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HegemonyKrcket

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Posts posted by HegemonyKrcket

  1. I've gotten 6 games with Titania and I'me really enjoying her.  So I have a decent handle on her, but I don't consider myself an expert by any means.  Here's what I've figure out so far...

    On Titania I always take Audience with the Queen and Behold my Glory.  Being able to pull someone out of position is too useful too often.  And her Taunt is a fantastic way to protect her crew, especially when you drop it on someone already engaged with other models.  Nature Claims all (or whatever it's called) is useful in some match ups, such as most Rezzers or Ramos, but not an auto include.  I've taken Aether Connection and I'm never disappointed in it, but I'm not sure it's necessary either.  I don't take Fears Given Form on her, because I rarely find enemies activating engaged with her, but that's probably because of my play style.

    Titania for the most part is psuedo support.  She's taunting things, dropping markers, moving to hit as many people as possible with her Auras, pulling enemies in, pulling allies up, etc.  When the opportunity arises I'll use Bloody Command with a marker or two to finish a model off.  I pretty much ignore her top in damage, so it's a question of if I can kill something with the 2-4 minimum.

    Every game I've taken Tannen with Malifaux Provides and he's a freaking rockstar.  He makes passing all the Simple Duels way harder when they have to discard to cheat, but it's also far more likely for the crews +6s to hit or their +5 resistances to protect them.  With the added protection of pulling up markers at the end of his activation for healing I've only had him die in one game.  Most of the time he's walking into position and then going Defensive to keep him as safe as possible.  I really cannot suggest him enough.

    Of the Knights I don't get a lot of work out of The Claw.  He's fine, he does some damage and such but I'm never super impressed with him, so I've been leaving him out.  The Thorn and The Tooth, however are great.  Thorn has a big engagement so more models have to test for Slow.  And I mostly use her to pull a model early in order to play a marker next to them and then start swinging to generate extra cards.  Fate, however, doesn't like me so she tends to flip very poorly.  But that's not her fault.  The Tooth is my hitter and bodyguard.  She helps kill things near Titania while putting markers down to heal her.  

    The Gorar is okay.  He mostly shines in the right Strat (guard the stash) and only if you have a decent number of minions to choose from so that whoever goes down is worth sacrificing him for.  In one lucky case I was able to squeeze in an activation from a near by Thorn who was close to death, she hit some things to draw me some cards, I companioned Gorar, who killed the Copycat in order to put a marker down.  After that my opponent killed the Thorn who resummoned and got another activation (albeit slowed).  But don't bet on that kind of thing happening a lot.  So I tend to take Primordial Magic.

    I don't understand Aeslin, so I don't take her.

    Her crew lacks punch, and I've found no better punch than Nekima with Fears Given Form and Malifaux Provides.  I use Titania to get Nekima where I need her to be, taunt anything that might hurt Nekima, and then Nekima kills things.  It's simple and it works.  I've not done Queens Champion because I haven't really needed to, and those 2 stones can get used elsewhere.  You can do this with one of the other big beat sticks, but even at 15 stones I don't think there's much else that can really compete.

    I'm starting to test Graves, Rougarou, Performers, and the Mysterious Emissary (in various combinations) but haven't had enough games to really comment.

    • Like 1
  2. 1 hour ago, ringsnake said:

    They're minions that have a 1 action to use another models 2 action, or does it specify during activation only?

    There are so many limitations on that power it's kinda ridiculous.  Only during the Wisp's activation, that wisp can only take it once per turn, it has to target a Neverborn model, it can only copy at Tactical action, and the target can only be targeted by One Wisp per turn.

    Which means you can currently copy the following:

    Zoraida's Summon Voodoo Doll, Winds of Fate, or Raven Form
    Spawn Mother's Hatch Eggs
    Kade's Where's Teddy
    Poltergeist's Paranormal Activity Marker
    Widow Weaver's Summon Teddy

    And I think that's it

  3. It's never a bad thing to have a back up beatstick if you're going with Box-Pandy, so I wouldn't ever say that Kade and Teddy are a bad idea.  It's just a matter of getting used to maximizing their synergy.  If Pandora is near by you also benefit from being able the Martyr damage off of Kade (who is very squishy).

