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Zombie_Pimp

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  1. wile i have little expirence against sonya I recently rediscovered how scary killjoy can be against a gunline army espessially for seamus i tend to run something like this Seamus Grave Spririt Sybelle 2 Belles Killjoy step zero when u deploy make sure nothing is an easy target everything are behind cover except maybe a belle sybelle and the grave spirit step one attach grave spirit to sybelle and try to cast face of death (this turns sybelle into absolute beast) step two sybelle sling a belle into melee with his vital model(s) now he has an choice he can ignore the belle and u sac it for killjoy next turn or he kills it and u slow to die summon killjoy with option A he dosn't have anything else to target but sybelle and she is goignt o take alot of punishment befor going down so he can do nothing and still have ur belle tying up a model with option B unless he can do 20+ damage in a single activation (belle + killjoy) killjoy will survive and then procede to murder things in your oponents deployment zone
  2. I've been listening to this and it has inspired me to remake my seamus army [ame]http://www.youtube.com/watch?v=ZnGG7AcgYUo[/ame] seamus's headless waltz anyone
  3. my FLGS is doing a malifaux costume contest this year for holloween so I got to thinking what malifaux characters other people may be trying to dress up as this holloween? me personnaly i'm going as seamus if I can get the costume together (and if can find a cheep coat that matches his style)
  4. So we tend to have some people agreeing that frontline masters use more soulstones than support. but here is my question: does anybody run the same master using 2 or more different strategies based on how many soulstones he/she has? like for instance makeing one plan for Just the Catch of soulstones and another for 7-8 soulstones i've noticed this a bit with seamus if i run him with 3-4 soulstones he's spell support using the extra bell he can afford to help with objectives strangly enogh i've found this works beter when my oponent is activly trying to kill seamus because then he can keep away beter or I run him forward and use him as a front line master with 7-8 soulstones or pulling the seamus yoyo (seamus companions a belle walks 8" forward shoots 8" probably spends a soulstone on that then belle lures seamus back twice)
  5. I apear to be agreeing with everyone else by thinking it depends on the master but I will say may favorites use a lot of soulstones. for example: I used to run seamus wth 4-6Soulstones. then i tried him once with max and now its 7-8 all the time I just love prevent damage flips especially considering how hard it is to do more than 2 or 3 damage to Seamus in the first place. and the .50 flintlock get vastly better whith soustones. I think seamus CAN run with fewer SS but he becomes a front line master with 7-8.
  6. the big reason i like the shikome is they give the ressies somethign i feel we have been lacking in faction. hitting power with speed they are acuarate good moderate though not great damage and are blindingly fast. also they lockdown like seamus .
  7. hmmm. i always just ignor her. (seamus seems like the type to murder her family then let her live with it.) maybe add some dogs, about 4-6 since she can and will kill most of them, to lower her def then jump her with bette, seamus and sybelle and like Sandwhich said go for slit Jugular anytime you can she will run out of stones/cards eventually. obviously keep some o the dogs hidden until perdita gives you the oportunity to go all out.
  8. Wow I need to start logging on more @icemantis99: I actually haven’t used killjoy since last time I played against you... most of the reason I like the big guy is how much attention he draws (he is a big fat scary model isn’t he) wile my bells go for VPs most people tend to go for killjoy which is exactly what I want but as you and the rest of our game group have started catching on to my little bluff I’ve been making extremely different crews… also I’m starting to love the shikome, can’t wait to see the models. @Sandwich ok judging by what you have posted it sounds like you use your activation to attempt to control what your opponent does which is a very effective tactic and I won’t argue with that. Heck I really can’t argue if it works for you. I merely approach it from a different angle I attempt to control my opponent’s action with the threat of what my model CAN do in the remainder of the turn. Which I have found to be more effective for me using phrases like “well you know if you do that then I can…” or “are you sure that’s a good idea.” I force my opponent to make hard decisions. That’s actually the reason I LOVE Seamus. Just hold him and 1 bell for a late activation turns one and two because that’s a serious threat (bell moves and lures Seamus moves and shoots for those who haven’t had the good fortune to go up against a Seamus player) that lets me control a large part of the board “sure you can get that treasure you won’t hold it for long though ” I think the mistake is with how I phrased it when I said wait I didn’t mean be passive I mean don’t activate your threatening models (seamus + a bell, Nino, Mature nephilim ect.) until later because when you activate them they have lost their threat for the turn. And most people being the short sighted animals we are don’t register threats if they aren’t imminent. Now I just need to have time to write the second part of this little tactica, the “Killing Time” which I feel will get a lot more love and @ AvatarForm glad you’re enjoying the thread I also like icemantis99's additional tactics though i will be using it to one day destroy him and his little waif too * laughs maniacally *
  9. @Zorlath: Yeah I guess I should rephrase that this is for people who haven’t played in an alternating activations games much. Most people I know who are playing Malifaux are more used to a turn based systems. @Sandwich: while I don't disagree how important positioning yourself for a win can be. many people tend to IMHO "jump the gun" by putting key units in a threat range in order to do so or even worse doing some kind of massive companion activation that means there opponent can now walk all over them for a turn there is no invincible model in the game (no matter what Leveticus thinks) and any model in an opponent’s threat range after the first activation of a turn is as good as dead before the turn is over. also remember there are six turns to the game being in postion turn one doesn't not equal winner or losing.
