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Hagisman

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Everything posted by Hagisman

  1. Nellie's got some of my opponents more worried about Fast. But aside from that they are just happy I'm not using Perdita. I have one opponent who doesn't see much that he can do against her, but its just growing pains I feel for him. So far I've seen a buff to our strat/scheme selection. I'm a bit sad that no one is going to be moaning about Nellie as people have moaned about Levi in the past. I take it you've got the conditions going strong. So far I've had play with two types of extreme lists(I've done more general list building that's worked better): The Delay List - Nellie takes mostly Manipulative models and delays until the opponent's activation are done. The evidence condition is heavy on this one. Features sometimes Field Reporters, Allison Dade, Envy, Greed, Wardens, etc... and Hunters to be early activations. The Fast List - Nellie mostly uses her fast to boost Henchmen models such as Judge, Phiona, and Frank. Fast and Evidence are good, but I'm not sure if I'd take condition removal against either of these lists. Nellie's evidence while good is not as required as you would think. The fast might be good to have condition removal though I don't know. I kknow there are a few conditions she can throw out as well, but I rarely use those actions.
  2. Yeah I restricted myself to unique ratings. I've got rose colored glasses on as well. I really just want to start the discussion of her. Because right now I see her more as support piece than as an offensive one. She can easily support an ally for a flip of 6 to give fast, but her main offensive abilities start at 6 and are opposed willpower duels. Typically I've found her AP more useful at giving more AP to her crew. Maybe 0 action to push, 1 action to give fast + heal/drop scheme, 1 action to Propaganda/angry mob, 1 action to do the previous 1 actions again.
  3. My general feeling of Nellie after a month of playing. All is my own observation. Turf War/Extraction This Strategy is not my favorite with Nellie. She herself does not attack models and other masters are pretty good at handling Turf War/Extraction on their own. Perdita and Lady J for instance are really good at locking down the center of the board and doing area denial. That being said she does have a push trigger of 5 inches which does help with getting enemies out of the center of the board. Overall: B Reconnoiter/Interference This Strategy is probably Guild's weakest. Most summoning crews will out pace Guild in this regard and Nellie's crew does not add anything to stopping this. That being said again, Nellie does have a 5 inch push that can cause enemies to be out of position. Also she can give extra actions to high damage dealing models that would delete enemy models from quadrants. Overall: C Reckoning This is more based on Nellie's crew. However, Nellie boosts her crew with extra actions and requiring the enemy to overextend themselves. Phiona Gage, The Judge, and etc... would be able to get more Actions to kill those Hard to Kill and durable models. Downsides may be that her base crew is not as tough, but I think that is a minor misgiving at best. She herself is the most durable master in the game. And I say that without any hesitation. Overall: A Guard the Stash Like Turf War/Extraction Nellie is not meant to hold down the center of the board. But for Guard the Stash this is increases the problems that Nellie has with Turf War. She likes to have a bubble of beaters within 8 inches to give out fast and within 10 inches to attack enemies. This leads to her having to stand in between each stash marker hoping that the enemy is both in line of sight and near a model she can support. The 50mm Blocking markers are detrimental to her style. This can be mitigated easily, but usually by sticking to one stash marker instead of the second. Her crew can typically make up for this. Overall: B- Squatter's Rights This is the same problem as Guard the Stash except it is more spread out. This is probably Nellie's weakest strategy as she likes to keep her models close to her. She can mitigate this by locking down the center three markers, but that would still leave the opponent two markers on either end of the board. The results will either be the opponent's models are spread thinner than Nellie's crew or that the opponent manages to lockdown those two markers and can easily handle Nellie's cluster from a far. There are ways to mitigate this, like all strategies, but I've got the feeling this one will be tougher for her than it would be for Lady J or Perdita. Overall: C- Head Hunter Nellie has a lot of AP control for a master. So giving fast to a model and then using her Propaganda/Angry Mob to have it kill an enemy is potent. Doubly so when the target friendly model can walk and pick up the marker and still have an extra AP to do something else. This makes for a better Strategy for her as she seems to prefer Melee centric crews. Overall: A+ Stake a Claim This strategy benefits from Delegation a lot as Nellie can get models across the field faster than any Guild Master in my opinion. This is a bit trickier to gauge as her crews tend to like to kill more than others, but with the right crew she could be dropping a lot of Claim Markers in a turn. She's not top tier in Stake a Claim, but she is definitely not a push over in it. Overall: A- Collect the Bounty Nellie likes to have elite crews that go counter to Collect the Bounty's current meta in my area. Most players in my meta take minion/enforcer based crews. While Nellie can support these models as well she really shines with Henchmen models. Overall: B What do you all think of Nellie in regards to Strategies?
