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dancater

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Everything posted by dancater

  1. I think it's mainly a issue of price and prioritising. With the Effigies packed in with Emissaries they are pretty expensive, so for those who really want to invest the decision is where to invest, in what order and why. I don't disagree. My breakdown was entirely based on a clear field, no specific crew on your side, no specific models in the opposition. Obviously if you field a crew regularly which specifically covers a task that a certain Effigy does, well that reduces the necessity of summoning that Effigy, based on redundancy, and increases the respective value of the others. But I cannot realistically factor in everyone's "normal" crew selection with MamaZ. Certainly if you always field a Bokor or two then that reduces the need for any of the healing Effigies, Hodgepodge, Brutal and Carrion, and in particular the Hodgepodge as without needing the heal its utility plummets. As to the Arcane Effigy, I main Arcanists, I love the little book-nerd. But condition removal is, well conditional. If I had to limit my purchasing/pack for game selection to three Effigies, going to a multi-game event/day, with no idea as to opposition etc. Then I'd pack as I've outlined above, with the addendum that if I am pretty certain my crew selection will cover healing then it would be Intrepid, Shadow and Lucky. I am simply certain that in a random selection of three games against unknown opposition I'll find a solid use for at least one of those three as a summons in each game. Building on a budget, that's the way I'd go. As someone who is a sad git and owns (having bought them before they were double packed with Emissary, and owning some in metal as well playing from 1st ed. onwards) all but the Intrepid and plans at some point to but the mini-me Lion statue I'd actually pack all three and would be shocked if the occasion didn't arise when my height challenged book-nerd was not the go to reach from my bag. But if I did not main Arcanists, and did not already own most of the Effigies I'd prioritise my purchases above (barring all other factors, I mean obviously if you run MamaZ it would be worth getting Lucky and Mysterious right of the bat as you have Neverborn and Bayou play for both Effigy and Emissary for example).
  2. I think this is a perpetual question because all of the Effigies can have a significant impact at the right moment in the game. The question is which three will nearly always do at least something in, lets say a two turn mid-game period, with agnostic strats and schemes and against pretty much any opposition. More likely you'll be looking at the Effigies which buff your crew (so predictable) over impact opposition/game state, which is inherently less predictable. A good attack is useful, with a ranged attack better than just melee. Obviously the more survivable the better, if only to drain attacks. Shadow is great, only melee attack, but free interact and can grant concealment Carrion is solid, good short ranged attack with injured, heal is undead only so meh, can block healing and stones to reduce damage which is potentially lethal Hodgepodge is great, again average melee attack, slightly poorer survivability, but a heal and potential to reap soul stones is excellent Mysterious is solid, below average (for Effigy) melee attack, but a lure (although hard to stick at base 4) is great, aura of deception is useful Brutal is great, nice ranged attack, pine box could really be a irritant if you get the opportunity, a heal which is circumstantial but still its a heal Intrepid is great, average melee but includes a crew buff trigger, a push is super flexible and useful, a heal which is circumstantial but still its a heal Lucky is great, below average melee with a ok trigger, but a short ranged slow is good, and aura of luck is very useful to mess with opponent and preserve hand Arcane is solid, ranged attack helps but its not a great attack, end conditions is almost always useful but only almost always, negation aura is good but can be worked around So I'd first bracket them as the good - Arcane, Mysterious, Carrion then the great - Brutal, Intrepid, Lucky, Shadow, Hodgepodge Then I'd order the great, so; Intrepid: the push is simply gold, always useful for your crew, potentially great on opposition, add a circumstantial heal and a melee attack with focus buff trigger Shadow: interact is plain game winning useful in almost any circumstance, concealment is usually useful Hodgepodge: a shade less durable (Df 4), but the heal is great and the chance to reap a soul stone is the tipping point for my mind Lucky: I think 3-5 is really close but ranged slow and top deck cheating is while not game winning certainly as aggravating as hell and universally useful Brutal: pine box is good but how often it works is debatable, ranged attack is best for the Effigies I think but you aren't summoning them to kill, the heal is situational Mysterious: the lure is good if you can get it off and aura of deception is at least fun and occasionally decisive Carrion: ranged attack with injured, the heal is extremely limited so discount it, but blocking heals and soul stone use to reduce damage that is golden at the right moment Arcane: this little puppet leaps up the chain depending on opponent could be as high as three if you need condition removal desperately, but as a general option it is the most generally situational, ranged attack but its nothing special, condition removal is average to essential but circumstantial, negation aura is good but the least reliable of the range of great Effigy tricks because the opponent can plan around it So that's my Effigy order. Assuming you have them all, or if you're planning to target purchase specific Effigies.
