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Barnaberible

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Posts posted by Barnaberible

  1. it really depends on the Avatar. For Sonnia I dont think it matters what the game size is, its an auto include for me whatever. shes pretty easy to manifest turn 4 (which I think is aboout the right time to put her out) just by casting inferno, its also pretty easy to get the wounds from flame burst in the first 3 turns to give you the option of what ap's to use to manifest.

    I dont tend to buld a crew round the (Sonnia) avatar

  2. Personally I dont mind, I like the idea of a trophy, I think store credit it much better than fixed boxes / blisters (which alot of people may already have) I like the idea of some kind of achievment / raffle system to give all atendees the chance of winning something even if they arent particularily good or cant paint very well and I also like the idea of custom gaming aids (or even fate decks?) that can be practical and also can be customised as a memento of the day

  3. My standard Colette list would be

    Colette

    Cassandra - 9

    Coryphee - 14

    Performer / Man - 6

    Johan - 5

    4 Cache

    its quite a low cache but you can pretty much throw cards turn 1 to get 2/3 more stones and hopefully summon a dove turn 1

    I generally swap out the duet or Cassie if I need anything more specialist, Kaeris can be quite fun but you will need to use Colette quite defensively and make stones for Kaeris to burn

    Johan is great, just pop him somewhere and use diassapearing act with Colette, if you get the trip tomes then awesome, if you dont just illusionist to in range of Johan and drop the buried model into his hefty 3" melee range and wait for him to red joker the damage flip (you would not belive how many times I have had Johan red joker a damage flip)

    you can also cast dissapearing act on Johan to deliver him into position if you need to

    I havnt tried Orian as stopped playing Colette before they were released but they might be an option.

    The Coryphee take some time to learn before you get the best out of them for 14ss but once you have figured them out they are absolutely awesome

    As for Angelica, its a nice models that I have had since it was released and never put on the table!

  4. Am new to playing guild and have been looking at crews for the new Beatdown strategy. Played a little with McCabe but am now trying to stick to Sonnia for a while

    Based on the fact that Beatdown seems more suited to smaller hard to kill forces here is my first list for it, thoughts and what you would swap out appreciated, or what master / crew would you run for this?

    Sonnia

    aSonnia - 2

    Guardian - 7

    Guardian - 7

    Sidir - 8

    Ryle - 8

    7 Chache

    Sonnia for bouncing blasts onto things with low wounds, searing wave for aSonnia and obviously can use violition of magic

    Guardians to basically protect Sonnia and Ryle, Sidir for the defensive buff, obscuring and also riposte is quite nice and a bit of shooty with Ryle

    Have thought about swapping out Ryle for Santiago

  5. In absence of clarification I will probably suggest a house rule of playing them with the same rules as the pyre markers, take a wound when you move onto them (or are placed on them etc) or when you activate if they are placed on you and damage dosent stack (whether it would stack from 2 different markers, say immolate & flame wall probably yes as they are different effects)

    Seems a sensible way to play hazardous terrain as well

  6. agree with Kadeton on this, something like 'if a model is touching hazardous terrain in end closing phase it takes damage' would stop people standing in it for the entire game.

    so just to summarise what I have gathered from this and other threads regarding flame wall / immolate (aSonnias Pyre markers seem pretty specific and clear)

    1. There is still no concensus on if a model takes damage if a immolate marker is placed on top of it or if a model takes damaged returning from dissapearing act because no one can agree on what entering a marker means

    2. Immolate markers don't go in the end close phase? (I have been told there is a ruling on this but cant find it anywhere)

    3. While it has been confirmed (in another thread with a rules marshal) that dmg from aSonnia Pyre markers dont stack, there had been no confirmation that dmg from the 2 flame walls dont stack and the general understanding is that each marker is seprate (although touching) and if you walk through / get pushed through both of them you take 2 x damage

    4. If you have a Pyre marker sitting on an immolate marker sitting on a flame wall and someone gets pushed into it they are going to have a really bad day, but no one really knows how much dmg they will take, but its somewhere between 3 and 12

  7. This cropped up in a game

    Mounted McCabe was standing in a doorway of a building completely blocking the doorway in melee with chompy who was outside the building. A wastrel was inside the building within 3" of chompy.

    Is the wastrel in melee?

