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Adran

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Everything posted by Adran

  1. The upgrade states "Other friendly woes in line of sight of this model gain the following attack action", so no the model with the upgrade does not gain the melencholy attack action
  2. Does collodi have any actions with in the range? If the answer is no, then he does not have an engagement range. (His base card doesn't have an engagement range, but you could give him one if you are playing a shifting loyalties campaign for example). Mood swings means that when it is the opponents chance to activate a model, you can make them choose that model if it is a legal choice. (So if you put mood swing a on a model that has already activated and doesn't have re activate, mood swings won't come into play until next turn). It doesn't give them any extra activations or prevent any models activating, it just plays around with the order they get to activate in. Is that clear enough? Its one of those abilities that can be hard to explain, but once you understand it, its fine.
  3. Models with Wicked, such as the Razor spine Rattler and Myranda. Stand these next to an enemy master. Alpha the master with Marcus. Attempt to walk away from the wicked models 3 times. Make sure you fail. Kill enemy master.
  4. Jacobs limited upgrades hugely depend on how you play. I never get any value out of having Huggy come back from the death, either they don't kill him, or I don't kill brilliant enemy models. But I do get a lot out of having casting expert on him. he rarely dies on me, and even when he does, he still has had more Ap than he would have had coming back from the death. (For a similar reason I don't rate Illuminated. I just don't put out enough Brilliance to make them more than adequate hitters. And they are either fully healthy or dead. (Probably not helped by them reagually facing lists which prevent healing when I use them)). Just remember even if you have the upgrade that gets Lynch extra cards for activating last, you can still activate him earlier in the turn if it gets you a better effect.
  5. While you are dreaming, kill a performer near Colette, and re-activate her, gain 3 more prompts. Thats up to 13 attacks with 15" of walk and 18" of push.
  6. You don't need all factions, you just need to all play a different faction. I'm not saying that there aren't groups out there that would struggle to meet this, but they would be in the minority, and most players I know have access to at least 2 factions each. And I personally like the idea that you have to cover a range of factions. means you get a bit of team tactics into it. (and the other obvious restriction is that you'd need to all play the same faction, and that's probably not quite as much fun overall, and probably harder to achieve) If all your friends want to play Guild and nothing else, then either you need to all find other "friends" to enter this event as a team (there will probably be lots of people tryign to make up teams looking for extras), or this isn't the team event for you.
  7. Malifaux does not work very well in the long run as a fixed list game, so owning more than 50 ss worth of models for your crew is very normal, the missions that you'll play will want different crew composiiton to do. I strongly recommend you and your friends buy the genralist upgarde deck between you, as it contains all the upgrades that you won't get from buyign the figures, and a lot of them are very useful for crews. (If you buy the large books, you can just use those and photocopy, but the ease of havign the cards means I'd strongly recomend the upgrade deck as a very early purchase.) No one is going to force you in how you assemble the swarms/arachnids. Personally, I'm cheap, and use basing features to mean that I can only put 2 spiders on the 40mm base to count as a swarm and it not look too empty, and then have 4 spiders. I would say that to start with you are probably better having more arachnids than swarms, but you can only find out the right ratio by playing. As a learning process you might find it easiest to start with using no upgrades, but in general I would recomend looking at them. they are a good way to improve what your models do, and sometimes can completely change the style of your crew. I'm a much bigger fan of imbued energies over imbued protection, especially on a model like Howard, but thats because it fits the way I play, and often the way my opponent plays. But other people can use the crew differently, and will find protetcuion works better. (This is anotehr reason why net listing isn't always that good, its not just matchign what is in the crew, its matching what you intend each of the models to do, and how you get them to do that). Finally, if you're playing Ramos, then I think his most powerful action is summon the swarm. Because of this, you will want to have spare arachnids that you haven't hired to be able to summon.
  8. Adran

