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Sniddy

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Everything posted by Sniddy

  1. Was gonna order but all the crossroads are gone - so won't be
  2. TBH I kinda quite when MK2 came out It fealt a lot dumbed down, now they're starting to catch up on releases my group wants to give it a 2nd go We all have lots of mods and it's not the worst But yeh seeing still MORE to be released....it does kinda suck. I'm still not a fan and I doubt I'll ever get as into it. Things like Jack Daws wall of text rules cards are unlikely, and I liked that, over all I don't like the direction the gremlins change of look I'm browsing the forum hoping something will light up, but so far I feel vidicated in not bothering with the game for over a year
  3. Personally the shipping will likely kill my interest but I'll take a look, gutted I got the gencon exclusive now as I'd rather go for the smokey but no way in heck I'm shelling for both, the gencon is unopened and with the waning interest in malifuax locally - likely up for sale post xmas
  4. Doesnt that go against the whole backstory
  5. Wheres the 'give MkII a full playing over then decide it's future' option I've moved from 'you killed my game' to 'this could work...' during Beta....but I'll need solid table time to see if this will remain the near crack level gaming habit it had become
  6. I was about to leave....now i may stay a little while longer
  7. Some masters and minions did, and it'll be real interesting to see what they do...soon so very soon
  8. Meh there's only what 70 people here....it'll be fine, now give me the beta rules please
  9. Damn it as a recovering/relapsing/recovering again cardboard crack addict you really should post warnings this may be triggering...resisting the urge...want to reshape decks, build new ones....but gencon....begone daemon!
  10. I'll echo what the 1st response was there is no 'the list' Jack - buy it, if I bring marcus I bring this, there is no maybe or not, I can't see a single reason not to ever. Silurids - A useful pack, try not to use them overly offensive despite the ability to double dip on attacks, they do function better as hit and run Slateridge Mauler - Some people don't like him much I like him, at 7 stones he's a pretty good offensive piece and I'd recommend looking into it - he can be surprisingly devastating Waldergiest - Armour 2 and forest shenanigans, in a 6 SS minion, I don't take these nearly enough. Anytime they hit the board they do a lot of heavy lifting for 6 SS taking a lot off punishment and dishing out a fair bit...don't get too sucked into the forest parts and think that's all they're good for For the ranged support you have 3 main choices imho, Gunsmith which is versatile and adaptable, may sometimes feels a little glass cannonish but hard to kill helps, as does concealed weapon. You have the convict for the same cost, a little less adaptable and less subtle, but you get on a run of masks and watch people cry....rapid fire and suppression fire all add to my recommendation but this is crew 5 you know all about convict I'd hope - 3rd choice is McTavish, long range and reckless and not a slouch in combat, an extra stone but remember with the right crew wrangle critter is very nice. Other pieces to consider, the rouge necromancy, pricey and could end up very dead very easily but a dangerous piece and can pair up nicely with myranda to double up on its main feature, Willie is a great piece for crowd control and area denial/punishment, Lazarus I wan to try with Marcus I can see that being a nice all-round piece and worth it's stones
  11. I didn't want to buy Marcus again But the rattler and Marcus himself almost warrent it alone - and I like the look of the new kitty cat - plus the ape...likely ape box exclusive so will likely need to buy it anyway I also think the new Myranda ia an improvement but would wait and see on that one Only model I don't like is the new Jack, the old one seemed more fitting but we'll see Of course the rules may change all this, but so far god darn it Wyrd how much of my money do you want to take?