    Additionally, you'll want to round out the rest of your crew with scheme running and Wp debuffs, especially :-fate as it gives Teddy's "Gobble You Up" a much better chance of hitting if they can cheat.  Widow Weaver is also a great addition to a Box list as she's mid ranged so you'll never have to deal with Fears Given Form with her, she can toss out Web Markers for -1 Wp bubbles, she shoots out Horror Duels, draws cards when enemies fail horror duels, gives Teddy +1 Wk... and just looks creepy as hell.

  4. A Stitch in Time (Act I)
    Through the Breach Global Campaign Event
    Dragon's Lair - Austin
    Saturday March 4th, 2017
    2:00 PM to 7:00 PM 

    In the world of Malifaux Fate isn't just a romantic idea, it's a tangible force. Fate can be felt all around you like the wind. It ways on your shoulders like gravity. And for some it whispers it's secrets in your ear and reveals it's desires to your heart. But these messages are just glimpses - omens to be interprited by those who receive them. These Fated few are both blessed and cursed by the knowledge of what is to come. Some say that knowing your fate sets it in stone. While others believe that those with enough willpower can cheat their fate, and decide their own destiny.

    A whilewind of Fate has pulled together a motley crew of brigands, ne'er do wells, and malcontents; all with their own fractured allegiances, secret agendas, and twisted fates. In the eyes of this storm is Kizzy Shepard - a talented but pecular inventor working on a strange devise that she says could rewrite history, for both Earth and Malifaux.

    Each Fated has their own reasons for helping her finish this mysterious device whether it be for personal gain, to repay debts, or for just a warm play to sleep. But on thing is certain, their character will be tested as Fate unveils the twisting road before them.

    There will be 8 pre-made characters for players to choose from.  So all you need to bring is a deck of cards (preferably with Malifaux suits), a few minis to represent any characters your interested in (and their subordinates), pencil and paper, a wicked imagination, and anything else that you think might help.

  5. My successful Zoraida lists post Will-o-wisps have both been swamp fiend based because I want to see if it's a thing or not, and it's been okay.  I'm looking at going outside the Swampfiends after I get bored with Titania.

    Zoraida (Hex Bag, Wings of Darkness)
    McTavish (merc)
    Bad Juju (Fears Given Form, Eternal Fiend)
    Doppleganger
    Nurse (merc)
    Gupps
    Gupps
    Will o' the Wisp

    Juju work as a defensive line while McTavish and Doppleganger kill things.  Meanwhile the Gupps run whatever schemes I need while Zoraida does her support.  For the most part the Nurse and Voodoo Doll are there to take down any big annoying models, preferably Henchmen.  This works  fine for any Interact heavy pool combo.

    Zoraida (Hex Bag, Wings of Darkness)
    McTavish
    Spawn Mother
    Waldgeist
    Waldgeist
    Nurse
    Will o' the Wisp
    Will o' the Wisp

    Waldgeist run defense with support from the Nurse (in various ways) while McTavish kills things.  Spawn Mother makes eggs that the Will o' the Wisp turn into Gupps, who then start scheming on Turn 2.  Turn 3/4 Spawn Mother goes on the offensive.  Zoraida does what she does.

  6. On 2/21/2017 at 5:33 AM, Ludvig said:

    I've been thinking of Barbaros with Tannen. Challenge and Cooler go well together. I know some feel Barbie is too expensive but I'm still working with a pretty limited model pool so I have used him a few times.

    Whoever says Barbaros is too expensive is wrong.  He's absolutely amazing.  He serves a purpose in the Neverborn that no other models serve and he does it incredibly well.  For a while he was in almost every one of my lists.  Tannen does work well with him, but I not well enough to make them automatic.  If you've got other Simple Duels that your throwing around and Barbaros is there to help protect squishy models then definitely try Tannen as back up.

    • Like 1
  7. I absolutely love Tannen in a couple different crews.  Cooler is the main reason I take him, and it's mostly for backup with simple duels - Manipulative, Terrifying, Fears Given Form, Challenge, etc.  I've used him for a while now both with and without Graves and been very happy with him most of the time.  What really surprises me, however, is that no one has mentioned Malifaux provides.  That one upgrade has made him WAY better than he used to be.

    For the most part he is going to Walk on his turn and end up wherever I need Cooler to be.  If he's in a good position he can either "What Brings you..." but will most likely drop a Marker (if able) or go defensive so he's even harder to deal with for the next turn.  

