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Paddywhack

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Everything posted by Paddywhack

  1. Ah! That makes more sense. Stop making sense! It's been a long couple of weeks..... Brain no worky good right now....
  2. I'm intrigued, though not a good enough painter to have a display piece. Can't wait to see what other models they come out with. I'm curious how the whole 'Some (but not all) Iconic boxes will also include a playable version of that character that is fully compatible with Malifaux Third Edition." means in practice? Are they marked as containing them or is it a random thing?
  3. Man is the RN so much better under MCM2. Flurry feels like it should have been built in as it works so well with his Fading. The +1 Df doesn't hurt either. And if you give it 2+ upgrades it can become a real beast that is hard to put down. Dropping an upgrade to block 2 damage and then healing with Blood Poisoning or just Perverse at the end of the turn actually lets it stay alive to do it's thing. And I'm not afraid to drop all it's upgrades if I have to to block damage. MCM2 can always add them back as long it stays alive. Using it's attack with a Nurse though is really nasty, as she can get the suit built in. I anticipate that might be nerfed sometime in the future. I also think the trick with the Dogs might be fixed too if it's found to be too big a loophole. Oh, I like hiring one myself. They are just good all around models imo. Great schemers and decent mini-beaters when needed. But I don't like to focus too much on forcing MCM2 to get the summons off right away. Give them Extra Legs and let them run wherever - they are harder to take down than most scheme runners and can threaten quite a bit. Give them Metallic Arms and Plastic Surgery the RN Savage Bite and you've got 4 (maybe more) Ruthless attacks. Of course you can do this with summoned ones too - that's just a preference. Maybe I'm too worried I won't get more than one summoned out once the pressure is on MCM2. I just like the extra flexibility the 3AP they bring offers. And I have horrible luck with my Kentauroi.... Yup! He should never walk if you can Charge a friendly instead. Much more efficient overall. It does take some planning to keep someone near enough for him to charge into, but not too much. I really like Sebastian with him, but I can see not taking him. I like that I can Plastic Surgery his Vials attack if I really need to get some extra poison out during the first turn set up phase. Making dogs is a nice bonus. His Stat 7 attack isn't something to sneeze at either.
  4. Agree with all. I think Reva2 has some interesting play that will make her different than Reva1 and just as competitive (though that's a low bar) and maybe a bit more so. In competitive play I'm a little worried that all of the pushes could slow down the game a bit. I hadn't thought of using Bete to kill the Candle from anywhere -that's a neat trick. Did Vincent do much for you? I'm still usually pretty disappointed in him. Would you consider a Draugr in replacement of one Lampad in the hopes of summoning one in early game? I like the Draugr models and they sometimes do work, but they fold fast.
  5. I printed as a booklet from the PDF and love it. It cuts the pages in half (about) and gives you a smaller, easer to carry rulebook to thumb through. Still a lot of ink, but comes out to about 30 pages rather than the 58 at regular size. Print is still big enough to read (or no worse than the cards).
  6. You can say that about a lot of model though. I agree wholeheartedly that Nox just doesn't seem all there. He's missing something to make him worth the cost. I still want to try him out more though. Rancid Smell might mean he takes a couple of hits instead of other potentially more important models. Flight has some advantages, but Archie has Leap.... Maybe there's more play with Bring It than I expect, but I don't see it.
  7. I don't know, if it affected him too, then that with HtW would make him darn near impossible to kill. I wouldn't say no to a longer range though. 6" would be nice and let it actually, maybe, work.
  8. Screw theme! Honestly, make Rancid Smell a Bonus and suddenly he's a lot better - worth his cost then as he can do his support role stuff and still try and get 2 attacks/turn. Or he needed another Bonus as you don't always need/want a corpse.
