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ooshawn

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Everything posted by ooshawn

  1. Looking for Hinamatsu, Vasilisa, angel eyes, Jakuuna ubume, Goryo, Yan LO, Chiaki, Soul porter, Ashigaru, Bishop, Taelor, Angelica, Flesh Construct, philip and the nanny, Baby kade
  2. I agree completely, whoever came up with summoned models have to attach upgrades was big brain AF. Also I do like summoned models not counting for the turn they come in.
  3. Yeah alternate masters card, aren't alternate masters. They are just new models with names/models that are similar to existing ones. definitely not a fan of balancing in that way only
  4. They look super dope.. makes me sad that I have my reva box behind me on ebay
  5. There is also the risk of giving any said data more credence than it deserves. There is a infinite amount of ways to taint data or misinterpret it. The game is 98% fine. Not a single model needs more than a 1-2 love taps. I do think there however is a significant amount of models that need a love tap
  6. She's rezzed by karina, but isn't her driving life force or whatever, obliteration? It's been too long for me to remember. Then there is the thing where karina seemed like she was a lesser , newbie necromancer. Maybe she wasn't working with grade A magic
  7. I agree completely. Start with the stuff that's just outright bad and baby step it In the right direction
  8. True but is Tara undead like resser undead, or undead like , immortal undead because of a tyrant. Maybe there are some physiological differences in her condition that make htw unthematic. I feel like malifaux is one of the few board games with some complexity and where they really try hard to bring the lore to the game. Just my opinion though. I just want the next campaign to happen.
  9. Doing 15 seconds of research on this issue, I concur this seems to be a squishy model.
  10. Most people that don't enjoy a game, aren't getting the high "highs" they want out of a game. That's why games that are insane like Dragon ball fighterz can be outrageous and still have a reasonable hierarchy of characters. When you try to fix your game's balance by pushing down from the top and squishing the system, it's my opinion that you just make it more dull. It's best to lift the load from the bottom, and elevate the whole game.
  11. which of these would you put effort into
  12. Lucius at the start of m2e had an ability, that for me personally, made him the strongest master in the game. It was errata'd into from what I can remember, being essentially non functional. That ability was something to the tune of, at the end of the turn, within 4 inches of me your scheme markers are mine. It made him literally impossible to beat in certain games. Believe me , I took full advantage of this , many , many times. It seems investigators have a similar ability, I'm not sure if it functions the same, in that it prevents your opponents from scoring. That ability immediately drew my eye, and the game is won through scheming so, perhaps direct your search there. I suspect that people trying to turn lucius's crew into a murder ball, are possibly barking up the wrong tree. It was my experience that a large portion of your crew will die. you just have to be ahead in points when the time is called. I suspect he will not be much fun to play in a race to turn five, versus someone playing a crew with positive flips and high damage. I would point out that his keyword has low damage. You will most likely not have any models left on the table come turn five, and your opponent will get full points for the turn. that's just my opinion. by all means, enjoy him how you see fit. best of luck to you.
  13. The way I look at it is there are life long people who like games(casuals) and there are people who are born to take games as far as they will go until they break, those are the people that need to be eyeballing these rules before they get released. Just to add a thumbs up or thumbs down on if something is ready
  14. I specified depending on the schemes and strats . I don't know what else to say. Best of luck
  15. Sounds to me like you want a more complex crew and your just bored of what rasputina is capable of to be honest
  16. I always take at least 5-6 stones when I play and 100% of the time, without fail I stone for cards turn 1 and 2
  17. Also Giving 3/4 of a crew slow once..... as I said earlier, depending on the strats and schemes, that's essentially the game being over.
