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dancater

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Everything posted by dancater

  1. So, I'm not competitive. In the OG-Masters my most favourite to least (based on a mix of fun, cool and powerful) was as follows (and this does impact my view on titles, the new titles each directly compare to the OG versions and the more I like the OG-Master the tougher time the title has to seize my attention); (1) Colette (2) Hoffman (3) Kaeris (4) Rasputina (5) Ironsides (6) Marcus (7) Sandeep & (8) Mei. Thus my Arcanist Burns summary, from most anticipated/favourite title, to my least interested/excited about: Great Mei, love this title, seems like it will be great fun (question open to how strong she plays, I also love Mah so this is an auto buy) Rasputina, ups her power, gives her more diverse play, excellent new minions (question about what they do for the old Frozen Heart models and OG-Raspy, which outside Silent One and Beast of December are largely disappointing, even with summoning, don't mind Euripides so auto buy) Ironsides, again loving this, I think this could be the best single master option in Arcanist, both versions are strong, they play differently, great (question on Drudge durability and power, not huge on Anya will likely get still) The OK Sandeep, don't mind this title, really intrigued by Four Winds Golem (biggest downside here is no Academic love and I don't like Shenlong, this is my first might buy) Marcus, I love brawl and bash Marcus, but still underwhelmed by his crew, specially Molemen (the lesser Beasts really need love, biggest hit is that I really dislike Lord Cooper, might buy) Kaeris, so she seems to be a beast, I'm actually a bit worried about the negative play of her potential massive alpha inferno, really need to see whether her power is locked up in this or if its a storm in a tea cup and she's good without just super combusting enemies (generally I like the Wildfire crew so even though I dislike Reva I have purchased this at GenCon, helps that I like Deacon and he is Arcanist) The disappointment (so unsurprising that my disappointments were my two favourite OG-Masters, high bar to meet) Hoffman, I actually like the idea but his Pylon mechanic is as troublesome as hell, it could lead to terrain-marker trap play which sucks, and equally with the Pylons being destroyed he is hugely handicapped, looks like a tentative on-table problem (I have purchased this at GenCon, really want to see if the title is as functionally troublesome as it has been theoretically, I love the Hoffman crew it is fun and independently powerful, don't mind the Von Schill crew, that also helped my decision) And here she is, sadly from first to worst - Colette, I just am so disappointed, the Performer crew was already a bit of a take these few all-stars and go, and Smuggler does nothing at all to change this, her card is troublesome, her play seems more or less the same as OG-Colette game state wise, I was simply hoping for something really mixing it up and I got what felt like a artificial sweetener version of sugary Colette goodness, Smuggler adds nothing I like (now I do like Dorian a lot and the Pandora title I love and Woe was already a crew I occasionally slummed into, so despite this its an auto buy box but for Pandora Tyrant-Torn - which feels wrong) Ironically two of my 100% favourite OG-Master and title-Master combinations I will be getting by default; I love Mah and Mecha-Mah and also Pandora and Tyrant-Torn and think these two represent the best of what Malifaux Burns can offer (I also love the Lucius title but loath Nexus so passing on this, loved the Ophelia and Perdita titles and like both masters OG, so picked this box up). Finally Raspy has convinced me to check out Euripides, I'd been on the fence with this crew but love Abominable and Old One Eye looks intriguing + the Kaltgeist is amazing (please Wyrd give OG-Raspy and her older crew models a little love, that could make Raspy compete with Ironsides as the best and most rounded single master original/title combo). So based on the above my Arcanist Master tier based on OG and title is best to worst: Rasputina/Abominable Ironsides/President Toni A knot here of several close calls, I'll loosely say [a] Mei/Foreman [b] Colette/Smuggler [c] Hoffman/Inventor then [d] Kaeris/Phoenix Then pulling up the rear as jointly a little mediocre on both OG and title, loosely, [a] Marcus/Alpha [b] Sandeep/Font of Magic So if the primary goal was to shake my Arcanist meta choices up, objective achieved.
