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octavius_

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  • Birthday 12/05/1988

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  1. Why do you need Carlos for burning? Kaeris, the Golem and Elijah are really effective at doing it alone.
  2. Yan Lo is the only master of these I have experience with and in general I find that if you get into a straight fight with Yan Lo you will probably lose. The level of armour, reliable damage and healing that comes out of his crew (not to mention bringing models back) is substantial. So I've found that against Yan Lo you want to bring efficient schemers, because Yan Lo's scheming ability is quite low. He doesn't have many spare actions to drop a lot of bombs and he can't really get into your backfield with a lot beyond Manos. So if you can focus on not losing much to his big stuff and getting all of your scheme points you will be in a good place to win the game. More specifically Yan Lo's personal gun is excellent, but any amount of concealment really helps against him because he will need to focus or stone to be able to land those hits reliably, so abusing terrain and then things like Vent Steam or Diesel engine will really help. His also only answer to armour is a single trigger on Izamu. So slotting in things like Saboteurs to destroy his schemes, Spider swarms to scheme in his backline and killing pretty much anything that isn't Izamu, especially if they have diesel engines for free moves and concealment auras. Soulstone Miners have a trigger for no armour (but in order to trigger, you can't mine soulstone that turn, so its awkward) and mecharachnids are pretty good vs armour so its worth considering them in order to kill his Izamu buffed Komiinu and help vs getting Izamu off the table for a turn. You just gotta focus on the schemes and don't focus on winning the fight because I think in Arcanists the only person who has a chance of winning the fight is Hoffman.
  3. If I have 2 Union Miners use False claim in a turn, how many scheme markers do I need to remove in the end phase? Do I do it sequentially? Miner 1 needs to remove a marker, then miner 2 needs to remove a marker. Or is it focused on the actual ends of the ability? I remove a marker, both the requirements of Miner 1 and 2 are satisfied as a marker was removed. Thanks.
  4. I don't go to these forums much... But goodbye. If this is enough to drive you from a fun game with great models...well...I shouldn't finish that sentence. I don't care for the 10 thunders that much. But who cares? McMOURNING!!! (I already bought mine)
  5. I don't know. The Death Marshals keep being eluded by ressers with a disturbing regularity
  6. As a Chief Coroner, McMourning probably has enough Authority to requisition Guild troops when doing work at the scene of the crime for security reasons. I mean his playstyle of sacrificing his own troops to make better troops will probably be still there and you probably want to take the less elite Guild troops (Easily sacrificable mooks like Guild Guards) in order to create necromantic monsters. McMourning murdering guild troops to spawn horrible monsters to fight with? That actually sounds MORE like his background rather than less.
  7. Looks like she wasn't going to be the Head Villain anymore YEEEEEEEEEEEAAAAAAAAAAAAAAHHHHHHHHHHHHH!
  8. I guess. I just don't know how much you can apply the fluff to each game. I mean I've used execute on a bunch of guys who keep appearing in the fluff. What BS is that?!
  9. Everyone is entitled in their opinion, but its kind of a Buzzkill if someone wants to play a game with you with their fun Mcmourning Guild list and you say "NOPE" to their face. They aren't beholden to your perspective of the fluff. McMourning Murders Guild Agents, yes. Perdita players like myself should have been playing these last few months with a Comatose Master too. Lucius is the Guild Secretary, but I'm not so sure that the Guild members are supposed to know about his magical potential, How many Guild agents has Lucius had silenced?
  10. Buh? Right now I can take a Guild force with Perdita leading a group of Witchling Stalkers and an Executioner, which isn't really mentioned in any fluff at all. I see no reason for you to react so harshly to someone taking an option that they want. I LOVE that McMourning can be taken by the Guild. I'm really looking forward to it!
  11. I agree with Kadeton, really. But i feel that the organisations probably are a little more fluid, with the captains being able to requisition across departments reasonably easier than it is in the modern world. So you have the Governor and his primary police force, the Guild Guards. I feel that these guys can range from the worse guards up to some impressive shows of police power like the Riflemen. The departments are mostly self explanatory, but while they have overt themes, i feel they have subtle themes with them too. The Death Marshals are undead hunters, but i feel that they have a strong detective feel to them. The Death Marshal wagon is being called out to murders in which undead are felt to be involved and they investigate before direct pursuit. The Witchling Stalkers are Arcanist Hunters, so destroyers of magic, but have a strong inquisition theme. They will take everything from you and force you to act how they like. Corruption and hypocrisy is strong and they are less about investigation of arcanists, more like directly taking them out or capturing them and turning them to witchlings behind closed doors. The Ortegas are Neverborn Hunters, but they are also really focused on their ignorance. They know how to kill neverborn very well, but they generally do not try to know anything about them. This might be with the exception of Perdita, who after the Event seems to have picked up some insider knowledge. Perhaps an analog of 'things man was not meant to know'. The Mechanical Section i feel arent like tanks, as Kadeton believes, but more related to cyberpunk and the governmental suppression of body modification, while using its technology to its own benefit. Probably the least corrupt of the organisations, though, due to its very small living body count. I don't know as much about McCabe and friends, but i feel it is focusing on Corruption and criminality as an overt theme rather than the undercurrent which is in all the other departments. The Secret police hiring criminals. I feel that these themes are great, if there was a Malifaux II then i would love for these themes to be expressed strongly in the mechanics, not just the fluff. But mostly its done amazingly already.
  12. Wouldn't the Captain be good with Lady J because she can give him Melee expert? Removing his terrible speed somewhat. Also, I would take him for tankiness, more guards for the other things (like Cordon) to work and also his Menace is actually pretty amazing. using it on enemy models to stop them from moving around is pretty awesome.
  13. I love Perdita, her model is amazing and thats most of the reason why i picked her (and malifaux in general). So at 25SS Ive got an idea for a list. I don't want to destroy my enemies, i just want to know if there are any basic problems with it. Perdita Guild Guard- 4 Guild Guard- 4 Austringer- 5 Death Marshal- 4 Death Marshal- 4 Death Marshal- 4 25SS +2 Cache. Basically its a strong shooty list with ways of tackling stronger enemies with the Pine boxes while i deal with Support and Guild Guards to try and prevent my force getting Alpha'd to death.
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