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luckyjoemc

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Everything posted by luckyjoemc

  1. In my experience dumping cards for any of the void beasts is pointless, as with good positioning and terrain use they tend to be insanely hard to target. I Don't like the aggressive use of Fast mainly because of the 10 or so times I have seen it played or tried to use it myself, its a once a turn trick if the opponent does not know its coming, or a largely situational trick if he does ( Jamming LoS for belles/Tara with heavy hitters, Closing on Tara etc.) In my experience it tends to backfire more than it works.But also because it leads to you wanting to clump your models, the more models you have clumped the less models you have to capture objectives. However Tara is a master of getting models where they need to be , when they need to be there, So i tend to use her as an APC. Nothing beast is a lot like the wretches, making use of his ability to ignore terrain makes a super assassin Especially late turn , but even early in the turn he can harass enemy models easily with his 3 or 4 ap by moving once , launching 2 attacks into forward units, and then either defensing up with his 0, or moving back behind cover or taking a defensive stance. If he gets stuck but out reaches his opponent ( 3" melee range so if the opponents melee range is under 3" you can just walk out or so I read I may be wrong though.) he can just walk away There is also some synergy with Rusty Alice (with upgrade) and her steam punk abominations. Give her a Death marshal buddy and let the two of them roam the back field together ( move Alice once or twice use 0 to make Steam punk abomination or scrap, next turn ,turn scrap into abom and pack it in a box ready for delivery into the lines if needed or just send it off to cause havoc somewhere.Not super powerful but a nice back up.) Plus Rusty Alice can be a powerhouse if supported properly. I think Death marshals are highly under valued in Tara crews mainly because they ignore severe terrain penalties, have a native bury, and are tough With decent melee or shooting. And if they die in the right spot you still get scheme marker. Just some thoughts for you to consider.
  2. Tara's crew plays kind of counter intuitively , when you look at her upgrades and cards it seems like she wants to bury things, and give them fast, but that is not always your best bet. Tara does best right now by burying her own beaters and flinging them into her opponents faces. She also plays support very well with her 6 ap per turn. By all means play her with the box set just keep in mind, Wretches are best used as objective runners, 10 inch movement ignoring terrain is good. NB is a monster in melee but does not want to stay there because he takes a lot of damage very fast if you have cards in hand. That said as neat as he is he is not the lynchpin some people make him out to be. Karina is pretty much just a really expensive peacebringer . Also another thing to remember Void wretches and nothing beast do not drop tokens when they die, and are not considered living, dead, or construct for the purposes of terrifying. Also look at the outcast forums there are several threads about how to play Tara well. And you can easily use that knowledge to fight tara as well.
  3. Wouldn't recommend dropping Dead of winter, The -2 wp aura is great, especially with the nb and void wretches since their attacks target wp. Also death marshals tend to be great for burying your own models without the "if no other model is buried" tagline of glimpse the void. Might consider taking aboms and rusty Alice as you can have her walk,activate,then drop a scrap, next turn, turn scrap into abom, walk do action, and with a Death marshal buddy you can deliver small reinforcements to where ever Tara is. Honestly aside from a dm and a single void wretch I dont use most of Tara's signature models.
  4. I would recomend not using tara to bury him. Remember that the wording on her buries say whenever a model dies , the buried model pops up in base contact, which can throw cthullu into the wrong place at the wrong time. NB is an ambush predator use him to finish off wounded models, pounce on and destroy weaker models, or late turn tarpit tank ( as long as something can give him suppourt) Tara can still ping him for fast though.
  5. Red joker flip no ss for suit one attack Ie Max +min damage + any damage triggers via crit strike etc.
  6. My opinion is that When the machine comes to the grmlin section it seizes up as it thinks surely this cant actually be a faction, and then goes into a logic paradox freeze and refuses to print anymore.
  7. If we are talking about pure damage ( Ie red joker flip with damage increasing triggers only, for crit strike etc) The winners seem to be Ophelia at 12 followed by Lady j at 11 ( remember we arent adding in SS) followed by lillith and the viks at 9, and McMourning and many others at 8 ( well levi can do 9 I believe)
  8. I keep seeing people saying that Tara Does not want cards in hand...I disagree , Tara does not want low cards in hand, and her abilities are very good at ditching those cards for other effects. NB and Void wretches may have abysmal df when you have more than just a few cards in hand, but once you have weeded out the bad cards for buffs like fast, or reburying a model they have a decent amount of df, as well as incorporeal, that coupled with Tara going first ( and last) most of the time means that after your first activation you (usually) have managed to ditch the low cards you dont need , buffed the df of the signature minions, and have only the cards you actually need in hand. I typically keep a hand of around 3-4 cards during my turn as there is really no reason to ditch your entire hand just to keep models at a high df , who if used properly can be kept just as safe with conventional tactics.
  9. luckyjoemc

