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LastDinosaur

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Everything posted by LastDinosaur

  1. You don't see how arrogant it is to make a statement like "I'm the sole reason anyone ever thought of this"? *baffled* Also here's a quick search for you: http://www.wyrd-games.net/showthread.php?20650 http://www.wyrd-games.net/showthread.php?26662 http://www.wyrd-games.net/showthread.php?27081 Clearly we see how you were the one to bring up the topic in the first place, or wait.. No, you were 7 months late.. What a shame.. Puts things in perspective doesn't it? Anyway.. Here's one more soul wishing for a revamp of the bury mechanics, not that I have a problem with them as such, it'd just feel more right to me..
  2. Personally I'd go with neither most of the time.. But hey..
  3. Way back before there was any such thing as Malifaux, Rasputina was supplied with a single Hoarcat as a familiar-ish model. This is probably the reason that the Hoarcat Pride received a winter-themed studio paintjob, which again probably is why some people thought that the Hoarcats would fit well with Rasputina. They don't. Crazy cat lady lists is just a random bunch of minis with no internal synergy whatsoever. It's true =x I already said it in this thread and in many others before this one, but I really don't think the Cerberus fits well in a Tina crew. In book1 it was our only reliable option (Steamborgs and Rattlers were tried, believe me, but those require certain circumstances to match its speed). Book2 and 3 however gave us more (and in my opinion superior) alternatives which I've already listed. Reason I don't like the Cerberus is its squishiness and reliance on :masks that I'd much rather spend on Tina herself.
  4. With those limitations (and sometimes without) I'd go for Von Schill, he also brings a fair bit of utility, damage and StD/Use Soulstone shenanigans on top of just being quick/nigh impossible to pin down. Being an average sized human model he's also fairly inexpensive $-wise. =) Alternatively McTavish is an often overlooked option for many crews I feel, he doesn't have much (any?) direct synergy with your average Rasputina crew, but Wk5, Scout and Reckless means that he should be able to get to where she needs him to be, for 7SS that's decent. Moneytalk he's already twice as expensive as Schill (who ultimately probably better I must admit), he does work very well with Marcus aswell though (with whom there's alot of direct synergy to be found). Soulstone Miner is also a possibility, but we're moving rapidly into very specialized/gimmicky options now. On some boards the Miner can be faster than most other models and a December Blessing will last long on him as long as he keeps burrowing, that's the reasoning behind its inclusion in a Raspy crew..
  5. This besides I seldomly take more than two gamins and only a single most of the time, like the Silent Ones I find them to be a bit redundant beyond the first and there's other options I'd rather go for. Edit: If you already have Markus you could probably use the Cerberus or Razorspine for strategies requiring speed, although I have many times stated how I'd much rather prefer some of the newer alternatives with Rasputina.
  6. Not sure how to answer this one.. Ramos and Hoffman doesn't play anything alike aside from having somewhat of an overlap between their minion pools. Hoffman can be carried around by constructs buffing them in various ways (more attacks, Reactivate, healing, immunity to blasts, auras and pulses, etc.) and receives bonusses for doing so himself (saves AP on not having to Walk,Fast,higher Ca, healing, armor,assimilate,higher Dg pulse,...). Or he can go crazy with assimilate shenanigans if taken with the right pool of units.. Ramos can't really do any of those, Ramos can create little spiders/ghostly bombs, he can shoot lightning and he can blow his spiders up. Unless you go avatar with him that's really about it. His avatar is imo one of the most potent though and it can reliably be manifested early aswell. Most certainly a change of pace for the somewhat dull Ramos just described). He gets quite efficient in combat, very mobile, mass obey, can summon even bigger spiders, etc. Hoffmans avatar on the other hand loses just about everything described about him and is turned in to a mediocre model at best, I personally wouldn't bother fielding him. Went a bit off a tangent there, but yeah.. Hoffman and Ramos aren't really similar at all. Hoffman like all Book2 Masters relies heavily on synergy with his crew, whereas Ramos doesn't really at all.
  7. Is this turning into another sportsmanship discussion like the Ice Pillars? It used to be legal, then they ruled it to only affect (Bayou?) Gremlins, but with the V2 they changed it back to any friendly model.. So clearly it is 100% legal.