  3. So yep. Jedza and MamaZ together, with a literal mobile burial mound support. Jedza becomes more deadly with nasty potential direct damage, and continuing a trend she (and MamaZ) gets a couple of summon avenues. Not sure if I'd fear this titled Jedza more than OG Jedza, the OG version is insanely hard to eliminate, but not deadly. This one, urggh. MamaZ, more movement, more schemes, can summon nearly any effigy, I suspect harder to kill and Gupps become a relevant model to actually own. But NO obey. So totally different play-style to OG Zoraida simply based on that lack of obey. Not sure this will do anything for Spawnmother. Witch's Brew could be truly terrifying (assuming you remember its effect in play, but if you do, damn). Kurgan, well holy balls, this thing moves models (and terrain) like a god, with its base size and auras it can control a huge chunk of table area. Its going to be a must kill, or control as its WP kinda sucks, and looks demonstrably tough to down with Armour 2, 8 Wounds and even a tiny heal. Its Neverborn so at least it won't see Explorers OOK, but betting some NB players see an OOK use for it at 9 stones. Overall, more of what we are coming to expect. Very different playstyle, while retaining theme and not appreciably increasing (or decreasing) power, the relevant faction boards are theorycrafting without doomsaying. So far the Wyrd hitting streak appears to continue.
  4. Valid point, I very much stand corrected.
  5. Ignore this This is impossible as von Schtook is gone, otherwise yeah OK. Incorrect So for my guesses. Let's assume that each different faction links to at least one Arcanist master. Done Ironsides - Anya (Explorers) Still to go, I've tried to be unexpected as much as possible, while still maintaining some link, where I could see a joint model Colette - Seamus (Rezzers) or maybe Youko (TT) or even English Ivan (Explorers) Mei - Basse (Guild/Explorers) or maybe Mah (Bayou) Hoffman - Leveticus (Outcasts) Sandeep - Shen Long (Ten Thunders) or maybe Wong (Bayou) Marcus - Ulix (Bayou) or maybe Hamelin (Outcasts) or even McMourning (Rezzers) Kaeris - Reva (Rezzers) or maybe Sonnia (Guild) Rasputina - Euripides (Neverborn) I feel like Hoffman and Rasputina are to obvious, but I can't really see what else leaps out. I'm very curious to see which of these masters partner up with who... Nexus (Explorers) Zipp (Bayou/Outcasts) Jedza (Explorers) > ended up with Zoraida Also gone (outside our faction) are Dreamer and Asami Viks with Yan Lo Molly with Nekima Now Jedza with Zoraida Have we also accounted for Sonnia and Kirai paired in the Malifaux/Otherside box, I think so We've seen spoiled, but not paired Von Schtook (as pointed out by Peturd below), poor professor all by himself at the moment
  6. I am hoping for a variation of Hoffman that is not as bubble and attrition/armour based. Thus far they have made a concerted effort to address master/crew weaknesses by emphasising a different playstyle, generating both more diversity and at the same time boosting the play of existing masters and crews. So I think its unlikely that we see a simple improvement/modification to the Hoff armour-ball. At least I hope not. I have, so far, been really pleased with the thought, effort and results we've seen on these pre-releases. They seem playable, not over-powered, different, and neither dominant nor marginal at release. Obviously Wyrd has really laid ground work during the last (Covid) year and not sat on their hands. I am trying not to be overly optimistic to think that every master (+1) release will be stellar, but it does look like we've got much more wheat than chaff. While several of us were at least in the neighbourhood of the Ironsides changes, the changes to some other masters I've seen I would not have guessed, notably Yan-Lo and Asami surprised me. I did feel Ironsides had a relatively obvious path as to the direction taken, hence the good guesswork. But for several Arcanist masters I really am uncertain on my guesses, notably Colette (not real sure), Hoffman (very uncertain), and especially Marcus (this was pure guesswork when I made it, I truly have no idea how to vary Marcus and stay even close to the upgrade mechanic. Maybe they remove upgrades in titles, we have not seen an upgrade master or upgrade title yet??, Maybe they move upgrades play to different masters, we have yet to see, and here Hoffman [bodge job upgrades] or even Colette [illusion upgrades] could be a chance). A huge influence will also be which non-faction masters are paired with Arcanist's as the releases certainly seem to be paired across the board. We have not seen a Bayou title yet either, what pairs into Bayou, I can definitely see Mah and tricksy (already some cross play) and obviously Wong potentially pairing into Arcanists, maybe Zoraida or Ulix pairing into Marcus - Beast/Swampfiend. Do we see a pairing within Rezzers [won't be von Schtook which seemed obvious into Academic, so a twisted Colette/Seamus maybe?)? With Outcasts (Hell maybe Hamelin and Marcus, or something with Parker?)? We already have cross-faction with Guild and Neverborn, we've now got a pairing with Explorers and Ten Thunders has always been a heavily dual themed cross-faction, even where that has been reduced it holds in theme. So much design space, so many possibilities.
