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LogsMOLE

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Posts posted by LogsMOLE

  1. 21 minutes ago, solkan said:

    But you can't make that crew due to Chiyo Hamasaki being Youko Hamasaki's totem.

    If you have a henchman led crew (putting Hinamatsu in charge for the two keywords), you can't hire any masters in the crew.  And if you hire a master, you don't get the keyword expansion from the henchman models in the crew.

     

    Ugh.  Missed that totem bit.  Keep thinking of Chiyo solely as an enforcer.  Nevermind - Mysterious Effigy remains subpar.

  2. Hinamatsu makes a killer leader.  I feel like the Mysterious Effigy makes for a subpar Helping Hand freebie - compared to other Effigies.  It's aura sounds interesting but ends up seeing less play than the other Effigies.  However, it might actually be fun when paired with Chiyo Hamasaki's Misinformation ability.

  3. 6 minutes ago, Kapten said:

    A 5th ability??? She has so much text that even I who play her in every game (with Dreamer and Titania) struggle to remember... I think her summoning is fine, but it is not the reason why you take her.   

    There's several enforcers that have 5 abilities.  I was thinking something like the WW Nightmare Tailor - though the flavor doesn't really fit. Or something where she could discard a pass token to add a mask to a flip.

    But that said, I do understand your resistance to more "bloat" on the card.  I'm in the same boat.

    So if that's not an option - and you think the ability is fine as is - my suggestion would be to try it out.

    And if you feel doing it would be a waste, then the action itself is just dead weight, and should be probably be replaced with something else. 

    That's what M3E is trying to clean up after all 🙂

  4. 2 hours ago, Kapten said:

    Yes... but it creates a scrap which you can get a Stiched from, i.e. a deterrant to kill the eff

    Okay I see where you are coming from.  But respectfully, after trying to use her summoning, I don't see her summon action as a deterrent from killing off the Effigy. Because it's rare you'll pull it off.  And any Guild opponent with a Peacekeeper would love to stomp an Eff for a Power Loop token.

    I recognize that her abilities supercede her actions. But - if Vas's abilities are neutralized - like with Abuela's Meewmaw 6" bubble, as I found out - one of her two actions is really lacking.  It's better on paper than in play. I had multiple scrap markers from dead dolls and couldn't pull off one summon.

    The issue as I see it - as an enforcer she cannot stone for suit like a Master/Hench, but making her a hench might be too powerful for a Collodi crew.

    Compare her to another Enforcer with a summoning action (not a trigger) in the M3E beta: The Sow.  The Sow can remove a scheme / scrap to add a suit to summon.

    Vas needs something similar - perhaps as a 5th ability - to make this second action useful.  Or a different action all together.  My two cents...

    • Respectfully Disagree 1
  5. 3 hours ago, Kapten said:

     Summoning? Well, I have never done this, but it is a nice feature which makes the opponent think twice about killing the Effigy... 

    The Effigy is now an Enforcer, and Vasilisa cannot use Careful Assembly to summon it back if it's killed. Vas can only summon NB puppet minions - in other words, Wicked Dolls and Stitched.

  6. 5 hours ago, Raging_Iggy said:

    Aura of deception is really bad. In 3e most of the time you will need all the cards you can have; this means that 90% of the times, you can't cheat face down a low cards (poker face on) just to try to pitch a high card from opponent's hand, just because you'll need that card for protected/flurry/pass 1 or more terrifying/ demise:eternal and so on.

     

    This. 

    I've always loved the idea of this ability for this faction - the poker bluff is a great allusion to wearing a mask.  But even if max your poker bluffing skills, the number of times you use this aura is so limited.  Due to hand size, you'll get to use this max 6 times - assuming you didn't cheat for initiative, you didn't win each duel, and you don't cheat damage.  

    What if the aura allowed you to look at the fate deck and then place it facedown - only having to tell your opponent whether you were winning/not winning?  Cheating would be done face up from there.

     

    • Agree 4
  7. I've played her twice now in mostly puppet crews. Having missed closed beta, all I can compare her to M2E and she's way more useful/fun now. Her new design def keeps her in the action more. But Vas only has two non-bonus actions: base-to-base attacking (which is very good) and summoning.

    Being only one of two things she can actually do, her summoning ability really is terrible.  She's not going to go first or second so if you had high masks in your hand, they are likely gone now. You're really hoping for a 6, 7, 8 to land in your hand. Plus in both games with her, my opponent had a Guild construct. So a 4SS Watcher could suck up a scrap from 3" away for Power Loop - whereas 8SS Vasilisa had to be 2" to discard it for the opportunity to try to summon.  I always was forced to flip from Fate Deck. Never pulled it off.

