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doubledragon

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Everything posted by doubledragon

  1. Why are there so many votes for the executioner? Why do people want an alt model for a model that never sees table time??
  2. Alt Lady J! A model that reflects her new Ashwood Coffin upgrade.
  3. I finally tried the Wokou Raiders in a game of Guard The Stash this week with Misaki. My opponent and I were both impressed with how they performed. Their high will power and finesse ability made them capable of holding their own around the stash markers while the rest of the crew went off and did schemes / disruption / killing. My opponent was playing Titania, who drops a lot of scheme markers which she uses against your crew. The ability to push these scheme markers away from your crew was quite handy. And their high Will Power, combined with some lucky flips made them really tough for Titania to throw around. I think these guys will be a staple in my Misaki crews.
  4. That's pretty solid advice in general for winning games in Malifaux. When I focus on the strategy and my schemes, I do well. When I get distracted by what my opponent is doing and by threats he has on the table, I do badly.
  5. Valgaav gives good advice. I'd start with Toshiro. He offers a lot more utility than Kang. Toshiro with his summoning upgrade - Command The Graves, works great with Mei. Komainu are great summoned minions. They hit hard for 5 points and are relativley survivable summons due to their Hard To Kill. Toshiro also has an aura that gives minions + to their attacks and is able to give out fast to minions. A Rail Worker that receives fast from Toshiro, inside his + to attack aura, and that has also discarded a card for Implacable Assault can do immense amounts of damage. The Mechanical Porkchop works really well, giving Toshiro 1 scrap marker to summon off of every turn and being a construct, he is a Rail Walk target for Mei. And a great platform for her to charge off of, giving her + to her attack. Same goes for the Rail Workers if you want them to hit harder than they already do. He is also able to give out burning pretty easily, which Mei likes. Chiaki is a good one to think about too. She has condition removal which is always nice. She's able to heal and remove slow from Toshiro's summoned Komainu. She can also move her chi onto Toshiro, making it easier for him to summon the Komainu. She's also great at scheme running, she has a decent walk and incorporeal.
  6. InvokeChaos, thank you for the really well thought out post. It was a good read and you made a lot of very good points. I agree with you on all of them and I think your last paragraph / point is what I am leaning towards. I say that because I wasn't comparing Wokou Raider vs Jorogumo. I was comparing Misaki Wokou Raider vs Misaki Jorogumo. And as you've pointed out, the raider seems to offer Misaki more direct support and boost. It feels as though they are meant to support Misaki in melee, helping her get more hits in, which means more insta kill triggers which means you'll be eating through your opponents hand and soulstones faster. I'm going to give them a try within the next couple of days and I'll report back here as to how they did.
  7. Hey guys, I wanna try these guys out with Misaki and have not seen any talk about them on the forums. For 8 point minions they seem pretty good and you get a lot with those 8 soulstones. They're good in melee with ml6 and a positive flip to hit with 2 decent triggers (Coordinated Raid & Critical Strike) and combat finesse. An extremely average ranged attack, but with reposition on a mask. But what makes them especially interesting is their (0) A New Horizon tactical action which for a low tome of 5 and range 6, you can place the marker within 6 of it's current location. This opens some interesting options in game of messing up your opponents schemes and making things like convict labor easier for yourself. Their biggest competitor in this last-blossom soulstone slot are jorogumo, but I dare to say these guys are better. Being difficult to hit, hitting well themselves. Decent amount of wounds and a fantastic charge range giving them a 10" threat range, PLUS scheme marker manipulation. What are your thoughts on these guys? Any in game experience? I'm pretty excited about them.
  8. Thanks guys! Confirmation email received! As Kirby said, I was also just worried my precious guilders got lost in the mail.
  9. Hi guys, I sent some Guilders into Wyrd, which according to my tracking number, arrived at their offices on Monday (3 days ago). I haven't received any emails from Wyrd regarding them receiving and processing the Guilders. I emailed Wyrd asking if they received them. Their response was they'll send me an email once they've received them and processed them. I have not received any email of the sort. I was just wondering if any of you can advise as to how long this process usually takes?
  10. In support of the self righteous man for brilliance, then second place the trickster woman for another Oiran / possible last blossom?
  11. I agree with this sentiment. This list is not an easy one to beat and especially so in the hands of a competent player. Yes, it's a trick that costs 13 soulstones, but when that 13 soulstone trick results in you losing 25 soulstones by end of turn 3 then that trick is worth far more it's weight in stones. That said, I would think Misaki and some smoke and shadows tricks could be a good way to deal with this list. Allowing quick pressure onto Criid.
