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chris_havoc

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Everything posted by chris_havoc

  1. I am trying out the crew creator for McCabe and can't seem to see any of the Guild Hounds or Guild Riflemen. I'm not sure if this stuff is still being added but I just thought maybe best to bring it up.
  2. Hey guys just a note on the action where Sybelle complies a model to fail the Horror duel against The Hanged can't work if it's a friendly The Hanged Model. Comply makes the complied model friendly to Sybelle and so does not trigger Terrifying. You can, however, attempt the same thing against an enemy model that has Terrifying.
  3. I couldn't disagree more with Fetid on Bete in a Seamus list. I use her as a support piece kept behind my Belles and Sybelle and move them up as a group. This way the low Df of the Belles is offset by her Tenebrous Aura while she in turn is kept safe by being behind Sybelle and the Belles. So only when this group meets the enemy does one have to seriously consider keeping a 10 in their hand. Seamus and the Copycat can act fairly independently apart for this group.
  4. I think you've left out one major player in your list and that is Toshiro. He is great in any crew and he allows access to great minion models. Good resilience, good support, good melee, and he can summon with his upgrade. All around good.
  5. Yeah I think a house ruling is possibly required...
  6. Oh ok... I would have thought that the fact that the roof is impassable and enclosed that the nature of those two things would prevent this. But reading up a bit it appears you are right. This is quite silly though and seems counter to the generally intuitive rules of the game. It's not often that logic or sense are suspended in Malifaux rules really.
  7. chris_havoc

    Pigapult

    Hi all. There's a bit of debate about the Pigapult at our local game store. How does the ignoring of LoS and Cover work? For instance, can it sit in a building with a roof and shoot things outside that building or if vice versa if the target were in a building? Or does the Pigapult need to be able to draw an unobstructed line from itself to the target? So a roof would cause it not to be able to target? Where as outside a building it could shoot out the building but not into it, yes?
  8. I have played these guys a few times and find them quite useful indeed. The fact that they are quite survivable with armour and high wounds for a 10t model that isn't a henchmen. I also personally think that Armour +2 is basically the best form of armour. It takes the edge off of most high end attacks and really starts taking off the edge when it has Defensive on it. They deal damage consistently in Melee and have a good Hail Mary in the form of the gun. I tend to use them in conjunction with the Archers and Ototo in a Misaki list. To take advantage of Call the Thunder and basically they function really well in tying down the enemy and with some threat of damage. Because they aren't out-pacing the archers' range they act really well as a means of holding bad guys still while the archers provide ranged support. They do take effort to remove from the game and aren't a big enough target generally to pour resources into. Especially if Misaki or Ototo are on the board.
  9. As FalconRider mentioned you get to use Misdirection which I think is one of the most awesome defensive upgrades in the game especially for a master like Mei who thrives in being engaged with multiple models at a time. Our shop in South Africa's distributor has been messing us around a bit so we don't have the main rulebook or 10T Arsenal box yet but if the Dawn Serpent has remained the same he is a great way of dishing out burning at a distance which the Emberling and Rail Workers play off of very well. There is also the Monk of the High river in the current beta who is also very good at getting burning out there with his Flurry-Charge ability. He also has a low damage profile and auto-triggers burning so is a pretty good way to build up burning on the Rail Golem. ---------- Post added at 11:11 AM ---------- Previous post was at 11:08 AM ---------- Also the Kamaitchi generic totem offers a pretty great damage-free way to give the Rail Golem Burning if your hand is not all that.
  10. As FalconRider mentioned you get to use Misdirection which I think is one of the most awesome defensive upgrades in the game especially for a master like Mei who thrives in being engaged with multiple models at a time. Our shop in South Africa's distributor has been messing us around a bit so we don't have the main rulebook or 10T Arsenal box yet but if the Dawn Serpent has remained the same he is a great way of dishing out burning at a distance which the Emberling and Rail Workers play off of very well. There is also the Monk of the High river in the current beta who is also very good at getting burning out there with his Flurry-Charge ability. He also has a low damage profile and auto-triggers burning so is a pretty good way to build up burning on the Rail Golem. ---------- Post added at 11:11 AM ---------- Previous post was at 11:08 AM ---------- Also the Kamaitchi generic totem offers a pretty great damage-free way to give the Rail Golem Burning if your hand is not all that.
  11. Hi, I encountered an issue with Chain Activations last night play-testing Colette. Her ability to summon Doves says that the Dove may immediately activate as a Chain Activation. However, it does not list a distance. I would assume that this means it can Activate regardless of range but in the explanation of Chain Activations Companion with a 6" is used as an example so I am a bit confused. Does this mean that the dove would only be able to activate while within 6" or would it mean that Colette could Prompt (3" push plus (1) action) and then move the Dove as far away as possible and have it Chain activate?
  12. Alright cool, I'll ask my friend to have a look here so he can raise any objections he has. Though the consensus does seem to make sense given that a model always has Terrifying and if you fail the test you get Paralyzed while with Manipulative it is only active when the model hasn't Activated and failing is not as severe because it is only that action that fails.
