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Showing content with the highest reputation on 05/02/2021 in all areas

  1. Lucius is my main master. I play him guild and neverborn and find I prefer him in neverborn. Edit: to expand on to why. I keep mostly in keyword except I bring in damage dealers. For guild I like Expert Marksman on the big guy himself, and will bring an Executioner and/or Rifleman/pathfinder. Neverborn I like taking double Ancient Pact on changelings and Inhuman Reflexes usually on a mature Nephilim.
    2 points
  2. I'm back! NB winrate was way to high, I'll help to bring it down, so it will fit with what some people expect for this faction 😋. Seriously, I'm eager to play NB in may. Especially with the new double master rule. I think we have access to some potent double masters combo in the purple faction. Mama Z as a support for about everything seems awesome. My other pet master, Dora, seems really good with both Lucius and Euripides. I'm looking forward to try both of these combinations. I actually try this list in a R1 practice yesterday and it was good. Maybe missing a healer.
    1 point
  3. For me, I'd probably rank Silent Ones as the best. They're probably the best part of December keyword and I'll always bring at least one, most times even two. The work incredibly well in the keyword and really compliment Raspy in alleviating some of the pillar pressure. The heals are very good and helps to stand up the rest of the keyword. I also really like Rail Workers. They're just very tough, Killy models for their cost. They're not particularly good at scheming but they're pretty decent at holding points and clearing enemies. I'll usually run at least one, but I'm not opposed to run
    1 point
  4. Someone mentioned it earlier, interested to hear if people have put Schtook back on the table much. Holding off having drop money on two boxes of students, would like to see the lists emerging.
    1 point
  5. Just played Break The Line with Reva, lost 3 v 4 against Asami - @Insomniakwulfcame in at the end with some interesting feedback. Although Reva hit like a train and did some work, I kept her too far back. If you get her sat on the centre line, she can threatened 2/3 Strat markers. I tend to take quite an elite list with Reva, and didn't have the models to where is felt okay to spend their turns moving the Pyre markers. Since Asami shut down my Grave Golem (Jorogumo with their heal-deny and positive dmg flips), I wish I'd taken either Lampad or Dead rider for the Interact, free move, inter
    1 point
  6. Yeah. I'm hoping to get a Big Hat game in today. I'm going to bring at least one Banjoista, because it's the cheapest thing in keyword to do objectives.
    1 point
  7. That's the same complaint I hear about Neverborn Lucius too. Zoraida overshadows a lot xD
    1 point
  8. Ya after posting I figured I should explain so I edited the post.
    1 point
  9. True. Although Lucius is professed to make an impact this time around.
    1 point
  10. Although actually Neverborn without Nekima, Titania, Zoraida just seems like it is missing out this season.
    1 point
  11. Nope, they're just bad. They were trash last edition too, I think it's just their model identity at this point.
    1 point
  12. How are people finding the new strats and schemes? I think we're well positioned for Bait and Switch (or even just snag an easy end of game point off of it), but I've not figured out Break the Line yet. I'd like to try Reva next.
    1 point
  13. In general, I find pulsing out a bunch of focus slows me down too much. I like to play quite aggressively, so most of my crews only focus the important models. Molly you've got two engines going that you have to manage. Activation control engine: You activate crooligan(s), focus and drop a scheme marker, and then pass to your opponent. At some point Molly activates and reactivates the Crooligan(s) to gain activation control. Then with last activation(s), you send a beater in to do something important when your opponent can't respond to it - ideally go attack something
    1 point
  14. For Round 1, could you please clarify the Terrain traits of the center area. (Adding my interpretation in parentheses) Do the Wall-looking things on either side of each staircase have a Height, can they be moved through to get on/off the stairs, or are they just part of the stairs? (It feels to me like the intent is for the "stairs" themselves to only have the +Ht1/2/3 trait, while the walls on either side of the stairs should be a Ht2 or 3 Blocking/Climbable wall - that way you can only walk up/down the stairs but it will block line of sight if LoS is drawn over it) What is the ce
    1 point
  15. Grimoires are not locked to magical traditions. I have a theory as to why this is the case. Core Rules pg. 260 "In a way, Grimoires want to be found and used" When the the character creates their own Grimoire with the Craft Grimoire Talent, it specifically states that no other characters can attune to the Grimoire. My expectation is that all Grimoires start out as being uniquely attuned to the person that created it, but if that person stops using it (they lost it, died, etc), then it changes itself to be available to anyone who picks it up. This might occur gradually, so after
    1 point
  16. Maybe the waifs plant phylactery tokens on terrain and he can exist within aura 3" of any terrain with a phylactery token. Trading the mobile assassin for a slow but unstoppable force...
