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FancyZergling

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Everything posted by FancyZergling

  1. Nope, at the most 4 sessions, even then if you group does lengthier sessions then you might even do multiple Epilogues in a day. You may also complete Destiny steps or do something else you feel constitutes more Exp. My characters advanced pretty quick, but I feel like it the power gain didn't make them advanced faster then what I felt comfortable throwing at them. The only thing I am really having trouble with is handing out material rewards. Their isn't really a scale for this in the books.
  2. The only things that come to mind is a spot for characteristics (Stitched, Invested, Kin, Nephilim, Spirit.)
  3. Going through I made an NPC and I really feel like the pursuits in the other books are really good for making NPCs since they are so specialized. Do you feel like the 0 Steps in the Splat book pursuits put them ahead of the Fated Almanac pursuits?
  4. Hello! I would really love to generate more traffic onto this forum so lets start with an easy topic! Pursuits! Four books in we have a large selection of pursuits available! What are some of your favorites? Some of your least favorites? What do you find Fated like to choose most?
  5. Thanks for this! This is awesome! Short descriptions for magic and skills would be awesome!
  6. Thanks for posting this! It was a good read and as someone who hasn't had a chance to play yet reading someone's opinion who has is great!
  7. Thank you for the replies! I actually caught rancor last night and he helped me out a bit. He recommended Outcast or Gremlins to me so I am gonna go through read pull my finger a bit!
  8. 1) Story: When playing the game I like to think "Why is this happening?" "What is going to happen after?" I need to like the fluff of the master and have to have a desire to further that character's story. 2) Look: I have to like the look of the model. If I don't like how it looks I am not going to play it. I'm not going to stare at models I don't like for hours at a time. 3) Uniqueness: It's the hipster side of me that still exists... but I like playing things that I don't often see at the other side of the table. I like to bring variety to the group. 4) Good mechanics: I like things with a good mechanic. I want it to work smoothly either with itself or the models around it.
  9. When I came back to the civil side of the breach I thought I was through... but it seems the strings of fate where tied tightly around me. I tried my hand with the Nomads fighting evil AI and dabbled with the druids of Immoren. Nothing has filled the hole that Malifaux left. So I bought the ticket and I am riding that dusty old train back to this dusty old town... So tell me what has changed? I stopped playing when the Ten Thunders book came out really do to a lack of interest in the area. I want back in now though, I intend on buying a few crews and demoing it at the LGS and to a few guys I work with. I have some questions first though. 1) What are the major changes from 1.5 to 2? 2) I primarily played Gremlins, Levi and Arcanists (except Ramos I did play Mei Fang a bit since it came right before I shipped off to boot camp and I loved her so very much) and a little Neverborn(mostly Zorida and Lilith). What has changed here? Will I get the same feeling playing in 2e as I did in 1.5? 3) Do you know people in the Eastern CT/ Western RI area that like to play? 4) Should I look at anyone new? People like to use MTG colours to describe what they like so I describe myself as a Blue White Red player. In RPGs I play face/support/healer types If I am tanky also that is a plus. I played Circle in Hordes, Nomads in Infinity. For what I played in Mali I was the guy that turned Gremlins from a joke to a nightmare, I loved how fast they could be and the numbers I could bring and how if I played my cards right I could clear any model off the board in one go. Levi I loved because he was different and was he second master I picked up (first being Ophelia). When I put Levi on the field people knew it was a loss or a close game. I loved useing him as a removal piece and using his life cycle to throw off my opponents. Crew selection was always fun with him. The Arcanists I played I played because they got things done. They mostly went where they wanted when they wanted. The same for Zorida and Lilith.
  10. Thanks for all the tips! I really appreciate it! As for the games I'd love to get some in when I do get up there!
  11. In about nine days I ship to Illinois for my Recruit Training. Then after two months I will be in Groton, CT for further training. I was looking at the people on the match finder thread and notice that each one is over an hours drive there. I was curious if there was any player in or near Groton/New London or game stores? Or even West Rhode Island.
