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Sholto

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Posts posted by Sholto

  1. How do Arcanists:-
     
    1. Ignore Armor?
    • Joss. Arc Axe melee attack ignores Armor automatically.
    • Oxfordian Mage. Trigger on Elemental Bolt ranged attack. Auto-trigger if one other Oxfordian Mage is nearby.
    • Gunsmith. Trigger on Custom Pistol ranged/ melee attack. Auto-trigger if use (0) Switch Chambers to discard a Tome.
    • Large Arachnid. Trigger on Circular Sawblade. Target cannot use Armor for the rest of the Turn.
    • Soulstone Miner. Rock Drill melee attack ignores Armor automatically.
    • Willie. Demo Charge. Demo Charge ranged/ melee attack ignores Armor automatically.
    • Mobile Toolkit. Hidden Blade melee attack ignores Armor automatically.
    • December Acolyte. (1) action puts up 6" aura that removes Armor (and HtW) from enemy models.
    • Kang. Hard Worker upgrade gives other Foundry models a (0) Action to ignore Armor and H2W.
    2. Remove Conditions?
    • Arcane Effigy. (1) Cleanse Fate action removes one Condition from friendly model within 2".
    • Johan. (1) Rebel Yell attack action removes one Condition from any model within [ ]".
    3. Remove Corpse Markers?
    • Sue. Tread The Line Action with the Peace In The Valley trigger. Requires 5Mask or higher.
    4. Remove Scrap Markers?
    • Sue. Tread The Line Action with the Peace In The Valley trigger. Requires 5Mask or higher.
    • Large Arachnid. (0) Action removes one Scrap Marker within 4".
    5. Remove Scheme Markers?
    • Performer. Seduction Action removes one Scheme Marker within 8".
    • Large Arachnid. (0) Action removes one Scheme Marker within 4".
    • Steam Arachnid Swarm. (0) Action Devouring Swarm removes all Scheme Markers within 4".
    6. Prevent Enemy Triggers?
    • Union Miner. Melee attacks automatically prevent enemy Df triggers.
    • Joss. Arc Axe melee attack ignores Df triggers.
    7. Generate Cover?
    • Howard Langston. (1) Steam Cloud to provide 4" soft cover aura.
    • Mei Feng. (1) Vent Steam gives -flips on Sh and Ca into the aura.
    8. Disrupt Casters?
    • Bleeding Edge Tech upgrade has (0) Disruption Field which gives -flip on Ca actions within 3".
    • Sue. (1) Man Comes Around, -flip on Ca actions against models within 3".
    • Warding Runes upgrade gives Counterspell ability, strips suits from Ca actions targeting the model.
    9. Ignore Incorporeal?
    • Ca Attacks:
      • Oxfordian Mage's attacks
      • Colette's Sabre Trick
      • Cassandra's Breath of Fire
      • Coryphee's Blinding
      • Mannequin's Full of Pins
      • Kaeris' Immolate
      • Firestarter's BUUUUUUURN!
      • Silent One's Freeze
      • Snow Storm's Ice Tornado
      • Arcane Effigy's Arcane Fury

     

    Ths is just a starter, so please feel free to add to this and I will update this post. Hope someone finds it helpful :)

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  2. Any fixed terrain table needs to take into account the different deployment types in Malifaux, and how those impact the Strategies.

     

    For Turf War you need to be able to place a Turf Marker and get models within 6" of it. For Squatter's Rights you need to be able to place Squat Markers at set locations along the centre line, which can be either along the horizontal or along the diagonal depending on deployment.

     

    For Schemes, you need to be able to get within 6" of all four table corners (for Reconnoitre). If you've taken care of Squatter's Rights in your table design, you will also have taken care of Outflank as well.

     

    You need to ensure that all deployment options are open, and that no option leaves a crew potentially unable to move out effectively across the rest of the board. If you can somehow work the deployment zones into your ground texture design, so much the better.

     

    Beyond that you need the usual mix of terrain, and there is a terrain post around here somewhere which goes into plenty of detail on that. In brief, you need a good mix of LOS-blocking and Severe terrain.

     

    A fixed table can get a bit predictable after a while, and if you are not going modular then varied and interesting scatter terrain is the best way to keep it fresh.

  3. Soulstone users can use a soulstone in the Upkeep step to prevent damage from Burning or Poison. Armor will reduce damage from Burning, but only to a minimum of 1. Poison is not affected by Armor, I think, but you might want to check the rulebook for that one.

  4. Where u playing them? Because they did indeed XD

     

    That was me :)

    The Riflemen I think you were okay with, but it was Lucius who could make them shoot out of activation that caused you the Turn 1 problem. I don't think you were expecting that.

     

    You coming to the Worlds At War event on Saturday?

