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Vorschlag

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Everything posted by Vorschlag

  1. I think the releases need to slow down so the power levels for each soulstone cost can be consolidated and made a little more uniform. The larger the games sprawl gets the higher the chance of ongoing balance issues rises. I hope that with the release of through the breach 2.0 and the other side some of the focus drops off malifaux so the balance has time to be examined and adjusted. While I like a lot of the new models I'm hoping for a gentle balanced transition to M3.0 or even M2.5 and would love to see tighter hiring restrictions somewhere between 2.0 and 1.5. But that's likely dreaming.
  2. Just wanting to verify this before it gets attempted. I'm pretty sure it doesn't work due to An "honest" trial adding the mask rather than replacing the suit. Just wanting confirmation encase it comes up locally.
  3. General advice for newer players: You have four assets in Malifaux, your fate hand, your soul stones, your acivation points and your activations themselves. When using one or more of these assets ensure you are using them to either score vp, deny vp, reduce your opponents activations or mislead your opponent. For turn 1 unless you are trying to alpha strike you will spend most your ap setting up for turn 2. Combat is not important unless it does one of the above four, try to avoid targeting models that have already activated until near the end of turn you gain less advantage. Do not commit assets to combat actions which do not benefit you (shooting into cover without focusing etc) commit models to combat if you are attempting to reduce your opponents activation, tie their models up so they can't interact or shoot or if you are attempting to get your opponents focus away from what you intend to do for vp. Always ask about resist stats and cards in hand before opposed duels, this gives you a better chance of targeting the right models with the right ap. When you know your crew well enough move to asking these questions before choosing what to activate so you can make better decisions. Ask about threat ranges before committing to movement, ml range + charge etc or sh/ca. Know what your getting yourself into before dropping a model into a killing zone, also you can ask for your opponents ml/sh/ca and compare it to your resist stat for peace of mind. Never undervalue cover and terrain that blocks line of sight. Remember 2/3 - 3/4 of the board should be covered in terrain and 1/2 of that should be blocking. Use cover effectively and don't waste ap firing into cover unless you focus, if you have cards to waste defensive stance in cover can be game changing. Any further advice would require more information on your table/terrain and the strategies and schemes.
  4. Would love to see her in her original courtly robes instead of a tattered chemise. It might help to establish an air of courtly, refined and noble dignity over the tattered underthings of a recently abused peasant girl... Maybe something that makes her look like a "QUEEN" to put that tramp Lilith in her place....popping out illegitimate Children here there and everywhere like some two-bit hussy. .............................. If you can't pick up the humour in this post please ignore it so we don't waste each others time. ..............................
  5. Collodi behind wicked dolls and/or marionettes with the weaver to summon them back or set up teddy summons. Out activate as Ludwig says and then hit with buffed Collodi and/or stitched/banraku. Consider mimics blessing on priority targets and at least one fears given form encase you fail to kill it in one turn. Set up swamp fiends with juju unburying in their face (risk of being hit underground). Maybe spawn mother & wisp to resummon sacrificial gupps? Lilith with blackblood speed bumps. Probably most important is ensure you have enough blocking terrain, again if 2/3 to 3/4 of the board is terrain 1/2 of that should be blocking. This forces people to play strategically and also gives you some ability to decide which charge lanes will be available and what you're willing to lose. With Titania save your suits for taproot and ensure your models are purposefully set up to benefit from it to reduce damage. Lynch not sure on, I loath illuminated so refuse to pick him up.
  6. I really need to get round to a Nephilim escorts list, using Tuco in place of Knights for the push and pounce combos. What lackeys are for could make Nekima brutal especially if you have activation control with tots and mimics. Otherwise I'd like to try angel eyes with rapid growth.
  7. Vorschlag

    Pusher ;)

    It works with Lucius due to positive flips
  8. He is right about the close quarters attacks though. To get the most out of Lucius you want to be able to abuse those positive flips. So for neverborn that's Rougarou, Knights, young Nephilim, illuminated (shudder) at a stretch walgiest (range) banraku (repositioning+attacks) and the mimics. If you're running a gun line then you need things to push models out of engagement range if they try to lock your firing squad down. In neverborn you have Knights, Lilutu, kade, teddy, banraku, beckoners etc for this. Lucius also gives you access to Queeg and wardens for this if they are needed. Lucius' auto trigger to push before taking the action also makes mobile gun squads more possible which may make the use a mixed squad more usable. Actually he may set up some obnoxious plays with changelings if you have a model or two that doesn't randomise when shooting into engagements. Then you just need a couple of tarpits which are harder to come by in neverborn.