    With Pandora I use him as part of a 3-4 person attack squad.  While Pandora (Voices + Depression) is paralyzing models Candy, Graves, Tannen, and (sometimes) Iggy are creating a clumpy beat force.  Graves moves Candy up into position and then starts dragging people into her auras while beating them with a stick.  Tannen makes it harder for models to resist Fears Given Form, her Manipulative, and her eventual attacks.  He also will Bored to Tears the next target for Graves to drag to Candy.  Candy does her thing.  If all goes well then I won't be activating either Candy or Tannen until the end of the turn.  Iggy (with Malifaux Provides) is there to help pull damage off of Candy or Tannen if need be and then heal it back up by eating scheme markers.  He can also Incite and Depression targets to guarantee a Candy's effects while still having an AP to Focus, go Defensive, or Drop a Marker if able.  It's a lot of moving parts but it's been pretty great for me when I'm not facing Arcanists.

    With Titania he works pretty much the same, he's just more straight forward and has more freedom.  Titania, her Knights, and Fears Given Form create a lot of Simple Duels so I try to make sure Cooler is covering as much of that as possible to greatly increase the chances they're going to fail.  With Titania, however, he's far more likely to have extra markers to chew on if he needs some healing.

    I haven't ran him with Lucius yet, but I can definitely see him being part of a Mimic squad to much the same effect.

    • Like 1
  8. Gaining Grounds Tournament
    Dragon's Lair - Austin, TX
    March 18th, 2017
    11:00 AM to 7:00 PM

    It's a new year.  There's new masters.  And new strategies and schemes.  It's almost like a whole new Malifaux.  So dig back in to intricate tactics, dirty dealings, and broken destinies of everyone's favorite dark, steampunk, magical, creepy, funny, lots-of-other-thingies... alternate universe!

    50 Soulstone
    Fixed Faction
    $10 Entry Fee

    Schedule
    11:00 AM to 12:00 PM (noon) - Check In
    12:00 PM to 2:00 PM - Round One
    2:30 PM to 3:00 PM - Lunch
    3:00 PM to 5:00 PM - Round Two
    5:00 PM to 7:00 PM - Round Three

    Check In
    Please pay your entry fee at the front register and then provide Robert (the TO) with you receipt.

    Painting Requirements
    All Masters played in the event must be based and painted as per GG2017 requirements (pg. 3).  All other models are expected to be properly based, but are not required to be painted.

    Conversions and Proxies
    All conversions and proxies are expected to follow the GG2017 requirements (pg. 3).  Official Proxies won't be challenged.  If you have any models that you think might come into question please see Robert (the TO) before the tournament begins.

    Strategies
    Round One - Guard the Stash, Corner Deployment
    Round Two - Turf War, Standard Deployment
    Round Three - Reckoning, Flank Deployment

    Schemes will be announced at the beginning of the tournament

    Prize Support
    Mystery Boxes, Store Credit, and more

    • First, Second, Third Place
    • Most Sporting - Player voted most positive playing experience.
    • Pret a Porter - Best paint job on a table-ready model(s). The model(s) must be played int he tournament
    • Like a Virgin - Best performance with a crew lead by wave four master, scored with TP/Dif/VP by GG 2016 rules.
  9. With all my Heart and Soulstone

    Dragon's Lair - Austin

    February 11th, 2017

    11:00 AM to 7:00 PM

    ~50 Soulstone
    ~Fixed MASTER

    ~GG2017 Rules - Narrative Tournament

    Schedule
    11:00 AM to 12:00 PM (noon) - Check In
    12:00 PM to 2:00 PM - Round One
    2:30 PM to 3:00 PM - Lunch
    3:00 PM to 5:00 PM - Round Two
    5:00 PM to 7:00 PM - Round Three

    Entry Fee - $10 USD

    Check In
    Please pay your entry fee at the front register and then provide Robert (the TO) with you receipt.  You'll also need to provide a Painted Master model that you'll be playing for the event. We'll also be taking pictures of the masters for the "Belle of the Ball" award.

    Painting Requirements
    Your Master must be based and painted as per GG2017 requirements (pg. 3).  Note that there will be a reward for the best painted master, so take your time and make it count.  It's greatly encouraged that the rest of your crews be painted as well, but it is not required.

    Awards
    Mystery Boxes, LE Models, Store Credit, Bragging Rights, and More!

    • First, Second, Third Place
    • "St. Valentine's Award" - Most charming playing experience.  Voted on by participants.
    • "Belle of the Ball" - Best painted Master, must be used in the tournament.
    • "Blood from a Stone" - Lowest ranking participant who completes all rounds.