    M2E Marcus

    The war pig is tough to get right in a marcus list, because you have got to give it space away from the rest of the crew. But it can be fairly hard to kill, and quite damaging, and is only a minion. The sow is probably a cheaper Rogue ncromancy, without the shooting attack. It hits fairly hard for its cost, and the piglets are pretty handy upon its death. I've not tried more than 1 pig at a time, but if you field more than 1 war pig you will need a hog whisperer or a very obliging board to avoid having to charge yourself.
  9. well you could hire 4 rats, that gives you 8 activations on the first turn, as long as you can cast the reactivate from the rat catcher on a rat. its 7activations if you fail that. (just remember to deploy one of the rats away from the otehr 3 to get the full 4 activattions from them before they combine)
  10. Vote Gremlin. You won't regret it.
  11. You don't actually need to include any bandits in his crew, you just gain the advantage of not discarding a card when you go through their pockets. (Mind you, I would say you don't need to include any Frozen hearty models in a Rasputina crew, and she plays off that keyword much more) Sure, other things might well refer to Bandit, but the more that refers to bandit, the less likely that it will be able to be given out as a keyword. I can only think of 3 examples of adding a keyword, and thats Abula marrying you into the family for the game, the Viks gaining an honourary sister for a turn. and Tormenting models (although you may count thats as 2, as its the guilty and Jacks upgrades).
  12. The problem is that you've re-defined what focus does to get here. This model may remove this Condition when declaring an Action to gain a number of + to the Action’s duel and damage flip equal to the value of the Focused Condition removed.” is not the same as gaining for the duration of the action. As far as I can see the rules seem to allow you to remove Focus during a charge. Nornmally this would do nothing, because the Charge action has no duel or damage flip. "Friendly models within 3" removing the Focused condition add 1 to their duel totals for the remainder of the Action." Would seem to suggest that they would generate that bonus for all duels until the charge action is ended, and This is wrong. The charge action does not end until all the attacks from the charge action end. I'm not sure where you got this from, but the actual rule is as follows Actions Causing Actions Some Actions will force or allow a model to take another Action. If an Action calls for another Action to be taken (such as Charge or “Make A New Entry”) then the additional Action or Actions do not cost any AP. The original Action is not considered resolved until the new Actions are also resolved. Some Abilities may force models to do something when declaring an Action (such as taking a duel for Manipulative). For these Abilities, each new Action generated triggers the Ability separately.
  13. Well they do do different things, for a start one is an aura that affects Ca, Sh and Ml stats in range whilst the other affects Ca stats when they are used to target that model. There is also a difference between an associated stat and a printed stat. (from memory look at rewire on the Brass arachnid for suit that becomes associated with the stat, where as reference the field guide doesn't associate it with a stat, but neither would be affected by counterspell) So what is the actual question?
  14. Regarding point 3 I argue that the rotten belle is not overpowered. It is powerful in the right circumstance. I've followed the forums for quite a while, and there are lots of threads out there saying they see el mayor as too powerful. Frank is too strong, and that it should be changed. I personally think that this is due to people not knowing at first how to play around the bonus. As an experienced player, I certainly don't find el mayor a problem. (I think a lot of it is when you start to play, stats seem king. Perdita is viewed as an over powered master due to her Df, and high ranged damage. As you get more experience in the game, you learn how to deal with high stats and she falls back into the pack from a power level point of view). Since you argued that the UK meta had ressers doing well, and implied that this was related to belles. I know the UK GT winner doesn't use belles. He is currently top rated resser in the UK, and I don't think he owns a belle. So a lot of the Resser success that the UK scene has nothing to do with rotten belles. The largest success I've heard about is the Chicago group finding belle spam to be the best thing ever, even better than sliced bread. And that thread is over 2 years old. I've no idea if they still think that, and have just all gone on to play different lists by agreement, or if they no longer find the list to be as all conquering. The people are still about, and playing.
  15. Can I remind you of Miss Pack, a nurse. So our very first Miss model was of a female model. But I'm excited to see what it is
  16. Yes, that works. The damage is from a Ml attack action.
  17. My Tactic was to only buy what I wanted to buy. Its working very well. I only own 51 masters.
  18. Useful if the first action was to give it for the rest of the turn, so it can then reactivate 2 other models with 10s later. (Granted, that's 3 10+ cards but its 3 extra activation's, 2 of which are on big scary constructs)
  19. yes, you can spend AP to hide out of her line of sight to attack Montressor. But its still improving his durability by taking up AP. But you almost always will need to be able to see her to attack her, so unless you are attacking from more than 3" (or 4" with the right upgrade) you can't cheat your attacks against her.
  20. Its certainly possible to use focus on Summoning, and since you declare the use of focus when you declare the action, the +1 should also apply to simple duels you make during the action as well as any other duels. (note Focus says it only affects the actions duel, so won't flip extra cards for terryfing or manipulative)
  21. page 37 of the rule book says "Some Actions note that they can only be taken “once per Turn.” This only refers to the individual model. Although the model may only take the Action once per Turn, other models may still take the Action."
  22. Aren't all those totems Rare 1? which is covered in the rules pack. The only non Rare 1 totems are limited to rare 1 masters. So I can't see a way in the rules pack for this event to bring 2 of the same totems.
  23. I wouldn't put plastic in the oven either, but you could test by using part of a sprue and checking that it didn't melt. If you used the part with the wyrd lettering, it should let you see effects on fine detail.
  24. Sabertooth Cerberus - My personal go to missile. It can hit very hard, and is also hugely mobile. It probably ought to have Imbued energies attached. ( I prefer leap and Maul to Nimble and Flurry, but will admit that the cerberus is more fragile than Howard) Blessed of december - A great scheme runner and counter scheme runner. Mine normally has imbued energies attached. A solid set of triggers, and can be a really pain to get rid of. (note - due to my love of fast at the right time, both the cerberus and the Blessed place higher than myranda as I want them to have Imbued energies) Steam Arachnids - My pick of the 4/5 ss models for speed, abilities and durability. I will happily use them to go and drop scheme markers or hold areas, knowing they aren't that easy to remove. (probably just pips the Effigy for the majority of masters) December Acolyte - These are a top mid range model. They can attack so many aspects of the game, handing out slow and card discard whist also damaging models. Performer - Removing scheme markers at range is huge, and don't mind me makes a lot of things trivial. I'd put them 5th, but they are game dependent. All my otehrs would be a consideration regardless of Strat or scheme pool, but these need the right things. Those right things show up a lot though. (EDIT- I haven't used proxy models, so I forgot, but Ice dancers and Wind Gamin are the 2 models from the Shifting loyalty that I think will challenge the everyone want a copy of list. I'd probably have eiteher Arachnid and Ice dancer, or wind gamin and Performer. )
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