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Mawdrigen

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Everything posted by Mawdrigen

  1. @Nathan Thanks glad you liked it. Shooting them before they get to you is fine... if they don't get fired from a pigapult directly on top of you in turn 1. I was very unlucky with my one chance to shoot the war pig as it ended in 1" of sonnia and therefore I had to fire into combat. And Samuel decided to shoot sonnia twice and the pig once... Base to base however wouldn't help as the stampeding pigcharges were 10" (or there abouts) flying pushes that are interrupted to make a strike as they go. not really sure how I can defend against that... as the pig charged her and overran then came back then recklessed to end up the other side of her again. I did manage to hide her behind cover until bowled over lined her up for the other pig who then also stampeding pigcharged her 3 times. As for Perdita... I have a self imposed no new minis until these are painted rule so that's not an option sadly!
  2. "In a corner of the room sits a shivering bandage covered form barely recognisable as Sonnia Criid, next to her encased almost entirely in plaster of paris is a form that the jaunty hat on the top of can be assumed to be Samuel Hopkins... From Sonnia comes a moan... "The Pigs the terrible Pigs!" OUCH. How do you deal with Warpigs and piglets. More specifically how do you deal with warpigs and piglets that are flung into your deployment zone on turn one, and then promptly pigcharge your master and highest hitter 3 times each round (taking one damage from reckless for the priviledge). I tried to keep people close by to lure the pigs off but sadly it didn't work, as the "Bowled over" trigger meant that the pigs could redeploy Sonnia to ensure that she would still be thier closest target. Now admittedly I was not exactly helped by my deck and my cards but even with 5 soulstones used both Samuel and Sonnia were dead in the second turn, Samuel having had one chance to save Sonnia from the warpig and instead deciding to shoot her twice rather than the pig (luckily my hand was so terrible he could at least cheat down...) The combination of a Hog Whisperer to make them all flying and then being able to bobbin back and forth through the same mini with pigcharge (3 a turn!) seems a bit unstoppable... So how do other guild members do it? Admittedly I'm new to this guilding thing so I am unfamiliar with how they work, bt I have Lady J box and Sonnia Box with an austringer, Executioner and Sonnias Avatar (not that she had any chance to manifest!)
  3. 62 I know this for a fact as my Painting list has 54 minis on but doesn't include my original Seamus team. 30% Painted!
  4. AHA! Missed the ht3 bit, would that also hold for summoning?
  5. well judging by the answers I got on my summoning questions I would say it forms an infinitely high (above and below) cylinder 3" out from the crooligan. The ability doesn't mention "On this elevation"
  6. Sorry one of my fellow players just prompted another question.. With Terraclips it's entirely possible that you might have a 4 layer building (sewers to attic perhaps). Going by the No Vertical measuring rule, Seamus could stand in the Sewers with a corpse and summon a Rotten Belle into the Attic as long as she was within 6" horizontally of him. Is this correct?
  7. Yeah I think that was the mistake I was making.. considering it all one step (and it seems mixing this and the Spirits with armour question up in my head!)
  8. A Guild type shoots a spirit. He has Critical strike and a Ram Baked-in to his combat score. He hits (but not with a Ram) and causes weak damage of 1, triggers Critical strike dealing an extra point of damage. Order of arithmetic would be half damage (for spirit) and then add (+1 for Critical strike) so the spirit would take 2, is this correct? Or do you generate all of the damage to be dealt and then when it passes to the spirit who then halves it. So damage generated would be 1 + 1 for Critical strike, which would then be passed to the defender who would half it for Spirit (end damage is 1) I know the order of arithmetic answer has been given before for spirits with armour, However I'm trying to work out if the Generate damage, and apply defender effects steps are the same.
  9. Additional thing that nearly came up yesterday. Seamus is standing below a platform on which an objective is standing (Stake a claim objective for example). He has no line of sight to the top of the platform. The Platform is Height 3 and he is directly under the Objective. Does he count as being completely within 3" of the Objective?
  10. Something that came up yesterday. Seamus is standing below a platform on which an objective is standing (Stake a claim objective for example). He has no line of sight to the top of the platform. On the platform is a corpse token. 3 Questions 1) Can He cast arise my sweet and discard the corpse token (I assume yes) 2) Can he summon the Rotten Belle directly above him? 3) If he doesn't want to summon it directly above him can he summon it next to him.
