Jump to content

Adran

Moderators
  • Posts

    12,688
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by Adran

  1. I would say that if you think there will be a lot of Ml, then they are worth it. They have an almost un-ignorable armor 2 against ml models (since its not actually armor almost nothing ignores it) and a decent threat of putting out paralyse.
  2. I Think Shakes1066 has played it at events a few times, and it can be solid. You are playing a fairly elite crew that is fragile in the early turns, but by the mid game you have 5 very solid and tough models. Almost your biggest problem is that your modesl are all weak to th same thing, so if your opponent has a good way to take out a rider, you need to deal with that treat asap
  3. The nearest we have is the Ranking website and that typically will just have the faction played. beyond that looking at the battle reports section of this site will get you a bit of an idea, but not that many players put their lists there. (I'd recommend checking Argent Badger, who plays a lot of guild, and does good reports with Photos from all the events he plays). Alot of my friends can't remember what lists they used by the end of the day, because they are making it up based on the table and the strats and schemes http://www.malifaux-rankings.com./#/ I would recommend playing in tournaments in the UK, its very friendly, and a great way to get 3/4 games a day against a range of different people. And I really see the tiers as a very close thing. Picking your master is probably below the following things on what determines the outcome (Player Skill, Strats and schemes, picking your crew, Knowing what your crew does, knowing what your opponents crew does, table layout, Luck). Guild are a solid faction and can do really well. They are just a little more crew dependent than master dependent than some of the other factions, so the masters don't seem as powerful, as you can often switch your master and otherwise stick with the same crew.
  4. No. A disengaging strike can only be taken when a model declares a walk action whilst engaged. Edit, also Wastrels can probably cope without crows as they can easily get the suit of their choice for the action
  5. You might want to look at the triggers a little more carefully. EDIT- Durza - we're talking about why Karina might want to use Long forgotten magics. We know where the ability is, but trying to let Erik see why there might be a reason to sacrifice rather than Kill. (But still, don't take Long forgotten magic for any reason it isn't worth it).
  6. Yay new art. Finally found it. Also, now I have an electronic version of the rules at work, should make the rules forum easier...
  7. Firstly, the rules. If you activate hungering darkness and he then gets killed, but because you have the Rising Sun Upgrade, he is buried instead of killed, then if you bring him back on that turn, you can't activate him again, he is the same Hungering Darkness. So in summary, no more than 1 hungering darkness activation in the same turn. You don't need to build a list to make the best use of all his abilities, but should you want to make use of Ace in the hole, you'll want to look at models that need to discard cards (so those with Flurry for a start) or those that can use an ace for something (Terror tots and Gupps both get a lot faster if you have the ace of Masks). Any model can discard a card to go defensive. There isn't much difference between the pairs of lists, and I would suggest just trying them and see how they work. I can't see anything in the list that says, that it just won't work, but they may or may not fit the way you play. (For example, I much prefer the upgrade that gives Hungering Darkness casting expert rather than the ability to stop him dying, but others would disagree. The list of 3 illuminated , a doppleganger and 2 beckoners would play quite differently depending on which of the upgrades you've bought) If you are asking what should you buy to start, then I would advise picking one of the masters and then a couple of boxes, and go from there. So if you picked Jacob, buy the Doppleganger and the Beckoners box, and you can field a 50 ss crew from these, to see how it goes. The Collodi and the Pandora are more expensive to start since either, it is a lower ss cost box which you are wanting to buy several individual boxes for, or you are not hoping to use the rest of the box set. But I would still suggest starting with a few purchases to get to the 50 ss amount, play with what you have, and then work out where you struggle in the games, and what you really want to fill those gaps.
  8. Doh, I forgot Shenlong as well. Similar to my Comments on Mah, I've not seen him enough. (Funnily enough the 2 of them are on my painting table at the moment waiting for a try). Probably mid table. I'd guess probably 4. He might just warrent a 3 on my 7 tier system, but I don't think he'd make tier 2 on the 5 tier version But I don't think I've taken GG2016 into consideration. It might have a few tier changes, but probably not a huge amount of overall difference, as unless its the ability to do line in the sand with ease, its only a situation improvement, and as a general guideline the tier is mainly due to the ability to adapt to the situation. (or alter the situation to a better one for you) I find that largely the Guild Lucius and Neverborn Lucius play styles are fairly similar. And they seem to be a similar power level. Where as Moonlighting typically makes for a very different way of playing McMorning, and the guild version supporting the probably more powerful Guild models, just seems better than the resser summoning version of him. I'm not sure if the typical resser model is as good to support as a similaly costed Guild model, because the ressers are paying for durabiltiy, and resummonableness where as the guild are probably paying for damage and force projection. You'll also find that there are a lot fewer threads about at the moment about the scary power of McMorning and summoning 5 flesh constructs a game whilst killing everything he faces. I think that is because more players know how to face him, and so his trick isn't seen as strong now as it was a year ago.
