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Paddywhack

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Everything posted by Paddywhack

  1. Thanks! If you haven't faced Asami's core crew she has access to a lot of models with Flay. Being able to cheat on is huge. I am leaning towards Yin this time and maybe switching my belle to a Doxy, who I tend to get a lot more use out of as I can choose where to push. That can help alleviate Yin's slow walk as well.
  2. Are you playing with enough terrain as well? That can make Reva ridiculous if you don't have a good amount of terrain. Think Perdita in Guild in an open field. Three Thunder Archers though never seems to work. Too expensive and I've almost never seen it make out against a decent opponent. You also Took Toshiro, who I love, but he shines by supporting minion models, not baby-sitting Archers. Killing Reva may not be your best first choice, as she can be hard to take down in one activation. If you have anything that Chain activate though you could try that. Killing Vincent on the other hand is much easier. He has DF trigger, so go for WP if at all possible (not sure who with Mei Fang). And yes he can use SS to prevent, but that will severely deplete their SS pool and his 0 and a lot of Reva's triggers and her 0 all need suits that are not built in. If you take away their SS it can hurt, especially as Reva is often playing on 5 card hand (4 if you can engage Vincent). Engaging Vincent early is good too. yes, he can push away, but that costs a 0 and a Card, meaning he can't do Light at the End that turn. Even with MLH you can run someone up to engage just to engage him. Do you have anyone with Eat Your Fill? Jorogumo or Oghurai (the new henchman - can you proxy)? Eat your fill is very annoying against the Corpse Candles/mindless Zombies. It really just makes them free heals for your crew. Between that and Mei's upgrade that destroys markers, you can get rid of quite a few corpses. However I personally think trying to stop Reva's corpse counter attack vectors is a trap for most crews as it would be very hard to really get rid of all of them. Asami, Nicodem or other some of the other Summon focused masters might do it. Most crews though simply can't remove corpses easily.
  3. Oh, he didn't take the upgrade that gave him a free summons when the opponent is ahead in VP this game, but if he had he would have received like 2-3 free models due to me jumping ahead early with a Quick Murder. That would have made the game just awful.
  4. OK, managed a 9-7 win, but my opponent misread Search the Ruins and played it wrong (thought it said center line rather than center). That would have changed the game completely so hard to say how it would have turned out if he had read it right. I ended up with: Reva - Decaying Aura, Screaming Death (one of the limited), one that lets her push models Vincent - his upgrade and MLH Anna Lovelace - MLH ShieldBearer x2 Rotten Belle Nurse Night Terror He had a pretty typical set up with Asami, Oghura (sp?), 2 Brothers, the totem, Ama No Zaka, and a Samurai I think. Overall it went pretty well with me scoring 3 points turn 2 by killing Ama No Zaka (got really lucky with a RJ on a pot shot with Vincent and then finished her off with Reva). Decaying Aura on Reva is pretty brutal. Ama couldn't stone and later it helped me really hurt and then kill Asami. That and the no healing within 4" hurt Asami quite a bit. The Rotten Belle helped a bit by pulling a summoned Jorgumo out of position. Better that it attack and kill a Belle than Reva The Nurse was awesome and survived far longer than she should have (lucky flips). Without her Turn 4 would have really hurt as she basically shut down a Jorugumo and Oghura when I was already hurting. Shieldbearers didn't do too much but place schemes and hold the Stash Markers most game. He just didn't focus on them much. The Night Terror was OK, but as usual died quickly. Threw Asami off for one turn a bit though (Night Falls is so annoying to a Caster). Anna Lovelace helped stop Oghura from jumping around and managed to get one Mindless Zombie out. Her Vortex was annoying as well, though I didn't make great use of it. She got smoked hard my Oghura and a Jorugumo - both of whom managed several sever damage hits. I wasted 2 stone trying to keep her alive when I should have saw it was a foregone conclusion. Vincent managed to kill the Samurai in one activation by getting the 0 off and then getting 3 shots with his crossbow. Without armour, even with 9 wounds from and upgrade, he went down fast. Otherwise he managed to help hold a Stash marker, but was almost always engaged. I didn't always have a card to push away either. One issue was that Asami can use my Corpse markers to help her summons. This means I didn't want to kill my Candles as they could be used against me as corpses. However, Oghura and the Jorugumo also have Eat Your Fill, meaning they can heal back to full by killing an enemy, even a Peon, so they also served as cheap ways to heal nasty models. I had Oghura down to like 3 wounds when she healed back to full. Between that and the the Death Contract he had on her, I ended up not worrying about killing her. Managed to feed her stuff and shut her down with the Nurse. Fun game, but it was rough. We're going to have a rematch soon and I am really thinking about taking Yin this time. Getting her 0 off on Asami could shut down her summons hard. A on CA and WP will ruin her day. I'll feel great though!