  2. So the final tally was: Charles Hoffman the Inventor, paired with Outcasts (Von Schill) with the Metallurgist Augmented keyword Marcus the Alpha, paired with Explorers (Lord Cooper) with the Empyrean Eagle Chimera keyword Toni Ironsides Union President and the new Arcanist model the Drudge, paired with Explorers (Anya Lycarayen) Kaeris Reborn and the new Arcanist Enforcer Deacon Hillcrest, paired with Resurrectionists (Reva Cortinas) Mei Feng the Foreman, paired with Bayou (Mah Tucket) with the Rockhopper Foundry keyword Smuggler Colette, paired with Neverborn (Pandora) with Dorian Crowe Performer keyword Abominable Rasputina, paired with Neverborn (Euripides) and the Kaltgeist Frozen Heart keyword Sandeep Desai Font of Magic and the new Arcanist Enforcer the Four Winds Golem, paired with Ten Thunders (Shenlong) So we got paired with Explorers x2, Neverborn x2, Bayou x1, Outcasts x1, Resurrectionists x1 and Ten Thunders x1 We got 3 new Arcanist models; the Drudge a Minion (3), the Four Winds Golem an Enforcer and Deacon Hillcrest an Enforcer. The other 5 models are out of faction keyword.
  3. Concerning the wonderfully useful Malifaux App. So wondering when this will happen, and how it will be implemented. When do we see the (first) Malifaux Burns content? Will we see content as the models are released (so we get content with the models being available), hope not, or will Malifaux Burns content be released in a single big push (so everything in the book is available in the App), hoping so? How will the App deal with the titles, will it be twice as many masters under that tab or will each master now have a method to select and toggle between OG and title? Will the App actually catch fire? All important questions that need answering. I wants to play with my App lists until someone yells at me to get on with my mundane life.
  4. Thinking on this. I'll summarise what's below first; Buff Raspy-1 (suggestions below) Major Buff for Acolyte (suggestions below) Minor Buff for Ice Dancer Minor Buff for Ice Gamin Leave the Ice Golem alone (or give it a movement buff when near an Ice Pillar) Leave the Hoarcat alone Leave the Silent One alone (actually I'd make its Healing Energy once/turn for non-Frozen Heart, an tiny OOK debuff) Leave the Kaltgeist alone Give Snowstorm Shielded when it activates near a Ice Pillar So first their is a clear gap appearing in sentiment between the power and playability of Rasputina-1 (poor) and Rasputine-2 (much improved). So I think Raspy-1, who was already a Arcanist low tier, clearly does need a slight buff. I'd like even more Ice Pillar creation, maybe a trigger on her attack(s), and a across keyword ability to let her crew ignore Ice Pillars as blocking and cover terrain, and buff Shatter first make Frozen Heart immune to effect (or even heal 1), and then increase its range to 8" or 10", and have a trigger (I think ) on Shatter to allow her to place in base contact with the shattering Ice Pillar. This makes her more dangerous and more about the pillars than Raspy-2, it gives her some teleport manoeuvrability and it slightly buffs her crew mobility. Snow Storm might like a very small buff. Kaltgeist appear clearly solid. Ice Gamin and the Golem may need a slight buff, but only alight. They are already a weaker selection for Sandeep as well compared to the Metal Gamin/Golem - for +Def and face smashing, or the Fire Gamin/Golem - for +Conditions and face smashing. So the Ice Elementals could sustain a SLIGHT improvement in both Frozen Heart and Elementals. The biggest issue for the Ice Elementals is how much better the Kaltgeist is for its cost, the choice is not even debatable (especially over Gamin). The Gamin really does need a buff, not sure exactly what. The Silent One is actually borderline to good, it sees a lot of action at +1SS OOK, I'm not advocating a nerf, it's not really OP, but it is very, very good. The Ice Dancer is in the same place as the Ice Elementals for Colette crews I have never taken it, never seen someone deliver a powerful argument for taking it. The Ice Dancer, even more than the Elementals (which do see some play in both keywords) could use a solid buff, here I would suggest something on her card to further improve her, reducing her SS cost would work maybe for Raspy but less so for Colette where she'd simply displace the Showgirl totally (unless the Showgirl was buffed as well). But the Dancer needs a buff, not sure what exacly. I think the Hoarcats are borderline, they are OK, I don't think they are a great take in Marcus (either) or Raspy-1, but they do appear useful situational summons. So if, if you do buff them I'd look at something either very, very slight or more maybe buff them through something on Raspy-1 card. But honestly I'd leave them, let the meta's of titles shake out some more, its fair that certain models will see much more action with one or other master iteration. This brings us to the real troublesome model, the December Acolyte, clearly a poor choice in Raspy-1 and Raspy-2 based on community input. This model is, fortunately, entirely Frozen Heart so only impacts directly in this keyword, and the model is also clearly poorly regarded in both iterations of Rasputina, so improvement can happily stretch across OG and title. This I think could start with -1SS cost AND perhaps a slight buff (I'd like something which means they ignore Ice Pillars as cover) or alternatively a fairly major buff (say Shielded when activating near Ice Pillars, +built in to melee and ranged, +ignore Ice Pillars as cover). The Acolytes really do need a buff and I think it is pretty safe to do so.
