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Nagi21

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Everything posted by Nagi21

  1. Better to have it and not need it than to need it and not have it essentially... 99 times you'll never use it but that 100th time you'll never stop singing about how awesome it was XD
  2. I just had this thought a bit ago and figured it was interesting enough to mention. By rules you are not allowed to do something that would guarantee the death of the model taking the action or whatnot. Now we all know that doing something like "gamble your life" is allowed because there's a possibility of doing insufficient damage. However I've had an epiphany: If say a stitched together had 1 wound and used "Gamble your life", this would still be legal because the black joker would cause 0 dmg... but does this still apply if the black joker had already appeared and been discarded, meaning that no other cards in the deck or hand could do less than the required amount of damage to kill the activating model? Loopholes for the win! :masks
  3. Viktoria's with Ronin's and Frieks... Well first off all I know almost nothing about the Korps except that their librarian can keep the girls alive for a LOOOONG time played right... Now for the Vick's they're simple, get close fast. You'll wanna get familiar with the slingshot technique usable by them by having Gunni run up and use her ability to move her sister so she can go to town and close fast. Use cover with extreme prejudice, as you WILL get shot up quickly in the open. Also don't over extend and get bogged down in fights or surrounded unless you can either kill them all in 1 turn (feasible) or have an out route to use sisters in "something" to push her back out of harms way. Keep the Korp Librarian around the other sister so she can continually heal both of them each turn. You're the proverbial glass hammer (your also a literal one as well...). Ronin are fun in that they can keep your opponents on your toes, being harmless helps you get them in position, and their guns, while not ideal, can keep your opponent from swarming forward and overrunning your girls. They're also great in close combat as well as advancing with "Run Through" (Or whatever it's called... i'm drawing blanks on names today). They're not invulnerable though... so it's always an option to off one that has only 1 or 2 wounds and in bad position for the soulstones. It's also a good idea to keep one "safe" in case one of your girls dies, as while not likely, a 13 or joker in the hand is always an automatic Viki back.
  4. Is that still legal? I thought you couldn't attack or move through walls with V2 making the whole master of malifaux thing mostly for spell los and charging through forests and such obscuring terrain...
  5. Let's see... my first mini was a Necron Warrior... painted it metal then tried highlighting with purple... such an epic fail I shall never reveal it to the living... Malifaux wise tho it would be my Lil'... wanted to do something special with her so I took one of the wings for the mature neph and glued it to her back Sephiroth style... I get compliments on her quite often and she's still my favorite ^^
  6. You can't ignore tots because of the type of game malifaux is. Unless you have to hold a specific point all game (which while there are those you should avoid them as a Lilith player), the tots are extremely important as they can pick off daydreams quickly and while they will likely die it's a 3-point model. The other reason is that they're significant, which again is outrageous for 3 points. Also figure this, two lilu's and a lilitu is 21 points... for that I can either get two matures or three youngin's, the latter of which offer more mobility and just as much punch if not more with the right cards. While the twins are good with Lil, the lack of mobility lets a good dreamer player dictate the pace of the game, which any idiot knows is just plain suicide in a speed based crew. You will be outnumbered against the dreamer come hell or high water with the twins or nephilim, make peace with that fact. It's all about target priority and acceptable losses. Am I saying only use nephilim? No, I'm saying that forgoing them for the twins (which are good but not the be all end all, especially with Lil') is trying to fit the square peg in the round hole with a sledgehammer. Sure you'll get it in there... but it ain't gonna work like it should.
  7. As the reigning Lillith player at my store I feel compelled to input on this. Personally I find that it is competitive but certainly more often than not feasible to beat the dreamer. Most people seem to think Lilith is a veritable beatstick whose basic premise revolves around the alpha strike... while this works against a number of masters it is not her true strength. Lilith's strategy revolves around board control, and not the type like the dreamer has. While the dreamer can essentially "read and react" to anything thrown his way, Lilith and her crew use their insane speed to position themselves to either draw the charge and still be able to pull off the counter-charge or bring multiple charges to bear at once. Against the dreamer these are both very useful as in the first case you catch the rat out of it's hole so to speak (which as it's been said, once they're un-buried, the dreamer's minions are relatively weak), and in the second you force him/her to either split his forces or (more often than not) overpursue on the most valuable target leaving you open to bring the guns to bear so to speak. This is one of the reasons I prefer the pure nephilim to the lelu/lillitu combo overall. Lelu is a hammer and lillitu is very tricky to work with, but the mobility of the hammer is far too low to even compete with the dreamer's speed, and lillitu is not going to be very useful against buried models and such. With a 5/8 for tots upto a 6/10 for a mature, you maintain the speed that you'll need to maintain the board control style lilith is best at, not to mention all the terrain nullifying effects and los-ignoring abilities. With all that said there's two things I need to mention. First is as Lilith, you win and lose by initiative. I don't simply mean the flip to start the turn, but overall. If you get charged before you're in position, or get a vital model killed before you need it, you will lose. Once you lose the upper hand with Lil against the better crews (Dreamer, Zoraida, Colette, Seamus, Kirai, Teena, etc.), you won't be getting it back... and at that point you start praying. Second is that this information is from mostly personal experience, which can be skewed by my local meta. While I preach all this, I have been told to have "ungodly" board control skills so for everyone out there don't expect to pick up Lil, use a few tricks to move some stuff around, and beat anything you play. You need to know your movement ranges, what can and can't cut what off, where you need to go, where your opponent needs to go, how fast he can get there, how he can get there, etc. for a start. People say Lil is the most straightforward neverborn master if not in the game. While she has very few "tricks" she's far from straightforward. Indeed she is probably the most difficult to truly master on that next level, since playing to her inner strengths is essentially playing a game of chess. One wrong move against an excellent player and you have nowhere to go, but make no mistakes (and avoid 3 straight black jokers...) and you'll win 95% of the time (even against the Dreamer). PS: I don't get the horrible talk about the dreamer... he's fairly easy. It's Zoraida that's a pain in the ^%ing ass...
  8. Hugh Laurie as Lucius? Really? Nobody thinks he'd be better cast as Leveticus?
  9. Nah I think the trip to Charlotte might be a tad easier on the budget... >.>... lol
  10. Heya people... thought I should come around and say hey. Just moved from Charlotte to Greensboro, NC which is taking a lot longer to adjust to than I'd hoped. Trying to see what kind of gaming crowds are around here cause I've found just one store (a Hobbytown) and the Malifaux thing isn't as huge as it is in Charlotte (Got my first starter box and fate deck at 50% off at said hobbytown cause they ain't moving...). Someone throw me a bone that doesn't require a 2 hour drive to either Charlotte or Raleigh (Damn you equidistant placement!!!).
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