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50 SS Enforcer

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Everything posted by 50 SS Enforcer

  1. Funny you mention Perdita, that’s who I’m thinking about playing the majority of my games with. My local meta only use crews that have built-in plus flips, or massive amounts of card draw. Any and everything that don’t have those fall apart. It’s not worth my time for my one game a week to not have card draw or plus flips. We only play stuff that can alpha strike or can take an alpha strike, no other play styles are available with the players that we have. No one is going to branch out until card draw is represented in those other types of play styles. The resurrectionist masters that I want to play are effectively dead to me in my meta. How it’s currently played against Resurrectionists is: Cheat against the eight flips made against me in a turn to Either win at the duel or get a negative to damage, then naturally flipped better due to low defenses on Resurrection us models and passively win the game through flipping cards with lower differentials. This leads to taking only things that have defense six mostly out of keyword stuff and I find that play style to be very boring. Especially when nine out of 10 games I play are against 10thunders. I was really hoping for some resurrectionist buffs to help that specific factional matchup better because that’s a majority of the games that I see, the fuhatsu nerf Was a step in the right direction but more things need to happen on the resurrectionist side.
  2. I’m a little upset that the poison stacking got harder so we effectively lost two defenses at the same time: I no longer have multiple upgrades to ditch for damage reduction AND because I didn’t attach multiple upgrades my poison on said models is lower because not as many desperate plots on them. Without the field testing ability, I feel this is going to make the crew paper. Flask of formaldehyde on rafkin and Sebastian needed to be auto failable by friendlies. This is a regen crew that no longer regens. Also not enough ressers were touched in the errata so I’m quiting the faction. It’s just not fun to compete with the card draw of other factions.
  3. My most regular opponent has now agreed to card generated terrain. Suit defines what type, and weak, moderate, severe determine size.
  4. Do the people that attended the event have an opportunity to purchase prerelease stuff? @Kyle
  5. I miss nurse combat drugs for +2 damage at the cost of not being able to move
  6. Doesn’t manos just do absolutely everything she does but better? Discount manos? Any interactions I’m missing? I’m always disappointed in this model especially in keyword. 2/3/4 even with crit strike is meh. If she had pouncing strike sure, but idk, she feels like she wants to be killing to me.
  7. Bete is an 8 stone enforcer that I’m not entirely sure what to do with, she feels like she wants to be killing models, but I’m not sure she does it well in keyword. She seems like a mess. Maybe this topic would do better in the errata, but what do you feel bete noire’s purpose is? And does everything else do it better?
  8. Good luck at tournaments then when half the boards are not the way you are used to playing.
  9. What I’m looking for is a step in placing terrain on the board, if a ram or mask is flipped hazardous terrain is generated within 10 inches of the center point. I think it shouldn’t be up to the players whether hazardous is there or not when building a board. One player is always going to want it more than the other player based on what faction they play. It’s up to both players what that hazardous will do, it could be a distracted healing fountain, an itchy distracted forest, lava pool, barbed wire, poison gas cloud, whatever, all that matters is that it’s generated roughly 50% of games.
  10. On the other foot would hazardous -1 (a heal) and distracted +1 be worth it?
  11. I would add both positive and negative traits to hazardous things like this so the go to abilities that ignore terrain wouldn’t be considered. If a piece of terrain did hazardous 1 focus 1, would you want to ignore it or not?
  12. One of the biggest complaints I see is people pushing for chess clocks and to get game times down, wouldn’t an increase of hazardous terrain decrease the game time?
  13. If more hazardous was in the game, instead of things just flat ignoring hazardous, you could make things ignore the damage from hazardous making the condition based ones a more common take. Then you can add things that can’t be distracted, poisoned, burnt, injured instead of a blanket ignore.
  14. Bombies- bomb filled zombies this would fix our problem with swarms, and over all lack of blasts, pulses, and shockwaves. Countered by things that turn off demises, which there’s quite a bit now.
