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TalonRaven

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Everything posted by TalonRaven

  1. IMO, McCabe does a great job at thinnin' an opponent's deck. Find him clumped in one corner, let loose the net gun. If he manages to catch 3 - 4 models then that's 3-4 models that need to pass Df tests or be slowed. ?He flips a high card to stop the Slow, good for him, but that's one less high card that could've been flipped for Df or Rst or even Cb / Ca. If he has to cheat to ensure his units are not slowed, then boom, that's one card he could've used for another duel. If it ain't enough, McCabe can also Ride Down!, forcing another lot of Slow tests.
  2. I didn't use full crews for my demos. I just had a player mess around with a single Peacekeeper versus a Master + Minion pair. The idea was for them to learn the game mechanics anyway, bogging them down with too many rules and rulebreaking is probably just going to confuse them.
  3. Hey all, I've noticed that some online retailers like Miniature Market are already accepting pre-orders for some of the upcoming releases, but these models are not yet announced on Wyrd. Just wondering as to if these retailers can be trusted...? In the sense that yes, these miniatures will be released soon, etc.
  4. So my group was having a discussion the other day, and an interesting topic came up - Sonnia Criid. One of us felt that she performs best up close and personal, engaged with the enemy in melee. The reason? Absorb Magic. With a built-in Rams in her Cb, she is guaranteed to pull off the trigger, meaning that you're forcing your opponent to lose one Control Card everytime she hits successfully. If you cheated to make sure the hit goes in, or to add another Rams to the Cb total, you can get a Control Card back from the Trigger. Having Rams in your flipped/cheated card means your opponent loses 2 Cards (1/3 of his control hand!) and severely limits his options. The best part is forcing your opponent to lose cards and to set up a situation where a well placed Disassemble, or even the Executioner's Decapitate, will kill off a minion or even a Master. Some of her abilities excel when she is stuck in. Disrupt Magic means even casters trying to Focus won't be able to pull off their spells easily. Inferno is 3 Dg during the Close Phase, bypassing Df or Rst duels. Advanced Counterspell works better too, especially if the target is now within 3" of Sonnia. Except for Flame Burst, her spells can be cast in combat. Her Df IS a problem, but being able to heal 1 Wd from Absorb Magic helps. Not to mention Guild minions like the Guardian can absorb Wds, and Sidir Alchibad can step in to force the opponent to redirect his attack. The Brutal Effigy can toss out healing on the side. Speed a problem? Guild can now hire Oiran that can cast Lure. What do you guys think? Or are we just crazy?
  5. So I've got a game v the Rezzers this Friday (McMourning), and I've been pretty rusty with Malifaux lately. This is a crew that I've cobbled together. 30ss Lady J (8ss) Guild Hound Guild Hound Executioner Exorcist Death Marshal Death Marshal The idea is to get as many activations I can to see where McMourning is going to go. I figure he is going to go for one of the bigger targets, even LadyJ (hence the 8ss for Riposte), and that he is going to try to slingshot him, aka use Belles to pull McMourning back. The hopes is that I will be able to jump him before he gets the chance to jump back. Or am I thinkin' it wrong? What tips can you give me to help deal with McMourning?
  6. Actually, I was speaking in reference to Obey. Posters have suggested that by keeping Sam in melee range of Sonnia, one can reduce the amount of damage should Sam be influenced by the likes of Zoraida or Perdita. I was pointing out that even in melee, Sam can still do a lot of hurt to Sonnia thanks to the combination of Arcane Hunter and Critical Strike, not to mention the -2Wk.
  7. Actually, even putting him in melee will still hurt. Arcane Hunter and Critical Strike can still mean a minimum Dmg of 4.
  8. Where in the world did you pre-order it? o_O
  9. Frankly, I don't think it's a huge deal, as it's only 3 (at most) AP for Hoffman, the most he can do is cast Override Edict on another target... In my opinion, it adds one or two more activations for Hoffman, who can be out-maneuvred by more numerous armies. It levels him on that field.