  5. Yeah I partially disagree. I agree the marker does not "become" Colette. But 'as though it were this model' means you treat the marker as though it was Colette. It is not Colette, but it is treated as though it was Colette. For this reason Concentrate would work (although as you state a marker cannot have a condition, so as soon as the Routine Performance ends the condition slides off the decoy marker, it would have focus for the nebulous moment the marker is still treated as Colette, but that is pointless). And yes, the close up magic trigger was critical in starting this discussion. In this interpretation the dove/decoy is treated as though it were Colette, so if Colette has used the once per turn trigger then she could not use it again this turn, by extension something treated as though it was Colette could not utilise the trigger either. I have already stated, I think of the dove/decoy as an illusion of Colette, with all of the characteristics attached to the model itself. But critically not those effects which impact the real Colette based on her location on the table, the illusory Colette is in one location, the real Colette another and auras and AOEs impact each separately based on their respective locations.
  6. Yeah the Backup Assistant will not be long for the table once folks realise that (1) he's a card cycling machine (2) he can clear conditions in an emergency (3) he damages himself to power his card cycle (4) Df 4 Wp 4 and 5 Wds (5) you can replace him with a model in the crew you've already lost. He will have a huge target on him, he is as fragile as hell and to be honest if he does make it to round 3+ he's almost certainly going to be replaced (if only to get a significant model to scheme). At 4SS he is superb value if you can just get him to that 3rd round. In most games he'll make his value even if he dies by end turn 1 with a couple of extra cards drawn and one more on his inevitable demise. I can see a Bokor or other healer being camped near him, to see if they can stretch his lifespan out. His synergy with the Bokor is off the charts.
  7. Also a lot more marker interaction and destruction in the new titles, that may impact the play of Zipp-1
  8. Yep. All I'm advocating is that both players make sure, as the variety of common/special markers expands, that they clearly identify the unusual special markers so both players can clearly identify them. And perhaps putting together a list of models which generate special markers. So far Thoon (Frozen Trophy), Lucius-2 (Planning Ahead) and Rasputina-2 (Creeping Ice).
  9. So throwing out this as a warning and advice as Malifaux Burns hits the wild. For most it is plain and obvious, but if the years have taught me anything it is to be most wary of what seems obvious to you, as that is the thing you don't account for and it burns you. Several of the new titles have an ability to create a type of marker which is what I'll refer to as a "common" marker, one which they, their crew and other crews can create in multiplicity. But, the marker they create has unique special additional rules, while in all other ways is the same as the "common" marker. Everyone must make sure that these unique variant markers are clearly differentiated on the table, so all players know what are the "common" markers and what is the "special" variant. The masters or models which do this include (please others feel free to add more): Rasputina the Abominable throws out (potentially multiple) Creeping-Ice Pillars which also prevent movement effects and Bury to models in base contact with them. This is a trigger on her Northern Winds attack, in all other ways these markers are normal Ice Pillars. This ability is especially complicated as it is not time limited and you can multiple Ice and Creeping-Ice Pillars at the same time. Lucius, Dishonourable at the beginning of his turn uses Planning Ahead to throw out a single Scheme Marker which, for the remainder of the round (so this is strictly time limited), allows Elite and Mimic models within 2 of the marker to add one suit of their choice to declared Attack actions. I'm certain there are others, so if we get a list that will be really useful. The critical thing is that these are not a new special type of marker but a special rule variant. As long as this is known to both players and clearly differentiated on the table (so both players know what is the "common" and what instead is the "special") then we have no problems. So everyone playing titles which do this need a second distinct marker, and everyone playing against them needs to clarify what is going to be used. Let's avoid unnecessary table conflicts. And for this reason as a house rule I would play that if the dropped marker is not clearly differentiated then it has none of the special rules.