  12. Perdita: Between her and the nephilim totem there are a few push tricks in her crew, plus Perdita and Abuela's obey type abilities. Combine this with the crews ability to blow your opponent off the board, it makes for an easily achievable 2 markers per turn. Add some Austringers and/or Pathfinders and traps for added ease. McCabe: As said before, with Luna and hounds and McCabe reactivate tricks, 2 markers a turn is easy. Add some Austringers and/or Pathfinders and traps for added ease. McMourning: He and his crew are deceivingly fast with pushes and have interact tricks and McMourning can claim markers as his own at the end of the game for that last point grab. Add some Austringers and/or Pathfinders and traps for added ease. I think any guild master can do it at varying degrees of difficulty if you have a combination of Austringers, Pathfinders and traps.
  13. The only good match up Guild has against Gremlins, as said before is Perdita (maybe Sonnia) and Austringers, and even then it's going to be a game that feels like an up hill battle every time, and will most likely not be very enjoyable. Unfortunately, Gremlins do what the Guild does, but better. Who cares if you're losing a replaceable 3 point model, doing a minimum of 4 damage on a focussed shot?! My new approach to having a good time playing against Gremlins: Avoid playing against them.
  14. Yup, great group of guys! MNM is a lot of fun. Also, on top of it being a great social time, the standard of players is really good. Making it a great place to learn the game or improve your game.
  15. The Guild general upgrades are mostly very disappointing and possibly the weakest of all the factions. The only one I ever use is Badge of Office, it's saved a masters butt a few times. And I can see the occasional use for Dampening Field and Expert Sleuth. Lead lined coat has to be the biggest waste of 2 soul stones, it might as well be called the "Most Expensive, Most Useless Coat" upgrade. The only other faction I play (very occasionally these days) is Arcanists and they have some great general upgrades. Guild general upgrades are laughable compared to them.
  16. To repeat and expand a little on what others have already said: After having played a couple "learning" games, you need to start playing at 50ss for a balanced game. From what you've said, it seems he has had more than enough practice games at a smaller soul stone amount. Lady J's starter box is not as "ready to play" as say, Perdita's starter box. There are two, too many death marshalls in there. I find one Death Marshall is more than enough in a game (just my opinion). The Judge is great, The Scales are good sometimes. The Lone Marshall is great. I also think a problem with Lady J's starter box is that it is too straight forward in gameplay. I would highly recommend he pick up Perdita's box for Franc and some other shooty Family Member's (Nino and Santiago) and for Papa Loco's "Hold This". These models will add a lot more versatility and interesting gameplay. If he can't get hold of those models or doesn't want to invest in them just yet, proxy one of the "extra" death marshalls as Franc or Sadir and the other "extra" death marshall as any other Guild model he fancys. When I'm teaching someone to play, I will keep coaching them in the games until I can see they have clicked with the game and their crew. Or until my constant coaching causes me to lose the game. I will also try play the game in a way that allows the learning player to experience all the abilities and tricks available to their crew, ie, making it an enjoyable experience for them. New players and experienced players all really enjoy seeing their crews abilities come to life on the table. Another possibility is that maybe Lady J's play style is not what he's looking for? Ask him if he'd like to play a couple other games with some of your crews or an entirely proxied crew of another master that interests him? Oh, one more thing. Play at 50 souls stones! It's the only way to get a true reflection of Malifaux's gameplay and balance. Hope that helps!
  17. An amazing combination of Guild minions is: 2 Guild Guard & 1 Pistolero. The Guild guard become DF6 with positive flips on DF from the Pistolero as long as they stay within in 3" of each other. If you have the points, throw in a Wastrel for healing. I've had this little trio (Wastrel excluded) hold their own against massive attacks in multiple games. This weekend, this trio held up McCabe, Luna, 1 Rail Worker & 1 Wastrel for 3 turns and only McCabe escaped alive from that fight. Never under estimate the hitting power of a Pistolero.
