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CannonFodder

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Everything posted by CannonFodder

  1. One of Rafkins best uses is a sneak attack and last minute body count increase. On turn 6 you drop 2-3 guild autopsies which are not Insignificant, good for Breakthrough, Claim jump ect. I also used it c ouple time to put guild autopsies on top of building where they are hard to reach in melee and got a bit of cover because the roof had an edge. Making them good cover support.
  2. if building a mcmourning crew, and don't want to over buy, decide if you want to run thge avatar or not. IF you are planing on getting the avatar (I REALLY LIKE HIM), I would look at having 2 Flesh constructs (total). If you don't want the avatar, 1 flesh construct(total) and the rogue necromancy are solid. I find Rafkin & Mortimer in the same crew a little much. I use Mortimer more that Rafkin because a turn 1 corpse if useful, but not required. Now if you like the nurse, I would consider Mctavish (Merc). He has shrugged off for 2 activation a turn with being sacrificed for Massive Dose. Sue is an alternative, but the fact Mctavish is 3 corpse counters really help. The nurse also help manifesting because as you manifest the massive dose sacrifice requirements dissipates as McM manifest. I would also try and trade a nurse for a Necropunk, Reactivating a Necropunk is an easy turn 2 win for deliver a message. Also if you want later on you can expand your crew for Bette Noir and Killjoy for a really mean early attack game. You will never need more than 1 nurse.
  3. He is going to Basically kill every rat he own for a zillion SS, leaving you only Hamelin left to kill with is virtually impossible since he has SS to burn. Now this lets you do the following because he will not have that many activation after he sacrifices his own crew. After he activates hamelin, move one of you models into his aura, then kill it, this forces him to drop a rat, he'll try and hide the rat, but you should be able to kill it. Giving you a 2SS worth of kills vs his 0 (assuming you play smart). then you sacrifice your crew for SS and hide with a 2SS lead over him. Try to keep A couple fast easy to kill models to move up and kill in your own crew. Ophelia Gremlins are perfect for this.
  4. Given they are 6 SS together, I'm curious how much you would value each separately?
  5. after selling of my raspy crew... 134, but I'm going to gencon soon.... Hope I don't need a new bag. Ask Guam.... I think he is only misisng 5 masters now.
  6. I've decided to build a series of small building with intention of being able to have Malifaux games play threw them, not just around them. Below is a pic of my first, the basics are done, but I think I need to do some hunting for Wanted signs or Malifaux like propaganda ads to post on the outside. Having a download section of Malifaux art samples would be great for terrain builders like me... ***hint... Hint... Hint*** Any suggestions would be appreciated.
  7. I don't play Nicodem, but I was looking at speed manifest list, and I was thinking about the follow Nico + Avartar Rafkin Mctavish nurse Basically something kills McTavish, He drops 3 corpse tokens, and Nico turns them into 3 Zombies. this is one manifest requirement. Turn 2 Nico does what he wants, the nurse reactivates him, and as an all action Nico manifests, automatically dropping the Massive dose auto-sacrifice requirement . I know you save a SS by using 3 dogs instead of McTavish, but you can also massive dose McTavish turn 1 and he gets some early damage off, before you kill him. this core is only 21 SS, and the rest is what ever you want it to be. Rafkin just gets tone of body parts as all this goes on.
  8. Gremelin Ophelia crew is a fun well rounded (good for all schemes, except escape & Survive) crew, does not have a ton of models to Buy (Box, Young Lacroix, Bayou Grem, Slop Haulers, Mctavish is everything you need). Gremein Somer crew Has lots of fun options, but each option is not well as rounded, and each option has as much to buy as Ophelia crew. Competitiveness: Ophelia crews biggest issues are usually against the top tier crews, but if played right can find holes in opponents plan. Somer, if the right option is taken very tough. My LGS doesn't play this so I can't comment. AS a not I am planning on going to Gencon and ONLY bringing my Ophelia crew. I enjoy it and it does well most of the time. Take note I play 10 masters, because I play 3 outcast master I usually take them in tournaments. When outcast is my tournaments faction usually 2/3 games are Ophelia.
