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Showing content with the highest reputation on 12/12/2019 in all areas

  1. I'm headed to a 2 day in NC this weekend. First tournament I've ever traveled for. Wish me luck.
    5 points
  2. Woah woah woah.... ONE SCRIP per copy??? You can buy half a goat for that price. Nellie must have a high opinion of her lies- er- umm.....stories.
    5 points
  3. I’m tryin’ to feel festive. I tried roasting Gremlins over an open fire. I tried runnin’ over Abuela with a reindeer. I even tried dreamin’ of a blight Festivus. Nothin’ was workin’. They say it’s the most wonderful time of the year, and I ain’t buyin’ it. It’s beginnin’ to look a lot like Bah Humbug, if you ask me. Since nothin’ seems to be workin’, I decided to run three contests to see if anyone could get me into the holiday spirit. “I Saw Mommy Painting Santaldo” is a contest all about painting minis. Paint somethin’ up that is festive enough to bring me some holiday cheer. But it’s gotta be a Wyrd mini. “Oh Snap!” is a gingerbread terrain contest. Build somethin’ that you could put on a table and that I can eat. It’s gotta be in the holiday spirit, and I’m cravin’ gingerbread, so make sure to include that, too. “Under the Mistle ‘Faux” is a contest that’s gonna scratch my ego a bit. It’s a coloring contest of yours truly. Make me look better than I already do. To find out the specifics and rules and all that fun stuff, head over to this post here. Make sure to get your entries in by January 12th. I’ll see you when the voting begins. - Waldo
    3 points
  4. Hey Wyrdos, This week, Waldo thought he’d get ahead of the curve and gave out Christmas presents a little early. And this time, he even wrapped them. Where he got the newspaper from is a strange curiosity, and the blood splatter raises some questions, but we’re thankful all the same. So while he’s off playing with the trinkets and baubles he got everyone in the office, let’s take a look at the wrapping paper he used for one of the gifts. It seems that some stories can’t be contained in just the world of Malifaux. What sort of presents were you able to unwrap? How did Waldo get this paper (and from whom)? Let us know your thoughts right here! Make sure to download the desktop wallpaper version of this newspaper right here. Next week, Waldo will be busy putting up holiday decorations. We’ll be there, watching patiently with fire extinguishers at the ready, so this will be the last Waldo’s Weekly of 2019. We’ve been working on a lot of fantastic content and can’t wait to cover it in 2020. We’ll see you in the new year!
    2 points
  5. This will be enough to make him worth 16 stones. Just imagine Ophelia shooting her Trash Cannon and covering half of enemy side of the table with enemy-only hazard!
    2 points
  6. Og m2e opinion on the bbs strat. Lucius is probably the best crew to pull this off with as it mitigates the one real downside while reaping the benefits. So from a pure resource management perspective the bbs->mature combo is worth it: you turn 2ap+2x bonus action+2x [M] into +4ss and 1-12ap of focus. The real cost to this, though, is the loss of momentum. While you're spending resources on this combo your opponant can already be attacking, scheming, etc. In a crew like nekima this can spell trouble, they work best by playing aggressively and putting the opponant on the back foot right away; but lucius and his crew are so supportive and able to reposition their ap that it doesn't come off as a detriment to their strategy. With lucius the name of the game isn't tempo, its control.
    2 points
  7. @4thstringer just flip severe on every duel and you'll be fine😊 What masters are you going to play?
    2 points
  8. Np, comunication by forum isn't easy, especially without knowing each other and having different experiences and metas; and I can also be quick tempered sometimes. It seems neither did I got you right, so yeah sorry for the above (now without middle finger :P)
    2 points
  9. Serena somehow makes like 90% of my crews for healing, as she is awesome. When I do the two corpse trick, I usually don't hit the same target twice, but set myself up to attack two different models. Usually it is weak damage, and the Shaman auto-heals all the models with Blood Clot. The Lucius crew has an easy number of backline models to pick on, Changelings, Scribe, Lucius, Investigator. It is whatever suits my deployment. I don't usually worry over much about masks in the crew, as you have a 7 card hand and a decent amount of keyword card draw. The nice thing about the Shaman is that it can really go in any crew. Works great with Euripides.
    2 points
  10. My confusion rose from the fact that you didn't seem to answer his question but rather some other question that was far, far looser in scope. But that said, I do 100% believe what you are saying now and communication is never easy and I for one have been guilty of similar many times in the past so fair enough. There's three Dreamer players around, one is a beginner, one is moderately experienced, and one is a superb player. All the Dreamer games seem to revolve strongly around GYL but that is naturally anecdotal. Oh, and I have never lost a game where I have used the Stitched. But that is even less of an indication of a greater trend than my other Stitched experiences. I'm not quite sure I called you dishonest but if I did, I sincerely apologize.
    2 points
  11. Serious suggestion: A rules FAQ declaring that a model that is forced to take the interact action must choose to drop a scheme marker or resolve a special interact if possible if there are zero scheme markers in base contact. This would fix some really complicated design issues with the Nellie crew, including, Eg, Undercover Reporter’s ability to force a marker to drop and then target it with arson. It would also open the in-faction synergy with the executioner’s trail of gore. The rules as-is for “This or That” choices seem to suggest this is the intent: it notes that you cannot choose to discard a card from hand of there are no cards. However, “remove all markers in base contact” seems like it could reasonably include the case of “remove zero markers” mathematically, even if you point out that you are not, in that case, making a choice to remove markers. I’d love to not have to pre-confirm how this will be ruled with TO’s every tournament.
    2 points
  12. I made a short write-up of the Norwegian Open games I played: https://malifauxtattler.blogspot.com/2019/12/norwegian-open.html
    2 points
  13. @Caedrus my last entry for 2019! Thank you all! I started painting less than 3 years ago and this was by far the most miniatures I have ever painted! Thanks to this event I am playing an event (a growing league) with all my minis painted and all of them by me! So happy!