    Tournament Specific Rules

    Interference... with the Post (Round One)
    Close Deployment

    Private Letters (special rule)

    Before deploying, Each player places two 30mm Letter Markers (alternating one at a time) within 3” of the center line but not within 3” of another Letter Marker.  These markers are Ht 0 with not traits.

    Any model in base contact with a Letter Marker may take a (1) Interact Action to draw two cards, and then discard the marker.

    Guard the Stash… of Candy (Round Two)
    Standard Deployment

    Delicious Delicacies (special rule)

    Before deploying, Each player places two 30mm Delicacy Markers (alternating one at a time) anywhere on the board not within 6” of a deployment zone, 3” of either Stash Marker, or 3” of another Delicacy Marker.

    Any model in base contact with a Delicacy Marker may take a (1) Interact Action to do a 1/2/4 healing flip which cannot be cheated and then discard the marker

    Stake a Claim… on my Heart (Round Three)
    Corner Deployment

    Hearstones (special rule)

    Before deploying, Each player places two 30mm Heartstone Markers (alternating one at a time) anywhere within 3” of the Centerline, not within 3” of another Heartstone Marker.

    Any model in base contact with the Heartsone Markers may take a (1) Interact Action to add 1 Soulstone to its crew’s soulstone pool and then discard the marker.  This cannot take your soulstone pool above 9.

    https://www.facebook.com/events/1166032170181247/

  10. Henchmen Hardboiled

    January 21st, 2017

    2:00 PM to 6:00 PM

    Dragon's Lair - Austin

     

    SCHEDULE

    2:00 PM to 2:30 PM - Check-in

    2:30 PM to 3:15 PM - Round One

    3:15 PM to 4:00 PM - Round Two

    4:00 PM to 4:45 PM - Round Three

    4:45 PM to 5:30 PM - Round Four*

    5:30 PM to 6:00 PM - Awards Ceremony

     

    *Round Four will only occur if there enough players to limit the chance of a repeated match-up.

     

    ENTRY FEE:  $10 US

     

    CHECK IN:

    To check in at the tournament pay your entry fee at the front register and then provide the Robert (the TO) with the receipt.  You’ll also need a written copy of your crew with upgrades and costs broken down.  We’d also like to take a picture of your crew to help decide on the Beautifully Bruised Award.

     

    PAINTING REQUIREMENTS (Gaining Grounds pg. 3)

     

    Part of a miniature game is the hobby aspect, and we aim to promote that in official Wyrd tournaments. Painted models are required for play, with the expectation that players are attempting to field a Crew that they can be proud of.

     

    Players will have a wide range of individual skill, and there is, therefore, a considerable amount of leeway to this rule. There is no guideline or painting rubric, rather the player is simply expected to put in some effort. Bare models or those with just primer are not allowed.

     

    Models made from non-gray plastic may be unpainted, as paint would defeat the translucent or day-glow effect.

     

    Note: This rule is not meant to exclude inexperienced painters from playing, it is simply an expectation that players are making an effort.

     

    AWARDS

    Mystery Boxes, LE Models, LE Cards, and Store Credit (based on turnout).

     

    1st Place

    2nd Place

    Coffin Nail - Lowest rank to complete all rounds

    Warrior’s Honor - Most enjoyable opponent voted on by the participants

    Beautifully Bruised -  Best Painted Crew

     

    Note: Efforts will be taken to ensure as many people are possible win award.  Prizes may also vary based on player turn-out.

     

    HENCHMEN HARDBOILED RULES

    RESTRICTIONS

    • All Crews must be led by a Henchman, not a Master.
    • The game size is 20 Soulstones.
    • All Crews must contain exactly 4 models, no more, no less.
    • Upgrades may be purchased, as allowed by the standard rules of Malifaux.
    • The size of a Crew’s Soulstone Pool is limited by the Cache of the Henchman leading it; any Soulstones above this amount are discarded.
    • Any Actions, Abilities, or Triggers which summon models are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model).
    • The same Crew must be used in each round of the event.

    SET UP

    • Deployment: Close
    • Strategy: Emergency Extraction.  This Strategy uses the Extraction rules (Gaining Grounds 2017 pg. 10) with the exception that VP may be scored on the first Turn.
    • Scheme Pool: Eliminate the Leadership (Gaining Grounds 2017 pg. 12) and Mark for Death (Gaining Grounds 2017 pg. 15).  These are the only schemes available and must be taken.

