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Slinkdawg

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Posts posted by Slinkdawg

  1. Taelor is awesome. 3" melee range outranges pretty much everyone, and she is good for blocking charge lanes. She also never flees from terrifying, has solid defense, and is tough as nails to kill.

    With hammerstrike, you can give some of your crew a bit of early game quick movement.

    Assuming she can be a henchman someday, i would make her a henchman and bodyguard her for my scheme every game.

  2. Make sure to use the terrain to your advantage. The Seamus crew will not have you beat on speed, so any time that you can make them need to maneuver and move to eat up their AP, do it.

    Also with the Viks in general, I am learning that sometimes keeping both of them within 6" for companion can be overrated. Sometimes, when your opponent has some big damage or a plan waiting for them, you are better off keeping one vik far away.

    You can run the Viki's 2 places at once. Send in something survivable like Taelor or cage fighting bishop with Df 8. (Bishop can advance once and charge for 2 total AP) If your opponent goes for it and activates Seamus to try and take down your initial attacker. For max fun, you could try to choke Seamus using Bishop's strikes and slow him down.

    :viktoria2 should just cast the buff spell (+2 damage buff) and advance into position.

    Then, :viktoria1 should use sisters in spirit to switch, charge in, and swing away with paired swords.

    The key point is, make Seamus activate, then it won't matter if the viki's cannot companion. Last, make sure the viki's bring some soulstones (and decent cards) to the fight, so you can win those key Wp and Df flips when you need to.

  3. I was the second round Viktorias player. It was definitely a good time at the tournament. I think I wounded 2 of your cats pretty well, but might not have killed it, and one ate its fill on the ronin to heal up.

    I will definitely try to run the vikis separate more often in certain situations. Using sisters in spirit to pull each other around the board was the wrong move. Still, had a blast at the tourney and getting smacked around by something is a good way to learn. See you back at granite run once this snow settles down.

  4. No matter how meticulous and perfect you get the rules, somebody will take it on themselves to find exceptions, loopholes, and needed errata.

    Gamers love rules. A love that comes second only to their love of correcting other people about them.

    At some point, the rules have to be captured in a book as best they can, and used for the game. Warmachine has done a pretty good job with Prime Remix and now MK II to keep the rules from being too overwhelming. Though there is a fair amount of errata for Malifaux, it has not been as bad as it could have been.

    At this point Malifaux should hold tight until all models are released, vet some of the questions and errata, before they get too crazy with revising the books.

  5. Hans also got better. He might help out with some long range shooting and terrain ignoring hoopla.

    Definitely second the reccomendation to keep about 6 to 8 stones on the Viki's. Remember that you're effectively getting 2 masters that are solid in melee. The soulstones will help ensure that you hit/kill stuff, and may help them both weather the counter assault.

    This is random as well, but I found when I got into to Outcasts, I would discard my fate hand and draw new cards during the the draw phase each turn. Don't build up a hand full of low junk cards unless you really need a suit to pull off a trigger ability. Lilith was the first master I learned and her rush of magic does some of that card refreshing automatically.

  6. I have been wondering with the student of conflict interactions as well.

    I guess technically, you could put Fast on one Viktoria, get the other Viki into combat with something and use Sisters in Spirit to bring the fast Viki over... (but fast on both would be nice too)

    One other bummer with the totems is that you can't really use magical extension to cast Sisters in Battle. Since it's Rng: Caster, casting through the totem would not target a Viki technically. And it can't cast any of her other freaking spells. :banghead:

  7. Random question that popped up in a game...

    For the Kidnap scheme, can you only kidnap your opponents master? It reads "Opposing Crew's Masters or Henchmen" but it is somewhat vague what qualifies as a henchman.

    So for example if I was playing Lilith versus the Ortegas, could I kidnap Nino? or does he not qualify as a henchman?

    Just curious.

  8. Do you know what might be fun?

    1) Have Hans set up at a good vantage point.

    2) Keep the student of conflict back near Hans and give him fast

    3) Blast your opponent's toughest model w/in 16" up to 3 times (or focus one of the shots to hopefully get the headshot off, and cheat a second one)

    Is this a good use for the Student?

    BTW is Ruthless gone? The way I read the errata now, it sounds like you don't need a WP duel to fire into close combat anymore (just risk hitting unintended targets)...

  9. I picked up the Viki sisters as my off-faction master for demos and have not regretted it. They have a good bit of melee and are fun.

    Plus you have the added option to field them with any in-faction crew, so they can play with your main faction or against it for demo purposes.

    Guild could definitely be fun too if that's more what you're going for. I'd second the vote for Lady Justice and the Death Marshals.

  10. I was reading through some of the errata and it looks like the sniper is now much better.

    He now has a Cb 5:rams. This means pretty much default triggers, either the critical strike for an extra Wd or the headshot if you have the :crows.

    The damage on the rifle is now 2/2/5

    I'm picking this guy up to run w/the viki's

  11. The timing rules say (p13) "If an effect causes another effect to activate while it is being resolved, pause the first effect, completely execute the newly triggered effect, and then return to the first effect at the point you paused."

    Since you can interrupt the push from Run Through to make a Daisho strike and continue the push after the strike resolves, you would have to resolve the strikes and any trigger (Next Target) from the strike. Damaging the target with the strike triggers the push from next target.

    The key is that the Run Through ability specifically says you interrupt, stop, and strike before moving the whole 6".

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