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IntereoVivo

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Everything posted by IntereoVivo

  1. Crap, I forgot that it had to be living/undead, thanks Fetid Strumpet. I'll ask if we know what Scemes/Stratigies are going to be used. I have all the masters and just about all the models. I'm missing Molly and the crooligans(sp?) and drowned. Am I right in thinking that while Izamu can be buried, he can't be replaced with a mannequin if he cheats a tome?
  2. A friend has given me the task of helping him get his Collette crew tournament ready by doing my best to crush him. Does anyone have any super effective tips to get me started? Mostly I'm thinking I need a way to nullify the Duet and limit mobility. I'm thinking that Bête Noir will be a good counter to the Duet as she can be placed in engagement as the Duet is summoned and will be back as long as I have a high mask. Limiting mobility seems more of a problem. Thoughts?
  3. Those poker chip bases are boss! And I love what you've done with Misaki!
  4. Juju is great as long as you're not expecting him to be a hitter. He can be fantastic board control and can be quite the nagging threat. Collodi is pretty boss so I'll back up everyone else and say you should get him. The twins can provide some great board control and hitting power. A Mature is also a great hitter.
  5. Frankly, Seamus is behind the curve. Which is very sad as he is awesome. This doesn't mean that you can't take Z down though. As Huang Da Wei rightly said, don't worry about her points, worry about yours. As long as you are maxing your points then you'll do well. Some things to remember when going up against Z: 1) She NEEDS line of sight to your models. 2) Your Belles can give Silurids wounds by simply luring them away from other Silurids. 3) If she is running a voodoo doll you can lure that away forcing Z (or the doll) to move before casting at you. 4) If you bring big hitters then (and I can't stress this enough) stay out of Z's LoS. 5) Crooked Men (using shafted) + Belles (Luring) can put a serious hurting on Silurids and even Bad Juju. Don't be afraid to focus him down. The key is making sure she can't get an effective Obey target by positioning your (and your opponent's) models out of line of sight or in places where they will not be able to do much. Also, don't bother trying to kill her until her crew is dead/crippled.
  6. I ran Huggy on the table. I'd like to try it again with him off and maybe another model.
  7. ...and I need a balanced 25ss list. What would you build? Off the top of my head I'm thinking something like: Neverborn Crew - 25 - Scrap The Dreamer -- 6 Pool 2 Daydreams [4ss] Night Terror [3ss] Night Terror [3ss] Stitched Together [5ss] Teddy [9ss] Would that be alright? has some speed for objective grabbing, some tech (in the stitched) for screwing with your opponent and some hitting power (Teddy/LCB). Or would this be better for learning: Neverborn Crew - 25 - Scrap The Dreamer -- 7 Pool 2 Daydreams [4ss] Teddy [9ss] Teddy [9ss]
  8. Holy perfection batman! It has to be photo-shopped because human hands cannot be that steady. Also, the fish is brilliant. Also, do you take commissions?
  9. Yeah, Joel has it about perfect. GKP, if you'd like to try Kirai out a couple times before you settle let me know and we'll play some games (again, I have a full crew for you to run).
  10. I just got my first game in with Lynch and played Lynch, Huggy, 2x Beckoners, 2x Illuminated and Graves. It was super fun!
  11. Malifaux doesn't work well with all comers lists. Your list looks like fun and a great way to learn the game. If I had to build a McM all comers list it'd look something like: Ressurectionists Crew - 35 - Scrap Dr. Douglas McMourning -- 6 Pool Zombie Chihuahua [1ss] Von Schill [10ss] Grave Spirit [1ss] Izamu, the Armor [10ss] Night Terror [3ss] Night Terror [3ss] Night Terror [3ss] Rotten Belles [4ss] Then I'd buy the Dead Rider to swap with Izamu if I wanted even more mobility. But your list looks way more fun
  12. @Fetid Strumpet: I don't define a crutch that broadly since most models are about the same when it comes to doing what they do. Some models (like Izamu) are just better at doing everything they do. Maybe your issue with my post is that the word crutch generally has a negative connotation. I am not using it that way which I should have clarified more then I did. Crutches are great in that they make life easier. They can make life a lot more difficult if you are used to having them and are suddenly denied. Good players will be good players and while using "crutches" to make life easier they will not place too much reliance on them since they are good players. Bad players are bad and will often place too much reliance on crutch models. Mehter put it very nicely: When you take the entire pool of models and average strength for cost Izamu is well above the curve along with a number of other models. But the existence of other OP models doesn't negate Izamu's OP'ness. I am of the opinion that every time I lose a game it's my own fault. My opponent has little to do with my mistakes. Though I do see how "That's OP" can be used as an excuse, I think it is an exceedingly poor excuse in a game with quite a bit of power gaming potential. The question posed by the OP was not, "Why is Izamu so over powered, how can we fix him and why can't people stop using him?" It was, "What makes him so good and does he have an exploitable weakness?" To answer the OP a bit more, what is most exploitable about him is the fact that most people putting Izamu on the table expect him to carry their team (which is why I call him a crutch). Obviously, the better a player, the less the models they're using matter, but there is always an expectation when a player puts a model on the table. Expectation is not very difficult to exploit if you have the means to identify and thwart it. What is your opponent trying to achieve by putting him on the table? Is he being used to tank? Ignore him. Is he being used to kill things? Stay out of reach or focus him really fast.