  12. I have played about five games with her. I realized that depending on Railwalk after the third or fourth turn will really hurt you, instead use it to hit and run the first two turns then bringing her in in three and four to clean up. Kaeris is also fantastic with her, between vent steam and flame pillars you can position your stuff far more easily, then when Mei hands out the burning tokens, Kaeris will accelerant and immolate. This can be even more awesome when the student of conflict. Student of Conflict with her is just amazing, handing out fast on those key turns really can turn the game!
  13. TheEbonStar also runs something similar, where you started at 20ss and ended at 5 it was pretty fun!
  14. With the gals you move so quickly that you don't absolutely need range as you can stay out of site till you can engage. If you do want ranged models Gunsmiths are fantastic as well as Convict Gunslinger. You could invest in a trapper as well, if you want long range and go against constructs a lot. You could think about Kaeris for more of a control centered build. Mctavish is excellent for severe terrain heavy boards. Lazarus would sinc well with your Corphyees. Finally Sue could give you nice will power buffs and can cover chokes to protect your gals, the wp buff is excellent and can even help with the performers 0 to give out slow.
  15. I lived up there a year ago, there is a store called Little Shop of Magic that I would give a call, I believe it's on Flamingo and Durango?
  16. Yeah that's another thing I would do against Kirai! Game 1: LCB(T3tsuya) v List 2 in Shared Destroy Evidence I took Gather Soul stone and Stake a Claim, he took Body Guard and Kidnap. He won activation and grabbed the neutral evidence marker first activation, while I just flung gremlins to mine. After that he managed to get his and I almost prevented the last one from being grabbed, unfortunately I didn't get init. It basicly came down to I couldn't kill chompy or get my stake, it being surrounded just enough to where I couldnt fling a bayou on it last turn. I lost at -3. Second game was Deliver Message v Von Shill (Time Lapse) I should have taken the pult list but I needed a pig game and this was the last game for the night. So I went with the pig list, we ended up just calling it turn 4 to go to dinner. But I did mess up a lot of things even though piglets are awesome! I look forward to doing a full game with them. Overall I think I will just take the All Comers List for my Gremlin list and take two other masters, I feel like that lists gives me all I love with my gremlins and more.
  17. Thanks for all the input! @Fetid; Thank you, I was not sure, and at the last LGS tournament this was played wrong. @Spiku, I can't believe that I didn't notice that before, I thought it was solely a stuffed pig for for the plume and +1damage. Little embarrassin' haha. This is why I posted. I don't have McTavish but a friend does so I will borrow him and try him out today while I'm practicing. I am also not too familiar with using pigs as with me starting Ophelia I always feel more comfortable with gunlines, but considering I was a complete and total Derpy bird when reading the Pigapult I'm going to use your lists. I primarily would use the pigapult to turn my games into Band of Brothers rather then a artillery piece, at the time It was just a bonus. @Dumb Luck, It would be easier done then I make it out to be I just have this terrible habit of assuming the worst and that everything is going to fail. Then again one of my regular opponents plays Neverborn so this is usually the case with all the negative flips he likes to send my way. With a two to four point differential in stats usually it makes me cringe, though with reading the card again and reading Spiku's second comment Ooh it's a girl give the AoE a 14 inch threat range. This makes this master much easier to deal with. Thank you both! I'll post results from my practice games tonight!