  5. Playing Colette against a shooty crew can be an exercise in frustration for the shooty crew, but only if there is enough terrain on the table. Colette can keep her models out of line of sight or out of range with loads of Prompted pushes and moves, with (0) interacts for scheme markers. With Colette Df triggers you can leave her exposed (although preferably in cover), tempting your opponent to shoot her. Keep a network of scheme markers handy, though! Your crew zips about the table scoring VPs and the opponent is left shooting at shadows, and their own scheme markers get gobbled up by Performers.

     

    Colette with heavy hitters is a different matter, however, and there you want to get your heavy hitters into melee before the gunline opens up. It helps considerably if you know the threat range and capabilities of the gunline - Guild Riflemen are nasty if they get set up and get the drop on you. Doves are great to give your models a Df boost, or that plus flip to damage you need to get Cassandra's blasts off.

     

    Basically you want to avoid playing a ranged crew at their game, and force them to deal with either your models running around getting VPs in the dark corners of the map, or getting engaged with them before they can shoot at all. Colette excels at both.

    • Like 1
  6. The more I think about it the more I am persuaded that LOS is to the Summoned object (be it model or marker) and not to the location on the table where it is to be Summoned. It does make blocking placement of Ht5 Markers almost impossible, but I am pretty sure none of us have played it that way before so none of us know whether it is OP or not (strongly suspect it is not).

  7. 1. Soulstone Miner. All but guaranteed VPs from some Schemes, and a brutal backfield disruptor when those Schemes are not in play. I have four of them in my case :)

     

    2. Cassandra. So good at so many things. A real MVP in just about every game.

     

    3. Mechanical Rider. For all the reasons everyone else gives.

     

    4. Performer. Scheme, scheme-ity, scheme, all game long. Plus board control and debuffing.

     

    5. Colette. What? She's an Arcanist! I can pick Colette, it's my list! Pfft!

    • Like 1
  8. Lure will let you pull his Ice Mirror models out of range of Raspy, reducing her threat range. It will also let you pull those December Acolytes out of cover and into Charge range.

     

    Crooligans can put up some very effective cover, and can start with your crew or close to Acolytes (if they deploy first).

     

    The Student of Steel can ignore Armor (and Df triggers), and Molly can summon one right next to the Ice Golem, and it can get double positive on damage flips against the big guy. It is not rare, so Molly can summon three a Turn if she has the cards! And if you have the models. Combine with Gnawing Fear from Yin or Whispered Secret from Molly and it'll die pretty quickly. It will then blow up and kill everything you summoned, so why not take Spare Parts on Molly and you can have a Rogue Necromancy :)

     

    I do not run Spirit Molly, but Shikome ignore Armor with a built-in trigger and have the speed to close very quickly if you are not summoning them. Gaki would make short work of Ice Gamin with Swallow You Whole on the Charge :) (I might have to try Spirit Molly soon!)

     

    Slow on the Ice Golem will really limit its mobility. No Escape from Yin will end its Turn just as effectively as Paralyse would.

     

    Remember to use indirect attacks to avoid enemy Df triggers, such as Unrelenting Stench, Black Blood and Punk Zombie's area attacks. All of these can combine with summons and activations (and deaths!) in the right order.

     

    Consider Bete Noir or Killjoy as well. Raspy hates being in melee, and these two are excellent at locking down backfield casters.

     

    And consider Sue, as his auras can force Raspy to focus or SS a Cast if she wants a straight flip.

     

    I would want to get Molly into Summoning range of his forward models asap, and lock them down with cheap summons, forcing Raspy to spend AP freeing her models up again. Sybelle, with Call Belle, is perfect for that.

    • Like 1
  9. I wrote the bit about Union Miners in the Colette entry, but don't have much more to add. They are not core Colette crew, and you might be better off getting used to her Showgirl models first before expanding your crew. That said, a couple of Union Miners with Johan makes a great stand-alone unit in a Colette crew, and Colette can always nip on over and help them out if they need it.

  10. Not sure what he was talking about, tbh. Malifaux 1.5 always had plenty of depth in the various Schemes and Strategies. There may have been a tendency in some areas to "play it like beatdown" or a perception that players always took the same Schemes (you could pick freely in 1.5), but even then I never heard any complaints that Malifaux was a one-note experience.

     

    M2E is more diverse than 1.5 with the new Schemes and Strategies system, and with all the models being more balanced the game certainly now has more depth. But that is not the same as saying it did not have depth beforehand :)

  11. Since he is an experienced player, I doubt you will get him with that combo again. Any kind of Df Push trigger is going to ruin a Flurry, for example. I quite fancy Bishop in this matchup, as it is possible to have him on Df 8 and defensive stance before he even activates (with Arcanists), but as others have said, if you don't fancy the other fighter, bet low and run away.

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