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hippodruid

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Posts posted by hippodruid

  1. On 6/14/2017 at 0:31 PM, WWHSD said:

    Does this look like it's about the right amount of terrain? That seems like it would fall squarely in the 33%-66% coverage range but I'm having trouble picturing how you would move anything around very well. Having more then a 3 inch charge seems useless unless the model can do something like fly.

    7kJ7800.jpg?1

     

     

    Terrain is very much a part of the game of Malifaux.  A good board will have enough of a mix that models with abilities like Unimpeded or Flying can actually make use of them.  A charge lane that's good for a Sabertooth Cerberus isn't necessarily the best charge lane for a Rail Golem, and the reverse is also true.  Remember, the board is built before your crew is, so you can adjust what you're taking to match where you'll be going.

    Also, I think parallax is skewing the perception of that board.  It looks like either side of the gallows has lanes for 50mm bases to move through without contacting other terrain.  I would personally be pretty happy to play on that board.

    • Like 1
  2. On 6/11/2017 at 6:46 PM, Dogmantra said:
    On 6/11/2017 at 6:26 PM, madaxeman said:

    Hijacking a tad, but does anything get rid of the Widow Weaver "web of despair" (you know what I mean!) markers? 

    Killing her.

    This.  She's a remarkably fragile henchman.

    On topic, though, the only other thing I can think of aside from Mei, the Specialist, and the Emissary is McTavish, who can snack one up per turn.

  3. On 6/6/2017 at 5:33 AM, Trixter said:
    On 6/6/2017 at 0:57 AM, Myyrä said:

    If I were playing Ramos, I would just kill the Brass Arachnid for scrap with Joss and start summoning merrily.

    At the start of turn 2 Brass reactivate Howard then Joss kill Brass then Ramos' activation.

    Turn 2, I would reactivate the Brass Arachnid, then Joss and Howard if possible.  Then kill the Arachnid for two scrap.  Still, that's fairly advanced play that I wouldn't expect of two new players.  I wasn't trying to write a tactica. :D

  4. These two crews are going to get bloody, fast if they meet head-to-head.  Between Kang's buffs and the amount of hurt Howard Langston and Joss can dish out, expect fatalities quickly and often.  It's a game with Armor where Armor basically doesn't matter (Howard and the Brass Arachnid are the only models that have even the slightest respect for Armor).  Ramos's summoning engine here is almost completely dependent on Joss (if Howard kills anyone, the Mei Feng player can just drop a corpse), or on getting your own models killed, which puts him behind.   Joss and Howard are easily worth more than 2-3 Steam Arachnids for all but activation control and scheming.  It actually looks like it could be a very, very tense game for a while, but once it starts going toward one person, that momentum would be hard to break.  A lot of it, of course, would come down to schemes and strategy.  With such a low model count, Ramos's crew would have trouble with an objective pool that involves putting down a lot of markers or spreading out.  Similarly, schemes that revolve around leaving enemy models alive will be hard for Mei Feng to deal with, since the models across the table from her are legitimate threats that she won't want to remove from play.  VP win games, not dead models.

    Also, usually you want to shoot for a bit more terrain.  25%-33% board coverage is actually pretty sparse and gives an obvious advantage to the crew with more ranged attacks.  I would aim for closer to 33%-66%.  Remember, not all terrain blocks line of sight, and some of it can be used to create chokepoints that bigger models can't fit through or conveniently avoid.  All of that can really impact the dynamic of the game.

    • Like 2
  5. I think you're absolutely right.  Using Ironsides in the mid-range as a support Master is not a bad play.  Hand-picked Men is a great buff, and You Lookin' at Me? is some of the best movement tech available to Arcanists, especially if you have a good :mask in hand (medium value for friendly targets, high value for enemies).

    I think this is an important perspective to present, as usually Toni is played at close-or-frontline, or at least people perceive that to be her optimal position.

  6. Colette is a really strong Master, but she also benefits greatly from having a good selection of models to work with.  That said, she can still be quite competitive with only a few additions to her main crew box, such as Coryphee, the Sabertooth Cerberus, December's Acolytes, and Malifaux Raptors.

    For GG2016, she works well in Headhunter, Interference, and Claim the Bounty, in that order from most well-suited to worst.  She can still score for Extraction and Guard the Stash, but a lack of default durability will make things a bit harder for her.  Schemes are a bit more complicated, of course.

    Easier (will probably score 1-3 points):
    Convict Labor, Exhaust Their Forces, Leave Your Mark, Covert Breakthrough, Undercover Entourage, Catch And Release, Frame For Murder, Detonate The Charges, Set Up, Search The Ruins, Public Demonstration, Occupy Their Turf

    Colette and crew do a lot with movement and interaction.  They can put the right things in the right places at the right time, whether that's models or markers, so long as they're friendly.  Scheme markers are a particular forte of the Showgirls, and Colette makes it even easier than most Masters to put them down.