  15. So I’ve noticed over the last 7 years of malifaux that nobody and I mean nobody (except my local meta after years of imposing this) likes to declare stuff hazardous. Why isn’t there a ruling where there has to be a certain number of hazardous pieces of terrain on the board? Or when going over terrain, defender chooses a suit and when declaring terrain traits, if they flip that suit it’s hazardous? I’ve declared forests as having itchy leaves and are hazardous distracted +1, I’ve put poison gas clouds on lava boards, I’ve made some super fun boards, but 99% of other boards I’ve seen are so bland. Having the option to declare whatever you want as the hazardous is an absolute joy this edition and nobody goes that route at all. I’ve also started giving terrain the trails cannot be ignored so that it’s a problem for any model regardless of front of the card abilities. Why are the rules clear as mud on what needs to be on the table when declaring terrain?
  16. I mean, I would have originally designed the upgrade that way with the faction in mind. Too strong to currently do that.
  17. I think in every outcasts game I’ve played I think I’ve taken upgrades 0 times. In every neverborn or resser game I’ve yet to play a game without an upgrade. to me soldier for hire would be one of the best upgrades in the game: flurry rapid fire minion ability: bounty hunter
  18. @Da GitKinda makes celebrity on Seamus summons seem stupid if that goes through.
  19. I think I would be more happy to put Archie on the table if he had a way to flex into his 6 severe more easily. It’s really sad that there are more native 6 severe on ranged models than melee and this one might as well not exist if you can’t gain focus. I’d like to see puncture added to his triggers. The mournful memories needing a 7 feels like a wad of spit sliding down my face compared to how good Archie used to be.
  20. I either forgot how to get to other versions of cards or they have been removed during the last update.
  21. What do you want to see for this upcoming year? Personally I miss supply wagons, I miss things that forced hiring down a strange path.
  22. Anything that needs to be added for errata 2022 but non-faction specific goes here. I’ve seen people say OOK +2 and stuff. (I disagree with that, maybe +2 after two OOK models)
  23. Thinking about reva’s massive amount of discards in keyword and possible fixes. I was thinking having some sort of card draw on the corpse candles would ease the burden. I’m stuck between adding it to the demise, or ancient pact for end of its activation. Probably leaning toward ancient pact.
  24. It is a bit strange that Philip and the nanny doesn’t have hard to wound. If this model could stay on the table longer I’d happily take it more often. Manipulative is the worst defensive ability, unless it’s candy. Serene would be better, but for lore purposes I completely understand manipulative. its just getting hard to defend defense 4 the faction into all the card draw the game just got, especially with how little there is in ressers. Using the focus pulses defensively is no longer a thing since the focus cap, especially because our attack stat is average and can only tie at best most of the time. I really don’t want to be forced into super friends again like 2nd edition, but the keyword synergy in 6/8 masters isn’t there enough to hire strictly in keyword.
  25. @Maniacal_cackle I agree, I play two complete factions, and dabble in another 2 and by far ressers are hurting for the most cards when played in keyword. We already lose defense/willpower duels because of low stats, our hand gets depleted from target numbers, and then when we are attacking, hopefully our focus pulses make it so we can beat or match their defensive stats and get around the first negative. This only works on 2 attacks now that focus has a cap. While I absolutely love love love the distracted focus change, ressers certainly lost a crazy amount of power with the change. It was a delicate balance of getting more ap back via focus on your crew, but if you can’t front load it, the straight up card draw to cheat is certainly better. I truly think this faction is the hardest to balance. Having a low defenses faction is hard, it’s just hard watch things elsewhere to have higher defenses, armor, AND enough card draw to cheat defensively, offensively, on damage, and be able to cheat some target numbers. Hard to wound is fantastic, and I love it, but not getting hit because high stats is usually better. Also PSA: stone for a negative to damage, especially on already tanky things. This is way better than stoning for prevention on models with swigy damage (2/4/5 or 2/4/6 or 2/3/6 and things that have crit strike), not only can you prevent damage after if you need to, you also prevent more than a stone would have in most cases. The moderate to weak is the same as stoning and getting a moderate flip, it basically gives you a better statistical average, and you can save cards to hit back. I’ve watched quite a few recorded/live games, and it kills me every time.
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