    TOURNAMENT RULES

    Use Gaining Grounds 2017 to determine pairings and score the event to determine the winner.  Only the round times are different from Gaining Grounds tournament standards:

    All round times are 45 minutes.

    Emergency Extraction

    Set up Place an Informant Marker at the Center of the table. At the end of every Turn, after scoring VP, the player with the most non-Peon models within 6" of the Informant Marker may place the Marker up to 3" from its current location, not into terrain or base contact with a model. Victory Points At the end of each Turn, a Crew earns 1 VP if it has two or more non-Peon models within 6" of the Informant Marker.

    Eliminate the Leader

    The first time the enemy Leader is reduced below half of their starting Wounds, score 1 VP. The first time the enemy Leader is reduced to 0 Wounds, score 1 VP. If there is no enemy Leader in play at the end of the game, score 1 VP

    Mark for Death

    All non-Peon models in this Crew may take a (1) Interact Action to give a target non-Peon enemy model they are engaged with the following Condition for the rest of the game: “Marked: This Condition may not be removed or ended.”  When an enemy model with the Marked Condition is reduced to 0 Wounds or leaves play, gain 1 VP and remove this Condition from that model.

  11. I've tried out the Spawn Mother once and the Gupps engine works pretty well with the Wisps.  Being able to actually pop one a turn was really nice.  She did some okay killing but we had to end the game early, so she had just gotten into the fray.  I'm going to give her some more table over the next few weeks and see what I think.

  12. 1 minute ago, trikk said:

    Considering he`s not supporting snipers and the max range Guardsmen have is 14" if he`s standing 6" in front he can charge/summon/block most of the things that want to harass the gunline.

    He has a decent damage track (2 with slow or 3 min, with A Debt he becomes even more threatening)

    He allows dogs to focus as a (0) action which is nice for them as they have a moderate damage spike

    He`s Armor +1, HtK, SS Prevention with 9 Wds. Thats more or less the survivability of the Judge and a bit lower than Ryle.

    I`m not saying he`s great. He`s mediocre, but he buffs Guardsman, summons, can have a decent punch in melee.  I played him out of curiosity recently and he did fine. I think Handlers, Exorcists, Proxy, Scales, Hopkins and the Sergeants and a few other models are in need of buffs before him.

    That's very useful information.

    I assume that Guild Guard are on the list of needs improvement as well?

  13. 1 hour ago, trikk said:

    Support frontliner for Guardsmen. He has nice damage, a summon, 2 nice auras and is tanky. If you want to play with riflemen/dogs he`s actually pretty good. He`s useful with McCabe and a bit with Lucius.

    It seems like the :aura6 is a little too short to support a gunline.  And his stats seem... meh for him to be Tanky.  How does he help dogs?

  14. 19 minutes ago, trikk said:

    As for Dashel. I think if his :+fate to Attack Actions would work on melee actions he`d be pretty cool. Maybe a 1SS decrease but I think he fills his niche quite good. With A Debt he can do 3 + slow or 4 min damage which is pretty nice.

    What niche does Dashel fill?

  15. 1 hour ago, Gnomezilla said:

    But you had some very intriguing ideas on how to tweak them, so if you dig up the five page long thread o' suggestions, please share them. Especially what you were saying about how to shift Dashel to a front-line candidate supporting those further away instead of those alongside him, which was fascinating but since I was paying attention to my game went in one ear, rattled around in my brain-pan long enough to leave the gist of it, but then exited the other ear.

    If we wanted +1Wp aura we'd hire oiran. They're just as useless as sergeants. The walk aura won't get larger, 3" is default for truly interesting buff auras which aren't over costed (as the witchling handler is with her 4" bubble). Trikk has the right of it and you could have obliterated the sergeant in the time it took to lightly restrain one warden.

    Maybe set 'em both at 5ss cost? Old Cranky is insanely good even at 5, the sergeant would still be squishy at 5 but stalker-esque hitting power and schemey stuff might then make up for his low stats.

    I've cut together a card for a "Lead from the Front" Dashel, but I figured I'd post it in it's own thread when I want people to tear it apart.  I'm also thinking of putting it up in the Henchmen board first.  For now, I figured I'd just jump on this thread and get some more info on the Sergeant.


