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Adran

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Everything posted by Adran

  1. I wouldn't rely on this, I find I'm often using my hand on turn 1. This might just be because the local groupthink has all crews moving quite a bit, but I am pretty sure most crews can be causing you duels by turn 2 at the latest. I normally find its only turns where I get really bad cards that I'm able to do this, as most cards above a 7 will get used for cheating. If you group is not this agressive, then only starting with 1 dove and summoning the other two on turns 1 and 2 will work, and save you stones, but I like to have the protection multiple doves offer as soulstones by turn 2.
  2. If the aim of the crew is to be able to show new people how to play, I would recomend something with repeat figures to try and reduce the sheer amount of rules the new player needs to see. I like the Justice box as a starter box - It is interesting models which helps catch the eye, it doesn't have too many complexities, but has several tricks that introduce new players to malifaux. It has a nice mix of Ranged and melee with some buffing spells and is quite forgiving.
  3. Sommer can attach to 4 mosquitos, and they are a pretty handy model which can summon more of themselves. I would suggest getting the full 4 when you can. Almost everyone I know who runs Sommer uses 4 at some point in their game (although it is common to only have 1 or 2 in the starting list).
  4. I personally have struggled to get anything out of fire gamin, so I would suggest using 1 and having a pool of 8, with 2 soulstone users you'll get through that pretty quickly if you want. The other thing to say is that the range in missions means that I enjoy taking advantage of building my crew after I know what I need. Your list looks like it will do well if Ramos doesn't have to move too far, but it might struggle in destroying evidence as it doesn't contain anything particually fast (which is something i find in almost all Ramos lists).
  5. SO whilst your original question says it can't be done for two reasons, if you got the trigger of the triggered charge, you could make another charge. If you made your attack with melee expert you can still get the trigger to allow you to make a charge. There isn't a limit to the number of charges you can make, just so long as you can keep hitting the trigger and charge a different model (so two enemy models can allow quite a distance travelled with the right hand/flips).
  6. I think he counts towards the mercenary limit, as the rules say something like "You can only hire 2 models out of faction with the mercenary characteristic"
  7. I think you'll find that this is one of the times that the crew creator is wrong. Killjoy should only cost 11 for nicodem.
  8. Because you can't fish out keys from lava. Or some such reason. They're gone man. Or at least thats paraphrasing the hazardous rules from the rules manual
  9. Lets go through this step by step. The Doppleganger mimics unhealthy relationship - Its 0 mimic ability allows it to do this. A Sorrow in base contact with a model with unhealthy relationship has the option to use a 0 action from the model with unhealthy relationship. It uses the mimic ability, which allows the model to copy a talent off any model with 8" as long as the talent doesn't reference a model. So far all steps are perfectly fine. I haven't seen a restriction from mimic as to what it can copy, but a woe using it can certainly copy from Pandora. You now have several models which will do damge to any model losing a willpower duel within 12 (and even more if they are within 3). You have spent x activations this turn setting this up, and have probably spent the first turn getting the links off to allow the group to move. You now have to try and get this deathstar near to your opponent and make them take willpower tests. If you have set up at the back of the board, then you have to work out some way of getting Pandora to within 12 of the enemy, spend at least 1 action with her whilst she is there walking, to move the linked models into base contact with her. If too many models are linked to pandora, she can't actually move. Mathematically I think once a 5th model is in base to base contact with her, she can not go anywhere (whilst there is space for a 6th model to get into base to base contact, the gap is not 30mm at all points so her base can't pass through) Its not impossible, and it can surprise an opponent the first time they face it, but there are plenty of ways to counter it. And it needs to be reset every turn you try and do it - meaning you've got to get everything safe again. So we've got at most 1 doppleganger and 3 woes, 5 damage for a failed willpower test within 12 and 8 for one within 3. thjats 17 points of models. And you've had a full turn and at least 4 activations of your second turn to set you crew up to counter this. I've seen some crews get a full 8 vp in that time when they aren't being stopped. So whilst it is a tough tactic, its not one which is completly game breaking
  10. Don't have the exact wordign to hand, and forgot to check it, but any extra actions triggers or abilities give you occur after the current action has ended unless the action specifies. The only one I can think of is Slow to die, so for everything else you wait until the current action is finished. If a weapon trigger doesn't state after damaging, then its typically after swinging. In both cases the action would happen at the same time (after the current action is finished) but the after damaging trigger will only occur if the weapon damaged the target.