  9. Since I already have 10 crews, I figured I'd work on terrain to keep me busy instead of buying a new crew. The basic idea is to build 5x6 or 6x6 building with the intention of having the model be able to go threw the building instead of the usual outside only. Now I need some fine tuning ideas for naming and the little things that make terrain interesting. 1) Bar - I need a name for it, I would rather avoid naming after colette, since I may make a larger one later for her theater. 2) McM Surgery - Figured have central room, with Surgery table and out of site cubby hole for his Extras. I need a slogan to put on his sign. 3) Half burnt sherifs office with bullet holes & broken jail cell. Some sign outside for missing persons (sherif) and Help wanted signs. Ideas for signs appreciated. 4) Thinking of a bank, but it would need to be completely burnt down .. not sure what to do. 5) Chinese laundry... what to name it after? .. I'm thinking like the deadwood TV show style.
  10. Not sure of Official response, but below is my McMourning grow list. Nurse give reactivate to totem, and usually McTavish (Shrug off, and potentially 3 corpse tokens later) Totem goes Def Stance, and cast Wracked with Pain on Nurse (+1 BP) Totem Focuses Wracked with Pain on Nurse (+1BP) Mortimer makes a Corpse token (+2 BP) McM Attacks Totem doing weak (+1 BP), Repeat (+1 BP), Takes totems corpse (+2 BP), Optional Fast to Move (-1 BP), Summon Flesh Construct (-5 BP), McTavish activates last, using 2 activations long range to take out what he can. Turn 2, nurse Positions, so that turn 3 can activate late in turn and reactivate McMourning if McMourning was able to make manifest requirements before hand. Preferable after a second flesh construct is summoned.
  11. I was looking threw the new Portal magazine and I see in Page 7 there is a small picture of the new cover. full portal link http://www.wampforum.com/VB4/downloads.php?do=file&id=29
  12. Take a look at the Flesh constructs Rend Flesh trigger, Its worded When damaging defender with a meat hook strike , defender suffers +2 dmg. While Iggies trigger sais This Weapon inflicts +1 Dg for every Burning Token on the defender before making the Damage Flip The different wording implies different effects. it also effect how armor & Object are applied. The rules lawyer in me sais the rules are written this way, so it applies this way, but the way I read it I think its not in the spirit of the model as designed. simple FAQ response resolves it.
  13. Iggy has a trigger (don't have book in front of me), that does damage for each burning token before the damage flip. Currently: with a spell, you make the CC value and you make the trigger, you get the trigger effect (assuming it does not have After damaging ... in text) before the defender tries to resist. see Ramos\Levi with surge. Now with Iggy there is not conditional text saying after hitting, so can you use the trigger even if you opponent misses? FYI: recommend its added to FAQ.
  14. Try taking Taelor, WP7 means she rarely runs, and hits hard enough to actually hurt him. Of you can try the otheranswer, which i hat recommending because he answer SOOoooo much and sick of seeing him. VonSchills the +4WP for moral duels helps you entire crew. after that Colette is the best, most of her crew has use SS so that helps alot.
  15. I find the crew vary depending on your goal. Quick ASeamus Crew I find need Mortimer for and early Corpse token, and nurse to manifest turn 2, then I like lots of canine remain just to make you opponent have to flip lots of terror checks. When playing a nurse I like Sue or Mctavish to reactivate and shrug off. the goal is to just wreck havoc with moral duels, this has problems vs some crews. For Killjoy Airdrop, I like Nurse & Necropunk to deploy KJ up to 29 inches from your deployment zone and activate turn 1. You can toss in Bette noir to double team in his deployment zone turn 1. But this is lots of points, and does not leave you much else. But to be honest, you don't really need much else. I do like Dead Doxies, but its a matter of taste. You have to try and get the triggers to go off. if you just try and flip naturally for them the Belles are better, So look at the other models you play in the crew and what suits you expect to use for which models. if playing belles check out Conv gunslinger, oldy but a goody.
  16. I would Say get tehm in teh following order McM Seamus Nicodem Kirai I only play Mcm & Seamus and I think the Avatars are an Auto include, The biggest change for Mcm is that you tend to drop the Rogue Necromancy and try and play with 2 flesh constructs (1 sim29). Seamus avatar means you give up on his Scheme but that is one that few take. Then you decide if you want an Early manifest or a late manifest depending you your crew. I don't play Nicodem but was tempted to grab him when I saw the avatar. Its an easy progression for him and the ease he gets Punk Samurai is amazing. I would concider it an auto-include also. Last is Kirai, who doesn't really need an avatar, and most players I know who play her don't manifest because she tends to stop being Kirai and something else. Which is something completely different from her play style. I think Ressers get eh most out of their avatars.
