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marful

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  • Birthday 06/12/1979

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  1. Page 39 of the small rulebook in the Chapter "Combat" under the heading "General Combat Actions": Also Page 39 of the small rulebook, same chapter, under the heading "Melee Basics": Not In Here specifically says: However, (1) Show Ya The Door says: So, Strikes are melee attacks and thus melee attacks are Strikes. But Cb -> Df Duels are not necessarily melee attacks nor are they necessarily a Strike. Show Ya The Door is not a melee attack nor a Strike but a Cb->Df Duel. As such it does not gain the benefit of the +:rams from Not In Here as that only grants the +:rams to melee attacks, of which Show Ya The Door is not.
  2. For the Dreamer I like: Stitched Together Night Terrors Insidious Madness Coppelius >>Alps (to be summoned by Coppelius) You'll also want a pack of Daydreams. If you buy the box set, a pack of Daydreams and a Pack of Alps, you'll be golden. If you want to branch out, then I'd look at Insidious Madnesses and Night Terrors. Teddy is fun. Especially as a Nightmare, but I feel he's even more fun if Baby Kade is on the board as well...
  3. Thanks for the link, I looked in the FAQ and Erratta and couldn't find it.
  4. I read the rules differently, and I'll explain why shortly. (Is there perhaps a rules clarification on this?) Here is the the rules on who is affected by Triggers (page 26 of small rulebook): Here is the rules on triggers and blasts (page 46 of small rulebook) that you mentioned: Here is what the trigger Mental Anguish says: Here is what the spell Project Emotions says: The way I read it, Project Emotions generates a blast. Each of the models touched by the blast must perform a Wp Resist Duel or suffer the effects of the spell. The trigger, Mental Anguish specifically says if a defender loses a Wp Resist Duel, it immediately falls back and counts as losing a Morale Duel. Both the rules on Triggers (page 26) and the rules on Blasts (page 46) both allow for Trigger Effects to occur, if the Trigger itself specifically says so. In this case, the Trigger specifically says that a defender who loses a Wp Resist Duel immediately falls back. Normally with a , there is only a single defender; the model that the initial Duel was conducted against and it is that duel total that determines if a was generated. Project Emotions works differently, in that every model touched is now a defender and must make a Resist Duel. As multiple models are making the Resist Duel and the Trigger specifically states that models failing the Resist Duel fall back, the Trigger Mental Anguish falls under the exception of "unless specifically stated otherwise" that is explicitly mentioned in both the Triggers rules and the rules.
  5. My typical Pandora Crew looks like the following: 25ss Pandora Crew Pandora (5ss Cache) Doppleganger (8ss) Stitched Together x2 (10ss) Insidious Madness (4ss) Sorrow (3ss) 35ss Pandora Crew Pandora (5ss Cache) Coppelius (9ss) Doppleganger (8ss) Stitched Together x2 (10ss) Insidious Madness x2 (8ss) The Stitched Together's are really the backbone of the crew. They are the minions that head forward and try and close to 6" with enemy models that I need to take out. If possible I try and complete objectives with them (if the objectives are near where the fight is going to be.) Their (0) Creep Fog makes them survivable as I advance forward and their (0) Gamble your Life Away makes them pack a solid punch, particularly in a Pandora crew. And if they die, (0) Does not Die insures that players will have to deal with them until the closing phase. The Insidious Madness uses it's Wk of 8 + Float + Spirit to use shenanigans to grab other objectives and uses it's WP manipulations to harass/support Pandora or Coppelius. Meanwhile the Doppleganger and the Sorrow work together to make Pandora more deadly. I'll have the Doppleganger either Copy Emotional Trauma, Expose Fears, Unhealthy Relationship or The Box Opens depending on what's needed. The Sorrow hangs around to take advantage of Unhealthy Relationship (while using the second (0) Mimic on the Doppleganger to turn her harmless again after I go defensive stance...) and copy the Dopplegangers (0) Mimic and use that to copy any of the abilities I mentioned on the Doppleganger. Just having the Doppleganger alive is HUGE via the on the opponents initiative flip and the ability to increase the wounds caused via lost WP duels. As far as Pandy goes, if at all possible, I save high crows for her Mental Anguish trigger in combination with Project Emotions: Pity (as ALL MODELS UNDER THE BLAST must make a resist duel and thus suffer the Trigger) and then use one of my 5 Cache to cheat it to a high number. This becomes especially dangerous if the Insidious Madness or Coppelius is nearby to take advantage of Night Terrors or the Insidious Madness's ability to not allow falling back models to rally. If a model falls back while touching the edge of the board, it's gone (count's as sacrificed) and that is great for me! Strategically placing your Insidious Madnessi such that falling models will always be nearby one (after eating 3 wounds from Coppelius' Night Terrors + 2 wounds from failed WP duel...) is how I get rid of models. In addition to this, Coppelius is summoning Alps every chance I get (Alps cause tons of WP duels for just being near other models, not to mention Auto wounds any time a model takes a Wk or Strike action within 1" of one of them...)! Sorrows, IMHO, will never cross the board and close to the opponent to take advantage of their Emotional Stress. The only time this really comes into play is when the opponent's melee beatstick is in your face. Sometimes, I take Kade, just because I like the idea of a toddler with a knife backstabbing... (plus he's freaking Df 7! with a CB of 7!)