  10. In case you didn’t know, this can all be considered IMHO. Hi so I’ve been playing Malifaux since May (Ressies mostly but dabbling in the other factions) and if there is one significant thing I’ve learned it’s how important it is to make the most of an activation. (Note: I didn’t say I always know how to make the most of an activation) It has nothing to do with synergy or and specific model tactics it a broad and actually really simple thing to get down and for new players it is vital to get this at least somewhat figured out when making a game plan. I personally feel there are two important ways to divide how a typical game of Malifaux is going. And as such will divide this post into two topics 1: “the waiting game” 2: “the killing time” then I will hopefully be able to get into some examples of each 1: the waiting game This is the early part of the game where you are trying to get your opponent to activate before you in order for him to ether move his models into your model(s) respective threat range(s). Tthis is done best by having many models or just a few models that you can “waste” and activation on such as on having a “link in” model link in then end its activation. But why are you doing this? Why are you “wasting” these activations when you have better things to do? Because good things come to those who (out)wait. I cannot tell you how many times I have had my master activate first and then had my opponent move a model into his/her threat range knowing I can’t do anything about it this turn or I’ve seen someone spring a trap a single activation too early because he ran out of other activations to do. Another added bonus is that if your opponent is done activating his models before you all your remaining models effectively have companion for free One solution during list making: · Bring cannon fodder. With Rising Powers every faction has access to 2-3ss models who wile maybe not good for anything else can let you save a big activation for later and this to me is worth 2-3ss every time. Or heck, bring a totem and use its activation first. Some solutions during game play: · Think before you act(ivate) is that big impressive model going to do something that can’t wait, no, then let it wait. Does so and so’s companion have activate right now, no, then it can also wait. · Early game its is usually better to have you activation order go from little wimpy model to big scary model The caveat of caveats: there are some masters and even minions in the game who can set up an out of turn action a good example of this is Perdita with Quickdraw. in this situation it MAY be worth it to activate Perdita or whoever early and set up to hopefully Quickdraw an enemy model who is about to activate
  11. yeah the second Shikome is there to make sure I actually test them properly. Probably not the most efficient thing to do but I want to make sure I actually test them and not make a list that wins without them. I made that mistake wile testing out the hanged the list worked but he never really did anything just floated around. with this list the Shikome have to be used, but for a more efficient list at the same level i would probably try Seamus *2 2 belles 8 Shikome 8 2 dogs 4 Crooked man 4 model count 7 with 8 SS left over for Seamus the greedy list stone hoarder the Shikome forms the primary combat force in this crew using the WP debuffs from Seamus and the dogs to get "easy" hits wile the belles assist it in singling out its prey the crooked man is there to offer some cheep ranged backup and heck with the def debuff of a pair of dogs he can actually be kind of brutal in melee
  12. so for a change of pace i want to proxy a simple 30ss list Seamus 2 Bells 2 Shikome 8 SS catch low on model count...yes low on corpse counters...yes any real synergy between Seamus and Shikome.... not on paper no(i am somewhat miffed that there are no new undead spirits for Seamus) but feel like there ability to lock down models will compliment Seamus well. And heck I just think it will be fun to try out. who knows for Seamus there may be gold beneath them there...Japanese... bird-woman...harpy...things
  13. as far as ressers go I'm going to try the new sikome(I think that's how its spelled don't have book 2 with me ) with my Seamus list and setting collodi or a marionette as its prey i just hate to include such an expensive non-undead to Seamus. or maybe bring back my belle-dash-killjoy list other than that I think my biggest problem was not playing aggressively enough before I was trying so hard to protect the evidence I didn't really do that much:(. but only gaming will tell what works and what doesn't thanks everyone for all the advice... i don't think I've ever been so excited to play against a certain model before just when I think I got this game figured out Wyrd throws us a huge curve-ball of a henchman oh and for lilith don't forget the simple: totem(earthquake)-Lilith(move, move, trans with mature)-mature (start its activation 15" forward ready to break face) best assasination run in the game IMHO
