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Adran

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Everything posted by Adran

  1. 2- I'm wrong. You can see 3" and Rasputina is by definition 3" in, so can be seen. She will be in cover, but hunter will let you ignore that. Felll the wrong side of the 0.0000001" measurement Clarification for 6 Whilst you can normally choose your trigger, Biting chill says it will trigger overpower, and since there is only 1 trigger per action, you can't use any other. So whilst what Joel said was right, it doesn't apply to your question
  2. Well Sommer, Leveticus and Hamelin can't hire Von Schill either. So each outcast Henchman can only be hired by 1 outcast master and by almost every other master in the game (Although hoops may need to be jumped through). I don't think there is any need for an outcast/ten thunder master. But then for all intents there are 4 outcast factions so which one would you want to put the dual in? It serves very little real purpose in the mercs faction, as they can be hired by any faction. Gremlins could work, but I don't see them as a faction the 10 Thunders would both with. Hamelin is so far out on his own I can't see him working with anyone and Leveticus has a huge hiring pool that is completely faction irrelevent.
  3. You're looking at it the wrong way. The only flips that have a defalt permision to cheat are duals and damage and even then only if you are neutral or positive. On your Sonnia Damage example, the target of the attack would take 10 damage and those under the (3)blast markers would take 3. the 10 damage would be applied to the model in one go and then be modified by armour and so forth. Hope that is clear
  4. No The additional flip from the red joker does not add blast markers or increase the damage of the models under blasts. It only increases the damage to the original target. It may be that becuase of this it isn't a seperate Damage flip so isn't cheatable as it isn't a damage flip. But will have to check the exact rules. I'd be surprised if it was cheatable and no one noticed for the past 3 years
  5. No. Bayou two card allows you to use the top card of your discard pile during a dual. Firstly a damage flip isn't a dual, and secondly, the red joker isn't in the discard pile until the damage flip is finished.
  6. Firstly don't have the rules to hand. So take these answers with a pinch of salt. 1 Yes I think it does. 2 A model in a 3" aura of obscuring is generally unseeable from outside. Hans has special rules that will let him see. 2a Hunter works on Terrain. White out, creepy fog, Vent steam and so forth are not Terrain. So there is no extra distance they can see. They can still ignore cover bonus if you are within 3 " of the edge. 3 No, it connects to both Viks. 4 Would need to read the rules again, but I don't think so 5 no 5aEvery strike 6 No you can only announce 1 trigger per action. Biting chill automatically announces overpower every time. 7 I think you control the push, so no.
  7. If you are playing as Neverborn then Coppelius is a useful minion to have. He has the possibility to paralyse 4 models in a turn. I would use him as either control or a melee bruser piece, but he is pretty versitile
  8. On the plus side you were effectively playing against an opponent with a hand of 2 cards for the game. Does make it much easier to hit Von schill and anything else in his crew.
  9. The Duet can easily kill the Doll and get rid of the conduit that way. I'd generally happily see that use of 2 of Zoraidas action points.
  10. I don't remember Collodi being able to summon wicked dolls, but they can teleport to him. Wicked dolls can summon other wicked dolls which might be where you have confused it. They also state that they may be summoned by the summon voodoo doll spell from Zoraida.
  11. The rules of all the new Dual faction masters contain extra hiring options that they can always take regardless of faction. In all cases this includes all the models in Storm of Shadows for their non Ten Thunders faction. So if you bought all the arcanist releases from Storm of Shadows, you could use them all in a Mei Feng 10 Thunders list. The table shows you which models they can buy, but the actual rule will be seen on their entry in the book.