    2 points
  14. Fun fact: Silent Ones can eat corpses through Ice Pilars
    2 points
  15. Edit: Didn't mean to submit this yet but apparently the forum doesn't have a delete post button. I am doing this more piecemeal than I intended. So, I've decided to main Hamelin for my Outcast side of things, against my and the internet's better judgement. Hamelin and Tara are my favorite Outcast Masters, probably because I like making things needlessly hard on myself. I have some games in with Hamelin, but not many and not in a tournement setting. I wanted to talk through my thoughts so far on a few different topics and Hamelin's approach to certain things and issues that Hamelin faces. Hamelin and Time Limits This is an issue. I've been clocking in at around 45 minutes a turn, which needs to get all the way down to about 20 minutes a turn in order to get a full game in a tournement. At the slowest, Hamelin really needs 30 minutes a turn so he can get through Turn 4 in a tournement settimg. I'm not sure there is anything to do other than getting one's reps in and building familiarity. Hamelin has a couple of specific issues in this regard: - Model volume. Hamelin can easily have 10+ models in the crew, which means you have to average about a minute per model or less. The act of making two attacks against a model will probably take up the most of that minute, between flipping cards, deciding whether to cheat, and applying the effects. What this realistically means is, for models that aren't attacking, you need to get their activation done and over with inside about 10 seconds, with some exceptions for precise Scheme Marker placement. In order to do this, you basically have to play Speed Malifaux like Speed Chess. Go eith your instinct, act confidently, and have your gameplan ahead of time. Your opponent's turns are when you think. You also need to work with simple objectives for your models. Your Malifaux Rats are rockets. - Unclean Influence exasperates the above issue. On each of Hamelin's activation, every single Vermin in the crew, practically speaking, gets to move 3" and take an action. - Lack of model loss. In a normal game, the first two to two and a half turns will be slower, while later turns tend to be very fast.. Once models start dying and clashes happen, the later turns get faster. There are fewer activations, and people tend to know what models are doing more. Even if the opponent is doing well, it is entirely possible for Hamelin to have more models at the end of every turn than when he started it. It never stops. - Hamelin scores later than other Masters. If the game is called due to time, it is often called when Hamelin is just hitting his stride. - Familiarity with the opponent's models. I'm about to tell you how, in turn 1 and turn 2 you really need to know your opponent's cards. Having to reference their card is going to kill your playtime. Do it anyways, because playing slowly well is still better than playing quickly poorly. There is no sugar coating this part and no shortcut. Get reps in, make decisions faster, play faster. Set timers for your casual games, even if you play past them. Don't be a jerk to your opponent while you are doing this. If you need to, get a chess clock or use your phone timer to track how long you are taking without putting it on your opponent. 10 to 15 minutes per turn on your end is the goal in that case.
    1 point
  16. This thread is an after-action report for the three games I played at Lost Planet Games in Torrance, California on 12/08/2019. It was a 50ss tournament using the Gaining Grounds document, with the rounds having been announced before the event. In the weeks leading up to the event, I painted up several crews and went back and forth on what crews I wanted to bring. I ended up going with Brewmaster - I finished painting the last models from the Backdraft Box the day before the event, and I felt that he was able to really compete in all 3 rounds. I wanted to run a single master for two reasons - first, due to time. I've not yet gotten a full 5 turn game in anywhere close to the round times for this event, and figured that limiting myself to one keyword would help speed up crew selection/ remembering rules. The second was because I still haven't found my footing in 3e yet, and 3 rounds of one keyword would be a good way to see what it can do. A quick word or two about the event. LeperColony put on the event, and did a fantastic job. Prizes came in the form of tickets given each round - bonus tickets for winning and fully painted crews. You then put the tickets into a cup for a prize drawing, which resulted in just about everyone who attended walking away with something (for my part, I won a box of Freikorps Engineers!). To add to this, he provided us lunch to save us from having to drive around for our lunch break. He was on top of the clock and letting us know how much time was left in the round, and kept the event running smoothly. The venue, Lost Planet Games, is my current FLGS and is a darn fine one. A shoutout to the owner Mike who graciously opened up shop early and helped set up. If you find yourself in the Los Angeles area and are looking for a place to play Malifaux, I can't recommend them enough.
    1 point
  17. I am amused at the idea of hiring up to 8 Bayou gremlins OOK into Reckoning and Turf War. Heck, I almost think they'd be good into any crew that doesnt have access to a lot of blasts, pulses, and shockwaves. LIke focus melee crews or the like. Being insignificant it causes serious resource drain on your opponent to have to deal with them. They get no reckoning points for killing them, but not the other way around. Same is true for affecting turf war markers. Sure, you're giving up a bunch of pass tokens, but I'd argue that bogging and slowing the game down the way 8 insignificant models can is a viable approach into certain declared masters. Ophelia and a strong core of ranged damage dealers, Brewie and some armored beaters, Zipp in any fashion for total denial... Just my opinion. I think Bayou Gremlins are awesome for 2ss a pop. I agree with @Scoffer that Mah should be left alone, same with roosters... I also agree that Bayou Smugglers are lacking for a 6ss model. I mean... Yikes. I dont see anything on that card thats really worthwhile in a game. Love the models though so kind of a shame. Mctavish is great with Zoraida but is seriously lacking as a versatile Henchman. He needs something in regards to Df tech. I Know Wyrd just hates slapping HtK on stuff, but that would make him much more viable at 9ss. I think the faction is pretty rock solid overall without many NPE or totally lacking options. Surprisingly short list of models here, thats awesome.
