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IntereoVivo

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Everything posted by IntereoVivo

  1. Thought of it moments after I bent my box into a small square and threw it in the trash.... >.< Would love to see the mounted models though...
  2. Whoops, yeah. Lazarus not Levi. And we were playing at 35SS.
  3. I won my first Seamus game! Admittedly it wasn't against a tuned list and had much more to do with some bad flips on my opponent's part but I'm still pretty happy. Now my goal is to do it without Von Shill. I was playing: Seamus aSeamus Rotten Belle Rotten Belle Von Shill Trapper Specialist (flamethrower dude) He was playing: Ramos aRamos Toolkit Metal Gamin Fire Gamin Leveticus Rail Golem Strategies were Escape and Survive (me) and Treasure Hunt (him). I picked Breakthrough and Stake a Claim and he had Hold Out and Assassinate. He spent the first couple turns getting his machine rolling which let me get out to the center of the map and set up to take his charge. I held off on aSeamus as long as I could and it ended up working out well as I was able to swap into range of aRamos and get the first couple hits in. Then Von Shill went and jumped into it too. The game was conceded on turn 6 after I won activation with a barely alive Rail Golem and a slightly injured Leveticus vs aSeamus, Von Shill and the Trapper. I took some crappy pictures so I'll try to get a proper write up soon.
  4. So it's safe to say that you don't think that Yan Lo's added killing power is worth that cost? Where would it become an effective trade-off? How would you prioritize abilities gained from Chi?
  5. Hello all. Thanks to the fine folks of Wyrd making Yan Lo's box set available this weekend I thought I'd start a thread exploring how to make the old man smash face. I have yet to play any games with him as the models are still in the mail but I have done a fair amount of thinking about what I'm going to do once they arrive. First, some questions for people who may have proxied him and his crew. 1) Is Yan Lo a support Master or a beat-stick Master? 2) Which path is best? 3) Is the Soul Porter worth it's two points? I'm assuming that the Weight of Ages/Soul Cage/Spirit Barrage trick is why anyone runs the Porter but is it actually worth the cost when you could, say, give Izamu or Tosh or Yin +2 Armor? 3) Can Yan Lo be run with 1 or fewer Ancestors? Or does that hurt his abilities too much? 4) Is the Niece all that helpful in a Yan Lo crew? What about Yin? Both seem like they would be more helpful with other Resser masters. 5) What minions will you be playing with Yan Lo? --------------------------------------------------------------------------------------- And now for some thoughts on Yan Lo: Holy beat-stick Batman! With Bone(4) + Spirit(2) Yan Lo could kill a model he is engaged with, Weight of the Ages someone else, Charge them and still make two extra strikes. With enough high Rams he can make 4 Khakkhara strikes and 4 Spirit Barrage strikes (at everyone within 2"). At minimum on one target that is 16 dmg (assuming no relics on him at the time) and still leaves him with a Spell and a Zero. If you can put wounds on a couple of the enemy's models he has the potential to kill a lot of models within an 18" area. When you add that to Izamu and Toshiro there is a lot of potential to cause death. On the other hand, if you focus on Ash + Spirit you can set up an extremely stable support master. However, this is all offset by the fact that Yan Lo and his minions are expensive and will be out activated by most crews. Thankfully, they hit hard enough and have enough mobility that dropping your opponent to a few models shouldn't take too long. Yan Lo also has some interesting potential as a TT master (Tosh/Ashigaru/Archers/Ototo) but this thread will be about him as a Resser. I'm musing on the possibilities of a list something like: Yan Lo (3SS/3Chi) Soul Porter (2) Izamu (10) Yin (8) 7x Canine Remains (14) Turn 1 Yin/Izamu each kill Canine Remains giving Yan Lo the Chi and dropping corpse counters. Then Yan Lo kills the last two, getting up to 10 Chi by the end of Turn 1 and picks up the corpse counters for summoning later. That's two paths at Level 3 or one at 4, one at 2, and one at 1. The rest of the game is played at low model count but you can pretty much just throw yourself at your opponent with wild abandon since you have 7 corpse counters for re-summoning Yin/Izamu and Yan Lo will murder just about anything he comes across. You could also run a more stable version with Datsue Ba (for Gaki + Chi from dogs) and some Night Terrors (speed and anti Ranged) instead of Yin and a Dog. Anyway, lots to think about. I'm excited to try him out.
  6. Sad to say we didn't get to play due to work and some other factors. Hopefully we can reschedule for this coming week. As I've thought about it Ranged seems to be the bane of Resser's existence due to lack of Range and generally slow movement. Is this compensated for through volume of models? What about when we start looking at crews that have fewer models (Yan Lo, Seamus and McMorning)? Against mostly dedicated shooters what kinds of tactics do people use to close in? Also, I'm a bit confused with Seamus. He (and his crew) seem to be really good at the mid-range fights. However, there is no way to force your opponent to stay in that mid-range. Am I incorrect about wanting to keep my opponent in the 4"-8" range?