  10. ... would you get them for Hoffman? I'm using the Peacekeeper right now, but I do feel like branchin' out once in a while, so I'm thinkin' of one of the two Riders available for my hard-hitter.
  11. Huh. Mine has been sittin' in Miami since the 20th, and expected delivery on the 20th as well. Singapore here.
  12. Quoting it doesn't help either
  13. Which part of the world do you live in? Just curious, wondering how long international parcels would take...
  14. I've been playing Sonnia since my Malifaux gamin' career as well, although I find that Hoffman is a lot more versatile Master (not to mention that the Peacekeeper is awesome with him). I still bring out Sonnia though, to deal w the Arcanists and the Rezzers. Things may change once Alt. Justice comes in...
  15. Order #8452 completed, as of 0023hrs, GMT +8 Had Alt Justice, Book, Alt Pandora, Pandora Avatar and Marcus Avatar in there. Thanks Wyrd! =D Was afraid that I would only get the book after my LGS has it...
  16. Well, I can think of two Constructs that outside of the Guild that have useful abilities: Arcanist Steampunk Arachnid Swarms: - (0) Healing Flip - (+2) Melee Master Arcanist Mechanical Rider: - Depends on the Power Cycle. - (+1) Nimble - (+1) Melee Expert - Hard to Kill
  17. That's strange, mine is #8452 and I didn't receive a notification email... neither has the status changed to "Complete" =X
  18. What are suggestions to keep him out of melee, then? I thought of using a screen of Witchling Stalkers to discourage charges, but it doesn't help against Lelith or the Mature Nephilim, for example.
  19. Damn. I guess it still serves as a useful node for casting Flame Burst to generate the 3x Blasts...
  20. Being able to bump the other Family's Df up shouldn't be frowned at though, especially against the high Cb of Neverborn. A difference of 2 can mean being hit or not.
  21. Guild Hounds are very tricky for objective missions imo, as they become Insignificant if they go outside of 3" of the other Guild Hound. IMO if you want to use Hounds for objective purposes, you'll need 3-4 to allow them to leapfrog towards objectives. Being able to plant dynamites from the first turn = hmmmmmm. Of the other basic troops, I'm a fan of the Witchling Stalkers, but I feel they really come to their own if you have Sonnia Criid as a Master, simply because she can create new ones. Move a Stalker outside of melee range of an enemy group, target the Stalker with Flame Burst, cheat such that you can inflict Severe damage, burn enemy with Blast markers, then for the finishing act, cast Violation of Magic to turn the Stalker (who should have taken 5 wounds) into another Witchling Stalker... Would we count Watchers as 'fodder troops'? For 3ss, they are useful for buffing Hoffman, sniping using Machine Puppet, and can help clean the Fate Deck. Compared to Guild Hounds, I find them a little better for objectives as they can operate independantly.
  22. Guild all the way! Although I admit to branching out, but know thy enemy, I say.
  23. Bump. I'm hoping that I can get a Rules Marshal's official ruling on this, as I've used this trick several times and I got a couple of stares in response. I understand that it was considered legal in the recent Malifaux tournament?
  24. My question is, must Hoffman's Override Edict be successful to count as fulfilling the requirement? If the only enemy Construct is Immune to Influence, Hoffman won't be able to manifest his Avatar at all...
  25. The Mechanical Attendant can lend some ranged firepower when Hoffman uses Machine Puppet on it, but I would rather have the Mobile Toolkit for Tap Power, Detonate and its repair ability. To somewhat counter Hoffman's lack of activations, what I did was to include a Steampunk Arachnid Swarm. It Walks once, Scatters. You can then activate the three Steampunk Arachnids that come from it one by one. Not only that, you also got some handy Constructs to have when you're preparing for Open Circuit (which I found really handy when dealing with masses!). The biggest problem however is that once one Arachnid dies, they can't get back together... For 25ss, I used a starter box set of Guardian, Hunter, Watcher and Peacekeeper. I've also used a more radical version of Peacekeeper, Steampunk Arachnid Swarm, 2x Guild Hounds as well. At 30ss, I add in a Mobile Toolkit.
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