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StormLordXIII

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StormLordXIII last won the day on January 2 2016

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About StormLordXIII

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  1. If I remember correctly, yes! The stories started to diversity a bit with M1E3, but M2E really dispersed the stories as the universe got bigger.
  2. I really enjoyed the Court of Two story with Kirai. I felt that the writing was strong and the characters were memorable and compelling. It’s nice to see crossovers as well; very curious to see what’s in store for the Allegiance as a whole.
  3. Indeed! My opponent and I totally forgot about this! I probably would have taken another Death Marshal Recruiter instead, although I don't think the first one did very much during the match.
  4. I played a beta game last week with a thematic Lady J crew and hired the Judge, Jury, and four Death Marshals, alongside a few others. The strategy was Reckoning and my schemes were Deliver a Message and Hold Up their forces; my opponent ran a Parker crew with bandidos, convict gunslingers, and Pride. I really liked the new Death Marshals. Even though they are only Def 4, Hard to Wound and Hard to Kill make them pretty tanky. The Jury got a lot out of Obey, helping many of my other models move into key positions. The Judge is also even nastier in combat now than before. Also, Lady J was able to charge Parker Turn 1 thanks to Leap and 3 AP... Anyway, just because I had a good experience doesn’t mean that everyone else will, but hopefully it’s another datapoint.
  5. Any more thoughts now that more books are in circulation?
  6. Likewise! I started here and have been writing for Wyrd as a contractor for the past five years! The community feedback from the old Iron Quill contests was really helpful.
  7. Hi everyone, I noticed that there hasn’t been a thread yet for people to discuss the stories from the Core Rulebook. What do people think of the stories? Does anybody have favorites?
  8. Just played against a crew with Misaki and a Crime Boss. Misaki is largely independent from the rest of her crew - she’s a cruise missile that neglects direct support to other models and instead completes her own objectives (mainly eliminating enemy targets), so crew selection is more flexible - anything you take should work fine. I highly recommend Crime Bosses. Their “Lesson You Won’t Soon Forget” ability leaves enemies with the Fragile condition, making them easier to kill. They’re a good answer to enemy tanks like Guild Peacekeepers, Izamu, etc. that normally take a lot of damage and hold up the enemy due to Armour and larger numbers of wounds. Low river monks are valuable for condition removal and schemerunning. You may only run one of the three but the whole box in my opinion is worth it, unless you proxy.
  9. Heya! No worries! Already part of the group and have had several games. Looking forward to crossing paths! Nick
  10. Hi Wyrd community, Apologies if there is already a thread dedicated to this elsewhere (I see a bunch of postings for competitive UK gaming events), but I will be moving to London for the next 9 months and was hoping to get in touch with the Malifaux community there. Would be most grateful if players in central London who see this message would PM me with details. Where and when do people get together for games. Looking forward to meeting you all!
  11. In my experience, Mei's best trait is her mobility (although I'm certain that other players have other aspects of her that they use more). Her Railwalker action that allows her to place in B2B with a Scrap Marker or Construct means that she can flit between different targets very quickly, contest board quarters, or eliminate supporting units that tend to stick away from the front line. The Passenger Line trigger granted by the Rail Lines upgrade lets other models hitch a ride, so Mei can essentially become a delivery system for other models to get up the field. This may be especially useful since Kang can be quite slow, and he need to be engaged and beating away at the enemy to be most useful. In line with this theme, I usually run an eclectic Mei list that pulls from different factions (all within TT or Foundry) to capitalize on Constructs and Scrap Markers: Mei (Rail Lines, Recalled Training) Sparks Toshiro (Command the Graves) Rail Golem (Smoke Grenades) Mechanized Porkchop Obsidian Oni x 2 Cache = 4 I like this list because most of its models are constructs (Rail Golem, Porkchops, Komainu summoned by Toshiro, at least one or two a turn) or have the ability to place Scrap Markers, either directly (Porkshop) or by causing Damage (Obsidian Oni). They can also cause Burning, which synergizes well with Mei and the Golem, and they can heal the Rail Golem so long as it still has its upgrade with the Strong Grow Stronger ability. This list tends to struggle against enemies that ignore armour (Swine Cursed, I'm lookin' at you!), but can be tanky.
  12. I recently had a lot of fun with this Mei Feng list. I lost 5-7, the strategy was Squatter's Rights, and my opponent played a Ulix list that basically relied on summoning lots of pigs and taking reckless damage, but healing with slop haulers and eat your fill triggers. I didn't get up the board fast enough, but anyway: Mei Feng (Rail lines, recalled training) Toshiro (Summon the graves) Mechanical Porkchop Low River Monk Rail Golem (Smoke Grenades) Obsidian Oni x 2 Actually worked out really well. The Obsidian Oni were able to keep healing the Rail Golem since its upgrade was attached (I never discarded it for this reason), and they also provided scrap markets for Toshiro to turn into Komainu. The Porkschop drops a free one every turn and that was pretty dope. Mei's Rail lines upgrade basically made all of the constructs especially fast thanks to the +1 speed buff to constructs. I