  18. SCHEME ANALYSIS One of the hardest thing for me is committing to and achieving schemes, so here I will do an in depth analysis of each scheme, and how my crews should approach them, if they are taken. ASSASINATE: I don't really see my crew taking this very often, but barring that let us look into when I would take this and how to go about taking out opposing masters. Generally I believe I would go about this like I would anything else I was force to kill and force them to use resources to counter the vast amount of fire coming from my Bayou, as well as using my pigapult to erode masters from afar. This is made even more easy with my slop hauler decreasing defenses. Guild: Perdita and Hoffman are going to be difficult to take down for different reasons, where as I am not too afraid of Lady J and Sonnia. Perdita is the epitome of what I hate when having to take out a model, high defense and as an added bonus, Faster 'n You. Not only is she a challenge to hit, and can kill the Gremlin that shot her. I could possibly take a slop hauler to lower her defense, but this is just as hard as trying to hit her with a bayou at a -4 deferential. Now, what I can do is use this to my advantage, I can force cards and maybe even ss out of my opponents control to prevent this, leaving the way wide open to swarm gremlins on to her. If all else fails I can try to get severe on boomstick strikes or moderates on pult strikes to get plumes and nickel and dime her down. Verdict; Too risky. Now with the Secret Construct Service and a Peacekeeper Hoffman is truly a pain to take down. My first reaction would be to bounce yummy yummy plumes off his tightly clustered constructs, but Hoffman just says no and I'm just force to reply with "Ok" combined with high mobility and assimilating certain abilities getting to him will be a pain, even with a pigapult. For the rest of the masters I am not too afraid, I think that I would be alright. They are slow and can be picked apart with out too much worry with the pigapult or swarmed. Resser: Kirai is really the only master that I feel it will be tough to take down. She really is just too quick to take out and can snipe models, just very difficult to kill. It would honestly just not be a good idea, but this isn't about why I shouldn't, this is "if I was forced to". Objective number one would be to take out Lost Love, removing that saftey net quickly would force her on to the back foot as if the player has not turned her to a spirit, looses that path and the ability to bring her back as a spirit.Then it's just plink her down as any other master, and hope I can weather the spirit drops. For the other three the only one I would be kind of worrying about is McM, that point it comes down to trying to out activate him and take him down as soon as he activates. The problem with any master in this faction is Bete, but that is for another section. As long as Seamus doesn't get close and Nico is taken out before to many corpses are on the field I don't really see any problems shooting them down with anything . Neverborn: I feel that this is the faction as a whole that I will struggle with and there masters a extremely powerful. There abundance of ss combined with great stats and maneuverability make them hard to pin down and can easily just choose not to engage or run my crew off the table. Killing the book one masters would all come down to gunning them down before them being able to do anything significant, maybe even swarming Zorida with waves of Bayous so she cannot fly away. Assasinate Chompy and the Dreamer is just ridiculous. If you choose Chompy you have to hope for a black joker on his last attack and open up on him while choosing the Dreamer comes down to pulting you bayous in perfect position to smash him, overall, very difficult. Not impossible. But daft for trying for sure. Arcanists: This is probably the easiest faction as a whole to assassinate, with Ramos and Rasputina have extremly low df which grems just eat up, they also can't hide from the might of the Pigapult. Marcus is actually someone I have only played once, though I don't forsee too many problems with him he will fall like the rest of them. Colette on the other hand ugh, just ugh. Use Soulstone and slow to die is just rughahahghaah. Now on the other hand I can use the threat of Assassination to try and manipulate soul stone use on other parts of the boards, or the other way around. With numbers I can attempt to dictate her movement and ss use. Outcast: Viks and Som'er arn't too hard. Just gun them down and move on. Viks have to get to you, weathering everything and don't have the high WDs, df, or Cache that other models have. Where as som'er may have a few ss to use, but still not too difficult to beat, though I can see this being a live action version of the Pigapult fluff. Or the person who could pult Ophelia and go commando. Henchman: Ehh, only real problem is Von Schill, highly mobile and slow to die make him a beast, but that is lest Soul Stones any where. Alright I promise the others won't be that long... probably. BODYGUARD: Now at first I have to admit, I thought this was an absolute terrible then I read Magick's UK masters thread, and I remembered a long forgotten ability, drain souls. Let's break things down by masters. Som'er: With Df 5 and ten wounds he does not seem like a tank, and with out a cache he has few ss to keep himself up. Now give him a cheap crew around him and you now have the ablility to drain soul, on top of that you are drawing two cards each time you do so. At this point you not only have a heap of Soulstones but you more than likely have a great hand as well as having a one action heal on top of being able to move 15" a turn if needed. Pretty nifty huh? Works in a pinch, and nice choice if they bring a list with a master that isn't too killy smashy. Opheila: This little firecracker quickly becomes a df 6 nuke that puts out quite a bit of damage, more manuvurable, then Som'er though not as resistance. Then again being a paired SS cannon no one really wants to come near now do they? TO BE CONTINUED!