  12. Going up against Raspy - who's already picked up and injury or two.... Raspy - Movement now 2 but can ignore terrain Silent one - Slow Cyber Orian - construct and armor 1 Gunsmith Metal Gamin Essence of power Fairly terrain heavy board - swampy - lots of forest (darn wheres Marcus and his Waldergiests when you need him) Deployment corners again Took bodyguard - took hold out (raspy crew) He took assassinate and grudge (he realized afterwords grudge not so good) shared slaughter - announced all My crew Tank McCabe - Bridal and armour Archie Pathfinder Wastrel 1 with can't be slowed/para and the earth elixer Wastrel 2 with the sword (and no skill but I'll come to that) Rifleman - now def 2 (and a blast magnet) Deployed my artifact far left near some terrain - Deployed Pathfinder bang on 12 inches away and then set the traps down 6 inches further forward First turn initiative went to him He links up raspy and the essence and wanders into the central forest - making the most of her disability and cast ice pillars blocking off the main route to the center I pass the path finder He moves up the orian I move my rifleman up behind a tree on the left near the artifact (he never moves again - and everyone else stays the hell away from him) He moves up the gun smith I move up trap number 1 and lunge at the smith...I manage to para it the silent one tries to round the top of some terrain to get at the pathfinder Trap 2 wanders round has a bite at the orian misses The metal gamin wanders off round the top Wastrel who was going to be all shooty shooty blips up 16 inches on the left nearly by abusing secret passanges Wastral who was all stabby stabby goes behind the ice pillars McCabe runs along the bottom - 5,75 inches again drags archie up and then runs on another 8 - keeping himself out of LOS of raspy Archie runs up 8 trying to keep up Turn 2 I think I win and have a go at the orion and fail If I recall he has a go back and also fails Pathfinder passes Gunsmith shakes off para Rifleman passes Metal gamin wanders across top a bit more (at this stage I should have popped wastral out of cover and gunned it....but I was playing it a little safer - and we'd misread the rules a little on insignificant in the campaign) Shooty wastral passes Raspy moves around a bit has a pop at McCabe or Archie it fails- essance links in front of Raspy Archie moves out shoots back at the essance trying to hurt it and get pass through...cover doesn't love him and it all goes badly wrong McCabe (companion chaining comes out tries a shot with he net gun comes back home drags archie back with him Silent one comes back round as can see that's more important (which is a shame as I was sitting there with pathfinder thinking come closer....) Pathfinder passes again Gamin comes down side of terrain Wastral with the sword pounces, deals moderate damage and slow to the gamin Remainder of my forces pass Turn 3 I start I position my trap in a line with the orian and the gunsmith - try to bite the orian and fail and then prime.....I was relying on def 6 and my hand for the orian to not be able to kill it Yeh orian saw red - and promptly smashed the trap into itty tiny pieces I passed rifleman Gunsmith legged it out around the top McCabe charged in, swinging at the Orian dinged a few His positioning gave him 3 things in combat - the Orian the silent one and the essence Archie also run up alongside him stabbing at the Silent one - he didn't get the essence in Raspy moves out and starts having a go at the crowd, going for blasts..... When there's 4 tagets and the low flip was a 9 you can see how many nice cards got wasted from the top deck Hits her own silent one, hurts it and archie 2nd blast hits the McCabe and despite def 11 (yep - shooting into combat and in the thick of it make this normally a miss) I could have cheated but was holding my hand and figered needed a 7 on the stone....yeh got like a 4 and essence makes negative a flat....horse got hurt and archie While archie was left pretty hurt from all this it wasn't that bad Silent one activated her pulse....though raspy was close enough to orian to give it frozen wasn't in range - Archie not a happy bunny mind So now Orian badly hurt silent one not much better Archie....seen better days Pathfinder moved up Some passing done till gamin had to go and swing at the wastral Hits Wastral now with paired 4 vs non paired 5 My flips were terribad I got 2nd one through on double negative flipped, a 13, a 13 and....a 3 Yeh nearly, so close and given how low my deck was - I was hoping on a joker Turn 4 Think I stone initiative and got a 13 so thankfully can go first I can't recal the order, I know that McCabe and Archie took down the silent one and the Orian leaving Archie on 1 wound I think we also got to netgun shot at raspy and with a stone got a slow off Injury flips were natural for the silent one and forced for the Orian (damn cyborg) Gunsmith then goes for archie - naff all I could do and Archie dies but the flip was no injury and the hand had been drained in the exchange of fire - takes a shot at Mccabe, horse nearly dead now....forgot to flipping heal this turn - good thing is grudge target shot to death Pathfinder charges raspy/essence....finally pop the essence Pathfinder had picked up a wound or 4 in the exchange up top Raspy only had to