  6. It's 8 soulstones, doesn't do much offensively in-of-itself and is incredibly easy to kill. I don't see a problem with it personally...
  7. You're right, she can hire other models, and other Masters can hire models from her crew, but nothing will synergizes very well. Certainly the models may be good in their own right, but for the most part she loses out on flexibility when you start taking models in your crew that don't have Frozen Heart.
  8. Two words: Rail Golem. Two more words: Pain Train. (See Rail Golem's ability...) I started arcanists with Ramos, but quickly moved to Kaeris. I really like her play style, but it's hard to get it to work right with the starter box. You should try looking at Wiliie and a couple of Union Miners as well (for objective grabbing). As to the Rasputina box, she is an awesome Master as well, but has a really limited model selection that doesn't cross hire well with the other arcanists, but she is fun. Good luck!
  9. Actually, he's right, which means mimic is much much less useful and I've been doing things wrong with the Doppleganger. Page 20 of the free flattened rulebook under Stacking Effects. From the Doppleganger: As you can see Mimic Talent places an effect on the model of a specific name titled Mimic Talent:. So only one talent can be gained via Mimic.
  10. How does this crew complete objectives? Also +1 to what Finnegan said. Also, summoned Teddy's aren't nightmares.
  11. +1 on the dismantling crew mechanics advice. As to the rats and Nix's bubble, the rats are no longer Soulless (only Vermin & Insignificant) so they are affected to. I normally use the bubble when killing targets by himself with nix.
  12. I just played a game against Jacob Lynch as Hamelin. Observations: 1.) Kill Nix. Nix must die. DIE DIE DIE NIX! The ability to perform an extra (0) action any and every time a model is sacrificed within a certain range of Nix is huge. As Nix has several (0) actions to buff rats around him, the ability to buff the rats with all his different effects makes Malifaux Rats able to kill Masters in 1 activation. Of note is the (0) action makes non-Soulless models take a on duels. Another one being able to push rats 3" for extra movement. Or make rats gain +2 to weak -2 to sever damage. He also makes all insignificant models within 6" significant and able to complete objectives. Hamelin is the only other model that can do it. Other than Nix, the only other significant models are the Rat Catchers which are Rare (2). So killing Nix seriously deprives the crew of objective grabbing capabilities. I ended up pushing 2+ rats into base to base with the Hungering Darkness via Nix. I then used the Rat Catcher to give them all +1 Dg by sacrificing one of the rats, allowing Nix to give one of the rats +2/0/-2 Damage via his (0) ability. Then stripped Slow from all of the rats in range with the Ratcatcher. 2 Malifaux Rats doing 4/2/1 adding Blight Counters on each hit while you are -2 Df ended up killing the Hungering Darkness from full wounds (I did this exact same thing TWICE during the game.) My opponent ended up not summoning the HD anymore because all that happens is he kills some rats (causing new fresh rats to be summoned...) and I summon another rat when I kill the HD next activation. 2.) Make sure you kill stuff outside of 6" from a Rat Catcher or Hamelin. Do not let them use Voracious Rats. Neverborn has a lot of models that have abilities to do this. • Graves with his "Bars Closed" spell is excellent for separating Rat Catchers / Hamelin from rats. • Lilith can Transposition the Rat Catcher and then kill it solo. Don't let it use Voracious Rats. • Lilitu can lure the Rat Catcher out of range. • Beckoners can Lure as well. • Zoraida can Obey them out of range. • Hungering Darkness can Obey them out of range. • Pandora can cause them to fall back via her casting Trigger. • Pandora (or a model in the crew) can pacify the Rat Catcher while another model Inciting a Rat. 3.) Cause as many moral duels as you can on the rats. The Hungering Darkness' Terror->12 was a huge advantage my opponent had and was used effectively to cause my rats within range to flee. Unfortunately I kept every single high card I had JUST so I could cheat high on my moral duels because I was expecting it. I feel that this is a strong way for Dreamer, Pandora and Neverborn in general to really mess up the crew. Malifaux Rats have a Wk of 5, that means if they fail a Morale Duel and fallback they will be 10", outside of Voracious Rats and more importantly, not protecting the Rat Catchers. 