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Sandwich

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Everything posted by Sandwich

  1. Honestly, no. They're just too slow to keep up, even with ranged. I'd say if you could manifest kirai early, he transposition spell could probably put them where ever you want, but I doubt a single Autopsy would last in a Kirai list, let alone carry his own weight. They're good for summoning, really, really good for summoning, but fairly useless to start with. They only move at 3", so it'd take you 3 turns to get them anywhere near anything anyway, and then they'd be fine. However, you can try it a share your experiences, if you'd like!
  2. Guild Autopsies are incredibly powerful minions. They often get overlooked because they don't match the Resurrectionist meta, that is, slow-moving, utility tanks. (Except Kirai) What they do bring is a great ranged weapon to counter many crews that are probably built to counter you. They have very limited strength in being hired into a crew, but do shine greatly with the models that can summon them. Cb 4 may seem low and in some cases it is, but if you sic three or four Autopsies on a high SS beatstick, that 2/3/4 Dg with a is mighty fine.
  3. Here I was, thinking we weren't going to theoryfaux. :/
  4. Yeah, Ice Wall creates Terrain that sticks around until you break it, I see no reason for Pyre not to do the exact same thing. I'm pretty sure that's why Flame Wall has timing written into it.
  5. Gonna bump this real quicklike. I'd really like to get the RaI down so I can play a ton of A.Hamelin the right way. :]
  6. Yeah, I completely agree. 16" range is cool beans, but 3" pushes isn't going to get you very far. Oh, and they only cuddle blasts that generate Dg. And the only really blast-centric master I can think of is Pandora, and none of her blasts generate Dg directly, so she still wrecks VS pretty hard. And Belles are a really powerful counter to the Trappers because of (1)Lure and they're expendable, so putting her in a line of fire to Focus (1)Lure a trapper off the roof of a skyscraper is total okay.
  7. Paralyze, the model skips its activation. They don't take it and pass twice, they just outright skip it. When you Rally, you get both AP, but you can't move and you receive a to anything you do. Acting model takes effect precendence. Meaning she would push, then the aura would go off and she would have to take a Wp->13 duel or suffer Insignificant. (Or is it Wp->12?)
  8. Lazarus is fine. You realize he costs the same as Teddy? And that Teddy is a single target burst? And that Teddy can do some insane amount of Dg? Like 14-18? And that Lazarus can do about 14-18 Dg, only broken up between 2-6 models? He shouldn't be able to ignore Blast damage from his own blasts, or anyone else's, especially realistically, which many people seem to fall back on when a mechanic isn't to their liking. Although most things in Malifaux aren't realistic, so why you're even playing is beyond me. I can understand some major Lazarus aggro, though. He killed 4 of my Belles in a single activation. Bastard.
  9. It's not too bad, running around with Crooligans and with his 10 up and Terrifying ->15 seems to do a mighty fine job of scaring people. ;D
  10. http://wyrd-games.net/forum/showthread.php?t=24641&highlight=anathema
  11. No. Anathema does not effect the trigger Cb(:crows:crows)Battered Skull[bludgeoning Fists] or Cb(:crows)Splatterpunk [Hurl Corpse]. Anathema states "This model's Terrifying ability..." not "Terrifying duels generated by this model..." (Emphasis mine) The difference is that ALL Terrifying duels are Morale Duels, but not all Morale Duels are Terrifying duels. Terrifying only affects living models, Morale duels affect all kinds of models (I believe the only things not affected are Undead and Constuct.) And will bypass the Lifer ability. Clarification: (1)Bellowing of the Big Bastard is an AoE Morale duel, meaning most models are affected. The two Terrifying triggers Seamus has are Terrifying, meaning only living models are affected. (It just makes Brutal Embrace that much better.)
  12. Yeah, but that's only really useful situationally. And you know I'm an advocate for the 1 Rat Catcher, I have been since day one. I'm a fan of moving slower and building up later on. Unless someone has something that requires speed. But then I can just take Night Terrors and call it a good day. ;D The cheese? What cheese? Do you mean balance?
  13. They really couldn't cover 30". The Rat Catchers are going to move a maximum of 8" from the same starting point. Your Rats are capable of moving up to like 22" maximum but that'd just be too fast to be effective. Although I've seen Rat rushes pay off immensely on high priority models. And with such a low model count on the enemy team, I don't see a loss of any rats in the long run. So maximum range is probably a good strategy in a game like this. I've still slaughtered VS crews easy with the Rat Swarm. Especially if you take nothing but Trappers, you'll never kill the Rat Catchers. Their Armor +2 will reduce almost all incoming damage to 1, and (0)Slaughter Rats will reliably heal them to full every activation. The swarm would obviously grow incredibly slow because you've only got 7 additional models to pump up your crew. Von Schill would probably be incredibly dangerous because he can't be locked down, but I'm confident Hamelin could deal with him alone. I'd use the swarm more to spread insignificant than anything else to just absolutely deny any VP at all. It'd be a slow game versus me but I'm pretty certain that such a limited crew wouldn't be able to do very much versus a good Hamelin, especially Magicpockets.
