Jump to content

Endalaus

Vote Enabled
  • Posts

    63
  • Joined

  • Last visited

Everything posted by Endalaus

  1. As far as images, if you go to the wyrd store, most of the released models images are shown on there. You can browse all the products and get an idea of what all the model renders look like. As far as learning about the different factions and what's what, there are a few resources I would point you towards. http://pullmyfinger.wikispaces.com/ - This is a wiki site dedicated to summaries and tips to just about anything you'd need to know in the game. I'm pretty familiar with most things Malifaux and I still get on there to browse from time to time. It doesn't blatantly say all of the rules, but it'll give you some general ideas of what does what and some synergies and stuff to theorize with. Second, would be to get the rule book if you can afford them. There are 4 of them at the moment, but I am always looking through them to get ideas and research cards and factions. After a game it's one of the first places I go to take a look at things the opponent brought that may have surprised me. I like to see what it was that got me and how I can go about countering it in the future. Third, I'd say to get in touch with your community. As a Houstonian player, we have multiple outlets online to go to not only for tips and tricks but organizing game times etc. within the Houston Community. Some basics for you would be, A Wyrd Place and The Guild of Malifaux Groups on Facebook. Those are moth awesome resources as well with most people more than happy to answer any questions you might have. Lastly, I'd say the Wyrd website (Malifaux link) has some pretty good basic breakdowns for each faction as well as each master's card. This could give you at least a basic idea of what the box has and what strategies and stuff they employ. For the schemes, there are 2 options for you. Download the CrewFaux app on android device. They might have apple, but I am not sure. This app has all the schemes and strats for GG2017 (the current tourny ruleset) as well as list building capabilities. Or go to http://www.wargamevault.com/product/201615/Gaining-Grounds-2017-Strategy-and-Scheme-Deck - and you can purchase the GG2017 physical deck. For addons to the Perdita box, I would start with the Brutal Emissary and Abuela. After that, I'd probably look into something like Pistoleros, or even the Nellie master box set. Reporters are very good for scheme running, and Nellie is actually another really competitive master. So you'd have some versatility in list building. Generally you're going to hear things like: Austringers, Sonnia Box, Brutal Effigy, Peacekeeper (maybe). There's honestly so many options.
  2. Aionus is one that when I first read Nellie I really wanted to run. Haven't gotten the chance yet, but I am looking forward to it. Ran with Strongarm Suit, McTavish, and Johanna last night to good success. I'm thinking about switching in Hannah for Strongarm and seeing how that goes. So far though McTavish does some work.
  3. Wanted to throw in that I got some playtime with McTavish in a Nellie crew and he was definitely a solid pick. Being able to move to a Corpse, Scrap, or Scheme marker was extremely useful and with the ability to get a free attack out of it, I was easily able to get up to 3-4 shots a turn including the Fast from Nellie. The ability to shoot things that are engaged as well as ignoring cover, made him very useful. I had debt to the guild on him as well, which should be used on the first turn you think you'll get 4 shots off. I made the mistake of holding on to it too long and never getting any use out of it, but it's definitely something with potential.
  4. If you're looking to bring in KE units you'll be building a little differently than if you had kassa as KE and brought in abyss units. Example: as KE, kassa would probably target either a steel legion squad or mech infantry and rock 2 kings hands. The other approach will be all abyss Titans, something like dual dreads and steel legion or mech infantry, but the units brought in from KE will serve a different purpose. If I had to pick though, it would be something like dragoons or grenadiers. They both have synergies with Abyssinia and seem like solids picks all around. Just my opinion.
  5. @Aaron pretty sure we were on the exact same wavelength right now lol. Just posted a video literally a minute before you on A Wyrd Place.
