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Manlapas

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  • Birthday 01/29/1975

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  1. I have some of advanced deployment's Infinity markers, and they're great.
  2. Manlapas

    Ryle

    Huh. When I tried this, it was explained to me that the wording on Hoffman's Maintain Machines allows a construct to ignore its own abilities (so a peacekeeper can avoid its own breakdownage, and Ryle can decide to be Significant without killing anything) but doesn't allow Lucius to ignore Ryle's abilities. Since it's Lucius's spell that's 'looking' for a target and Maintain Machines says 'ignore their listed abilities'. In effect, Ryle can ignore his abilities, but Lucius cannot ignore them. Made sense to me at the time, but I see what you guys are saying. Go our side, I guess?
  3. Manlapas

    Ryle

    Ryle cannot be the target of Issue Command because of Can't Connect. Issue Command requires "target friendly guardsman or Elite Division". If you've been using 6 Issue Commands on Ryle to shoot holes in your opponents, you might want to wear a helmet and have a clear line of retreat to the door when you tell them it's illegal.
  4. I pretty much use Hidden sniper as an extra melee attack for Lucius. His trigger that prevents you from attacking him is pretty awesome when you win initiative. So it took 2 initiative wins and 2 triggers, but with a 6 AP headstart while Killjoy just stood there, Lucius did indeed kill the Killjoy. It didn't hurt that Von Schill had already wiped the rest of my crew so Lucius was Killjoy's only target...
  5. The Man is tougher than he looks. My last game using Lucius as a master, he solo'd Killjoy. Well, him and the Hidden Sniper.
  6. Ah, I didn't notice that the trigger affected the spell and the weapon.
  7. I'm probably just exposing my noobitude, but here goes: Exorcist: Am I wrong, or is Exorcise just extremely situational compared to just shooting with the Sanctified Crossbow? Is there a spell synergy that makes (1)Exorcise better? Warden: What's the difference between the wording on Pinning Blow that requires a 'defender suffering 1 or more Wd' and Toss that says 'after damaging'? It seems to mean that Toss happens even if you do 0 Wounds?
  8. I started Malifaux just a few months ago. Posted my thoughts on my first master, Lucius, here: http://www.wyrd-games.net/showthread.php?28569-Just-starting-out!&p=364076&highlight=#post364076
  9. The advice I most wish someone had given me when I started is this: Don't worry about building lists. Don't even worry about the rules much, as they will be most easily learned by playing. Sit down and read the Strategies & Schemes. Build a few tables and put the objectives down for each Strategy and think about how you would go about achieving each one. I didn't bother to do this until after I'd lost 7 or 8 games. Yeah, I lost the 7 or 8 games that followed me studying the strategies, but then I knew WHY I lost them. Once your at least 'conversational' with the strategies, you'll know which models to buy next, because you'll feel their lack when you play certain strategies.
  10. Not sure what you mean by this. Lucius has good defensive tools in Highest Authority and Governor's Authority. With Advanced Training, Lucius has an 8 Cb, which is nothing to sneeze at. True, Lucius has a low Df, but you should be keeping a guardsman of some kind right by him for Issue Command or Ruthless Leadership. +2 Df from Secret Service results in a very respectable 6. Last, but certainly not least, Lucius is Terrifying, which does nothing if he's hiding in back. I guess what I'm confused by is that in the games I've played, Lucius is not at all hampered by being in the front of my crew, and not particularly aided by being in the back. It's counter-intuitive certainly, putting that scrawny clerk up front, but he does a good job up there!
  11. I'm relatively new to Malifaux as well, but I too picked the cool dude with the mask as my first master. In a similar circumstance, my wife decided she wanted to play Kirai. I've had my butt kicked a lot. Say hi to Chompy for me. Things I've learned, starting with what's in your box: (note: this ended up being a lot longer than you'll probably want to read, but I really enjoy playing Lucius even though I'm something like 1 and 10 with him.) The Man Himself: Learn how Slow to Die works. Especially if you're going to be facing Chompy, you'll need to know how to make yourself as nigh-immortal as you can. His defense is Not Good. Keep some kind of guardsman nearby at all times. (0) Advanced Training only works until Lucius' activation ends. Don't use this unless you're about to unleash the Fury of 3 consecutive casts of Issue Command. Otherwise, you're almost always better off using (0) Reinforcements to pull Ryle or the Lawyer up and drop them Where you need them.