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Sandwich

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  1. New question: What is the consensus on the Blessed of December? Looking at it, I can see some niche spots it'll fill, but I'm not 100% about how it'll do. Any more experienced insight?
  2. Pretty big uphill battle there.. I'd suggest Onryo, Canine Remains, and Dead Doxies as all very powerful additions. If you want to guarantee attracting people to the game, buy Seamus' Avatar.
  3. I'm glad you enjoyed the tactica. It was very fun to work on and I'm kinda disappointed in myself for not keeping it up to date. When I was choosing the format, I just went with how I figured people would want to read it, you know "Oh, okay so this is the master, and these are the models he can take, well now that I've got my mind made up about the crew, I'm not sure how to tackle strategies..." Etc etc. I'm also glad the format caught on as well because I'm both a closeted conceited person and also being able to read other people's thoughts in the same train as my own is vastly important to decoding what people are telling me. Because I'm actually dyslexic and sometimes reading and writing is really hard for me. And yeah, I was seriously looking at Colette, both because she's a lot of fun and her models are all really gorgeous and fun to paint. But unfortunately, I've had a lot of experience with and against her, so there wouldn't be much challenge in picking her up again. Rasputina on the other hand, I've only ever played against, and its always been with my lovely lady, so I think it'll be a lot of fun to take her out against other people and try and figure out all kinds of gimmicky things to do with her. On a side note, what's the over all opinion of the Slate-Ridge mauler?
  4. Alright, so I already have a Rasputina crew, but it's all models from the first book. Currently I have Rasputina Wendigo Ice Golem Ice Gamin x3 Hoarcat Pride December Acolyte I'm definately going to get an Essence, that's a given, but what are some other models? I'm not necessarily looking for "BIG NUKES" or high SS cost models like the uh, Snow Storm? ---------- Post added at 02:42 PM ---------- Previous post was at 02:41 PM ---------- Well, something less-than-straightforward. Like the Vickies are basically "Do all the damages!" Or Lilith is "Grow all the babies!" I'm thinking raspy, but also looking at Levi. Any other suggestions will be fantastic.
  5. So I have a lot of crap going on in my every day life, which does keep me busy, but I really miss Malifaux. I'm sure very few people even really remember me on these forums because I've all but disappeared, but I'd really like to bring back the game to my area. I'm not really interested in becoming a Henchmen because it's just too much effort for very little impact. But I do want to get this game running nonetheless. That said, I've played the living hell out of Seamus and Hamelin. I'm looking for something completely different, and I can't rightly remember everyone and what they do. I'm looking for Glass Cannony subversive victory kinda deal. Any suggestions?
  6. Drop the RN. Damage is irrelevant with Molly because you won't be doing any and its far too big and fragile to really remain significant for more than a turn or two. Crooligans are underwhelming but if you play your cards right, they're fairly powerful models for denial, and can swamp down ranged-focused models pretty well. Molly Squidpiddge is going to spend most of the game card starved for the suit and numbers she needs so be ready and willing to spend more than one turn using all of her AP popping Gorgon's Tear and Uncontrollable crying and just walking. If you take the Grave Spirit and hook it up to Molly and take enough Crooligans and manage somehow to produce a couple Doxies, you'd actually be fairly powerful against ranged heavy crews. Otherwise you're going to be fighting uphill most of the game because nothing readily available to you is hard hitting or altogether durable. Remember that your Rotten Belles aren't as disposable as with any other Resser leader because it takes Molly 2 Corpse Counters to summon instead of one, so your numbers aren't really replenishable. Also good luck getting Imbue Vigor, because that's pretty awesome when it works.
  7. I'd actually like to pipe in on this conversation and put in my own opinion. Personally, I'm in the "Fine as it is" boat. I think it's kinda hilarious when some less-than-impressive model flips the Red Joker and blasts your master for 8 Dg, or Von Schill Slow To Die healing all of his health back, it's just grand. However, in a professional tournament where real legal tender or physical prizes are being given out, you cannot have something that random equating into victory. When rewarding a player for playing better than the competetion, you cannot truly reward them when something as random and uncounterable as a lucky Red Joker popping up giving them a win. The same works for the Black Joker, but to a vastly lesser extent. I have seen a Tournament go to someone who, had he not flipped the Red Joker in an incredibly random, unpredictable lynch pin situation, would NOT have won at all. He was outclassed and outplayed for 4 rounds before, out of sheer just "F*ck it, I lost anyway" took a shot at the opponent's master and Red Jokered. While, in a casual setting, this would stand to say "NEVER GIVE UP GAIZ!" In a professional setting, it really only means, "Skill doesn't matter if you're lucky!" I cannot honestly say I agree with any of the changes I've read because they change what is fundamentally the 'Red Joker.' If there were an option to officially remove Red Jokers altogether from Tournaments, I'd fully support it.