  6. Something I am picturing. There's really a lot of different ways to deliver KJ, but this is what I was thinking about. 50 SS Guild CrewNellie Cochrane + 4 Pool - Embedded (1) - Misleading Headlines (1) - Delegation (1) The Printing Press (3)Brutal Emmissary (10) - Brutal Conflux (0)Killjoy (12) - A Debt To The Guild (1)Papa Loco (7) Ronin (6)Austringer (6)Clockwork Trap (2)
  7. That doesn't surprise me. Yea she's for sure a master that plays a bit more glass cannon and once opponents realize that with little effort she can fall pretty quickly, I think people will see that she's not over the top.
  8. I think right now I am, 2-2-1 with her. 10-5 Win vs. Sandeep. 4-9 Loss to Sandeep. 6-1 Win vs Sonnia. 6-9 Loss vs. Pandora. 7-7 Tie vs. Reva. That's where I am currently. I've lost her in the loss vs. Sandeep, but it was on the last turn. Other than that, no I have not lost her, but I've also played her more back line than up in the thick of things.
  9. I think she's above average for sure. I don't think she's anywhere near V1 Hamlin, but she's definitely on the higher end of the curve, or at least I feel that way. Downside to her is that she is extremely squishy. She has no def/ wp triggers and the only real way to keep her alive is through SS and out ranging threats. The Killjoy thing you referred to is something I've been messing with and IF enemy is playing Reva as well and doesn't protect her, she will be dead first turn, Unless my flips are terrible. I play her about 6" to 8" out from deployment most games and that's the furthest she gets, unless she's doing a last turn scheme or something.
  10. I tried something silly / fun at a tournament last weekend that I thought I'd share. I had been thinking about it for a while, but wasn't sure if it would / could work or not (ranges, etc.) but I have been able to pull it off. Reva with Blood mark and Guises. Those are both musts. I also used Litany for my game. Vincent with Deal with Death and My little helper. Killjoy with Decaying Aura. I also ran Anna, and 2 shield bearers. The idea is to deliver Killjoy to whatever model you feel deserves a fitting demise. You can do it first turn before your opponent has even moved a model. If it just so happens that his master is left with nothing in front of it, then you've got yourself a potential first play assassinate. The game plan is to do the following: Place a corpse candle at 9" away from enemy model. Activate Reva, pitch a card to summon CC at 5" away from Reva. Use Reva's (0) to place her next to CC. Place her to the side so if you push the candle it doesn't run into her base. Cast Blood mark on far away candle. Have it push 5" and use it's (0) to make opponent pitch a card or gain + flips. Either way you're still good to go. CC Dies and drops a corpse marker on the side closest to target enemy. Place Killjoy on other side. Use blood mark on other CC to push 5 and use (0) to draw a card and pitch a card and chain activate Killjoy. You have 1 AP left to either move again or make an attack at a model within 3" of the deeper Corpse marker. Killjoy immediately activates and charges for (1). Hopefully, you'll get at least 1 successful onslaught trigger, but for the most part you'll have a good chance of wrecking whoever you're targeting. They can't stone to prevent any of the damage either. The downsides, which there are plenty of.. you need: 8, 6, 6, and a card to do it all. You hopefully won't have to cheat all those flips, but it's possible. Secondly, Killjoy is a sitting duck after he does his business. If they don't manage to kill him though, his next turn he should be able to heal back up a decent amount and continue his rampage. All in all it was something I had thought about and wanted to try and actually did. Now as far as how it went... Killjoy slaughtered a Carrion Emissary t1, and died after the rest of the crew picked at him. So not a great trade SS wise, but ate up a lot of opponents activations / options. Bette is also a lot of fun in the same way, but she doesn't pack the same initial punch that KJ does. I will still use her for sure though.
  11. Emissary could deliver Loco to an enemy scheme marker if they happen to place one on the other side of the field.
  12. Aionus- has decent dmg track, can hit even harder with slow and fast on target and with debt hits even harder for a turn. He can have up to 4 ap with fast. He's got some scheme manipulation as well. Anna- has rush of magic, area denial, a good range attack with good minimum damage. Hannah- arcane reservoir paired with Anna and printing press means youre drawing 9 cards a turn and discarding 1, before using ss. She's got a pretty decent meLee attack as well and can copy ca actions from aionus and anna. All of the's models I feel would benefit greatly from having fast as well.
