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Paddywhack

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Everything posted by Paddywhack

  1. Can you elaborate? I'm trying to think how to do it every activation?
  2. Probably, but if it ends up being particularly awful I can see it happening sooner. I'm not saying it's totally crazy yet, but I know there's a lot of knee-jerk reaction to him. I don't think he's as bad as what some other crews can do - but I'm open to seeing more data.
  3. I'm not saying it's not a strong combo, but if you turn all your corpses, even assuming they are all within 8" of McM2, you only get to recycle 1 of those with RRR. How many MZ are you getting a turn when you play? I realize Curator can be one for minimal cost as well. Savage Bite with the +flip and good triggers is hard to pass up though. I can see Dredge up on Rider being great especially against an incorporeal crew as mentioned above. Next time I play Dreamer I'm going to remember that Sadly, I expect MCM2 and Plastic Surgery to be on the Errata block within a year. There is just too much potential for abuse and too many variables for future models to consider. I'm not sure how they'll change it, but it probably is too good to last.
  4. I'm really resisting adding more to my pledge. It looks like really interesting process and material. Especially love that it's not paper and should be a lot easier to assemble. I don't RPG, but could see those sets being fun too. The ruined houses and cathedral look very nice.
  5. True, but it's a Push so it may be hard to push a model 12" uninterrupted. If you can I might question if you have enough terrain on the board Can still get them out of position. At some point though, wouldn't it be easier to hire a Belle? Obviously Rider does damage too.
  6. It's nice, but Dead Rider doesn't usually have much trouble getting to a target anyway. You also need more than one Marker near your target. But, being able to Reap from that far away could be nasty. Rogue Necro is a good candidate for Dredge up as well. RRR should maybe have been a Leader Only ability, though I've never been fond of multi-master games so it hasn't come up for me.
  7. I found this interesting. I know little about the company, but they seem legit. They make some pretty nice tokens and game aids. As always though, be extra careful on KS. It's a short campaign, so if you feel comfortable grab it while you can. https://www.kickstarter.com/projects/e-raptor/fantasy-battlegrounds-rpg-scenery-and-wargaming-terrains?ref=user_menu
  8. While some of it may be subjective, there are most definitely things that are bad for the game. And if it's not getting played because it's avoided in casual and not good enough in competitive, that is a perfect reason to fix it. Something isn't working correctly. Ideally, everything should be fun and playable. I don't think everything is going to be top tier competitive, but I don't think the fact that 'it's not winning' should be the benchmark for leaving an NPE in the game. Otherwise why spend the time creating that model and rules? If it's so obviously broken that people don't want to be 'that guy' in casual play, but it's not winning in competitive play, then it needs to be fixed imo.
  9. I like 1 or 4. They seem to fit the pose of the model better imo.
  10. Ah! That makes more sense. Stop making sense! It's been a long couple of weeks..... Brain no worky good right now....
  11. 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?
  12. 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.
  13. 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.
  14. 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).
  15. 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.
  16. 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.
  17. 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.
  18. I can't believe they put it on a Master.... It's such a nasty little trigger.
  19. 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.
  20. Ah... Gotcha. There aren't very many Hazardous, Impassible are there? So not a huge problem, more like an annoyance.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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....
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