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Falconrider

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Posts posted by Falconrider

  1. The gunslinger has 1 less Df of 4, 2 more wounds, Bulletproof 1 and  :+fate to the attack.

     

    Range 10" with a fire again trigger that triggers once and slow a trigger. Rapid fire's, is relentless and has a quick draw trigger that damages missed shots at him.

     

    Both are solid but the with the upgrades i'd lean towards the Samurai, purely for the extra range and better melee ability.  Having said that the gunslinger is certainly no slouch in either role.

  2. I'm confused, why is it more than a 7? It's Ca 5 TN12.

     

     And really, she is Ca 6 automatically, as long as you have a book in your hand (even a low book). Use her 0 to target your own model first turn and she is Ca 6 for the rest of the game.

    The 0 only allows you to gain chi when you target an enemy model.

  3. He is very tough to fit into a list, but he's pretty good. I've used him once with Marcus.....plenty of Ca actions in most Marcus crews so he called the Chi for 3-4 points every turn....it stuck around the whole game.

     

    But he was a real star with Toshiro.....Fast with plus flips was just brutal.

    With Ml7 and poison +2 per hit it almost has me wanting to team it up with a Performer.  

     

    Yan Lo's box is being built atm and first off the blocks is Chiaki for that condition removal and healing. 

  4. Rusty synergizes well with Von Schill if he is equipped with Engage at Will as she can use both her 0 actions on From the Aether to summon an Abomination each turn. 

    Begin the game with 2 Aboms and you should be able to summon the Des Engine turn 2.

    • Like 1
  5. You won't be disappointed in McCabe's box, Sidir is solid and his Promises upgrade is terrific for your other Guild Enforcers and Henchmen.  Wastrels are decent 4ss minions who add some healing.

     

    Another option not yet mentioned is the Guild Pathfinder and the traps.  I've found him very useful for squatter's rights and frame for murder where you can deploy him nice and close to summon traps on squat markers or get him killed for frame.  Again another good lead into 10T if your ever tempted after picking up McCabe's box.

  6. Papa Loco and Pere Ravage are walking bombs that can be obeyed into position to go boom.  Papa Loco has companion so if Zoriada ends her activation within 6" Papa can activate and blow himself up.

     

    The Samurai's shoulder battling doesn't hurt him if it's obeyed to shoot making him quite a nasty ranged option and decent when things get up close.

     

    I like Myth's idea of Silent One, that model defiantly brings some extra options to Zoriada and now i have another model to buy.

    Ototo's a tanky model with a 3" engagement range which makes fears given form that much nastier.

  7. I love the 7 Samurai idea, although aren't they 9 points each?

     

    And can I ask Falconrider, what are you proxying for the Snipers? Have people found models for the Komainu? I'm really intrigued by the addition of Toshiro with maybe some PZs and then summoning in Komainu off the Emberling's scrap markers...

     

    And yeah, I don't think Mei is only worthwhile when she can do a lot of crazy railwalking all over the table - the most successful game I've played with her, I only had one construct (the rail golem), and she still managed a couple of crucial jumps off it.

    Samurai are 8 stones each and 4 will be able to take a 0 stone upgrade.

    For snipers any model with a long rifle with likely do the job though i'm using Guild Riflemen for them.  Komainu i've blu tac my Guild Hounds to a 40mm base.  

     

    Construct wise Mei only need 2 or 3 for Railwalk and like you discovered even 1 will still work, heck i've had games where i've not used Railwalker at all.

  8. I dunno- I guess I would worry about Mei tieing up models in engagements that the rest of the crew would then have to shoot in to. She doesn't have a ton of support at that time, or people setting her up for strong activations. It seems like more of a support master list, for some reason. I hadn't thought about vent steam- and that's a solid trick to be sure. But then you're just mostly running a gunline with Mei as a guerilla combat bodyguard? 

     

    I suppose it's just not my cup of tea, sorry to be contrary. :P Give it a go! Tell us how it works!

    You pretty much called it right and i like your analogy of guerrilla combat bodyguard   :) but hey everyone has differing play styles and crew selections which makes Malifaux such an awesome game.  Btw that crew won the tourney  :D

  9. But... what does Mei bring to that list? I'm the first to say you don't need to build a whole list around a master's gimmick, but there should be a reason the master is IN the list... Save for Rail Worker and Metal Gamin giving her a way around, I see Mei just getting in the way of that list.

     

    ENinja

    She brings what she brings to any other list, solid melee and protection for her crew with Vent Steam.

     

    Mei has 3 jump points, (remember Lazarus is also a construct) which should be enough of them to utilise Railwalk.  

     

    As a change up swap Sidir + gamin for Toshiro + Emberling and the list can summon Komainu.  Laz gives the Emberling an alternate way of dropping scrap with any  :tome  then he can heal back up with Self Repair.  

     

    Why you think she would get in the way?

  10. Something to consider is 10T are a faction teaming with strong shooting models, almost if not as strong as any of the other shooting heavy factions if you remove their Masters from the equation.  The ability to reliably attack models at range and gain board control should not be underestimated.  Many 10T shooters can hold their own in melee which is a nice bonus.  

     

    Quite a lot of 10T models are dual faction which opens up other factions play styles which can snugly fit into your crew and make a nice surprise for your opponent.      

     

    Consider this crew which i took to a recent tourney.  I'm biased but i can't see any Arcanist crew coming up with a crazy combination like that  :)

     

    Mei -  recalled, seismic 5 pool

    Sidir - promises, recalled 

    Lazarus - recalled

    Katanaka Sniper

    Katanaka Sniper

    Rail Worker

    Metal Gamin

  11. Just as a point of interest, Bravado doesn't care what you discard, you can add any suit to the duel.  So there are no right or wrong aces.

     

    Some crews still eat this alive, but it might be fun for Recon.

    Thanks for pointing this out, i misread Bravado and for some reason seen it similar to Reference the Field Guide.  This has just made my day, thanks again.

  12. What Razhem said, 10T opens up many more options for Mei over the Arcanists.  Toshiro and Emberling works very well and Yin's Gnawing fears making the enemy model suffer  :-fate to Ca and Wp duels makes killing things with the Komainu that much easier.  There are so many more interesting model choices in the 10T faction which makes for a wider and absolutely more fun ways to play her crew.

    • Like 1
  13. I recently picked up some pike & shot historicals and blackscorpian deckhands both of which make good Wastrels.  The idea is to spam Wastrels (7-10) using Lynch for Ace in the Hole and gain the ability to heal + shoot blasts :ram , melee causing slow :tome , focus or stroll away  :mask.  I figure with all that easy healing the Wastrels can keep the rest of the crew alive with plenty of models to run schemes and fight.  Toshiro is a potential include due to his  :melee buff and focus, fast and Command the Graves to summon fallen models.  Huggy's role is beater/protector of Lynch and coupled with The Rising Sun and all the healing will become very tanky.

     

    Does Wastrel spam sound viable?  Hopefully later this week i will have an opportunity to try it out  :)

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