  8. With the current level of power most other masters are on, even book 1 masters with book 3 minions, the entire Resurrectionist faction falls a bit behind in certain areas. (Except Kirai.) That said, changing 4 or 5 minor things to Seamus to bump him up to snuff wouldn't be radically changing the character and wouldn't do much to defile his uniqueness. For being the 'tank' of the Ressers, he can't tank much because you're SS starved as is and most of the rocks you bring to the fight are going to be spent shooting bullets or healing with Live for Pain. I would support a + to his Cache, a +1 to his Df, a removal of Ranged from LFP and an alter to Necrotic Ministrations. As it stands, there's no Fluff backing to Live for Pain being ranged, he gets off on suffering, why is it that he specifically gets his jollies from only his gun? And Necrotic Ministrations is just fancy for a master of death or dying. What difference does it make if it's a zombie hooker or a child's dreams? Back to IRL with me.
  9. Hey Pockets, I haven't had much time to keep up with this site, Who won that tournament you were in?
  10. +1 to this. Three blisters + the rats from his box are all you'll ever really need in a 35 or less. Every 10 points add an additional blister.
  11. Her Avatar is great because it lets you shift the focus of your crew from Damage to manipulation, which is huge when your opponent knows you and how to counter you by building versus melee. She's a lot like Seamus, who goes from Defense to Terrifying, meaning that if you were trying to counter a Defense Crew, you've now got to contend with a Terrifying one instead. She switches from being a frontal melee ham beast to fate / card schtick so that all the Df buffs they had go down the toilet. Lots of fun, not always a necessity. Never really bad.
  12. Tokens are not effects. Tokens last until they state that they end. Blight Counters do not state that they end. Blight Counters do not end.
  13. Pretty much all Credit goes to my broski. Cortex the Mad Soul Stone Cost 7 30 MM Base Unique Wk/Cg: 4/- Ht: 2 Wp: 7 Ca: 6:crows Df: 3 Wd: 6 Ray Gun Rg: 10 Cb: 5:masks Dg: 1/2/4 TALENTS Abilities Hard to Wound 1 Crystals of the madman: this model may target Crystal Markers with (1)Growth Ray and (1)Shrink Ray. If this model targets a Crystal Marker with (1)Growth Ray, increase the Crystal Marker's base size to 50 MM and increase its Terrifying range to +1 per Melee Range granted. If this model targets a Crystal Marker with (1)Shrink Ray, decrease its Base size to 30 MM but increase the amount Cortex Heals to 2 Wd. Crystal Markers cannot gain Easy to Wound. When this model targets a Crystal Marker with a Spell, it gains +4 Ca. Gunfighter [Ray Gun] Actions (+1) Ranged Expert (0)Upgradificate: If this model is not the first model to activate this turn, this action must be taken before it takes any other actions. Flip a card, this model's weapon gains the effect corresponding with the card flipped, this flip cannot be cheated and its effect cannot be ignored. :rams Explodifericateratron Ammunition: Increase this weapon's Dg by +2. This weapon generates :blast. Models hit by a heal 2 Wd instead of suffering any Dg. :crows The Necroperforator: Models damaged by this weapon gain Easy to Wound 1 and Armor 2. :masks Cryogenilator Ray: Models damaged by this Weapon receive a cumulative -1/-1 Wk/Cg and Armor +1 at the start of each turn. If target model is reduced to 0 Wk, it gains Object 6. This effect lasts for two turns, and subsequent Strikes are cumulative.:tomes Hocus Pocus Focus Crystal: This weapon gains Magical and ignores Armor. Models damaged by this weapon gain Spirit and Terrifying->10. Black Joker, Intradimensional Ray: Your opponent may place all models in play up to 12" away from their current location. Red Joker, Extradimensional Ray: You may place all models in play up to 12" away from their current location. Triggers Ca(:crows:masks) Mega-fluxulating Overdrive Pulsar[Growth Ray]: Target model receives an additional +1 to their Ht, Melee Range, and Melee Damage. Target model also receives Easy to Wound 3. Ca(:crows:tomes)Itsy-Bitsy SPIDERS!!! Ray [shrink Ray]: Target model must