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HowNot2Wargame

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Posts posted by HowNot2Wargame

  1. Not sure this is the best place to post this but…

    * went to bag of tools to pre register (Ressers by the way).

    * tells me my account is based on logging through Facebook, and I cannot reset my password

    * log in through Facebook and it tells me that the app is in development and I can’t log in or reset my password.

    anyone know what I am doing wrong? I haven’t logged in for a llllllloooooonnnnnggg time.

  2. I think the main question is going to be “who is the beat down?”. If it’s me, Kirai1, if not it’s Kirai2. Be fun to see how often I get that assessment right!

    but yes defo I can see already more versatility. Just in the moves and heals you get to play a different game.

  3. So I have managed to get one fame in with her - same list as Kirai 1 but swapped 3 Seshin for a Goyro. 
     

    it was against Unix 2, so managed to gum up the board with so many Gaki he just couldn’t get free to score. Game ended 5-3 to me I think.

    going to a tournament on Saturday where I am just taking Urami in the hope I can get some Kirai2 games in. Wish me luck!

  4. Thanks - how often do you find you are getting ‘join us’ to activate each round? Is your opponent mainly spending cards to stop the summons or are you getting a good number of lower spirits on the board?

  5. Hi All,

    Taken a bit of a break from the game, and just getting back into the swing of things.  One of the things I always loved was charging some spooky ghosts into people's faces (playing Kirai1).  I really want to explore moving spooky ghosts through people's faces (Kirai2).

    What are people's experiences with her?  Is it as simple as dropping her into more schemey pools than K1, if you have just brought Urami with you?  Any particular combo's or weaknesses people have found?

     

  6. So for people who don't like the other master being in the pack.... I at first was really annoyed at this then I realised the conversion possibilities.

    Iron heart for me is going to be Melissa KORE when I find a suitable multichambered gun.

    One of many with a bit of green stuffing is going to be changlings.

    So I guess where there is a will, there is a way.  Just a thought anyway

    • Agree 2
  7. Lucius - "Unmasked Unmasked": Has an aura where friendly minions gain terrifying 10.  Each time a will power check is failed in the aura, one of his minions can concentrate (and takes an action out of activation).  Could also hand out staggered and slow.

    Hoffman - continuous evolution: gets back his 2nd edition upgrades, but each time a model flips a weak card in contested duels, they take one point of damage to show how they are 'experimental'.  Perhaps he could have something like reva when he reaches into his machines and attacks through them?

    TBH if they are like the Sonnia unmasked ie explore some of the previous mechanics they had in 2nd ed, then they should be fine.

  8. Yeah I totally get that guild gets speed, but not mobility.  It's the flip side of having so much fire power.  Saying that I think the big thing I now see with guild after playing Ressers is that the 'every man' status of all of the models are harder to leverage then the specialisms you see in other factions.  Hence its harder to spring surprises or adapt to opponent mistakes with guild.  You often have to rely on flexible models as a team concentrating on one thing to ensure you are scoring, when other factions can get away with letting models concentrate on their jobs and mutually support each other.

    Perhaps easiest way of putting it is that if you look at the crews, you are setting a question which you know your opponent can answer, you just have to hope you answer their question first.

    • Agree 1
  9. "Whenever a friendly model discards, and enemy model within 8" aura gains adversary (forgotten)".

    Or

    "If Molly if the leader of the crew, when a friendly model discards a card, an enemy model within 8" gains distract +1"

    So we are helping weak models survive more in combat, but still tying it into a discard mechanic.  If the above is not right, then the suggestion that when you discard, your opponent discards for me has some real potential, but may be too negative emptying hands and then top decking for the rest of the game. 

     

     

    • Like 1
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  10. Hi,

    Darksphere games is the best bet in West London.  Active Facebook group as well which plays Malifaux and Other Side.

    If you are East London, then I am more than willing to give you a game at Rule Zero which is a great bar (and gaming venue) close to Hackney Wick Station.