  18. Well the thing is yes, Turn one if they don't clump up, I.E they aren't running a focus bubble crew or any models that buff in a bubble, your life will be much harder. That is definitely part of rasputina's counterplay that I spoke about earlier. In that case you are giving out slow manually to fewer models, so you have to big brain and pick the important ones. The rest of the strategy doesn't change. Yes , you are correct that it doesn't always work. Can you imagine a strategy that always works, that's called broken. Anyone can just sit there and be like "oh that doesn't work 100% of the time". Not very insightful. You gotta work with what you got
  19. You're always gonna have a 12-13 by turn 2 and focus on your master, always. Also you should be stoning for cards twice anyways to stack your hand for turn 2-4 which is where the magic happens. To be honest you can get away with stoning every turn. Me personally I think slow is probably the strongest condition. I don't think I would ever choose another trigger unless I had a clear pathway to victory by killing a model. Your mostly just wanting to slow them to a halt and make it impossible to interact and move in the same turn. or move and attack in the same turn. Save your Mask trigger for when you are about to lose the game and need to absolutely kill a model 18 inches away with raspy that's about to get a point
  20. Turn one Concentrate, walk or whatever you want. Stone for cards. Get a 12-13 and hold it. Turn 2 stone for cards. Surely you have a 12-13 by now. Target their Biggest clump you can get with a severe, don't worry about damage, just try to hit as many as possible with the 2 blasts, give slow. Run your whole crew forward and start scheming, Repeat till the game ends. Use blessed to scheme/deliver the message /whatever and hunt down solo schemers. Use dancers to run up and interact in melee. Use one ice gamin to run up and tie up something for one single turn and also give it slow. Preferably something expensive like a master or a mature nephilim. Something way higher in value. Make sure it dies in at least 2 hits. When your confused on what you should be doing, look at what models the enemy crew has that aren't slow, and give them slow. Then scheme.
  21. if she has focus and you force through a severe , you potentially can give a ton of models slow from a gigantic distance away , especially on turns where people are still inside of their supportive focus/etc bubbles and give a whole crew slow, and push them back 3 inches. There are some schemes/strategies where, that's game. you just lost on turn 1-2. If i'm playing rasputina, i'm making sure your giving up half your ability to move and pushing you away 3 inches every turn for the rest of the game. Good luck getting any schemes done
  22. You'll find that is very common with stat checky masters. She was definitely like that in first edition. You stone for cards, get the cards you need to force through what you need through sheer numerical certainty and dump on your opponent. Your wad is supposed to be empty. You can't unload all the AP from a killy master with ability to get extra free actions without emptying your hand. that would be outrageously broken. When perdita/raspy/nekima/etc etc etc dumps their hand, it's because usually they took out a model or two during their activation. you can't just have 13's in hand for every model in your crew. you'd wipe the opponent off the table in one turn
  23. I"ve played a lot of malifaux since basically Day one. Some things to meditate on are : ranged crews have to be given counterplay in ways that make the rest of their game plan weak. Ranged Crews Can be mitigated with skill and preparation/crew selection. Ranged gunlines offer some of the least fun game play in table top. My very first crew was a first edition rasputina, and It did not engender warm fuzzy feelings amongst friends. Not saying she deserves to be Dog s. .....however. Perhaps it's for the best she isn't on the top side of the arcanist power ...."bleh"(brain fart)
  24. It's definitely a good ability, and one of my favorites that I used in second edition to win, many many games. Except that in this edition it's a six inch bubble , which means you won't be using it until like turn 3+ at best. So, if you look at any ranged crews, it'll be rip for your whole crew before it comes into play. Then if you are facing something like a Focused nekima, she's charging and killing two of your crew in one turn on turn 3. And right behind her is a mature neph that is most likely gonna kill whatever I throw it at in a pandy crew. so your down like 15-20 ss, and at that point, you can hope you've scored more than your opponent and pray that the round is gonna be called soon or you'll just get deleted off the board , while the person just schemes at their leisure. That actually happened to me at the top table of adepticon because I didn't know what The little shooty gremlin Crew leader (perdita gremlin)+ the catapult was capable of. Suffice to say , Her crew was free to just score points the entire game.
  25. Just reread euripides card and he's like a half finished card still in beta. here's a big tubby blob master that's okay in combat , no armor, just okay defense and movement. that can make and move ice pillars. maybe his crew will impress me (doubt it). God I would hate to see what a ranged crew or angel eyes would do to his entire crew
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