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Fog

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Everything posted by Fog

  1. Hmm, might take her in henchman hardcore, with the effigy. Almost doubles her damage
  2. I played just about the worst game I've ever done today with Parker. Extraction vs Reva. We screwed up on so many rules that we should both probably just go back to learning games. St Vincent was shooting sue forgetting to flip for randomization, but I was firing back using return fire despite being engaged. Reva was ignoring line of sight to corpses, I was giving myself negatives on my flips to heal Sue, I remembered to draw cards for eating scheme markers once, I remembered to draw for killing a model once, it was a nightmare. He's got so much going on that I'm sure I'll be making mistakes for a while. Some positives: firing at my engaged bandit to get shots on a shield bearer, Hayreddin and a corpse candle, then picking it back up and doing it again, all after Mad Dog put down his ignore cover marker, it felt fantastic. Mad Dog was a champ. Don't get stuck in melee with two enemies though. Parker feels like it'll be easy to fall into analysis paralysis with. So many options. Despite losing handily, the game was a blast. He's definitely a fun master to play.
  3. I'm not sure I can agree. If you don't move from a push, the push never happened. It's similar to how failing to disengage doesn't generate a horror duel because the walk action never happened. in this case, you're spending the AP to walk, you're moving 0, then you're ending the walk. By spending the AP the action happened. This is so corner case I doubt it will ever matter though,
  4. So here's another use: The summoned gamin is two inches from Teddy. Zoraida wants to paralyze the model but he can't reach teddy. She obeys him to walk. He can't move, but he did end a walk action in melee with a model with terrifying and therefore must test.
  5. Played vs Tara in extraction tonight. I brought hank with ie, joss with bleeding edge and powered by flame (which I forgot all game), two metal, two poison, and I decided to try something silly so I chose exhaust and tag. Tara brought a belle, Katrina, death marshal, yin, killjoy, a necropunk and mountains of upgrades. I do feel like I'm missing something in there. Turn 1 wss positioning. I summoned a wind gamin and Blue in position to threaten the punk first turn but Tara pulled killjoy out to stymie that. Second turn, after Tara did her thing Hank went in on Tara and brought her down to one stone and five wounds. Next killjoy charged Sandeep, leaving him at half. Sandeep teleported charged Tara to finish her off, then summoned Blue again. Yin proceeded to lock down Hank for the rest of the game, the death marshal boxed Blue, and my gamin started the condition pile for my schemes. My opponent was too spread out at this point to contest the moving center and was only able to score scenario once. He got two for neutralize on turn 4 (never revealed it when I hit half) and was barely able to get his punk away from the metal gamin to score leave your mark turn 5. In killed too much turn four and ran out of models to tag, so we ended 9-5. Some thoughts: Killjoy with decaying aura hurts. I should have played more aggressive with joss to kill him, maybe, instead of camping the objective as model three or four. Sandeep is pretty good at murdering folks in melee. Very respectable. This was the first match I was masks starved. I pitched a 12m to teleport one turn. Six cache didn't last nearly as long as I hoped. Yin is a jerk. In retrospect I feel like I might have prioritized wrong. If I had gone in and taken out yin with Sandeep I could have freed up Langston to actually do something besides stand around looking pretty
  6. I don't know if he would ever lose to the sky, as I rarely deal with bury shenanigans. Since he's buried don't end of turn things not fall off? Maybe I'm confusing it with something else.
  7. I think Sandeep has a pretty good game against her. He's incredibly fast and can get her engaged turn 1 without too much hassle. The trick is to not fall for those goofy tricks that are really easy to fall for. I have been thinking maybe it's worth the nine points to run i.e. Fire starter with bleeding edge into Resurs. He strolls in from 20 inches away with the cast aura and jams up their caster pretty good.
  8. I killed a Lynch Saturday who forgot Killjoy with I.E. Was buried. It's a painful mistake to make. In my first avatar game with Sandeep I summoned twice first turn, and once on turn 2 to replace Blue after Lilith offed him. Game two I summoned twice first turn, replaced Blue twice, and summoned a third gamin to pick up a head and prevent convict labor turn 5. I feel like I summoned a lot that game.
  9. It can TAKE walk actions, but it doesn't move when it does. This becomes important because you can have a situation such as where your freshly summoned, slow gamin may be given the curse Firing Squad injustice. He cannot attack without taking damage and doesn't have the action points to perform penance. You can give the gamin a walk action that does nothing but still spends the ap.
  10. Definitely agree. It's great to be able to summon in a to attacks aura or an immediate interact action but there's no need to toss cards just to keep three out all the time. You bring in what you need to when you need to. Resummoning just to have bodies on the field can be expensive in more ways than one.
  11. I'd like someday to see Ramos able to summon large spiders again
  12. Parker Barrows maybe. Scout the field on your whole team gets you into position quick. Bandits can scheme one turn, run and gun the next, and so on. Hamelin can obey models into position to scheme, plus he can hire hooligans. Candy can run away home to counter scheme.
  13. I think she targets enemy models only
  14. I feel like the real weakness of academics is that they generally can't take a hit and don't want to be in melee. Sandeep still helps them out a lot, but most academics don't stand particularly well on their own feet. Shoring up weaknesses generally isn't as effective as supporting strengths, I've found. On which gamin to summon: I'm really liking wind gamin for chatty and the attack buff. Your opponent needs to kill it, and in doing so gives you a 5" push somewhere. You might want metal to keep the aura up longer, but you can generally replace it your next activation, even if Sandeep has already gone. Otherwise, my summon choice will really depend on the situation. Do I need durability, range, explosive demise? If it's a model I expect to get killed right away, wind for the push. If it might last, I'll stop and think. McMourning probably gets poison. Lots of terrifying? Ice. Frame for murder? Fire. Try to avoid giving people relevant markers by focusing on constructs vs living. Which gamin are in reach and which are still in my bag? That last one is why I summoned mostly poison at GenCon, sadly. Wasting time finding stat cards wouldn't have been cool.
  15. The wording on the schemes in gg2016 says they may not be removed by any other action. Zipp is not using an action to remove the conditions. They are fair game.
  16. Fog

