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hYena

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  1. My first M3e game with Parker (after having very little success in M2e with him), against my opponents first M3e game with Hoffman. Parker Barrows vs Hoffman in Turf War w/ corner deployment •Parker Barrows •Doc Mitchell •Pride •Barbaros •Sue •Mad dog Brackett •Bandito •Bandito •Prosperctor My thoughts where to have a bubble to disrupt Hoffman's ball for a few turns while I ran my schemes (power ritual and outflank) with bandidos. Prospector was there to give a free SS every turn, since I only had 1 starting out, and to stay in deployment zone to keep control of the turf war marker, and for 3rd corner on scheme. Barbaros and Pride make a mean bubble to deal with, that puts alot of pressure on the opponents hand, with Sue disabling triggers and Parkers stick up action adding more discard / damage threat. Fate was on my side with flips this game, where my opponent black jokered some important duels (twice when trying to finish off Mad Dog), while I was able to flip high when I needed (my control hand was garbage all game). I think that Pride was the MVP with his sin aura, and really helped dictate the action (too strong / auto include?). Opponent ended up conceding mid way through turn 4, after some failed duels, and being unable to score any points for his schemes, while I was set up to score all points for mine. Final score 1-2 (7-2 if we played it out)
  2. Obviously he is going to turn to the guild. They would love to have a disgruntled former nephilim working for them.
  3. I understood what you meant, but what I was getting at, is that with so many stipulations against projectile attacks, it wouldn't really help to allow them to make a shoot attack while engaged, as, like you even stated, projectile attacks arnt really that great as is (outside of having range). So if you plan on being engaged, it's better to just bring cast or melee attack models, even if you could shoot from engagement, because those attacks/actions are better, in most cases. Outside of having range, gun icon attacks are, a majority of the time, pillow fisted attacks, with low minimum and nothing to write home about severes. So why would I bring them, even if they could be used in melee, if I can just bring melee, or cast, and do more damage? The point to bringing range is to try out maneuvering you opponent to make use of the range anyways, knowing you arnt going to deal a lot of damage with the models, but dealing enough to keep opponents honest about how they go about playing against you.
  4. Screening for your ranged models is already doable, and other then protecting ranged models its one of the only ways to shut alpha strikes down atm, for engine based crews. Heck it's why I like the desperate mercs more then I probably should, because cheap chaff that can shut charges down all together, with proper positioning. And, currently, proper positioning also stops walking/double walking through their engagement to tie up a ranged model That doesn't sound right to me, is that real? I don't have a problem with it, myself, it just doesn't seem right. Otherwise why even have walk and charge actions? Why not just call it a "tactical movement/reposition" with an attack at the end of the movement if in range to make an attack.
  5. I didn't think about it in those terms. But still seems bad, with it being easier to get into engagement, along with being able to charge as a one action to renegage, with one attack, and still having a second action to attack again still seems like it's just better to take melee models, instead of ranged ones, since getting away from engagement, while is technically easier, its still not going to be realistic, since the enemy will still be able to reengage, with at least one attack (assuming minor flip for diengaging strike, and another move from model attempting to get out instead of trying to attack)
  6. Yes, but the model that is trying to prevent the disengage gets a plus flip for every model engaged with the model attempting to disengage.
  7. I guess I'm not understanding what you are saying. I look at the back of the released card images, and i see melee shoot, aura, pulse and the lack of an icon representing cast, I'm assuming, associated with all attack stats listed. I read things Melee Range 1 attack 5 resist defence, and anything missing a melee; gun; pulse; or aura icon representing a cast So I don't know what you mean by attack stat just being a number (unless it's a cast, meaning it wouldn't have an associated symbol anyways.)
  8. Still doesn't help crews/models that focus/rely on gun icon attacks/actions. As, presumably, there is still going to be a flip to determine target when shooting into engagement. As well as new cover rules and new concealment rule (lord forbid if models can benefit from both at once). Enjoying models/crews that use gun icons/attacks feels worse then having your master dmh'ed or change factions (at this point), because, at least, those are still playable. Whereas it is looking like gun icon related attacks/actions are being further neutered, and probably relegated to the shelf to collect dust. I might be in the minority, but I heavily prefer strategic placement of units, over mosh piting my units into the opponents.
  9. Except it was stated Parkers crew is going to have the run and gun ability, meaning that they can shoot after a charge (does this mean they can charge 5 " from 15" away and make a shoot action at 10"?). Which means that there is still shoot/gun icon actions/abilities in the game, so I would assume there is still ranges. Edit: looking over the released card images, there is 1" melee on the back of all, the jackalope has a 0" even (base to base only assumed), as well as the back of ice gamin has a gun icon 8" range ability/attack. So, yes, gun icon, melee ranges, and ca are all still going to be there.