  13. I was playing a game yesterday and while my friend was pretty sure that Manipulative works like Terrifying/Horror so that the model targeting the Manipulative model only needs to test once in order to overcome Manipulative and then after that may target it without having to test. However, I disagreed because nowhere in Manipulative does it say that a model only needs to test for it once. I said that Terrifying/Horror was actually the special case as it specifically states that a model gains Immunity after having passed a Horror test. I couldn't find a rule that stated a model would become immune to an ability like Manipulative. So what I want to know is which of us was right and could you point out where/why this is the case?
  14. Hi, I was wondering if there was a list of tags to make use of when posting? I find that reading posts about proposed rule changes are far easier to read if they have the appropriate symbol attached to them e.g., . If someone could direct me to the appropriate area or if I could persuade the mods to stick a list of these things in the appropriate areas that would be really nice. Chris.
  15. I think this would be best discussed in the regular area rather than the beta. However, the Torakage's strength is the fact that they can't be pinned down. They are there to harass enemy models more than do solid damage. They are capable of doing some damage though but their focus is harassment and objectives. The damage potential of the models you mention that are already in your list should cover you on those grounds. The archers are pretty awesome in terms of dishing out ranged damage. They are incredibly soft though so you have to be quite careful with placement. They can also give slow which means they have some synergy with Ototo and his upgrade.
  16. Think we're getting de-railed talking about Mei Feng a bit she would definitely be the stronger choice against Sonnia or Perdita though. @AWOL: Using the dance to that effect then only works on models with a 1" range. If you're already engaged a model with a 2" range wouldn't have to walk to hit you so would also diminish the purpose of using the dance to that effect. The Drake is pretty much only slow in comparison to Misaki with wk 6 and Flight. Though, if you take Untouchable, you won't be wasting Misaki's 3rd action because she can defensive stance without spending a card until she gets into charge range. So she would still out-pace Sonnia and Rasputina easily. What EternalVoid says is true though, Sonnia will be getting positives against the Drake so may offset the Counterspell but he'd still be struggling for triggers which seems to be where the synergy with her crew lies. So you may still find yourself burning through Soulstones that can't be used on Confiscated Lore. I'm not sure Archers are survivable enough against a crew that is pretty comfortable at range like Sonnia. To be honest if I was playing Sonnia with Misaki I would most likely play objectives as best I can and try do as much damage as possible with Misaki before she dies. Never really faced Rasputina but I think it would likely be a matter of staying out of sight until you're close enough to jump her. I would probably play very aggressively against her.
  17. Fair point! Ha-ha! I face Ophelia early-ish in the beta and she alone killed two belles in a turn and the rest of the crew killed the other two... I changed my list up after that. Also learned not to mess with Dumb Luck... I hate Lenny.
  18. @Hypoking: The belles have 8 wounds two weak hits is not going to do the trick with almost any model. For their points they are one of the most survivable models in the game. Although Von Schill's damage output is crazy good and ignores hard to wound so he should be cleaning up but still would likely need 3 shots. @OP: What Belles hate especially with Sybelle nearby is Blast damage. It is worth taking a focus shot with a specialist to get a blast as it avoids the whole Hard to Wound mechanic on the rest of the belles you are damaging. It's also a good way to get some damage off on Sybelle who has really high defense so hit a belle and she takes damage. So as mentioned above Hannah is a good addition because she has blasts (she can also steal Sybelle's blast weapon) and also because she has Counterspell as well as a lot of height and base size so you can hide one or maybe two important models behind her. She also gives you Arcane Reservoir so will make your hand a lot better. I would maybe take Engage at Will on Von Schill to give your guys two (0) actions too which means your guys can remove corpse counters thanks to the trunk. Relentless is also always good against Seamus with his huge amounts of Terror.
  19. Sorry you are correct sir! But to be honest I've only ever used it once to that effect anyway. I almost always just take the defensive stance action and people tend not to disengage from a model that won't do any damage. Even with me misreading the wording like a n00b. I now see that it is better than I thought actually. Thought it was odd you could give enemies defensive stance. Usually I just use them to drop markers or go into defensive stance. It sounds like a waste of points but like I said they pose no direct threat and you have to commit a lot of resources to killing them. I can think of an answer to 3" melee ranges in that the Next Target trigger pushes you 4" away. So it's not as hard a counter as Deadly Dance but it does mean only one melee attack coming your way rather than two. Also I think the fact that you can go into defensive stand without a card is also a way to counter these guys. Spell casters are definitely a tougher thing to face. But Misaki's df and wp are quite high. Also if the spells target df then Misdirection is very useful. If not then maybe the Drake is a good way to counter these types of guys? Counterspell and decent stats and big base and decent movement means Misaki can take cover behind it? EDIT: Monks are also immune to burning so maybe they are a good choice against Sonnia too.