  9. Lucius the fairy king can be brutal with Knights ragarou and queeg. Queegs auto push trigger and potential to use a minions 0 twice makes the situation ... gruesome. The wild hunt variation taking ragarou, mounted gaurdsmen and hounds creates a more aggressive strike force but lacks the push abuse. Fae are also the only likely way to set up the Lucius emmisarry build to get the most out of his 0pt to attack for each scheme discarded in range. Bayou contract Lucius (swamp fiends and accompanying detachment) I've had less success with this build than the fae but path finders, their traps walgiest and McTavish have been entertaining. Silurids with queeg sets up some schemes very easily but will need a lawyer if you want to start dropping wp duels on swampfiends, Lucius' bubble won't be enough to prevent card burn. Austringers occasionally accompany the swampfiends and will be more often with vendetta on its way back in. Path finders with changelings are brutal against swarm crews, but this falls a little outside the bayou. Purposefully shooting gupps to get explosions and summon bad juju in someone's face is another matter. Masquerade ball Lucius (all mimics) works well, if the pool is interact heavy. You can lock out interactions with Tannen and the doppelganger, become extremely mobile with changelings and Graves' show you the door and hand out defence bonus' with lawyers and useless duplications etc. The issue is that unless graves and candy are enough to take out an aggressive piece or two the crew will quickly fold. Maybe Mr Vogel can help fix this hole in the mimic repertoire. In most builds I take his own totem and try to get the most of the defence buff. It works well with mimics and Fae and can be obnoxious with waldgiest. When combined with mounted guard it significantly effects your play but will be targeted. With Lucius' new upgrade the worm becomes an interesting alternative especially for very suit hungry builds.
  10. First step:ensure there are no direct Los from one deployment zone to the other without cover. Second step: ensure 66% -75% of the board is covered with terrain with at least 1/3 of that being blocking. Third step: look at strategy and schemes - can I afford to bunch up. Do I focus on one to two areas of the board or do I need to swamp the board. Am I giving away easy points, by risking weak single runners or grouping together. Fourth step: with crew selected and announced look at your opponents potential early threats and high priority targets. Are you going to need to use bait to draw them in? Can you afford to weather the blasts, pulses and auras they can hit multiple targets with. Fifth step:play enough Gears of War on insane to know how important cover is. Crew specific: Lucius will want at least 1/2 your hires bunched round him for positive flips but will like a couple of skirting models distracting attention. Dreamer will generally have a bubble of nightmares around him if he's summoning and ideally even if he's not as a defensive measure. The potential for the Dreamer to now more aggressively summon Nytemare may mean less bunching up in some play styles but this would be decided in the hiring phase. Pandora and Titania both run similar bubbles aimed to drain hands and causr damage, one is better at killing the other at schemes. They both run a secondary group as runners or a strike force for a second flank etc. They can run more like a guided missile and let the crew do its own thing but I'm unsure of the potential success for such ventures. Collodi likes a whirling ball of death whether he's going to pump out buffs or steal them off other models. Leaving Zoraida who will keep two hitters together "if" she wants dolls summoned into dual fears given form. Otherwise she will sit back with condition spamming support pieces. She lacks any further inclination to bunch up unless you are running McTavish. Leaving Lynch and Lilith who generally will have less of a reason to group together.
  11. Take Queeg. Focused guild hounds are surprisingly brutal. I'd rather see a variation of show em how it's done - free shot when a friendly guardsmen misses (maybe clip round the ear 1 pt damage). Or A shoot to kill directive. Friendly guardsmen activating within x can spend 2 ap to shoot the next time an enemy model in Los ends a walk in Los. (Not amazingly powerful but fun and thematic - might be handy with a 0 focus). Aside from that I'd love to see a kennel master gaurdsmen for buffing hounds. Or summoning them...