  7. So looking at this, Peturd nailed the exact title and we were all pretty close on the idea of a more back line support. Not so much heal, no real fire but she got a summon. Seven more titles to go, wonder who will be closest next time.
  8. I'm a wondering. I don't really play Rezzers, but I like Molly's fiction and loved the Brine & Bones alt-models. So, will we get an option for the title cards in the alt-model art from Wargames Vault I wonder? I'd love that.
  9. Agreed. It crimps hard counters, but likely good against one will have solid play against the other. As to Kaeris and Raspy. I agree on the marker play, but how and what is an open question. I'd be disappointed if either abandoned pyre markers and ice pillars, they are simply huge to the core theme. Looking at what in there crews doesn't see play. For Raspy it's the Gamin, Ice Dancers and Acolytes, maybe a build which can use Ice Pillars as portals for 30mm based December (they step from one Ice Pillar and emerge through another, (or using scheme markers as the anchor maybe) when they emerge from the Ice Pillar explodes perhaps pulsing a short range slow or 1/1/2 damage aura on a failed simple dual vs Df xx to non-December. This would make December much more manoeuvrable, changing the Ice Pillars from a blocking piece to a movement enhancer. For Kaeris, I've always wanted Fire summons, but I doubt we'll see that. It would be interesting to see a mechanism where Kaeris pulls and throws Pyre markers between her fire models, so she places a Pyre marker then can have that Pyre push across the field towards a Fire Gamin or Golem within x range, everything in between burns, basically mobile hazardous terrain. Another thing I'd like is a grow mechanic, similar to Nephelim but for her Fire Gamin to Fire Golem, a feed on flames thing, say where Kaeris can draw Burning off an enemy model and feed it to a Gamin, when a Gamin gets to Burning x they immolate into a Golem. Kaeris needs to have play with Firebranded, so in the grow concept maybe Kaeris Title adds this grow mechanic to the Firebrand (say as an addendum to Blaze of Glory), could be the same idea for the 'throwing' Pyre markers, but Firebrand need something and I hope they get it. A HUGE question is who every Arcanist master will partner with? Which will dictate the likely new model which cross plays into the crew. Thus far we've mostly seen the master reveals by twos across different factions with a new model which crosses both master keywords and enhances play. So what do we see for each Arcanist, this I suspect strongly influences the concept. Also there seems to be a concerted push to opening out the crew's keyword to enhance less played models. So for... Sandeep, I'd expect something pushing Academic models, they have been less loved. Raspy as I've said the Ice Dancer, Gamin and December Acolytes I think. Kaeris, Firestarter and Fire Gamin are what I don't use much, but Firebranded especially. Marcus, I have one word Molemen. Colette, again the poor Ice Dancer, the minion which simply doesn't get her spot for points and play. Hoffman, now this is tricky because his dual faction sees models missing in Guild as well, but I think the old non-swarm Steam Arachnid needs a little love. Mei I don't play much, but Metal Gamin don't seem to be as useful as the Survivors/Rail Workers, so maybe them. Of all of the above speculation the only one I'm really confident on is Sandeep. I'm pretty certain we'll see him twist from Gamin summoning to something heavily leaning into the Academic theme, but how and what??? Another interesting question is the degree to which Wyrd designers have taken the faction Themes as a whole set, we've only seen a few thus far. Have they done the eight themes as a if master x becomes a schemer then master y becomes a melee killer while master z fills that summons slot we opened up with other changes. In the non-title iteration each faction had certain masters which played into certain styles and the overall set complimented each other and largely you could play any "type" of game depending on who you picked in faction (although how well certain masters did overall of course varied). Will the Title masters be the same? Will we see a balance approach across each faction so between the (soon) 16 masters will you broadly have this many melee beaters, this many control, this many ranged gunline style, so many summoners, this many super speedy schemers and so many flex master/crew combos?? Or will the titles introduce more cross faction imbalance between crew "styles"? Hell are we even certain that every master, across every faction will get a title in the forthcoming release?
