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wizdom

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Posts posted by wizdom

  1. 1 hour ago, Tris said:

    I think he might have confused the effects and maybe added the charge in his head (correct me if I´m wrong)

    @wizdom

    what the

    @theamazingmrg

    wanted to say is that Samael can shoot with his first ap, then discard a card for rapid fire to shoot again without spending an ap, applying burning in the process.

    Then he uses another ap to charge and hit the target he shot at with his :+flipto damage against models with burning (if the target is in charge range of course) :)

    This is what was going on. I was just making sure he knew that you can't charge and melee attack with Rapid Fire.

  2. Thanks for jumping in here. I appreciate it. You've confirmed my thoughts on Sonnia needing to hang back a bit.

    Quote

    Samael

    Sam is a melee beast, but he's best when your opponents model has Burning.  Use a ranged attack to apply Burning, discard a card to attack again, and then charge in for a melee attack with :+flip.  If he gets trapped, his push is great for getting him out of tight spots.

    I don't think his Rapid Fire ability works like that. Once he makes a 🔫attack he can discard a card to take that action again.

    Quote

    And get some Witchling Handlers and Thralls.  The Handler is great for dishing out Burning with their Witchfire ability, and when the Thrall activates within her aura it gains a Mv boost which means it can cover a huge chunk of the table and its a tough guy to remove because of its ability to absorb Burning markers to heal itself.

    I have all of these models, I just need to bring the right ones to the table. I hear a lot of love/hate for the Thralls because they're expensive.

  3. I played my first game of M3E the other day and I like the new edition, but I also found myself scratching my head a little bit with how to play Sonnia and her crew. Before I ask my questions, here is what I played (we did a 30ss learning game) (I realize that 30ss isn't going to give me a very good idea of the synergies or playstyle of the crew.):

    Sonnia + LLC
    Purifying Flame
    Samuel Hopkins
    2x Sanctioned Spellcaster
    Guild Steward

    Sonnia
    It feels like I need to be holding Sonnia back a bit and blasting with fire from a distance before trying to summon with her, but at the same time that melee ability of hers that heals her 1 and can draw cards makes me think maybe I should be doing that? I moved her out in front a bit and she ended up going down to an Executioner + enemy Sonnia. And I never got to try to summon.

    Purifying Flame
    He's fast, right? I can move him 10-15 inches a turn reliably, so it that his thing? He has built in damage reduction and sets things on fire. Should I be keeping him near Sonnia?

    Samuel Hopkins
    This guy was a beast for me, though I only did ranged combat with him. Thoughts?

    Sanctioned Spellcaster
    I know I played these gals very, very wrong. I never gave them fast, which seems like a mistake, and didn't rely on them to handle scheme markers, which I'm realizing is also a mistake. I do like their Counterspell though.

    Guild Steward
    This guy is a beast and I look forward to using him better next time I play. I removed Burning on my own Sonnia and healed her a bit also, which is great, but I could have been using him better.

    Any help is appreciated. I just need to formulate a bit of a plan to feel like I'm getting a grasp on playing this keyword well. I think at 50ss I'll have more chances for summoning, etc. and perhaps at 30ss I should have been running a Witchling Handler and Stalkers, but I didn't for this game. It was just a learning game though, so that's good, but now I'm ready to start thinking about strategies.

     

     

  4. I see that everyone here agrees that LLC is an auto-include, but on who? Masters only?

    I'm running Sonnia. In her Witch Hunter keyword, who would I run this on other than possibly her?

    Same question with Lucius' keywords.

    Thanks for taking the time to help a 3ME newb.

  5. 12 minutes ago, Kolath said:

    Irreducible does not ignore armor, it ignores damage reduction. While this is usually mechanically equivalent to ignoring armor, in this case of Hoffman the nuance matters. Because irreducible doesn't mention armor at all Hoffman's ability doesn't work.

    Now, if Hoffman's ability had said something like "Models always get their armor reduction regardless of any other effect" then we'd have a conflicting case where probably it would stop irreducible, but that's not the wording the designers chose.

    The design intent of "irreducible" from the start has been "really, no kidding, this damage is going to happen to you." 

    I disagree.

    I think you'll find that "Irreducible" doesn't actually mention anything, including armor, in the rules, so that doesn't really make sense to say "irreducible doesn't mention armor at all". It doesn't mention any specifics. It only says, per page 24:

    "Irreducible damage ignores damage reduction from all game effects."

    Let me emphasize that last part: "ALL GAME EFFECTS".

    Armor is a game effect that reduces damage per page 24 of the rulebook which states:

    "Armor +1: Reduce all damage suffered by this model by +1.”

    Now, we've established that Armor is in fact a game effect that reduces damage. That is not disputable. It's clearly in the rulebook.

    Let's break it down... "Irreducible IGNORES DAMAGE REDUCTION from ALL GAME EFFECTS".

    That means Irreducible ignores Armor.

    Hoffman's ability reads... "Temper Steel:Friendly Construct only.Target Heals 1 and until the End Phase, its Armor Ability cannot be ignored."

    Emphasis: "Armor Ability CANNOT BE IGNORED"

    Irreducible IGNORES damage reduction (which we've defined Armor as one type of).

    Temper Steel makes it so Armor CANNOT BE IGNORED.

    Irreducible tries to IGNORE a damage reducing game effect (Armor) that CANNOT BE IGNORED and therefore fails.

    In addition, card rules win over core rules per Page 3.

    I understand you're fighting for the "spirit" of the rules here, but I believe you to be completely wrong on this one. Hoffman's ability is using the same language - "ignore". Unless Wyrd rewords this to define "ability" and "effect" differently, which they use interchangeably throughout the rulebook, Hoffman's Temper Steel applies Armor, even to irreducible damage.

