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Tiaden

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  1. This is a more complicated situation that can happen surprisingly often. Step 1: The strategy for the game is Corrupted Ley Lines. Step 2: Ashes and Dust carries the Loadstone Token and is in touch with an unclaimed strategy marker. Step 3: Ashes and Dust gets killed. The demise ability triggers and the loadstone token is now on the Ashen Core. Step 4: The Dust Storm walks into base contact with the Ashen Core and performs the "Initiate Reformation" bonus Action. Step 5: End of Turn happens and both the Ashen Core and Dust Storm are alive and still in base contact with each other. Now the reformation happens in step A of the end phase. So before VP are scored. The Dust Storm has a Summon Token and was also Summoned this turn. The Summon Token is not a problem as you don't want to interact with the strategy markers. But the Dust Storm counts as being summoned this turn so would be ignored for the strategy. (According to Gaining Grounds 2 page 11.) Does this carry over to the Ashes and Dust that replaces the Dust Storm and Ashen Core? If it doesn't carry over then the newly placed Ashes and Dust could claim the strategy marker. (Of course assumed it can be placed in base contact with it.) If it does carry over, what happens to the Loadstone token? Does Ashes and Dust still carry the Loadstone Token, because he replaced the Ashen Core but doesn't claim the strategy marker because he was "summoned this turn" and is therefore ignored for the strategy? Does the Loadstone Token jump the the closes model that does count for the strategy, because the Ashes and Dust is ignored for the strategy and therefore cant carry a token that is from the strategy?
  2. Also Barbaros in the Outcast faction gained the RETURNED keyword. Does this foreshadow a Lilith comeback?
  3. Hello dear community. I'm really not sure how that plays out and in the Resser forum I did read both opinions. So let's say the Corpse Curator is within the 8" aura "Reduce, Reuse, Recycle" of McM2. A Guild Autopsy is ending its activation within 2" of the Corpse Curator. Because of "Animated Corpse" the Corpse Curator can be treated as Corpse Marker for the "Loot their Corpse" ability of the Guild Autopsy. Since that would remove the Corpse Marker "Animated Corpse" states that "... it [the Corpse Curator] instead suffers 2 irreducible damage." Now the question. Does this satisfy the requirements for McM2s Aura "Reduce, Reuse, Recycle" so that now a Corpse Counter can be dropped?
  4. What do you think of a crew like that: English Ivan Mr. Mordrake Eva Havenhand Gibson DeWalt Intrepid Emissary Daeva Harata Ngaatoro 8 Soulstones left. I value the Daeva over the Broken Spectre because thanks to the Mimic place it is more mobile on itself. Also it is such a flexible pic. Mimicing "Intimidating Roar" gives surprise mobility, "Carved Taiaha" gives more damage, "Secret Passage" for surprise scheming, "Reach Through" gives another chance of instant bury if the enemy has no hand cards anymore, ... soo incredible flexible. Harata is made for this crew. He support Ivans summoning with his "Distraction" aura. His "Haka->Ngeri" does get so much better if he has concealment which this crew provides. Even if no other model benefits from Haka it solves Haratas only problem of being squishy. The 2", Stat 6, Weak 3 attack is plain good and what the crew lacks. He can dish out Distracted with the shockwave attack or Debilitating Poison which thanks to DeWalt can also be used offensively not only defensively. It is even an Option to buff your Crew with Distracted on turn 1 with the shockwave attack since that 1 damage can easily be healed or even avoided thanks to the Emissary handing out Shielded. "Echoes of the Ocean" is also a small benefit. Because when Ivan wants to convert a scheme marker to a shadow marker you actually don't loose the scheme marker. Emissary gives mobility and additional protection for the more fragile models.
  5. You're correct, no rapid fire. Don't know why I assumed that.
  6. Yeah the Servant of Dark Power Rush on 1st turn seems a bit too much commitment for this combo. Also you don't need it if your opponent walks closer to you, to scheme or trying to get in range to you. You basically dedicate the full crew for Support of the 2 Convicts. Especially since you want to end turn 1 with 2 Scheme Markers close to the Convicts so that you can win initiative on turn 2 and then directly unleash the rain of bullets. Also I like the Soldier for Hire Upgrade more. Hard to Kill with the healing from Emissary is more survivability than terrifying and the card draw is quite important since the combo will discard 3 cards for the two Convicts for rapid fire and companion.
  7. What do you think of the double Convict Gunslinger + Emissary Combination? The Emissary puts the Companion Upgrade on a Convict on Turn 1. Then in rhe following turns the Emissary places reliably 2 scheme markers in Range for the Convicts. What you get out of that is a guaranteed 8 Shots (Fast +Rapid Fire+Companion and again Fast+Rapid Fire) more like 9 to 11 thanks to Onslaught trigger (the theoretical limit of 16 attacks is of course unrealistic) without the other crew to be able to activate. Also with a very good threat range of ~20". You can even charge away an Chain Gang away in later turns to "distance tank" the other Crew. Because Convicts are of course squishy. With support from other models and the dark Servant Upgrade this is even possible turn 1 with ~26" threat range.
