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Voodoo Specter

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Everything posted by Voodoo Specter

  1. If you are looking for another box set I'd suggest Lillith as terror Totts are great 4 stone minions who work well with most masters and she plays differently enough from your other masters to be interesting but is straight forward enough to learn fairly easily. If you want to avoid a new master for now Doppleganger, Nekima, Mr Graves and Wildgeist are all great choices. I am also personally a big fan of Mr Tannen and Iggy but they are a bit less conventional in the way you use them so mileage may vary.
  2. Thanks for all the responses guy and I have got to say I agree with Dogmantra when he says to have lax proxy/lending rules when it comes to new players I think it really helps to give them the chance to try out things they are thinking of buying against experienced players. I also want to be clear when I say taunement this is going to be at my local club but will be several games scored like a taunement so I shouldn't have too much of a problem getting players together. However if it's not going to be an interesting format I might just run it under standard rules.
  3. Personally I love Zoraida when frame for murder is in the pool as if you can figure out who their frame target is you can condition kill them fairly easily and you can obey enemy Henchmen to kill your target making it easier to score. The whisp has a few disadvantages but overall I think its a taker firstly as Feagaur said the doll won't count for kills towards collect the bounty and If your opponent can get hold of the wisp they will kill it fairly easil scoring for kill the bounty and possibly hunting party. You also lack models that make the voodoo doll great like iggy or a nurse. That said getting the doll out cheaply is still a good option if you use it to target big hitters and take chunks out of them so your other minions can finish them off or as mentioned earlier deny frame for murder. They are incoporeal and can hide easily to deny hunting party if you only take a couple of minions although they are a cheap activation but most importantly they can prevent your opponent from charging leaving his models stranded in front of your gun line if you go the McTavish + Changling option or just leaving them open to counter attack if you don't.
  4. The plan was to run each of the strats make sure the numberd schemes dont repeat and the suited schemes don't have the same combination in any game. This is not going to be for new players but for reasonably experienced players in my local group just as another type of format from the norm. They all have a decent selection to build their 50ss from but thought it would be interesting to see how they deal with an all commers type list. Contemplating making 2 of the scenarios really extream on the killy/scheme based strats with the other 2 a mix of both.
  5. While I am a big fan of how crew construction works in Malifaux I have been putting some thought into running a fixed crew 50ss taunement as it would make for some interesting games. Mainly I think it would allow you to legitimately crack out some models that don't see much play due to them not being specialised enough things like; Young Nephlim go from being almost never picked to being decent flankers who can run schemes if needed due to their decent movement and flight but can get stuck into combat when needed. Friekorpsmen can scheme run/hold points and Oiran can be a lure piece who can hold locations. A big concern in this format is summoners with the possiblity of limiting the summoming pool of Masters to only being able to summon models that are already in their crew list + their totems. I want to know what you guys think would go from collecting dust on your shelf to being a solid choice in a fixed crew format or if the whole concept would detract from the game too much to make it worth playing.
  6. Yeah the plan was using them for my Collodi crew as the various effigies using corresponding crews. Marcus as Arcane, Misaki as shadow etc
  7. I have some old metal puppet wars minis which I would like to use as various effigies. While I'm sure my local group would be fine with it I wanted to see how it would go down in the tournament scene. They meet the requirementsof being 100% wyrd minis and wont be mistaken for anything else in the game but they would be unconverted models from a different game. I'd be interested in hearing the opinion of both people who play in and run tournaments
  8. And by extension can this also be applied to maturing the nephlim when they make a kill or turning gupps into Silurids
  9. During the Headhunter strategy if Nekima with the True Mother upgrde kills an enemy via black blood can you place the head counter then summon the Terror Tot in base to base with the marker? I wanted to check as they look like they happen at the same time and while the head marker cant be placed in contact with any models there is no restriction on summoning the Terror Tot in contact with the marker.
  10. It's definitely not for all games but things like Extraction or Guard the stash it has a place
  11. Hi Dave, I wanted to check when you wanted the pool lists in by and where to send them or is it just a case of bring it on the day?
