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Calmdown

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Everything posted by Calmdown

  1. If you removed suits from a couple of her spells she could maybe be a 9ss model, but she'd be a decision-based 9ss model (ie not an auto include). As it is, she just can't be relied on to cast even if her spells are decent. Even if they reduced her cost, I'm not sure it would ever truly be worth using her thanks to her suit reliance. Suit reliance hugely decreases the effectiveness of any ability.
  2. Actually I have every interest in peoples' opinions. There are lots of good posts in this thread on the granularity of the tiers, or the place of specific masters. However, your particular contributions have unfortunately been flat wrong. Don't take offense at that, I think you (like many people) probably just don't play in an environment competitive enough to see why the tiers are the way they are.
  3. Summon it, and summon it late in the turn when your opponent cant react to it early enough to drop its Wd. On its summoned turn it has 3 attacks even though slow, and if you activate it early next turn you can drop 4 more - or at least, it will become a magnet for attacks and youll know where theyre going (and that isnt at McMourning). Getting off 7 attacks with RN can close a game up easily. Also, Terrifying 13 summoned into your enemy can sometimes be quite useful.
  4. Ik-iree-oh Thats the bastardised engliah pronunciation, its hard to say ryo without being asian.
  5. Well, at the moment I'm just trying things out in tournaments. Some of the lists are pretty experimental. Also, no matter how much I may slate certain models, it does not mean that they will never ever see play (eg my recent game using 4 Crooked Men...) if there's suddenly a good reason for it. In this case, Gunline+terrifiable models+good terrain for it+positions I wanted to hold seemed as good an opportunity as ever. That said, Hanged are still bad models really. If Hangman's Noose didn't need a suit, or if they were Wk 5, or ideally since they're 8 points had casting expert, they'd be fine but right now not so much outside of niche situations. Yeh I'll expound on that one a bit more since it contains play mistakes by me, but will be nevertheless full of vitriol at my terrible luck
  6. Von Schill. No question. If you need to spend less points though, Trapper or McTavish works fine.
  7. Get Rogue Necromancy immediately - you'll be aiming to summon it almost every game. Get Night Terrors immediately - theyre the best model Rezzers have and one of the reasons McMourning is competitive. Move a 2nd Flesh Construct up your list - You'll kick yourself when you can't summon it and it happens probably 1 in 3 games you need it. Autopsy, Crooked Men and Rafkin can go very far down your list. Chiahuahua and 3 Canine Remains are must haves, too.
  8. From a competitive standpoint, look at Viktorias. Outcasts are probably the second most competitive faction overall, even without looking at Hamelin, and a lot of the models you use can be useful when you start another faction (note, that was not an "if"; you WILL play another faction at some point...). In addition to being competitive, they are straightforward to learn (they kill things) and they are also fun to play with and against (because they just kill things... no stupid tricks). Plus they have chicks with swords and hammers.
