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About Khyodee

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    Des Moines, IA

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  1. Android version 10; Security Patch Level Oct 6th -When clicking on Dismounted McCabe in reference section, it shows Mounted McCabe card instead -When creating a game after you select the pool you want and hit create game > Local/Network, the created game has a different scheme pool then what you selected
  2. What? Malifaux grow league where you start with a 75ss pool of models which increases as weeks go on. Where? Mayhem Comics in Clive, Iowa is our primary stores When? Starts Nov 30th and will run for a couple months at least. Primary play day is Saturday morning/afternoon. Lots more details on how the league will work can be found in our facebook group https://www.facebook.com/groups/356790797819702/
  3. Don't need speed when rest of crew is so fast. Also Sparks heals less and can only make things fast with a suit which he can't stone for, unlike Hoff.
  4. Mei Feng with Hoffman added has potential. Lots of fast railwalkers and added healing.
  5. Pretty standard Colette list for me. (1) Colette (2-4) Mechanical Doves (5) Cassandra (6) Angelica with Soulstone Cache (7) Coryphee Duet (8) Mannequin (9) SS Miner with Magical Training (10) SS Miner Schemes Options Search The Ruins - My most likely first scheme take, but could opt out of it if enemy is very anti-scheming (Shenlong maybe?) Power Ritual - Likely take for second scheme. May not take against anti-scheming crew. Outflank - If opponent is heavily anti-scheming, I would likely take Outflank as first scheme choice Take Prisoner - Second scheme against anti-scheming crew. Colette does it using movement tricks. Breakthrough - Unlikely to take as Search and P.Ritual are similar, but easier Bombs are divided as such: 2x on Coryphee Duet 1x on Angelica 1x on Cassandra 1x on Mannequin Duet will double walk, dance apart, then unactivated coryphee nimbles, walks, and drops bomb turn 1. Angelica pushes forward 6", walks, walks, pushes herself, and positions to drop bomb turn 2. Cassandra nimble, walks, and walks dragging Mannequin turn 1. Mannequin goes after Cass and walks and drops a bomb. That is two bombs down on turn 1 and the other three in position to drop them on turn 2. Colette and Miners play defense and focus on disrupting opponents bomb droppers/picking up bombs in Colette's case. For Search, Power, Breakthrough the goal would be to use my bomb planters as scheme runners after they drop off bombs turn 1-2. SS Miners can also help with scheming if the opponent isn't aggressive with bomb dropping. The enemies faction doesn't matter to much to me here since my crew is so good at what they do in this pool. I expect to lose several models early if they play aggressively against me since they can easily get around my defensive tech of (-) flips to attacks. The goal here is to score quickly to get ahead of them, then stall them out while trying to hold onto my points.
  6. Let me know what you think of this week's episode. https://schemesandstones.podbean.com/e/episode-117-improving-play-in-m3e/
  7. Forgot to add stiched are the bane of Colette as they ignore all of her defensive tech.
  8. So far I've been consistently playing. Colette 3x Mechanical Doves Cassandra Angelica 2x Mannequins The speed and scheming of Cassandra, Angelica, and Coryphee have proven very useful in my games which often devolve into score fast and survive long enough to win. Colette has of course been a very important piece with the crew in picking off key support models. The dual keyword models (Carlos and Ice Dancers) are both better in their other keyword and don't pull their weight in the performer crew. I am overall 4-1-1 with the performers, but I wouldn't say they are a really strong crew. As stated before, the game is often setup to score 2-3 strategy points and schemes as fast as possible (turns 2-3) and then just try to survive and stall long enough to win. This means I'm often losing models left and right in the mid-turns which doesn't feel strong, but seems to work well enough. Focus heavy crews really hurt because they basically ignore our (-) flip defensive tech and still get in killing shots. Its funny because I think playing against a performer crew teaches a player good habits like knowing when to focus and attack vs just attack twice. Against these crews, the performers need to rely on speed to avoid attacks and mannequins to take hits for them. Use Mannequins as your early schemers with your fast performers. So Colette, Cassandra, Angelica can all "tow" a unactivated mannequin to midfield by just walking and having the doll push up to the performer over and over. Then the Mannequin can activate and drop schemes/bombs/ect Colette is a bit of an assassin with focused sword trick attacks to one-shot weaker support models and she is fast enough to get to most things. Naturally it helps if the opponent attacks her to let you bury her (good players tend to ignore her and force you to have to bury her yourself). Colette really likes suits on her duels as nothing is built in, so either bring plenty of cache or soulstone miners. Also don't waste your doves, and use them as SS and cards when you need them. I had been throwing them forward which I think is a mistake unless you can get the opponent to waste activations of important models (again good players won't). Remember to save those 6T for Angelica to throw scheme markers 12" away for scoring VP or unburying Colette Remember presto chango can be used to drop schemes where enemies are and/or throw enemies into bad positions (such as setting up charges for you beaters) Don't underestimate unburying Colette and just throwing a model 4" out of position (2" plus 2" from distracted applied from unbury). For Plant Explosives put a bomb on the duet then walk, walk, split, and give bomb to unactivated coryphee. Then have it walk, walk, drop bomb where you want on turn 1. My primary opponent plays Levi which is probably one of the worst matchups since he can easily get around (-) flips and the armor of your constructs. My opponent also likes to sometimes bring Nothing Beast as a tech choice to attack Colette is she tries to bury. I'm also worried about any "focus spam crews" that are mobile. Elite crews with no good ways to quickly get rid of distracted. I can then easily stack it on them to make them very inefficient. I think so, but I am worried once counter-picking starts becoming the norm instead of just playing your keyword. Still speed and anti-scheming will always be useful in the right pools, so she will always have rounds she will prove useful.
  9. So I've been playing Colette as one of my two primary masters right now and I'm looking for input from others as well as revealing my findings. I hope to pool this information together in a future episode to cover the performers by picking the brains of many individuals. What is your "core" performer crew? What models in the keyword have most impressed you? What models in the keyword are underwhelming? How has the keyword felt and performed so far? (strong, weak, fun, ect.) What weaknesses have you found with the keyword? What cool tricks have you discovered with the keyword? Is there anything you fear to see across the table from you? (faction, master, model, etc.) Is there anything you love to see across the table from you? Is the Performer keyword have a place in a tournament players rotation?
  10. Let us know what you think about today's episodes. Welcome Back to Malifaux 3E (returning players) Welcome to Malfaux 3E (new players)
  11. What? 50ss fixed faction tournament 3 Rounds lasting 2h $10 entry fee When? July 6th, registration, 11am -11:45am and tournament 12pm - 7:00pm Where? Mayhem Comics in Clive, IA Other Rules? No painting required, but it will be rewarded Proxies allowed so long as the model is identifiable Prizes rewarded via a point system (player with most points picks prize he wants and so forth) Our stores prize support is fantastic and everyone will get at least $15 in store credit for prizes. You can RSVP via facebook through link below or you can message me on here on the forums https://www.facebook.com/events/449026825884461/
  12. Today we talk about the Arcanists keywords and rank them based on fun and competitiveness. https://schemesandstones.podbean.com/e/episode-107-m3e-arcanist-keyword-rankings/
  13. Turf War with Standard Deployment Breakthrough, Dig Their Graves, Hold Up Their Forces, Deliver A Message, Vendetta Time Played: 2.5 hours Final Score: 6 to 4 Player 1: Tony (unsure if he has forum account) (1) Molly with Deadly Pursuit and cache of 6ss (2) Necrotic Machine - Free (3) Philip and The Nanny - 8ss (4) Archie - 9ss (5) The Forgotten Marshall - 7ss (6) Rabble Riser - 6ss (7-9) 3x Crooligans - 12ss Player 1 Schemes: Breakthrough, Deliver A Message (Von Schtook) Player 2: Myself (1) Albus Von Schtook with 3ss cache (2) Research Assistant - Free (3) Valedictorian - 9ss (4) Student of Viscera - 8ss (5-6) 2x Student of Sinew - 14ss (7) Undergraduate - 6ss (8-9) 2x Necropunks - 10ss Player 2 Schemes: Breakthrough, Vendetta (Viscera vs Archie) Setup Notes I was the attacker and divided into Group 1 (Schtook, Assistant, Valedictorian, Sinew1, Undergraduate) and Group 2 (Viscera, Sinew2, 2x Necropunks). Group 1 deployed first. My Point of View Deployment was... Left Side (Schtook): Undergraduate (next to lower left turf marker), Valedictorian, Necropunk1 Left Side (Molly): None Central (Schtook): Schtook, Assistant, Sinew1, Sinew2 Central (Molly): Molly, Necrotic, Philip, F.Marshall, Rabble Riser, Crooligan1 (halfway up table) Right Side (Schtook): Viscera, Necropunk2 (next to lower right turf marker) Right Side (Molly): Archie, Crooligan2 (next to upper right turf marker), Crooligan3 (halfway up table) Turn 1 Highlights: Undergrade and Necropunk2 claim turf markers on my side Crooligan2 claims turf marker in upper right Schtook use Academic Broadcast to push 4 models forward and give them focus. Crooligan1 was left to far up the table and was killed on turn 1 by Sinew1 charging it and using Flay to cheat to kill it Crooligan3 was engaged by Viscera Crooligan3 disengaged and move close to Schtook The Forgotten Marshall summoned in Crooligan4 Necropunk1 push up the left flank Molly's Lethe' Caress was avoided by walking and then charging at nothing to avoid taking a second walk or by just walking behind a bigger model to break LoS then walking again. She drew 2-3 cards this turn from Gorgon's Influence. Molly 0VP; Turf (0), Breakthrough (0), Deliver (0) Schtook 0VP; Turf (0), Breakthrough (0), Vendetta (0) Turn 2 Highlights: Schtook won initiative and went first. Valedictorian went first and killed Crooligan3 before it could get close enough to deliver any potential messages. This flipped no Turf Markers (kill was on my side). Crooligan4 moved next to the upper left turf marker Archie charged Sinew1 but failed to kill it, Archie was lowered below half wounds by a couple models then charged by Vicera who killed it accidentally on a negative damage flip with a 13 and RJ (no way to cheat it down to avoid killing). This ended up costing me 1VP from Vendetta. This flipped no Turf Markers (kill was on my side). Molly drew 3 cards this turn from Gorgon's Influence and moved forward. Necropunk1 walk, leaped, and placed scheme marker in opponents backfield at end for turn for Breakthrough Necropunk2 push up the right flank Both player score 1VP on Turfwar Molly 1VP; Turf (1), Breakthrough (0), Deliver (0) Schtook 2VP; Turf (1), Breakthrough (1), Vendetta (0) Turn 3 Highlights: Schtook won initiative and went first. Necropunk2 was able to leap on upper right Turf Marker, unclaim it, and drop a scheme marker for breakthrough Undergraduate was killed by Rabble Riser. This unclaimed lower right Turf Marker Schtook double walked and reclaimed lower right Turf Marker Sinew1 was killed by Forgotten Marshall which unclaimed lower right Turf Marker again. Valdictorian killed Crooligan4 which unclaimed the upper left Turf Marker it was next too Molly drew 3 cards, removed scheme marker using Reparations trigger against Assistant (killing it), and gives Rabble another activation Forgotten Marshall shoots Sinew2 and summons Crooligan5 Rabble killed Sinew2. This didn't affected any Turf War Markers Necropunk1 claimed the upper left Turf War Marker Vicera kills Rabble. No Turf markers affected Philip claims the mid-table Turf marker Crooligan2 and Crooligan5 both move towards my deployment zone Round ended with Schtook controlling the left side markers and Molly only controlling mid-table marker Molly 1VP; Turf (1), Breakthrough (0), Deliver (0) Schtook 3VP; Turf (2), Breakthrough (1), Vendetta (0) Turn 4 Highlights: Schtook won initiative and went first Schtook kills Crooligan2 before it can drop a marker Philip and Nanny finally deliver a message to Schtook for 1VP Necropunk2 claims upper right Turf Marker, leaps, and drops a scheme marker in backfield Crooligan5 moves into my deployment zone and drops a marker Vicera charges Crooligan5 and kills it Necropunk1 drops scheme markers in deployment zone Molly draws 5 cards this turn and don't recall her doing much this turn Round ended with Schtook controlling both upper turf markers and the bottom left side one, Molly still only controlled mid-table marker Molly 2VP; Turf (1), Breakthrough (0), Deliver (1) Schtook 4VP; Turf (3), Breakthrough (1), Vendetta (0) Turn 5 Highlights: Schtook won initiative and went first Schtook disengages from Philip and walks into the corner of the board Molly drops a scheme marker by attacking Vicera and moves and claims bottom right turf marker Vicera picks up scheme marker Marshal and Philip both move forward and drop scheme markers Game wraps up at this point as nothing else mattered towards the score. Molly controlled mid-table marker and bottom right