hit the pathfinder to kill him - she did well I needed a 12 to beat her total... nothing in my hand above a 6, and I flat flipped the 12 - otherwise he may have been picking up injuries Shooty wastrel now in position to go at gunsmith non shooty wastrel still fluffed it big time metal gamin done another wound or so back Turn 5 he calls it..... Wise deicion I'd have had raspy - and the gunsmith almost certainly - probably the gamin too So I walk away with an 8 - 0 victory Thats 7 script for me, 4 for VP, 1 for winning, 1 for leader and 1 for injuries caused 4 for opponent , 3 for difference in crews costs and 1 for leader still being alive Injury wise - Orion now can't charge (whoop whoop) and the silent ones taking the day off tomorrow (misses next fight) For upgrades I didn't want to spend too much so just brought ranged expert for Archie My final 'game' was theroy craft - Kearis is still recouping We worked out the artifact flips Be 3,2 and the score basically I give away 11 script due to leader surviving and crew difference and gain 6 I bring in Ryle and give him paired on his gun I'm now at 48 cost crew putting me well above anyone else I've won 3 games....so will be winner of round 1 Raspy has to face the Vics, who now have the convict of doom and Vanessa, and that will not end well but he's saved his script so hopefully with tactfully withdraw again likely before any real damage done but then - he may gun at them I got into round 2 with McCabe (and 9 stones in theory - but due to his relic rule we're allowing a max cach of 10 as he has to spend 2) Archie with ranged expert Ryle with paired machine gun Pathfinder Wastrel 1 with no slow/para Wastrel 2 Rifleman with def 2 Next upgrades...maybe hard to kill on Archie or armor or even evasive...maybe a 2nd rifleman or even pathfinder if they're not rare 1. All in all, so far, so good but I can see my luck going sour easily and I'm giving away underdog bonuses through the wazoo
  13. I'm gonna piggy back this one as it saves me opening a new thread With the pathfinder deploying the traps 1) I'm right in assuming they can end up 6 inches away from an enemy (pathfinder deploys 12 inches away out of LOS uses his rule to deploy them within 6) 2) If deployed this way they don't get from the shadow making open season on the traps but they can be deployed in the open Pretty sure that's right but would rather get confirmation
  14. Ryle can make an interesting option for some ranged support as well
  15. Chow down - Devour a Ht2 with Horecats Crazy cat lady - Run Raspy with 3 Horecats/Sabertooth Locutus - Turn enemy master into a steampunk
  16. Ours was the 2nd game, we'd just seen Kaeris 'beat' Raspy but loose over half her force...it definatly coloured our game. Using the new campaign rules from the chronicals This was a 'fresh out of the box' game for me McCabe's 1st outing I had McCabe Archie Wastral Pathfinder Rifleman Took paired sabre and bridel leaving me 6 cach He had Vics 2x Ronin 1x Convict 1x Orian Corner deployment, with turf war shared I took stake claim and breakthrough, he too eye for an eye...and I think it was thwart but never got reveled I deployed McCabe down one flank, with archie and the wastral flanking, the rifleman off on his own, nearer the corner of the corner He deployed more clustered in the corner The pathfinder then deployed by my stake claim and dropped the traps down Turn 1 I burnt 3 activations on the above 3, having that abililty turn 1 and 2 to force the other player to make activations first great He moved the ronin and orian towards the centre the gun vic down one flank, I moved McCabe up 5.5 dragged the wastral and Archie 4" up the bombed him off 8" more (terrain was against me here as McCabe needed to get up the whole flank to pop out the top - or go solo along the bottom edge and swing up and round the crater in the middle....exposed...stupid large base) The sword vic moved in towards the centre The wastal double secret passages up (with the metal blade) Archie run up... the rifle man took his position where the whole middle of the table was his kill zone. Turn 2 - again I burnt 3 activations Ronins and orions clustered in the centre.... McCabe run in, shot the Orion tried to stone to get cheatable dmg flip- failed, slowed it and a Ronin, buggered off convict moved to menace McCabe/wastral Wastral moved up, sword vic moved in, gun vic moved down to rifleman Archie opens fire on a ronin as does rifleman...poor flips leave the non slow one on hard to kill Turn 3 I think I opened with Archie focus shotting the Ronin, flipped the black for injury so he'll be fine The gunvic attacked the rifleman, nearly one hitting it.... I moved McCabe up, McCabe equalled the convict and flipped the red....which was nice. no one else in blast, but para is always nice I think he then...buggered off again Orian lured wastral....wastral shot at the convict Rifleman dinged 3 wounds off gun vic traps moved up, other ronin headed past centre towards Archie Sword vic retreated.... Turn 4 Wastral reloaded twice at the convict blapping him, no injury but could have cheated Gun vic minced rifleman, and flipped an injury Archie went for gun vic, failed... Traps moved up to protect wastral McCabe charged ronin...dinged a little Turn 5 Vics called it So 8 - 2 1 artifact each held at that stage He got 