    • Agree 4
    • Respectfully Disagree 1
  6. On 4/16/2019 at 7:56 PM, KingJocko said:

    Guild Steward - Much better performance than the previous time I took him. Dispel Magic stopped the Burning from Obsidian Statue, his healing kept the Wardens going, and Miskai took 8 damage from killing him. Much happier with him this time around.

    Did you have to cheat the damage to get the full 8?

  7. 16 minutes ago, Corn said:

    I will often proxy random unreleased models with Reaper minis, since they have a really wide range of models wielding and wearing just about anything you would need.  Their model quality isn't great, especially compared to Wyrd's top notch products.... but with no release on the horizon for certain models, no harm in finding a suitable proxy to hold you over.

    Anyway, I'm strongly considering this guy for an Agent 46 proxy. https://www.reapermini.com/miniatures/figurefinder+modern+sword/latest/03299

    Not a bad idea. I'll be looking around. Thanks for the idea.

  8. 2 minutes ago, Nikodemus said:

    There's a release schedule up till September here:
    https://www.wyrd-games.net/news/2019/4/29/wyrd-retailer-newsletter-launch-plans

    I don't see neither Lucius box (where I'd expect 46 to show up) nor Agent 46 single in there. So I'd assume October or later release for that particular figure. It's of course possible that one of the oddly named boxes contains 46, I wouldn't know.

    Here's to hoping it's in one of the oddly named boxes!

    • Like 1
    • Agree 1
  9. 6 minutes ago, Corn said:

    Doppleganger is really flexible, since she can copy any model that isn't a master.  So you can steal attacks from your enemies, or reliably grab them from your own crew.  It is suggested she copy whatever you need her to copy for the situation you are in. 

    A Guild Rifleman is a popular choice, as it lets Lucius' crew lay down an impressive amount of firepower since Agent 46 and the Doppleganger can both mimic the cover ignoring Clockwork Rifle.   For melee work, the Dopple can mimic Agent 46's twirling blades, or she can pick up something like an Executioner's Claws, or a Guardian's Great Sword.  Its the flexibility  that is so remarkable.

    This is SUPER helpful. Thank you so much.

  10. 1 hour ago, NickDub said:

    Changeling can copy Lucius' obey to get more AP out of front line minions. 

    Ah, I see the difference now. Changelings will copy Lucius' ability where as Doppleganger can't. Whose ability is it suggested she copy?

  11. 7 minutes ago, Corn said:

    You actually have THREE Masters you can play from those boxes.

    Lucius, Sonnia... and Dashel Barker!  So he was Captain Dashel when he was a Henchmen and now promoted to Master.  I suppose that would make him Chief Barker now.  Might as well pick up some more Guardsmen for the Chief!  Executioners, Mounted Guards, Riflemen, and Wardens!  down down down that rabbit hole!

    Also, you should definitely pick up a Doppleganger and maybe some Changlings for your boy Lucius.  They are quite good mimics, and he can keyword them into Guild when he is leading.

    I noticed that as well, thank you! I'm glad that Dashel appears to be on a 30mm base in Lucius' box. That way he can easily just represent his Master-self. Or, I can run him as a proxy for Alan Rein or Agent 46 until they come out. I'll definitely grab some guards in due time.

    And yes! Mimics I definitely need. The Doppleganger is so good and even though the Changelings are operating at a -2 for copying stuff, their SS cost difference might make it worth the risk. We shall see.

    Thanks again!

  12. 2 hours ago, Adran said:

    Colette plays the game a little differently to a lot of other masters. Her typical crew doesn't deal a lot of damage, rather they rely on movement and debuffs to survive and do the schemy job they needed to do.

    A good place to start after her box is the corephyee and duet. (you may need to by 2 sets unless your modeling skills let you move the corephyee from the 40 mm bases to the 50 mm bases because you will want to use the replace mechanic)

    The other performers are Ice dancers, Angelica and Carlos.

     

    Playing a pure performer crew requires careful positioning and good use of running away. So you might want to get some more durable models to help hold ground. Or some of the faction hitters to deal damage.  The obvious ones to look to would eb versatile ones, like the Emissary, the Horseman and Envy, but if you already have some arcanists, I would certainly not be afraid to hire outside of keyword to get something to do what you want, so would consider models like Joss and Howard.

    I would start by playing the box and a duet and seeing how the crew worked, and what you struggle with.

     

    Thanks for your help!

  13. On 6/18/2017 at 12:25 PM, HydroMog said:

    nice use of the krosmaster boards.

    has this system been released or is it just a personal system? I know you said that you were using the malifaux stuff as a personal project but i am interested in the general rule system.

    I was away from the forums for like, two years, so yeah. The system is my own and it's never been released. I'm a game designer by hobby and until recently a games publisher (I sold my company last December). I don't see myself ever finishing this system, sadly, but you never know...

  14. guild.thumb.jpg.f8bd8019d8685660ad1f1b24edd495a8.jpg

    I haven't played for a year, but after reading through the M3E rules and stats/upgrades I knew I had to go Guild. I figured I'd start with Sonnia and Lucius and then make my way to Nellie.

    Tell me fam, did I do good?

    Let's hunt some witches!  🔥

  15. 1 minute ago, retnab said:

    Easy answer: Academics and Elementals

    But for reals, you're going to want to bring a good mix of Academics to spread out your Mantras (Kudra and Kandara especially), and you'll of course want enough Gamin to summon in and Golems to grow them up into (Wind Gamin for scheming, your choice of Fire/Ice/Poison for beating, and Metal for support).  Mech Rider's a solid hire as well, as is Soulstone Miner (if it uses Mine Soulstone every turn it technically only costs 1ss).  I like Saboteurs for anti-scheming, and Mecharachnids are solid anti-everything.

    Thank you for this. Very concise.

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