    Oiran are weird.  For 4ss they can put down markers, go super Defensive, and make a million melee attacks that most likely won't hit.

    Cranky is really good, but there are some things that balance him out.  Being a totem (for example) and having low wds.  I've easily just taken him off the board with 1 AP.  And he's generally buffing models with pretty low stats.  But none of that matters.

    But my take away is that the :+fate is sufficient, if not preferred over a +1 Wp.  Is that correct?  I can see the benefit of both, so just wanted to see.  It's just a matter of it effecting models other than Guardsman.  This is, of course, assuming that the suite of Guardsman aren't tweaked a bit.  Also, +1 Df isn't a sufficient increase on the stat-line.

     

  16. I'm just starting to get into Lucius (I know he's not that great) as I'm primarily Neverborn, so I'm new to the Guardsmen discussion.  With that being said I had a few questions to ask the more seasoned guild players.  Mainly around ideas for "fixing" some of the models.

    Re: Guild Sergeants it sounds like the main complaint is their stat line.  There (0) has a lot of uses, but not as many as they used to.  And the other models they're buffing are just not that great.  Is that correct?  Other questions I have are... "Would you rather have the Wp buff be a +flip or a straight +1?"  And "Is the +1 Wk Aura big enough?"

    I've got some ideas/questions about Guild Guard and Dashel as well.  But given the thread title I figured I'd focus on just the Sergeant 

  17. On 11/22/2016 at 10:09 AM, Ergonomic Cat said:

    Feel free to comment more. ;)

    So basically you can get the same number of Scheme markers on the table with 2 Gupps as you can with 2 Silurids.  It takes a little more work and card management but it saves you 4 stones, which can be much better used elsewhere.  Their Leap is on any Mask (instead of 5+) and it's only 5" (instead of 7"), so you're less likely to flip it and your going to have to get used to very precise placement, but you can still get the Interact, Leap, Interact if you plan for it.  The need for a mask is slightly limiting, but Zoraida doesn't care about Masks.  She has one upgrade that needs a mask, and I've never used that Action.  Never.  Other models might care about masks (mainly the nurse) but the value doesn't matter, just the mask.  And once I've got my card engine up and running I'll almost always have a mask for at least one guaranteed Leap, which is normally enough for me to get the markers down I need.

    Gupps are a little less survivable than Silurids, but after you get used to using them it's only slightly less.  And again, they're 3 stones less.  They're Ht 1, so they're easier to hide.  Their 40mm base means you've got to place them more precisely to completely block LoS.  Their Df/Wp is the same as a Silurid (which is crap) and they're only 4 Wds, but most of your scheme runners are 4-5 Wds so no biggy there.  In my experience with them they are either never hit, or outright murdered.  Just like Silurids.  And if they're going to be slaughtered, I'd rather it be a 4 stone loss than a 7 stone lose.

    Gupps also have Juvenile Wail, which gives them a leg up on Silurids.  After I've put my markers on the board and squared away my VP on them I can Wail and then Obey an enemy to kill them.  Now all my nearby Swampfiends have a +2 Ml Damage putting ALL of their minimums at 4.  Now they're Ml 5s and 6s aren't so bad because I literally don't care what my damage flip is.  A Walgeist with a 4" engagement and a minimum 4 damage will ruin anyone's day.  If you're lucky enough to combo that with Spawn Mother charging for free then yippy.  You just used 1 (or 2) AP to generate a free Charge and some right good murdering.

    Silurids were overpriced and underpowered in book 1, and they've only gotten less optimal with each further book.

    • Like 2
  18. I've been getting in some more games with the Will-o-wisps and it really, really, really improves Zoraida's effectiveness.  Being able to use all her AP on Bewitch/Obey really ratchets up her effectiveness.  I have, however, found those 3 SS to eat into my ability to bring Voodoo Doll support models.  It means I'm either doing Iggy or Nurse, but never both.  Which hasn't been too bad yet, as Z's :+fate against the Hemmed model is super useful, and I've been figuring out how to drop damage and conditions on the doll in other way.  I'm excited to order the Wisp models this week.  :-)

    Wednesday should be my first try with Wisps and Spawn Mother.  I'll update y'all afterwards.

