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Paddywhack

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Posts posted by Paddywhack

  1. 27 minutes ago, Maniacal_cackle said:

    So... There will be a lot of time to do this probably xD

    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.

  2. On 11/8/2021 at 3:24 PM, twelvepeers said:

    Dead Rider summons Mindless Zombies turn after turn, multiplying your resources and draining your opponent's. A Rotten Belle can't do that. Neither can the Rogue Necromancy. 

    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. 

  3. 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. 

  4. 1 hour ago, Maniacal_cackle said:

    It is more about the extra twelve inches added to your reap, so you can kidnap models vast distances, even turn 1.

    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. 

  5. 21 hours ago, Maniacal_cackle said:

    Wow, that rider/dredge up combo is disgusting xD

    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. 

  6. 14 hours ago, SEV said:

    If something is widely considered as a NPE most play group will avoid it. 

    But if the same things shows up in tournament and is not winning... well who care? You can play Hoff2 all day long... 

    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. 

    • Agree 2
  7. 59 minutes ago, Adran said:

    I assume it's that some of the subject matter won't have a smaller model. Every sonnia one will have the little sonnia, but the Marcus one may not have one for example. 

     

    Ah! That makes more sense. Stop making sense! 

    It's been a long couple of weeks..... Brain no worky good right now....

    • Haha 1
  8. 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?

  9. 23 hours ago, Deathinabox said:

    Rogue Necromancy: He has a great bite to pass onto others, he handle's his own poison so you don't need to worry as much about him. And generally is able to tank/beat as needed

         Suggested Upgrades: Arms: Gaining flurry is great for him as he gains 2 poison when he discards and he has an excellent attack.

    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. 

    23 hours ago, Deathinabox said:

    Flesh Constructs: I don't hire these, but I'll always summon at least one. You can give them a big attack and let them swing three times using reckless. Primarily they gunk things up and take a lot of attacks to chew through.

         Suggested Upgrades: Legs: Slap an extra pair of legs on these guys and send them off to run schemes if needed

    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....

    23 hours ago, Deathinabox said:

    Rusty Tools: Charging is how McM2 gets around. Charge an experimental, hit it with the tools, chop off a corpse or scrap and give out poison +2 is a very efficient action.

    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.

    23 hours ago, Deathinabox said:

    Sebastian: Summons canine remains, (much easier to do when you can just recycle the corpse) Has a great melee attack (give it to a nurse and build in the ram for a stat 7 3/4/6 attack with the potential for +1 damage. He also provides another use of blood poisoning

         Suggested Upgrades: Fat: Makes the dog summons easier

    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. 

    • Like 1
    • Agree 1
  10. 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.

  11. On 9/21/2021 at 6:48 AM, brownoctober said:

    Printing the PDFs from the resources page is hard on ink - is there a black and white only option for rules and GG? If not can they be created?

    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). 

  12. 43 minutes ago, PiersonsMuppeteer said:

    If you end an Activation at 6 health, Nox is basically dead to any Min 3 beater.

    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. 

  13. 15 hours ago, Maniacal_cackle said:

    Couldn't give him Df 5, though. Molly has five enforcers/henchmen other than her totem, and they all share a theme of Df 4. So it is thematic to keep it at df 4 ;)

    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. 

    • Like 1
    • Agree 1
  14. On 9/17/2021 at 11:00 PM, Maniacal_cackle said:

    But... It felt like she was just doing these shenanigans, and then the opponent was like "mass of tentacles you 6 times, your crew melts".

    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. 

  15. 2 hours ago, Adran said:

    No. That's not what they are saying.

    Moving to base contact with terrain doesn't cause hazardous damage but resolving an action in base contact and a hazardous marker moving to base contact both do. 

    Ah... Gotcha. There aren't very many Hazardous, Impassible are there?  So not a huge problem, more like an annoyance. 

     

     

  16. 4 hours ago, PiersonsMuppeteer said:

    Removing "through" wouldn't fix the rule Hazardous rules. If you cut out resolving an ability it reads like so: "when a model moves through ... Hazardous Terrain". Removing through would make it: "when a model moves ... Hazardous Terrain". I think changing it to "when a model moves through, ends a move in base contact with, or resolves an Action while in base contact with or while in Hazardous Terrain." would fix the issue you specify.

    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. 

     

  17. 42 minutes ago, Maniacal_cackle said:

    The executioners... One of them I removed two focus from and gave it distracted in his deployment zone. Then he removed the distracted and built it back to 1-2 focus xD So it came in and smashed.

    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. 

  18. 12 hours ago, Maniacal_cackle said:

    Just played a game with Seamus 2.

    Some thoughts...

    ....He is a lot weaker when the opponent builds for Seamus 2 instead of Seamus 1, so you really have to lean into the title advantage.

    My corrupted leylines list was:

    • Dead Rider
    • Sybelle
    • Jaakuna (doesn't quite offer enough, but is almost good enough)
    • Some Belles
    • A doxy w/ GST
    • Only 3 stones (definitely not enough).

    He beat Seamus down to 5 health on turn 1 which was really bad with an executioner alpha strike. Kinda recovered but not really.

    Seamus is just too squishy to be near enemies that aren't fully bogged down by models and distracted, so can't really play aggressive. He can kinda claim territory, but I'm not sure the bubble is lethal enough to really claim territory. It's great at body blocking chokepoints though.

    EDIT: Not sure when you would take this Seamus over McMourning 2, but maybe that's a separate issue.

    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. 

  19. 22 hours ago, Graf said:

    Yes, the enemy aura still exists and isn't "shut down". Seamus just stops any interplay between enemy auras and models within Alone in the Dark range.

     

    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. 

  20. On 9/10/2021 at 11:13 AM, Thatguy said:

    I knew that much. I was more wondering if they would give an explanation for the -3Wp and +2Df in the fluff.

    On 9/10/2021 at 10:55 AM, aquenaton said:

    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!

    On 9/10/2021 at 10:13 PM, Maniacal_cackle said:

    I wasn't initially that keen on this Seamus, but now wonder if it is one of our strongest bubble crews.

    There's so many combos and ways to get lots of damage + distracted, can be very difficult to chew through this very tanky crew when you're on a bunch of distracted.

    The auras and Talent Scout seem massive. I can see models just getting distraction-locked for an entire game (though note you still hit a reasonable number of attacks when on a minus).

    Amputation not being built in seems like quite the issue, since the summons will be tricky. But 2 summons in a game may be plenty to get through the game.

    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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