  13. I'M just going to list some combo's I am interested in: Burt (debt) - Gracie (debt) - McTavish (debt) Aionus (Debt) - Hannah (debt) - Anna (Debt) Ainous (D) - Hannah (D) - Phiona (D) Hannah (D) - Strongarm (D) - Anna (D) Other expensive models I'd like to try out: Bishop (D) , Killjoy (with clockwork traps)(D), Sue (D) Cheaper Models: Johan (D), Performers There are other models I am sure would be great as well, but these are the one's I currently have to pull from. So some limitations.
  14. Maybe not exactly as you put it, but what about something like using a wind gamin's push to re-position big blue when it has the command in (no moving) or something? Would that work? I'm no Arcanist, but I am not opposed to coming up with neat tricks.
  15. Many of the corpse counters that were used were towards the center of the table. Maybe favored more towards the enemy deployment side of the middle. She walked up and cast Muahahaha. With an 8 inch pulse it has a pretty decent range. It was unable to hit a 5th marker as it was behind a forest, but I didn't have to over extend her to make use of Maniacal Laugh.. There really wasn't a lot of setup other than oh there's a cluster of corpses and I'm not in any danger of getting to them or facing any danger once there. Let's try it. She did get attacked the following turn by an Oxfordian mage and he red jokered damage, but that was it. She prevented 1 by SS. The following turn she was able to use her heal trigger to heal back up a bit so she was in no way in any real harm. The opponent also didn't have a whole lot left on the table at this point. Or at least heavy hitter wise. TL;DR: I played it safe and when an opportunity presented itself I used it. I got 4 Mindless zombies out of it. Not sure if that was worth 2ss but it felt good.
  16. I actually played a game last night against Sandeep, and ended with a 10-5 victory for Reva. I ran: Reva - 4ss Cache (Maniacal Laugh, Litany of the fallen, Guises of Death) Anna Lovelace - Corpse Bloat Vincent St. Clair Bete Noire - Decaying Aura Shieldbearer Shieldbearer Necropunk We had Turf War, Standard Deployment, He took Show of Force and Search The Ruins and I took Convict labor and Undercover Entourage. Things I missed: I keep forgetting to heal when things die within 8 of Vincent and Reva. I had opportunities to use this a few times and forgot every single one. Summon a Corpse Candle each activation with Reva. Unless I am hurting for cards or something, I see no reason not to summon a candle, and had a turn or 2 where I didn't realize it until after I had attacked a few times. Vincent used his Funeral Pyre on a mindless zombie who was engaged with 2 Oxfordian Mages and a Sanctioned Spellcaster. I didn't realize at the time that the zombie would also have to take the walk duel. It wouldn't have made a difference as I got the trigger to not discard the Corpse Counter, so let's say the zombie took 2 wds, he would still be able to be there again. And honestly, had I played it correctly, it would have been stronger as the zombie most likely would have died and I wouldn't have had to discard him as a corpse counter and he would drop his own. Or at least that's my understanding. As far as how everything worked together: First off Reva is pretty beast. Her min damage is really strong and being able to declare df or wp, it helps her get around lots of nasty triggers. I used her to accomplish undercover entourage and was able to do it from about 10 inches from my side of the table on the last turn. She charged Kudra (last model on the board) finished her off and used her (0) to place to a corpse marker and then walked into the enemy deployment zone. The place is key as the corpse marker is within 5", she can place on the opposite side which with her 50mm base gives her another inch+ of movement. So 20+ inches of movement in a turn. I used every upgrade on her at least once. Maniacal Laugh was cool and I think I was able to get 4 Mindless Zombies from it, but I'll have to test it again to see if it's as impactful as I'd like. Anna - Her range attack is great. She doesn't randomize in engagement which is awesome with zombies, bearers, and candles, but also her trigger to summon a zombie is great as well. The min damage of 3 is also fantastic. I used the Corpse Bloat upgrade, once to drop a Corpse Counter, and once for the explosion. The