  8. In the last game I had the situation that Myranda did cast "Call of the Wild" on a Sabretooth triggering "Hunter's Call". The Sabretooth made the charge and hat the suit for it's "Onslaught" trigger. Now the question: Since the charge was generated by the trigger and not by an action the Sabretooth can't use triggers on the attack generated by the charge. Is that right?
  9. I agree that snipers with Shenlong are very strong. But I would be more afraid if there were only 2 Sniper and I would face a more rounded list. Against such an all shooty list there are quite a few tricks that don't need specific counter selections. Once you engage them they don't loose their damage potential fullly. Especially the Katanaka Sniper are scary in close combat. But it starts getting a fight on eye level. And I fully agree it's bit rock paper scissors, wether you are prepared to face a sniper list. If Scheme/Strat-pool is in advantage of a sniper list and the terrain too then it's hard to beat such a list. Especially if you didn't prepare for killy schemes and open terrain. But that is then also the one player being better prepared than the other. You should have an idea about what to do on an open terrain with killy schemes. Even if you don't specifically try to counter a sniper list. Neverborn: Lilith: Beckon Malifaux is a standard Upgrade with her and an additional 10cm of LoS blocking terrain is awesome. Agreed Hans can shoot through it, but if it's only him then the list lost it's teeth. Also Wicked Mistress and Tangle Shadows gives tricks to get own models up the field or the pesky sniper towards you. Dreamer: Start out activating with your Daydreams etc. On the last couple of activations you can easily push your heavy hitter with the Dreamer 12" and from there on the Snipers are in grave danger. Did that once against a Guild Rifleman gunline. Worked perfectly well. Doppelganger: Found in many Lists. Move late in turn 1 cheat initiative in turn 2 and charge the sniper. Ressurectionists: The famous Rotten Belle or any other Model with Lure. Break the formation and get to them. Guild: Sometimes you simply have the superior firepower. E.g. with Perdita, Sonnia, .... Hoffman with Arm2, no Blast Marker, etc. Yeah Hans can ignore Armor, but that's only him and a Locomotion Steam Golem is a nightmare for sniper. Sonnia Arcanists: Imbued Energies + Beatstick + Pushes. Basically the same trick as with the Dreamer. Just rush the gunline late in turn 1. The Captain with his airburst makes many lists. Howard Langston with the added Nimble can double Walk + Charge or in worst case quadruple walk. Or the Steam Golem with lot's of armor and Locomotion walks in turn 2 Especially with Imbued Energies. Rasputina: Usually you have the Snowstorm with her. Yay Bulletproof aura + Rasputina casting + extra 20cm of LoS blocking Terrain.
  10. What do you think about the Desperate Mercenary? Especially since it's now down to 3 points. You could take 2 or 3 of them. Then let the Obedient Wretch throw them Rats at their head to trigger the Plus Twist on their attacks and let a rat bite them for the blighted. Then just keept them within 3" of Hamelin. So for 3 points each you get a nice bubble of Sh/Ml4 +twist Weak damage 2 around Hamelin. And when the opponent kills the Desperates then you get a stone for your pool and a 2Pt Malifaux Rat. And they can interact too if there is nothing to shoot at.
  11. I thought I better ask this because I was already wrong a couple of times in the past. So I play a Dreamer crew with Serena Bowman. Then I can attach the Upgrade Warped Reality on a Bultungin although he is a Minion, because the Upgrade explicitly states so. Right? (<=First question.) If yes, then the Bultungin is now a Nightmare. Therefore the Dreamer can cast Empty Night on him and with the Journey trigger push him an let him perform a (1) Ml action. Now the real question. Does the Bultungin Perform the (1) Ml Action before or after Stalking Pounce triggers? And if I use Stalking Pounce for the (2) Ml action and afterwards the Brutal Knives Attack because of the Journey Trigger then I could get another (2) Ml Attack from the trigger. Is that correct. Looks a bit too effective on a first glance, since all I need is a 4 and a high Mask to get 5 AP worth of quite strong attacks.