  9. I'm going to add Tally sheet to the options. She is a pretty killy henchman, so its not that uncommon for her to get a kill a turn. So it depends on what you want. Desolate soul and from the Aether are useful for summoning. I'm persoanlly not a fan of Desolate soul, as I find it requires more set up work, and is less consistent across a game. (The number of times I've killed something an AP early with not having the trigger, or have the trigger, and fail to kill when I spent the stone). From the Aether is not great if she is having to produce her own scrap every time, as getting abominations on turns 2 and 4 is not worth it. If I have other things about that are likely to leave scrap, or use scrap, then it is better, and with Vonschill I really like it. I'm a big fan of Oath Keeper, as that extra AP at the right time can change a game, but I also acknowledge its a bit of a trap. The more I rely on the upgrade, the more I get to cover the mistakes I made in the game, so don't actually stop making them. I pay better is very crew dependent, but if you have a very mercurial crew, then its a good choice. Scout the field is probably board dependant. The free walk isn't bad, and ignoring LOS can be nice, but its only for 1 action, so no use for rapid fire,
  10. If you are placing next to a scheme marker, then you need to be in base contact with the scheme marker. If you are placing by some other method then you follow those rules, and could end up at a different height. Most of Misakis movement tricks are part of the Ten Thunder faction. Tengu, Ten Thunders Brothers an smoke a shadow (which can be used in Outcasts). You also get the potential pushs from Sensei Yu if you want, which aren't teleports as objects will get in the way, btu can increase her mobility. In Outcasts you could take scout the field which would allow her to declare a charge without LOS, and then let her move freely thanks to her ability, but she would need to end in LOS of the model she charged to attack it.
  11. Yes, the points are not for it being killed or sacrificed, they are for it leaving play.
  12. I haven't seen enough of Mah to rate her yet, (And I just realised that I hadn't added her), but from the little I've seen and what I think she is probably about 5ht tier. Perdita is a master I never seem to have trouble facing, so don't rate her that high once you know what she does. She is one that new players start with, and the horrors of trying to deal with a Df 9 master scar their entire malifaux life so they think she is a lot better than she is. (Or at least thast how it seems to me). I can't play Niocodem. Every time I try he falls down horribly. Almost every time I've faced him, I've done well. But He ought to be higher than I can get him to be. Some of the gremlin masters might well be due a tier promotion, I could see Ulix as a 2, and Sommer and Wong as a 3. Hamlin is probably better that I've put him, but I don't think he lives up to the hype to well. But then I've always thought that about him, even back in first edition. 5th tier perhaps. I'd agree that McMorning is the only Duel faction master that really plays significantly differently between the two factions. His Resser version might actually be as good as the guild version if more people stopped focusing on the poison route of it, but When I see a McMorning crew with Transfusion, I normally think I'm going to do well in that game I'd also say that you can beat masters from about 3 or 4 tiers above you if the game suits the lower rated rather than the higher rated, assuming equal skill.
  13. Stryder is not the reigning Master, he's last years Master, Ant. I'm surprised by Lilith and Viks on his list. Since I'm now posting here, this is my tiering, based either on my playing with or against. Top - Kirai, levi 2nd Marcus, Lileth, Dreamer, McCabe 3rd Sonnia, Molly, Ramos, Colette, Jack, Viks, Ulix, Pandora, Lynch 4th McMorning (guild) Perdita Rasputina, Kaeris, Seamus, Yan Lo, Collodi, Sommer, Wong, Ophelia 5th Justice, Nicodem, McMorning (resser), Zoraida, Von shill, Misaki 6th, Hoffman, Tara, mei Feng, brewmaster, Hamlin, 7th Ironside, Lucius.
  14. Bah, I can do that on turn 1 with Marcus, and it be a good turn. (Granted he'll probably make a couple of attacks in the same turn)
  15. The rules lead us to funny places as soon as elevation is added. I can get from one side of a building to the other, but can't stop on top of it, even though the only way I could have got past it is to fly over. And Whilst I can fly over the building, if instead its a hole in the ground I can't fly over it, I have to go to the bottom of it.
  16. Yes, that should work, they are damaged by the attack action.
  17. There are 2 ways to go into Reconnotre, you can go for having a lot of figures, which summoning supports, or you can go for a smaller number, that are very good at removing a swarm of enemy figures. If you can prevent your opponent from crossing the middle of the table safely, then you will hold 2 quarters, and score. Models like Samurai are a good way to control the horde as they can kill multiple models each turn.
  18. There are several actions that drop multiple Scheme markers (Mechanical Rider Trigger and File false claim on the Union Miner), as well as abilities that allow for the dropping of multiple scrap markers when a model is killed, so dropping multiple markers isn't a rules issue. There aren't any instances I can think of outside of this that do exactly what you want, but I'd say Drop a scheme marker and Attack flips gain are just as obvious about stacking. If both players did spirit Whispers, then they would both get to drop a scheme marker, and that seems fine to me, and saves lots of rules arguments because nothing tells us who would drop it if only 1 person could. Following on from that, if multiple models had it on the same side, then it also makes sense that multiple scheme markers would be dropped, and then if the same model had it multiple times, it wills till work.
  19. Pale rider has more mobility than the dead rider, and drops schemes, but at the cost of the extra attack. It doesn't hit quite as hard, but it is more durable thanks to its healing trigger. His attacks can be ranged or close combat.
  20. Adran