    1 point
  18. I see no reasons to nerf Mah. The purpose of errata is to remove NPE and repair broken things. Mah is not NPE and is not broken. Giving focused +3 turn one is good, but it costs you a whole activation of a killy master and a stone or two. The only model in keyword (other than Mah herself) with offencive stat 6 is Sparks, but his damage track is 2/3/4. The only model in keyword with DF6 is... nobody but Mah. Focused increases chances to win a duel and makes stat5 look like 5,5, but it doesn't guarantee success against stat6/7. In Mah's crew all those focuses are more like a temporary boost for her mediocre models' stats. Also Creative Cussing is not very usefull after turn one, unless you bubble your crew around Mah in mid-field (which means you have generously given control of the table to your opponent). Making Creative Cussing once per activation will make it much worse than Blasphemous Ritual, because Blasphemous Ritual is a bonus action of a 6ss [versatile] minion and doesn't even need a flip. So please leave Mah alone untill she starts winning tournaments. Obeying Brin to Calculate Possibilities is a waste of a good Obey (and a good card or two). To be honest, the only Bayou model, that really needs an errata (except for Smugglers, but I can't see a way to make them work) is McTavish. I think it can get a chance to see the table as is if it's cost is reduced to 8ss, or if it gets Eat Your Fill and Sudden Strike allows it to take any attack action (not melee-only).
    1 point
  19. Good to know! Just got some real surprised reactions this morning so thought I'd make sure everyone is on the same page. It would really suck for a Nellie player to not know this and get irritated that its a "nerf" or for another player to feel cheated because they lost to it
    1 point
  20. in the forums this is a well known fact since the start of M3e! thx for spreading the infos but you won't get any backlash here because nearly everyone here already know it! ahah!
    1 point
  21. This is just adorable! I can see why y'all let this devious little scamp get away with all of his shenanigans.
    1 point
  22. Hey Wyrdos, We’re thrilled to announce that the Malifaux Third Edition rulebook is now available for free in French! For our French players, you can find the French rules here. Alternatively, you can also find the translated Malifaux Third Edition rules in the Malifaux Resources page here. We will be releasing translated rules for our Spanish, Polish, German, and Russian communities as soon as they are completed. Keep an eye out for news posts for them when they are made available! EDIT: The Italian translation has been temporarily removed. Thanks to our amazing community, we've been notified of a few problem areas that need to be sorted out first with the translation. Thanks for your patience!
    1 point
  23. Rooster Riders (Goal is to make them less machine gunny and more pinball glass cannons of death. Using reckless to activate their grit and deleting a model at 14" range is a bit too strong imo) -Change grit (frantic) to Grit (Reckless Charge): while this model has half of its maximum health or less its attack actions generated from Cg actions receive to their duels and damage flips -change beak to you have to declare triggers -on beak change trigger to Pinball: This model charges the closest model, ignoring models it is already engaged with, and receives to its duel -on beak add rampage: Push this model 5", ignoring any models such that this model moves through the target. Models this model pushed through in this way much each pass a TN 13 Mv duel or suffer 1 damage Big Brain Brin (obeying him to keep calculating the possibilities gets silly quickly) -Calculate the possibilities is once per turn Mah -creative cussing gives focus to this and the targeted model Sparks -would make scrapyard mines LOS instead of 6" range Smuggler (goal is make them a faster disruption model) -give them the built in paddle -Give them dowsing stick -give them unimpeded -Take advantage of the terrain: This model gains a to all duels when benefiting from cover or concealment Fingers (imo a bit over cost) -Give him don't mind me -Trusty flask give him the built in Wrastler / Mancha -Unconventional fighting: This model can declare non on attacks generated from the charge action
    1 point
  24. Oof, had a brutal game against Von Schtook last night. Standard Turf War with Assassinate, Deliver, Breakthrough, Power Ritual, and Claim Jump. Not a great pool of schemes without SS Miners available to me. I grabbed Assassinate and Power, he took Deliver and Breakthrough. Mei(Diesel Engine), Forgeling, Neil (MT), Golem, Survivor (MT), 2x Gamin, Porkchop, 4ss vs Von Schtook, Research Assistant, Student of Sinew, Student of Steel, Valedictorian, Anna Lovelace, Asura Rotten, 6ss? Pre-game: I knew nothing about Von Schtook or his crew. Plan was to catapult a gamin and a porkchop up one flank for the early power ritual, with most of the rest of the crew up the other side to eventually drop the other corner and score Assassinate. Grabbing Turf markers as convenient. Game: this one doesn't really warrant a turn-by-turn. T1 he killed Neil in a single activation with the Valedictorian, and summoned a Studet of Viscera, so that was a 16-stone swing. I also learned that Asura + Anna can summon zombie bombs from across the table, which was bad news for my clumped pre-rail deployment. Add on the fact that almost every model has both Armor 1 and Hard to Wound and my goal quickly changed to winning to 2 things: score more than 2-3 points and prevent him from getting the full 8. I succeeded on one of these! By the end of the game, I had managed to score 2 for the strat, 2 for Assassinate (he was incredibly hard to get to between Anna preventing placement, and half his crew eating scrap markers for profit as bonus actions), and 1 for Power Ritual. He managed to score the full 8 though. I ended with Mei, the survivor, and the golem alive, while I had only managed to kill Von Schtook, the research assistant, and one of the summoned zombies. This meant he ended the game with more models than he started with Overall it was a fun game, but one with a bit of a foregone conclusion, and I hope I don't have to face Transmortis again anytime soon. They just seem to have an answer for everything, especially all the things that we bring.
    1 point
  25. I too would like to see Mah's Focus-trigger on Horrible Hollerin' become a single-use. It seems too strong in its current form, and adds too much flack on the keyword as a whole. This would obviously translate to other crews that have a similar problem - Such as the Nephilim crew. Maybe make Focus automatically reduce down to +1 at the End Phase?
