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VonWyll

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  • Birthday 09/27/1985

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  1. Strongly disagree with the no flesh construct policy. I have played a lot of games with McMourning and I can tell you that a Flesh Construct does a lot for him if your willing to pay for it. Flesh Constructs are fast, really fast; and if you have one crossing the table to you (and it will go 15" in the first turn thanks to its free closing phase move) you have to deal with it. That means you have less time to deal with McMourning and the Punk Zombies while they advance. Guess what happens when McMourning churns out the second one in his first activation. Bad things. Granted, you don't want one in every list, but starting with something that can close the gap that quickly, is Hard to Wound 2, 10 wounds and Immune to Influence? Never Bad.
  2. McMourning Tactica well on the way, will finish and refurbish tomorrow sometime.
  3. I noticed my name was not mentioned. I wrote Tacticas too *runs away sobbing*
  4. This is true, the Nurse is not the easiest, but given the sorry state of the McMourning Box, it is probably a model you'll have. I also think that a Nurse is very useful later on for more veteran McMourning players and if you get used to her early, you will use her later and not just overlook what she can do.
  5. Haven't been in this thread for a while, however, for 25 soulstones, as a new player i would be looking at: Dr Douglas McMourning, Morgue Master Sebastian, Morgue Assistant 4 Canine Remains Convict Gunslinger Nurse or Dr Douglas McMourning, Morgue Master Sebastian, Morgue Assistant 3 Canine Remains Convict Gunslinger Flesh Construct I tend to find the first list a lot more interesting as you have the Nurse doing a lot of different things (healing convict gunslinger, giving him more defense which lets him trigger "Faster 'n You" more often and using drugs to create 'Rocket Dogs') but the second list (with a flesh constructs, dogs, Sebastian AND McMourning is a really nice starter list as it encourages you to get Mcmourning where he needs to be: On the Front.
  6. Hello good people. Updates coming soon -W
  7. Nino and Judge in the same list would compete for your masks, that is true, but we are talking about Colette here. Against Colette, Riposte isn't a big trick. Anything you would want to Riposte (and lets face it, there is only 1, the Coryphee Duet) is also able to use soulstones and your defense is much lower then it's attack. The masks in this list are for Nino, he is, in this case the man for the job to shut down Colette's mobility. The reason you want Judge or Samael is for another damage threat and Arrest. Colette often discards cards to get more soulstones, if she then cheats later on, one Arrest will bring her into Headshot Territory. Then, she is losing models or soulstones. Alternatively, she may play it safe, and not be willing to risk cheating, either way, you can capitalize. That is the beginning of the end for Colette.
  8. Just tidied up a little. Filled in a bit more about Lady J early on and moved the Crew Information lower so I am now ready to start talking about models and how they work with her. I will be listing which models I have found to be exceptionally useful against what Master, as I mentioned, Lady Justice does not go to every game with the same crew. I thought I would answer you though, albeit briefly, because it seems unfair to leave you hanging when I have only just begun and probably won't get to tactics against other masters for a while. Colette is all about overwhelming activations. She will do a lot of things, most of it however is smoke and mirrors, and how do you deal with smoke and mirrors? You smash the mirror and fan away the smoke (to deconstruct my metaphor you do this with bullets and a really big sword). Nino Ortega is amazing against Colette. In fact, he is downright amazing in most situations but very rarely will Colette have a counter to him. Use Nino to pick apart any showgirls that you can (it stops Colette and Cassandra being able to switch places with them and reduces Colette and Cassandra's maneuverability) once this is done, you will find the game much more manageable. Remember that Colette has Slow to Die, so even if you do manage to get a decent slug at her (which is in itself, not a cakewalk) if you kill her, she will just use a soulstone to not die (aka, heal from zero wounds to 1-3) so often, it is best to focus on dealing with her crew. Judge and/or Samael Hopkins are also very useful. Both have arrest, which means you can drain Colette's control hand and attempt Headshots with Nino to get easy kills or burn Soulstones. If Colette is foolish enough to burn her hand and let you take Headshots, go for it. If she sacrifices soulstones to save a alive, you have slowed her down a lot, if she doesn't, she dies. Hope that helps some.
  9. Hey guys, thanks for the feedback. @Alienated One: Thanks, fixed Riposte. Totally my bad. @Paradox: I find that :rams is the predominant suit in the guild but :masks are definably a close second. For this reason, I find Fate and Vengeance a more optimal choice. If I am saving cards for Onslaught i tend to find that it inhibits my play style a little. @Yames: Well done sir, you're getting ahead of me. I will be touching on this style of play when i get round to doing her Totems
  10. Here are my questions. 1. Nicodem and Mcmourning. Do they have a professional relationship? It seems to me that Nicodems vested interest in taking down the governer would have led him to exert some kind of professional relationship with Mcmourning who is in the employ of the guild. Seamus and Mcmourning clearly had some sort of relationship (what's the deal there as well?) Given that Nicodem is the undertaker, I could see them providing each other mutual support 2. Rasputina and Seamus These two really hated each other, what on earth was that all about? Did I miss something here because I definably felt like there was something more then just 'you're in my way' in their rivalry.