  12. As I drew closer I realised it wasn't a child, but a frozen construct. Obviously the Cult was here, and whilst I don't know what they are up to I do know Ramos won't take her as an excuse for failure. I gave my miners orders to bury themselves and move forwards. As I sent Johan Forwards towards the stones, two huge pillars of Ice appeared, causing our path to be blocked. It looked like the came from Ramos' bodyguard Injun Joss. Now I know him, and he can't do that, so it certainly means the witch isn't far away. I call up a wall of fire to shield my forces. Willie walked up to the ice Pillars and signalled to the buried miners where to arrive. The Gunsmith moved up to see what he could cover. My Miners reappeared right by the treasure. As the fires die down I get to see the witch, but she also gets to see us, and a bolt of Ice comes out and strikes Johan. He shrugs of the damage and tries to keep moving, but more bolts strike him, and finally he falls, the ice steam seeming to have a tint of soulstone to it. The Familiar beside her then targets the Miners I had by the treasure, and an icy blast hurts them both. I call up a fire wall to protect them from any further attacks and move up to help. Through the wall runs the ice gamin, melting in the heat, which at least stops its attack from hitting home. One of the Miners grabs the treasure, and the other heals his wounds enough to kill the gamin without dying in its explosion. Willie starts throwing dynamite at Joss, both to tray and harm in, but also laying traps to try and keep him away from the treasure, my gunsmith joins in and continues to shoot ineffectually at Joss' forcefield. Again, as my fire wall drops, the Witch is ready with her icy blasts, hurting me and the cold air coming off from me is enough to drop both the miners. Rasputina freezes the building Joss and Willie are standing by to keep them in places, and then blocks my sight of her with yet more ice pillars. Willie, Joss and the gunsmith continue their shooting battle with little effect, much of the building gets in the way, as does the forcefield on Joss'. I make use of the 3 of them to heal, and feel much better. As I walk towards the treasure I spot a harpoon wielding maniac, who manages to catch me with his weapon. "Extracts from willie" ...So, the harpoonist seemed to manage a lucky shoot on the mistress an' it took her right out of it. So I looked to the enforcer, and he looked at me. "I'll give you covering fire" we both said, but I figured mine was more explosive. So he ran onto the treasure, got pegged by the harponist, which seemed to slow 'im down. It took him a while to get the arrow out of him, and by then the ice witch walked past my snares. Seems something about that bearskin she was wearing kept her safe. So she then froze the guy. I figured I had one chance, and dashed for the Treasure, but then I got froze. Adn I was stuck there, I watched the harponist walk upto the reasure, past me snares, and then walk back towards where we had coem from... " Result at the end of turn 6 I had 3 points, Rasputina had 0. At the end of 8 turns I had 1 point and Rasputina had 4, havign managed to pick up the treasure on turn 7 and walk into my deployment on turn 8. Blast damage is less effective against models with Bareskin armour, and armour peicing doesn't help against forcefields. I really wished I could companion the miners with Kaeris. I needed to block line of sight with her wall, and also do things with them. The fact that I lost iniatives from turns 3-6 didn't help protect me from Rasputina. I focuses on the mission. probably to much. Every model that picked up the Treasure was blasted shortly afterwards. Kaeris got shot by the Acolyte, failed to stop the hit (just) and then the negative damage flip brought up the red Joker. 9 wounds. On the whole I was happy with my tactics. I struggled to hid models from Rasputina, who was a beast, and took a while to kill off any of the other models The biggest plus was that I managed to achieve my never enter the opponents half. I liked the new Treasure hunt with VPs earned at the end of each turn. It would have ended up a 2-0 win otherwise as my regular death with the treasure chest was slowly moving it towards my half.
  13. When I read Hamelins stats I see a different story. I see average to above average defensive stats. I see the options to force duals to attack him. I see a recursive ability which will see him coming back after death. Yes, they can deal with the recursive ability by killing the stolen, but that should be hard for them to achieve. You should make it intensive. You can probably manage to have activation control, and so not have to activate Hamelin until you want to, preventing your opponent having multiple activations to kill him and his stolen. And if you have the activation control, then after you have lost the stolen you can activate Hamelin and get another one. And on his activation he can kill just about any 1 model as well as getting that new stolen. I've not played with Hamelin, but I have used most of the masters in the game, and faced all of them so I have some idea of durability. I would love his defensive suite for any of the masters I do play. Yes it does look like his survival is pretty important to his crew (but not essential) so you ought to be prepared to dedicate models and stones and actions to protect him. Its not uncommon for crews to dedicate 7 soulstone of Guardian to protecting their master if they think they are squishy. 2 Stolen is less than that, and you are still able to get more during the game. If you are finding that when you do play him you are struggling with your reduced amount of Signifigant models, then pick more terror tots and Night terrors. They can always achieve objectives (if that is required). I hope the advice is useful. Your posts are seeming very negative about something you haven't tried out. I can't remember any posts from people that have played him since the errata complaining about it, or saying that it is too hard for him to do anything. (there may be some, but the vast majority are positive about his new rules and enjoy playing him.) This suggests that the combination of abilities on the table are still there and that its a case of the sum of the parts is still greater than the individual rules seem.