(1) Hidden Sniper does not have a , so you can use it when Lucius is in melee. You also don't have to randomize targets. Not a hard spell to cast, but you'll want to save your rams for your guardsmen's strikes, so this one doesn't see a lot of use. Lastly, and perhaps most Hilariously, Lucius is Terrifying. Yes, the scrawny effete dweeb in the ascot and mask is scary scary. Think of Usual Suspects... "How do you shoot the devil in the back... what if you miss?" This makes him immune to most other Terrifying models, and helps keep him from being swarmed by the unwashed masses. Guild guards are utility. They're never going to do anything super impressive all by themselves (aside from what anyone can do with a Red Joker) but you WILL miss them if you don't take them or let them die. Do not underestimate what they can get done with those pistols and those swords, but you'll need to work at it. Concentrate fire target by target, don't spread wounds around. Menace is also good for keeping opponents from running off with Treasure or in general running away when you don't want them to. Ryle. What to say about Ryle? He's a walking cannon. Honestly, I don't take him often. He's pretty expensive for a model that's pretty easy to kill. See, he works best when he's in a spot where he can see several targets and use (2) Automatic Fire to get lots of chances to flip Severe damage and deal extra damage. If you're in a spot where you can see and shoot at several targets, well, they can see and charge/shoot/cast back at you. I find that 2 guild guards get more done for me. That being said, the only time I've ever killed a Coryphee Duet was with Ryle. The Lawyer. I love this guy. Note: Chompy is not immune to Willpower duels. If you can get a shot at Chompy (easier said than done, with all the burying/unburying) activate your Lawyer and (1) Censure Chompy against Striking. Either it will work, and your opponent will have to burn cards to do the only thing Chompy does, or your opponent will burn cards and maybe soulstones to stop it from working. Win-win. After you burn cards from her hand doing this, then (1) Cross Examine him. If this one works, Chompy runs away! The lawyer is also super useful for helping with Ryle's big flaw, the lack of survivability. (1) Defense is a relatively easy cast and gives someone Hard to Wound 2. Kingpin. Er, the Guild Captain. Yet another unassuming guy with an unimpressive card that comes into his own when he hits the table. When your SO inevitably gets some Stitched Together, you'll need his (0) Frightening Authority to win those Gamble your life duels. He's got 10 wounds, armor 1 and hard to wound 1. That's thick and chewy. His mauser damage doesn't look all that good, until you note that the damage scale isn't really 1/2/3. It's 1/2/4-5-6. That's respectable, I don't care who you are. Look up some threads on these forums for how to pull off a Companion Activation (there's a nice how-to in the Lucius Tactica in this forum, IIRC) and get comfortable with positioning yourself for the dreaded Guardsman Alpha Strike. You won't use it all the time, you won't even use it often, but you'll enjoy it when you do! Guild Hounds are a must, imo your first buy should be 2 blisters of these puppies. Many will suggest that you add Austringers first, and they make a fair point. However, aside from Lucius' Reinforcements ability, your crew has few/no movement tricks. Guild Hounds are almost pure movement. They hit well for a 2.5ss model, and are reasonably tough too. Don't forget that they're guardsmen, and Lucius can Issue Command to them, sacrifice them to Reactivate himself, and gets +2 DF as long as there's one by his side! I and others have joked about fielding a crew that's just Lucius and a swarm of Guild Hounds. Our opponents laugh, but they don't laugh too hard. Guild Hounds are that good. Austringers are also good, but they are expensive for a model that's very unlikely to help you claim an objective. They are super deadly however, and can be helpful for those schemes and strategies that require either killing a certain model or denying an area to your opponent. The Drill Sergeant is a good buy. He has fantastic synergy with Lucius, and counts as a guardsman for all those nice things Lucius needs guardsmen to do. He can even Issue Command if you're willing to drop a precious SS on it. But mostly, he's good for giving the guardsmen that he's good for herding Ryle around the board using (0) Socially Repressed and Link. I'm sure I've forgotten something, but definitely look up the Lucius Tactica on this board and give it a read.
  12. Does anyone else Bash with the Seishin on turn 1 to soften up the Canine/Merc/whathaveyou for the Datsue-Ba?
  13. I have joked about doing this. The models are honestly the only reason I've never seriously considered it. With only 2 hound sculpts, I'd get real tired of painting dogs. I've seen several Nicodem and McMourning crews that are basically a bunch of dogs and a master. Then again, they get to do more fun stuff with their dead dogs than we do.
  14. Well, I didn't mean that I intended to cheat.
  15. I play Lucius, so Exorcist is a definite pick up for me. Any model who's biggest drawback is a lack of movement is a good target for reinforcements.
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