    We played it as yes but I'm not sure if

    A. The wastrel was in melee because he was in chompys melee range and the fact McCabe was blocking the door made no difference

    B. The wastrel was in melee because chompy is height 4 and can see over McCabe (presuming the door isnt also height 3)

    C. The wastrel is in melee because the melee is basically a big brawl taking up a 6" diameter

    Or

    D. The wastrel wasn't in melee

    Thanks

  8. I agree with cadilon, I do however think that if sidir best chance of being useful is shooting your own target to get punch through then he has serious issues

    Has anyone found a use for him, he did kill rogue necro & sybelle in my last game but only due to 2 red jokers!

  9. I don't understand what you are saying about scoring at the end of each turn. You score VP's every turn and they add up? Ie hold the treasure 3 turns and score 3vps? If not how do you keep your schemes secret if you have to tell your opponent every turn that I score a VP for something but I am not going to tell you what?

    .

    It's only the new strategies that score points at end of each turn, not schemes. And basically they are similar to in the rule book but you score at the end of each turn and you can't interact with counters turn 1 (to stop filthy coloddi players getting all the objectives turn 1, you know who you are :-)

    I will stick with McCabe by the way (10 thunder) so I have an excuse when I walk up to get the spoon

  10. Claiming the Bones

    Mist was rolling across the graveyard as McCabe halted his steed by the foreboding entrance gates, as always Sidir was by his side along with the ever faithful Luna. Two of the Wastrels he had conscripted from the local tavern strolled up behind him swinging their canes nonchalantly but the final member of his crew was concerning him greatly.

    Working for the Guild was all well and good but this time they had insisted that he brought along one of their own, a strange glowing eyed squat creature from the Witch Hunter division.

    McCabe had never met Sonnia Criid but he knew of her work and wanted nothing to do with it, still the Guild were paying and if taking this ‘Witchling’ was the only way to secure his fee then so be it.

    The mission was clear, take and hold the sacred ground at the centre of the graveyard. Ensure that when the sun sets no others are within reach of the power that will flow from the spot.

    Huh, Others. In Malifaux that could mean anything. He buttoned up his metal shirt as the magical bridle on horse glowed. At his side one of the wastrels held a strange jar of liquid, an elixir of some kind and the other twirled as strange feather between his fingers.

    McCabe readied his net gun, surely if he could use this to slow three of his adversaries and dispatch them he would have a great advantage. He was also aware that the graveyard was on the edge of Guild territory so keeping any threat from reaching the edge was a priority.

    As McCabe arrived at the graveyard so did another. At the opposing side the sinewy figure of The Plagued leant on his staff. Nix, his beast of a companion stood at his side and 2 foul Rat Catchers with their disease ridden vermin lingered behind.

    Hamelin had been feeling weakened recently, as if a force beyond his control had taken some of his power away. He knew that if he could claim the mysterious power at the centre of the graveyard for his own this would help him regain his strength, but to do this he also had to stay alive and conserve his precious soulstones.

    Across the graveyard he caught a glimpse of a horse, a new foe he had not faced before, the rats sitting at his feet squirmed with anticipation, let the games begin.

    McCabe seized the initiative, knowing he had the greater speed he ordered Luna along the left flank while he headed across to join Her. The every faithful Sidir ran behind him uttering strange words which caused a fog to grow round him.

    On the right flank the Wastrels moved along out of sight toward the large tomb that dominated the Graveyard while the strange Witchling creature remaining hidden moved up toward the other side of the tomb.

    Nonchalantly Hamelin walked up toward the centre of the board, the rats now unnaturally fast skittered around him. The vile Nix advanced quickly toward McCabe. And then a child was there, as if somehow drawn to the plagued by unnatural forces.

    Seeing Nix in the open McCabe galloped his horse straight at him and let loose with the net gun missing the hulking beast by a mile. Screaming at Sidir for support the hulking Indian advanced behind McCabe at let loose a volley of fire from his machine gun, the bullets tore through Nix and felled a rat behind him, but another appeared in its place, what kind of foul treachery was this?

    Seeing his chance Nix charged at Sidir, a foul aura radiating from his body. As Nix struck Sidir tried to resist but found he couldn’t, the aura of the beast was affecting him somehow. Unable to withstand the attack Sidir succumbed. However the bite was cursed, at first only appearing to do a small amount of damage to him the damage grew and Sidir while still alive was badly wounded.

    Luna howled and all within earshot screamed and held their heads but this was not enough to stop the Plagued who advanced and targeted the giant Indian with some kind of curse. The would he had suffered opened again and as Sidir weakened further and the foul dog seemed to heal, as if feeding on Sidir’s despair.

    Undeterred from their mission the Wastrels moved in the shadows round the tomb, almost using unnatural speed they seemed to appear a great distance from where they began, as if using some kind of hidden passageway to aid their advance.