  11. Seamus certainly came with a manifest card and then his avatar stat card
  12. CROOKED MEN!!! Seriously, with the Whores being able to drag people around with Lure, dropping Shafted markers and moving people onto them is a good laugh. The Convict Gunslinger is also awesome, but that is because he pretty much fits with everyone.
  13. One box of Gaki is probably enough. I like tha hanged with Kirai simply because combined with the Onryo Mark of Jigoku you can tag immune enemies with their WP ability and give them a very bad day. Shikome is a good heavy hitter. Again run one for now. Not sold on the Dead Rider myself. The Librarian if she got spirited could be useful, but not so necessary for kirai as she has a lot of healing tricks.
  14. I like playing both Kirai and the Viks, although for different reasons. Kirai is full of tricks and difficult to pin down, whereas with the Viks it's in your face violence! For opponents, Gremlins are always fun, Pandy is a good challenge. Not keen on Facing the Ortegas (as you may have noticed) or infact anything that forces you into a single playstyle
  15. Which is kinda the problem. The Counters to Ortega Alpha so far seem to be: a) Let them do it then punish them (fine except if the damage done reduces your ability to respond by too much) Bunch up (Papa Loco Obey spam makes this dangerous) c) Hide (Effective UNLESS you have flipped a strategy that doesn't allow you to surrender the initiative in this fashion) d) Break the chain (This one works if you can force them to split up, although lure-spam doesn't work against many except Papa due to I think it's an average of WP8 in defence) e) Sacrificial Lamb (Costs you a model, but effective providing they take the bait, however it's also a bit obvious and they could with their range, take the bait from cover) f) Blasts and lots of them (Most of the Ortegas seem to be pretty resilient but yes I can see this working although you will need LOS to the target and will make yourself a target for reprisals) See you can force them to spread out by spreading yourself out, but if they decide to concentrate on killing one of your groups the alpha will have a limited number of target and therefore be very effective. The issue I really have with dealing with the Ortega Alpha strike is the fact that so many of the proposed counters involve surrendering the initiative to them, or effectively abandoning your Strategy and Schemes until you have neutralised the strike.
  16. Oh definitely, I regularly play Seamus so knowing when NOT to alpha strike is definitely something I've picked up. Unlike Seamus' Alpha (usually lure spam then slap with sybelle) however the Ortega alpha has a pretty strong "Range" component and I was mostly wondering what people suggest as methods to minimising it. The problem is really if the ortegablob can get into a good position the Alpha means they can destroy whatever they are targetted at with very little chance of stopping it. With Seamus alpha you can try and cheat or Soulstone enough Lures to avoid ending up as sybelles dinner, with the ortegas cheating the defences helps somewhat but isn't as effective. You can avoid giving them targets of course by hiding out of LOS, but that somewhat surrenders the initiative to them. Out activating helps... But even if they activate some of the blob this doesn't necessarily mean they wont perform their actions with the large amount of Obey the ortegas can (with the right cards) pull off.
  17. Sorry to slightly derail but I don't actually think this holds true. Unlike most things in Malifaux there is no direct counter to the alpha strike, you basically just have to weather it and hope that your team is still operational after it. You can make this easier by minimising potential targets (hiding/no LOS/sacrificial) or trying to split the "Ortega-blob" up, and indeed once they have used the alpha if they have left themselves out of position you can usually punish them for it, BUT it's use doesn't always mean that the opponent is not playing well. I would be very much interested in people's advice on what the counters to the alpha strike are however. Mostly as my current method of dealing with the ortegas is to try and not engage with them at all.
  18. Yeah crushing defeats just suck. Nothing is surer to make me decline to play someone again than constant crushing defeats. It's also something I avoid doing myself because it's just not fun.
  19. For us at the Day Of Malifaux Experienced players took a couple of hours or so for a 35 SS game. Relatively new players (with help) took about 3 and a half hours for a similar 35SS game. However at the same day we did have a game go on to six and a half hours, but I think that was mostly due to lots of rules questions. Most games we have now however seem to top out at about 3 hours
  20. Dump Hans. He's really situational and very good at making people paranoid about entering an open area but I find he underperforms. The Convict Gunslinger meanwhile is amazing.
  21. Crooked men. Absolutely hands down. Seriously Crooked men have some pleasant synergy with Seamus' Belles with Shafted-Lure and being able to put people in locations to slap them with multiple blasts.
  22. The effects on the boxes look Really Nice
  23. Those look Really nice! Like the use of a common colour theme to keep them all tied together.
  24. Thanks Guys My "normal" seamus is painted in the same colours so my intent was to link the two together visually. I will now however go look at the chronicles Normal Seamus
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