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sinistercats

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Posts posted by sinistercats

  1. On 2/7/2017 at 0:23 PM, Tris said:

    But the game doesn`t seem as devastating as you say, you lost with a 2 point difference, that´s not much, isn`t it?

    Playing against Reva is a lot like playing Dreamer in 1st edition. People don't like the feeling that something is just gonna die and there's very little to be done about it. Which is the first part- get used to something just dying. I think a lot of folks are used to Soulstones, Armor, etc and just taking it on the chin. Can't really do that against her. 

    The additional challenge with Reva is it's much harder to hide what you don't want to die. Against 1st ed Dreamer it was easier to "feed" him models due to the more direct range he could hit. Reva has multiple attack vectors and can pretty much put more down as needed. Blocking line of sight and access are way big deals. 

    I've played her a few times now and I think a lot of the problem is the mental game. If the game isn't taken to her fast _something_dies every turn. Getting past that sick feeling is the first step to beating her. 

  2. 4 hours ago, Wifstrand said:

    Assuming she actually uses the markers to attack from, which is not her only playstyle - and I dare say not even her strongest. Her other playstyle is called "Satan's Pinball" (TM), and goes like this:

     

    One of her limited upgrades is called Beyond Death, and it allows her to get to ANYWHERE. Basically, for those who don't know, here's how it works:

    Reva gets Regeneration +1 from the upgrade, as well as a Tome trigger on her standard attack, which allows her to reduce damage dealt to immediately take a charge action, ignoring all terrain, models, LOS and so on.

     

    So, this is an example turn order, somewhat taken from my game with @sinistercats:

    When she activates, she discards a card to summon a Corpse Candle within 5”. Then, as a (0) action, she casts Death Shroud on an 8, and places into base contact with the Corpse Candle (5” away + ~1” base +2” Reva’s base. She then either hits something through a corpse marker up to 18” away and in LoS of her or takes her regular 10” Unimpeded charge for 2 AP. If she can’t one-shot the target, she attacks it once and deals damage, then attacks it again and triggers her Tome charge (Screaming Death). Then she gets a free charge against something within 10”+3” range (no LoS, terrain, or models block this charge). Two free charge attacks, and after that, she has 1 AP left. If she initially charges a squishy target (like a Daydream) she can just trigger the Tome on her first attack, and if she ends up in range to attack the squishy initial target after her second charge, she still gets the second attack against it from the initial charge, after her second charge is completely resolved.

     

    What would you do against this? The Widow Weaver/corpse marker trick doesn't really work against this. Also, you need to get the Widow Weaver somewhat far up the field for that to work, in which case I'll just murder the Weaver :) I’m really curious to know, as I genuinely enjoy using Reva but she can be a little daunting to face.

    It's true- that's what he did! :)

     

  3. Title says it all. I played a game vs Reva last night with Chompy Dreamer. I was a tiny bit out of position and Dreamer was dead Turn 1. Wow! 

    Totally my fault for being in the wrong place but it was still impressive. With being able to charge from downtown and then shift to a different charge target shes

    pretty cool. 

    What's worked well for folks? 

  4. Had another good game today and starting to see how the crew goes together.

    Molly puts someone on negative flips then does her (0) to have Izamu hit them and then chains right into Izamu again as needed, etc. 

    The thing I want to try now is summoning an Onryo to get adversary on the target for the (+) flip for spirits. 

    She's lots of fun- doesn't HAVE to summon something every turn. Plenty of times in our game today Molly was the one walking up to pick up the head in Headhunter. LOL

    • Like 1
  5. 8 minutes ago, benjoewoo said:

    Well, there are plenty of threads that discuss this. Depending on who you ask, one of the paths is recommended as better than the other for general purposes. As always, fortune cookie advice is it depends on schemes and strategies. But, there's some general pointers below:

    1. Spirit Molly has multiple summons that ignore armor, while horrors only have student of steel.

    2. Spirit Molly can summon the Hanged, one of the more infamous Resser minions because of its high impact move to halve a model's Wds and neuter healing mechanics.

    3. Spirits tend to have some synergy between the models themselves, e.g. Adversary, which increases chances of hitting things.

    4. Horror Molly summons Ressers' favorite summon: Punk Zombie--all around great fighter and efficient summon. Punk Zombies are some of the best answers we have to Neverborn--really Pandora.

    5. Horror Molly has access to models that are specialists while spirits often do the same thing--i.e. the students from University Box

    6. Horrors tend to be more self-contained models that do better damage than their spirit counterparts, e.g. Punk Zombies/students with flurry, KJ, Yin, Archie, etc.

    Horror Molly is more accurate in fluff, but Spirit Molly isn't necessarily terrible.

    For this discussion, play style differences would probably choose the master. But, Kirai has a non-randomizing range attack that can have pretty good damage. Molly's damage comparatively isn't as good, but she can provide a worse debuff than Adversary. 

    I would think horror Molly is better for brawling, also because then you can really use Archie, who has great names on his card and great fluff.

    Good write-up! Like I said- I'm trying to find what works for me and my meta. The other thing that didn't make your list is Molly can tank when she has to and doesn't mind being up in the front. Kirai tends to not want to be in the thick of things so that scheme/scenario aspect matters too. 

    At any rate I think Molly has plenty of options to handle whatever she needs to do. 

  6. I happen to have all the Spirit models and I'm kinda intending to use roughly the same crew with Molly and Kirai. Basically that's the question I want to answer for myself- When does it make sense to run Spirit Molly vs Kirai and when does it make sense to run Horror Molly. That's part of what me attracts me to her- she's got a wild amount of flexibility for what is needed. 