    Gremlinjoy

    The hog whisper can re-activate the stuffed pig, so it doesn't get paralysed if you want...
  21. Adran

    Gremlinjoy

    I think I worked it out that if piglet 1 hits piglet 2 and piglet 2 relents, I can kill piglet 2 on a weak pigapult damage when I sacrifice piglet 1 to the pigapult. Thats pretty reliable. I've got 4 chances to damage a stuffed pig, that are only damage flips, and then 2 chances to kill the stuff pig with the pigapult, again only black joker would stop it, so baring the most bizarre of turns, it should work more reliably than Sommers gremlin summoning. ( I need to black joker 2 damage flips with the pigapult, not impossible if I finish the deck during one of them, but highly unlikely) I guess the biggest advantage is that mine isn't master specific, and you can activate the piglet before it goes to die. But it will cost more raw soulstone (pigapult +2 stuffed pigs).
  22. Adran

    Gremlinjoy

    I always thought the best way to gremlin-joy was to toss a stuffed piglet, and then shoot it with the pigapult to release the killjoy. If you're lucky, you get to do damage from the exploding stuffed piglet as well.
  23. I agree on the canine remains, they should be a range of breeds, but I do disagree on the corrupted hounds. We aren't looking at random mutations, that doesn't fit how the black blood works, its not causing random mutations, its turning the subject into a nephlim.
  24. I think the tankiest you can get in the faction is the Df 8 marcus with Regen, standing just in front of Myranda for positive Df flips. (and healing when required). A lot of it depends on how you want to decide tankiest. There are different ways to survive in Malifaux 1 Not get hit. High Df is probably the main way here, but things like the Ice dancers trigger might also count. As might Terrifying and Manipulative. and defensive stance or other ways to get positive flips. Cassandras Southern Charm will also count here 2 Not get hurt. Armour and hard to wound are ways to make the incoming damage much lower. They are both fairly common, so they have some fairly common counters (Armour ignoring, or a high weak damage). Hard to kill sort of fits here. 3 heal. There are a few thing out there that heal, but the best healer in faction is Probably Ramos, especially if you have space to get spiders to keep him safer. 4 Be ignored. some models live a surprisingly long time because they just aren't worth the effort to deal with, or are great at keeping away. Its very rare that I get a slate ridge mauler killed, because it isn't worth the effort to kill it most of the time. It gets scarier as it gets hurt, so unless it is a lynchpin to my plan, its generally not worth my opponent targeting it at all. I'd also include Raptors and their ability to bury each turn here. 5 be too dangerous to be around. Models like Howard kill things near them very quickly. As such people often try nto to leave models near then if they can. (Flurry makes this a much bigger thing, as getting 3 attacks on something is normally much better than 2) the most defensive will be combination based, so if you have a metal gamin protecting an Ice golem then it becomes a lot more tanky than it was on its own, but the down side is that it is now tethered to the metal gamin to keep its protection. Individually, if you can get a model that does 2 of those well, then you have a durable model. So Waldgiests with Armour and perfect camouflage, or Ramos with Armour and healing. but some of these are tanky and mobile, others are tanky and slow.
  25. You can't really plan on doing it. But that said I've had a club mate summon 3 Teddies over the course of a game with the dreamer before. His opponent wasn't quite sure what hit him.
×
×
  • Create New...

Important Information