5 script I got 6 I flipped...a 12 tomes for my injury If I can flip an 8 or higher he gets fast.....I flip a 6 He gets TWO injuries....both thankfully the same, so just minus 2 def I decide to buy a 2nd wastral...and my upgrade for 1 was field training or something similar, the wastral can now not be slowed or paraylised handy for reload twice or net gun targeting 1st thoughs on crew McCabe - Dudes on a horse...look at his awesomeness, fast, speeds up the army, the net gun dragged the vics into the mud and held the game down - barely touched what he could do but likeing so far Wastral - nippy, decent combat, not resiliant....that may factor a lot in the campaign and earth elixer and feather are both things I must consider Rifleman....he didn't shine solo, the dmg is ok the range is great but low cb on the gun, I'll likely buy him a partner next 5 script I get to see them in pairs but next game is raspy and a def 2 mod is asking to die Archie - Again he didn't shine, but I can see many many great uses, and I think terrain was against him and targets were not ideal - he'll see better games Pathfinder - made of win, even if he did stand there all game...he made my objective a no go zone Traps - They are free activations early and late game they mess with peoples minds - getting 2 free with the pathfinder is fantastic So yeh next game - Raspy, who has a slow silent one, movement 2 herself and a biomechanical orian (well she did get blown apart by an exploding Willie her injury flip made sense)
  17. Its based on your roster not what you take, so no....you'd need to spend 2 games doing nothing to break even doing that and your cach would reduce your script per game...trust me the underdog bonus allows catch ups without breaking the game...it DOES favor oucast masters a little with the early 'soul stone tax' they start each campaign at 25 - most other crews with a cach of 4 start at 29, you get 2 script from your first few games...but thats a minor bonus and tbh I can see MKII having outcasts with 'stones
  18. Having watched the opening salvo of our league hears what happened Raspy crew Raspy is now movement 2 with move through terrain - and has a lucky foot The silent one is slow The Orian is now a construct with armour 1 - he should also have a script or 2 Kearis Kearis is now nimble from an upgrade Rail Golems dead Willie also dead So now we have a crew with a 15 cost, and one with a 26 cost Yeh the Kearis crew is in trouble I'll fight the Vics, with McCabe Even if he concedes the next 2 games he'll have enought script next round to likley be back to full strength Upgrade light maybe BUT also he'd have no injuries, which may balance against our upgrades but injured.... The underdog bonus is pretty sweet in this game
  19. I'll want the PDFs as a Marcus player I have bits and pieces, for example I have 4 NB mods - I don't want a faction deck for 4 cards I own most of oucast and archnist mods, I want a faction deck and to not have to use print outs...I want both please
  20. Somethings I have to point out The game is not, and should not, be balanced on a master level but a faction level. Each faction can deal with each scenario....yeh thats a pain sometumes, other day I really fancied breaking out Levi...but ended up running the Vics...It can be hard in the growing stages of the game where people may only have 2 masters, but the game was never designed to be balanced as each master at each stratagy And yeh I also like the tailoring, but I know what minions go with what strat for which master...do I take night terrors or waldergiest with Marcus, well if it's a speed strat then night terrors may be able to get objectives and get out, something more attrittion or killy the 'giest...so the start up time is minimal, heck setting up a warmahoards probbaly takes as much time - or similar enought it doesnt matter Having the mix of so many minions and masters keeps things fresh, and sometimes doing random unexpected things to thow people - bringing the wrong master and playing things off key
  21. Emberling is a cheap linked steam vent Attached to the right minion hes ok - and at 2 stones you can't ask more...you need to know why your bringing it or just have 2 stones left and no feeling for a merc Shang, can disembark tokas - reflip important flips, isnt a slouch in dealing out dmg.....it's a nice adition, but yes misaki is stone heavy...I would want to take it most games as I love the model and what it can do....but at less then 35 stones i can see it being squeezed
  22. I intend to use old sculpt tomb spyders from the GW necron range
  23. Snow storm will help with movment Blessed as a beatstick And Avatar for when Raspy get stuck into combat - very worth getting - you don't always want to manfiest it but you really want to have it as an option IMHO Look at essence of power as well A silent one or 2 are always good picks A gamin can be handy as a 2nd mirror or even 3ed Blessed is also a graverobber - handy for Avatar Be warry of movemnet scemes/strats - snow storm can help with these but you'll want to branch into others - defensive strats she can be better with I've also seen her use the mech rider as another handy and fast beatstick - which for the stones is a good pick - don't get to bogged down in theme
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