  8. Tbh if I were to start Ramos I'd probably take neither and just go with the avatar instead :x
  9. Don't see anything preventing you from placing them away from Collodi during deployment, but remember that the Marionettes are the ones that will be pulled back at the start of their activation (albeit only to 8") and that they cannot move further than 8" from Collodi (even during Pull Strings), so I think you're better off placing Collodi further forward when everything comes down to it..
  10. Yap, changed between book and model/card release.
  11. Seldomly, yes. Personally I prefer other options most of the time.
  12. Or alternatively you could just take the ruling as 'you cannot have two of the same Viktoria' and be done with it, knowing in your heart that you play them as they were intended.
  13. It's been ruled before that you always summon the 'other' Viktoria after casting Another One, tried to do a search, but couldn't find the original ruling. Goblyn restated it here though.
  14. (1) Terrifying, (2) Any duel that specifically says it's a Morale Duel, and (3) Anything that makes you count as losing a Morale Duel. Lawyers Cross Examination spell and Pandoras Mental Anguish trigger are examples of the last two.
  15. I like how noone is even trying to defend the Hoarcats as being any sort of useful, usually when discussions about subpar minions come up there's some that claim for them to be awesome ~_~ LSPA is golden with Ramos though, due to its high Scrap per SS ratio - that's reason enough to take two of them - also they can be remade by aRamos' Hasty Assembly. Every Ramos player should be thankful to whoever sculpted it so big as it was set to be put on a 40mm base initially.
  16. Well, personally I for one am not that fond of the idea of the Convict in a Rasputina crew. One of the two great things about the Convict is Trigger Happy, but Rasputina wants those Masks for herself to Overpower her curses. :/ It's the same reason that I find the Cerberus to be somewhat subpar to the other choices I listed. By the way I forgot to mention the as of yet unreleased Blessed of December in my previous post. It has more or less the same role as the Cerberus, but fits better thematically with Rasputina - I haven't played my Tina crew in quite a while now though and haven't had the chance to proxy it.. So this is only theorizing, but for what it's worth I'd rate it between the Cerberus and the other options I mentioned, ie. more useful than the Cerberus, but still less so than the others.
  17. I simply cannot agree with this.. First off I find that there's several Avatars for whom you do not have to built your list around for them to work (there's certainly some that do (and then there's a few that won't work even if a list is built around them...)), I personally would place Lady Justice on that list - because even though some models (low stats) are more likely to get the Ram/Crow buff, others aren't excluded, it largely depends on what the opponent brings either way and her other buffs works on everyone always - even when disregarding her buffs aJustice might be considered worth it for her other abilities alone. Which leads directly in to my second point, you do not have to take full advantage of every aspect of an Avatar to make it worth it, heck you might not even need to Manifest it at all to make it worth it (the opponent being aware of the fact that you could Manifest being enough). Sometimes there will be direct conflict in what you need to make the most of it from the Avatar in question. Justice as an example is more likely to buff models with low stats, but to make the most of her potent Even the Odds you'll want high Wd models preferably with H2K - only a few models fit into this category as H2K is hard to come by, esp. for the Guild - Taelor has it, but her stats are good, Ronin have decent stats and low Wds. Then there's Santiago, H2K, sort of high Wd and sort of poor stats - that he's fairly useless in melee only helps the synergy as Justice can kill whatever locks up with him letting him do get back to what he does best. So if we want to really emphasize upon Justice's Avatars abilities we should always take Santiago? Well no, no we shouldn't, because for the majority of the game Justice will not be in her Avatar form - building your list solely around a late game situation that might never come up is far from ideal.. Also.. 2SS is hardly a large amount to 'waste'. Do include a Guardian though, because that thing is awesome with Justice and even more so with aJustice... Edit: I'm very sorry for 'assaulting' you like this, didn't mean to.. :S I just felt what you said to be a common cliche/misconception. My apologies, really.
  18. Masks.. For Marcus? I wouldn't worry about it Alpha is so situational and hardly a consistent Mask drain. As for the OP: I'd certainly recommend McTavish in a Marcus crew - I even feel that he's very well worth it for Gremlin Gunlines, Von Schill and Viktoria, all of whom cannot make use of the Wrangle on their own crews - he's just that versatile, Reckless, good Wk and Wd stats, Scout for friends and a high range weapon. He might even be worth it for others aswell.