  9. I can't believe they put it on a Master.... It's such a nasty little trigger.
  10. That's more an issue with mass of tentacles being one of the best triggers out there imo. At least it hits friendlies too, so Maxine has to be careful. And on Calypso/Bebe you don't even get a chance to resist as it can Thriller Driller to use it. And with Reconfigure, any Tome in hand will get the Trigger. I will say I'm not sold on Noxious Nephilim. I think they thought Memories in Blood and Last Memory were big deals and I'm not sold for just card cycle. If Rancid Smell were a Bonus Action, I'd like him a lot more, as I don't always want/need another Corpse especially at the cost of 2dmg. So he effectively doesn't have a Bonus some turns and that sucks for a 9ss model. A Df5 for a 9ss model wouldn't have hurt either.
  11. Ah... Gotcha. There aren't very many Hazardous, Impassible are there? So not a huge problem, more like an annoyance.
  12. Are people really arguing that the word 'through' means all the way through the physical piece of terrain? That seems reaaaaallll rules lawyery. A quick FAQ would squash that, but I've never seen anyone argue for that strange interpretation.
  13. Well, he had to waste actions he could have used elsewhere for that, so that's something. Seduction is awesome now. And even if he had 2 focus, he'll only get one focused attack off (as soon as he takes an action he'll gain Distracted from Seamus, negating his other one). And then it sounds like he was just sitting there with not much else to do. If you had some healing to bring Seamus back up it would have ended pretty well.
  14. Well, any master can be built against. I'm not sure Jaakuna brings enough for 8ss. I'd rather bring the White Hat Co. for the hats to help block dmg. I think the biggest negative in keyword is healing, so bringing something to help with that is pretty important imo. Sybelle's little incidental heal is too weak. Card draw is missing too. With his models being relatively cheaper, I do see him bringing more models to help clog things up and give out distracted/ping damage. Were you at least able to kill the executioner in return? With Sybelle and Seamus' aura's up to give Distracted and 1 dmg every time a bell moves it (and at a neg wp if you move someone in) you should have gotten some free attacks. Not sure who you were facing and deployments (wedge doesn't leave much time to get prepped). And how are they handling distracted? I find once you stack 3-4 Distracted on a model it has a real hard time interacting with you. Condition removal or something else? I don't think he's going to necessarily be 'easy' to learn, but I do think he will be fun. It seems like activation order on him and sybelle are tricky. Both are beater-esque models, which like to activate later, but they both have aura's that need to go up early in the turn. I'm also not sure he's great for Leylines. I want his models using their movement tricks on enemy models whenever possible, not friendly.
  15. This seems to be the least broken way to play it. The Aura still exits, but cannot affect any model that is within Alone in the Dark range. I feel like they forgot an 'other' in action. "Ignore and ignored by 'other' enemy auras". Maybe I'm wrong though.
  16. I think he has major impulse control problems, hence the lower WP. But yes, Wp4 is going to hurt for a Master, but I love the Df6! That with Stealth and Talent Scout are pretty decent protection. Especially with all the movement tricks his keyword models can do to help get him out of a jam. And hey! He helps his keyword models be actually useful now. I'm looking forward to getting him on the table! Yes - Distracted is a such a huge negative and being able to ping for damage at the same time - yikes! I think, as I often do, that thinking of him primarily as a summoner is where you go wrong. You want him getting his bubble up and getting in as many out of activation free attacks as you can. His summons are incidental - sure first turn summon a Doxy, maybe second turn something else, but after that only if you really need to do it to win the game. Otherwise I think his actions will be better spent elsewhere. Urban Legend with Alone in the Dark is really nasty....
  17. The models in a Twisted Tale look awesome! I don't even play either Master, but both look great. Jack Daw has a serious serial killer/monster vibe and Nellie looks like a deranged librarian. Auguste looks like a typical 'end of the world' crazy dancing on a corner. Great box and sculpts.
  18. How long did Val live after you sent her in?
  19. I don't have a problem either way, but just reading the ability, I'd be inclined to lean towards the 'per model' interpretation. Reason being is says 'friendly Forgotten models'. It would have been very easy to say something like 'one friendly model in range' instead if that were the case. This is a Master's Bonus action after all (and her only bonus action), so it should be a good action. I've never much liked 2-card bayou for important models. Cheating from the top of the deck is fine as long as I don't really care if I succeed or not, but important flips I'll still cheat normally. It also helps with her crew's need to discard a lot, but isn't guaranteed to help all the time. Definitely hope they FAQ it just to be clear. I can kind of see the arguments for either interpretation.