win a Wp->13 morale duel. If Target model fails the duel, it gains +4/- Wk/Cg until the end of the turn after it rallies. Ca(:crows:crows) Faulty Combobulator [Absolutely Normal Crystal]: After successfully casting this spell, cast this spell again at a cumulative -2 Ca. Spells (1)Absolutely Normal Crystal (CC: 12:crows/ Rst: -/ Rg: 10) Place 1 40mm Crystal Marker. Crystal Markers are Ht 2 impassable terrain with Hardness 2. Crystal Markers may not be placed within 8" of another Crystal Marker. Whenever an enemy model passes within 1" of a Crystal Marker, that model suffers 1 Wd and Cortex heals 1 Wd. This spell may only be cast once per crew, per turn. (1)Growth Ray (CC: 14:crows/ Rst: Df / Rg: 10) Target model increases its Ht, Melee Range and Melee Damage by +1 and receives Terrifying->10 or Terrifying +1 if it already has the the Terrifying ability. Target model gains Easy to Wound 1 and loses Armor and Insignificant if it is affected by either. (1)Shrink Ray (CC:14:crows / Rst: Df / Rg: 10) Target model decreases its Ht, Melee Range and Melee Damage by 1, to a minimum of 1 and receives Insignificant, Tiny and -1/-3 Wk/Cg.
  14. Yeah I have absolutely no problem with the Grave Spirit being shackled to the Rogue Necromancy for some odd reason. And god forbid they kill the poor thing, because then she's free to summon in her other nasty totem. It works great to keep the RN ticking while it gets into the gooey bits, then it dies, and the NM comes in slinging poison about. Fun times. Err. This is with Molly as a Master. In a 35 SS game, she's effectively got 40 SS to hire from. Her choices are, minus totems, Rotten Belle Madame Sybelle Dead Doxy Crooligan Rogue Necromancy Meaning you have every reason necessary to hire the Rogue Necromancy in a 35 SS game. It won't even reduce your crew size significantly.
  15. Rat Catchers do not have Bully. They have Ruffian: Ht 1 and Insignificant models targeting this model must win a Wp->13 duel or the action immediatly fails. Meaning it's possible to kill them, but good luck. I thought we were talking about winning against Hamelin, not just fighting him. Collodi is garbage versus Hamelin in a straight fight. Voracious Rats overrides (0)Murderous. Hamelin is untouchable and the Rat Catchers are hard as hell to hit, especially because the Stolen will be dropping your Crew's Wp by 2 constantly if you're actually trying to fight him. Hamelin's (1)Irresistible Lure will absolutely destroy Collodi's crew if you bring the fight to him and after his Rat Swarm grows to 20 rats or so after destroying your dollystorm, Collodi is boned. - - - - Collodi can, however, powerown Hamelin stupid easily because he can move something like 40" in a single turn, far beyond Hamelin's reach and is NEVER insignificant so will NEVER have a reason to confront the Soulless directly.
  16. Wow, the first two pages just killed it for the new guy. Poor dude. :/ Pandora is THE worst master to play first. At least Hamelin will wipe the board clean after the first couple turns so you can call it a day. When you're brand new to the game and you play Pandora she just stops you from doing absolutely everything you want to do. I just wish there was anything I could say to change your mind, but I know how it feels when you play a master like Pandora or Hamelin and come to the forum and then all you get is 1. Play more, you don't know your models and so you're losing. 2. Buy more, you don't have the right models so you're always going to lose. 3. Cheese back and if you don't you've lost. - - - - OP if you do come back, just give the game another chance versus another crew that isn't Hamelin or Pandora. The Neverborn are kind of the beginner faction, their entire roster is compromised of fast, tough, high damage models, many of which have all kinds of goofy cheese they can bring to the board. Try something like Kirai versus Victorias, or Victorias versus Sonia, or anything but Pandora versus anyone. I don't want to beat the dead horse, but Pandora takes little finesse to play but a lot of finesse to beat, but once you figure out her stupid tricks, she becomes a lot easier to handle. Just give the game another chance.
