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Showing content with the highest reputation on 10/12/2020 in all areas

  1. In these battle reports, I'll try to put the emphasis on my strategic thinking during the game. Comments and feedback welcome! The first time I played Molly vs. Colette. This time I played Reva vs. Kaeris: Big thanks to Plaag for the delightful game. This one was absolutely nail-biting, with razor-thin margins for most of the game. Overview: So I initially went into this game thinking that Plaag would be the aggressor, and I could sit back. This is often a good dynamic when you've got a summoner and your opponent does not. However, McMourning isn't the best s
    3 points
  2. I just took a look - here is the game: https://www.youtube.com/watch?v=ShQb08ZXMeU&feature=emb_logo The combo is this: Take Chiaki, Toshiro, Gokudo, Anna, Izamu Chiaki activates, Splits Izamu's Soul, draws a card Izamu Activates, Kill Chiaki, give Reliquary to Yan Lo, drop corpse marker Toshiro activates, (kill Chiaki if Izamu Failed) Summons off of Chiaki's Corpse, gives someone Focus (Req 10 crow) Anna Activates, blows up Toshiro, draw a card, drop corpse marker, give Reliquary to Gokudo (Req 4) Yan Lo Activates... Yan Lo replaces Gokud
    3 points
  3. Especially the last one, that he lost 1:7 after his engine failed to start turn one. It's a great illustration for "the only true way to play".
    3 points
  4. Here is my first contribution for October: Prof. Albus Von Schtook himself (15 Stones).
    3 points
  5. Our local play group is unoffically testing the concept. Below are what we came up with: Blighted Joey 4 stone Minion (6) Plague DF-4 WP-4 MV-4 SZ-1 Insignificant Diseased- 3” gain a blight token Playing Possum- At the start of this models activation, this model may end it’s activation. If it does so until the end phase all enemy attack attacks outside of 2” receive a – to attack and damage flips. Mindles
    2 points
  6. So, I am a returning 2E player from a long time ago and got back into the game a few months ago. I have been spoiled by Lilith in 2nd but am now playing with Pandora. Now, I have played 10 games with her against Von Scill, Hamelin, & Parker. I am 0 for 10 so far in 3E, pretty discouraging. So I'm wondering if there's something about Pandora that I've missed? Most in my crew are melee heavy, but by the time they make 1 move, they're getting gunned down. 2nd turn, unless moved out of position, they're either dead or close to it. Schemes & Strats are out the window by turn 3. I
    1 point
  7. If folks want to let me get away with it, I'll let them... I already get flack for using that action to move on the turn it was summoned to get more movement even though I can't use the Interact on that turn, I'm not pushing for more.
    1 point
  8. My 2 cents, against Von Schill, bring Hinamatsu, since her lure is great, but that Armor Piercing trigger can really help you to get through Arik's armor. I really like Serena since the healing + condition removal is great, and she's another source of damage that ignores armor, but be aware of Arik's Gravity Well, which could ruin her Demise. So: Pandora + Polter Candy Baby Kade Teddy Hinamatsu Serena 8ss That would leave you with a low model count, which hopefully will mean that you'll have some pass tokens, for initiative or ideally for Pand
    1 point
  9. Wait, there's a downvote function?? The effect certainly feels more balanced with one token, so I'd not fault an opponent either way. Do you also play the place happens before the interact?
    1 point
  10. I rarely spend more than a couple of stones with Dora. 1 on a mask to give Candy her On your heels -trigger. Then a couple of stones for card draw, and that’s usually it. If Dora is in a position, where she needs to stone against damage, it’s usually because the opponent can get around her Terrifying, and that means she needs to rely on her Mood Swings rather than stone against damage, as defending with a Df5 is pretty futile.