  10. The Kaltgeist does boost Raspy-1 but I agree she (and multiple models in her crew) need a slight, emphasis on slight, buff still and hopefully she will get it. The trick is what to buff, if you do buff the Dec Acolyte and Ice Dancer, well they are summons for the Abominable, that could get frosty. If you buff the Ice Gamin and Golem you may hit issues with the Sandeep's. If you do buff her and her crew you could over correct in combination. I'd like to see something but very small. The marker is Destructible and, in addition, multiple of the titles (or accompanying models) have marker removal, so holding a point indefinitely seems unlikely unless your opponent has fallen on their face, in which case it is simply icing on a likely smooth, untroubled victory. Nevertheless, yes I actually very much saw this first as a defend your own model ability, although thinking now about its offensive potential it could cause lethal pressure for models/crews that rely on bury to operate and survive (OG-Colette would loath this). Also this ability, and several others across the titles, create a awkward situation, the Ice Pillar dropped by Creeping Ice makes a marker like any other Pillar, but it also includes the additional special rule to prevent Bury, so, especially if you have multiple Creeping Ice Pillars out, you will need to differentiate between these Pillar markers and the more "mundane" Pillars. This will be critical, the confusion and conflict it could otherwise create would be significant. So time to have clearly distinct types of Ice Pillar marker. (Note one of the most important of these "distinct" markers is Lucius Dishonourable, he throws out [a fortunately special only for the single round] Scheme Marker, so whether you are playing with or against titled-Lucius make certain you have a unique single Scheme Marker to signify this special ability).
  11. I can't see doing it often, but I can see doing it. The Wind Golem is more durable, depending on the opponent if I need something to get into a hot spot, move some things and drop a scheme then where multiple Wind Gamin might be chopped to pieces the Wind Golem may just be your huckleberry. Also if the enemy has a really savage scheme runner that you need to neutralise the Wind Golem might be the way to go. But agreed, the Fire, Ice and Metal Gamin are all small versions of their Golem's and the Golem is basically a killer, turning 3 small killers into a single much bigger killer usually makes sense in Faux, three Gamin are less efficient at killing than a Golem in 90% of circumstances. But the Wind Elementals are mobile primary schemers and, particularly for the Golem, anti-schemers. In most circumstances three separate mobile scheme runners are much more flexible and efficient then a single scheming monster. Plain and simple, it's a nice option to have, but you'll very rarely use it.
  12. It will also massively impact the choice of crew. The potential for a heavy "your choice of condition" available with Elementals crew here is massive. Lot's of Ice Gamin and a Golem, suddenly your Academic can hurl out a 5/6/8 smash face to a slowed target, with several slow vectors to set it up. With Banasuva, some Fire Elementals and a few Academics you could throw out some nasty Burning. The Metal Elementals are a mix of some cool movement options, functional damage and defence with Shielded and Vent Steam options. The Wind Elementals can wreck a bubble crew or positional scheme game with enemy pushes. As noted, both the Wind and Metal Elementals also synergise really well with Kandara handing out Staggered. The biggest issue is that the Academics are not cheap, the Mages (healing helps everyone) are 6SS, the Guard (with the movement-push mantra the Wind Elementals become insane) 8SS and Kudra (she synergises especially well with the Metal Militia) is 9SS. Be curious to see if/when we see a Poison Golem what the poison schtick could be. But the little Poison Gamin is the least likely to be seen in this crew. We really need a Poison Golem. Also remembering you can rotate all the Gamin with the Warp Elements trigger of Deep's bonus action Moment of Reflection, so you can in emergencies switch in the Gamin which brings an Academic that critical action option (which is probably another reason it's limited to the Elemental Minions).
  13. OK. This is interesting. Sandeep FoM is an Elemental and Academic. His Students of All front card ability reads: After a friendly Academic activates, it may discard a card to have another friendly Elemental within 6 of it take a non- Action, drawing LoS and range from the Academic. Models cannot take actions this way more than once per turn. As observed Sandeep is an Elemental, as of course are all the Gamin, all the Golems, Banasuva, Essence of Power and Kandara. So that is a ton of potential actions. It reads to me as a pseudo command - it allows an Elemental to take an a non-bonus action, so uses the Elementals stats and card, but the actions 'origin' becomes the Academic. Simply wow, the potential application is huge, although it is very card intensive. So this has me rethinking, this is a great synergy boost for Academics within a Sandeep FoM crew, but because Sandeep FoM is not a summoner it means that the SS crunch on his crews is really, really tight. I'm not certain how many Academics I can justify squeezing in, but it certainly gives me lots of thoughts. This is a theory crafting topic all unto itself, for example Banasuva's Toss or Sandeep FoM's Aetheric Control are intriguing and an Academic throwing out a Ice/Metal Golem's Huge Fist would certainly sting. This seems cool.