  4. Another good combo is Grimwell with either Nellie/Delegation or Envy's Extra Focus. You can possibly get Focus on Lobotomy.
  5. Guardians are the toughest model in the game to deal with without Anti-Armor. 3+ armor is increadibly difficult to get through. And with the 0 action to heal its damn useful. Guardians have the same problem I have with Francisco and Papa Loco. They are support pieces that can be easily targeted. The Guardian more so because without Protection on himself he is Df6 with 8 Wounds and Armor +1. Durable, but easily managed by focus fire from the opponent.
  6. 0 action focus + 1 Action Shoot + 1 action focus. Then you have the Focus +1 to do 2 damage to those who charge you.
  7. Typically I use hims as backfield lock down. He has 18 - 36 inch range so he can pretty much sit back in deployment on Corner/Flank without issue.
  8. Yeah. I typically like it for Interference, but the Wk is too short to get him into good positions, in my opinion. Though I understand the Pro for him.
  9. One of the guys in my group recently posed an interesting question. Just based on strategy what models do you immediately put at higher or lower priority to take? My personal list, non-exhaustive, but I think still relevant: Turf War/Extraction Pro Francisco Executioner Judge Brutal Emissary Death Marshals Con Guild Hounds Reconnoiter/Interference Pro Guild Hounds Guild Pathfinder Nino Austringer Brutal Emissary Wardens Death Marshals Con Guardian Reckoning Pro Executioner Judge Peacekeeper Brutal Emissary Con Death Marshals Guard the Stash Pro Guardian Executioner Peacekeeper Brutal Emissary Con Nino Squatter's Rights Pro Nino Austringer Con Watcher Head Hunter Pro Austringers Nino Hunters Con Watcher Guild Guard Stake a Claim Pro Watchers Francisco Judge Field Reporters Dr. Grimwell Nino Brutal Emissary Con Executioner Peacekeeper Collect the Bounty Pro Judge Francisco Nino Wardens Con Executioner(Dies too easily) Guild Guard Watcher What do you guys usually think?
  10. A model with the burning condition is killed by it at the end of turn. Can Sonnia summon off of it or is did the model remove the burning condition before it died? I found an old question about this from 2015, but only two people answered and no consensus was reached. Before someone points to the FAQ there is nothing there about dying from Burning only about if a model without burning is killed when she declares the Consuming Flame trigger: This does not satisfy my question. Model A has burning and is within Violation of Magic's aura. Model A dies from the burning condition in the End of Turn step. What happens? Does Sonnia get a Witchling Stalker or is did the model remove the burning condition before it died?
  11. I still don't understand the need for veil beards. I understand that they are using them to hide the collars, but there could have been a better way to do it. Like having a high collar jacket or something else.
  12. Evidence is not the end all be all of Nellie. She really shines with giving out extra AP to other models. Propaganda to Trigger "Angry Mob" to give free action and Delegation to give out Fast. She really shines when supporting: Executioner Judge Phiona Gage (Doubly so with her ability to take an extra action when an enemy fails a Wp test) Fransisco I could put this into perspective to you more. So I will. Executioner - Has Decapitate and Min Damage 3 with a built in for crit strike. Judge - Has the Bullets and Blades triggers which can give him an extra AP for every attack he does. Phiona Gage - Has great min damage as well as on attacks if the opponent has already activated. on damage with her upgrade as well. Francisco - Ml7 with built in for crit strike and Flurry. While Evidence would be good with Propaganda to give out slow and maybe push a model around its not necessary when just using the single trigger you have from can give any of these models an extra attack.
  13. Without your opponent interacting there are several ways to generate Evidence: Use "Scathing Review" - Nellie's basic Ca action has a built in that auto triggers +1 Evidence. The condition which doesn't end until the opponent interacts also helps generate more AP in subsequent turns. Printing Press - His 0 action chain activates Nellie and gives her +1 Evidence. Discard a card at the Start of her activation - This is an ability she comes with. Aside from those Evidence is hard to generate. However, I'd say that Evidence is a bit overrated as a resource. Early on Misleading Headlines helps her make the opponent come to her, but later on its not as necessary. As far as the Scheme Marker game goes. Nellie herself will drop a scheme marker a turn typically if she has Evidence on her by the end of the turn. Against the newer masters this is a big detriment as some of them can make Scheme Markers more deadly to be around. The Field Reporters can destroy scheme markers. But Nellie herself is pretty lackluster at dealing with them. She can destroy her own in order to give out burning which is nice. I hope that helps.