  19. It's hard to spam in a game where so many of the choices are unique or limited.. Also if 8+ is what it takes for spamming then it's still only possible with 2~4pters.. (And actually utterly impossible in 40k for anyone but infantry based IG which is not common..).. That said I certainly think one of the Guild ladies with 8xDeath Marshalls or 8x Witchlings would be viable, albeit mixing them would still be adviceable.. Not sure about the Guild Hounds, but I think the Raptors would lack impact..
  20. Hey, welcome to the forums and Malifaux in general. The wiki is a good place to start almost regardless of what you're looking for, Rasputinas page is here, I'd suggest you give it a read If you have any questions after that feel more than free to ask. Your crew is currently a little small (minions amounting to only 20SS total, most games tend to be 25-35SS), and sadly the Acolyte is considered to be somewhat subpar. Most people would tell you that a Silent One is a Must-Have (she also fits in thematically). Beyond that I always like to take some sort of quick model to help alleviate Rasputinas inherent weakness of being awfully(!!) slow. There's many ways to go depending on strategies and personal preferences: If you do a forum search and find some old threads alot of people will suggest the Cerberus, and as fine as it is I believe we've received better options for Rasputina in Book2 and 3. Coryphée, Mechanical Rider and Von Schill are my personal favourites, if speed doesn't matter as much for the strategy I like to take Kaeris (whose Wk5 and Flight makes her quite mobile still). Some people will probably suggest Snow Storm, and while they're a thematical fit, they work a bit differently and are tricky to get the most of. It helps adding speed to your entire crew while not being super fast on its own, so not suited for every strategy. On top they're very expensive and some crews/models can still take it out in a blink, which is really a depressing experience For those reasons I wouldn't recommend it when you're just starting out.
  21. Personally I'd prefer to mix up the 4pters a bit, Death Marshalls (for ranged killiness) and maybe the Effigy (for some varied utility), but regardless I think it's a fairly solid list, there's no fixed answer as to how many stones she'll burn in a game, so have a few games with it, if you find you're starving even with 6SS then change, otherwise you're good.. I think it should suffice.
  22. Just yesterday I flipped through Book1 and made a little wish to myself hoping that Wyrd'd revisit certain entries to bring them more up to par with the current state of the game. Bishop in particular was on my mind at that time as he is probably one of the least appreciated models in Malifaux, even before Rising Powers he was widely considered below the curve, which is sad, really.. Because he's probably also one of the coolest models they've made, at least on my personal list he's way up in top along with models such as the old Avatar of Pandora (she was what made me interested in Wyrd in the first place :x (now sadly OOP, RIP)). Anyway.. Enough with the whining.. Using Bishop it is.. Eh.. I think you'd have to 'exploit' his strengths, such as fielding him with Sonnia or Kaeris and make Fire Pillars for him to throw enemy models through/into - been considering this, but ultimately I think there's cheaper alternatives available for both of them, especially if it's the only gimmick he got. He can also reach remarkably high Cb/Df values with his buffs (10 and 8 respectively), but with a relatively poor damage line and no other direct defensive ability it doesn't mean as much as one could've hoped. Slowing opponents can be pretty strong and Toss Aside has alot of potential (especially with his Quick Strike), sadly Von Schills crew doesn't really setup traps and such.. Although if you use Terraclips and have a lot of walls he could probably send enemies flying quite frequently. It's tricky, it really is.. =/ Can't think of any Von Schill specific tricks..