    Return Fire

    You're also looking at either models that can attack out of engagement or models with 1" melee standing just over an inch away from models with 1" melee. So realistically this is going to be an option one time in ten, and it will be the RIGHT option one in ten times it comes up. It'll be funny as hell when you do pull it off though
  17. Fog

    M2E Ironsides

    This is one of the best uses for Ironsides. Don't feel bad.
  18. Fog

    Rail Crew

    In order to keep her affiliations secret, these extremely rare constructs are not given to other ten thunders masters. Meanwhile, Hoff and Leve can pick them up at the local convenience store on discount.
  19. Fog

    M2E Ironsides

    On Mouse: I use him mostly to pull my own stuff. Having the heal available for Toni is great, especially if I have Johana too. Getting up to six wounds back a turn is solid. just had a thought while I was replying to a Mei thread... Malifaux Raptors could be your best friend with Ironsides. The biggest problem with Toni is getting hit by models with high minimum damage. You don't want to tank the Viks or Hank or what not as it goes bad fast. The thought is use raptors to prevent the charges, body block with their 40mm base, and all in all help segregate enemy models who WANT to be in melee with her, Kudra might work very well for this too.
  20. Fog

    Rail Crew

    I like the effigy with her. I'm still on the fence about the rail golem though. I've never gotten work out of him. To be fair though I haven't experimented a lot with Mei. She's really good at getting s much done herself that I just kinda throw models into the pile. I feel like she needs something to actually get downfield to scheme if needed. Maybe a miner or two for,false claims. This has given me some ideas for Ironsides, strangely...
  21. Sandeep is top tier. I've been saying it for a long, long time.
  22. I ended up giving a couple demos instead, and then a player wanted to try something new and requested to NOT lay against Arcanists so it'll have to wait.
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