    1 point
  26. No doubt! We are just listing some options, but a quick opening to snipe a model or score early to get the initiative of the game is also legit if that fits the pool and will punish the enemy crew. Howerver checking your list, I'd try to adjust something to put the second pact in another minion and put IR in the Mature to keep the card and initiative and also give one of your main beaters the edge in combat... maybe downgrading the FW to a doll; but that's just me. However keep in mind this does more than saving 4SS. The focused+1 pulsed to the crew more than pay off for the few APs and cards needed to grow the mature; that Focused can make a gunline nighmarish and may enable the Agent to kill big targets in one activation. You could even take this concept further, 2BBS are worth 14 OOK and will pulse Focused+4 while 1 mature with 1 upgrade is worth 13 OOK; it's almost a 2x1!. But yes, this is a different playstile. An idea to open fast and deadly that seems to be your thing: Include Candy and get the "burnt out" trigger in the Mature in turn 1 (using a Changeling/Lawyer, it deals damage to him but he will heal those 2 when he activates), if needed obey the mature to give him some Focused and position him into fly with me + Charge range of something. Brutalize that something with your 3AP Focused Mature.
    1 point
  27. It says 'the range'. Why do you keep trying to make it plural and look for every distance specified by the effects of the action and its triggers? If someone says "The range of Toss is one inch", you say 'Yes, that's right.' If someone asks 'What's the range of Clockwork Grenade?' you say 'It's eight inches.' Seriously, when a Rifleman uses the Sniper ability, Ricochet doesn't become 'Choose another model within 13" of the target." because of the words "treat the Action as having +10" range."
    1 point
  28. I was answering his question, as I said I just listed the things that came to my mind at that point; there was no evil plan behind. I included Masters there, but let's not forget that unbury in B2B is after all an ability coming from the master. 5.2'' is the right one you're right, as I said above I listed the things quickly and I didn't stop to check all the numbers. I don't think or ever said you are a bad player or a liar. I only saw a desperate scenario for the Mah and a very harsh nerf suggestion. Without more information I can't know if your call were the right one; being able to unbury an stitched just next to a model like that sucks for the other player, but leave BBB behind to score instead of dealing with it may well be the right call depending on the turn and the game. I don't know how much experience you have with/versus that crew, how good are your dreamer oponents, how you pick versus dreamer, If you find those scenarios all the time, if you struggle versus them summoned by Dreamer, hired or when summoned by WW/Vasi or if you just dislike the model and get carried away. Your opinion seemed biased or malicious (not saying it was), but I had no more interest in digging there until you call me out before for being "dishonest" with my examples. It was the "dishonest" part what bothered me, not what you may think about a model. This could be missunderstanding, but even if it's not there is no reason to get angry about something like this. Let's get over it, no hard feelings.
    1 point
  29. I think hitting defense/health just makes them even worse in the average situation (where they're fine), and does nothing about their problematic situation (spam-nuking them). Changing GYL to an attack action feels like the most appropriate thing, for the reasons I've listed previously.
    1 point
  30. Ah, the good old middle-finger cleverly disguised as an innocent smiley - very nice! @Maniacal_cackle asked about a non-Master that can bypass as much defensive tech as a Stitched, especially a low-cost Minion and you list ten things ranging from stuff avoidable by a low TN simple duel to 20SS combos that do a bit of unavoidable damage through a sizable investment in cards, AP, and models. Oh, and pepper the list with a couple of real examples. It didn't seem to me to be an honest attempt at answering the original question or making more sense of the situation but more like someone who wanted to purposefully muddy the waters. Maybe I'm mistaken and your intentions were pure but the execution was nonetheless super bizarre. I was honestly confused by the 5-6" thing since unless you're somehow giving Stuffeds a 50mm base, the 6" doesn't seem very likely to me and I was wondering whether you meant that the Stuffed can move and thus extend the range or something. But now I realize that you meant 5.18" = 5-6" Finally, the BBB thing happened in a real game. Or are you calling me a liar now? I mean, maybe I'm a bad player and you would've played it far better but it was a thing that happened and it did not look like a situation that would be all that difficult for a competent Dreamer to set up when needed.
    1 point
  31. (con't from Page 1) Please be informed however, that McMourning was one of Malifaux's preeminent plastic surgeons. On no less than two occasions, intrepid bounty hunters delivered what they believed was the corpse of Douglas McMourning, only for autopsies to later reveal that the body was surgically altered to look almost exactly like the villainous doctor. The Guild has compiled a checklist of physical traits to look for when identifying the body. These include: Caucasian/European descent. Male. Red hair. Blue eyes. No tattoos. Faint smell of almonds. Multiple scalpel scars along the hands, arms, and left foot. Scar of a smiling face on his left buttock. Inexplicably complete set of fingers and toes. Unusually full set of teeth. Please be advised that any bodies brought to the Enclave that do not conform to these simple standards will not be eligible for the bounty.
    1 point
  32. Whuddayamean? We’ve pretty trees, cuddly bears, elves, a dude in tailormade clothes and powdered wigs - and I’m just waiting for the Alt Juju made as an anthropomorphic gingerbread house. The rest of Malifaux is infested with goth/steam/punks, rat afficionados, bondage girls and redneck goblins. Neverborn is definitely the sane and pretty ones
    1 point
  33. What are you looking for? A keyword that is good for the pools where Molly isn’t the first choice? For the match-ups that are tougher for her? Or something that works well with some models you already have making the expansion easier? Etc?
    1 point
  34. Come on, we only have 30% of the Ruthless models in the game... those are rookie numbers!
    1 point
  35. That pair could be a decent option into some crews or masters: With Shenlong they will be probably neat, monks have pushes to help Izamu to get where he want to be. Shenlong will be grateful for not being so reliant on chi for defense and to have another reason to not pick High River Style Misaki with Armor and Ruthless could also be a tough nut to crack; crime bosses are also good holders. Asami's models are glass cannons, so Armor would fit there also (Jorogumo or Ama probably the best ones) Youko can use an extra tanky ludicrous beater like Izamu, the reliquary could be nice in a kabuki for extra defense. Bonus point the Distraction Aura will make using all Chiaki abilities very easy and if Chiaki is killed near of Youko, Manipulative and Serene Countereance together can make her untouchable versus most models. I'm not sure about the other masters, Lynch need his synergies more than others imo, a slow random armored guy is probably redundant in Foundry and neither of them can take artifacts.