  19. Seeing as the league that I am running and participating in is starting a week from tomorrow I am going to go ahead and post of my exploits here! In the format I am running it is up to three lists that can be taken, 35 points, shared Strats. At the moment the lists I am running are looking as follows; Outcasts Crew - 35 - Scrap Ophelia Lacroix -- 6 Pool Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Pigapult [4ss] Rami Lacroix [6ss] Slop Hauler [4ss] With this list I am looking at those moments when I absolutely have to do contain or slaughter. This also gives me the ability to break any Holdouts that are taken or to easily Stake a claim or Breakthrough. I have considered taking out Rami more Bayou Gremlins for Drain Soul/Gather Soul Stone/VP denial shenanigans. Outcasts Crew - 35 - Scrap Som'er Teeth Jones -- 5 Pool + Som’er and Peaches, Avatars of Indulgence [2ss] 1 Giant Mosquito [2ss] Ophelia Lacroix [8ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Malifaux Rat [2ss] Pigapult [4ss] Slop Hauler [4ss] This is my "Oh I don't have to kill you/ I can pretend you don't exist?" list. Basic plan is to keep up the Grem factory and make it rain. With the skeeters and A Som'er to help out with any Will Power duels that may pop up, and skeeters to go and gas out things where needed, you know, making it rain! This is a list for anything but Escape and Survive, Slaughter,and Contain Power. Outcasts Crew - 35 - Scrap Ophelia Lacroix -- 5 Pool Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Bayou Gremlin [2ss] Pigapult [4ss] Slop Hauler [4ss] Slop Hauler [4ss] or Outcasts Crew - 35 - Scrap Som'er Teeth Jones -- 8 Pool 4 Giant Mosquitos [8ss] Ophelia Lacroix [8ss] Francois Lacroix [5ss] Rami Lacroix [6ss] Now this last list may seem like I put it together with 0 thought but it actually took a lot of decision making to put together I still also really need to decide if I want to run this exactly. My reasoning for this list specifically is that none of my list can do escape and survive particularly well as the way I play them mean that I can fauder out anything I need to, but not in Escape and Survive. The Slops just try and keep everything alive, I use Ophelia+Pigapult to keep firing and chipping away at the opponent while I hope enough of everything survives to win, push comes to shove I just distance everything and fling as much as I can to the other side, though I could go the opposite way and bring "Expensive" gremlins and fling them to safety. Or Som'er max amount of Totems, LaCroixs, Pult, then fling em all and have Som'er book it when things get close, and hope the pult survives. I'll be practiceing tomorrow so we will see these lists in action then!
  20. My thoughts exactly Omen, my thoughts exactly
  21. Well Von Schill is just an excellent model. He fills the rolls that it seems that the Ressers lack, a Fast Shooty piece that can not only hold down an area, grab objectives, and give increased will power to all models. itssalbotproto will tell you how much he hates WP duels, so even that buff helps. Heck if you are running how Time Lapse does his Nicodem and running Army of the Dead Nicodem and just buffing all your Zombies you will not only have the df and cb buff but now will power to boot. He's just so good. As Time Lapse put it "Von Schill is like bacon, he just makes everything better.
  22. The only thing I have a problem with is the affect that cause a model to take an action, it says in the rules that a model has no Melee range and cannot take any Action. With things like Obey that allow a model to make an (1) Action or Charge would that model just not do anything if obeyed? Would it count as an activation for the purpose of getting rid of Paralyze or remaining AP? I'm not trying to be that guy I am just curious twords the interactions.
  23. Not a problem keep up the great work! As for the League I'm planning on Running Lil Levi and Cass-I mean Colette! I'll let you know how it goes!
  24. Well they arn't my main faction, but if they where it would be because they look awesome and just have an overall fun feel. I just can't but help cross them over with the musical Chicago XD. When I play my Showgirls hit the table I want to turn on "Razzle Dazzle" or "He Had it Commin'" or "Roxy". When I play Raspy I think of "All That Jazz," when I see my friends Ramos I think of "They Both Reached for the Gun" and "I Only Do it For the Love". As for Marcus I just think of "When You're Good to Mama" or "Mr. Cellophane"
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