  14. As far as Lady J goes you will probably do well at Collect the Bounty, but will have trouble with Interference and Stake a Claim due to your lack of Mobile units. Watchers, Guild Hounds, and other low soulstone models will help mitigate these deficiencies, but won't help against a really good player. In particular for Stake a Claim and Interference you will want to kill your opponent's models faster than he can heal them or summon more. Focus action is your friend sometimes and can help you dish out lots of damage. Lady J, The Judge, and Death Marshals are all really solid models. Lady J is a beatstick, but also made out of glass make sure if you can to have support on her, such as the Judge using his 0 action to pull her towards him. Or Make sure what ever she charges will be dead. She has a Ml 7 weapon with a min damage of 3 plus built in critical strike so you are at the very least going to hit something with Df5 at least twice for 4 damage minimum(unless it has armor or is incorporeal). Judge himself is pretty good and he can use unrelenting leader upgrade to give out free Ml actions. He can use this on himself and if he gets a he can do it again. Along with his on his sword he can get up to 8 actions an activation if you play it right. It can be resource intensive, but also fun. Death Marshals benefit from focusing before shooting a lot due to their high Severe damage. In particular they are good for Marked for Death because they can us their Pine Box attack to temporally remove a model from the field(A marked for death model removed from the field is +1 VP for that scheme). You can use multiple masters in most tournements especially if they are Gaining Grounds(the official tournament rule set). There are fixed master and list events, but they are usually announced as such. In those cases you can only choose one master. Perdita's box is great for enforcer models. Nino and Francisco are the best from the box. Sonnia is not the best box, though she is arguably the best Guild Master. High level Sonnia crews usually run with 2 Austringers, Death Marshal, Papa Loco, Francisco, and the Malifaux Child. Though I'm not too familiar with them. Upgrades for Lady J? Make sure to take her Unimpeded upgrade(Last Stand I think its called). That will give her maneuverability. If your opponent declares Rezzers think about picking up Justice Unleashed for some extra attacks that affect undead more significantly.
  15. But you can use the Targeting System to give them a built in +. It's not extra AP, but it is auto Paralyze if the target activated already.
  16. 0 action Tacticals that require a TN typically don't interact with other abilities. You might see a minion only upgrade card IF Wyrd deem it necessary. Focus itself is not meant to be used as a resource outside of how it normally works and maybe the Guild Rifleman's lower Focus by 1 to do damge against a charging model. And that might just be do to focus being the Rifleman's core feature as it gives them Rams. It's definitely my opinion though and Wyrd could change their stance on how Focus works.
  17. That wouldn't match up with how TN's work. I'd say Pathfinders are more nuisance pieces when I use them. Typically they lock down an area and my opponent is forced to deal with them. Generally turn 1 or 2 I'm fishing for 6+ to get off the traps. While they don't add to the activation control they are great at locking down territory and Interference.
  18. I'm still trying to get used to them. Witchling Summoning is probably the least effective type of summoning I've experienced in the game so far. Sonnia needs the target enemy model to be within 10 inches and Burning, but it can't die from Burning. Witchling Handlers need a when they kill a target with their greatsword. Both require a resource to get rid of to summon but so far I've not been able to give out burning and then kill something. Samael Hopkins got close in one encounter, but my opponent was able to cheat higher than his Witch Hunt's attack action. Any advice on getting more burning on the field?