explosion I think killed maybe one model, but it was nice for forcing duels. Her dress abilities didn't really come into play all that much. Her rush of magic is a great help. Vincent - He stuck to midfield but away from melee the whole game. He either used his crossbow, or funeral pyre. Crossbow at a target in the thick of corpses is very strong. Funeral Pyre was the mvp action for him though as I used it on a turn to just completely eat through 2 oxford mages and a sanctioned spellcaster. He needed 11's to pass the duels for each model and not being able to reduce the damage with his upgrades or arcane shields, was pretty crazy. Bete - Huge moment was her popping up first turn when the opponent killed a nearby mindless zombie which was summoned from Anna. It was engaged with Sandeep, Kudra, and something else.(maybe a 3rd mage) She stood up and flurried Sandeep. With decaying Aura he couldn't use SS to prevent and she just did her thing. He did actually survive her assault, with impossible to wound doing a lot of mitigation on it's own. But he was left paralyzed. It didn't matter much as Reva was one of the last activations in the turn and she was able to channel through the corpse marker of the zombie to hit Sandeep. He died first turn. Bete actually did not show up turn 2 I believe as I didn't have the card I needed in hand to guarantee her survival and nothing really died that she could pop up from or wanted to pop up from. Sheildbearers - I love these guys. They only benefited from fast I think maybe once or twice, but they stick around for sure. They are great tanks and I found that they have a nice trigger when they fail a duel to still to 1 dmg. As far as Soulbound upgrades, only 1 bearer got to that point and he took the Gain SS on death one. All in all, I think these guys are great. Necropunk - Did exactly what he needed to do. Leap, drop schemes, run, etc. Like I said, there are some things I've missed and misplays I am sure, overall I am very happy with Reva.
  17. and LunarSol if you're referring to the ideas I stated above not mentioning the Printing Press, I assumed it would be a given.
  18. Nice write up! It's going to be a little while before I finally get Nellie on the table but I'm super excited about the possibilities of what she can bring to her crew. You've said that Guild Funds didn't really make an impact, and honestly from reading the card and thinking about in game cases, I don't think it's a high impact choice and I probably won't take it too often. I could say the same thing about embedded, but with embedded I feel like there are tons of merc combos that could come from taking the upgrade and really want to experiment with them. I feel like there are 2 problems with Guild funds. First, the df / wp trigger is on failed duels. If it were after resolving I think it might be worth it as if she as focused a lot in a turn, she'd be getting some nice evidence to either use with the second part of the upgrade, spend on activation passes, etc. But with fails shes taking hits every time. Maybe I am being selfish, I don't know, but I just don't think it's as good because of that. Second problem is that the end of turn evidence thing is nice and all, but I will most likely be spending the evidence she gets before the end of turn. If I have that much evidence left over, I've done something wrong. I didn't push models who've failed duels, I haven't skipped activations, or I didn't use triggers properly. Maybe with that upgrade the goal is to hoard evidence to use for those buffs, but I see evidence being a little stronger being spent in other places. Phiona looks awesome and I am really excited to try her out. I'm still not sure about her upgrade, but I have yet to see it in action. It might be amazing and I may love it as much as you do. Something I am really itching to try with Nellie is a performer. (of course in addition to many other models) I can see her actually working really well with both Titania and Nellie to be honest. But the debuff she can provide from Seduction is extremely powerful if and when it goes off. Another thing I'd like to try is with Anna, Hannah, and Aionus all equipped with Debt from the Guild. You'll draw 9 cards a turn and discard 1, before SS. Having 8 cards in hand is pretty strong. There's tons more I could talk about and am excited about, but that's what I got for now.
