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INXVI

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Everything posted by INXVI

  1. Wasn't expecting to be a huge fan of Shenlong when I jumped ship from Neverborn at the edition change. Few games later and I loved the whole 1st turn strategy, monks punch monks for chi, stacking poison, transferring chi turning Shenlong into a monster and pushing everyone around with the Students. Reminded me a lot of Collodi and how placement, activation order and management are important. Once Covid hit I didn't get the chance to play for 15 months, I was going to try Lynch or Asami for my first game back but took one look at Shen's card and was like "damn, this dude rocks". Was out of the loop so had no clue about the all stars list, sounds nasty though for sure. Tended to play thematically for fun.
  2. I'm mainly losing because of stupid mistakes or positioning, a few was probably phrased wrong, it's only 3 loses, 1 win. One game I pushed Shen and he ended up being within an inch of my Samurai. He then proceeded to take 7 damage, after stones, from Sonnia's blasts, targeting the Samurai because of his df 4. Never making that mistake again. And yeah I've taken a LRM every game, his passive heal is pretty good and means you can smack Shen with someone and he'll heal a bit when he activates. He usually gets killed pretty quickly though. I think that's the problem with the way I've been building my lists, too many support models, dying too quickly that I'm put on the back foot and have to play Shenlong more passively instead of beating face, like focussing on healing my claim jump target. I'll give HRMs a chance, but on paper they don't seem that amazing, I guess the irreducible damage would hurt against heavy armour/shielded etc crews.
  3. Hi, so I've been soloing Shenlong since M3E dropped and he's definitely my kind of master. I've enjoyed all the games I've played even if I've lost a good few of them. The list I've been running usually includes: Shenlong Students Low River Monk Wandering River Monk Samurai Then a combination of Charm Warders (against Demise/Summoners), Fermented for tankiness and Idols (push and heal) Sensei Yu (chi stacking, fast and tankiness) Lone Swordsman for damage, Tanuki for focus and condition removal. So I'm wondering, am I missing any key models that have been useful in your games? Is there a fine balance between Monk models and Versatile models, or even out of keyword? How do you rate the other Monk models such as Lotus Eaters, HRM or Archers? What kind of lists have you been running and interesting techs you've tested? I know the list is influenced by schemes/strats but this is more to get an understanding of what I may be missing from my arsenal and to discuss what models work. Any advice is appreciated.
  4. Hey, welcome to Malifaux, it's a great game that I started almost 2 years ago and quickly came to love, playing 2-3 games a week. The edition is currently going through a change, for the better and worse, but I think as a new player you're in a good spot as you can learn fresh whilst the new edition progresses. You'll notice a few things have changed, Neverborn gained 3 new masters (but lost Collodi & Lilith in the process, however they still have rules and can be played in tournaments with permission from the TO). Here is a link to the beta files, you don't necessarily have to learn M3E, you could stick to playing M2E for now, but is recommend starting straight from the beta, the game is more streamlined in its ways so should be more friendly for beginners. Sadly, I've moved on from Neverborn now, I loved them in M2E but times have changed, so I'd definitely recommend starting from M3E and seeing a models new playstyle. Hope this helps, and I hope you enjoy playing the faction 😄 Link to beta files:
  5. I tend to run 2 Marrionettes and 2 Effigies, the 2' push is surprisingly good as you aren't always guaranteed to get tied down, and pushing out of combat to drop a scheme marker for dig, or to interact with a recover evidence marker is great. Effigies are durable, especially at 4ss, with schemes like Punish The Weak, if the opponent is Min 3 without ignores armour or something like that, 2 AP isn't enough to sink into them. I can't really see myself never taking a Marrionette (or maybe I just don't experiment enough with Collodi as much as other masters) significant, Wk 5, 3ss totems that have HtK. Going fast if needed, pushing out of combat and proceeding to walk, drop a scheme marker and walk can be compared to a Silurid.
  6. A few months ago, a mate of mine got together q group of people to start re-constructing the articles, not sure what state it is in at the moment, I think they were using a blog site like Wordpress at the time. That being said, it is a good oppurtunity to update the information, since new scheme, synergies, waves have arisen since then so less accurate representations of models are shown.