    The witching was more bold and headed to the fray emitting a cracking aura around him as he advanced.

    The battle raged and this time Nix seized the initiative felling McCabe side kick with a ferocious attack, Luna howled again but this time the cry had no effect on the opposing crew. McCabe steadied himself and aimed his net gun, knowing that if he could simply dispatch three of his enemies this would go a great way to helping him to victory. He fired catching the Bull Terrier and rats in his net, he then leapt from his horse and dispatched 2 of the rats but again more appeared in their place.

    post-9670-13911927830244_thumb.jpg

    The Witchling, its blade tingling with magical power, moved slowly to the edge of the battle while Hamelin stood back from the carnage and lured another child which he sent running to the battle that was raging. The filthy Rat Catchers spurred the rats on and they swarmed over McCabe biting and clawing.

    Nix again seized the initiative and although slowed by the net emitted his foul aura and bit at McCabe, McCabe fended the Terrier off with his whip but still took a bite to the arm, striking back at the accursed dog he swiped with his sword wounding Nix but not killing him. The fates seemed to have deserted McCabe and he resisted the desire to use his precious stones knowing that The Plagued coveted these.

    Then the Witchling was there, his shattered rune blade swinging through the air and severing the head of the Plague Dog, the critical blow was crucial. Hamelin howled at seeing his companion felled. Uttering a string of cursed obscenities the child in his path collapsed and was replaced by yet another rat, then Hamelin charged at McCabe.

    Swinging his mighty staff and harnessing the power of his precious soulstones The Plagued struck McCabe. Despite cracking one of his own Soulstones McCabe could not resist the blow from the enraged Hamelin. As he fell the faithful Luna ran to the body of her beloved master and cried in pain, she would take no further part in this encounter.

    Realising the prize was in reach Hamelin ran toward the claim, followed by a never ending stream of scum that would normally have no significance. The brave Witchling knew he has one task left to perform, protect the claim and prevent The Plagued from claiming the power for Himself, he ran the engage Hamlin.

    post-9670-13911927830796_thumb.jpg

    The sun was now near the horizon and the power would soon be unleashed. Needing to dispatch the strange Witching creature Hamelin swung his staff striking the creature but the blow was not true and simply bounced off wounding Hamelin instead. The rats then swarmed covering the Witchling in a writhing mass of foul petulance. Finally succumbing the Witchling gave one last show of defiance sending out a burning pulse of magic burning Hamelin and the Rat Catchers.

    Hamelin roared in triumph, the claim was his but then from the shadows the two Wastrels appeared. Standing defiant before the mass of enemies before them one swung his chain defiantly while the other quaffed his elixir. Searching desperately for the sign of the crow they would need to have a chance of felling The Plagued. They shot at the Plagued but the crow would not come, however this last act of defiance had salvaged the encounter for the Guild.

    post-9670-13911927831325_thumb.jpg

    Then, as the sun went to set, the sky clouded. All looked up as the clouds formed into a strange shape resembling a playing card showing a number 12, the sun hung on the horizon and the power from the graveyard would not be released.

    Seizing his chance the plagued commanded his rats to strike and the valiant Wastrels finally fell to the swarming rats. Again the sun hung and the sky clouded and feeling the power begin to course through him Hamelin dispatched one of his rats to the edge of the graveyard.

    The sun finally set on the graveyard after what seemed like 8 hours of battle, Hamelin’s horde had claimed the prize, he had survived and was now threatening Guild territory. His power was returning.

    25ss Shared Claim Jump

    Hamelin

    Strategy - 4vp

    Scheme – Bodyguard 2vp

    Scheme – Gather Soulstone – 0VP

    McCabe

    Strategy – 0VP

    Scheme – Bring Em Back Alive – 2VP

    Scheme – Holdout – 0VP

  11. Just to check we need to confirm Masters / blisters by this Saturday?

    I'm down for McCabe but have played him a couple of times and he mkes me want to bash my head against a wall

    Will try to give him another outing before the weekend but might swich to Sonnia who I have only played a couple of times but at least makes sense, and sets things on fire!

  12. beware of the duet hitting your high cost models and getting the trigger to put them at a negative flip, if they do this they will then gernally paralyse them with next AP and be gone before you can blink, if you remain alive and engaged with them and then win initiative they go down quite quickly.

    apart from the duet I would be worried about taking any high cost model due to dissapearing act.

    If you can pressure colette to make her use her stones it denys stones for her healing flip and for the duet / cassie to use.

    All of colettes actual attacks are spells so witchlings work well with their dispupt magic putting her at a negative, and they explode - bonus

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