  9. Collodi is 17ss Most of the boxes are around the very low 20s It's not that bad.
  10. I am down, Jo is interested, we'll have to factor in baby of course! East coast when we can get reasonable flights sounds good. Most of the people I want to meet are on the east coast too
  11. Belated Battle Reports... As promised gentlemen, some brief Nicodem battle reports from the recent Northampton tournament where I took second place. The tourney was 30ss fixed master. All strats were predetermined and shared. Schemes were unique. Game 1 - A Line in the Sand (defender) vs Som'er This guy was relatively new, playing what I imagined would be a standard Som'er gremlins list. Nevertheless Line in the Sand massively favours the attacker, especially when you're as short on fast minions as Rezzers are and playing vs Reckless Gremlins who can outnumber you. Ugh. I took: Nicodem (5ss) Von Schill 2x Hanged 2x Grave Spirit He had (something like) Som'er Mosquito 3 Piglets Hog Whisperer 2 Gremlins Warpig Not quite the gunline I was expecting but I wanted to make sure I took an 8-0 from this if I could because I knew the strats and Nico were going to be hard for the rest of the day. I took Breakthrough and Stake a Claim on a building in the centre of the board. The reasons I'd taken Hanged/GS were many. Firstly, armour 2 spirits need a minimum of 7 damage to deal 2 Wd or more to them, which makes them essentially immune to 6 Dg dumb lucks. Also, Nico can heal both the Hanged and its accompanying GS with a Decay. They're bitches to kill. Then, of course, we get to the good stuff; all of that Terrifying vs Gremlins. Removing Som'ers ability to heal himself. The board was essentially a town with buildings, so I wanted to be able to walk straight through them and float over them, and make use of the cover on the rooftops; so the table kinda makes up for the Hanged only having 2ap and Wk4 by virtue of utilising their maneuverability properly. I intended to sit then hanged on dynamite and stop anything getting near it. The game started by him rushing out recklessly for markers, me moving up the board. On turn one I killed a Gremlin that had moved up; a Hanged double moved and then his Grave Spirit (Nicodem's attachment) channeled a Decay into the Gremlin for the kill. Turn 2 we got into a fight in the middle of the board which ended in Wds on lots of stuff all round, including a Gremlin, the Warpig, and all of my Hanged and GS; then Nico threw decays around, healing all my stuff up to full and doing more damage to the Gremlins. He armed one dynamite and Von Schill move in its direction. My Hanged were sitting on the others. Turn 3 I basically wiped the centre of the board; VS killed Som'er, the Hanged killed the Warpig and a Gremlin, I summoned 6 MZs with Arise to get all of those counters close enough to me to use for summoning later. For the rest of the game, Hanged advanced and slowly killed/terrified what remained, I body blocked an alleyway with MZs, and at some point I summoned a RN. The game ended with just one dynamite lit on the edge of a board (testament to Nicodem's lack of speed that even with total board dominance, he still couldnt stop all of the objectives being claimed) I was annoyed that I hadn't taken Death after Death ---------- Post added at 06:10 AM ---------- Previous post was at 05:41 AM ---------- Game 2 - Escape and Survive vs Kaeris (Stern/Mitch) This was gonna be a pain... Nicodem hates ranged stuff, and AE stuff, and Kaeris does both. Soulstone Miners also have a nasty habit of popping up and killing your squishy master. I play Mitch like every tournament and though my record is good, he always gives me a tough game and with Nico vs Kaeris I was kind of prepared for a loss! I took: Nicodem (7ss) Grave Spirit Von Schill Bete Noir 3 Dogs Mitch took: Kaeris 2 Gunsmith 2 Soulstone Miner Large Steampunk Arachnid He had Breakthrough and Stake a Claim. I had Grudge and something I can't remember. Mitch deployed first, with his living stuff on one flank and constructs in the middle. There was a large stonehenge-type piece of terrain blocking the middle of the table and a few large rocks around to hide behind, so I expected to be on the receiving end of the first strike in this game. I deployed all of my models on the same flank as Mitch's Kaeris and Gunsmiths. Turn 1 was conservative; everyone moved up, both Soulstone Miners buried. My grudge target was hiding behind a rock. All of my dudes were quite close together under the cover of The Fog. Turn 2 Mitch won initiative and his Gunsmith advanced and took a shot at my dog, missing. The dog charged the Gunsmith and did nothing. Kaeris came into the dog and Ignited it with Gunfighter, Mitch making a mistake here and forgetting Kaeris' followup attack couldnt be used at range since she is in melee, despite being able to use her ranged attack *in* melee). The next dog charged the Gunsmith, giving him -2 Df for two dogs and did some damage. The LSPA came in and hit the dog, wounding it but not killing it. The last dog went in against the LSPA; we now had a pretty big 6-way combat going on. Von Schill activated, and fired into melee. I hit a dog, decided to keep it, the dog died and out popped Bete next to Kaeris. His second shot damaged something. Bete paralyzed Kaeris. From there it went mostly downhill for Mitch as he slowly lost his models in the center of the table, Kaeris staying Paralyzed by Bete/Nico and Nico throwing decays in to keep everything alive. My Grudge target got into my deployment zone and behind a very annoyingly shaped rock, and Von Schill and a summoned Flesh Construct went to hunt it but flipped appallingly and really struggled to kill it for a couple of turns. I couldnt move Von Schill back as he'd never catch it, and never get into Escape and Survive territory in time; same with Bete. I ended up with Bete, Nico, 2 Dogs and the GS staying in E&S territory. His Soulstone Miners tried to Breakthrough but Nico had enough corpses to put 2 Belles, as well as the construct and VS, into my deployment zone around his Stake a Claim (so I could lure them away if they tried to claim it) and also stop his breakthrough. All in all, a pretty solid ruck in the centre where Decay+Bolster+Dog df debuff attrition won through, may have been different if Mitch had supported his troops more with his miners but luckily I blew through his combat force just fast enough to stop him getting his objectives. Annoyed again that I didn't take Death after Death
  12. Activation 1, Chompy eats your Grave Spirit and severely damages Nico. Your choice is now: Slaughter your own models for corpses to make Zombies out of, or lose Nico on turn 2. That is how literally every game vs Dreamer will go. The rest of the game is irrelevent. And while you're faffing with no models on the board, moving up slowly and trying to keep Nico alive, the Dreamers Night Terrors/Madness/whatever are completing all of his objectives Why you think Nicodem cannot be easily killed is beyond me. I really dont get it. He's super fragile and his Df of 3 almost counteracts his HtW since you'll be hit for better flips more often. Nicodem literally cannot beat Chompy without massive luck on his side. And that is why we have tier lists.