  7. Thanks for the advice, I'm not too bothered about the Yasunori right now. My meta has started playing competitively, but I'm playing Neverborn (specifically Collodi and Lilith) competitively, so Asami will be for fun, for now then competitive later on. I mainly picked up Asami because I love pushes and buffs, Collodi opened that up for me, pushes are probably one of my favourite aspects of Malifaux as weird as it sounds. The fact she can push, place, summon, assist models (charge for 1 ap) she's the kind of master I want, it's the style I love. I have a good mate who plays 10T, and he'll happily let me lend some stuff for some trial games I forgot Yamaziko is mod 3, I really need to stop trying to remember things off the top of my head for models I don't own. I'll definitely try out Samurai after all the advice and see if I like them
  8. I've been thinking about Yamaziko and wasn't sure about getting her, but at 6ss, 3/4/4 is pretty nice, think I'll grab some Ten Thunders Brothers as well and Low River Monks. Thankfully, 2 of my mates have the Emissary so hopefully I could trial run it. I'll read up about the Charm Warders when I get home. I'll definitely try out a Samurai, I wasn't a fan when I first saw them, but having the positive flips and ignores armour will be nice, thanks for the advice.
  9. Hey, so after playing Neverborn for a year, I've filtered which masters I want to play in the faction and I've figures I fancy a change. So I bought myself Asami, with some Jorogumo and Obisian Oni, here's a list of what I own in total. Asami's Crew + Summons Jakob Lynch's Crew Mr Graves Mr Tannen Bunraku Any advice of what to buy next? Thanks for any responses.
  10. Stitched are pretty insane, especially with The Dreamer, as if you drop them onto their HtK and can't finish them off, they can heal back up from reactivating within 6. They caused anarchy in my game last Monday, summoned 3 turn 1, pushed them up with Daydreams and caused a tonne of damage. To be fair though, I must have casted at least 10 times and didn't fail once, my drawing and card cycling luck was incredible.
  11. Vasilisa 1ss Upgrade - Old Strings, New Tricks This model gains the following ability: This model may discard a card to add a mask to its next duel. This allows Vasilisa to add a mask to her obey, DF & WP. Could potentially work well, as it counters the thirst for masks which Collodi probably wants more.
  12. I've recently picked up Collodi again after a fixed master tournament (somehow managed to come 2nd) so I'm thinking about adding to his crew. So what are your opinions on Coryphee and Mannequins? I bought some Coryphee after the tournament, and wouldn't mind some Mannequins but I'd like to hear your thoughts beforehand. I know they have been touched upon somewhere within this large thread, but with new models, new schemes, strats etc do these models find a place for you and why?
  13. I had a game on Saturday, running 5 AP Dreamer, which was a lot of fun. The Dreamer having so much AP makes him feel like he can do a lot, even if you give out Fast to a model then summon a daydream for example, he still has 1 AP and a Shot Expert and Melee Expert. I love the trigger on his bat, it just allows him to get in there, and if things don't go your way, he can get out of there and drop a nightmare in there to tie models up, or help beaters get into position. Plus, there is the added ability to drop Chompy in 1 turn, as discussed above. I managed to pull it off, (however it was turn 3) but it did eat my hand, I still managed to drop one model in the process, then Chompy cleaned up the Swine Cursed nearby. The Nightmare Illuminated were good, it didn't help that one got RJ'd on damage and insta-killed, but the other tanked a couple of hits from the Dreamer, then proceeded to heal back up to full and kill a model for Dig Their Graves, I'll probably experiment a bit to see just how useful it is, or if The Dreamer doesn't need protecting to that extent. Onto tomorrow, I'm having another game, running Summoning Dreamer. The pool is Public Executions, but I'm going to run him anyway, so I can focus upon placement and resources, these are essential anyway, but I have a tendency to struggle with card efficiency with The Dreamer at the moment. I'm going to try out the Card Cycling list, at first I saw it and thought nothing of it, but I really like the idea now, and might as well give it a shot. My thought process is, before killing Serena, a Daydream sacrifices itself to give the Dreamer a mask, he then proceeds to do a 1 ap action, using the mask to summon a Stitched Together or something, then another daydream goes, sacrifices itself and then the dreamer goes and summons again, regardless of the suit in hand. Sure that is 2 daydreams lost turn 1, but it means the crew is less hungry for masks, and the card cycling now allows for a random 9 or 10 to be used by the Dreamer, if no masks are available. The Dreamer could then summon 2 daydreams for example, or another model if a mask is in hand, and throw out Chompy turn 1. The only issue then, is the lack of healing for the summons, but Chompy can always activate before the summons and bring The Dreamer back into play, that way he is no waking and allows for a nice healing of 3. But then again, my focus is summoning Stitched Together, I used to use them a lot with Collodi and high risk, high reward is good fun, so summoning, say 3 of them with the Dreamer, potentially leading to 4 ap a turn (summoned without slow, heal up then damaged down to reactivate) could be devastating, so I'm looking forward to trying it.