  20. Well, seeing as there is no 'confused' as far as I can recall, I'm pretty sure those are the Distracted tokens. 3 confused “Seahorse” markers
  21. Second masters break a lot of things. It was a nice experiment, but too often leads to issues. I don't know any tourney that allowed them tbh.
  22. I'm not sure I'd say anything is broken yet. There are plenty of current Masters that can do some real nasty stuff. Here there are a lot of complexity issues with Plastic Surgery, but I'm not sure anything is truly Broken. The only one I've seen mentioned so far that might worry me is the Nurse with Savage Bite and 'free' Pouncing Strike. Even that I'm not 100% is broken as the Nurse is pretty squishy. I do think he has the most potential to be a 'surprise, I gotcha' master as there are so many weird interactions he can do. Your first few games against him are going to be a hard learning curve. Condition removal is still his Achilles heal, and it works against either version, so you'll always want it. As others have said, the good Dr. himself is pretty squishy as Disguised and 13 wnds is his only real defense. Just put the pressure on him fast. Just like any other grow style crew. I do think he's going to be great for Corner deployment as that gives him the most time to power up his crew with poison and upgrades. Wedge might be iffy....
  23. How does the Timing work for Loot their Corpses and Reduce, Reuse, Recycle? Can a Guild Autopsy remove a Corpse at the End of its Activation and McMourning bring it back? Or does it technically happen outside an 'activation' and wouldn't work? I don't think it's broken or anything, just curious. We know Bonus actions can't happen outside an Activation. RRR is once per Activation so similar, but not quite the same. Not sure if it works or not? Never mind - FAQ Section 1 #12 answers this. It works as it falls within the C1-C4 timing window.
  24. I'm soooo looking forward to this one. Looks like Experimental will be much sturdier with the ablative armor of the upgrades. I would have never thought about using Blood Poisoning on the Curator to pass off damage. That probably should be 'during the end phase' to avoid some possible OP shenanigans, but not sure they can change it in time. Probably not a huge deal, but throwing him with Archie or Golem does make it a bit nastier. It does take a lot of set up and several models to make work though. Plastic Surgery seems like it will have a lot of good uses. Savage Bite will likely become the go to, but other things may pop up as well. Bone Saw might be a good one. Oooh - Rigor Mortis from Sloth! Have him do something else and let the Chihuahua hand out Fast for him! Or first turn copy Sebastian or Rafkin's Flask to hand out as much poison as possible. The upgrades! Kentauroi with Mv8 and +dmg flips on charge. Rogue Necro with Flurry, Df5, Mv7, and +dmg on charge! So many good options 🤯 Being able to drop one to reduce by 2 down to 0 is great for defense. Yes, it's annoying to lose an upgrade, but McMourning can just staple it back next turn. Curator looks interesting. Df6 is nice to have in resurrs. Injectors seem blah, but with Dredge up may happen occasionally. More likely you're moving him around to drag around markers and drop Sludge Markers. Getting one of those T1 can really help build up poison that you're losing not having Field Testing any more. Create a Sludge Marker and then use Dredge up to push it through a bunch of your models, then walk and drop it to get more. And stopping models within 2" with Poison from engaging is huge. That opens up a lot of play and allows for scheming and scoring strats. Think how great that can be in Break the Line! Symbiotic Relationship offers some interesting options as brought up by others. Might get taken down a peg before printing, but still offers some interesting ideas. Keep in mind it can also be used on friendlies for some extra healing. Say McMourning or someone else you need alive got battered and doesn't have much poison on him - move the Curator in BtB and let him use his poison to heal him (obviously only works on Perverse Metabolism models). Seems like this crew is going to rely on end of turn healing, Blood Poisoning healing, and discarding upgrades to keep models alive longer.
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