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vulture96

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Everything posted by vulture96

  1. Pierowmaniac -- i'd be careful about copying "mark for death" -- as she does not have drawn to death to get back out.... unless you are going against a scheme like protoge - burying her permanently doesnt have much utility.
  2. RN is appropriately priced at 10SS (maybe 9SS because its really easy to knock him down to less than half wounds and he loses his three-headed). The issue is that he draws so much attention from your opponent because no one wants it near them, ever and he has bad defense. Attach a grave spirit to it and easily worth the 10SS. Rafkin is different ... he is worth 7SS in Nico's crew but I cannot justify taking him in any other crew. So - I think it is hard to address this without both making him less synergistic with Nico and lowering his SS cost ... but isnt that what make's Malifaux great? You probably wouldn't be taking many Ortegas in non-Perdita crews.
  3. Give Molly more hiring options (ie bette) - particularly given that she is expected to be a Master.
  4. I have not played long with Nicodem - a few months. imo Mortimer's 6 points are better spent on 3 2SS models who can kamikaze into enemies to use up their activations and turn into punk zombies for melee and drowned/crooked men for ranged (6 SS for Mortimer vs 12-15 SS (combination of three 4-5 SS models - belles and crooked men also have slow to die to get Killjoy out). I agree that necropunks are better to get Killjoy out - but at a cost of corpse counters because of their slightly higher SS cost and when you are taking 28 SS in 3 models, corpse counters are at a premium.
  5. Yes. Mortimer already was not a must include ... Toshiro imho makes Mortimer a never include. Nico. Toshiro, Kill Joy, Bette, 3 canine remains makes a particularly fun crew to play. Nothing beats spring Bette and Killjoy with bolster and Toshiro's positive flips. Dogs turn into bolstered zombies pretty quickly. What's that, Killjoy dies - oh, three cb 9 punk zombies.
  6. You've got the basics. There are really 2 kinds of builds, and they dont really work great with models combined. Molly is great as a henchmen in either build. Belle based. Pretty self explanatory. combination of Belles, Doxies, and a Crooked Man or two as Lure works great with Shafted. Fear based. Not to be used against crews that are immune to morale duels. Molly, Hanged. Yin. (crooligans if desired) This build is all about debuffing WP a silly amount, and springing mass auras which send the models fleeing. Worst case, your opponent has to burn their entire hand cheating the morale duels. I love Bette and try to include her whenever possible.... worth the 9 SS but not a must include.
  7. Word of caution -- Misaki makes Yin her b^&*h. I played with her only once so far -- 1st turn - Yin moves up to establish some board control. Misaki - diving attack (cheat to pass terrifying morale duel) - miss. You're mine -- eliminates the negative (when Misaki attacks without a negative Yin's Df is pathetic. Fast - melee attack - moderate damage. Melee expert - moderate damage. One dead Yin. Start turn 2 with 8SS less than opponent . Trying to rack my brain on how to avoid this fate when facing Misaki. A Jack Daw so she cannot cheat fate on morale duels and attacks is pretty much what I came up with.
  8. The idea of McMourning's heal is that he has the expertise to use the scalpel to cut in a way that gives him body parts to heal. Conceptually - if Pandora is controlling McMourning's attack - she would prevent him from being so precise. A related question is when a Belle lures a model with the 'arachnid' trait from height -- does the arachnid ability prevent falling damage because the model can walk down the height? I have been playing arachnid doesn't prevent falling damage but 'flight' does. thoughts?
  9. my 2 cents is that the extra SS for an almost unhittable Beckoner with "keep the party going" and Irrestible rather than harmless is worth it.
  10. Against crews that are susceptible to morale duels - a combination of Seamus, Hanged, Molly, Yin, Jack Daw - is formidable. Seamus's 12 inch aura drop WP by 2, combined with all of those other model's ability to make enemies run for the hill is a) amazing if models fall back; or requires your opponent to burn his control hand passing morale duels.
  11. crooked men get 2 cave-ins. cards have to be right - but need to be able to cheat to severe and moderate.
  12. grave spirit is really helpful for Molly. Her slow-to-die use soulstones is amazing, and prolonging having to do that is helpful. however, necrotic machine is fine, just not worth the extra SS imo. the usefulness of crooligans is scheme/strategy dependent. For defending objectives and interacting with objectives they are better suited - but i would take belles over crooligans almost every time.
