If I can get away from Nellie for a while...
  21. No riflemen but here are mine next to McCabe, Lone Marshall and the Pale Rider. They fit right in!
  22. Definitely give it a try but I can tell you that it won't be great with this crew. You'll want to kill stuff, especially if you go for Dig, and definitely for Guard the Stash. Accusation is the scheme to play when you don't need to eliminate enemy models, such as a Headhunter game against Kirai. Also the point on Hamelin stands, Nihilist will limit your options. Luckily there isn't another scheme he is just immune to so it isn't so bad in this pool. Dig would be nice with the Sergeant kicking those markers out. Get one in range and let Perdita shoot them down while denying a Stash holding model at the same time. Depending on board set up the Sergeant can just do Claim Jump on his own as well. Probably won't work if your opponent has seen that trick before but worth considering if you can hide him/her on the midline. Search the Ruins would also be easy if you can dominate the middle with Perdita and the Sergeant comes up from behind to put those markers where they need to be. A lot of this would determine on the board set up but I think your crew is well built to handle this pool, minus Accusation
  23. Guild Anti-FFM idea, inspired by the recent topics of Perdita (also Sonnia, and any killy master) giving up 3VP easily and also the Outcast topic about the Freikorps Specialist. Nelle, 5 cache (1-2 stone wiggle room) - Delegation, Misleading Headlines, Embedded Printing Press - duh Aionus, Numb - idea being here that he doesn't need to kill things and should be focused on scheme shenanigans to not give up that extra VP. Numb to avoid Tail'em/Accusation, can be swapped out if the pool doesn't include these. Can easily go without upgrades. Freikorps Specialist - this hurts to include but Nellie can make him Fast and Propoganda him to move up and the Burning becomes a thing in this list. Even if he screws up and kills the sucker it isn't the end of the world. Removing various markers and bad conditions (Slow/Paralyzed) will be helpful. He should probably walk+focus+shoot at something valuable but not obviously pushed forward to die immediately. Witchling Handler - Make stuff put more Burning out. That's the gimmick here. Field Reporters getting their Assaulted in Public trigger with a Burning for good measure could be silly good. Big Jake - Schemes, cards, profit. Come back Turn 5 and whack something dead. All around great. Performer - Schemes, poison, 'lure' to Paralyze for fun Field Reporter - should be fairly obvious. So, basically turning the classic Guild playstyle on its head to help fix a major weakness. A savvy opponent will see this list and just not take FFM, suckering you in to focus too much on conditions to kill stuff. Good thing we can kill stuff the old fashion way. Or, you know, run schemes and get your VP instead.
  24. I've used her in a campaign and she didn't perform at all. Likely because she was a bigger threat in the beginning and got taken out early because of it. In a larger game she might just be ignored because her attacks aren't amazing. The opponent will always pick the better of the two evils and then just get her off the board. For 8ss she's an annoying piece of tissue paper. I haven't used her with Nellie yet but their might be some traction there with the other band members. Namely Envy and Lust, I imagine. I like her model the best out of the seven, regardless of faction. It's great.
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