  20. @EternalVoid: Sorry for my late reply. I do agree that luck is a huge factor and maybe it is more important than I have stated. But for me comparing Malifaux to a game like Warhamer that uses dice is like comparing say Poker and Roulette. OK Warhammer isn't quite as random as Roulette but my point is that all you can do is determine the odds of success when you are rolling for or against something. Granted you can refuse engagements and the like but you are restricted to whatever dice you roll when you do engage. Sure there are re-rolls and things but you are still playing the odds passively because you have to see what you will roll before you can say you have succeeded. In Malifaux it is different, obviously, because of the control hand and because the odds are only reset at the beginning of each turn and even then less drastically than it is dice roll to dice roll because of keeping or discarding cards in hand at the beginning of the next turn. So you can bluff your hand or coax your opponent into playing high or low and the like. So you're not only playing the odds of success you are betting your odds against your opponent's skill to read what you are doing. Yes, this happens in warhammer but only on the level of gameplay not at the level of the dice mechanic. You can't bluff what dice you will play for example. So what I am saying is that in Malifaux there is the ability to actively alter the odds of the game by cheating in cards or tricking an opponent into cheating a card or thinking you have cards to cheat. So I do agree that flipping high or low at inopportune times is similar to rolling badly BUT flipping those cards informs you of the odds of them coming up again unlike dice games where the odds reset every roll. So it is an added facet to the game that you can play as though the odds suit you or not and surprise your opponent with the opposite. I've had a handful of 6 cards with the highest being a 5 or 6 playing Lynch but because I have a full hand my opponent hesitates to attack me. I've also used Misaki to the opposite effect where the opponent has a very strong hand but a model they want to keep alive with a df stat lower than her ml. So I cheat in a medium crow for the autokill trigger meaning he either wastes a higher card to negate the autokill effect or doesn't and wastes two of his good cards and takes damage. I am totally willing to accept the fact that chance can still very much screw you over but the better you are at playing the less likely this will happen in any game but most particularly Malifaux because of the control hand.
  21. @Da O&F Git: I was very skeptical about the monks when I read them in the initial Beta but then I tried them out and they are awesome. Very much control pieces. They only have 5 wounds but with Stand Ground, Brutal Sensei, Calls Unto the Chi, and a decent defensive profile they are very resilient. On top of that if you have a group of them you can increase their resilience by throwing around defensive stance. They move fairly quickly at wk 5 and pose no immediate threat to your opponent so are not often immediately targeted. But when they get onto an objective they will almost certainly hold it. They also remove conditions which means they also function well as a support piece. I've not used them with Torakage but Yamaziko works really well with them as she keeps up with them and offers further defense with Brace Yari and some offense with her decent damage profile. She's also complimented well by the fact that the monks dish out defensive stance on her low df of 4. Personally I would rather use the drake and yamaziko than torakage but with the torakage's ability to grab objectives while the monks are good at holding them does make for a good-sounding combo. @ OP: Even without her Stalking Bisento Misaki is a beast in combat and with the disguise build very resilient. With Next Target being a natural Trigger Deadly Dance is very effective even on the offensive because she can so easily get back into a position where she is basically untouchable by melee. With Misdirection it is also relatively safe to stay in combat if you find yourself needing it. Without Stalking Bisento Thuner also becomes a more attractive option as you can charge her into groups and potentially do blasts and then push her right back out again. Just beware of those models with a 3" melee range. She is also tougher against shooting but can't take it forever. So it is sometimes a good idea to stay in melee with close combat guys initially and use stones for misdirection and then charge the heavy shooters and get deadly dance.
  22. I've used the following list to great effect: Misaki (Disguise, Misdirection, Untouchable), Yamaziko, Drake, 2xOiran, 3xMonk of the Low River, Shang (though would probably get rid of him for upgrades on Yamaziko). The Oiran and Misaki can't be charged so that is awesome. Yamaziko makes charging anyone else fruitless so for holding points these guys are rad and the monks and Drake heal really well.
  23. Please bear in mind that this is based off the latest beta that went out (South Africa is not super great with shipping) so just ignore what isn't relevant. In my Ten Thunder crew I like to play Yamaziko with the Lynch. We play 50SS so my crew looks like this: Lynch with Expert Cheater, The Rising Sun, and Woke Up With a Hand; The Hungering Darkness with Endless Hunger; 3 Illuminated; 1 Beckoner; and Yamaziko maybe with Recalled Training. Obviously it is an aggressively offensive crew and fast. So I find that Yamaziko's (0) is really great for preventing counter charges as the crew moves up the table. The Hungering Darkness and Beckoner are used to draw models in and if I have high cards I burn a stone for Heed My Voice to get Brilliance for the game. I am usually pretty reckless/aggressive with The Darkness because he can't be ignored and it means that I am likely getting Brilliance on something for Lynch to bring it back after the Illuminated or Lynch himself take care of the thing. I've found it works really well. The crew manipulates the opponent's movement, it is very resillient even without Yamaziko having to come into it, it is fast too, and can dish out a boat-load of damage.
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