  12. Don't forget Lilith. Teddy is awesome with her as he auto triggers a push for Liliths Living Blade Upgrade. On a flurry this is awesome. Also he is a good target to be placed forward via Tangle Shadows. If there are 2 Models within 4" of each other and you Tangle Shadows Teddy with one of them, then Teddy can engage the other one. While many models might be well exposed then there, especially one turn later when everyone has a go again, Teddy can Flurry-Push his way back to Lilith, around Buildings etc. If you plan on using him that way I would also recommend the Upgrade The Mimics Blessing. Perfect Camouflage offers a really good layer of protection for a forward Tangled Shadowed Teddy and his own repositioning tricks is the protection after he activated. Sometimes I also take Baby Kade with Depression in that mix. Admitted it's way to much Overkill to push things with Teddy 3 times in between a Living Blade Lilith and an Auto Sweetbreads Baby Kade to go for that. But I do like the redundancy. If one of the 3 Models dies the other 2 are still working perfectly fine together. Also Lilith has ways to trigger Teddys Smell Fear Ability, which shouldn't be overlooked.
  13. Hello community. I just stumbled over the soulstone miner and it's rule: What confuses me about it is that "or". Does this really mean that you need to fullfill only one of the two mentioned restrictions in order to unbury the soulstone miner? I feel that would be way too powerful. Especially for strategies like "Stake a Claim". But on the other hand I fail to translate that sentence in my mother tongue in a way that both conditions are required. I do need an "and" instead of the "or" for that. Alternatively I would need a "may not unbury within ... or ..." to make it work with an or." But with "may ... anywhere ... at least ... or ..." I just fail to translate it in a way that both conditions are necessary to be fullfilled. I hope you can help me there.
  14. Well basically Tannen for that +2 on Masks is a nice idea, but I wouldn't build on that. Currently if I didn't overlooked anything then you can summon the following: Manifest Nightmares 9 ->Insidious Madness 10 -> Stitched Together 11 -> Lelu 11 -> Lilitu 12 -> Coppelius 15 -> Teddy (The Widow Weaver is not summonable, as it is a Henchman and only Minions and Enforcer can get summoned.) Usually I would expect to get the mask requirement from the sacrificed Daydream so the suit of the card you cheat (and I would always assume you have to cheat that duel) doesn't matter. Of course if you have the 13 Mask in your hand and you have Mr. Tannen then you could summon a Teddy which is awesome, but maybe thats the case in 1 of 5 games or so. Still it might me interesting to summon Stitched already with an 8 Mask or Coppelius with a 10 Mask if you get the Tannen support. It depends on how much you trust your luck to draw one of those cards. The other benefit of that would be, that because you already intend to cheat a card with a mask you don't need to sacrifice a Daydream for the mask. The Daydream is easy to summon, but it would free up an AP from your master and that might mean a paralyzed enemy beatstick/master more which is huge. I wouldn't recommend summoning 3 models a turn with the exception of you really wanting to get Lord Chompy Bits out because cheating 3 times a 9 or higher might mean that you are already out of all your high cards and that makes you terribly vulnerable to enemy actions. Besides that healing aura of the Dreamer is very valuable to your fresh summons. Therefore just summoning 1 model with a lower than usual card and avoiding to sacrifice a Daydream is really great. So after all I would say. If you have a plan for Mr. Tannen to do something then it might be occasionally really great to have him together with the "Dreams of Pain"-Dreamer. But for depending on getting a benefit from that +2 card value would be too unreliable for me. But thats personal preference. (After all Chatty is a really anoying aura for your enemy in e.g. Squatters Right's or to protect your master from a Spring The Trap, and when you Alp-Spam or Horror Duel-Spam the enemy then Cooler is also very awesome)
  15. Throw in Lilith with the Living Blade Upgrade and you get 2 follow up attacks for each attack of Teddy. All with Ml7 and weak damage 3. And Lilith contributes 1st with So much needed movement tricks for Teddy and is able to block LoS, or at least provide cover. Depression for an Auto sweatbreads on Kade is nice agreed, but in this combination pure overkill. But beware for Ten Thunders and their misdirection Upgrade. Even under a perfect Setup that might ruin this ping pong tactic.
  16. Well I think Transfusion is a nice thing but it serves the Chihuahua better than McMorning. The totem also has Expunge and McMorning has a better way to apply poison. I think his (1) rancid Transplant is way underrated. Lets take 3 Canine which are great on their own. Those 3 double walk to the enemy to apply -3 Df which also makes Disengaging strikes quite difficult. (1) rancid Transplant does Poison 8 and 3 damage now. For the most things more than enough to finish them off with an Expunge afterwards. And since you are attacking with Ca7 vs. a Df that is reduce by 3 points it shouldn't even require a high card. Well and if the enemy gets rid of the 3 Canine because he doesn't liked what he just saw then get the Maniacal Laugh Upgrade and (0) Muwahahahah yourself 3 Mindles Zombies out of the fresh Corpse counters. Then (1) rancid Transplant all 3 for Poison 6 and 2 Damage and as soon as they activate they generate a new Canine Remains because they die to Poison whithing McMournings Road Kill Scholar Aura from the Moonlight Upgrade. That's great Tarpit potential and doesn't require high cards. So you can use them for defensive reasons or this really nasty Rogue Necromancy.