  10. I'm loving this. In many ways the Vik's are among the most iconic and also limited theme crews and masters in the game. The Vik's are the twin bladed blade whirlwind, the sisters of death. The entire concept is well loved and iconic, as demonstrated by the 10+ variations on the sisters which Wyrd has released at various times. What did Wyrd do, the Vik's are on a single base (like the old avatar) so closer than ever, they are straight melee as the blades flash, but they have lost some mobility (not much but some) and lethality (including at range) but gained significant durability. They scheme more, they benefit their Merc crew a little. It "feels" like the Vik's (the blade wielding sisters) but will, I suspect, play very differently, if you select a crew to play into OG Vik's and instead hit the new Vik's it's going to be rough. With an iconic master which has a well established theme they have managed to carve out an alternative playstyle which still feels like it suits the underlying theme but will play differently. Excellent. As to the controversy(??) over how they will be available. It is a trap, as others have identified, with no great answer. All separate boxes places huge retail pressure and box bloat. Purely faction based (where a master releases with a partner keyword model(s)) means multi-faction or multi-crew master players may end up having to purchase double master with extra boxes. The multi-faction option means single faction players get a unwanted extra master. One way or another someone complains, legitimately. So Wyrd goes the best option for them (fair), a good option for stores (fair) and likely a good option for players (yeah OK). Probably (unconfirmed) selling dual masters with extra mini's. This allows a secondary market for just the unwanted master, or room for using the unwanted master as a modelling source, or gets the player/purchaser to explore another master in a different faction because they have the new figure, or (I think best for Wyrd) gets a player/purchaser to entice another player into a new game. Alongside the new faction starter boxes you could now really expand the Schemes & Stones building on a budget, likely for under US$200- get a base master + crew, add the starter versatile's, add the alt-title master, add one maybe two boxes to taste and fill and boom you have two highly flexible thematic crews which play very differently complementing each other well. Good bait for a veteran player looking to entice new blood into the hobby, specially as much of the world crawls out under the Covid rock. It's what I'm planning to do.
  11. This. It provides players with versatility, it lets under-utilised crew members (in base master) find a new potential place, it lets a player expand their playable collection at a reduced overall cost (adding a title while using the already largely owned and modelled crew). So great. Then, as stated, for an opponent it adds uncertainty, you can't simply default a hard-counter into master-X, because the titles (thus far) have been markedly different. No longer do you abandon a particular master because you know you opponents declared faction has a first tier hard counter, now they have to adapt to master and title, which by necessity reduces the hard counter to the base master, which gives the base master new life. What I am particularly happy about is that they are really putting work into keeping in theme and radically changing playstyle. The Vik's reveal is the ultimate of this so far for me. The Vik's are pretty much themed on the twin sisters with the lethal swords that chop you to pieces, they are the fast, lethal and fragile glass canon style crew. What did Wyrd do, the Vik's are on a single base (like the old avatar) so closer than ever, they are straight melee as the blades flash, but they have lost some mobility (not much but some) and lethality (including at range) but gained significant durability. They scheme more, they benefit their Merc crew a little. It "feels" like the Vik's but will I suspect play very differently, if you select a crew to play into OG Vik's and instead hit the new Vik's it's going to be rough. So you need to account for the possibility of both, reducing the hard counter against both at the same time. Love every reveal so far.
  12. Definitely think they need to re-word or clarify Toni's summoning, this LoS issue will have a huge impact and I can see it creating problems aplenty. I can also see valid arguments in both interpretations, although I'm inclined to agree with Jinn simply because otherwise the ability seems very, very powerful, and its already pretty good, I'm guessing Jinn is correct on a nebulous as the "play-testers assumed the rule read and played", which is always the issue when testing what you wrote and so you KNOW what it means and always read it that way. Nevertheless as Murkai points out, as you read the card, if you interpret the language the model drops a scheme marker and then "it", not Toni per se, discards a card, that would indicate that the model which dropped the scheme marker discards the card and then summons a Drudge. This seems to support that the model (as the it) needs LoS, but Toni does not, she grants the ability (after a friendly model that shares the keyword) but does not necessarily perform the summon (although of course as a friendly keyword model she can). Still I suspect the intent is as Jinn describes, this needs to be clarified, hopefully Wyrd is using these reveals as a stage in the troubleshoot powers and wording stage before finalising the release. Hopefully. Which Dreamer did you face mate. Was it summons vs summons? Did Dreamer benefit at all with the Drudge's low WP, for example you team a Drudge with a Gunsmith would seem to make the Drudge a target to summon off and almost immediately engage said Gunsmith. I do note that the Drudge is a Minion (3) so that caps the number you can have. Did you find they rotated a fair amount, summon - die - resummon, or did you hit the cap and your opponent try to ignore them? Was your early strategy to get all 3 out in turn 1, or latest turn 2, then resummon as casualties required or was it a more opportunistic, I'm placing a scheme marker and have a card so....... Also given the discussion were/did you play that Toni needed LoS to any summons? Was this an issue in the game at all? Or did it simply not come up. I imagine if you zerg the initial summons aiming to get everyone out turn 1/2, given that Toni and crew slants towards bubbling, it would not be a huge chore to summon every Drudge in LoS of Toni. But mid-game as the chaos ensues then obviously that is a huge potential difference maker. I'm loving the concept, she does seem both very different and at the same time still highly thematic, just emphasising a different angle on the theme. I am a bit sad that the poor Captain still looks like he struggles to find a master which loves him, but then again we still have seven master variants to be released/revealed and that offers so much glorious scope looking at the reveals already made.