  13. Must admit I also misread Fetch, I didnt realise it only gave BPC and not CC. But as I've said before, this kind of "bomb" tactic takes two turns of full activations and all of your SS to get going, even if it did work (which it clearly doesnt, good catch Rathnard). Your opponent will have won the game by then most probably anyway...
  14. Hanged with Grave spirits give ranged attacks fits; an attacker needs to do a base of 7 Dg to do more than one Wd to you per shot. AND the guild are vulnerable to your Terrifying cos they're living! And when you can heal your Hanged they pretty much become walking tanks. This is what I ran with Nico in a recent 30ss game vs Gremlins: Nicodem (5ss) Von Schill 2x Grave Spirit 2x Hanged Alternatively, models that don't need to close the distance so much are good, so Bete works well. Crooked Men are not always fantastic against ranged attacks; Df 6 Wd 7 and no HtW is not particularly great, and neither is their ranged attack (because its a spell and you have to cheat first).
  15. When I get out my pile of rezzer cards to make my lists, people are like... wtf is that? You have to own everything to play Nicodem, really.
  16. Why do you think he has a chance against Dreamer?
  17. Decent tactic, but you could have a Crooked Man for this same corpse counter, same effective Cb (Ca), better ranged attack, much harder to kill, ad Shafted on top of it all. Downside being spell vs ranged attack and no + to damage flip, but Crooked Men drop their corpse counters again when they die.
  18. A tier list is meta-independant. It assumes equal skill levels. Clearly the Seamus player here is better than the Lilith player. That doesn't mean that Seamus is better. Lilith is much better than Seamus, and with similar players, she'll destroy him much more often than he does her... even though her crews are often living. So the fact that a better player is winning does not alter the fact that the master is bad (and in fact, shows that Malifaux is a good game where skill can win out over disadvantages). Or maybe the reason Seamus is better is cos you're playing him in Ireland? Seems like he'd maybe draw some power from that...
  19. Sorry, but this is dead wrong. Seamus is never nigh-on unkillable. Masters vary hugely in power level. You cant claim that they're all on par and skill is the only balancing factor. If anyone here agrees with that, then this epidemic is worse than I thought. Sorry, but not all opinions are created equal. Most people have their own skewed views (Perdita is OP!) formed by their own playgroups and experience and are unable to see what constitutes good and bad. Nontheless, they'll espouse their opinions as truth in the face of far, far more experienced players who know them to be wrong. :internet:
  20. There's very little point trying to explain it. People wear blinkers.
  21. Do you find Lady J is actually that fragile? I find that focusing her is very dangerous, because if the Lady J player is holding masks and/or flips masks on stoned Df flips, you can pretty much give her the game as she batters all of your stuff for free.
  22. Find me an example. I pride myself on my grammar, particularly their, they're and there! If you can find an example, I'll play Molly at a tournament.
  23. There's an old docked pirate ship style boat in London that they rent out by the day. So tempted to rent it for a Malifaux tournament at some point. Malifaux cruise would be le epic.
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