  5. I would prefer the child myself. Maybe end up with a named Crooligan? It seems like a lot of the other factions are also interested in the Lady, so she may be difficult to grab. I think competition will be steep for that one.
  6. Wow, I hadn't thought of the Nurse and ignoring armour thing! That is a very nasty little combo that could ruin someone's day. I may rethink forgoing Vincent this time after all... I'm also thinking a Belle as Asami's summons only get to Charge for 1AP while within 4 of her. If I pull them away, it severely reduces their ability to do much on the turn they are summoned.
  7. Not yet - not till Sunday. Hmmm. Trying to think of a good way to disrupt her hand. Grave Spirit is out as she needs her Corpse Candles. Can't think of anyone else except Belles with a trigger. I'm thinking right now of taking Ann Lovelace - that might help disrupt her repositioning and hold her in place so i can kill her if I get the opportunity.
  8. I'm going to painitng Reva pretty soon, though I am working on the SBs first. The art for Reva has her i na lot of black and I dislike painting black, so I'm hoping to see some other peoples takes on her color scheme.
  9. I love Toshiro. His buffs can really help the Shieldbearers and since they can get Fast with a Soulstone, he can use his other 0 action to give them all Focus (at the price of a scheme marker). I also really like bringing Command the Graves as the option to summon in a Reva crew is missing. Even summoning one Ashigaru can be a big help and it's not like Reva cares that much about Crows. I still want to try Datsue bae and the Valedictorian as well though. Just have to force myself to step out of my comfort zone. I think I will try Anna this weekend with Toshiro and see how that goes. Vincent's 0 is nice, but I haven't gotten much out of it myself yet.
  10. I'm debating it as I haven't had much use from him yet. Or not as much as I feel he should give me. He's also died relatively easily as he has to get pretty close to the action. This could just be me misplaying him though. If I don't take him I'm probably going to take Decaying Aura or the one that ignores armour on Reva though. I might try this this weekend. Thinking Anna Lovelace instead of Vincent.
  11. Hmm.. hadn't thoguht of that issue with the corpses. That does put a wrench in those plans. Can always bring Maniacal Laugh I suppose. Nurse wouldn't be a bad idea.
  12. So, I am going to be facing Asami soon and wondering the best way to tackle her. Especially the Jorogumo, who I know will be there, likely summoned. I'm wanting to try Reva as she's still new, but not sure. I don't have Chiaki together and really, I know the other player is well aware of the vital importance of the upgrade that stops condition removal. I doubt she'd be able to do her thing much. If I can get Reva a chance to attack Asami right away, it could make things scary for him. Not sure if the upgrade with the free Corpse Candle upfield or the ghost charge one is better to help pull this off though.
  13. I feel the same way about Outcasts. And Ten Thunders. And Neverborn. Grass is always greener and all that
  14. Ah, yes. They are just really hard to find now a days. I'm surprised they still had a couple boxes last I went.
  15. Nice write up. Thank you. Another dirty trick, though potentially overkill, is to have Vince use MLH to cast his 0 twice, then Reva activates and uses her upgrade to push Vince and then use his 0 action again! That's 3 models that can't reduce or prevent damage until Vince activates again. You may not need that many models with the condition, but could be useful if facing a lot of constructs or a henchman heavy crew. Course you still have to have something to hit all those models with...