    1 point
  36. Fire gamin can put a pyre marker over a model just by walking through one and ending near. It only takes burning from it, (unless Kaeris is the leader) so its a slow damage form. (There are several create Hazardous auras out there that bypass a lot of defensive tech, but most are on expensive models. Likewise there are quite a few things that create hazardous markers, but you've then got to get the model onto the marker).
    1 point
  37. When I play TT, "gosh I wish I had more Ruthless models" isn't a thought that pops into my head But for real, I've used Chiaki ook a few times. She's decent (she's no Tanuki...). Condition removal, card draw, movement shenanigans. Bit expensive I feel but fun to use from time to time. Can't remember if I've used Izamu or only considered into Obey matchups, but I view him as a valid counter tech pick ook. I've never considered the two together. I guess it'd be ok. Could be fun to give Yasunori some armour (htw+armour woo woo) and ruthless (ain't nobody got time to flip those terrify duels, wp7 or no).
    1 point
  38. For the Moleman, the only thing I would change is to allow Network of Tunnels and Tunneling to place the Moleman into base with Friendly OR Enemy scheme markers. In fact I'd probably have it say "place this model in base contact with target Marker" (I think Strategy Markers cannot be targetted by default. If I am incorrect, I'd word it "target non-Strategy Marker") It gives them a purpose "counter scheming" but is limited by the 10" range unless your enemy attacks them. A good opponent wont do this unless they are planning on one shotting them (which is easy to do unless Marcus invests resources into them like ss cache or armored plating) but it would give them a cool synergy because you could use Marcus' Protected to force enemies to target Moleman and trigger Burrow.
    1 point
  39. Round 3 I was paired up against forum user (and Tournament Organizer) LeperColony. Pictures from this game can be found here. Set Up Corner Deployment Reckoning Detonate Charges, Search the Ruins, Dig Their Graves, Power Ritual, Claim Jump I announced Bayou, and my opponent announced Guild. I announced The Brewmaster, and he announced Sonnia. The crew I built was: 7ss The Brewmaster w/ Twelve Cups of Coffee Apprentice Wesley Popcorn Turner Cooper Jones Whiskey Golem Mechanized Porkchop Tanuki Akaname His crew: 5ss Sonnia Criid w/ Lead-Lined Coat Purifying Flame Samael Hopkins Witchling Handler Thalarian Queller 3x Witchling Stalker Sanctioned Spellcaster This board was a doozy - a few pieces of severe and dense terrain with a massive wall (with elevated bridge area) cutting through the center. I kept the same crew as before, as we were a little tight on time. I chose Power Ritual and Claim Jump on Cooper- Power Ritual because I figured that I could score it with Popcorn and/or the Whiskey Gamin, and Claim Jump on Cooper who had impressed me with her tankiness. My opponent chose Search the Ruins and Claim Jump on his Witchling Handler. Deployment My opponent was the Attacker, and chose the corner that split both our deployment zones by the wall. He deployed Sonnia first, and I countered by putting most of my crew on the other side of the wall. I knew that Sonnia could ignore line of sight to burning models, but figured if the rest of his crew couldn’t see me, they couldn’t get the burning to begin with. I didn’t appreciate how many ways he had to give out burning - especially when he put both Samael and the Queller on the bridge. I chose to not put anyone on the bridge, figuring that I would fight in a scrum in the center and send some flankers to the corners, and hopefully render the models on the bridge wasted for my opponent. Unfortunately, I misdeployed and did not leave anyone in range to drop a marker for Power Ritual. Turn 1 This turn went remarkably quick - the combination of the distance between our crews, and the wall blocking most Lines of Sight, meant there was little for it but moving up. I did have to spend Popcorn’s actions moving to drop a marker in my corner, as he would have the most mobility to get to drop the other Power Ritual marker on my right flank. He ran his Spellcaster back to his corner to bluff Power Ritual. I went hard to my left flank, remembering to pop up Vent Steam with the Porkchop and summon a Gamin. Unfortunately, due to the Severe Terrain I ended up getting bottlenecked, and taking unnecessary poison damage on the Porkchop. Turn 2 I win initiative and have him go first, wanting to draw one of his models to the central gate before I exposed one of my models. I summoned a second Gamin, and then my opponent had Samael Hopkins unload from the top of the bridge, killing a Gamin and scoring a Reckoning Point. I proceed to load up my remaining Gamin with poison, hoping to rocket to the far corner to score Power Ritual. We continue to dance around each other, moving minions up but not exposing either of our real threats. Eventually, he pushes his Handler up and tried to put burning on Cooper but fails. My Golem uses Nimble to get into charge range, and lands one hit on the Handler for her troubles. Sonnia gets stuck in, landing a Red Joker on damage against the Golem and giving him several stacks of Burning. I go with Brewmaster at the end, landing a single hit on a charge. At the end of the turn, my opponent scores the strategy. The score was 0-1. Turn 3 I go first, and have the Golem heal up Brewmaster before punching the Handler, who manages to live thanks to stones and Shielded. The Handler replies by attacking the Golem, killing him and herself thanks to his Demise ability. Now that she’s all boozed up, Brewmaster charges into Sonnia. This is when I began to really respect Counterspell. I eat all but one of her stones, and Sonnia lives thanks to her armor and shielded. My opponent uses a Stalker to strip the poison from Sonnia, something I had overlooked. My Whiskey Gamin sets up to score my first Power Ritual point, while his crew continues to move up and take shots at my crew. I run my Akaname in to tie up Sonnia and reapply poison, and she kills him for the trouble. Wesley strips burning off of Brewmaster, who had quite a bit thanks to the various Burning effects in the Witchhunter crew. My opponent also spends several activations seeding Search the Ruins. At the end of the turn, we both score the strategy and I reveal Plant Explosives, while my opponent reveals Search the Ruins. The score was 2-3. Turn 4 Last round was called when we started this turn, and it was an important one for both of us. We both cheat the initiative flip, and I end up winning it. I open with Brewmaster, and