  14. The damage on the Blasts could be hideous if an opponent lets Backup Assistant get in close with 2+ glowy tokens. If I'm reading it right Wong first Cursed Warnings with Siphon Power for a mask to hit to models. Then Wong could Siphon Power for ram then hit 2/3/5irreducible to target and if he hit severe (say with a focus attack off stat 6) the double blast is 5 damage to the cursed opponents if they are within 3 of the Backup Assistant. So a Bonus + 12" attack to do 15+ damage spread across at least 3 targets. The big question I see is what happens if you engage Wong the Enchanter??? The little magical goblin has no melee, and I don't see much in built retreat, it seems to be Enchant "Magics" with the (so Siphon, Soul Stone, Cheat or just plain lucky flip) for the Puff of Smoke trigger cast on himself and moving him 4" - so Wong really needs a bodyguard nearby (within 4) to be secure against easy engage Wong neutralisation. Still, yeah, like it. Does this (or more importantly the Backup Assistant) do anything to improve OG-Wong???? Not sure.
  15. OK. So Sandeep lost summoning, gained marker creation, debuffing, some shielding and healing. Better support for Elementals than for Academics I think. Warp Elements trigger can cycle Gamin (minions only so not Golems) and is not a summon, so you can start with Metal or Fire Gamin, rotate to Wind Gamin to scheme, that sort of thing, not hugely useful but I do think it could have utility. How does his Demise (Upheaval) operate??? It reads very awkwardly. After this model is killed, enemy models with 1 of any marker within 6 gain Staggered. OK so you kill Sandeep, any marker with 6" then creates a 1" pulse which gives unresisted Staggered to every model inside that (those) pulses (friendly Academics and Elementals ignore this demise). Makes sense once you write it out. Overall, different, seems OK. Academics fail to get much love, and many of them need it. Called it that Sandeep was teamed with Shenlong. Wind Golem, is a big, mobile, fairly fragile scheme runner and anti-schemer. Clearly protects nearby models effectively from attacks, but that is useful not huge. Very, very mobile and has movement shenanigans, Mv 6 Flight, suited Leap - wow. moves models with Pounce on one melee trigger, the Wind Blast also pushes on a non-pistol ranged 8". Conclusion, not a beater or tank. This Golem is a hit and run scheme runner and enemy scheme killer, in the right pool, against the right opponent it will be a game winning nightmare, swooping in, throwing things around, tearing up vulnerable models and then scoring schemes. But, in a pool which is more about the brawl or against opponents that can lock it into melee it is going to burst into a cloud of mist. I can see taking it, but honestly not that often. Is it better than two Wind Gamin??? Not sure. So when do we get the Poison Golem and what does that look like? Overall, I feel this is the most underwhelming of the titles honestly. Sandeep Font of Magic doesn't grab my imagination. The Wind Golem is super niche for the crew I think, especially I feel in the Sandeep FoM crew, could see the Wind Golem more in Summons-Sandeep. The Academics continue to be on detention.
  16. So. Love this Raspy, love the summoning. Lots of good here, not overpowered. But she is a lot better than OG-Raspy. So OG-Raspy needs a buff, hell Cryosleep alone on her card would be huge. This also emphasises that several Frozen Heart models do also need a buff to some degree. Because they can now be summoned the Hoarcats, December Acolyte and Ice Dancer can't be buffed to much but they need something, especially for their play into OG-Raspy. In addition the Kaltgeist does demonstrate that the Ice Gamin (and Golem) both could use a little love. Nothing huge, a light buff across all these models and OG-Raspy is all that would be required, especially if something on OG-Raspy also helped the living Frozen Heart models a little (to prevent Abominable Raspy summons from going from OK to unreasonable). Hopefully Wyrd is aware and working on this, they have generally impressed me so far, so I've got some faith in storage. Love this.
  17. God I wish I was that disciplined. I will not discuss my order, but I am hoping the collected cardboard packaging will be able to create a temporary residence 😁
  18. Wyrd has released a neat little spoiler and road ahead video for GenCon 2021, and in the case of the Otherside in particular more beyond what we knew. Lots of gristle for the mill and at least a limited spoiler for the Wyrd title boxes releasing at the big event. Check it out and give it a thumbs up like.
  19. Well we've had the partial spoiler. Including all the GenCon released models.
  20. I haven't given it huge thought to be honest, more trying to parse the new rules than imagine what is missing. But for a number of the revealed masters Wyrd has done an excellent job of changing the way they play and incorporating more rarely seen keyword models, it is therefore notable that Smuggler Colette did not really address the weaker crew choices in her keyword. How they could have done it is debatable, I've certainly been surprised by how this has been achieved in some lists.