    Tara crew

    Actually when Justin asked about the Deso engine with Tara I tried it out. 1st turn dropped the deso engine with fast within 8" of my opponents master, Deso charged and killed the master 1st turn (red joker on first damage flip, then and then three severe damage flips in a row no way that could happen again for me.), and the game went downhill from there.
  10. luckyjoemc

    Tara crew

    Actually when Justin asked about the Deso engine with Tara I tried it out. 1st turn dropped the deso engine with fast within 8" of my opponents master, Deso charged and killed the master 1st turn (red joker on first damage flip, then and then three severe damage flips in a row no way that could happen again for me.), and the game went downhill from there.
  11. luckyjoemc

    Tara crew

    Firstly Void rats are Good, great at objective grabing , or if you know its going to be a non CA crew they are pretty tanky. They can also provide heals to the entire crew (provided you field DMs to box your own models) and can also negate models with fast on their turn or just hand out slow. I usually only take one and the NB because my brain tells me to ditch my whole hand just for their DF which against a large number of crews is unnecessary Secondly NB is a monster pure and simple. The easiest way to use him? Bury his big booty after giving him fast with Pull the void, then either wait for something to die and let him wreak havoc with 4 ap, or toss him into somethings face late turn again with 4 ap. So long as he is not taking on a CA model he is going to make their life miserable , plus with his 0 action voided every time they hit him he hits back, and usually harder, plus his attacks go through incorporeal. Also Karina at 5 points provides decent range options and an upgrade platform, Not the best but it could be worse, plus price of eternity if tara manages to pull of Temporal shift is hand/deck mill or damage. Her summons should have been 2 cards or a SS instead of the RJ but its really just a gravy ability anyway.
  12. luckyjoemc