  11. Yeah, sorry Jonas, this seems a bit daft to me. In fact, I'm not sure I see the strategy that it adds being worth the revision. Also, there is something nice about flipping the high card and getting that "YES!" feeling. If you flip the high card and know your opponent has the advantage, that detracts from the experience a bit.
  12. Interesting to consider. I too have noticed that once you get to 60ss the game loses something (unless of course you are playing 2v2 then it matters a lot less because you're with your mates). Personally, I wouldn't mind seeing more Malifaux team tournaments and have Malifaux promoted and expand into a game (around 50ss+) that you play with a friend. You got me thinking and I'm not sure I can think of another game system that actively promotes the Co-Op mentality. In fact, I've noticed a distinct lack of Co-Op in gaming in general.
  13. I think it will be a mounted gunner or some such. Basically the Malifaux equivalent of a Horse Archer. Of course, it will be Guild.
  14. About This Tactica: I am writing this mainly to generate interest and test the waters a little. If enough interest is sparked, I will continue writing this; however, I won’t bother if it doesn’t catch on. The idea behind this tactica is to provide some general tactical advice to new players joining the game, it is not a “follow this and you will win” instruction manual. I thought it would be interesting to do one on Lady Justice as she is, in my opinion, quite a well-rounded Master but also, one that people tend to think is rather one dimensional. If you are one of these people, we may or may not disagree. Lady Justice - 4 Soul Stone Cache “If Justice is blind, then I shall guide her” – Manfred von Karma Lady Justice is the Guild’s strongarm master who is easily capable of bringing down anything that gets in her way. She has a very high melee Cb, a formidable damage arc and a strained corset. In addition, she also carries two sidearms which offers her some minor versatility (but are probably there more to make her look cool then anything else). She is a close-quarters fighter, first and foremost, and the parallels that can be drawn to her in that department are few and far between. You may find that starting out, Lady Justice and her crew may not seem very practical (you might find, for example, that the Death Marshals die rather quickly, only having six wounds) but they are very, very lethal. In almost every situation, Lady Justice is capable of turning the tide. Even a Death Marshal, with a :rams on the flip can deal a severe damage of 7 which is more then enough to severely wound (not to mention kill) most models in a single hit. The Guild is very good at forcing the opponent to react to you because one wrong move can see your opponents full of lead and sent to an early grave; for this reason, positioning is key. Soulstones help Lady Justice a lot and my personal recommendation is 5-8 (I would recommend 7-8 for starting players, you might find you can get away less then this as you play more games ) The Pistols let’s get these out of the way shall we? Very rarely will you be using these, though, a sidearm is a sidearm and occasionally, you’ll find them useful (for example, if Lady Justice is falling back and she can’t do anything else) but with a combat of 4, no critical strike and a fairly average damage arc they’re really nothing special (the only reason they are remotely viable is because they are paired). The Greatsword A great weapon (you see what I did there? -W) capable of taking a hefty chunk out of anything it hits and with a combat of 7, she is capable of hitting most thing reliably, only needing to cheat high against masters and henchmen. As if to further display her dominance, the Greatsword comes with a to damage flips baked into it; which takes a lot of pressure off the attack dual (it means you can leave the dual at a 1-5 difference and still get a straight flip, allowing you the option to cheat fate). The greatsword also has a formidable range of 2” take advantage of this. Greatsword Triggers o Critical Strike - You’re not allowed to forget that you have this because you should be using it all the time. +1 damage for each in your dual total and you already have one baked into your greatsword. Potentially this means you get an additional 1-3 damage (1 for the greatsword, 1 for a card you flip/cheat and one if you are lucky enough to flip a on the soulstone, should you choose to use one) though you shouldn’t be burning soulstones just on the off chance the you get +1 damage. o Final Repose – When you kill someone you can trigger this automatically (remember you have that in your greatsword) and whomever you’ve killed does not drop counters of any kind. This is fantastic because it stops those pesky Ressurectionists from bringing things back to life, (it is also useful against Scavengers, whom need scrap counters, mind you). You should only trigger it if your base damage is going to be enough to kill the target (duh -W). Another really nice ability. Offensive Actions and Abilities o Inspiring Swordplay When Lady Justice kills someone with her Greatsword all friendly models within 10” that have Line of Sight to her gain +2 to their CB until the start closing phase. This is a very powerful ability that can greatly affect the outcome of your turn. You will not always want Lady Justice to be the first model in your crew that acts and you might not get to inspire everyone in your crew (they might have already acted or be out of range) but you’d be surprised at what a difference this actually makes. o Blindfighter Lady Justice is allowed to declare and make charge actions even if she cannot draw Line of Sight to the target she wants to charge. This allows you to pull all kinds of shenanigans. You can declare a charge at a model hiding behind other models and attack them by reaching over the models in your way (because you can reach 2”). o Melee Expert [+1] An additional action per turn that can only be spent on making a melee strike. Handy. It means you can take three strikes if your already in combat, or, you can walk twice and take a swing if you need that little bit of extra range. Defensive Abilities and Triggers o Riposte() This