    I've played Horror Molly off and on and I think that goes more with my play style. When I play Kirai it's more about the Spirit Shell game which Molly can't really do as well. So I'm already wondering what Molly brings to that. Obviously there's tons of synergy with the Spirits but that's there regardless who's the Master. 

    Plus I really like that most of the Horrors are really hard to hit. Def 5 and 6 in Rezzers is awesome! 

    • Like 1
  7. 1 minute ago, Kadeton said:

    I feel like that lesson is really important for Resser players to learn in particular. I've seen far too many Ressers get drawn into losses by the lure of summoning when they needed to be doing other things to secure victory. Sitting back with Nicodem, digging up corpses and pulling out spleens and summoning stuff while the opponent secures their objectives. Kirai and Molly flinging Spirits and Horrors into a meatgrinder while the enemy flankers rack up points. It's heartbreaking to watch.

    Best of luck with Molly in the future, it sounds like you're off to a great start. :)

    Thanks! She's been loads of fun but the games have been more like "one great turn" than actual wins. But I see the potential for sure. 

  8. 4 hours ago, hydranixx said:

    As for generally being a brawler, I'm not so sure. Part of why Pandora can a good brawler is that she passively hurts enemies her just for trying to do things, with Fears, Misery and Terrifying, coupled with the ability to either paralyse lots of things or paralyse one particular thing no matter what, literally by removing immunity to paralyse and immunity to horror tests.

    It's true, sinistercats, Hanged are not always the right choice. If Molly's close to something with high WP or a low Wd count, a humble Shikome is probably a far better choice (since again we're assuming we're going Spirits). If that is the case, then absolutely, summon her for cheaper, and then use that 13 you had for whispered secret to cripple someone. When the Goryo get released, there's even more options for slightly cheaper options as I understand.

    Thanks hydranixx- I appreciate it. It's nowhere in the same league as Pandora as a brawler for sure. Molly's been a great lesson for me in having your Master do what you need rather than do what "she does". I've had a whopping' 2 games with her and she basically was a scheme runner in game one and a brawler in game two. Think I summoned 1 model in each game. Love her! 

  9. On 9/20/2016 at 5:04 PM, benjoewoo said:

    Keep in mind Molly's debuff for negative flips is a Ca 6 vs WP. Against lower Wp factions not a bad thing, but against higher Wp factions or even middle of the road Wp factions, it's kind of a risky thing--a high card competes for summoning or getting off Molly's actual attack action. Probably worth more than Molly's attack, but can be dicey when weighed against summoning

    " Although she wants to ensure that debuff succeeds and would normally be happy to burn a super high card for it, Spirit Molly also really wants whatever 13's she acquires to summon in Hanged."

    In fact in that game I did summon in the Hanged. They just don't do that much for me I guess. I get on paper how nasty they are- just can't seem to make them worth it for me. Against a high WP crew the Hanged don't do much ether, right? 

  10. With all the recent interest in Brawler Pandora I've been wondering if we could almost do something similar with Molly? Granted her Paralyze is way harder than Voices but it's doable. 

    Has anyone out here messed with this? Get the negative flip on the target then Paralyze it? Throw some Adversary on the target and let Izamu take it out? [Assumes Spirit Molly obviously] 

  11.  

    Played my second game with Asami today, some thoughts:

    Opponent: Ressers, Horror Molly

    Headhunter, mark for death (both), Hunting Party (me), Convict Labor (opponent)

    Ended in a 4-5 loss but was a good game cut short (ended turn 3)

    I took Nefarious Pack, Servant 5, and Grasping Tendrils. Immediately I regretted not taking Heavenly Design. That 6" place is too good. NP was on for the card draw but otherwise didn't come into play. Neither did the other two upgrades really, more to circumstance than anything. Lesson learned: HD always, the rest maybes

    Betti is amazing at Hunting Party. It's her job. She hunted small children and destroyed them. A severe in hand is worth a VP. The no LOS charge will catch people off guard for a while until they learn what she does.

    Tannen also punched above his weight this game. The anti-cheat aura plus Manipulative took the Valedictorian out of the game for a turn and a half. Glorious. I didn't even use his +2:mask aura but he will still be an autoinclude for the native defenses alone. 

    Samurai with the movement upgrade did alright. RJ'd another Crooligan and got two vp for HP and HH. Ok, needs more trials. 

    Lone Swordsman did his thing. Perfectly timed :tometrigger cut down a summon Punk Zombie nabbing another point. He died later to Molly. No real synergy with Asami, just a solid model in general. 

    For my only minion I took a Jorogumo who tanked Molly and Sybelle for a turn but ultimately died without doing much else. He had a "gotcha!" moment with the 1ap charge but that's all. I should've taken two. Two and Amanjaku who could've hid away from everything. 

    As the slow Molly player I'll admit I was impressed. She only really summoned one thing but I could see the potential. We were both learning through our crews and made some mistakes but that's an early game for ya.

    Solid crew and fun game.

  12. On 2/7/2016 at 0:23 PM, jonahmaul said:

    Not necessarily, it's whether you begin the Walk action engaged, not begin your activation engaged. So if you flew 10" and ended up landing in a models engagement range you would then have to defend a disengaging strike to move with your second AP. You can't 'combine' your two AP to do a single 20" move, they have to be completed as separate actions. 

    Agreed. Said much better than I first tried too.

  13. Serious disappointment on that art. What exactly about it says "greatest stage magician in Malifaux?" Just no style at all.

    Thank goodness for my already painted metal crew. No sale here...

    But in a more positive vein I know lots of people have asked for a more covert Colette. There you go.

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