  13. One of the things I'm noticing is that the re-worked Masters seem, so far, pretty complicated and non-linear in how they work, in the value they provide their crews. All of the new cards so far are going to be pretty intense to maximise the master, rewarding folks that put in the time and creating games where crazy off-vector threats and scoring opportunities are the norm. I absolutely love it. 🤩 I love the web puzzle of Malifaux, balancing the war in the game with the winning of the game, oft times not directly linked. I love the fine balance of getting the cogs of a crews engine working, carefully ordering and balancing activations as each cog spins at least one other, all while your opponent throws grit into your machine with their own Rube-Goldberg creation. These new masters are adding that in spades so far. Every faction has a couple of simpler masters, the introduction low floor entry crews (which can be still maximised for scary results) but for me the biggest intrigue and rewards in the game are from these less linear more puzzle power crew leaders. So yeah, the more I see of the direction that the design is taking the more I'm hoping that this direction continues and that we see some marvellously weird Arcanist masters that I can look at for an hour and still not encompass some use implication that could blow up a game.
  14. I don't play rezzers, but against the Stargazer in a match up this looks nasty. The Transmortis crew already can be lethal, this adds a small amount more, which further tips an already bad kill-attrition-kill balance for most opponents. His attack seems sub-standard, but that also is not the role I think intended for him, he's an exceptional weird vector support, control master. Briniging and buffing attacks from his crew when you think you're safe, foiling and frustrating opposition schemes. Ultimately Malifaux is about the VP's and he can literally switch a model off, the power of which cannot be overestimated, recently Arcanist forums exploded with angst because they nerfed the Miner by switching off its scheming for a turn, this is offensive scheme negation, nasty as hell. And yet, he is durable, in his own way, likely frustrating to kill in the extreme. And if you're not paying damn close attention that paltry 1/3/4 turns into a 3/5/6 that will leave a bloody smear, with a stat 6 and soulstone use. You're supposed to underestimate his lethality, if you do and he rolls in while you're paying attention to his already deadly crew, well it will be a short battle. Really like him. But not as an opponent.
  15. Just wow, the new alternate masters are blowing me away, one after the other. And I haven't even seen any for the faction I play. Riding the hype train.
  16. Yeah not knowing the strategy and schemes means advise is not simple, and largely broad generalisation. First note, always take the crew you have the most fun with and know the best. Malifaux is a game for fun, or why bother, and Malifaux rewards knowledge more than perhaps any other war game I've played. This is always the default unless you're intentionally branching out to learn or experiment. Against Hoffman, absent of any other information. No Colette, you don't have her. No Mei, don't run OK stompy Bots into the Prince of stompy Bots. That's the no's. Maybe Marcus, he's not the first tier but if you know him it's a solid list. Maybe Sandeep, summons is always a solid choice, although with the GG2 summoning nerf I'd be cautious. Maybe Rasputina, she is slow but Hoff-ball does play into a mid-field brawl where her tough, healing crew and blasts are solid. Maybe Hoffman, the Hoff vs Hoff battle, bring your Bots to the battle, but I'd be cautious seems obvious your opponent knows Hoffman better than you and in the mirror the more experienced will usually win. Better selections. Solid, Kaeris, she and her crew are fast, versatile and reliable, envelope the Hoff-ball and literally slash and burn, rolling in and out, picking off key strat and scheme scorers, this works great with at least some VP's on a spread field, not so good if the strat and schemes dictate a mid-field brawl. Solid, Ironsides, run durable brawlers up into the middle of the Hoff-ball and trade blow for blow on the M&SU mistresses terms, Ironsides crew hit hard at range, while being solid at the attrition battle and a crew which likes to bubble up, solid opposition to Hoffman when the strat and schemes dictate a centralised slugfest. So in a more spread out scheme pool I'd take Kaeris. In a more centralised maim and kill scheme pool I'd go old Ironsides. From your options available.