  7. This week I hope to play one of the guys who started about the time I did. He plays Guild and will most likely be playing Perdita and most of the other Ortegas. I know he has the Granny and an Executioner that he likes adding to the family. Any tips for surviving?
  8. Last night I managed to get in a game of Speed Malifaux (30SS) against a aRamos crew. I ran: Seamus + Avatar Grave Spirit Dead Rider Onryo Rotten Belle Rotten Belle (6SS) Strategy: Escape and Survive Schemes: Bodyguard (Seamus), Grudge (Joss) He ran: Ramos + Avatar Mobile Toolkit Rusty Alyce Joss Metal Gamin (7SS) Strategy: Distract? Schemes:Do I have to do everything myself? (Ramos), Extermination (Undead) I lost the game handily. We called it at turn 4 because we had a Shadowrun game to start but he had 6 points and I had 0. I was down to aSeamus vs Joss, aRamos, Metal Gamin and a big spider. I'm confident I could have killed Joss the next turn and put some wounds on aRamos but then probably would have died to aRamos as he had 3SS to my 1. I enjoyed the game immensely even though I made a couple major errors. I traded my Dead Rider + Grave Spirit for Rusty Alyce on turn 2 (in retrospect I should have killed Joss for the points). I positioned my Onryo and Belles too far forward and ended up in Joss' charge range turn 3. I didn't make good use of aSeamus the turn he came in. On the plus side I did use Seamus better (i.e. not running him out and getting him killed) and I really like the threat range of the Dead Rider. The Onryo has potential but I'm not 100% sold on it. Any thoughts on the Strategy/Schemes and my list?
  9. *w00t* for more advice! You are all awesome My environment is just getting started but once rolling it will be filled with what I'll call GenCon Hopefuls. So either I learn to bring my A game or I continue my excellent streak. Work is killing me this week but I'm going to try to use some of the advice given this weekend after which I will report back. I'm also going to start condensing some of the advice given into the OP so other new players can see it easily.
  10. First, thank you all for your advice! Lots of good stuff in here for me to mull over. Second, I was really hoping to play a game this last weekend so I could try out some of the advice but I wasn't able to fit it in. I'm hoping to get one in some time this week at which point I'll report back. Third, I've expanded my collection to include the Dead Rider, the Von Shill box and I have some Night Terrors on order. People keep mentioning the Drowned. How do they work? Also, what about bringing Izamu?
  11. The intent of this thread is to help beginners (like me). In order to capitalize on all the fantastic advice given I am going to try to condense it here in the first post. That way new Seamus players don't have to dig through the whole thread to find the gems. My original post: Open Spoiler Since starting Ressers a couple months back I've played Seamus exclusively and have achieved the proud record of 0 and 7. During those 7 losses I have managed to kill 2 enemy models and have not managed to win a single Terrifying check. Did I mention I've been using aSeamus for the last 4 games? Obviously I'm doing something wrong. Or more accurately, many somethings very wrong. I'd like advice on a couple different aspects of the game. 1) Crew: I am suspecting that part of my issue is that I bring the wrong models for the job. I currently have: Seamus aSeamus Madame Sybelle 3x Belle Grave Spirit Bete Noir 2x The Hanged Jack Daw 2x Canine Remains Shikome Datsue-Ba 2x Onryo What am I missing? Should I bring aSeamus with a belle or two and Von Shill? 2) Playstyle: I was under the impression that Seamus is fairly good in Melee. It would seem that I was mistaken, though my only real comparisons have been 10T Misaki (4 of he games), Taylor and some of the other 10T models. Due to that assumption I've been playing him a bit aggressively, not necessarily leading the charge but close behind. So far that has got me extra dead in every game (I've manifested twice, each time dieing the next turn). Thoughts on how to use him? 3) Strategies: I have not been able to find anything that Seamus is actually good at. Maybe Bodyguard? What do you take? Thanks in advance Crew (Models commonly found in a Seamus crew ranked in order of popularity) aSeamus - Considered a staple, gives increased control and damage at the cost of range and surviability Rotten Belle - A super stable minion used for a cheap body and board control Night Terrors - Cheap and fast, good for objective grabbing and defense against Ranged Crooked Men - Board control and more bodies The Drowned - Decent control with AoE damage, mostly used as shields/deterents Grave Spirit - Best totem for Seamus as it combos well with most of his heavy hittters Dead Rider - Strong beat-stick with excellent threat range, don't bring without Grave Spirit Bete Noir - Strong beat-stick that is excellent for taking out a back line or keeping models locked down The Hanged - Used in terror based crews, survivable and has decent control Onryo - Used in terror based crews, has decent control, very useful against Immune to Influence Izamu - Strong beat-stick and excellent defense, model not released, has strong potential Chiaki - Good support, model not released, has strong potential Playing Seamus The following is a selection of responses from throughout this thread. Right now they're all just tossed together, but I will be going through, removing redundancy and condensing them into a clean, easy to read format. Thanks for your patience. Seamus is not a melee master he likes being close to the action but not in melee. Keeping a Belle back to lure him out of melee is always a nice option to have. Body Guard is a