    1 point
  11. Other quite INSANE interactions: 1) In Recover Evidence, Intel Tokens on Chiaki and Toshiro get dropped in your deployment zone (and on the Gokudo if you have enough extra actions to take it down to 1 Wd), making them very hard to reach. But your crew only has 5 viable models to place tokens on (6 if you take another model with the last 8 ss) meaning you're probably leaving 2-3 strategy markers in your deployment zone behind your Undead Horde 2) Your opponent can't Take Prisoner or Vendetta on Chiaki and Toshiro (Vendetta is 1 point max) 3) You can cheat Vendetta and Catch & R
    1 point
  12. One thing to note is sometimes a crew just doesn't 'click' with you. I tried Pandora for a very short period and just did not do well with her (despite having a 90%+ winrate with other crews). So there's no shame in trying other crews if you don't like this one. Especially as Pandora is very bad in some situations (corner deployment). That said, you can make any crew work in most situations, and if you do like the crew totally keep trying! One thing I found with the crew is it is very card-hungry. For a similar crew in Ressers (Reva), I discovered that minimising the number of import
    1 point
  13. Thank you all for the replies. I realize now that I have been doing it all wrong. Usually do have Pandora & Candy using Self Loathing as a main attack. The other issue I have had with them is they have no melee range. So even if in melee range of anything, the other crew is free to move away from them & prevent any scheming or strats nearby. This is tough combined with Von Schill & most of the crew being able to charge & not take a melee attack if they come into melee range of my crew. Along with all the Armor buffs & healing, making it difficult to do any damage, the
    1 point
  14. Don't hire Aversions, they just don't do anything for the crew, replace them with Sorrows and really pile on the ping damage. Against a ranged crew you really want to get in their face with Candy and Pandora. Candy has On Your Heels as a trigger on her bonus action, so she can get in there pretty easily at the end of turn 1, but Pandora doesn't really have movement tricks. The most important parts of Pandora are her Mood Swings aura and her bonus action pulse, her main attack is inherently subpar because you're at best using another master's attacks minus triggers and that sucks but
    1 point
  15. I'll dig out my shame pile (which is at least organized into a box. The fact that that box isn't where it can constantly stare at my as a total coincidence, I swear!) a bit later, but this is an awesome extra challenge. This month I'll he painting...something...and these poison bom--I mean,gamin, already in progress:
    1 point
  16. You brought McMourning! I still haven't tried that list from the other thread, but I hope to someday soon.
    1 point
  17. I've got bad news for you
    1 point
  18. Building on what Adran said, if you're finding you're getting picked off by shots from across the board the Aversions probably aren't doing you a ton of good. You need to be in pretty close range for them to get off their shenanigans. The Sorrows will hand out more conditions and be able to get into engagement faster. You might also try swapping out The Carver for The Hooded Rider. Pandora's crew isn't the fastest, and the Rider will let you get up in a shooty crews face very quickly. T&G Productions has a series of Pandora battle reports, including one against Parker which mig
    1 point
  19. its funny to hear from u, who didnt pass all the games
    1 point
  20. First question is going to be Terrain. Do you have enough on your table? If you are regularly getting gunned down turns 1 and 2 then its possible that you don't have enough blocking terrain, or you're not using cover well enough. I can't say what your doing wrong, because you don't really say what you're doing. Remember Caver and Pandora can remove Focus from enemy models that target them (Your opponent gets to use it first, but if they have more than 1 focus on their model, then you can). Between Terror and manipulative you should be making it card intensive to attack you. You w
    1 point
  21. yes, look for games in wvc topic
    1 point
  22. Fantastic job with the write-ups and the recorded games! I really appreciate how you're synthesizing the gameplay and focusing on your takeaways. Please keep it up!
    1 point
  23. I assume "not so empty" is a vassel username, but I don't know for certain.
    1 point
  24. Love the breakdown and analysis Great showing in these last two games, they've been fascinating to read.
    1 point
  25. maybe we can find it out in a game?)