  17. The following made my opponent need a new pair of shorts when he realized what I was doing. Killjoy Bette Noire Nurse Necropunk I used with Seamus, but can easily go with McM also. I would also consider a merc with Shrugged off to maximize the Nurse, and Canine remains to stall out you activations. Basic idea is to have nurse reactivate Necropunk turn 1, hopefully get 2 :masks for leap, and after your opponent activates as much as possible you have the Necropunk spend its 2 activations and uses the last action to get killjoy. As an added benefit you also have Bette Noire. You should be able to take out 10 points turn 1 between the 2 of them. The worst case scenario is that you have no masks and you opponent hides. You can try and wait until turn 2 and save masks for maximum distance. In theory you can get 29 inches from the Necropunks deployment spot to where Killjoy and Bette noir pop out, then let them wreck havoc.
  18. I would agree, the doves are too important. SO far the only person I see the arcanist effigy working with is Kaeris... who can't take it. Ramos needs the Mobile toolkit Raspy want EoP Marcus wants Jackalop Kaeris... NA Colette Doves. Mean while Coloddi - will take it Lilith - takes it or other totem with Reservoir Zoraida.. ok she needs voodoo doll Dreamer - needs his totem Pandora - Why not.
  19. I find its hard the other way around. I played the same match up and was dead turn 2. It was shared deliver a message and I don't think anything can beat Z+C in that regard. I was playing a game VonSchill vs aSeamus and when aSeamus appeared I started to have problems, UNTIL Taelor with her Wp7 took him out. Then his entire crew fell apart. She has enough WP to no run and enough hitting power to seriously ruin his day. ---------- Post added at 12:29 PM ---------- Previous post was at 12:27 PM ---------- That would work. There is a rulebook ability to stop people from copying avatar abilities, but nothing on removing. And the watcher can remove terror from Seamus for a turn.
  20. You can only have 3 Young Lacroix when she is LEADING the crew. When she is hired with Somer she can only take one. They can only be used in bulk in an Ophelia lead crew.
  21. For Rapsy you should look at the following Snowstorm Silent one For Ramos You NEED the following Mobile toolkit Electrical Creation Colette you need the following Mechanical Doves The following are good to mix with any master Corephee duet (primarily for Colette, but powerful by itself) Gunsmiths As Agreen53 sais Kaeris is a fun henchman but I find she needs support to make work where you need the fire gamin to dish out fire tokens. So the Kaeris box is good. The large Steampunk arachnid is also needed with her and is an amazing addition to her and Ramos. I never played Marcus so I'll avoid commenting on him, and Mechanical rider has never interested me. If you are looking for models that mix an match well I would focus on Ramos & Kaeris crews. I find Raspy, Colette, Marcus are solo master and their models don't synergize well with other modes in the faction. Though there are some models the can go with Ramos & Kaeris and also with Colette well. Johan (outcast merc who works with Kaeris and cheap with Colette), Gunsmiths give some nice range boost to colette.
  22. Ophelia should put up a good fight for Ramos, But Ramos main damage output is the electrical creation and without it he loses his main weapon. Your Ophelia list is pretty straight forward but you should be running the Young lacroix, they are good replacement for Bayou if you don't need significant models. As for the Ramos crew, to play him you NEED Mobile toolkit & Electrical creation. Also replace the Steamborg with 2 Large Steampunk Arachnids. The steamborg is too many points in 1 spot, and was good when Book 1 was out and you use the brass arachnid to give reactivate to. Now you need to replace him. Now days I would not recommend buying the starter box for Ramos, I prefer the Blister, the Avatar (3 free SPA), mobile toolkit (even with avatar), Electrical creation & 2 large Steampunk arachnids, Maybe a blister of SPA. In short the Ophelia crew is much better out of the box compared to Ramos, but Ramos does have potential, it just requires a larger initial investment.
  23. I acknowledge they have their advantages, but there as some weaknesses. Yes you can use a SS, but if you use it on every attack you run out very quickly. You need a relatively high card to make the attack work, so I usually focus the attack since it limited to once per turn. Ca of 4 is not that hard to block if you don't use a SS on attack. They are insignificant, which doesn't sound like much but considering gremlins have a 2 SS significant model there are time you need to remove a few for bayou. Lastly as totems if you can take out Ophelia you lose them all. With 3 Wds they are relatively easy to take out. lastly Witching stalkers eat them for breakfast.
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