  13. Sorry to hear you are having trouble; I think a huge part of it depends on how your opponent plays Nicodem. I've played some games where Nicodem swarms the enemy with cheaper summons, and others where he summons tankier, more difficult models. Either way, you can't stop him from summoning, but you can try to neutralize its effectiveness. You have a few options: 1. Charm Warders. Surprised no one brought this up earlier. Their Barrier to the Other World will dish out Entropy damage to newly summoned models equal to the value of the condition (+2 to start) within 6" of them. This condition stacks, so if Nico tries to summon anything in a bubble caught between two of them, they should take an auto 4 damage. Gross! Since Nicodem's Re-animator causes models that are summoned to suffer damage equal to half it's wounds, anything that has less that 8 wounds total is toast so long as you can keep the bubble up. 2. Taelor. She's a merc and basically autocharges anything that gets summoned near her. You have to pay the extra 1ss merc tax, but if you run Misaki as an Outcast, you can hire her for free and still hire TT Last Blossom models. As mentioned above, Misaki may not be able to tank Nico in one round because of Impossible to Wound, but with Risky Ventures, and assuming your opponent has few cards or soulstones, you can go for the autokill with a high crow. Misaki and a few Jorogumo tend to kill things, especially when they're slow and at half wounds from being summoned! 3. Outsummon. I really like Toshiro and the Mechanical Porkchop (I usually take them together with Mei Feng because they are Foundry and have lots of scrap marker shenanigans, although Obsidian Oni can place them too). Toshiro can summon Komainu or Ashigaru with Command the Graves. This way, you won't be outactivated and you'll have a way of matching your opponent's summons. 4. Kill Nico's support pieces. Mortimer, Sebastian, the Vulture - anything that lets him sling spells, place corpse markets, or create more summoning materials. If your opponent is just left with their master because the rest of their crew is dead, they can't hold zones or place scheme markets since summoned models are slow and can't interact... A master and (max 3) slow models that he can summon per turn is less intimidating than it seems. Hope this helps and good luck!
  14. Hey everyone, Witchling Thralls have been somewhat controversial in my group because they are expensive, but I really like their flexibility (ranged and melee attacks), (0) action to push, and their ability to auto-pass horror duals regardless of how poorly you flip. Given these traits, and their station as "minions," I imagine they would synergize well with Lucius and Queeg, who can use all sorts of out-of-activation shenanigans to get them up the field. In this case, I think they are better than other hard-hitting alternatives like Executioners, Grimwell, Gage, Judge, Jury, etc. How do people feel about this build? Note that there is no specific strategy in mind, which probably defeats the purpose of the exercise, but let's assume that it's mix of offense and defense for zone holding like Turf War or Reconnoiter. Lucius (Deep Pockets, Surprisingly Loyal) Scribe Master Queeg (Debt to the Guild) Doppleganger (Lead Lined Coat) Witchling Thrall x 2 Lawyer Austringer The core of this combo relies on the dynamic between Lucius, Queeg, and the Thralls, and pushing the Thralls up early in the game into scoring zones or threaten enemy pieces. My opening moves would be activating Queeg and using his Put Fear in Them ability to push both Thralls up, which will succeed without risk of the Thralls suffering Paralyzed because they autopass the horror duel. Then, Lucius can do the same thing with Commanding Presence, which will also auto-succeed. Before the Thralls have even activated yet, they've each effectively walked twice. The other pieces are there because they synergize well with Lucius; the Scribe can remove conditions, the Lawyer can lay out a Hard to Wound bubble (ideally on the Thralls, and can buff both in the same turn with Multiple Defendants), and the Austringer could issue orders or attack from a distance. Doppelganger helps to mess with initiative. What do you all think? I suppose part of the problem is that the only hitting power in here comes from the Thralls... once they're gone, there are no heavy damage dealers, although the Doppelganger and walk up to an enemy beater and mimic them. Would you replace the Lawyer, Austringer, and Scribe with something more tanky?
  15. I've found that TT Snipers are a nice complement to Misaki's core box; except for the shurikens on the Torakage (which you'll rarely use, at least in my own experience), there isn't anything shooty in there. The snipers add some much needed fire support, are no slouch in melee, and can really intimidate your opponents from placing their models out of cover! Their ability to make other models slow is an added benefit. Also, clocking in at only 6 points thanks to the errata, Yamaziko is AMAZING! She can perform 4 actions per turn thanks to being Nimble (free walk) and a 0 (the always useful Brace Yari to damage charging models), so she's a fantastic scheme runner, soulstone user, and board controller. Highly recommend. Your friend could also think about running Misaki as an Outcast Master - Killjoy is a relatively inexpensive investment, and is quite the beatstick! Other useful models on my list: Yin, Izamu, Low River Monks, Toshiro (who can summon Komainu) Hope this helps! [Edit] Misaki is a very solitary master - she's a cruise missile that prefers fighting on her own to buffing her models. While this denies potential benefits to your minions, it also means you can pretty much run Misaki with whatever you want, so there are no wrong answers in my opinion.
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