  19. I've played one game with Reva so far.. It was actually at GenCon and a friend and I proxied our lists. He played Parker and honestly he looks to be a lot of fun as well. I tried the below list: Reva - 4ss cache (corpse candle upgrade, and the 2ss upgrade) Forgot names Vincent Mortimer - Corpse Bloat Carrion Emissary - Conflux 3x Shieldbearers First off, the strat was Reckoning. This hurts a lot if you leave a corpse candle on the table without sacking it. I lost 4 to 2 at the end of the game because he got easy candle and mindless zombie kills. I know how to run them now and won't make that mistake again. I didn't realize that they drop a corpse counter when they die, so I left them alive thinking that was the only way to really use them. They are there to fill an activation as well as buff or debuff something, or re-position other corpses. Overall though, she is a lot of fun. She hits like a truck and can strike from all over. I didn't really get to make much use of Vincent as he got targeted pretty quickly, but I still think he has a spot in her crew. Also, Shieldbearers are insane! Df 6 most of the time is awesome, and the pseudo HtK is really fun. A list I am working on now looks like: Reva 4ss (Litany of the Fallen, Guises of Death, Maniacal Laugh) Mortimer - Corpse Bloat Vincent Bete Noire - Decaying Aura 2x Shieldbearers Necropunk We'll see how it goes
  20. With Nellie some combos I am really excited to try would consist of: Hannah, Anna, Aionus, and a performer. (draw 9 cards and discard 1 each turn before stoning)(debts on all 3 henchmen) Not 100% on how well it will perform, but excited to try it nonetheless. Bishop, Johan, Strongarm, KillJoy, Sue, and probably some others that aren't immediately coming to mind.
  21. Really liking the look of the pointing Guild Marshall Guy!
  22. Something that didn't really click with me until just now is that normally anyone can only hire up to 2 mercenaries from out of faction. With Nellie having the capability to hire up to 4 and not have to pay the tax could lead to some pretty interesting combinations that put Nellie in the tier of hiring pool that Levi, Marcus, and some Zoriada can reach. I understand that everyone can effectively hire the same mercs, but they are limited to 2. Being able to hire 4, in addition to Guild could be really fun.
  23. I don't have the Sanctioned Spellcasters in front of me at the moment but I was thinking it would be kinda cool if other friendly models could use the (1) action that Sanctioned give to Masters and Henchmen through Beacon, but beacon says printed on Sandeeps Card, so I dont think it'll work. But on the Sanctioned does it say add it to the card or anything like that? Just trying to see if there's any other interesting interactions we could add in there.
  24. I hadn't thought about Ama, but she might bring some interesting things to the table as you stated. I also thought about Killjoy, but was trying to think of a what to spawn him off of. Thinking of it now, what would trappers / traps be like with her? You could buy 4-6SS worth of traps and set them up as annoyances and then when one dies have Killjoy pop up on their side of the field ready to pounce. Also, traps could be potential targets to push enemy models into.
  25. So far what I am seeing as potential merc candidates are: Hannah, Strongarm, Johan, and Performer. Lust and Gluttony are getting some looks from me as well, but I'm not sure how I really feel yet. I'm also liking the look of either Francisco or Sidir. Promises looks alright, but are the generic guild upgrades that useful for the above mercs? I suppose there might be some new stuff coming out that we haven't seen yet, but the current Guild Upgrades leave little to be desired. Another potential option could be a PeaceKeeper. As far as why I'm eyeballing the above? Well, Hannah and Strongarm get along pretty well. Hannah can use the (0) from Strongarm and become even more of a powerhouse in ML. Strongarm just hurts faces. Johan with tax is awesome. Johan without tax is even better. Performer's TA is pretty silly with what might become a pretty scheme heavy meta. Also her lure in close proximity to a Hannah, Strongarm, or Peacekeeper could prove to be pretty deadly. Not to mention, all of these models have a greater than 1" melee range and would benefit from the Mob trigger from Propaganda. I gotta look more into the interactions and (1) vs. (0) cost CA on Johan and Performer, but Hannah might be able to use some nice things off of both of them if needed. I really want to see what else her crew has to offer, but solely based on what I have seen so far, the above is what I'm brainstorming currently. Let me know ya'lls thoughts and see what else we can come up with.
×
×
  • Create New...

Important Information