    I am sure there are more places, but those are the ones I am aware of.  Likely to be more as we get away from 'lockdown funk' over the coming months.

  11. Sonnia (when I was playing) Guild for me was the drop into most pools before I went for a 'one master per strategy' approach.  Its mainly the speed and reach witch hunters can bring which just helps sssssoooooo much. And this is before we get her more controlly version in the starter set.  Also didn't have Spell eaters either.

    Recognize Basse fulfills the same role, but I found previously once they are set, its hard to re-position.  I haven't played with Sand worm and Rough Riders, but have played against it and they do help a lot.  Hence I would have to really play with the updated Basse/Frontier to see if they compliment or substitute Sonnia and others.

     

  12. 18 minutes ago, Maniacal_cackle said:

    Other than the turn they are summoned, summons can do every part of leylines.

    They just can't interact with strategy markers. Strategy markers aren't interacted with in leylines - you interact with the token.

    Oh yeah I keep on forgetting that even though I play with Kirai in Leylines exactly for that reason.... and did so last night.  *slaps forehead*

    • Haha 1
  13. My two pennies worth....... this is how I got to my regular 4 guild masters (who I haven't played since start of GG1 as I have been playing Ressers - boo! hiss!).

    Sonnia - People don't expect her crew's raw speed.  Was the best crew for getting across the board on mass in guild (possibly not now with Basse?), and my usual pick into Symbols because of it. Sonnia is usually playing "sweeper" with Grimwell or Sam dependent on board. Witchlings in the centre and I quite liked Sactioned and Quellers on the wings.

    Hoff - Can you cope with my high armour, and healing, mixed in with ability to punch through your crew?  I use to take him a lot in Turf war for this reason, and probably would do that again in the GG2 set.

    Dashel - I simply don't want you in my table half.  Hence I am going to grind down a game of Leylines so I win by 1 point in traditional Guild Fashion.  Saying that, the impact on summons not interacting with strategy tokens would make this a lot harder in GG2. (see below)

    Lucius - So this was my heavy schemey pick, but I think he would not be too bad into Break the Line as I am sure I could keep control of two markers, and probably could try and get to a third to help disrupt the enemy.

    Guild have to play disruption wider than 'shoot it'.  Otherwise both players end up with limited AP, and you may not be in the correct postion.  You need to take the game to the enemy, even if its in a very reactive way like Dashel, or very proactive like Sonnia.

     

     

     

  14. So McM is my joint fav master (you can guess the other from my avatar) - I moved from Guild to Ressers for him really.

    He is strange in Ressers.  Its a faction with great mobility/teleportation, but what McM and co have is raw speed in spades. Yep, not going to have unimpeded when you can get most of the crew moving over 12" a turn if you really want to.  I think he has been overshadowed competitively by Von Schtook, as in both crews can take damage and deal it out as well, but with Undergrad changes I think there is more space for him.  McM will likely be my go to pick for 'Break to Line' for example, when I am more likely going Schtook in Turf War.

    Couple of questions which I pose, not because 'you need to answer them' but I hope help you think through how you want to use McM and co per game and per turn

    * Do you want to use McM's speed and killing power to remove a minion a turn, or use him to support the crew with blood poisoning and/or rancid transplant this turn?

    * When you are activating Seb, do you have enough corpse markers and cards to raise dogs, or do you want to create more corpses with his stat 7 melee attack?

    * How much during the game do you want to use Catalyst or blood poisoning? They demand different uses of poison, and how you pump/top up poison on them. Remember Zombie CC has Blood Poisoning as well [and I personally always forget this]!

    * Yes how much poison you want by start of turn two is good to figure out.... but how much distracted instead of damage do you want on your opponents by end of turn 2?

    * As much as I love Kentauroi and Flesh Constructs.... when do you expect to use Autopsies,Gassers, and even Dogs as hires (not sure about the last one).

    * Yes never leave home without a Nurse, but when would you take two?

    I hope this all helps (?).  I may not always win with the Doctor, but I always do have fun!

     

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