  12. It's interesting as a question for neverborn since 4/8 of our masters like bubbles, balls or hordes. If you've taken anything with df 4 stitched etc, keep them well out of range and Los - cover won't be enough, because pushes and focus, ignoring cover etc. Always ensure there's enough cover and Los blocking terrain on the table, a common mistake that people often fail to account for. Use said terrain to draw models to positions where they can be handled with less risk. Engage to shut down, sponge ap or engage to kill. After that it comes down to what/who the blaster is, what you've hired into your crew and resources you can afford to apply to shut them down vs potential damage. For locking them down we have the fast moving types gupps, silurids, insidious madness etc. Disposable models to engage it with gupps, alps, hounds. The large engagement ranges obviously waldgiest etc. Lures to pull them into position or out of position from their perspective Knights, Lilutu, kade, beckoners etc And masters that can teleport them, obey them into/out if position, a Master that can steal their a/p and a lot of damage dealing or paralyze options. The four masters that probably need more focus here would be the Dreamer, Lucius, Collodi and Pandora ...In my opinion.
  13. Your initial suggest is the most common sense approach and has the benefit of being tournament legal. An extra pair of wings and green stuff will keep you at 70% wyrd and give you a semi original looking model. I would do the same but I gave my spare wisp away so I'll wait for release.
  14. If your main concern is the hanged look for bury or paralyze tricks as this makes their rarity an issue for your opponent. If Nicodem is causing you issues think about models that can deny him corpses or use them against him by blowing them up, attacking through them, summoning or simply discarding them. Alternatively aim for models that can apply pressure early to drain resources and reduce the potential of strong summons. I've heard Seamus is horrible to face for Nicodem but having not played that out I can only go off of hearsay.
  15. As far as the guild is concerned.
  16. That's how you know something isn't intended to work a certain way.. "in my opinion"
  17. Your missing my point when you buy a box or arsenal deck etc you get a limited number of copies of each card.
  18. That still doesn't deal with the fact that a rare 1 upgrade is limited to 1 copy and if that copy is already attached then you have no more "copies" to attach.
  19. This was verified with Myranda trying to turn into a rare 1 which was already buried. Since the rule seems to rely on rarity I would expect the same to apply. Especially given if the upgrade is rare 1 and already attached then there's no additional copy to attach. Though this could be barking up the wrong clockwork dress.
  20. Nothing yet as we're in the first fortnight of the slow grow league I will be checking for support once the first fortnight is completed and will either run a gaining grounds full tournament or a first faltering steps event for the newbies.
  21. Slightly off topic but some fluff for existing alternatives would be nice.... looking at Amelia.
  22. I run him with Lucius and Pandora. When accompanied by a doppelganger the two have the capacity to lock down a large part of the board via chatty, especially with Lucius, graves, a changeling and useless duplications. I also like lawyers in this mix but it then the crew turns into my ballroom build which only works in non-killy pools. With the widow weaver in pandora his survivability also jumps but I use him more as a complication factor for the cheat prevention. He will certainly drop to concentrated attacks or attrition which is why careful placement is important and ideally diverting fire with something "louder".
  23. Starting Friday the 3rd of November Auckland will be running a slow grow league over five fortnights. The first fortnight starts with enforcer brawls and 20 stone enforcer led games. The second fortnight moves to henchmen led and the third progress' to master led 35 stones before master led 50 stones and then in the fifth fortnight avatar games. The aim is to provide a building block approach to a brand new crew or faction which players are unfamiliar with. This ideally creates a balanced learning environment for new players who will be developing at the same time as existing players. For more details see the Malifaux nz Facebook page or the Auckland Malifaux League page on Facebook. https://m.facebook.com/events/2402463933311357/?acontext={"ref"%3A"29"%2C"ref_notif_type"%3A"event_aggregate"%2C"action_history"%3A"null"}&notif_t=event_aggregate&notif_id=1508708103784193&ref=m_notif https://m.facebook.com/groups/1785672184991684?ref=m_notif&notif_t=event_aggregate edited due to date roll back.
  24. You'll need 4 rat kings, rats, rat catchers, stolen, obedient wretch then maybe nix+hounds or kade, crooligans and rarely candy. The trick is getting blight on models turn 1, out activate the enemy with rats and summoning engine, and use nix or hamelin to ensure blight on any forward stragglers. Your reactivating rat king/kings will be able to charge as 1pt even if they've just been summoned. Ideally you've landed blight on one to two models so turn two your rat kings and bleeding diseases will start kicking in. I've personally not used winged plagues yet myself but have had then used against me and I imagine I will be adding them to the above list once I rotate back to outcasts. Another model I've considered apart from wave 5 is ama no zako due to the whole blisters/boils/plague thing. The trap for this styld of Hamelin is falling into running him as an obey master, obey for Hamelin is something I suggest for landing ratkings charges or maneuvers that require positioning etc for schemes or denial.
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