  13. I would say yes. A crutch is something that allows a player to do a specific thing easier (like walking in real life). That does not automatically make it bad (as crutches in real life are great). However, it could be argued that "crutches" require less skill. Like real life crutches there is a tendency to put so much weight on them that when they are swept aside the player can't stand on their own right. This is the case with a number of models (not just Izamu) and has to do more with how well you play the game vs how well you play models. Frankly, as is the case with most crews, if a player is in the habit of using a crutch they're not that hard to beat if you can figure out how to remove/nullify it. But that is the case with any game, not just Malifaux. If they don't use crutches, it will be significantly harder to beat them, especially if they are using good models like Izamu.
  14. I think what throws him over the top is the combination of I2I and negtrigger. The fact that he is tough to kill isn't much different then all the other tough to kill models. The fact that he can completely negate anyone's ability to do anything "above and beyond" damage (through the combination of those two talents) means that the normal weakness of "tough" models is bypassed. His damage is on par with other beatsticks and his ability to heal and counter-attack make him resilient, but the OP bit is that getting off a paralyzed or any other "ignore this model" ability is neigh impossible. As for his weakness I think that it has already been stated. He is so good compared to other Resser models that he becomes a crutch. He is by no means invincible and anyone that can remove I2I can mess him up bad. Death by a Thousand cuts is also super effective. Also, it's important to remember that Izamu is ultra hand dependent. He must have matching suits (to enemy triggers) in high numbers to not take damage. For example, a Convict Gunslinger with 2+ high Masks Rapid Fire's against Izamu. That's 3-5+ attacks. Either Izamu is taking damage (3-5 wounds) or using his high cards to avoid it. That's high cards that other models can't use and he no longer has to defend with. I am by no means saying that calling him OP isn't justified. But I think he is possible to take down. And because he is a crutch, taking him down means it's that much easier to then beat your opponent.
  15. Keep in mind that McMorning can be played as a summoner or a hitter. The crew you build will really determine what he is better at. I purchased the VonShill box for my "play against" crew and it has been wonderful. I would recommend it or the Ortegas (Perdita) as the second crew if you're mainly looking at Ressers as your main. If I remember correctly, the Freikorps box is 26 stones whereas the Ortegas are 24. Build your McMorning list and the pick up the one that is closest in SS cost.
  16. Pressure is the way you beat him (and pretty much all other tough models). As has been mentioned, paralyze is gold, but the biggest thing is hitting him over and over again. Force your opponent to burn resources as fast as possible and they'll either back VonShill off or he'll go down.
  17. I was amused. Even if Marcus wasn't.
  18. Holy cow is Collodi fun. I played three games in a local tournament with Z and had a grand old time. I tied two and won the third. I should have won two except I'm an idiot and moved a model off an objective within the last two activations of the game. Ah well, still learning. Game 1 I played vs McMorning: VonShill, Dead Rider, Oiran, Desperate Merc, 2x Night Terrors, McMorning's totem (the dog), Grave Spirit. I ran Z: 2x Stitched, Collodi, 4x Marionettes, Copellious. Again, I lost (tie, but it counts as losing for me) due to my foolishness. Game two vs the Viks I played Z: 2x Gunsmiths, 2x Desperate Mercs, VonShill, Convict Gunslinger. I won 8-1 (mostly due to obeying their Convict Gunslinger). Game three I played vs Lilith and tied again. I played Z: Collodi, 4x Marionettes, 2x Stiched and a Convict Gunslinger. I probably should have lost, but VonShill flipping a black joker on a GYL with the Stiched and me Cheating in a red joker helped me out a bit. In all three games I positioned Z poorly (out of range of my guys) and never really got to use her. Need to work on that.
  19. Just finished a Gaining Grounds tourney with Z. Learned that I need to be slightly less focused on killing models. Also that Collodi is boss. I like both lists but would think about Jack for Beatdown.
  20. I agree that he isn't an auto-include, but I feel that way about every model. Many players (myself included) feel that he provides two vital things that Ressers just don't have in abundance (anti-construct and ranged damage) and untill there are better in-faction options I imagine most will consider him vital to staying competitive.
  21. I think Ressers love VonShill because he is reliable ranged damage. Something the faction really lacks.
  22. Hi, my question is about Freikorps Armor and what it protects from. If a a model throws a blast the initial model takes damage but any damage from placed blast markers is ignored by models with Freikorps Armor? If my Punk Zombie uses Slice and Dice to make a strike on every model within 2" models in Freikorps Armor may NOT ignore damage the strike generates? (Why is this?) What about a Mechanical Dove's spell that causes 2 damage? It forces a simple test prior to the damage, does that mean it bypasses Freikorps Armor like Slice and Dice?
  23. So, to be clear, while summoned Teddies are not Nightmares they are also not Rare 1 (since the"hired" requirement is only applied to Nightmare whereas ignoring Rare 1 is true so long as you run The Dreamer)? With LCB and two Teddies will there be much left for Coppelius to do? Is there good reason to take the third Teddy at all? **Thanks to all for your replies. I understand this in not an all comers list (as the game is not built for them). Can anyone think of good reasons to run (or not run) this in a competitive match?
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