pour most of my hand and remaining stones into trying to kill Sonnia, who spends her last stone and lives. My opponent again strips the poison I built on Sonnia away with a Stalker. The rest of the turn had our crews either dropping scheme markers, or getting into the scrum to try and kill something. We agreed to talk through the remaining game points, and agreed on a 4-4 score - as I would be able to get my second Power Ritual point, while he could do the same with Search the Ruins - but I was more likely to kill off enough to score the Strategy again, while he would have to struggle (or luckily kill Brewmaster) to get another strategy point. We both agreed that neither of us would get Claim Jump - me because he had too many models alive, him because his target was dead. Post-Game Thoughts I did not appreciate how much pressure Sonnia’s keyword can put on my hand. Between all the shielded, armor, and condition removal negating my main damage source, I had a hard time actually killing anything. Furthermore, Counterspell Auras absolutely wrecked my hand turns 2 - 4, leaving me incapable of contesting his flips when I needed to. 1. I feel like I did a good job on the clock this round as well. Despite my opponent being the TO and adjudicating other tables while playing our game, we made it through Turn 4. While part of this is due to the first turn being a simple one, it is nice to get that extra turn and makes 5 turns seem a lot more likely. 2. I definitely messed up in deployment this game. I wasted actions dropping my initial Power Ritual marker when I didn’t need to; I got clumped up and was left exposed to his shooting with no real way to contest it. I could have done much better by simply summoning the Gamin turns 1 and 2, sending them on the Power Ritual run, and swinging Cooper in late Turn 3 or 4 (after clearing out more enemy models) to get the Claim Jump. 3. I avoided the wall terrain, and by doing so ceded a massive advantage to my opponent. I need to keep unusual terrain features like this in mind and be flexible with them; for example, I could have put Popcorn on there, and gone for tying up his models on the wall to prevent their shooting. My MVP for this game was Popcorn again. He helped secure me full points on Power Ritual, and my opponent felt like he had no way to contest him on the flank. I feel I didn’t play Brewmaster to his strengths this game, as I didn’t appreciate how much of his value came from triggers. Thank you for reading!
    1 point
  40. Round 2 i was paired up against forum user Flinroz. Pictures from this game can be found here. Set Up Wedge Deployment Plant Explosives Detonate Charges, Breakthrough, Hold Up Their Forces, Outflank, Assassinate We both announced Bayou. I announced The Brewmaster, and he announced Mah. The crew I built was: 7ss The Brewmaster w/ Twelve Cups of Coffee Apprentice Wesley Popcorn Turner Cooper Jones Whiskey Golem Mechanized Porkchop Tanuki Akaname His crew: 3ss Mah Tucket The Little Lass Big Brain Brin Trixiebelle 2x Soulstone Miner 2x Rooster Rider Bushwhacker The board had a big old open space in the center, with a lot of scatter terrain on the outer sides. With his crew and double Miners, I figured my opponent would go for some combination of Breakthrough and Outflank and maybe one other scheme; I didn’t expect detonate charges. I also figured he’d come in on me, and so I opted for Hold Up Their Forces and Assassinate. He had several expensive, durable models that I could engage with my cheaper models, or summon a Whiskey Gamin in position to engage them. Assassinate I chose because Mah only has stones and Scamper to keep her alive, and I figured that with Brewmaster’s auras she’d be unable to really retaliate. My opponent chose Breakthrough and Assassinate. Deployment I was attacker, and deployed centrally behind the stage terrain. I opted for the side where I’d be able to gun for one of the sides with Popcorn to deny Outflank if he went for it, while the rest of my crew pushed forward in the center to force the strategy. My opponent spread his crew wide, with Brin hard to the left, Mah hard to the right, and Trixie in the middle. I gave 2 bombs to Popcorn, and one each to Brewmaster, the Porkchop and Cooper. He gave one each to the Soulstone Miners, one to Mah, and one to each Rooster I believe. Turn 1 This turn started expectedly, with me using the Tanuki to load up focus and poison on Brewmaster and the Golem while my opponent buried his Miners and gained stones. I made a series of errors with my Mechanized Porkchop activation, starting with forgetting Walking Forge and thinking it was still the 2e rule that dropped a scrap after a walk. I realized this after the game. We continue moving up our models - him moving Brin and a Rooster up, me moving Brewmaster and Akaname up. The Whiskey Golem goes hard to my right flank, trying to kill the Rooster near Brin but I only managed to leave him on half wounds. The rest of my turn was summoning a Whiskey Gamin and advancing up the board. My opponent was able to shoot the Porkchop with his Bushwhacker, hitting the trigger to push him closer to a Pit Trap. This left him in Lure range of Trixie, who pulls him into gun range of the Rooster. By the time Mah got to him, the Porkchop was dead and had done little but drop me a scrap. Turn 2 He wins initiative, but gives me the first activation. I realize I need to make up for the loss of my Porkchop, and have the Golem try to finish the job on the Rooster but fails. His Rooster hits back, and I reply by healing the Golem with the Tanuki. Brin Slows the Golem, and the game shifts to the center again where Trixie lures the Golem through some Pit Traps. In the center, Wesley tops off Brewmaster before Brewmaster lures in Mah, getting some damage and loading her with poison. He tosses his second Rooster into Brewmaster, landing some solid hits. My Akaname charges Mah and fails to hit her, but does get some poison onto her. For her activation, Mah only had two actions but still managed to land two solid blows on Brewmaster. Popcorn drops a bomb for me before swinging towards the center, now that I dominated my left flank. The rest of my activations featured my models getting stuck into the scrum in the center, while Cooper summoned the second Whiskey Gamin. For his part, my opponent’s Miners popped up in my backfield, prepared to score some serious points. To make matters worse, his Bushwhacker lands a shot on my Golem and kills it. At the end of the turn I revealed Hold Up Their Forces and scored the Strategy, while my opponent was unable to score anything. The score was 2-0. Turn 3 In the start phase, I have