  17. True, but that doesn't preclude alternative methods of dealing out Chimera upgrades, foremost as Yumi shows they could easily bring out a Chimera model that provides upgrades in lieu of Marcus in some fashion. Or give alt-Marcus an alternative method of handing out, spreading upgrades. But I imagine Marcus will retain the upgrade schtick. The interesting thing is they appear to be providing an alternative non-summon Master option to some primary summoners, so this has implications for Sandeep and some real Academic love.
  18. Would not placing the marker itself be considered a form of movement, you're literally moving the marker onto the table.
  19. And card draw for a Summoner, even if it has been nerfed its still something.
  20. I agree that Peacekeeper is generally better than Langston in the Hoff's crew. However, Langston is living/construct and Peacekeeper is just construct so the Medical Automaton can heal Langston in a fashion it cannot heal the Peacekeeper and given that Automaton is better than the Mobile Toolkit I will argue that puts Langston + Automaton on par as equal to Peacekeeper + Toolkit. In addition that box gives you the Steamfitters and the value of Magical Training is well documented, this alongside the fact the Steamfitters do work well in the Augmented crew, I think they are better than Watcher's, simply more flexible uses. So based on that calculation, while I personally prefer taking a Peacekeeper and one Watcher because I prefer the model and playstyle, I also take a Steamfitter and I am open to replacing Peacekeeper with Langston. Noting that Langston also is slightly faster, has one more health and is Terrifying. I honestly think on a budget you get more from the Rift in the Union box than from Keeping the Peace (also note as a final key point the Rift box is usable with all the other Arcanist crews and KtP is only Augmented). I'd place Rift at least in Yellow, but for myself, if I was advising I'd say Green and then later, if you love the Hoff (and who doesn't the man is a living legend) I'd 100% get KtP, which is kinda the point. Yes, I precisely understand this point, I actually own 12 versions of the Coryphee for this reason, I hate magnets. But.... its Performers on a budget. A real bind, it implies a new player so don't try magnets, but limited budget so buying two to get 1.5 feels kinda bad. But Coryphee are 110% must includes, they are the true stars of the Stage. Now I don't know how others feel but I, personally, when playing and advising new Performer plays suggest 2x Coryphee separately on 40mm bases and also purchase, find, scrounge, borrow (it really ain't that hard) a single 50mm base with a glob of blue tac or similar sticky putty substance. I'm happy for an opponent to display the danced together Coryphee as a single model on a 40mm base tac'd to a 50mm base. Yes this can lead to the occasional, shit I forgot that was the pair on my part, but the logic is I'm trying to get folks introduced to the game, I'm not playing hard to win with a new player anyway. Sure this isn't working in competitive games but by then you should be buying the Yellow Performer selections where you get your Coryphee pair for the second model. No magnets required. And while Coryphee are truly most essential I still argue that for fun and an introduction to the Performer's crew I'd encourage Center Stage, a 50mm base and blue tac over the second Waiting in the Wings, but yes 100% the first Coryphee is a purchase with Colette's box, or what's the point. As for the rest, I understand everything you're saying.