ability is truly a wonder and it allows you to do all kinds of crazy things with it. You need a mask but if you have one on the defence you can resolve a strike on the target as if you had just hit it with your greatsword (note: this attack defies range, so a scalpel slinging McMourning or Lord Chompy Bits is not safe from it, even at a distance). Don’t forget that the baked into your greatsword still counts and may allow you to cheat. o Defensive Stance I know this action is available to everyone but I feel this is worth mentioning. With a trigger that’s as powerful as Riposte, giving Lady Justice on the defence can often scare your opponent into not attacking her or preventing her from disengaging (you triple the odds of flipping a mask on the defence). Yes, this does mean that she doesn’t get her third hit but if you’re already in the thick of it, upping Defensive Stance and throwing out two attacks could ensure that you walk out of there without too much damage. Yes, Lady Justice has 12 wounds but her ability to heal is limited to soulstones and soulstones alone so sometimes caution is warranted. o Fear Not Death Like all the Death Marshals, Lady Justice is granted +2 Willpower by the powers that be if she is the defender in a dual against the Undead. Because you don’t use this ability every game it is slightly easier to forget that you have it. My advice is…don’t. o [1] Last Rites This ability is actually quite potent; it can really go a long way towards giving you an edge against Ressurectionists. Being able tosacrifice all corpse and scrap counters within 6” is a good deal. Offensive Spells o [0]Sword Style Your only 0 action, so there is absolutely no reason not to cast it every turn. Sword style gives you one of three different perks: § Fate: +2 Cb on your greatsword strikes per in the dual total (remember that you have a baked into your cast, so it is always at least +2 ) This is nice but it really shines when you have a on the flip as well (giving you a bonus of +4 Cb). With a Cb of 11, you can hit even the most competent masters with relative ease § Cb()Onslaught: Onslaught is added to your greatsword triggers, which requires a mask but allows you to take an additional attack each time you trigger it. Sounds good, right? Admittedly, this is the variation of Sword Style I use the least as I often require my masks for other things (riposte shenanigans and other models spells and abilities). This is not a bad ability on any account, Fate and Vengeance, while not necessarily better, often prove more practical however. § Vengeance: You get another to damage flips made with your greatsword (which is really useful against Hard to Wound opponents, remember, this means your greatsword is now at on damage flips). Remember that Vengeance counts towards every greatsword damage flip (so it counts for ripostes as well) o [1]Combat Prowess This spell allows you to give the Melee Expert [+1] ability to one model (+an additional model for each in the total) and while good, this is not an ability that Lady Justice should be wasting actions on. This spell is for your totem to cast on models like the Executioner and Judge. Defensive Spells o [All] Restore Natural Order The reason this spell falls into the defensive spells category is because you don’t really go on the offensive with this spell. Restore Natural Order is great for holding the line against waves of small undead (like Canine Remains) early in the game, or for spreading damage around if you want to hold a position. A lot of the time against Ressurectionists, Lady Justice is better off getting stuck in (Vengeance and the in her sword go a long way to negating Hard to Wound) but Restore Natural Order does open up some opportunities, particularly if you can get an executioner onto the scene in your next activation (after you have fried a bunch of Canine Remains) and use Last Rites and wipe those 4-5 Corpse Counters off the map. o [1] Blind Justice Easy enough to cast but I can tell you the only, and I mean only, time I have ever used this ability was when I was sitting at the back of the board with Nino Ortega and an Austbringer on my first turn and I wanted to snipe Pandora. Blind Justice is an Aura that lets you ignore increases in range and duels you would have to take to target models. Situational at best, more often than not, you won’t use this. If you find yourself using this frequently against multiple masters, you may wish to desist. The Crew Crews with Lady Justice as the Master are many and varied. Why? The answer is simple. Lady Justice is not like many of the other in that she doesn’t seem to have an apparent synergy with a certain type of model. This is often perceived as one of Lady Justice’s chief weaknesses but that is not necessarily the case. Lady Justice can take what she wants and what she wants might differ game to game. The only downside to this is that you might have to buy more models (but is that really a downside? ) In short, if you like having a choice, game to game of what you bring to the table, this Master will suit you fine. If you want to play one list all of the time, you’re in the wrong place. Without further ado, here it is.
  15. I kind of like the idea of the Avatars being an in game upgrade that your Master can attain somehow. So something like, stuff happens and you replace your master with the Avatar model sort of thing. I think this could be a cool addition to the game because if there is something or other you have to do, particularly if that thing is not optimal, players have to make a choice that says "Do I do what I need to in order to transform or do I do what I want to do with my Master at the current time?" I hope it is not like "Epic" versions of the masters that you can field instead of them. That's getting too close to another game I play. Lady Justice's avatar form is a hard one to pick, I mean, i instinctively lean towards a sort of "unnatural gets abolished" type of thing, so, having her possess abilities that wipe out undead, constructs, neverborn and the like. Basically a form that says: If you're not human, you're in trouble but I have a feeling that isn't what she's going to be.
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