    Maybe Easy, Maybe Hard:
    Hunting Party, Show Of Force, Neutralize The Leader, Mark For Death, Inspection, A Quick Murder

    These really depends on what you intend to buy to work with Colette.  If you pick up Howard Langston, the Cerberus, or another Arcanist damage dealer, some of these become almost trivial (Hunting Party, Neutralize the Leader, Mark for Death, and A Quick Murder, notably).  Arcanists have good generic upgrades and a good Enforcer/Henchman pool, so Show of Force isn't an automatic loser, but Colette tends to give more advantages to Minions or Showgirls.  Inspection is a little swingy and can go either way, although that's really the case with almost any Master, and isn't unique to Colette.

    You're Probably Gonna Have a Bad Time:
    Take Prisoner

    I know I said above that durability is a factor, but this is really only the case for everything else in Colette's box.  Colette herself is really, really hard to actually remove from the board, and savvy opponents will take advantage of that.  Colette makes her Crew good at this scheme herself, but you could very likely end up trading points on it.

    • Like 1
  7. 4 minutes ago, Victoria said:

    Oh my... with seven new crews, how to divide these fairly between my hubby and myself?

    I'm going to have to fight for Nellie, Titania, Parker and Reva.  I will graciously let him have the other three, if he promises to let me play them. ;)

    Oh, it's on.  I accept your concession on Zipp, but honey....

    WE NEED TO TALK.

    • Like 3
  8. The point of a Revenant is that it isn't really supposed to die.  You could try to make killing this thing a major plot point or at least the subject of a few sessions as the Fated try to find a way to put it down once and for all.

    Or the Fated could pile a bunch of :-fate on it, since each one will give it a -2AV.

    • Like 1
  9. 16 hours ago, Griffin839 said:

    The momentum push is what really sets this over the top. Whack you, freeze you, whack you, freeze you, and now Im over here. Its super frustrating for the opponent.

    Just to point out, the sequence has to be whack, freeze, freeze, whack, push.  The Understudy action can only be taken once per turn for pretty much this exact reason (otherwise you could go whack, freeze, freeze, whack, freeze, freeze).

    • Like 1
  10. Gonna third Challenge the Crowd over Imbued Protection.  Just having the option to select the low :tome against a weaker attack is great, and someone with a starting value of 6 before the flip is still going to hit more often than miss even with the +1 Df.  You could combine the two, which will make her really hard to hit off the flip, although anyone who really wants to hit her can still cheat to do it, and it cuts into her available upgrades pretty steeply for less gain (unless you're worried about swarms of less-effective models, which is Toni's sweet spot, anyway).

    • Like 3
  11. When: Starts May 7, 2016, ends June 7, 2016

    Where: Gauntlet Games, 3231 S 13th Street, Lincoln, NE

    What: An achievement league with a twist! Players will be checking off achievements on bingo cards, and any line of 5 boxes can be turned in for a prize.  A player who turns in their card will be given a new card, but every other player will keep the card they are working on.  Prizes will get better as the league progresses and more cards are turned in.

    A player may turn in their card in exchange for another at any time, but they will have to play a game per card they have turned in before they can trade in the new one (so the first one is free, but the new card would need to be played for a game before it could be traded, and so on).

    This event is completely free, so come on down and have a good time with the rest of us!

    • Like 1
  12. It's mentioned in the section for Attack Actions on page 207 of the Fated Almanac:

    Quote

    Magical attacks also have a Casting Target Number that must be beaten, in addition to beating the Resist Target Number of the target (see Chapter 8: Magic).

    So both TNs apply to a Fated casting a spell at a Fatemaster Character in a single Duel.

  13. It's not a regular thing, but Sean has made it a point to have little models to give away for playing in the Story Encounter both this year and last.  I imagine he'll do it again, as he likes working with the guy from Knuckleduster, and people are generally happy with the minis.

    • Like 1
  14. Challenge the Crowd is almost an auto-pick for me.  I typically take Toni if I want to use her ability to survive in the thick of it for a while, so I want those :+fate:+fate flips so I can choose to have a nasty attack miss or get :-fate, or so that I can let a weak attack through with a low :tome and gain some Adrenaline.  For Frontline Leadership, I've found that Protective does cause a bit of drain on my hand, but I really like it for Come Get Some.  I most often have a hard time choosing between Frontline and Iron Determination, because dumping a stack of Adrenaline into healing is great, as is making your opponent reflip the Red Joker.

    Also, don't worry too much about having a set list.  Some of my best games with Ironsides have been without a single Oxfordian Mage on the table, while my best game included two.  Thinking that you need the Mages is a bit of a trap.  Feel around and find other stuff that works with her. @JoeJones noted the humble Steam Arachnid, which is a surprisingly good piece with Ironsides.  Typically if I'm not fielding Mages, I'll go with Johan and the Arcane Effigy to help mitigate conditions (and because Toni with flaming fists is pretty funny).  I also find that I rarely take Mouse, but a lot of that is because I don't have mine painted up yet, to my shame, but when he's combined with Frontline Leadership, he can cause some serious card drain on models trying to move near Toni.

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