  14. Thanks for the replies, it does make a lot of sense that he has lost some strength but still holds up. I'm planning on putting Lilith and Collodi aside and running Dreamer in the next tournament or 2. The first few times I played him, it was Symbols with me choosing Breakthrough, he scores it pretty easy so I'm guessing I just need to experiment with schemes and figure out what type of build is best suited. I've been playing around with the idea of just dropping models like Nekima and Rider in with him, rather than looking at Serena dishing out Warped Reality, only taking her when I really need to. I've been playing Collodi a lot recently so my ability to value pushes and healing will help when playing Dreamer. The tier list threw me off a bit, which is why I wanted to ask, it makes more sense that it's scheme viability rather than master power in general, not it's down to figuring out what The Dreamer can do best and adding to his arsenal. One thing I do want to try though is The Dreamer and 2 Illuminated, they could be given Warped Reality but it isn't compulsory, that way they can heal a tonne, do good damage and Dreamer can push them around and cause extra damage, bonus points if the target has brilliance on them. He probably only struggles with Ours, and he doesn't necessarily need to summon, I'll definitely try him some more as he can probably score a variety of schemes, now it's just figuring out what clicks
  15. Hey, so recently in 'The Wyrd Place' Facebook group, there was a tier list released, it will be subjective as tier lists usually are, but the one thing that caught my eye was the placement of The Dreamer. It seems like The Dreamer might not live up to his previous standards and I'm wondering why? I started playing Malifaux about a year and a month ago, and recently have started participating in tournaments, mainly favouring Lilith and now Collodi, I want to add The Dreamer to this trio, but is he competitively viable, or a situational drop? The fact that he can be suited up as a summoner means surely he should be able to complete a variety of schemes? Or are the resources required a struggle to bypass? I never played him pre-daydream nerf, but with him being my first and only summoning master to date, excluding Woe Pandora and Collodi's summoning action I've barely ever used, it can sometimes be a struggle. With summoning still holding strong viability in GG18, does The Dreamer still remain in the higher tiers, or is he struggling? Maybe the other variants are more prominent now, or maybe I haven't played him enough, but I would really like to be able to drop him in a competitive meta, we aren't highly competitive as of right now, but we are beginning to go to different tournaments, and be able to at least put up a good fight. I really like his play style, managing waking is cool and I love Neverborn for the pushes and placements, so this just adds to that. I guess a way to summarise the above is, do you ever bring The Dreamer to an event, does he still hold a strong grip on GG18 like in previous years, or has he rapidly dropped, now overshadowed by our other masters? The secondary reason to me playing him, is because I won the large mystery box at a local tournament and it was the translucent pink Dreamer crew Hope this all made sense, thank you to anyone who replies.
  16. I think the hunter pushing the Supply Wagon is a great idea, somebody like Langston or the Peacekeeper could do it for example, but they could be out threatening the enemies crew and potentially stopping their wagon instead. If Hoffman gave the Hunter nimble, or interacting as a 0, the Hunter could push, walk, push turn 1. Preferably, you'd push the wagon 3' turn 1 so The Hunter can prowl into base contact at the end of the turn and repeat.
  17. Wait, so you can't interact regardless of where you deploy if you have 'From The Shadows'? Damn, doesn't really make sense as the whole point was for the Nightmare keyword. Guess I won't be using that again.
  18. For pushing my own Wagon, I've been using The Hooded Rider with The Cherub. 1st turn, the rider pushes (interacting as a 0) then walks and pushes again. The Wagon provides some cover for him and he is a pretty strong unit to protect the Wagon for a few turns and then potentially counter the enemies push, or complete other schemes. I also did a similar thing with The Dreamer (using Serena to give Warped Reality to him, then targetting the Rider and hoping to drop fast on him) In terms of denial, I had a really good game using Lilith, turn 1 I rooted both 50mm models my opponent had set up for the push, meaning he didn't pass over the centreline until turn 4 (as I continued to do this) then tangle shadowed in The Doppelganger (for recover evidence) so Lilith could remove McCabe from the situation. When I rooted the Mounted Guard on turn 1, it had been given reactive too, which made it even better.