  16. Don't forget that while you need Henchman and Enforcers in some schemes like Hunting Party, your opponent can also take that scheme. If you don't bring some minions you are lining yourself up for giving away 3VP easy. If I only have to kill one minion cause that's all you brought, then great! There are also a lot of schemes that you will need more minions and just models in general. And are you really taking a smaller collection of models just because you can, or do the models you are finding yourself taking just work for your personal play style better? I haven't done a ton of tournaments, but at every tournament I've been to I've seen a wide variety of what is being played. Of course there are always some models that crop up often (looking at you KillJoy), but I've never faced the same list from two players playing the same faction (OK, if you face Hamlin it will likely be pretty similar). I know I play Nicodem pretty differently than most. I would like to see a shake up of the suited vs. # schemes to make some of them pop up more often.
  17. Guardian games had a box set or two of the old Malifaux stuff, not sure which ones though. You could call them and see if they will ship. http://www.ggportland.com I like 4Ground stuff, especailly prepainted, though it is a bit pricey (what isn't though).
  18. they made an announcement after Gen Con that Monday previews would taper off and become much more periodic. And they made a brief announcement about this: http://www.wyrd-games.net/news/2016/8/25/divergent-paths-event Nothing further yet though.
  19. I was thinking something similar, though I really don't think there is really a 'good' answer to this. What if we were to weight the Strategy first? So that the DIFF in Strategy points is used first (so up to +4) and then use scheme points as a first tie breaker and then down the line as we have it now? So say a veteran players gets lucky on the first round and smashes a new player 10-0. That would only give him a DIFF of +4. Another player who say won their game 6-5, but scored 3 points more than their opponent on the strategy, would get DIFF +3 and only be down 1 DIFF instead of 9 as in the current system. The Schemes would come in to still break a tie in Strategy points (so another player also scored 4 on strategy, but only scored 3 on schemes would still fall behind the veteran that won 10-0). This is just a random thought and obviously might affect how the game is played as Strategies become more important for ranking. The Win is still the most important, so you can't completely forget your schemes I think. This might help with those people that manage to get a good pairing on the first turn jumping way ahead of everyone else, but I'm sure someone here will point out a flaw I've missed As a note, I'm not saying the system has to be changed at all, but it never hurts to think about new ways to improve the experience for everyone.
  20. Their useful if you know your opponent is using a lot of ranged weapons. They will fall very quickly in melee with their horrible DF and no other defensive tricks. I have never seen Shafted get used once sadly - too hard to get set up really. Their Walk of 4 is also a big deterrent to hiring them. If they had a W5 or some HtW in place of Shafted, I would take them more often. I've actually shifted to preferring Drowned, even though they are more expensive. The Df6 against all attacks and their Resiliant really lets them stay around. They are also W4 though, so still very slow.
  21. Interesting idea. I admit it might favor me, as in one tournament I won all my games, but only by 1 or 2 VP, so never finished very high overall. It did feel slightly annoying, but I had fun playing anyway Something like this could help prevent that veteran player who randomly gets a new player first round and racks up a huge Diff, putting them far ahead of others. Not 100% sure it's needed, but it never hurts to throw out the ideas.
  22. Yeah. Pretty sure you need to declare what you are attempting to summon before flipping. You need to know the target number you need to hit. No flipping low and then deciding, oh I'll just summon a canine remains when you were originally hoping for a punk zombie.
  23. This is my belief too. No one questioned that a 40+MM base could block LOS. The FAQ was asked to verify that a 30MM could do the same. That a larger model could do so was not a question for anyone. I personally believe the FAQ is pretty clear as it succinctly states that you can block LOS by standing on a marker, period. They don't bring height or anything else into it because they don't need to. Obviously some others disagree though. And this from a Resurr player, so it will impact me negatively.
  24. Aaarg. Got my last box today and it was missing one copy of RoF. Ordered 2 and only got 1. Hope the correction doesn't take too long. Gonna give this copy to the other guy and wait for mine.
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