  13. I believe ace of masks is a 14 when dead man's hand was cast by Jakob. If it was by huggy or another model that uses magical extension, then i would say it is a 1. A rules marshall on this would be nice - as this has potentially enormous impacts on lynch crews.
  14. My main suggestion would to be to make the BR upgrades only the card that was selected and not every number less. This will really require a decision about whether to buy an artifact and encourage trading among league members. It also mitigates against the super-minions.
  15. I tried to figure out how to make Rafkin work with McMourning ... my conclusion is that his SS cost is way too high to justify what he brings to a Doug Crew. Rafkin is awesome with Nicodem. However, Guild Autopsies dont produce counters when killed and imho MZs are useless in any crew other that Nicodem. Doug is better served collecting those corpse counters and summoning FC or Rogue Nec. From that list i would drop Rafkin and a canine and take 2 more 4 SS models (Belle, Crooked Man) - or better yet, with the 9SS saved, Bette Noir is absolutely devastating when deployed right.
  16. Honestly, I did not catch: “Finished Off.” Models which have been Finished Off drop no counters upon being removed from the table." This does not make sense to me on a conceptual level ... as how does a model that has been killed - lying broken on the battlefield not leave counters, but a model which is 'injured' - who runs away when reduced to zero wounds leave a corpse? But rules are rules. Rezzer crews will have to decide whether to cheat down on a 10+ if the corpse counters are important. A slow-to-die McMourning sounds quite powerful with his scalpel heal and healing flip ability ... you know, unless he stupidly tries to attack a model with 'use soulstones' during his slow to die action.
  17. I do not have the book or stat cards with me so forgive if there is something not 100% correct in the following on how to get a zombie army in turn 2. If anything is off i am more than happy to be corrected. My attempt to break the zombie bomb is to hire a whack of 2SS models (canine remains, desperate mercs) and at least 1 model with a blast (crooked man). Rafkin should be hired as well. 12 (Canine Remains) - 24SS Rafkin - 7 Crooked Man - 4 = 35SS + 3 Cache Activations look something like: 1) Start by having Rafkin do his preserve bodies so when a corpse counter is discarded he gains a body part. 2) cluster the 2SS models - have the crooked man "cave in" (twice if you have to) - cheat to get the severe blast (3). Obliterate the cluster. 12 corpse counters. 3) Nicodem Arise my sweet -- 12 MZs. Rafkin gets 6 body parts. Turn 2 1) Rafkin - summon 6 MZs (2 body parts per MZ) = 18 MZs 2) Nicodem - Cast Re-animator. This gives you 18 30mm zombies - or if you want all flesh constructs ... 9 FCs) - then bolster undead, decay blast heal and rigor mortis anyone who makes it through the horde for the rest of the game as you will never have to summon another model. Either way - you are likely going to get around 64 - 72 SS worth of models for the cost of 24SS of canine remains. Also pray that you have a high crow in your hand otherwise you could start half the game behind.
  18. I read the rules (and the group has been playing as such in an ongoing campaign) as everyone leaves counters as normal. Otherwise, this rule unintentionally makes Rezzer crews really weak (and certain other models which rely on counters). The only difference finished off really has is at the end of the game these models receive an injury flip and models which were not finished off do not. The only questionable gameplay effect is models who rely on being killed (*ahem, Leveticus) - where if he is finished off it is arguable he cannot respawn (vs. Bette Noir, whose slow to die action heals all wounds and burys (if she gets a 10+).
  19. imho Rotten Belles are never a bad investment. This is particularly true if you run crooked men ... as you dont maximize the shafted without a lure ability.
  20. My bad on the flask. Poison only heals Rafkin - but he does have a heal action as well.
  21. ah - so no stacking at all. 8 different Poison 1s hit ... = 1 poison. 1 poison hit = 1 poison. shame.
  22. doppleganger would probably be a really nice addition to the typical lynch crew -- and consistent with the 'fluff' of messing around with your opponents hand.
  23. I read threads about burning tokens - can i confirm that a shafted counter is not terrain and therefore lured models will walk into the shafted 2" threat zone because it is the shortest route (and not have the ability to choose to walk around it as long as they continue to move toward the belle)?
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