  14. The Coloured decks are all card. The retro Deck is plastic and has manged to draw the malifaux suits to look like Normal suits, so it can easily be sued as a normal deck of cards, or as a Malifaux deck (much easier than a standard deck can be). I have 2 of the coloured decks, and they are starting to show signs of wear, but have been shuffled hundreds of times over the past 3 years.
  15. I don't think any of the models are actually immune to Blasts. The Freekorps are immune to Damage caused by Blasts (I think exact text not to hand but they do take damage from the exploding tanks as that Blast generates a strike and the strike damage isn't blast damage). Bearskin armor allows you to ignore damage from blasts. Hoffman can stop the blast marker being placed, but nothint else will stop the blast marker placement. Blasts do not target. This is most commonly seen with regards to models like Pandora who you need to win a dual to target, but blasts can easily hurt her without that dual.
  16. I'm going to stick with the ability references another model by name, therefore you can't copy it. Even if you did copy it, you wouldn't be removing the ability from your opponents unless you have summoned Killjoy into their crew. Its a pretty simple and straight forward rule. If the thing you are trying to copy refers to a named model, you can't copy it.
  17. Yay, I've managed to buy a ticket. Marcus will be there with his trusty Jackolope. Wait! You guys are pratising with the models you going to be using? Isn't that cheating or something?
  18. I found it hard to believe anyone could read it the wrong way. Just goes to show how different people are.
  19. I'm currently running a Kaeris list for a campaign. We're playing 25 ss games and I'm finding she has a good range of Minions to select. I personally don't like Fire Gamin, I've just not had any good outcome from them, I've had much better success with Union Miners for 4 ss. I'm not sure if they are at the best with 2 or 3, but that may also depend on how many members there are in the list. I like Rail workers but they are a bit jack of all trades master of none. The Large Aracnid is a very good melee model. Gun smiths are very nice ranged models, but I rarely pick more than 1. I have used the Soulstone miner, but probably prefer the Arachnid for a melee beast, although I've not gone in for the assasination runs the soulstone miner allows. Johan is worth the 6 stones when you need somethign big and threatening. Willie has a lot of options for use in board control and shooting without line of sight. I have enjoyed using him every time. He is also a decently fast minion to bounce miners to on the first turn to get them up the board. I'm still unimpressed with Kang personally, but I have only tried him once with Kaeris and her more living crew. Joss is nice but I find him just not as good as the Rail Golem. Whilst I've not used the Golem with kaeris yet, I've used him with several other masters and have always found him worth his cost. He is pretty mobile when he wants to be, able to cover a lot of the board unexpectedly, and still put out the damage. The ability to charge something 8" away and then still have 2 more attacks after the charge is great. Kaeris I currently find has 2 flaws. Firstly she isn't a MSand U member, so no companioning with the miners, and no burying and moving them to her. Secondly I would rather Casting expert was either Nimble or Ranged Expert. I have never cast 3 spells with her, I do almost always want to move and shoot. If she can't get a burning token onto soemoen, her casting expert is often wasted. This might be reduced with the new storm of Shadows, but I'm not sure I can get enough counters out there. I don't own Iggy, so can't comment on him. I'm hoping to write up all 6 games in the battle report section, and possibly even film 1 or 2 of them, so keep an eye out. I'm not an expert with her, but if there are things you want me to try, let me know and I will see what I can do. Unfortunalty you have bought the models I don't like, and don't use as much. I enjoy the movement trick and healing on the union miner, but mainly in a high member list. I'm still gettign to grips with Willie and the rail golem, but they have consistantly impressed so far. I do feel at times that I'm a slow force, with walk 4 as standard and no extra movement really, but I reckon I have the capability to face most missions with a good chance.