    As it is, the Widow Weaver is a more reliable summoner - with her stuffing tokens - and WW has other action choices.

    Vas could use something to help make this ability more appealing. It doesn't have to be a built-in mask, but perhaps range improvement or a built-in positive flip. 

  8. I really hope M3e is NOT coming out next year.  We just broached Year 4 of the M2e ruleset.  I agree with the timing concerns brought up - but I don't see why the resolutions couldn't be fixed with a chart in the FAQ or maybe a 2.5 manual.

    Maybe its just me but the edition wars burn me out of a game after a while.

    (Love this podcast BTW, Kyhodee.  I only discovered you last month and have been binge listening.)

  9. On 1/25/2015 at 10:42 AM, Verdeloth said:

    What i can see it should be

     

    50 ss

     

    Ulix 7 ss

    husbandry 3

     

    Old major 9

    corn husk 2

     

    Mc tavish 10

    cute critters 1

     

    Penelope 2

    The sow 8

    pigapult 8

    Pig 4

     

    Turn one. Breed 3 pigs from sow. Use the summoned pigs to put scheme for a upcomming warpig. Use proper care to heal sow and summoned pigs up with 2.

    Turn two breed 2 times so sow die and summon another 2 pigs. Last ap remove scheme marker and get a warpig use proper care again for 0 ap and heal up all.

     

    That would give us 7 fresh pigs from summon, 1 warpig with 2 damage and ulix will be at 2 wound.

    Can do same but with a slop hauler instead of the first proper care that will save 2 wounds on ulix.

     

    And from this position maximize the pig rush with mayor and Penelope and use mc tavish for snipe / free ap with boost to pigs.

     

    Like you say lots of beacon to the Pigapult :)

     

    This is my paper version of how i prob would set him up. Im intressted to hear your opinion

    So I know this is an older post - especially with Broken Promises about to hit stores and all - but I tried this idea out last night.

    Minor revision: I swapped Cute Critters out for Clobberin' Stick because I wanted Ulix to have the ability to grab a card.  Pulling out three 9+ cards to summon all the time was not easy - and that saved my bacon (EDIT: pun habitual not intentional).  

    I was able to birth piglets in round one.  It was card intensive - I had two 11's and a 12 in control hand and had to cheat each time, pretty much wiping me of good cards.

    That was a big disadvantage for me because I was playing against Tara with 3 Guild Marshalls, 3 Void wretches and Killjoy.

    Toward the end of round one,  I'd sacrificed a pig and taken out a Death Marsh with Pigapult with three pigs ready to go. Then a reactivated Tara was on my side of the board, casually plopped our Killjoy in my pig farm and then Faces of The Void to zero action back to her deployment zone.

    At the start of round two, Pigapult was great in softening up Killy.  Helped McT to take him down by round 3 (I had Vendetta with McT killing Killjoy so I got all three points). But Killy wiped out Old Major and it was kind of a s#!+show from there.  It was a tarpit enough for Death Marshalls to run in an pine box the crew into uselessness.  I'd racked up 5 points from schemes but my opponent got all 10.

    There's some good ideas in the crew build.  But considering the strat was Reconnoiter - something Ulix should succeed at - it was a kick in the teeth to see him lose.  

  10. So last night my Malifaux buddy and I ran a small 35SS game, Guild vs Neverborn. We were kicking the tires on some new models we had. I was running Zoraida and included one Changeling. He was running Lucius and had Brutal Emissary.

    At one point, the Brute Em sucked up my lil Changeling with Back in the Box.

    When he popped out, I used Copycat & pulled off a good card to take him off the board for a round.

    Sooooo... are we following the rules correctly here? Back in the Box didn't name the Brutal Emissary. So it looked legit... though a bit ridiculous.

    (Of course, if I'm doing this right... it's ridiculously awesome that a 4SS model removed a 10SS Emissary henchman for one round.)

  11. Noob 2e player question.  I see the historical posts about 1.5 Poison using tokens.  But that seemed to change in 2e. 

    According to the 2e rule book, conditions with a variable stack to form one condition with the total. So two hits of Flaming+1 or Poison  +1 become Flaming +2 or Poison +2 respectively.

    Shrug off gets rid of one condition - which would be the entire total. 

    So let's say a Pistolero who had not activated yet got hit by a Wicked Doll with Infect for Poison +1 and a bite from the Widow Weaver for Poison +3.  Now he has Poison +4.  Pistolero activates.  If he's engaged with the Wicked Doll, he immediately takes one Poison damage.  But then discards a card for his zero action Shrug Off, and the remaining Poison +3 is gone.

    Did I get that right? 

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