  23. This is the realization I mentioned in my edit. Certainly. I'll not bother discussing interfering terrain/other models at this point though which I feel is being neglected a bit here. We like nice even numbers so 19" it is (between Collodi and the Ratcatcher that is), that is well within 20". Also, let's try to keep track of the card usage. Likely 2 with melee expert means that you likely (admittedly a little less likely that the previous likely) used a card here. Uh oh.. There's alot going on here.. Again let's assume no interfering terrain/models (even small/simple things like a wall/fence and 2~3 rats could potentially block any attackers with 1" melee range so I find it to be a bit harsh of an assumption, but let's go with it). First Marionette Retracts (you probaly wouldn't have to, but makes no difference and just to keep the numbers somewhat clean as the initial distance listed was between Collodi and the Ratcatcher). Walks and uses Pull Strings. Distance between Collodi and Ratcatcher: 19-(8+a base) ~ 9,8" or so Second Marionette does the same: and sadly ends up just outside range, but okay, let's reduce the initial distance between them to make him get his attack, 17,2" still quite a decent range! 1 attack, likely beating Ruffian and even more likely beating the attack duel due to and winning ties. Careful placement of your models should allow you to barely fit in both remaining Marionettes. Flurrying (two more cards spent) indeed allows you to get 11 attacks, without spending any cards on the attack about 61% will get through Ruffian and ~68% (treating each attack as drawing cards from a fresh pile) will get through the attack duel, that's ~42% or about 4,5 succesfull attacks, my Malimath doesn't yet tell me the probability of one of them being a severe, but let's say one (in average I think it'd be less), with one of the Wicked Dolls joining in it'd tip it just around 6 Wds dealt on average, so a curiously close call (I didn't really expect it to be before I started writing all this xD) could go either way. This is of course before cards are cheated, which either player is free to do. So that was a long talk and some obscure math that I haven't explained at all simply to say you're a little better than at 50/50 to kill him. Now if you don't kill him he'll get to kill the rats around him inbetween your next activations and heal up and it's all been for naught. Bit of a gamble, don't you think? Also, even if you do win.. What's your current situation then? A bunch of activated Marionettes most likely with most of your hand spent, I think it's only fair to expect to lose one or two unless of the Ratcatcher was all alone, but we're taking all the assumptions a bit far now, aren't we? Losing Marionettes is a big deal for Collodi, he gets significantly slower with a lower damage output and loses options for shrugging off attacks on him. Losing 5 attacks means you're not very likely to take him down in your simultaneous activation. Hamelin doesn't draw on discarded cards so flurrying doesn't matter The Pipes are 1/3/3, please take a look on your Marionette/Wickeds Max Wd stat. Pipes will do fine, not sure why you're so focused on the Lure, much too unreliable unless you just happened to place a bunch of Dolls close to him. A 16" bubble (because that's where double walk and Voracious Rats ends, he could go 20" though that'd give you a Scrap Counter) is hard to avoid, especially when your awesome movement leaves a trail of spend Marionettes behind. You sure can run, but you cannot hide And really.. For most Strategies you don't really need to split your forces that much up, Hamelin running around on his own would be able to deal with quite a few of them just fine. Of course there are the dud ones, Deliver a Message, Slaughter, etc. But even with stuff like A Line in the Sand you could probably do with Hamelin running around two Markers and place the remaining of your force between the last three..
  24. ROFL!! So right you are! xDD If only this forum had a rep system.. :x
  25. @011121: Do you remember the fix to the Marionettes? "'Pull Strings' This Action may be taken once per turn, so each Marionette can only use it once each turn." I'm only asking because, quite frankly, I do not see how you can move in and take out a Ratcatcher as easily as you claim without leaving yourself in a very undesirable position afterwards, if you start letting your Marionettes get turned into Rats it's pretty much game for you.. Also.. If you don't take Stitcheds (or the Widow Weaver, but eh..) then you're letting Hamelin have such an unbelievable freedom as to what he'll be able do because.. You simply can not harm him.. At all.. Whatsoever.. (Unless you try to take him head on with Collodi himself.. Probably not that good an idea though..) It's the same that happens when pitching Hamelin against Ophelia or on the last turns of a very onesided match where all threats are either dead or have been made Insignificant, at this point Hamelin can turn his gear entirely as to how you'd usually see him.. Hamelin could beeline and waste his Soulstones on taking your Marionettes out with the Pipes if he so desired.. You'd have to avoid entering a 16" or so bubble around him.. That's hard to do if he's in the middle of the table, regardless of the mission you're playing.. Even with the 20" or so of movement Collodi has, and don't forget that you'll be leaving the Marionettes behind scattered in your tracks untill they activate again when making such a sprint.. Edit: I guess Collodi has even more movement than what I assessed, haven't seen him in action that often to be honest, still a somewhat moot point because avoiding even a 10" bubble from the center of the table is still nigh impossible..
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