great scheme to take as well as breakthrough as they both use a Seamus crew well and play to his strengths. If you can lower the enemy WP, your terror skills will work. Molly is a superb add on to Seamus and will do lots of set up for him. Try playing less power forward and think more mercurial, methodical slasher. I focus too hard on the opposing Master. I also had this problem with McMourning. For some reason I always try to cut off the head of the opponent, rather than weakening their support network. Next match I'm going to be blasting away any minions I can with a cheated / soulstoned .50 shot to the face. I forget to use my Belles to drag enemies out of position. The Belles seem really useful, but I haven't found a good time to use them. Typically because I activate them after Seamus, but that's the above issue all over again. Seamus is capable of doing some really neat things with his Belles and his own debuffs he can apply. For example, I used Undead Psychosis last game who was engaged with my Belles and forced her to take off before she could do any more damage. I say just pick off the enemies forces one by one and Seamus is an effective master. Oh and don't be afraid to use Soulstones to blow them up either. Most things won't come back from a 7 damage shot to the head. Seamus stays somewhat central/back and gives his speed boost to the belles who I use for getting enemy off of objectives or pulled towards shafted-markers/melee attacks. Also lots of lure maneuvering of my own models. None of that sort of crew is a particularly GREAT killer aside from Seamus with his Flintlock, so for me its usually about attrition, and picking off models. Death by paper cuts. I do like Luring Seamus into Flintlock range of something so that he can get a good shot off and still have the actions remaining to get back out of danger. Never forget that lure works on FRIENDLY models too. You need Drowned, Night Terrors, and Crooked Men. Seamus likes a large cache and does better with a pretty good sized durable crew. At least 1-2 Belles with him no matter what strat. I can't stress enough how freaking good Night Terrors are. use them for Obj Grabbing. Drowned are a board control land mine and make back their cost for me every game I use them. Always build to strategy. Crooked Men are some of rezzers best minions, Being able to paralyze on a Trigger gives Seamus more chances to Shoot them with his very very sexy gun. The biggest mistake I see people making when they're playing rezzers is using their control hand on their minions. Saving all your high cards for Seamus or other key spells (like call belle) can win you games. The Belles are defense 3 so they're going to get hit, but their 8 wounds and hard to wound will normally ensure that it takes a while to actually get them off the board. Playing Against.... (In this section I will be adding masters as I play against and get advice for them) Perdita: I have yet to play against the Ortegas but some advice was given so I'm just passing the whole quote on until I have a chance to test. Open Spoiler
  12. I'm jumping on this train too! This thread looks to have some great potential for those of us new to Kirai. To clarify, the Kirai + Datsue trick involves activating Kirai to give Datsue Reactivate and then summoning Shikome with 2x Seishin and then having Datsue kill both the dog and the merc for 2x Gaki (or Onryo if you're luck/have cheats) and 2x Seishin. Is this correct? This means you can turn your Kirai, Lost Love, Datsue, 5x Seishin, Canine Remains, D.Merc into Kirai, Lost Love, Datsue, 5x Seishin, 2x Gaki/Onryo, Shikome. Seems good. As to what are each of the spirits good at, this is what I understand to be the case: Ikyrio - Strong Expendable Beater Onryo - Board Control/Support Gaki - Survivable/Cheap Beaters (in groups) Hire Shikome - Strong Targeted Beater Summoned Shikome - Fast Beater Datsue Ba - Control/Summoner Drowned - Bombs Hanged - WP Focused Control Jakuna - Board Control Those of you who play Kirai more, does this seem accurate? What about non-Spirit models that Lost Love can "spiritize" like Dead Rider or Killjoy?
  13. I'm excited Yan Lo's crew is what got me interested in this game. Playing Kirai till Feb. What is the rule of thumb on Proxies? Can I make my own models so I can start sooner?
  14. This is a fantastic thread. Thanks to all who've contributed so far. As a new player who picked up Kirai it's been a big help in figuring out what's going on. How would you recommend dealing with Magical Weapons? My main opponents are the Vics, Guild with those Magic claymores and 10T with Magic weapons (in retrospect, Kirai maybe wasn't the smartest choice...). Both the Vics and Misaki seem to be able to get just about anywhere and kill 2-4 models a turn.
  15. Hello I'm a new Malifaux (Rezzer) player in the Western PA area. I've got Seamus, Nicodem and Kirai crews (I like buying models), and am very excited for Yan Lo in February. I've yet to win a game (or kill a model) in the 8ish games I've played but I've got hope yet The learning curve after coming from 40k is a bit steeper then anticipated but I'm sure I'll get it. Anyway, it's nice to meet you all and I hope to see you around. IV
  16. Greetings. I'm new to Malifaux (coming from 40K) and have picked up a December Cult box to get myself started. My main opponent runs a Victoria crew with an emphasis on Freikorps mercs. Am I right in my understanding that any model with Freikorps armor is immune to Raspy? Also, I know the Trapper does extra damage to Constructs (most of my army at this point) but is there anything else I need to be especially worried about? Thanks, and looking forward to talking with all of you more.
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