  10. I seriously hope gun actions/attacks get some love, at this point. Outside of increased mobility/threat ranges, the change to cover (+2 defence as well as the attacker getting a negative flip on damage) and the addition of concealment (negative on attack duel) to both go along with, presumably, still having to flip for a target that is engaged, means that anything with a gun icon will be an auto exclude from lists. And here I was hoping, with m3e, Parker barrows was finally going to be in a better/good spot, guess I was wrong. Something's got to give, one would think.
  11. Or they could go the infinity route, with a range limit instead of pure LoS from board edge to board edge, where if you moved a piece through/into LoS of a ranged attack, that model gets a free shot. Neither option sounds plausible, as your idea requires fundamentally altering the games mechanics, and mine makes it to where shoot you bang bang lists would be, probably, too strong. Either way, I can't wait to hear/learn more about m3e. I just hope that the mobility aspect gets put through a meat grinder during testing, and undergoes the most scrutiny.
  12. After thinking about it for awhile, with the proposed increase in mobility, are shooting attacks going to be compensated? Actions/attacks with a gun icon are already some of the most restricted in the game, and increasing mobilty, without balancing shooting out, will probably have a big negative effect on any/all models that use/rely on those types of actions/attacks. And in most cases it's already better to avoid models that rely on the gun icon as is. I just can't get passed the proposed mobility increase. Its the one thing i can't seem to stop finding an overall problem with.
  13. Am I the only one worried that malifaux is moving towards more of a 50ss henchman hardcore type game instead of the unique schemes and strats focus type game, with their tease that models will be in the thick of it almost as fast as you can put them on the table? I know it's probably over nothing, and i will surely see when the time comes, and probably be relieved, but the only thing m3e has me worried about, is that being able to engage faster results in moving malifaux away from its unique schemes and strats focus, to a more generic kill your opponent type game.
  14. The only thing I am worried about, with this announcement, is that wyrd will end up rushing m3e to the public (If it's still only in early, or even mid, development), for financial reasons, due to players slowing purchases down in preparation for the shake up on crew building. I, personally, probably won't buy anything else until the release, so I don't end up wasting money for a model/s that I would be unable to use with the master/s I have (without penalty), in m3e with thematic crew focus. On the bright side, I have hopes that Parker Barrows might finally not be a handicap when on the table.
  15. Take what I say with caution, as I am still very new to the game, only a few months of playing, with Zipp being the only master I own/play. Also I only play 35ss games, atm, and have yet to play a 50ss game, and mainly only play against a Ramos/Joss, Howard Langston, Mechanical Rider and Lady Justice bury mechanic shenanigan lists. I ran across the list, I run, on these forums and I have found some good success with it. It is the Sky Pirate box set, with Rooster Riders, Survivors, and Sparks. After playing what games I have, I have basically narrowed down my "core" (used loosely as my list still changes as i learn the rules better and play more to develop an understanding of what can do what) to Zipp Sparks/The First Mate (depending on schemes) 2-3 Survivors (depending on schemes) 2-3 Iron skeeters (depending on schemes) 1 Rooster Rider (depending on schemes) Usually around 30-33ss with 2-5ss on upgrades (+1 for free sky pirate upgrade, thanks to zipp) (I have never taken a larger ss cache then the 4 zipp has printed on his card.) I have ran the survivors as my pseudo tar pits, with rooster rider/iron skeeters as scheme runners. With the First Mate being used to chase enemy scheme markers/scheme runners, and Sparks being used to help survivors with objective holding. What I have found is that I am going to have to get a Whisky Golem for my beater/tar pit model, as survivors just dont hold up like I thought (hard to kill is nice, but very dependent on fate, for longevity), since he fits into the list I am running, with his nimble and mv6, and construct characteristic Sparks is underwhelming, as much as i like him, and after my last game, i just cant argue for using him over The First Mate anymore (other than that 2ss difference between the two models), as Sparks ended up being just a more expensive named survivor unit, again. Zipp is used as a harassment model, not so much killing as handing out -2 wk, and displacement on enemy models (even to move your own models, with slight dmg, when you really need a model to get somewhere), and as a zone control with his 3 50mm base smoke markers. Iron skeeters are used to shuttle units turn 1, maybe 2 depending, and then turn into scheme runners, and/or more zone control, with their 1 50mm base smoke marker (at the end of any walk action, if you choose and fate allows), and Displacement on enemy models And the Rooster Rider is a dedicated scheme runner, that takes a pop shot once in awhile at an enemy model. What I have found in the games I have played, is the list I am running is not going to kill anything, unless you dedicate 2-4 turns and multiple AP on achieving that goal. But it excels at all things scheme related, and zone control (thanks to smoke markers from zipp, and iron skeeters, and their displacement abilities. As well as the ability to get anywhere on the map in a single turn). So if you find joy in killing enemy models, then my list isnt for you (unless the Whiskey Golem turns out to be a beast), but if you enjoy winning games, even when losing, then said list is lots of fun. As a side note, having read these forums, I am also thinking about picking up a McTarvish and Mechanical Pork Chop for a full construct list, to go with the Whiskey Golem that is all but already ordered.
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