Cooper drop into her barrel seeing as she was where I needed her. He wins initiative, going with Mah while he could. She knocked Brewmaster into a pit trap and then charged into Cooper who lives. Brewmaster replied in kind by dropping a Bomb and charging Mah, dropping her below half wounds but taking some injured from the Pit Trap, which his Rooster took advantage of to knock some wounds off. My Tanuki heals up Brewmaster and removes the injured, setting him up for a kill play next turn. His Miners drop a scheme marker and a bomb marker for Breakthrough and the Strategy, respectively, while my crew continues to pass around poison but otherwise doesn’t kill much in the center. Popcorn drops another bomb before clearing away a Pit Trap so he can dive in next turn. The Bushwhacker kills my Akaname, while his second Rooster charges but fails to kill my Tanuki. Lass tries to push Trixie into relevance, but fails. Cooper heals herself and a Whiskey Gamin. Trixie lures Brewmaster into a pit trap again, dropping him below half wounds. Brin, for his point, walks and calculates and doesn’t do much else. At the end of the round, we both reveal Assassinate, my opponent reveals Breakthrough, and we both score the strategy. The score was 4-3. Turn 4 Last turn was called as we started Turn 4, so I refocused on getting things done. Unfortunately, my opponent flipped the Red Joker on Initiative and opened with Mah, who despite only having two actions manages to kill Brewmaster while I have no stones, securing his second Assassinate point. Popcorn comes in and uses Blood Poisoning to end Mah, then charges into Trixie but doesn’t land damage. My opponents Soulstone Miners drop a second bomb and a scheme marker, but he realizes he can’t get the other markers down in time. I use heals and poison passing to speed up my Whiskey Gamin, who are able to engage Brin and Trixie at the end for my second point of Hold Up Their Forces. At the end of the Turn, we both score the strategy and the second point of Assassinate, but I score my second Hold Up Their Forces point as well. The final score was 7-5. Post-Game Thoughts My opponent played Mah wide, and while he was still getting to grips with how she performs in 3E I feel he did a great job of focus firing on my big models. For my part, I was pleased with how the ‘Construct Brewmaster’ build worked in practice, despite the bumps. My main takeaways this game were: 1. I need to put the Mechanized Porkchop on the table more. I misplayed his Scrap Generation, and I overextended him and lost him turn 1. I realized that I should have used Vent Steam to protect against incoming movement shenanigans, and kept the crew centralized. Armor 2 is nice, but the spiky damage tracks with moderate 4 can really chew through low wound count models. 2. I feel I did a much better job of being mindful of my schemes. I played to score points each turn, and it shows in me scoring the maximum I could in 4 rounds. I think this is down to picking schemes that fit Brewmaster’s strengths. 3. I feel I kept a better eye on the time as well here; the first time I hit Turn 4 in a timed event in 3e so far. Demonstrable progress is the best kind of progress! My MVP for this game was Popcorn. I was very much impressed with his mobility, and single-handedly scoring me two Strategy points and one of my Scheme Points while generally being a nuisance. Runner up was Brewmaster, who again did a lot of work with every action, except for turn 1. Thank you for reading!
    1 point
  41. Round 1 i was paired up against forum user Uraj. Pictures from this game can be found here. Set Up Flank Deployment Turf War Vendetta, Deliver a Message, Take Prisoner, Dig Their Graves, Harness the Ley Line I announced Bayou, he announced Arcanists. I announced The Brewmaster, and he announced Sandeep. The crew I built was: 8ss The Brewmaster w/ Twelve Cups of Coffee Apprentice Wesley Fingers Leong Trixiebelle Whiskey Golem Tanuki 2x Akaname His crew: 6ss Sandeep Desai Banasuva Kandara Kudra Wind Gamin Wind Gamin w/ Magical Training 2x Fire Gamin Metal Gamin This was a doozy of a crew to go into this game with. I felt that Take Prisoner was a poor pick, as I’d have a very small number of models I could reliably choose for it (since Sandeep could just kill any of his Elementals), and Vendetta would be tricky as most of my punchy models were more expensive than his models. I opted for Dig Their Graves and Deliver a Message. I figured that I could score Dig from the Akaname dropping markers through their bonus action, and Deliver could be scored by Luring in Sandeep, or sending one of my models into Sandeep. With how much synergy his crew had, I wanted to pick his team apart at range - and keep myself in my own synergies. This meant that Harness was out of the question. My opponent chose Dig Their Graves (due to Metal gamin’s ability to score it’s secondary) and I believe Harness the Ley Line, but did not end up scoring it. Deployment He was attacker, and chose a corner that did not inconvenience either of us. We both deployed in a cluster, with his Wind Gamin off to the sides. We both had one model deployed on the Turf Marker in our deployment zone. Turn 1 We both stone for cards this turn, and he has me go first. We both claim our first Turf Marker and set up for Dig their Graves - me with an Akaname, him with his Metal Gamin. I rack up poison and focused on Brewmaster and the Whiskey Golem with my cheaper models, while he generates some incredible value through Mantra effects from Kandara and Banasuva, generating a ton of burning and focus on his Fire Gamin. Mid turn, we both unpack our crews and advance. I move Trixie up, who then Lures Brewmaster up. He moves Kandara a little to far forward, ending up within Lure range of Brewmaster. Sandeep orders some Gamin and Banasuva about, before summoning the third Fire Gamin he needs to create a Fire Golem. Brewmaster goes, and with a combination of a nice stack of poison, burning stones and focus condition is able to Lure Kandara in and deal some respectable damage to her. He sends Kudra in to save her, shoving the Whiskey Golem away. Unfortunately, Whiskey Golem is Nimble and is able to get into position to charge and kill Kandara with his own Focused attack. The Fire Golem tries to toss a few Tornadoes out, but I pass all my tests. Turn 2 This turn, he goes first and guns hard for Trixie, shoving Banasuva into the middle of my crew. Trixie smacks him back, dropping a scheme marker and getting the Whiskey Golem to hit him for Severe with a couple of Sharp Wit attacks. My opponent sniffs out the Dig play, and neutralizes it with Kudra. Sandeep summons a Wind