  17. Collodi can wreck Hamelin pretty hard. He's just so incredibly fast that he can straight avoid Hamelin. His Dolls are all Ht 1 so there won't be much direct Dg to Hamelin but the rest of his crew are up for grabs. I've seen Collodi destroy Hamelin more than once.
  18. Screw it. Can't remember the bossman's deal. The idea was that they were stuck in combat, locked crap up and died while the boss manipulated terrain to help the rest of your crew get objectives done. The healing was so that Marcus could heal easier without Rasputina or Ramos or Colette(More of a screw Colette deal) benefitting from it, too much. There was going to be an ability that made the Boss make a ranged Strike, and if he succeeded, up to two of his lackeys would also make a ranged Strike.
  19. OH YOU ARE F*CKING KIDDING ME IT CUT OFF THE CHIEFTAIN'S STATCARD! Good game IE9. Good game. Damn it to hell.
  20. Peeaacheesss Peeeeeeeeaaaaaaaaaaccccchhhhheeeeessssss Peeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaacccccccccccccccchhhhhhhhhhhheeeeeeeeeeeeeesssssssssss
  21. Absolutely love the Grave Spirit over the NM. Belles are fast enough that Link doesn't become an issue and it works exceptionally well with a Summoned Sybelle as she becomes increasingly expendable the further the game drags on, meaning that there's plenty of room to cast philosophy sooner or later without any ill reprocussions.
  22. Protip: I'm sketchy at best with December Lore, but I just read a really dope short story about Inuit rituals. And how some Native Americans would handle their dead. So I thought of a cool mechanic and whatnot. The word Inyuktut is Inuit for something along the lines of fish. I honestly don't know, and it's probably misspelled. Apologies to any native speakers. The rest of the words are just made up and attempted to stay within the confines of what would work. And yeah, I'll expand the flavor text bit with an involving story and whatnot some day. Also, I don't have any books with me so I'm bound to get some stuff wrong Day I Expedition "Hiking this week, in the Mountains this time. Must remember to steer clear of the Cult, should be okay. Myranda seems edgy. Says she "Feels something in the wind." Perhaps it is just the fridgid cries of the north, perhaps it is more. We broke camp and heard howling throughout the Night. It was of nothing I had heard before and unlike any beast. I went alone to prospect, it took long but I tracked down the source of the noise. I saw the fire from the top of one of the hills, I saw the dancing shadows of a group. I was perplexed... Even after my extensive research into the area, I was unaware of an expedition. I must carefully approach, the Guild must be up to something. Four men, guild guard for certain, very underdressed for the harshness of this enviroment. Odd enough as it were, there were patches of trees this far out. I know not why. Day II, Expedition Myranda has found me, clever girl. We have watched from a distance now, this group of men. They are going somewhere with purpose, but I know not yet where. They carry with them a satchel that gathers my attention often. We must wait and see. Again the Howling, but I know now that it is not from these men. They sleep, and mourn one of theirs lost in a crevasse today. This howling, what could it be?" Day III, Expedition The men are on the move again this morning. Myranda and I will continue to follow them. It appears as though they are not in fact lost. They travel with a map. I shall follow them further." "Night has broken, the men sleep. Myranda draws in the snow. I watch." Day IV, Expedition "I write now hurried. What I witnessed today was an act I have never seen without my own intervention. A group of tribal beasts, I know not yet from whence, came and slaughtered the Guardsmen displaying tactical knowledge. I must pursue." Day V, Expedition "So little time to write so many things. These Beast-men speak in tongue and have developed a Tribe. Evolution, dear Journal, is before me!" Day X "I have let them spot me, and they approached with an akward kindness. They are apprehensive towards me but I have assured them that I shall do them no harm and I do intend it. Myranda has been commanded to stay hidden, however. In case the need arises, of course. Day XV "I have finally, after several days of manual toil, been allowed to speak to the Chief of this tribe. An exciting day indeed! I go now to meet him." "The Chief spoke broken but understandable english. His name is Balthokh and he offered many gifts in exhange for knowledge of our world, the world of