  14. wait what? I thought that when a model is pushed it moves in the most direct route possible unless the push is "directly" to or away so can't collodi and the dolls go around corner on a different note * the following is part theory part gathered for 2 games against collodi+Zoraida and all IMHO * as for how this movement can be hard to plan around in a game it isn't that he can move 60" turn one or summon killjoy wherever. Its that he can hang back, using his speed to avoid conflict, and move 60" on the last turn if the game is objective based which when combined with zoraidas/voodoo doll/doppelganger ability to move models using obey can be a real pain a crew like this doesn't have to fight you just move models into the position they want to be in turn 6. sample "I'm not gonna fight you i'm just gonna win" crew at lets say 35 points (what we tend to play at my FLGS) Zoraida *5 obey and double obey with V-doll Collodi 8 for speed 4 marionettes 8 for SPEED Doppelganger 8 triple obey 2xStitched together 10 34 so 6* pool however i don't think a crew like this is broken maybe a bit unbalanced on certain strategies but not broken. I certainly like how Collodi bring a different perspective to this game . I'm sure there is a way to bog this list down and kill it i just wanted to ask people for advice on how to do it cause it is stumping me >.<
  15. Collodi activates gives 4 marionettes fast marionettes all activate after collodi they use their action that allows them to move their wk and pulls collodi to them x3 5" wk x 3 actions= 15" 15" x 4 marionettes= 60" also collodi can have a wicked doll activate in the middle of all the movement this the doll can use a zero cost action to move b2b with collodi then activate which is scary because it still give collodi a chance to run away but befor that the doll can destroy evidence, grab the treasure or whatever at least that's what the rules seem to us if we where doing this wrong please correct me
  16. I like this article especially the way you approach strategies though i do have to disagree with your statement on the Neverborn being Seamus's biggest challenge or at least halfway disagree IMHO book 1 Neverborn can be divided into two categories 1. the immune to influence kind: basically think teddy bad-juju and the hooded rider 2. Seamus's bestest friends: (the majority of remaining models) combo low willpower (4-6) with high speed and the fact that these are living u can easily lure a Nephilim or candy/kade across the board turn one kill it and have fun with the corpse counters they produce or on the flip side you can force moral duels and watch as neverborn dart of the board and as for rising powers: with collodi and dolls the neverborn are a whole new animal but i don't have anywhere near the practice against them it will take to figure that out again these are just my 2 cents
  17. just wondering if anyone has some experience against Collodi just played against him & zoraida using Seamus the other day and i just couldn't get a hold of him. First turn i find out he can use his marionettes to drag him up to 60 inches then get a wicked doll to move bases to bases with him, all in one activation. this was HUGE in the game we played because he had destroy the evidence so there was no real stopping him. my only real defense was to wait on the objectives so he couldn't destroy them but he would just have zoraida move me off then dart in and destroy them. i have to admit i'm kinda at a loss here do i even attempt to chase him down or do i just turtle up and try and react when he gets close
  18. So lately I have been noticing that my Seamus list can outrun just about any other list By using a few simple tricks all of these are using Seamus's "Belles of the Ball" to make the belles faster 1. Sybelle walks forward 12" then calls a bell forward 3" (net total 15") usually either just to get a bell forward or to get the belle in base to base with some sort of objective before she even activates(treasure hunt comes to mind) 2. Failing that I can have a belle go first, walk, then lure a model forward Into a more favorable position 3. and most importantly I always keep a belle back as a lifeline for the rest of my army "what was that Seamus is in charge range, not anymore" 2 lures can go a long way. Now for the Questions: For the other Seamus players out there; got any other movement tricks/combos you'd like to share? or maybe particularly hilarious stories of Belle shenanigans? And what if anything can shut down these tricks so I know what to watch out for?
