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Thatguy

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Everything posted by Thatguy

  1. I like the idea. With the severe terrain aura anything Zipp throws in will have more difficulties getting out. I'm not sure Stumpy is up to being a tarpit though. Other than df6 he doesn't have any defense tech. He's got 8 wounds but it probably going to be in 6-7 if he used his bonus and stampeded.
  2. Maybe we can get a Ninja rider with The Oyabun's Command.
  3. We saw the Catalan Rifle Corps Henchman yesterday. She seems like she offered a lot of crew synergy with Shouting Orders and Inginuity. Any bets/hopes for the Jockey Henchman?
  4. I think Desperate Mercenaries just got a boost with Yannic, since they're cheap models with Rapid Fire, so they can take two shots a turn while drawing a card.
  5. I like them personally. I think you need normal looking dudes to offset the gonzo giant monsters.
  6. I think it would work for costs. Because they're: 1. Pay the cost. 2. Do the thing. Not 1. You may pay the cost. 2. If the cost was payed, do the thing. Ie, there's no portion of part 2 that checks to see what you did in part 1. I could be wrong, but it certainly seems like Yannic's Aura was intended to work with For the Corps and Juggernaut.
  7. I would read it as you die, since there are two parts: 1. you may do a thing. 2. If you did the thing, do x. Yannic lets you remove a scheme maker and draw a card instead of discarding. But it doesn't say: "That model still counts as discarding for game effects." Maybe that's not RAI, so it might be good to ask for a FAQ clarification.
  8. Would Undying work? It says you may discard a card, so that definitely works with Yannick. However the next line says "If you do so,..." That makes it seem like it wouldn't work for changing the damage because you didn't discard a card, you did something else.
  9. I think different rules are needed at different point levels. Like the Henchman Hardcore ban on extra leader AP or Summoning. I could see something like an MtG ban list ie x models are not allowed in y format. I think we've seen a little of that already with DMH models bring disallowed in done situations. Double Masters being banned. Or even stuff like not taking Masters in games of 30ss or less. One day in going to come up with strategies and schemes that work with Henchmen Hardcore and lower point games. Stuff that doesn't require as many models in as many places. Maybe even stuff meant to be played on a smaller board.
  10. I think sloth/slash is the only one I recognize as a clear reference. Looking at stuff like Collodi, Sue and Burt, Wyrd doesn't tend to do a lot of obscure or heavily veiled references.
  11. I think I'd add to watch out for Ronin. They ignore Armor and with Flurry and Puncture they can hit surprisingly hard if they have the hand support.
  12. Well known for his bouts of incredibly violent rage. Lol
  13. Seems like you might be able to make some sort of gun line list with Von Shill and Yannic's shouting orders. Drop a scheme marker, Concentrate as a bonus action and draw a card, then take a focused shot. Riflemen might be fun holders for upgrades like Rocket launcher too. Burn a wound for I Meant to Do that on Warning shot, then burn another wound for for a stat 8 Rocket Launcher attack with built in Critical Strike and ignore Friendly Fire.
  14. Serves Hamlin right. I'm still not over how he bullied my gremlins back in 1st ed with this "can't be targeted by Ht1 models" bunk. On a more serious note, some stuff would have to be changed. Like even if everything got a unifying upgrade mechanic, Taelor's Welcome to Malifaux is still ignored by summoners like Dreamer or Tara.
  15. I would propose a blanket change on summoning. Namely that any summoned model (perhaps excluding demise abilities meant to represent the same model in a different state) should get a summoned upgrade. Mostly because some models have Exorcism, or abilities that are meant to be anti-summoning tech. But that tech doesn't work if there isn't a unified mechanic.
  16. I like this idea. Maybe not for competitive play, but it would be a cool way to do narrative campaigns. Like if your dude survives he can get 1ss worth of upgrades for the next game of the campaign. Maybe negative ones too so your little warband "evolves" during play.
  17. I think no suit. I mean you never discarded the card so there is no discarded card with a suit to add. It would still let you turn scheme markers into card draw, just give no other benefit.
  18. They look really good to me Yannick and the rifleman look good together since they can draw a card a turn with thier bonus, if the rifleman starts next to a scheme maker. I haven't looked, me but I feel like there's for to be more synergies in faction. The riflemen themselves seen really great for 5ss. The anti-charge arua is cool. The ability to have built in Masks for Coordinated Strike seems really powerful. They're only stat 4 but can punish low df models or it can force your opponent to cheat, even if they're winning, or risk you cheating up to get an attack from a beater like the Viks. The other trigger is nice to, since it'll mean you can potentially get a lot of value out of low tomes in hand. They can be okay scheme runners too with the ability to double walk and interact. Lotta value for 5ss.
  19. I think Sammy is always good, but this seems like a huge advantage. Killing almost 80 SS of models in a game is no mean feat.
  20. I was going to say lots of cheap minions lack defenses, but I think you're right. Almost everything, even at 4ss either has df5 or some defense tech, like it incorporeal or manipulative. Even Desperate Merc have disguised.
  21. At 4ss I think she's an auto take, honestly. Even if she's doing nothing but scheme running, 2" push + walk of 6 is pretty good for 4ss.
  22. Seems like a good map for Z. Low on concealment. Zipp is really fun in Leylines.
  23. Lol I try to adjust for ss value. Point for point I think Necropunks and piglets are the top of the heap. I can imagine. Even Min 3 beaters need to make contact 3 times to kill one. Terrifying makes that harder and Regen undoes the work. Not to mention Leap letting them bug out whenever they want.
  24. Maybe I've just had above average luck with her, but she starts performs well for me. 9ss OOK and she pretty much runs a flank you put her on. The Piglets also add way more to her damage output than Gupps do to Spawn Mother ime.
  25. I don't play Shenlong, do I couldn't say for sure, but to me Low River Monks look like cheap chi/focus batteries like the Aspiring Students. Stack up Chi or focus to siphon off and then peal off to be a cheap scheme runner. Also that look like pretty stellar healers. There's no upper limit on how many chi you can spend on The Inner Calm. If you're stacking 2-3 a turn that's potentially a huge pay off on turn 3-4.
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