  11. http://www.wyrd-games.net/showthread.php?21808-Linked-In-and-Ramos-Implications&highlight=Ramos Here is the thread. Whilst I still don't fully understand the justification, currently its a no.
  12. http://www.wyrd-games.net/showthread.php?20035-Creepy-Fog-vs-Master-of-Malifaux&highlight=hunter+obscuring Intent
  13. The war store has its pre-release out, in which Decemebr is touted as its release date
  14. Hamilin the plagued is a master and so can lead a crew. You can buy the ability to turn into his avatar when you create your crew. Hamilin the ratcather is a minion so can be hired by other masters. Since he is a mercenary he can be hired by most other masters (althouigh not the dreamer, as he isn't allowed to hire mercenaries). They are both the same person, meaning you couldn't use them in the same crew, but other than that they have very different rules. The Stolen, the obdient wretch, malifaux rats and the ratcatcher are all minions that are normally used with Hamilin the Plagued (some of them can only be used in Crews with him, but I can't from the top of my head say which ones can be used in other crews). Waldigiests are a good model to support Lilith, especially if you are planning on turning into her avatar, but they are pretty good even with no forests on the table. Good luck with the game, you've got some potentailly confusing masters, but work your way through some games, and askfor rules help, and you'll be able to pick it up. Models that you like the look of are always best Enjoy
  15. I've seen 2 ways to make the most out of the Collodi strike Firstly you can fill your crew with cheap models, and out activate your opponent. It can weaken the strike, but gives you a much better chance to survive Secondly, you can have other threats in your crew. I have a friend who adds Killjoy, so when one of the puppets sacrifices itself to become killjoy, there is a very good chance that Collodi will not be attacked very much. Otherwise you need to make sure that you don't bite more than you can chew. Wait until strong melee models near your target have activated. Against most crews, you can easily hold off until at least half of them have been before striking, and then the rest of the crew will struggle to do much more than kill a couple of marionettes, and collodi can escape and regroup next turn ready to do it again.
  16. Hello There are several ways to expand the Justice box set, and a lot depends on how you play, and what you need. A good option is to buy one of the other starter boxes, all of the guild starter boxes come with useful minions for all the crews, and this allows you to have quite a bit of customisability to your list. The box sets are normally about 1 free figure, so if you are likely to want them at some point its cheaper to get the box rather than everything in singles. For buying a single blister I would normally suggest Melee - Executioner, Ranged - Austringer Movement - Guild hounds (2 in a blister). Other possible models, that can be gained in starter boxes Nino - shooting Guardian - defense Witchling stalkers -melee/anti magic Lucius -Movement Watcher - objectives But basically I don't think there is a wrong answer, the guild all play together very well
  17. The question was neverborne. And currently there is no way to get Willie onto a neverborne list. I think I'm at 36 possible blasts a turn (Although not every turn) Zoraida and 11 Bayou Gremlins Totals a possible 182 blasts in 6 turns.
  18. Welcome to the game. Currently you have 2 masters - The Dreamer and Zoraida. If you want to use Hamelin as a master you need Hamilin the Plagued (or rising powers) to get his rules. I would also advise getting a pack of daydreams as they are the totem for the dreamer and really help his play style (again the rules for them are in Rising powers). But what you have is certainly enough to learn the game, and work out what you like/want. I would advise starting with simple crews conating the master and only 1 or two types of different models to try and minimise the number of rules you are learning at one point. Something like Zoraida and 3 silurid vs The dreamer (with Lord Chompybits), coppelius and 1 stiched together and +1 soulstone works out at a 15 ss game. Good luck and feel free to ask any questions
  19. I would consider a rail worker rather than the large arachnid (or the metal gamin), getting burning tokens on the Rail golem is going to be very useful I think.