  21. OK, my 10 cents worth.. Academic: I am torn, Heavy Metal certainly makes the best economic sense but I prefer other models with Sandeep. Not having Kandara hurts my soul, admittedly partially as a pre-errata holdover, but I still consider her near essential and on that alone would grade her yellow or orange. I'd drop the Ice Gamin/Golem down, they simply are the least useful Elemental choice for mine. Augmented: I'd move Langston and the Steamfitters up to essential. A Steamfitter boosts your crew and is an excellent Magical Training placement. Langston is the premier beater Enforcer choice with the Medical Automaton as a Living/Construct. Core+Support+Rift and you've got your solid Hoffman crew, I'd like a cheap fast scheme runner but you have Watcher's in Yellow, although for that reason I'd move Arachnophobia up to Orange. Chimera: The only thing here is I'd move December's beasts up to Yellow, the Blessed is supremely flexible, a healing Silent One literally never hurts and the Hoar Cats, while maybe not first class, are functional cheap scheme runners with actual bite potential, I could even see an argument for them in Green, but not quite with one OOK and Hoar Cats being sub-par. December: Ah the realisation that Ice Constructs are not great, even in key word they are not a premier choice. I think, such as it is, this selection placement for Raspy's frozen friends is correct, sad as that is. Foundry: I don't really play them but with the Sparks changes and given I love the Mechanized Porkchop I'd move them up to Yellow. Not much else to say, that's likely a flawed personal preference anyway. M&SU: I really like Saboteurs and find the Soulstone Miner useful with Toni, I'd definitely move them up to Yellow. Performer: I simply wouldn't get two boxes of Coryphee, although I know why you did. I'd switch one of the Coryphee down to Yellow and put Angelica and Carlos up to Green, if only for variety, flexibility and pure fun, although Ice Dancers are pretty bad sadly. God I wish Harata Ngaatoro was better value, he is an amazing addition to a Showgirl crew, but you're correct, on a budget with two basically totally useless Explorer models he can't climb higher on the list, but if you could get him alone cheaply he'd be Green all the way. Wildfire: To be honest this shows the central strength of the Kaeris crew, two boxes and you're pretty much settled, I'd change nothing really.
  22. I really like the idea of this and am hopeful concerning its development and reveal. We will all, I think, acknowledge that we have our favourite "look/fluff" master's and crews and this provides either (a) a chance to play an alternate if we enjoy the original mechanics of the crew (variety is fun) or (b) an opportunity to have a master/crew variation we like to play if, for some reason, the original crew just didn't gel with us. I am hoping that this does not become an alternative to re-working underpowered or problematic original mechanics masters, I want these titles to provide viable alternatives, not to patch over weaknesses (Rasputina?). I'm also invested in the new titled master's still integrating with their keyword crew, but ideally in a different fashion. The Sonnia unmasked fills me with a degree of hope, she seems to fit the bill. She does share a lot of mechanics with Kaeris, which is fine, Wyrd should take what works as a foundation, Guild would surely also appreciate a fire blaster like Arcanists already have, and the small changes between Sonnia (who walks) and Kaeris the fire-angel will impact their similar kits in how they play, so they wouldn't be clones anyway. So what would I like to see, or some chalkboard ideas..... Colette, my Arcanist darling needs to stay as the illusionist, trickster but I'd like to see her as maybe more support (Jordan's backstage mistress), with her crew becoming more fighty and brutal, so maybe see a limited return of obey Colette Hoffman, a control style perhaps where control tokens generate static charges which move, push, pull and lock enemy models and with his allied models he can arc his charges out, literally an arc-node style similar to Raspy's Ice Pillars. Letting the Hoff crew play very spread out while forcing the opposition into a clump, the reverse of his current metal-ball play style. Kaeris, a where there is smoke there is fire styling perhaps, Pyre markers operating for her crew as movement points (ride the rails style) and Kaeris having a limited summon through Pyre markers or alternatively a Sheathed in Flame idea where Kaeris near a Pyre marker becomes a melee beast with a 2-3" reach, lashing out with fire, maybe both in combination, so if she kills with her fire whips in melee she get's a Fire Gamin summon. Marcus, the mutation master needs this core mechanic to remain, but perhaps something to integrate poison and mutation, so his crew can cause unstable mutation in opponents they hit with the poison condition (requiring a little more poison handout as well) resulting in flipping poison to injured, distracted or burning (depending on perhaps a mutation option Marcus triggers in his turn). Marcus can extend or stack poison on his enemies as an element of his forcing mutation on opponents. Ironsides, go a rabble rouser support/healing build, so more interaction at range, increase her capacity to hand out Burning (fire bombing rioter's) and allowing her a ranged heal to support her crew, make Ironsides go from an up close brawler to a back of the protest firebrand. Mei-Feng, the freight train Mei, so ride the rails becomes a mechanic allowing her to "throw" out a scrap marker at an enemy and then move into base contact with them and/or she can by your side to allied constructs. In this structure she moves from the fast moving skirmisher and becomes the armoured train, the tank build and she can utilise Burning she generates as either shielding or healing either banking the fires or stoking the furnace. She becomes a monster to kill. Rasputina, a short ranged in the middle of things Raspy with high mobility through her Ice Pillars. Give her an ability called centre of the storm which is a AOE low damage hand out slow (with more slow equates to higher damage for her crew perhaps), claws of ice high melee damage and maybe a slow (or stun if already slow) trigger. Make December a nasty up close, alpha strike crew and have Raspy as the feared fist of frost in the middle of this. Sandeep, pump up his ranged, taking maybe a Nightmare style ranged summon through an enemy hit with willpower style "Academic Sanction". More emphasis on his Academic models, where his Elemental summons exist only for a limited time "flicker" style mechanic but ranged attacks from Academics can increase the duration of this temporary summons, so the Elementals entangle enemies in melee (for limited damage) while the Academics lay in ranged damage. So emphasize this long ranged gunline style for Sandeep. Well that was a quick 10 minutes brainstorm. Some of the changes likely aren't that impactful, I've not got huge playing time with all the Arcanist crews so can't really comment with authority on what certain crews feel like their "missing" and would thus provide an interesting change. However, I think this demonstrates how poaching a few ideas from other factions, spinning them into a Arcanist theme and then applying them with a little twist is a fertile source of cool ideas.