  20. Aside from my view that none of the crews have been erratad into non viability (they still all work, but you might need to be able to do more than 1 trick with the models) it partly depends on what you are looking for for competative play. I would imagine that if you are trying to win tournements you are actually looking for competative factions with a good range of different styled masters. If you are looking for 1 master that can compete well in all stratergies then that may give a different answer. The following are my personal view of the masters that are individually competative for any of the stratergies Perdita, Hoffman, Justice, Marcus, Colette, Kirai, McMorning, Seamus, Lileth, Pandora, Dreamer, Zoraida, Collodi, Von Schill, Sommer, Ophelia, Hamelin, McCabe, Mei Fang, Yan Lo, Jacob Lynch, Misaki The only model that we know of that is currently under review for errata is Nekima, who currently largely isn't viewed as "competative", and in fact I think was only viewed as competative for her ability to give Lilitu auto triggering Doubletake. The Alps are the only other model I can think of that could really be argued to have been cuddled off the competative scene. I would say that the errata were well signposted ahead of time. I personally hadn't expected Nekimas change, but I hadn't faced that list and only read about it, and it did appear to be something that would need correction. "Alp bombs" and Hamelin were well discussed as negative play experiences for a long time before Wyrd said it was looking at them, and the bury errata was in my view the correction of an unexpected loophole in the original wording. I still think they were well handled, with improvements over time (for example we have know for probably in the region of a year that the rules team was looking at Hamelin and that there would probably be some changes to his play style, and whilst I couldn't have predicted what the end result would be, I could have told people most of the things that he would lose/have changed). I know I've given a large list of masters. Many people will disagree with several of them. I'm largely basing it on what I've played, seen by others and reports from people on here. Faction wise for maximum variety in Competative masters it is probably best to look to the Neverborn on numbers (Partially because any Master + Collodi and his Marionettes is already a very powerful force), but every Ten thunder looks like it can do well in any of the missions. Outcasts probably beat even the Ten Thunders in variety of crew, but you would need to own 3 or 4 completly seperate crews and know how to play each of them with no model overlap to reach the top levels. From your posts you already have the capability to have strong lists for Colette, Pandora and Zoraida
  21. Reports From Canterbury Crusaders Beginners Campaign 2013 Fixed Master list 25 Soulstone games. My Leader Kaeris Game 1, Shared Reconnoitre No Schemes Game 2 Shared Treasure hunt (new) 1 scheme. Game 3 Share destroy the evidence, 2 schemes Game 4 shared supply wagon, 2 schemes Game 5 Flipped for individual core strategy, 2 schemes Game 6 flipped for individual core strategy, 2 schemes use special event/terrain. Bonus' in the campaign. We have split the players between vets and beginners. Each person has 2 ways to gain 10 bonus points over the campaign. For my self I have to complete all my master and faction specific schemes (we are still working out what that is going to mean for a henchman) and I have to complete a game where none of my crew cross the mid point of the table. (but ssshh. its a secret scheme ;-) ) Minefitters union memo - investigate area in region 157 for possible soulstone aggregation. Note left in Kaeris' office My Dear Kaeris I have managed to hear rumours that there is another stable breech over beyond the swamp. It could be useful for shipping purposes. Be warned that the area is beyond civilisation. the breech is believed to travel to the 3 kingdoms Earthside. Expect one of their families to be in control of the earthbound side. Take some of the Assets and take a look into the area. It likely has a reasonable soulstone deposit, but if we can use the mine as a base to control earthside shipping it would be worth the set up costs. Victor. Kaeris' Diary Malifaux date 22nd November I lead an early squad out into the swamp lands to try and find out what was there. I took several miners along with me to justify our Mining expedition, but I made sure Kang picked ones that were handy in a fight. I'm glad he picked that troublemaker Johan, as whilst he is belligerent, the guy loves to fight. I made use of one of the large Arachnids to help cross the ground and carry supplies. As we started through the swamp we encountered a small group of Gremlins who seemed to be doing their best to imitate the guild. One of them danced up towards me, and tried to blow up some dynamite near me. Dang fool. Good job I was able to burn the fuse early and the blast left him out of it, with barely a singe on me. The Miners advanced swiftly on the gremlins, under the assumption that they could actually lay claim to the