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Posts posted by decker_cky
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It would remove the immunity gained from passing a horror duel, meaning Seamus could heal each attack. Mei isn't getting paralyzed regardless.
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Yeah....there's a learning curve figuring how different masters need to behave to win. Heck....when playing a master you're familiar with, it's very tough to face a new master for the first time.
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Anna cycles through another card each card, which helps make Karina's summoning more reliable.
Anna has two great Ca actions which are great for Hannah to borrow.
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Forgot....she could really use a high powered summoning upgrade - something that would let her use corpse counters to summon a rogue necromancy or something?
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Something like a Bete Noire, Rotten Belle or Nurse would go a long way to making her equally good as a resser.
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The best Forgotten Marshall is the cannibal death marshall from the Dead Justice set:
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A big consideration for the mages is what the rest of your crew looks like. Do you have two henchmen/Ironsides already? Then you get a lot more out of them because they benefit two models. Having a pair turn Cassandra and Joss up to 11 mages those two ridiculous headaches to deal with, but you're talking at least 32 soulstones, so they really need to fit into the strategy (I can see that being a good choice for Kaeris, Mei, Ramos or Colette in certain situations).
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I think there's a good role for the blood mage, and either a second mage or a freikorps librarian supporting it. In most games, the draw of using three is a trap.
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Juju is good with eternal fiend (not worth considering without it). Going swamp fiend heavy leads to some really good 'no-win' scenarios for opponents to deal with (if you kill X, Bad thing Y will happen). It definitely has some weaknesses (low Wp being a big one), but it's a fun themed list style.
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I had a game where I got one in position and double tapped night falls near jack daw and a hanged. My opponent was not happy with all his Ca actions shortened to the point of uselessness.
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I was running it in a Ramos crew and summoned spiders with it, but having looked at some of the above posts and considered my game I might have been better off summoning metal gamin.
In a Ramos crew in particular, more Steam Arachnids might make sense, where you want an Arachnid Swarm for schemes.
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There's times when you need 10 damage this turn, and there's times when you can be more patient. It's a great tool in the bag.
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I think the up and down arrows are upvoting or downvoting a post. If Wyrd really wants to keep those, they should change the image to and . It only makes sense.
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My master is Marcus.
Hope you have seize the day and they don't, and hope you have more non-beasts in your crew than your opponent.
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Aaron did not approve of my desire to name CUlt of December its own faction
Cult of December is just a bunch of cruel kids. Faction Marcus is a way of life.
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Faction Marcus!
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I like having the option of loading up on it against ressers to cut down the options from Belles.
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Bah, who cares? Jack Daw is the real lead singer.....wrath is just a wannabe who convinced the rest to jump ship when Daw was lazily hanging around.
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Pride feels incredibly focused on forcing discards, which isn't particularly synergistic outside of Misaki's crew (though it's always handy). His sphere of influence is very small, though Montressor could boost the range of his auras which would be nice. He's like an even more specialised version of Tannen.
Forcing discards is great in any crew that has a lot of tests against a fixed value (terrifying, manipulative, lots of pulse abilities force a test or X). Hand pressure is ALWAYS immense (though its often tough to get a handle on how much value you get out of it).
Taking pride in a crew with a few December Acolytes is nice for extra discards too (can't Cassandra use the discard ability with understudy too?).
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Stacks nicely with Hannah (casting Pride's abilities a second time) and Yamaziko. With Misaki as the master chopping heads, that can get pretty stressful for your opponent.
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Cojo is fragile, but he's such a great tool in a lot of games. If there's a cliff worth throwing something off of, Cojo is your ape. If there's a lot of scheme markers around, Cojo is your ape. If you want to separate a key model from the pack and isolate it, Cojo is your ape.
VOTE COJO!
I'd find a way to fit in 2 rogue necromancies, if only because they REALLY shake up what people have to react to for Marcus crews.
I'd change scheme runners to 2 silurids, 1 canine and 1 moleman. I'd drop one of the hoarcats or rattlers (love 'em both, but they're lower priority in my experience).
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Were there expansions promised for Puppet Wars 2nd edition? Or was it just an expectation because 1st edition had it? Just because it's possible to expand something doesn't mean it's planed.
But anyway, if they keep up the release rate there wont be a lot, if any, unreleased Malifaux by the next GenCon. So I'm not really surprised that they are planing another miniature game. You really want to keep the new releases flowing if you want attention and sales.
There were rules released for models that never even had 1.0 puppets. I believe the puppet art continued to be developed after puppet wars dropped. I think it just wasn't a success so they dropped it.
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There was no care bear stare. They combined into a larger super-master like the Constructicons, and became powerful enough to defeat the Tyrants.
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Would love to see some leaked starter set rules too...
Why molemen?
in The Arcanists
Posted · Edited by decker_cky
IMO, you're comparing apples to orangutans. Molemen are some of the best scheme runner. Metal gamin are essentially very resilient generalists without much speed (remember - you're wasting 1 AP early to protect themselves) unless you're harming your own constructs, or your opponent has constructs.