    1 point
  26. There are several different ways to play the dreamer, and each has its own weakness. Your challenge is to work out quickly how the Dreamer is planning on playing this game, and what is your best beat to beat that route. Sometimes that means what you need to do is hit hard and fast to remove parts of his list that he can not replace. Other times it might mean you need to avoid at all costs. Run wide, keep hidden and deny as many Wp duels as you can to start with, and score as many as you can early. What is always a bad idea is getting involved in a protracted fight in the middle wi
    1 point
  27. I'm going to disagree because you simplify it too much. There is not 1 best way to play anything not least because there are different schemes and strategies and what is best crew to hire/ way to play for one is not always best for another. (And player style is huge. Even if there was a "best" crew, if I don't play that way I will get better results with a crew that fits the way I play. )
    1 point
  28. Battle report is up! @Adrenicider, @LeperColony, @Madsvg I know you asked to see it. Not sure who else was keen! Borgmann was definitely a relevant and annoying model. His 2" engagement range does serious work (and killing my shieldbearer with Elijah snags him a soulstone which saves his riders life which prevents me from snagging a point).
    1 point
  29. 1 point
  30. I use these and am very satisfied
    1 point
  31. We've got a new battle report up! 10/9 Lynch vs McCabe https://www.youtube.com/watch?v=UfXcWUJeZK0 Hope it is a fun watch, we have had the red joker "misplay" pointed out. Pesky m3 rule change to red joker lol. We appreciate the views and thanks again to any that reply with feedback good or bad.
    1 point
  32. Terracota are good imo; but these need to go in with a plan in mind; that's copying some tacticals (Misaki, Ototo and Asami have good stuff for him to copy for example) and also having some good target to replace. Don't get greedy and aim towards high cost models because you'll need a high suited card for that; if that happens, awesome, but don't count on that. The most reliable targets are high impact, low cost models like some totems (Amanjaku, Shang...) or some enforcers (Mr Tannen). Obsidian might be worth in games where you have a lot of burning going on; I haven't played it but I gu
    1 point
  33. New Izamu is cool but I’ll keep using my tortoise!
    1 point
  34. I struggle with this consideration myself, as well. I LOVE Toshiro and want to take him + Emissary or him + Gravedigger often, but find myself considering it's probably better just to take Kirai. Most of the time, the decision falls down to more flexible summoning vs the +flip aura, but even so I think Kirai comes out on top more often than not. It's just a problem with Malifaux allowing double master, really. In this crew the contest is in Toshiro's favor, I believe. Yan Lo being able to draw 6 cards T1, the retainer-only pushes, re-summon Toshiro later in the game if he dies, utilizing
    0 points
  35. Wizz-Bang is definitely worse in GG1. The following schemes were some of the ones that benefit the most the crew: Power Ritual, Detonate Charges, Harness the Leyline, Search the Ruins, Dig Their Graves and Deliver a Message. The easy access to fast (dropping 2 scheme markers in a single activation) and the scheme marker manipulation (Sammy, Lightning Bugs, Bokors with Obey...) was good enough to make them quite competent in GG0, although far from the top masters. In GG1 there are more positional schemes, and there arent many schemes based on scheme markers, specially thos
    0 points
  36. This is what that FAQ entry states: That FAQ entry does not say that two instances of the same effect on the same model are not cumulative. It says, instead, that Last Breath doesn't stack with itself. You're trying to make up a principle from a FAQ entry that's addressing how a specific action was used during testing.
    0 points
  37. I think it's the only official ruling from Wyrd more or less applicable for this situation. It's better than nothing.
    0 points
  38. According to FAQ two instances of the same effect on the same model are not cumulative (see FAQ 12.3).
    0 points
  39. Such effects are resolved only once after resolving an action, regardless of how many flicker tokens were gained during that action.
    0 points
  40. "the best way" This is Malifaux, not 40k. There's more than one way to use models in Malifaux.
    0 points
  41. Personally I much prefer asymmetric match-ups, for whatever that's worth. Imho it's simply more interesting to see two different strategies on the table at the same time, instead just two versions of the same approach.
    0 points
  42. Unfortunately I really do think it's simply an issue of "we'll wait and see" for the state of the game. I bought into the game through the kickstarter with the gibbering hordes and absolutely fell in love with the rules. Unfortunately I've only gotten two games in and dont see myself getting many others in any time soon. I feel like a soft reboot with the introduction of the starter box and potentially other factions in the works is a good start, but it's all going to be be highly dependent on what gaming spaces look like in the upcoming months and this is already a highly competitive ma
    0 points
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