  19. So far for me: The Man - Werewolf Guild - Lawyer - Awesome and bringing back beast Lawyers is much needed. Rezzer - Corpse Marker destruction is powerful Anti-Rezzer. Arcanist - MS&U doesn't add much to him I feel. Though there might be an MS&U only upgrade he could take? I'm not that familiar with Arcanists. Neverborn - Don't know what this is, but losing the Human Form in favor of pure beast removes the Werewolf aspect that makes him so cool. Outcast - Bandit Werewolf!!!!!!!!!!! Gremlins - This doesn't make sense to me either. Maybe he becomes tormented? In any case he is more feral which isn't awesome in my opinion. Ten Thunders - Monk training would be awesome! Especially if he is a monk who can shift into a "animal spirit" form. Trickster - Undead Guild - Death Marshal - Having another Undead Death marshal model sounds fun. It would be good for Guild McMourning I think. Rezzer - Skin walkers(?) would be cool. She would probably gain the Disguise ability. Arcanist - Frozen heart is good for Raspy, but out of faction ifrozen heart is amazing. Neverborn - Summon Stitched Togethers? Or maybe repair them. Not necessary for Guild. Outcast - Become a debuffer. Generally awesome. Gremlins - Taxidermist? No idea what this means, but seems like she'd be summoning Mindless Zombies. Ten Thunders - Becoming a Wastrel. Black sheep maybe? Not the best, but still cool if she becomes a 10t only Black Sheep. Child - Teddy Bear Constructs - It sounds like this is just a single teddy bear, not being able to summon teddy bears. Guild- Little Orphan Annie - While I hate the implication the idea of her becoming a child of an Aristocrat puts her in a better position for her being Guild. And Guild needs more summoners or construct healing I feel. Hoffman needs some help in the workshop. Rezzer - Molly helps her? Maybe gives her Rezzer secrets... No idea. Arcanist - Performer little girl. Interesting, but not what we need I think. Probably gives her Manipulative. Neverborn - Summon Wicked Dolls, could be useful for McMourning, but not Guild overall. Outcast - Blight is not at all necessary in Guild. Gremlins - Dolly making? This might be summoning constructs? Ten Thunders - Asami? This might lead to Oni Teddy Bear. Which would be cool. Overall Guild down the list for me, but Man(Outcast), Tickster(Rezzer), and Child(Gremlins) might be cool.
  20. The starter box is very limiting starting off. Each of the scenarios is has a nice bit of storyline. I don't have the book out in front of me but they are as follows I think: Incident - 1 Orderly vs 1 Blood Wretch - Teaches attack and defense flips. Escape - 2 Orderlies vs 2 Blood Wretches - Throws in damage flips. Hunting down Escapees - Add Nurse Heartsbane vs Add Psion of Black Blood - Adds Strategy I think. Showdown - Everything - Basically a full game of malifaux with a Henchman lead crews. That is very simplified. But effectively its not as much of a story encounter as those in Book 2, 3, and 4. Where the story encounter is based on a short story that's in it. Such as Lucius's painter encounter. I really like Divergent Paths as it is getting me into the story of the game a lot more.
  21. Hey guys, Looking at the other factions it seems like Story Encounter boxes are cropping up a lot. Here are the story encounter boxes currently in production: University of Transmortis - Rezzer Crossroad 7 - ALL Brotherhood of the Rat - Outcast Amphibious Assault - Neverborn Creative Taxidermy - Gremlins Tortoise and Hare - Arcanist, Rezzer/Ten Thunders(?)(I don't remember who the Tortoise replaces) I've seen one store page that says Pistolero's have one but I think its a wrong description. I'm hoping the Witchling Thralls or Death Marshal Recruiters get one. I'd enjoy seeing those story encounters. I've been reading the Crossroad 7/Sue Through the Breach adventure that came with the box and it's hilarious as well. The Starter Box is close to a story encounter box, but its meant for teaching and doesn't add much for those who know the system already.
  22. I was talking with my group and we were discussing the Shifting Loyalties campaign. While we all agreed it could be fun I came up with a few wishlist ideas for a Malifaux Campaign. The main restriction I placed on myself was that the campaign system would be narrative based. So most of the concepts would not carry over to Tournament play. Customizable/Generic Henchmen Leaders - While Malifaux has been about the Masters it would be interesting to have generic Henchmen that represent the characters in the story who aren't named. Such as the Witch Hunter who allies with Ironsides, or the Necromancers who were at Sebastian's convetion. Similar to how there was a Story Encounter only Master in the Crossroads book that could summon Ice Gamin. I say Henchmen instead of Masters just because I feel the masters are an important part to the game that you can't discount. More Base Building - This was something that I like about how the Nythera campaign did hideouts. My only problem was that it was based on Wins instead of a different mechanic. For example you can get all the scrip from a game, but still lose. If you are getting add-ons to a hideout I feel it should be based on more than one thing. Possibly if you played against an arcanist last game you can purchase a Witch Hunter Outpost to get access to hire Witchling Handlers. I know campaigns have a lot of optional rules, but I still find them to be a fun aspect to Malifaux that I want to get more into. I also know that Through the Breach is a thing, but it doesn't allow me to create a character that leads a malifaux crew. What do you guys think would be cool to see in Malifaux game campaigns?
  23. Good one, I'll also add: 10a. If you use a Puppet Wars fate deck your opponent is perfectly within their rights to set fire to it.
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