  14. Well, both are great. But both can also cause some frustration due to difficult mechanics. Hamelin is a lot more annoying to play against with newer players, for sure. If you do end up playing with Hamelin, make sure to read up on his crew's capabilities and explain EVERY MECHANIC before the game begins. With Levi, just remind them that murder isn't always the best way to go.
  15. This list would probably be hilariously effective. But I honestly wouldn't take 3 Canines. Just because they're kinda useless.
  16. The Trappers are a fairly integral part of Von Schills arsenal, they're heavy support assault with fairly reliable accuracy. Unfortunately, they are limited by Terrain, low mobility and low surivability. If, however, you augment 1-2 Trappers with, say, 2-3 Freikorpsmen, a specialist and the healer (God I'm terrible with names,) you then have a pretty much unstoppable, mobile death squad. - - - - - That list is crazy solid, but how effective has Hans been for you so far? I've never managed to get him to do much for me. :/
  17. 1. Yeah, its the Specialist. 2. Where is that awesome mobility coming from? 4" Wk? 3. So you don't take Schemes, but you're 5-0? Do your opponents also skip out on schemes? So you take 7 SS Cache, so it isn't 3 as you listed. (which I'm not sure you can or not. What is Von Schills reserve? Isn't it 5?) Von Schills flight is cool, I like that he can't be locked down. My concern would be if your opponent's crew brought ranged, like the Convict Gunslinger, Lazarus, et cetera. Especially a model that can counter ranged Strikes. 4. Haha, okay. They can't be charged or shot. You can still annhilate them with spells or melee, especially with a Df of 3-4 and no real defensive capabilities. (Armor +1 is cutesy.) They do have a decent Cb of 5, but its nothing really impressive with a 1/3/5 on Dg and generally no attack flip. I guess if you're versus Ramos, Levi, C.Hoffman, Rasputina, or a couple McM lists, you'll have a on those shots, so I'll give you that. Although most of those lists have Armor or Hard to Wound, so I dunno. 5. Power ritual, hold out, break through, army of the Dead (The, I have more dudes than you, one) etc. I'd say about 80% of all schemes will be advantageous versus 6 Trappers and VS. But I don't have the patience to really list them all. 6. I can tell you and your playgroup are still fairly new because of how focal you guys are on killing each other. I'm guessing your 5-0 record with this list is because your opponents haven't really sat down and digested model strengths and weaknesses. After a couple weeks of play, come back and tell us how that record is doing.
  18. I'm not sure, but aren't the snipers Rare or something? I don't honestly remember. I hope you don't get anything but Slaughter? Your list has low mobility, and mediocre damage, even with Von Schill. Your opponent should understand that they'll need Terrain versus snipers, but honestly all they'd have to do is single out Von schill and then pretty well AFK to win most games. With 3 SS you won't be wasting a ton of your opponent's activations with your Slow to Die healing flip. The problem newer players have is that you focus on strictly killing, and that's just not how Malifaux works. Your list would honestly be fairly difficult to board, only because of how spread out they'd be. Experienced players, however, would just take easily obtained Schemes and will more than likely be able to just evade your snipers with Terrain. And God forbid you lose Von Schill. I saw a similar list, it had something like 4 snipers, Von Schill, and the flamethrower guy. It worked fine but was relatively immobile and got boarded around turn 5. The game ended once Von Schill ran out of SS to Slow to Die heal, though.
  19. I can't say much good about them. The bonus walk is okay for a Line in the Sand. I'm pretty sure Return to Sender would make you drop the Treasure chest, though. But I'm not 100%. They can occasionally put out a lot of damage if you get 2-3 of them in the middle of an enemy crew and just go crazy. But then you can also just bring Belles who have a lot more utility. I don't know. They're a hard sell, but they can be great some times.
  20. Actually kinda sold me on that. But if you do put a range on it, the Rat Catchers need to have Nihilism too. Because otherwise Hamelin wouldn't be able to do anything but make sure he was following the swarm all willy nilly. And if the Rat Catchers have Nihilism, it could easily have a 4" range to be in line with, you know, a 4" Voracious Rats.
  21. I'm full on behind Sebastian being a Henchmen. He's just such a boss through the entire book.
  22. Absolutely no range to Nihilism. The point of this is to balance him, not cuddle him into garbage. Of all the changes mentioned, I support a Wp duel to Bully, A CC on LMC, and a reduction in range to Voracious Rats. I could also get behind the change to Impetuous but I honestly do not feel that it matters. That's all he needs. Nix improves Weak Damage, not severe. He reduces Severe by 2 and increases Weak damage by 2. Therefore Impetuous actually stops you from getting 4-6 Damage on a :-fate:-fate flip. (Blight, Nix, Vermin Frenzy) Having an 18" spread on Voracious Rats is bullsh*t, period. As to rats killing eachother, it's absolutely not a global issue, it is strictly Hamelin. In no other case (Except McMourning/Nico killing dogs, but that's hardly broken, and I guess Grow Lists.) killing your models does not have a remotely positive effect. We need to really look and try to Balance Hamelin. Not cuddle him to garbage. Pockets was listing changes as a ton of ideas to do, not an entire list of must-have cuddles. And his suggestions are all very viable, but not all together.
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