Jump to content

Adran

Moderators
  • Posts

    12,688
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by Adran

  1. Having faced Joe with his Kirai a lot, its to do with mitigating risk. Because he sets his crew up to make the best use of high cards and crows, the AP spent is generally paid back. Typically the AP spent on getting the cards ought to be rewarded by AP from summoning something good (typically 2 hanged). He does set the crew up and the summoning up to get as high a number of cards for as low as possible a cost. And Models like Philip are there to give him the cards, but also able to deny VPs later on. With out the card drawing Philip wouldn't be worth his cost in that build. He also makes use of Datsuba's finish the job aura, and drowned as summons to bring out scheme markers for "free", so there is a much lower than realised AP cost to keep it ticking. Boiling it down to the basics, its about turning your starting soulstone into VP. Number of AP you have only matters in how you use them, and cards are a resource to achieve your goals. Masters with abilities that have a TN put more pressure on your hand because they need you to have that card to make the action work. Perdita can shoot someone even if the card she flips is a black joker, and so any card in hand could be useful for her shooting. If you're trying to summon a Hanged them you must end up with 13. Sometimes it is worth it to spend your AP, to get to look at 2 extra cards.
  2. You can quite happily play a faction whilst only playing one master from that faction. It might not be the most competitive, but every master is capable of hiring a crew that can compete in every game. You might find that your best crew doesn't really match your intended theme, but that's up to you. (You might not be able to justify Collodi working with the spawn mother and her gupps from your theme. Or you might not care about theme, or you might make up a story in your head about how the Gupps are the young in the neverborn swampfiend world, and that Collodi takes to them as a replacement for the children it can no longer play with). You might also find that you want certain models which only exist in master boxes. Looking at the UK scene, there quite a few players at the top of it that play only 1 or 2 masters.
  3. I'd say it depends on how often you stone for cards. If you find you're doing it 2 or 3 turns of the game, then you are probably better off looking at wings or darkness. Also depends on how you play the dreamer. If you are summoning you are more reliant on your hand. A dreamer crew played that way that doesn't get a high card is in real trouble, so wings gives you extra insurance against that.
  4. The advantage is that its very easy to give her 4 AP every turn. . With that she can cover more distance than another model. And the +1 damage from Ooh Glowy gets better the more attacks it effects. Magical assistant can be a useful totem for deck fixing.
  5. I think you are right, you need to end the move in the ml range, and if you move 0 then you don't move. And if you don't move, you can't end the movement. So if you've prevented the model from moving (Say by surrounding it with models in base contact), then it can't charge.
  6. Edit- copy right link free to down load - they have 2 versions, and I can't remember which has the alternate art.
  7. Its probably a better idea to take the widow weaver because she provides a movement increase to your constructs and can penalise willpower, but sometimes you might want to take the handbag upgrade for the summoning. Typically you're not going to be generating scrap except by the death of your own models, so it depends on what you're trying to do, keeping up numbers for something like turf war, then its good, but replenishing forces in Reckoning is less good.
  8. http://www.wargamevault.com/
  9. Yes. Check out the Puppet Friend ability on the front of his card.
  10. Thats a hard request - actually getting something mauled to 1 wound by a slate ridge mauler. I don't think Reva is a likely candidate for that, in a similar way that Rasputina isn't a good candidate for that. We've seen the fairy balls (good description), the reporters, the guy in the rules manual, Carlos, the silurid. Some factions got to see stuff during Nythera, but they were in the faction specific sections, so not everyone got to see them.
  11. She comes with 6 AP if you want, which means she can actually drop 2 claim markers a turn. Alternatively, she is pretty good at giving her crew fast, and moving them about. (Both helpful for dropping Claim markers). She can also give enemy claim runners slow, so they can not drop a claim marker. She can also prevent interact actions in an area.
  12. I've won tournament games despite not having a model left on the table. But you do carry on playing out the game. It rarely takes very long to play 2-3 turns if only 1 person is doing it. Half the time you can just work out what points people will get looking at the table. Its not all that common that you have multiple turns to play through after eliminating the enemy crew.
  13. Alpha doesn't actually increase his activations at all. He is allowed to activate the alpha'd model after him as a chain activation. If he doesn't activate straight after Marcus as a chain activation, then he doesn't get to activate them a second time at all. Learn his threat ranges, and try and avoid bunching. Smell fear only works in a 6" aura from the model that failed the Wp duel, so if you don't have anyone else near, he can only attack that model. Work out what you need to remove, and stick with it. A lot of the hitting from that crew disappears when they take damage. I would also consider saving high cards for DF flips when Cerberus have hit a tome, to deny Maul.
  14. This is more a case of players falling into a rut. Papa in a box is ok, but its probably not the best. (Its an easy way to get blasts with sonnia, but its expensive.) Likewise, Fransicos boost makes your life easier by making it a little harder for your opponent to kill your critical model, but it is not required by everyone. And having faced it a few times I now have little problem dismantling the frank puzzle, knowing if I need to kill him first, or if I have the tools to take out the apparently unkillable target of El Mayor. (Its not, but a lot of people do seem to play like a Df 9 perdita will survive anything. Arachnids and electrical creations say no). The reason those tactics are suggested to people starting, is that they are strong and safe. They cover up a lot of play errors early on. I've never actually had to face Papa in a box, despite playing against one of the top guild/sonnia players for a year, because he decided that it wasn't worth its cost. He also reagually used Sam Hopkins, and had great success. (i'll admit he did often use Francisco and the brutal effigy as well). You read most dreamer suggestions, and they strongly go for the Summoning build, and contain doppleganger. They will alos have Illuminated suggested if you are doing something killy and Silurids if you are doing something schemey A lot of the Jacob lists will have the doppleganger suggested and Illuminated if you are doing something killy and Silurids if you are doing something schemey. (Or possibly tots/gupps if you want to abuse the ace of masks).