land we found. One of them rushed into a sword wielding green freak, and deserved to have his stuff handed back to him on a plate. Kang and the other miner were soon under fire from one of the shacks as a swarm of small green monsters poured out. The Miner paused long enough to look at his health benefits before burying himself. I engaged in a prolonged duel with the female who seemed to be leading and her tough brother. They managed to damage my Arachnid through their attacks, but I was able to ignite her after several attempts and watch her burn despite the soulstone she seemed to have. The sword wielding manic along with the sniper in the building managed to pin Kang down. and the weight of fire from them and the youngsters about finally brought the big man down Johan came to the fore, and took out the sword wielder, and the miner managed to unbury by the sniper and hurt him. Eventually I was able to bring down the last gremlin, with a badly injured Union miner and Johan bleeding from several places, but we did at least manage to cover a large amount of the swamp. There are several promising leads. Up Ahead I see what appears to be a small cache of Soulstone. My main forces are closer, they can tend to the injured, and help me retrieve them. There does seem to be a small child nearby though.... I partially picked the list to try and get the most out of Kang. I still haven't had much success with him. He was ignored until 1 turn when everything went for him and killed him. I'm not going to give up with him straight away. But he is slow and unless he is in the middle of a large fight, he doesn't do much. Next game is Shared Treasure hunt vs the Dreamer, so I might see if preventing Morale duals helps. Plus it will contain many non living things.
  22. Counterspell is announced before cards are flipped.
  23. If the ability was on the masters card (for example Pandora does 1 wound to everyone that loses a willpower dual) then it counts as the master who killed it. Even if Sybelle was doing somethign else entirely, like trying to hit a harmless model. So in your example Sybelle will count as having been killed by the Ice Gamin, as the ability was from the Ice Gamin. If Syblle was poisoned by a master, and the poison killed her, then that doesn't count as being killed by the master as the poison tokens don't have a memory of who put them on. Basically, if it happens straight away, and its from their card then it counts as them doing the killing (Sonnia with inferno and Lileth with Black blood for example). If the ability puts tokens on the model (poison and Burning) then the damage from the token doesn't count as from the model
  24. I honestly can't think of a more survivalable leader. His defense is good, better than most. He is immune to several different damage sources (All pulse and blasts) and has armour against everything (armour 2 in some cases). He also has slow to die which allows him an action upon death, which can be a healing flip and so preventing death. He gets to do 5 actions a turn which is pretty good. 2 of them are 0 actions, and 1 has to be a walk, but thats still not bad. Most masters are limited to 4 actions. The Viks only get a maximum of 6 and they are two models. He is a toolbox master, not the best at melee and shooting, but pretty good at them. He is also one of the most mobile leaders in the game. He can adapt his play style to his foes. I don't know if its a case of you have seen other masters and they seem better. I might suggest swaping crews with your opponent, a lot of masters seem a lot more fragile when you are controlling them rather than trying to kill them. I'm happy to use him to lead Merc crews rather than the Viks in several games.
  25. I personally would recomend picking the master you want as a priority. There is no requirement to have more than 1 master in the faction you want to play, (but it does give you more options). As others have said, some Factions play well with themselves (Guild and neverborn) others have more specialist pools (Outcasts and Arcanists) with fewer model overlaps. In terms of the game you do pick your faction before you know your mission, and after you know the mission you pick master and crew. There are some masters that struggle with some missions (Rasputina and anything that requires her to cross the half way line for example) but they can do them. If you only have the one master then you have to use them for all missions (certainly not a bad thing when learning) which might lower your win ratio. Mind you, you wil probably do better using a master you know well, that the "best" master for the mission that you don't know well. Each master has their own agendas even within the factions, and its quite beliveable that they would have scraps against each other for various reasons, and fully expected in the rules. For example, whilst the guild is all part of the law, its quite belivable that Justice wants to get the Ressurections spell book to destroy it, when Sonnia wants to get it to learn from it. And the other factions are even looser in agenda.
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