4.) Don't even waste activations with the Rats. It's not worth the AP or the card flip. Just don't. Kill Nix, Rat Catchers or the Obedient Wretch as those are irreplaceable targets (well except the Rat Catchers, but those take up resources to summon in and this has a diminishing return). Ignore the rats and Stolen. Just to point this out, I started the game with 3 Malifaux Rats. During the game I summoned the following additional rats into play: 2 from the killing the Hungering Darkness twice, 5 from sacrificing Stolen, 1 from the Obedient Wretch being killed by the Hungering Darkness, 1 from a Rat Catcher dying from the Hungering Darkness, 1 from a Depleted dying from mass Rat attacks, 2 from Beckoners being swarmed by Rats and at least 4 more Malifaux Rats from malifaux rats being killed by various things (Depleted killed 1, and Hungering Darkness used his Consume Brilliance to kill a bunch and heal up to ful Wd). That's 16 Rats summoned into the game with a starting count of 3 rats. Killing rats is such a humongous waste of AP. All-in-all, Hamelin's crew synergizes amazingly well with itself. This is due to 3 models: Hamelin, Nix and the Rat Catchers. Taking out these key models and breaking the synergies is a key element to defeating them in addition to exploiting their key weakness: Morale.
  13. Mei Feng loves Large Steampunk Arachnids as railwalk points. Mei Feng and Ramos both love the Rail Golem.
  14. I love Willie! I use him as an objective grabber / board control / mobile teleport homer for my Union Miners. His Set Charge is phenomenal at stopping people from moving into areas. He has a good Wk of 5, and his Dropped Load makes it so you effectively get to make 2 walks and an attack (at multiple models). As a MS&U Member I can have my Union Minors unbury near him so they can grab objectives. (1) Short Fuse + Fire in the Hole [Demo Charge] is hilarious!
  15. 1.) Selecting the right crew for the strategy and the right scheme that compliments the crew and strategy. 2.) Mistakes during Gameplay. Such as activating your models in the wrong order, not taking out the right model, moving into a bad spot, focusing on killing stuff instead of grabbing objectives. Cheating/stoning instead of taking the hit. etc. 3.) Fate. Lets face it. Any game in which there is a random element, the random element affects the game. So yes, you can have situations where a player won or lost purely at the whim of the fate deck. Smart players can minimize this by not making mistakes (see #2) and by intentionally doing things that minimize the effect random chance can have on the overall outcome. But fate can rear it's ugly head when you experience a succession of poor fate flips. A single fate flip by itself won't ever change a game. Flipping red/black joker for damage (for or against you) is unpleasant, but won't make or break the game unless you made a mistake in #1 or #2. Losing initiative wouldn't be unpleasant unless you made a mistake in #1 or #2. That's why I relegated it to #3, but acknowledge that proper #1 and #2 minimize this. 40k on the other hand... You can lose 50% of your army, on the first turn, before you have even gone, and practically every army can do this turn 1. Thus that first D6 roll is super important (and the seize the initiative roll as well). I've actually seen players tabled (for all intents and purposes), first turn, before they have yet to do anything. What a swell game 40k is...
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