  15. Arsenal decks and upgrade cards - With what you have already ordered, and already own, I would suggest buying the Genralist Upgrade deck, as that contains all the general upgrades that you don't get in crew boxes across the 7 factions. It does mean you will duplicate some upgrades that you have in the arsenal decks., but that should be less of a problem. If you aren't planning on playing any faction that you don't already own at least 1 arsenal deck for, you might find it cheaper to just order the wave 1 aracnist arsenal deck, or photocopy/ print for the pdf the cards you want. But its malifaux. You may well end up playing another faction, and want those upgrades as well. Welcome back. Having played first edition, you'll find the new edition probably plays a bit more hectic. The action happens from the first turn in most cases, with people needing to be in a position to score points by turn 2 onwards. A lot of the feel of the game is fairly similar, and in most cases the feel of the model is similar across editions, possibly more so now with the changes to soulstones making things like summoning more reliable. (Nicodem doesn't need to build a hand of crows, he can use stones to make up for the lack of crows).
  16. Good spot Nothing in the reactivate condition specifies an end time, so we default to the end of turn.
  17. There were 6 henchmen in first edition (lucius, Molly, Kaeris, Collodi, Von Schill and Ophelia), who all became masters in second edition, along with 2 other models (Wong and Jack Daw). But I wasn't counting them, as the rules changed and so you couldn't use 1st ed rules and 2nd ed rules at the same time.
  18. Also the previous 2 times non master got promoted to master status, it didn't invalidate the non master model (Talking Hamlin and Misaki in first edition, as opposed to the edition change) as a valid pick. You just couldn't field multiple copies, so no Minion Misaki in crews lead by master Misaki.
  19. We have some fairly solid minions that you can use with a degree of safety. The Large arachnid near a bleeding edge tech, or a Rattler near Myranda, and they will struggle to get them killed.
  20. Magic seems based on the mind. And has a habit of either driving people mad, or appearing in mad people. The breech certainly has a history of making people go mad, and giving people magical powers that didn't have them before. Against most models Justice kills faster than anyone but the Viks. Hard to wound, well she gets anti hard to wound in a natural positive to damage (when she hasn't charged) as well as a high weak damage Against Armour+1 , she puts out as much damage as Perdita ignoring the armour, and more than Doug. Armour +2 she starts to slow down, but its very rare that models have that much armour. Nothing in the game ignores impossible to wound at the moment, but her high damage sort of gets round it. certainly better than any of the others you've said except a furied up Vik. Hard to kill will annoy her, but she can get Onslaught (and in my view almost the only time its worth getting the onslaught upgrade is to face hard to kill models). There are very few models (Masters included) that can survive 3 AP from Lady Justice. And I'd put her as more survivable in the middle of a fight than any of the other models you've said. She gives her crew bonus's when she kills a model. She can buy an upgrade to give her crew free movement when she charges. Her in theme henchmen can give her extra mobility. She might need some things, but I don't agree with your list of what she is lacking.
  21. Killjoy can pop out of a pine box. Blood sacrifices unbury doesn't care if Killjoy began buried or not, it just sees that he is buried.
  22. Setting for myself the rule that none are duel faction - For Iron Levi Guild- Ryle, Peacekeeper, watcher, hunter, warden Resser - Flesh construct and Necropunk, Students of Transmortis. Arcanist - wide range of constructs. neverborn - Stitched, Teddy, wicked doll. Outcast - Any TT Komanu Gremlin merc - so Burt, Gracie, McTavish and Hog whisperer. For Bone I don't think its possible, as I can't think of an undead Arcanist, Neverborn or Pure ten thunder, and Gremlin will always need a merc slot Guild - Pale Rider Resser - Huge range Arcanist - Performer as a merc Neverborn - Starter set as merc. Outcast - Any TT Torkage as merc gremlin - As before Edit - Hire in the emissary, and you can get either hooded rider or mech rider summoned from it. So I'm now down to only 3 merc choices...
  23. But the ability only talks about the enemy model. So that's the one that needs to be in the aura. If for some reason the enemy attacked its own model (which was within the aura)with a focussed attack, they would still get to add the blasts. Could be quite scary if you're facing Seamus, Ophelia, or Sommer (or anyone with Dumb luck).
  24. If you pull apart the rat engine, then the effect of Killjoy is strongly reduced. You just need to remove an already activated rat from the area that allows them to summon the rat king, and they will lose 5 activations as well as the movement on the rats. That probably means killjoy can't be summoned in your half, and will probably hit the table on the 10th or so activation, which might not matter if you have 8 activations, but if you also have 10+ activations, then you'll have a chance to react top it. But the trick is to lure just the right amount, not so that it can be killed by your "belle bomb". Unless you can get the rat to a place where they can't fit in Killjoy when you kill it, as he would then unbury in his deployment zone.
  25. Its almost always only going to be cast on the first turn, and often when you expect to not be hugely pressured by your opponent, so the use of an 11 that turn isn't a huge waste. To gain the free push each turn, and good abilities for Jack to copy, and even the possibility to gain extra ap on the target (thanks to Jacks (0) action on twist and turn) can make that 11 a worthwhile investment.
×
×
  • Create New...

Important Information