  19. @Davos that's what I was thinking, the Bunraku is only 5ss now due to the errata, I've been trying to figure it out for a while in the hope something clicks, so thought I'd suggest it and see what happens, it's just too many resources. If only we could make it happen in a Collodi crew, giving him Reactivate would be a little too crazy though 😂
  20. Recently had another idea, but trying to make it efficient is difficult. What I have so far is, Levi hires in a Bunraku (construct) and Rusty Alyce uses Burnout to give it reactivate. You then proceed to kill the Bunraku, which triggers 'Retract', allowing the Reactivate to be passed onto a friendly puppet or minion within 6'. The Bunraku then drops a scrap marker, so an abomination can be summoned later, to try and add back to the activations. No idea if it is viable, just thought I'd share. If you hire in some Aboms, they could damage the Bunraku for cards too, that way it feels less of a waste, it helps for card cycling and you don't have to worry about healing the Bunraku up.
  21. Just read their card, I like the sound of them. "I've struck Soulstone!" sounds great, dropping a scheme marker and causing the enemy model to get pushed and triggering Pounce on a Rougarou for example will be cool. Combining Talking About Shafts with Titania's auras would be cool, 2/3/4 from the Tactical Action, then a WP from Titania's card or suffer damage could double up nicely. Worth dropping Tooth and trying her out, or keeping them both in and see how they size up.
  22. Released: Cyclops, Grootslang, Serena Bowman Not Released: Adze (Originally April I think, but potentially May) Bultingun (No News) Hinamatsu (No News) I guess it is just a hit or miss if the products are released on time. Can't wait for the Hinamatsu, and hopefully Gwyneth Maddox drops this month for the Lynch players in here 😊
  23. The Conflux Of Fate. 0 Action - Lets you discard a card to look at the top 4 cards of your deck, draw one, then placed the cards onto either the top, or bottom of your deck.
  24. If you find room to drop in Serena, the Rider can become a nightmare, so dropping fast on him and giving it access to even more pushes, the threat range gets even better. I've also used him to tank a few hits for the Dreamer, as he is durable and thr healing only adds to the potential survivability of the pair. Using his 0 to carry the Dreamer about too is cool, that way he can save his AP for other actions. I've been using him throughout a lot of my crews recently, he seems to grab me late VP, especially in symbols. Teddy isn't a bad hire, however I've always found that he attracts a lot of fire he can't withstand, this was a while back when I was just starting Pandora, so maybe it works out differently taken with the Dreamer.
  25. Lilith is amazing, I started with Lynch and grabbed a bundle early on, Lilith went has quickly become my go to master and has stole the top spot from Lynch as my favourite 😂 Angelshard has given some good examples so far, I definitely second the Waldgeist, they are solid minions who provide cover, whats not to love? Also, maybe grab the Hooded Rider, turn 3, he is Min damage 4 and virtually has Armor +2, many games he's managed to rush for a marker, or drop a model, far away for Shed Blood, he is great. I used to use Doppelganger + Graves, double push combo a lot, it's really good and I enjoy the movement style shenanigans we have as a faction. On that note, Lilitu is also a great addition, an 18' lure at CA 7, means you're at the advantage, and luring a model closer to your beaters, or into the Null Zone for Ours, away from a marker, or if you simply wish to get some extra movement from slow models, like Waldgeist. The Primordial Magic is well valued in Neverborn, ability to pass out Insignificant and that nice +1 card draw (followed by a discard) but the Cherub is equally as amazing, Sh 5, 1/3/4 with a built in Slow and trigger to push the model 5' in any direction is insane, especially for a 3 stone model, and that's before considering the interact bubble. Nekima is an awesome beater, insane damage, high ML, flight, melee expert, she does attract a lot of fire at times, but she is pretty good at tanking hits. The Tooth is also a model I've come to value a lot, she isn't essential, but I like the built in scheme marker placement, and Armor +1, HtW she can take hits and the push on her melee attack is another thing I love about Neverborn. The Emmissary works for a lot of master too, built in condition removal for Ply and Public executions, whilst a trigger to remove all scheme, corpse and scrap markers is great, especially when the opponent has Set Up, Search The Ruins etc. The Effigy is also good, solid stats for a 4ss model, she gives out 'Rapid Acceleration' to give a 3' push after resolving and enemy attack action, whilst helps reduce the chance of getting Flurried or charged. There's a lot more models she works with and new combinations we've probably not tried out, hope you enjoy playing Neverborn mate 😊
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