  17. Well a general list for the Dreamer is quite difficult to build I think because he adapts so strongly to the shemes / strats. But I think I would always hire 3 Daydreams. If you do your summoning (even withouth "Dreams of Pain") then you want to sacrifice 1 / turn. So I'd like to have some spare ones. If you don't do your summoning. Well up to 30" movement for your crew, split amongst at least 2 models, is awesome never waste AP on that with your heavy hitter like Teddy anymore. Charge or Flurry does make a difference with him. And its also a good "counter Lure" if your enemy is Belle heavy. You want that -1Wp Aura for the Dreamers Paralyze chance. Dang out activating anyone? 3 Activations for 6 soulstones? Daydreams are just cheap and awesome.
  18. Oh thats interesting. Why do you think they are strong in groups? I would tend to use their attack skill only when I have a high card to cheat which makes them quite ressource intensive. I just hate wounding myself with my own AP. But being ressource intensive prohibits large groups. So I really would like to know your tactic, since I have a couple of them lying around here.
  19. Jep. I'm also very excited about the new Dreamer and hope I'm more capable of playing him than last edition. I'm still a bit surprised he kept his Unhinge trigger. Sure it only paralyses Wp4 models, but with the Daydreams Disturbing Whispers Aura it should be easy to get that Wp down to 4. (Or with the Widow Weavers Web Marker) If the enemy has only Wp 5 then 1 Daydream that accompanies the Dreamer is even enough. And you can risk your Daydreams because they are so easy to summon back and summoning is one of the things you need to do to get Chompy out. Even if you don't stone for the suit and your target has to cheat first its not enough for him to cheat in a region so that the damage flip will remain on a negative twists. He really wants you to miss because he can't be sure that you don't have that 10+crow on your hand. Well and if he doesn't cheat at all, then a moderate crow might already be enough. Although you need to be aware of soulstone users and their damage prevention flips.
  20. I'm definitly a Ramos newbie. And although those little spiders also die like hell I would have needed 7 Spiders the last game. I plan to buy another blister so I do have 9. That should be enough. But also consider the Swarm option. You need 3 more spiders for a swarm. Well of course you could magnetize them.
  21. Models to consider: Convict Gunslinger: Unbury either with Fast or Oath Keeper upgrade for 4 shoots with the chance on Trigger Happy. On the + side you don't have to overextend Tara as much as you would have to when you wanted to deliver a meele beatstick.
  22. I agree a 40mm base would have been easier. But its entirely possible on a 30mm base. Open Spoiler
  23. Well I would say it depends. For example when you have the Scheme "Plant Explosives" then you could get 3 VP for 1 Scheme Marker as long as there are 3 enemy models whithin 3" of that Scheme Marker. (Because technically you don't get VP for the Scheme Marker but for the enemy models close to it.) But for "Protect Territory" for example you get only 1 VP for each Scheme Marker. But as Tuttleboy said. Once you have used a Scheme Marker for scoring in a Scheme it is removed from the game so you can't use the same Scheme Marker twice for scoring.
  24. Well you could make a meele attack. Provided you are in base to base contact with your target the distance is 0". Right?
  25. Also if you take Lilith think of the "For the Brood" Trigger that is auto fullfilled on Barbaros and the Youngs. Very often if the scheme Frame for murder is up my Lynch opponent takes Casting-Expert Huggy and throws her at me. With the "For the Brood" Trigger you can keep her alive but relatively reliably also keep her paralyzed. That Huggy is incorporeal really helps pushing her to you backlines. Also a good way to fullfill "Take Prisoner" if you got that. But also withouth denying "Frame for murder" VPs this trigger is golden to deny that Huggy gets buried. As long as you keep Huggy paralyzed Lynch can't make a new one and I would consider keeping a Young busy for that a good trade. For Lynch Assasination I would recommend Teddy. His offensive trigger is resolved after Lynchs defensive trigger, so lynch can't push away. Having a Teddy in the Crew forces him to let Lynch walk quite alone or else you could Transposition Teddy into position. So depending on Terrain its worth to block Lynch with the forest and clean out the rest of the crew or directly approach Lynch and not be much bothered by his crew. If you apporach Lynch also don't forget to put the Rooted condition on him. Thats another 3 damage when Teddy hits and therefore pushes Lynch. Also (1) Transfixing Gaze is nice to get slow on Lynch. I would recommend stressing Lynch indirect with Lilith that way and try to get a Teddy Flurry loose on him. Because if you cluster up on a Ten-Thunder-Lynch that knows you field Lilith and your opponent is worth his salt, then he will have the Misdirection Upgrade. And that trigger ruins your whole push and free attacks chain.
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