Gamin and gives the Golem a few more Fire Tornado shots, but a hot deck saves me from most of the tests. I try to Sober Up the burning off my models, but miss it on Wesley. On it’s activation, the Golem uses Draw off Flames to jump into my crew from Wesley, and keep going after Trixie. Banasuva is left at one wound, and I try to lock down Kudra with Brewmaster and kill a Wind Gamin, which gets Banasuva to jump out of the way where he wouldn’t neutralize a Turf marker. At the end of the turn, Banasuva dies to poison. We both score the Strategy. The score was 1-1. Turn 3 The turn opens with me flipping the Black Joker on initiative, and he goes first. He has the Fire Golem go after Trixie, who is left at 1 wound after all is said and done. I have Fingers go to my left flank to get poison onto Kudra, so that she would be slowed by Brewmaster on her activation. With his next activation, my opponent kills Trixie with Sandeep before walking closer, and turning my Turf marker Neutral. I move my left Akaname to tag Kudra with more poison, but fail to drop my third Dig Their Graves corpse/ scrap marker. My opponent drops his third with the Metal Gamin. Kudra does escape engagement, but is left with only her bonus and is unable to land it. I run Brewmaster into Sandeep, and Deliver a Message for a point. In the last few activations of the turn, I realize that I need to either engineer getting the Whiskey Golem to the central Turf marker (past the engagement of the Fire Golem) or getting close to Trixie’s corpse to get my Dig point. Unfortunately, my opponent sniffs this out and parks a Wind Gamin in front of the Corpse Marker, and I am unable to score either. This was the end of the first round due to time, so we had to call the game here. My opponent scored his second Turf point and a Dig point, so the final score was 3-2 in his favor. Post-Game Thoughts This was a hard fought game, and I was impressed with my opponent’s ability to overcome some horrendous flips to score the points when it was needed. A few of my main takeaways from this game were: 1. I need to remember to watch the clock. Once again, my play was aiming to score on turns 3 and 4, when I needed to score a turn earlier. Both my opponent and I played pretty quickly turn 1, but turns 2 and 3 definitely got bogged down with all the plays we had. I know I went into the think tank for several plays, especially mid turn 3. 2. I need to keep the schemes in mind. I had two opportunities Turn 3 to set up the second Dig point, and completely neglected to do it. I also forgot that Trixie had ‘Don’t Mind Me’, meaning I didn’t need to use the trigger to drop a marker next to Banasuva in range for Kudra to remove. I also didn’t need to drop it in range of her. 3. I feel I did an adequate job of using Lure this game to pull Kandara out and remove her, despite the resources it took. My opponent commented that she was a great target due to being the main source of card draw for his crew. Given how his deck performed turns 2 and 3, this definitely applied pressure to his hand. MVP of the game goes to the Brewmaster himself. In this game, he put the major hurt on Kandara, and scored me a point on Deliver a Message. He also massively disrupted my opponent’s models with his various auras. Thank you for reading!
    1 point
  42. Hello all, it's been a long time since I posted in here and it's really great to see that, nearly a year and a half removed, so many of the names in this challenge are still familiar. I had a turbulent time there for a bit, but am finally back into Faux mode, so I will be jumping back into the challenge in January. That said, I hope you all don't mind me squatting for the month to get the gears back running (I know it only actually counts for me, but the camaraderie and inspiration are the best parts of this challenge for me.) So, I will be pledging three terracotta warriors (easy enough job for a first one back....) and we'll see how it goes. Super stoked to be painting again!
    1 point
  43. I'm sadly feeling burnt out on my gigants right now. I also have an Alt. Barbaros I'd like to finish up or maybe Rasputina who I just got recently. Either way, I hope to get back to the big boys but need to put them aside for a moment and regain enthusiasm.
    1 point
  44. @lusciousmccabe Those MDF houses are THIRSTY. What works for me is a base coat of paint mixed with a bit of water and cheap wood glue. However, I use only brushes and I don't think it'd work with an airbrush. @emiba that's lovely! Yes, I imagine something like that with a bit more grey in it. Most people paint her very dark, but I like the white horse look. We seem to have similar tastes 👍 @Nikodemus It's fun to see Barbados in shiny flashy armour. Your NMM looks good, not an easy feat to paint all that metal. Kaeris and her crew will get bases later. The boxes are just a piece of scatter terrain to keep her standing as she isn't pinned. I might try to greenstuff some cobblestones or factory debris for the crew.
    1 point
  45. Lol. Standard undead vs Transmortis undead
    1 point
  46. Keep in mind most tournaments are only going 3-4 rounds Max. A speed bump can win you the game.
    1 point
  47. We haven't had Archie available for orders through our distribution chain, so I'm afraid your local game store might have received the wrong information somewhere. Archie was never intended to be available in October. You can find our Upcoming Releases page for a more detailed look at our release schedule. This is public to our retailers and our consumers. Archie will be hitting store shelves sometime in 2020. What may have happened here is a mix-up with our Gen Con orders, which is unfortunate as that web sale is not intended to be used as a way to resell our product. It hurts the retailer and consumer's wallet, for one. For our players who ordered Archie during our Gen Con web sale, we're sorry for the long wait. Not to beat a tired drum, but as we've said before, our expectations were greatly exceeded. During that sale, we immediately made a production order, but sadly, that takes a considerable amount of time. Two months feels like a long time, but it's actually a relatively quick turn around for this sort of thing. The good news: we are expecting to receive the Archie shipment in the next week or two, and the second we get that plastic, we'll be sending it out to those who are still patiently waiting.
    1 point
  48. Hello, I can help you for the French translation. I already worked on game translations, like guild ball and rise of tribes. Let me know if you need my help 😉
    1 point
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