  18. Yeah, wasn't sure that I did the VP correctly. The VP for that middle game was 10 - 0 to me.
  19. Well, increasing the gap then Also, spreadsheet updated! Thanks for the link Jonah.
  20. Hey guys! Sorry for the delay in the reports. Bringing in some game reports for the Guild for May. But I come with good news! 3 Guild wins! Game 1: WIN Guild McMourning VS (filthy) Resser Seamus - Turf War The end score was 8 - 7 to me. The highlight of the game was Sebastian, who had a ridiculous amount of poison on him, killing 2 belles and 1 hanged in one activation with Bloody Harvest. Game 2: WIN Perdita VS Ramos - Collect The Bounty This game was the quickest win I've had in a long time. I used something I call, "The Killjoy Bomb". My opponent called the game at the end of turn 2. Due to a bunch of family movement tricks, I had Loco in the middle of my opponents crew on turn 1 (this was aided by the flank deployment). He then proceeded to blow up once, bringing metal gamin down to their hard to wound and doing some serious to Langston. 2nd turn, my opponent activated first and made the mistake of killing Loco, who then blew up again, killing some gamin and damaging Joss. Then Killjoy popped out, who proceeded to kill the rest of his crew with the help of Perdita. At the end of turn 2, all my opponent had left was Ramos and a badly injured Joss. Game 3: WIN Perdita VS Mei Feng - Collect The Bounty (Again) The end score was 10 - 6 to me. Perdita, as usual went on a killing spree. Killing 3 metal gamin, a railworker and the Rail Golem. The Pathfinder impressed me with holding up the rail golem with his traps for a couple turns until Perdita could deal with him. And, something else I was impressed with was how tough 2 guild guard, a wastrel and a pistolero can be. The two guild guard are df 6 when close to each other and with the Pistolero behind them, they become df 6 with positives. The wastrel throws out some healing. This bunch held up Mei Feng for most of the game. Hopefully this closes the gap a bit for us Guildies!
  21. Dirial's got them. I posted them ages ago. I think somewhere before page 10 of this 23 page long thread
  22. I just send him straight into ML and let the opponent blow him up. It is all about timing with him. I'll walk him as close as I can to the opponents crew behind cover, then pop him out when he can take advantage of tying up the most models. Your opponent will then waste their own activations to kill him, he then in return blows up giving out burning. This is more effective, in my opinion than shooting him, because you are wasting your opponents activations and giving out more burning. As mentioned above, Sonnia then puts everburning on the toughest burning opponent, providing a burning target for the next 2 or so turns and proceeds to blast everyone else. Until the time is right to pull this off, I keep Sam in the mid field with a Pistolero to make him more survivable (Franc is also usually hanging around). With Sams 12" range on Burn Them Out, and the fact that it's a cast, he'll usually manage to put 4 burning on 2 targets a turn.
  23. If there are limited amounts of relocate targets for Perdita, then I'll take the nephilim. If there are enough relocate targets, then the Nephilim usually doesn't make it into the list. It's just the way I play Perdita, I position her and Franc around the board to deal with priority enemy targets, while the rest of the crew goes off to get victory points. After a relocate move, and a Hermanos pull from Franc, Perdita is usually in range to deal with whatever she needs to deal with. I know the the nephilim can move all friendly models, but I usually don't find too much use for it these days as I deploy models as close as I can, for them to go do their purpose for the game. Once they've done their "purpose" there's usually not too much need for that extra movement. This doesn't take anything away from the nephilim though, he is still one of the better totems in the game, especially for the guild.
  24. Perdita: Enslaved Nephilim - Auto Take (almost). The movement and extra action tricks are relatively easy to get off. The amount of family members I have in the crew determines whether or not he comes along. Sonnia: Purifying Flame - Auto Take. Incorporeal makes him the perfect firebomb. And his amount of wounds makes him quite tough to take down. Just walk him straight into the middle of your opponents crew and watch as the hilarity ensues. I like to put Everburning on one of the victims for an easy target the following turn with Sonnia and then blast every one else. Works everytime. I find that him and Sam put out enough burning for Sonnia to take advantage of, therefore making crew selection less strict, ie, if I don't have space for the Handler or multiple Stalkers it's fine, cos Sam and the Flame manage just fine. A far better option than the child. I'd rather spend Sonnia's actions destroying the enemy crew because she has line of site to them, than playing the preventative game with an extra fire wall. McCabe: Luna - Auto Take. A minion that can make it across the board in one turn. A great candidate for the glowing sabre. Makes Guild hounds even better. Ignores McCabes net gun. One of the best totems in the game in my opinion. McMourning: Zombie Chihuahua - Auto Take. 2 poison to every one within 2 at the end of the turn? Yes please. Hang him back and run him into a clump of bad guys towards the end of the turn. Opening up for plenty of McMourning / Sebastian poison shenanigans for the next turn. Don't know the other totems well enough to give a valid opinion.
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