  23. In regards to the nerfs or not. We all can agree Colette was the general consensus strongest master in Arcanists, she was primed for a nerf. Notably the strongest masters, as I understand, in most of the factions similarly got some sort of nerf, Von Schtook, Dreamer, Leveticus, Som'er, Yan Lo, that is 6 of the 7 older core factions. In addition there were targeted nerfs to other troublesome models and some generalised rules changes which function to boost or nerf some mechanics. So it is pretty obvious that Wyrd looked at the "strongest" masters within each faction and attempted to address them, pulling them down more towards the centre regards power within their respective factions. Now notably two factions did not have their strong masters touched in the targeted way everyone else did. Explorers, they are the new hotness as we all know, Wyrd was not going to nerf a release literally only a matter of months old, and justifiably they can argue that there simply is inadequate data in which to do so. Sure people are screaming that x, y and z are OP, but let's see how things are when some GG2 games have been played and counters begin to emerge (or it is discovered that there is no simple counter). Guild, and here I'll highlight Dashal who does seem to be the strongest master in Guild. But then Guild is dumped on as the weakest faction. So perhaps the thinking is that with the nerf to summoning (which effects Dashal) and Focus (a powerful mechanic in the strongest gunline faction) and Phiona (I understand the strongest henchman) will be adequate to slightly reduce Dashal in line with other Guild masters and at the same time slightly reduce Guild while the stronger factions climb a little closer to the centre line. I will maintain that the Colette nerf does not seem to make her totally unplayable in Arcanist's, I still think she and her crew (which got stronger) will find a place and can at least compete in most opponent, scheme, strategy pools (compete, may mean be strong or weak depending) and she will still be a priority choice in certain combinations. That is what I want first and foremost, Colette to be viable but not overpowered. The "power" tier within the faction has changed, it will need to shake out, but I don't see Colette plummeting into a basement purgatory. In addition I don't think that Arcanists are a junk faction compared to the others, I still think they are a strong, vibrant and diverse band of revolutionaries and rebel rousers. I think each of the core factions except for Guild got at least some sort of nerf, the "power" tier of each faction in relation to the others has changed (especially and more so because of Explorers than the errata or GG2) and needs to shake out, but I don't feel Arcanists have been exiled to the grave of non-competitive. As stated the previous 'weakest' faction, Guild, has seen the smallest hit and every other faction has seen at least some nerf. Seems to be pretty fair to me overall. Could it have been more, less, different, will it all work exactly as hoped to create a 'perfect' game balance, hell no. But the intention seems pretty clear, the changes not unreasonable and I'd rather see a fewer models changed than huge swathes verging on a entire rework of the factions from the ground up.
  24. Check the salt in the other (non-Explorer) forums. Every forum has a "they nerfed the best master in faction way to much" post. Everyone take a deep breath. Consider where Colette fits in relation not to other factions but within our faction. I'm considering it now. How has the new errata upset and changed my view of model value within our faction, who will I take, when and for what. Pretty safe in saying that Colette pre-nerf was the consensus best Arcanist master, other than specific counters she was a solid crew take into anything. What about now? She has clearly gone down, but where does she place? Is she top 1 or 2 (still awesome) in the top 50% (good, fine, acceptable), bottom 50% (sad, my princess falls from favour) or is she now in the underground dungeon as likely to see action as Ramos (in an actual fictional dungeon) when compared to her Arcanist colleagues? Ultimately, I'm hoping Arcanists are first and foremost still a viable and competitive faction, then I'm hoping that all the models within the faction have a time and place to shine, then I'm hoping my favourite Masters (Colette, Hoffman and Rasputina) can step up to the line and fight for justice. So can Colette still stand tall among the Arcanists as a Master with a place at the table and voice in the resistance?
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