  19. the most important thing to remember with seamus is to not test hot tough he is. sure he can take all that punishment but he doesn't have to. He's at his best about 12" from enemies (so he can move shoot move or use undead psycosis) wich is out of the danger zone of most models another neat trick I've picked up to keep seamus alive is to keep him base to base with a belle and use undead psycosis on the big/scary models (mature neph. steamborg) so they have to try and stay 3' away from the belle and get in melee range of seamus I havn't played against lilith at all but from what I have heard I think her biggest weakness against seamus is speed. being able to walk 6 is fun until they get lured across the table in one activation. activate sybelle and the copycat first try and get lilith or and M. neph to activate then when they do lure lure (maybe and undress to drop her def) then shoot them full of holes
  20. but at the same time when one judges something without looking at the situations it is meant for one will usually lose perspective on how effective the model is. these models are meant for ramos both fluff and rules wise sticking to my one demensional example if I leap (only 8/54 cards will allow them to leap so I will most likely have to cheat each time) then flurry (discard 1 card each) with necropunks I will have no cards left in my hand for any other more powerful parts of my army or even the attacks of each necropunk. yes I could only attack with one or two punks however that will only scratch up whatever I am attacking and doom the punk(s) to a quick and painful death swarm up however is far more easy to pull off then you are depicting. waiting for a model to activate then attacking it for example. also it cost 0 cards to make this combo effective so it isn't draining on the rest of your army. and even if one has to wait for a perfect example. your oponent has to remember how dangerous they CAN be and thus has to adapt his strategy to it. seeing as for 9 soulstones a swarm CAN be one of if not the most powerful offensive model in the game this has a HUGE effect on how your oponent must play. from a multi demensional perspective 1 need a high def model dead: arachnids self detonate 2 healing: self repair just wins compared to any other healing 3 objective claiming: yes the punks win here but that is not the swarms purpose 4 independance: for all the ramos combos the swarm can do they are fairly independant at least compared to punks who drain ones hand to do anything more than scuttle around 5 magic lock down: disruption field is awesome preventing a player from cheating on spell is huge that bassically means no ressi sumoning 6 speed necropunks win out here but not by as much as it may seem at first having the swarm split and move then next turn reform makes them surprisingly fast when I look at them from a "whole" purpective the swarm wins out over 3 necropunks frankly a 2 point arachnid and thus a 6 point swarm would just be insane
  21. *I am still an ametuer at this game so takewhat I say with that understanding* If i understand "get the stick" correctly, it works like this: 1. declare action "get the stick" 2. check range to see if a body part counter is within 3" of zombi chihuahua (usually on sebastian as I think he is the only model other than McMorning with the body parts ability) 3. if so give the bodypart to Mcmourning that would mean it is probably best to keep the Chihuahua next to sebastian in order to siphon bady parts form him to fuel Mcmorning special ablilities
  22. my friend plays ramos with 4 spiders and a steamborg and frankly i think he should ditch the steamborg for more spiders. the steamborg usually can't kill seamus in a turn the swarm has killed seamus every time I've let it get into melee with him and why is this? two words : "swarm together" think about this I hit a tough model with 3 necropunks it most lilkly isn't going to be killed. If you hit a model with 2 spiders use the last one to swarm together then swing with (at least) two more swarm attacks you should be able to kill whatever your after. alternativly you can start with the swarm move, swing, swing, scatter then have each spider self detonate for a minimum of 12 damage if both the swarms atacks hit not to mentions the stoke/link in shenanigans in fact if there is one overpowered model in this game I would say it is the steampunk arachnid/swarm it is at least the one that scares me the most. I know what it takes to kill a steamborg and i know how much damage it can dish out its an obvious hammer unit the spiders are an unknown there special rules make them awsome
  23. I agree this is a great wrightup I just wish that the unique minions were included I would love to hear about sebastian especially
  24. just curious if anyone has tried to make arcanists insignificant using seamus and/or bette noir when they suspect sabotage to be coming up it seems like a strategy that would work but I havn't tried it out...yet
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