  19. Faux-vember to Remember: Happy Shanks-giving
    Dragon's Lair - Austin, TX
    November 12th, 2016
    11:00 AM to 7:00 PM

    Thanksgiving with the family can be stressful.  So give yourself a little preemptive therapy be beating the crap out of some friends, acquaintances, and total strangers.  Okay, well don't actually beat them up.  Just figuratively beat each other's minis up with your sharp wit, keen tactics, and awesome cheat hand.

    Faux-vember to Remember is the first annual November tournament here in Austin, TX.  Named in the vain of a copy written pay-per-view event, we're going to bring the pain and play some games.  So celebrate what you have to be thankful for by seizing victory by it's turkey neck.

    $10 Entry Fee

    50 Soulstone, Fixed Faction; Gaining Grounds 2016 Rules and Regulations
    -- No painting requirement

    Schedule
    11:00 AM to 12:00 PM (noon) - Check In
    12:00 PM to 2:00 PM - Round One
    2:30 PM to 3:00 PM - Lunch
    3:00 PM to 5:00 PM - Round Two
    5:00 PM to 7:00 PM - Round Three

    Strategies
    Round One - Collect the Bounty, Standard Deployment
    Round Two - Interference, Flank Deployment
    Round Three - Stake a Claim, Corner Deployment


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  20. Just now, Vorschlag said:

    I run the 1.5 Zoraida model so I don't feel I can use the term lady to describe her.

     

    I need to build a thematic (aesthetically) voodoo nurse to complete the society but will likely fill the rest of the list with dolls and occasionally teddy, not surd how to sneak a wisp in there without falling out of theme though.

    Just put a pretty hat on it.  Preferably with flowers.

  21. 2 hours ago, Vorschlag said:

    Yes she has worked exceptionally well for me with stitched together widow weaver and wicked dolls occasionally with teddy (schemes and strats dependent).
    The ability to summon the doll and kill it easily with stitched makes a different doll abuse game than the paralyze mechanic I often take with swampfiends, it also means you're created a scrap token each turn for teddy or dolls (weaver summons) however if you run I wisp I suppose you could crank that to 2 scraps plus easy damage through hem-gamble your life.

    I'm yet to try the Malifaux Knitting and Needle work society (Zoraida, Weaver, Vasilissa) but now that my main focus is back on neverborn it's only a matter of time.

    No, doubt.  I think of it as "Ladies Night Out," but a sewing circle makes more sense.  I love Widow Weaver and she's a must have in any of my Wp heavy lists.  I don't understand how to use Vasilissa though, so I rarely take her.

  22. I've got to be honest, there is a HUGE amount of options and common combinations that weren't discussed in this podcast.  It's also lacking in discussing the downside of the Swampfiends and possible ways to balance them out.  The upside of Zoraida is that she has a lot of crew options that she can work with.  The downside is that you can have choice paralysis pretty damn quickly.

    Iggy and Nurse are two models that bring a lot of power to a Zoraida so it's kinda unfortunate that you didn't go over either of those in detail.  Spawn Mother is another possibility that I would have liked to hear some coverage on.  

    Wild Boars and First Mate are both models I'd to have heard more about.

    Additionally, I have to totally disagree about On Wings of Darkness and Silurids.  Flight and +1 card (along with a 4 cache) means I'm going to have way more control over what suits I have, which matters a lot with pretty much every single model you'll probably take with her.  Waldgeist want tomes and crows, Juju wants crows, Emissary, Nurses want all sorts of things, Iggy wants tomes, and on and on.  Silurids are just too damn expensive.  I can get the same amount of work out of a 2 Gupps for almost half the price.  Especially now that Spawn Mother isn't terrible, upping a Gupps charge to 7 means they can leap just as well if you're able to manage your masks.

    I know you've only got 90 minutes for these, but it really seems like you just scratched the surface.  :-( 

     

    • Like 2
  23. 1 hour ago, Franchute said:

    The Spawn mother wasn't mentioned (am I wrong?). Does this mean she isn't worth in a Zoraida crew?

    She wasn't mentioned, and I haven't had a chance to field her since Will-o-wisps came out.  But they were clearly a stealth buff for the Spawn Mother as well.  You can use her (0) to pop an egg down each turn and a Wisp to summon a Gupp off of it.  That means if you start with a Gupps you can have 2 dropping markers on turn 2 which means you can start scoring convict labor (or others) immediately.  After that, you can throw them at your enemy and kill them off for a +2 damage on Spawn Mother, Juju, Waldgeists, etc.

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