    1 point
  17. With most games, you tweak rules, faq+ errata, then it becomes too much and you up version releasing everything fresh. I would imagine we have errata for explorers coming then errata for titles then we will see M3.5e. The forum is filled with little tweaks people want to see - wyrd seem surprisingly good at making a small change that affects more than expect, in a good way. But there's only so far that can go. I'm sad to see nothing to fix Rasputin (although never played her, so can't be sure if everyone saying she's terrible is something I should worry about). As fa
    1 point
  18. As I said in the April's post, this is (at least) what I'm going to paint on May.
    1 point
  19. The simplest reason why Accomplice doesn't work if you get yourself killed during your activation is that the model gets removed from the table during the damage process and isn't on the table when it would end its activation. As a result there are no models that qualify for being within 6" for Accomplice to do anything. In order for Accomplice to work in that situation, there would need to exist a rule that states that the activation ends before the model is removed, and that rule doesn't exist.
    1 point
  20. The hazardous terrain resolves after the current action. So in your example, a model with one wound would resolve a single action and then die if the hazardous deals damage to it. Accomplice wouldn’t resolve, as that happens at a particular timing step that the model wouldn’t make it to.
    1 point
  21. New Episode talking about Titania, Fae, Latest news and some popular culture https://www.ivoox.com/temporada-2-episodio-5-titania-fae-audios-mp3_rf_68693815_1.html Stay Tunned!
    1 point
  22. El Sótano del Honeypot ('The Honeypot's Basement') is a podcast project, started on the initiative of various Spanish players, dedicated to discussing, in Spanish, the numerous aspects of Wyrd's games. We focus mainly on Malifaux, although we haven't ruled out the possibility of creating content about The Other Side and Through The Breach. In the first episode we talk exhaustively on the subject of the rules changes and peculiarities of M3E. You can listen to and download the programme: https://www.ivoox.com/temporada-1-episodio-1-reglas-malifaux-3-edicion-audios-mp3_rf_36573863_1.ht
    1 point
  23. Yeah, i think the big problem with grave golem in general is that there is a LOT of stuff in the game that just destroys it with incidental tech. If you can rely on its demise in Reva crew, it is pretty great IMO. Bone Piles I find that corpse candles being able to walk, grave golem hurling corpses, and restless spirit running around with Dead Rider for those extra hard to reach places really does some work. You have to be careful though because restless spirit doesn't leave behind a corpse on death, its main disadvantage when compared to gravedigger.
    0 points
  24. I'd probably put them in my top 3 worst models within Arcanists as they really just don't work. They're clearly designed as a cheap scheme runner but they're abilities make them cumbersome to use as they don't work on their own. You need to hire them as a pair to hopscotch off each others scheme markers. Beyond that, they have a bury effect that only works once you get hit, however they're so unbelievably frail that they often don't survive that single shot. In my opinion, they need a complete re-work. Sure giving them armour/health would help, but honestly even if they were more durable
    0 points
  25. The main issue I don't see people running Marcus in NVB aside from it being a better ARC crew, is that it plays so very similar to Zoraida, and Zoraida is better by a loooooong barrel.
    0 points
  26. I've usually regretted selling crews I don't like playing because inevitably they change and I want to play them again.
    0 points
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