Malifaux. I stand now at the precipice of change, and I do certainly plan on leaping directly in. Day XVII "The Chief allowed me to witness a sacred ritual this day, and I am honored. He brought with him a ceremonial knife to the corpse of one of their dying. As the chief came to his dying tribal, the younglings began to hum a beautiful hymn for the beast-man. The Tribesman laid upon the ground and began to smile as his Chieftain plunged the blade into the poor soul's heart. Before my very eyes did the Roots of the Earthen floor consume the body and sprout a young tree. The forest I had seen earlier this month was not a forest at all, but a Graveyard. I have learned that the Tribal slain was the Chieftain's own son. This is all so beautiful that I have shed a tear." Day XXI They call themselves the Inyuktuk and know of December. It appears as if they have had contact with the Guild as the Chieftain seems to fear for his people. I have told him that my associates and I will do all that we may to protect them should the Guild do anything of ill repute. Day 25 Inyuktuk trappers have spotted a Guild detachment. The Chief was correct. His people prepare for war. I smell raptors. Day 26 Austringers have sent down their Raptors to assault the tribe, but I have fended them off. The Raptors had given me the location of the Austringers and Myranda has dealt with them. I know not what has the Govenor General so interested in this lowly tribe but I shall not abandon them. Day 27 Guardsmen marched on the village but were slain. The Chieftain has invoked what they call Inyuktabin in preperation for the rest of the forces to come. I do not know what this entails. Day 28 I have witnessed Inyuktabin and am sickened. Perhaps these creatures are viewed as an affront and Justice has been dispatched. Day 31 The Inyuktuk have won but must relocate. Balthok has pledged the allegiance of his people to me, but I know not if that is what I desire. - Marcus - - - Inyuktut Tribesman Beast, Graverobber Soul Stone Cost 4 30 MM Base Wk/Cg: 4/7 Ht: 2 Wp: 4 Ca: 5:tomes Df: 4 Wd: 6 Yukyuk Spear Rg: 8 Cb: 5:crows Dg:1/2/3 TALENTS: Abilities Rite of the Inyuktuk: If this model is killed, place a 3" by 3" Forest terrain piece completely covering this model's base before it is removed from play. This Terrain may be place in or on other model's bases. Frozen Heart: Not 100% what it says. Inyuktuk Hide Armor: Armor +1. Models targeting this model with a Ranged Attack receive -1 Cb for the Attack. Hunter of the Frozen Wastes: This model ignores Obscuring Terrain. Gunfighter [Yukyuk Spear] Weapons Yukyuk Spear: This weapon receives +1 Cb and +1 Dg when making a Melee Strike. Actions (1)Devour Corpse: Discard 1 Corpse Counter within 3" or carried by this model or a friendly model. This model makes a Healing Flip. Triggers Cb(:crows:masks)Pungi Tip [Yukyuk Spear]: Poison 1. Df(:tomes)Nomadic Strife: After Attacker misses this model with a Ranged Strike within 8" of this model, this model makes a Yukyuk Spear Strike targeting that model. Spells (1)Inyuktuk Hospitality (CC: 12:tomes/ Rst:-/Rg: 4) AR: Discard a Corpse Counter. Target friendly model makes a healing flip and receives a cumulative -2 Wp until the end of the Encounter. If target model has the Beast characteristic, it does not receive a penalty to Wp. (All)Inyuktobin (CC:13:crows:tomes/ Rst:-/Rg: 6) Target Forest Terrain piece generated by the Rite of the Inyuktuk ability. Discard one Corpse Counter and summon one Inyuktuk Tribesman in base contact with target Forest Terrain piece. Remove that Forest Terrain piece from the game. This model reduces its maximum Wd by 2. Summoned Inyuktuk Tribesman receives the Undead characteristic until the end of the encounter and loses the Rite of the Inyuktuk ability and the (All)Inyuktobin spell.
  23. Yeah, she's fine with around 3 stones because of how many safety nets she has available.
  24. The community has you covered here, pal. This thread - http://wyrd-games.net/forum/showthread.php?t=27738 Is pretty dedicated to Molly, and gives you some basic outlines of her. Then you've got a few words on the Dead Doxy, And of course as your biggest concern, we've got your Crooligans down, too. My opinion on them, Q'iq'el points out some very useful tricks you should be keen to practicing with. And then there's what JisaacT thinks, which is more of them as hit-and-run kind of models.
  25. Wyrd really needs to clarify or alter the Damage-To-Wounds deal. It causes too much confusion. Even amongst incredibly veteran players.
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