  12. I think my problem is I get an idea and try and push it beyond breaking I'm now toying with the idea of throwing in Tannen, Insidious Madness, Sorrow's, various members of the Crossroad Seven, McTavish, Sue, Anna and anyone else who can add to the overlapping bubbles of annoyance.
  13. Has anyone got any experience trying these 2 together as I'm looking at Behold my glory and Barbaros challenge meaning several models having to take 1-2 tests to attack anything could be pretty hand draining add in Fears given form and suddenly your opponent having to spend a bunch of cards just to stay in the game. If your expecting your opponent to bunch up throwing in wrath and or the widdow weaver and it should cause some serious issues. Do you guys think this could work or is concentrating too much on denial?
  14. I'm looking to give Titania and her Autumn knights on their 1st outing but think taking all 3 is a few too many. I wanted to see who was your guys favourite and which ones were better suited to specific schemes. Thanks for your help
  15. So it counts as my crew making the kill, but its still an enemy model which is the important part in the wording in Frame for murder. So the kill is still made by an enemy model which is good for frame for murder but also made by my crew which is good for reckoning? Or have I got that backwards
  16. As far as I'm aware you are only friendly to the model that cast obey not its whole crew
  17. I tried searching but seeing as obey has so many questions about it I couldn't find an answer. With the rise in frequency of Frame for Murder and numb to the world stopping me from condition killing/paralising/obeying out of position an enemy "sucker" I wanted to confirm that obeying an enenmy to kill one of it's own crew is a viable way of denying frame for murder and by the same note a way of scoring it if you obey the enemy to kill your "sucker" Thanks for your help
  18. Well it looks like I've probably been playing Teddy and Graves wrong then. Also we have hi jacked the thread a bit. I will put up a rules queery in the rules section but it's more because I want my way to be right to make those two better your argument looks stronger from here given the wording
  19. Correct me if I'm wron which I very well could be but a push "towards" or "away" from like Liliths Wicked Mistress ability or a mature nephlims Wing Buffet has to be direct and stop either at the point of contact with a model/impassable terrain or at the full distance of the push but a push "into base contact" like Teddy's Peekaboo can go anywhere as long as you end up in base contact and went in a straight line that wasn't blocked by models impassable terrain so for example could go the side of the target However you are definitely right about the place on Misery Loves Company which makes this moot in the case of Sorrows, thanks for the clarification.
  20. One of your problems is your crew isn't conventionally fast but once you get into the swing of it you will find that it is surprisingly moblie you have to remember the weird interactions. Pandora can move every time she wins a wp dule this includes when she casts insite as it has a Wp on the attack no a Ca als she can use her Wp instead of her defence so pretty much any time she is attacked and it misses she can push wherever you want. The sorrows misery loves company action makes them surprisingly fast as well. Remember push into base contact dosen't mean into base contact by the shortest route if you can draw a straight line and end up in base to base thats legal and as you are incoporeal you can go straight through the other side of your target if needed that and the range is 8 but that just means your target has to be in 8" when you use the action thats not the maximum distance you can move so with a bit of forethought and planning you can get some chain jumps to get you where you need to be. Kade is reasonably quick on his own and his where's Teddy is great for getting the big guy in position not only that but he can use his lure to move friendly models towards him if needed. Teddy himself has gobble you up which is in no way guaranteed to work but dont forget about it also note that if the gobble you up target is within 6" of him it will trigger smell fear and as it takes effect after resolving gobble you up you can push him then attack leaving you free to flurry and mall even some of the biggest hitters in the game on top of that he has the peekaboo trigger built in so once he is hitting he is moving himself and his target about pushing them in to you auras and away from their support the same push into base to base thing that applies to the sorrows applies to him to but he cant go directly through models so its a bit more limited . Insidious Madness are crazy fast walk 7 and incorporeal mean you can get them where you need