  21. As a Enforcer Dorian really competes more with Harata at 9SS and Angelica at 7SS, especially Angelica than he does the sub 6SS minions. But I do agree he is a good model that further tightens the soul stone crunch, 50SS only goes so far. But, lets be honest this is a damn big reason for taking a cheap Arcanist minion in any list. Yeah, this is a tough call, I probably marginally prefer the Showgirl in a Performer crew, I like Manipulative and Celebrity better than Set Up For Success and Disguised. Also the Showgirl does have Performer synergy, whereas the Saboteur does not. Although in a scheme heavy pool, which ironically is the preferred Performer pool, the Saboteur brings good anti-scheme tech as well with Arson and Sabotage Their Plans. To be honest I can see both being occasionally useful outside of Magical Training caddy, so its choose as you prefer. You can't expect to much out of the 4-5SS bracket in terms of reliable game impact, and I'm fine with that. But at 5SS I do wish the Showgirl brought a little bit more, or better a little something different. But at 5SS I do almost feel like they are a +1SS tax on Magical Training for a model which would probably only be worth 4SS otherwise. Still is I was going to vigorously demand a Performer rework then I think the Ice Dancer, at a SS more than the Showgirl has no place in Performers, and not much of a place, if any, in Raspy's Frozen Heart.
  22. Generally I agree, the Showgirl model is underwhelming. No damage to speak of, highly conditional defences which can be worked around with relative ease. Reasonable speed. With Don't mind me and Celebrity they can scheme OK, but up close they are only going to do so for an activation or two before they are dead. I bring one along because; Living so Magical Training, Lure and Seduction. Keep her back,, benefit from the extra card, activate her late and then either sneak to a isolated place to drop a useful scheme marker (either to score or deceive) or throw out the Lure and/or Seduction to disrupt my opponents plan, while still staying well back. She works for Colette's movement shenanigans in this position, another useful thing. Then in turns 4-5 I can run her in, ideally late turn 4 and then reactivate early turn 5 and throw out as much distraction as I can to mess with my opponent, put her in a place where they likely need to waste an activation to kill her. So one is useful. More, not so much. But the Performer keyword has so many premier expensive models, Harata, the Duet, Cassandra and Carlos, and Angelica isn't cheap. Add to that some great Arcanist versatiles (notably at 4SS the Effigy is preferable to a Showgirl at 5SS and a Saboteur at 5SS competes) and the Showgirl is a tough include, especially because, as you say, the Mannequin is cheaper, arguably tougher and, unlike the Showgirl, brings some healing and defence to a crew which needs it, at least more than they need the distraction and schemes which are the Showgirls main schtick. This is also my main disappointment with Smuggler Colette. While she introduces new play and threat vectors she only really buffs Mechanical Doves in her keyword. The Showgirl sees nothing, nor do the even less desirable (and more costly) Ice Dancers. So Smuggler Colette crews are, fore all intents and purposes, identical to OG-Colette's, which I feel was an opportunity missed. The Showgirl is not awful, but in a crew which runs on a razors edge (I find that the Performers played well are very powerful, but if played incorrectly useless), with many useful models that do much of what the Showgirls does, but better, that she simply rarely makes the cut except as a cheap, living Magical Training bearer with a little synergy and utility.
  23. This is the crux. Malifaux is not usually about the crush, kill, destroy; winning in Faux is much, much more complex then most other games where hammer to face is the strategy, if not the only strategy the dominant one. So I think that this is the weakness of Kaeris Reborn, sure stack her for mega-flame, but meanwhile you fall behind on table position and the actual objectives. Kill with fire but lose with tactics. Of course this relies on (1) a non-killing dominated scheme/strat pool, which is very apparent in GG2 and generally is fairly normal in most Malifaux GG iterations and pools. But still with Kaeris Reborn this will be an issue, although even in a pure killing pool the one turn lost to prepping the nuclear fire may allow an opponent to kill you harder anyway. (2) Of course it also relies on your opponent actually focussing on the schemes & strats to secure the win and not getting rattled or drawn into a firestorm of death which only works into Kaeris Reborn's plan. But again this is not unique to Kaeris the nuanced strategies of Malifaux always rely on an opponent not losing track of the VP's in favour of the bloody model exchange, so if someone loses track of how to win and let's me burn them to ash with Reborn fury, well that's on them.
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