  20. I thought The hoff couldn't hitch a ride on the watcher. They are only height 1, and he needs at least height 2
  21. Yes, when you are simultanously activating models, you check before moving any models for things like that. So at the time they are announced as activating, if they are near another guild hound, they get the bonus walk. This does mean if you companion 2 of them that are too far apart for the bonus walk, you can't move one near to the other to allow the second to get the bonus walk.
  22. Since you own the widow weaver I would suggest buying a Teddy. Whilst Collodi can't hire him, the weaver can make one during the game. Collodi has a quite restricted list when you're using him as a leader, I think Stiched and the 5 effigies are the only other things he can hire. I would suggest getting a pack of the stiched together.
  23. Tried a box set Mei Feng vs Misaki last night. My thoughts echo'd those here I had destroy the evidence and picked the Ten Thuders scheme of 2 dual faction personalities and her own connect the line scheme. I didn't get a chance to see Kang do very much - Misaki killed him on turn 2 before he could activate. He looked like he might have promise, but is a 4 walk beatstick. I like the potential he offers to living lists with the cb boost, but that plays against Mei's Railwalker spell wanting Constructs. In all honesty I can't truely judge his worth from the game, but he didn't do anythign the Johan or Taelor couldn't have done. Railworkers were ok. They did well against the tokarage thrown against them. They did nothing to Misaki over several attacks, but were able to take a reasonable beating. Armour 2 defence trigger is certainly a handy use for a low tome. Their weapons were quite handy. Whilst the other uses are situational, I'm never going to object to a paired weapon . That is has those other uses makes it even better. They have the advantage of being living for Kang, but still usable for railwalker. Not sure I'll normally field 3 of these, they are a little slow, but they certainly have a use. And if I put down the rail golem, he is going to love those extra burning tokens. Emberling. Its an armoured Spirit, with a good df. It has arcane resevoir, and mei will love that extra card. Link can help it be where you want it to be. Having a vent steam supporting a group of people could be very handy. I think there are 4 possible spells from magical extension - a melee spell, railwalker for movement, burning counters to models in a Vent steam aura and an area push. I can see me using it most of the time I use Mei. Its probably more use than an essence of power or a student of conflict. I wish it were a construct, but you can't have everything. Mei Feng was a powerhouse in this game for me. She railwalked into Misaki on turn 1, and went past her to kill shang, a tokarage and Ototo before comign back to finish off Misaki. to make the best use of her, and there was a lot of dithering over what manner of attack I wanted next, and what I wanted to trigger. I also forgot half her rules. She isn't as fast as people first thought, especially from the box. She needs a construct to have got there first. But what she can do is re-deploy well. I felt dissapointed if I didn't do at least 6 things a turn. Her personal scheme was very tough, but I covered the first half of the board in the first couple of turns, and spent the last two running to the far end of the board to make the connection. I feel a faster model in her crew would help here, and if it is rail walker targetable even better. One thouight that has come to me, is that she would team up with Colette very well in a brawl, with a manniquin linked to Cassandra and a corephyee duet as well as all those doves. Otherwise you need to pick a focus. Whilst I like her scheme, its pretty hard to do and you almost need to pick a crew just to focus on that. She can go for a burning theme with Kaeris and the rail golem. She can go for construct heavy to make the most of her railwalker. I'm not sure which constructs I would pick, but there is a wide enough range in Arcanist (or Ten Thunders) colours to probably fit your aim. Kang probably wants to go in a strongly living list, probably with Union miners and Johan.
  24. You can only activate a model through companion when you could have activated that model anyway. So since I can't activate your model in my activation slot, I can't companion it. I don't think that the model needs to be considered friendly, which is a shame, as I would like to see more use for the lawyer.
  25. Correct You can sacrifice him before does not die is applied, but once you've killed him once, you can't sacrifice him.
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