them and their aura should really help with your high wp problem. Weaver widdow and candy are slowish but walk 5 isnt awful and they both have a ranged attack. Other things to look out for are don't always go for the kill as others have said above use your abilities to tie your opponents up mess with their activation order throw them out of position etc and don't wast too many resorces killing masters they are a pain to deal with and taking down scheme runners or paralising a key minion or enforcer is often the better option this all depends on your schemes and strats though so you king of have to make case by case decisions which will come with more experience. Oh and don't forget all your auras and to make your opponent to take their Manipulative and terror checks One more thing I suggest to new players who are struggling against a certain opponent is to swap crews with them for a game or 2 this way it gives you a chance to see the strengths and limitations of what they are running and also gives you a chance to see what they do in the driving seat with your crew as they might just spot a synergy or play style you haven't. Hope that helps and wasn't too much of a rambling rant
  21. It can definitely go above 13 as this what allows the Dreamer to summon a Teddy using leave it to luck so imo -1 is also possible
  22. Hi guys I have a game coming up and wanted to know what the community would take in my situation. I have a prety extensive Gremlin selection and my group is fine with proxies so assume I have access to everything. It's a 50ss game and the scenario is Flank Deployment Turf War A line in the sand, Distract, Protect Territory, Frame for Murder, Plant Evidence. My opponent has declared Neverborn I have a few ideas but want to see what the general consensus is in case I'm missing anything. Thanks for your help
  23. One of the best things about her is she works well with everything by making it faster with obey or dance puppet or by allowing it kick out another attack she can help card hungry models theough crystal ball and bewitch or give it extra survivability by obeying it go into a defensive stance allowing it to use its own ap for attacks or to not activate and still keep its manipulate, mimics blessing etc. so it is mostly a case of take what you personally like the look and feel of. That said I always take Iggy with her the damage he can kick out in combination with the voodoo doll is massive and on top of that his throw a fit can be a big bonus when obeying. Finally incite is often as good as winning priority and if you get priority anyway through luck or a Doppleganger you can get two significant models activated while your opponent just watches a preys
  24. Ok so here is what I took. I went for line in the sand and Distract My opponent had Colette, Casandra, Acane Effigy, December Acolyte, Performer x2 and Mech Rider. Neverborn Crew - 50ss Zoraida -- 4 Pool +Crystal Ball [2] +Hex Bag [1] +Tarot Reading [2] Intention: Voodoo doll key targets disrupt the enemy obey stuff. Reality: Arcane Effigy is really good at removing conditions and Colette is really good at gettin him into position pretty much neutered my voodoo doll. Did some obey and disruption shenanigans. Doppleganger [7] +Useless Duplications [1] Intention: Secure vital initiative flips coppy cool abilities and do cool stuff. Reality: won me 1 vital intiative flip coppied Graves push to good effect completely unable to hit with and of the attacks she coppied. Iggy [5] +The Mimic's Blessing [1] Intention: set voodoo doll on fire and cause loads of dammage to the hemmed model Reality:ended up out of position dropped a few burning markers on a mech rider didn't do too much Mr. Graves [8] +Retribution's Eye [1] Intention: Push models in and out of position smash things with a fence post. Reality: Pushed everyone into position then was thoroughly avoided buy the enemy crew so single handedly held a squat marker. Mr. Tannen [6] Intention: Disrupt and hide scenery or waldgeist trees Reality: Absolute super star chatty is an absolute god send against show girls with don't mind me Terror Tot [4] Intention: Scheme run and maybe stick the boot in from time to time. Reality: Scheme ran pretty well untill he got caught out by a December Acolyte at which point he proceded to die. Waldgeist [6] Intention: Hold a squat marker and pin anyone who gets in the way Reality: Performed like a champ Young Nephilim [6] Intention: Run down the line dropping scheme markers and killing sche runners that get in his way or use for the brood to keep distracted modeals alive but parlaised. Reality: lured out of position by a performer and murdered by a December Acolyte (that guy really hates nephlim) Final Result: Draw
  25. Makes sense I should have clarified we are playing a 50ss game
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