    Tara crew

    I dont know if this will help at all but when I field tara as a outcast I usually only field the NB and one Void rat. And the NB usually stays buried by tara or ideally a DM to be tossed at something end of turn when the control hand is low (after she has walked a good 12 or so inches), I fill the rest of the spots with Karina and a couple death marshals and whatever beaty or runny stuff I feel should be taging along. Like maybe a ronin or two. And really the void rat is only there to heal if something gets beat up to badly ( bury it with a DM first)
  13. Karina also has a peacemaker..just putting that out there a SH5 rng 10 2/3/5 freakin peacemaker lol. Also with all the fast handouts her Price of eternity aura is a nice little punch in the jewels for cheaper enemies. ( if you can get her in position beacuse shes kinda squishy)
  14. I use her with Tara, as Far as I am concerned she is Tara's Melee weapon, Of course that Might alos be why my tara wanders off and daydreams alot..
  15. I am the local guild player in my meta. I loved old 1.5 guild and Lady J especially, now though I dont use her much , I take her in big games because I need a master to lead the crew and I like theme forces, but in my opinion shes just an arm candy missile for the Judge who in my opinion plays as more of a master than she does. Not saying she cant beat face but she tends to explode after she charges and most competent players will use expendable/tarpit models to tie her for a kill shot, and she goes down very easy under direct fire. New Sonnia is one of my favorite guild masters, she does great damage at range, adds dots , and can buff her stats on an as needed basis, Sams really shooty and though he is not quite as Rawr! as some of the other Hench's he still does a good job. I love my stalkers they tear stuff up in melee, set things on fire and explode. Have not played much of New Perdita but she seems to play the same as I always played her ( I used to handicap my self by not alpha bombing) That is shes tough to fight directly and her crew of high cost/power family models each pull thier own weight and coordinate well together. As far as the Beta wave 2 models go Lucius is a blast to play, handing out mass amounts of focused and defensive the gaurdsmen become way more survivable and can do a bit of damage now. McCabe seems kinda ..Meh. I miss braying of the hounds and racing him and a group of hounds through enimies and slowing them all down.
  16. Thats just evil, I click the link and it asks for an admin password lol.
  17. I am by no means an expert but I can tell you this The Viktorias are an all female crew set ( I believe even the box is all Girls), That said Malifaux is full of strong women Lady J, Sonnia, Perdita , Rasuptina, Tara, Misaki, Mei Feng, The Viks, Pandora, Lilith, Zoriada, etc.
  18. Hey guys I don't get to play a lot, and am stuck at home a lot so I decided I wanted a bit more of a challenge from the solo game included with the box set. Please tell me what you think I tried to make it a little more challenging, While still giving my main crew ( Rasputina) A fighting chance ( the zombies appearing in base to base hurts sometimes) Feed back and Ideas would be much appreciated. New Solo Play for Iron Zombies Board Setup: Same as default except 6" from the center terrain piece on each side place a 3"x3" ht 5 impassable, blocking piece of terrain. Iron Zombies ,when entering play come from one of the four smaller pieces of terrain adjacent to the middle piece. The zombies emerge from the terrain closest to an enemy model. All Iron Zombies except the Valedictorian if able will charge the nearest opponent, other wise they will move towards the opponent. Otherwise Iron Zombies act as described in the booklet. The Iron Zombies Have the following changes : The valedictorian is assumed to have the following spell, and uses a deck ( a normal one will do) Specifically for this spell. (1) Latest Creation (CA 5/TN 12) discard target corpse token within 6", Summon one twisted creation token with the following stats in base contact with the corpse token before it is removed. ( Df3/wp3/WD3/wk5/cg-/ht1) Undead, Peon (1)claw ML4/rst DF/rg #1) 1/2/3 Unless engaged,This Token always spends at least 1 ap moving towards an enemy model, if there are no enemy models within LoS this token gains the Paralyzed condition. During Its activation if there are two or more corpse counters within 8" The Valedictorian Will attempt to use Latest Creation.
  19. Well she is defending against a CA attack action, and her Ability does not state that that attack action has to be targeting her...
  20. I take it to read " As long as you are shooting over it you can draw line of sight, otherwise no line of sight for you"
  21. You rock like boulders falling down a mountain. Time to start writing.
  22. one 7 crow, one normal 7, and for the one with the night trick a 10, so two mid cards and a high card, but it offers great elimination potential, as well as a decent delivery system for an assassin, besides with Tara cards in hand are not necessarily a good thing. Though to flurry you will have to hold on to at least one card untill the last activation turning the beast into df 5 and the wretches into df 4, Bette is still great with Tara if for no other reason than that you can reliably deliver massive damage to the face of your opponent for a moderate card cost IMHO.
  23. Drat missed by a day. Good luck All! Can't wait to read the stories.
  24. Or to heal Tara you could just box her and have the wretches heal her just saying. Edit 1:Of course thats another high card and two ap >.< Edit 2: Technically if you copy one with the night you only copy the ability which removes all conditions, full heals, and burys, you don't get her unbury mechanic which leaves Tara buried.. for good I think.
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