to finally score 2VP from it. At this point Breakthrough is revealed by Molly to score 1VP for it and Vendetta is revealed by Schtook to score 1VP from it. Molly 4VP; Turf (2), Breakthrough (1), Deliver (1) Schtook 6VP; Turf (3), Breakthrough (2), Vendetta (1) Model Thoughts: Forgotten Themes - The new version of fading is much better then before and I like the how it worked Molly Squidpiddge - Overall she seems like she is quite good now Gorgon's Influence seems a bit too powerful as my opponent was consistently drawing 2-5 cards a turn off of a passive ability. Yes, I could cheat my hand out quickly to prevent such large draws, but it wasn't always practical to do so and still do what I need to do (aka needed to save cards for those late turn leaps). Lethe's Caress seems powerful, but I only suffered damage from it once thanks to abusing the walk then use charge to walk method or just breaking LoS against her. The rest of her card felt about right for a master Necrotic Machine didn't really do much all game other then heal a couple models Crooligans seemed ok, but he just used them for interacting or they died before doing much. He also didn't keep any back to deny my markers at end of game. Archie, my opponent was disappointed with his performance, but I think he is fine with the leap. The problem was he charged Archie into a fight when he had a terrible hand to support him with and then he was promptly killed by 3 models beating on him with some lucky flips (or unlucky considering I killed him when I wanted to keep him alive with a couple health). Philip and The Nanny still seems like a fine denial model The Forgotten Marshal was pretty good in this game summoning a couple extra crooligans that kept replenishing his ranks. I never got to see his Pine Box ability, since he just stayed back and shot at things with his pistol. Rabble Riser seemed fine for its cost. Transmortis - Studied Opponent felt more like a chore in tracking then a cool ability and I don't think it once actually mattered during the game other then my opponent deciding to cheat in his mid-ranged ram instead of his mid-ranged crow type thing a couple times. Overall the crew I think functions fine, but it lacks something that makes it feel like a synergistic theme and not just a bunch of well costed models (aka its boring). Albus Von Schtook - Overall felt a bit meh, but I also played him and designed the crew a bit wrong Academic Superiority never really came into play this game so hard to say on it Recruitment Drive I forgot about, but it also didn't really matter since I didn't take Dig Graves and Schtook stayed back most the game Administrative Review didn't really come up as there weren't many conditions going around and I never got an upgrade on one of my models to give them fast Gruesome Lecture I think is his "main" ability making him the resser "blaster" master, but I didn't really think about this until after the game. I think this was my biggest play mistake, so next time I'll try to use him more offensively as a blasting mater. Academic Broadcast was good, but I needed to spread out so I only used it first turn. Peer Review seems ok, but its a really clunky way to summon since you first need a crow (granted it helps if you bring extra SS to spend for the crows) and then you need that model to actually kill something and not die. My biggest issue was I didn't bring enough stones this game to really use it effectively and I never once got it off since I never had mid-ranged crows (and I wanted my high cards for other things). Research Assistant - The model is fine, but kinda boring. I just used it to throw a shockwave a couple times (just which burned high cards out of his deck both times) then it died. Valedictorian - Overall a good model, but not particularly interesting. I mean I just like it because it has good stats, its tough, and it has flight which is quite good. The Valedictory ability seems good, but its pretty situational and I think the one time I was able to use it, I didn't have the right costed card in my discard pile to effectively use it. Student of Vicera - Overall a good model due to a good attack and being tough. Ambush is also nice on it, but Emergency Surgery feels very random on this model. I mean it isn't bad, but the majority of the crew's keyworded models aren't living and nothing about this model screams this thing looks like it should heal other models. Student of Sinew - Overall a good model due to good attack and being tough. I brought two of these due to my opponent being Ressers so I knew I could get some extra cards from Necrotic Font and Flay would come in useful (which it did). Like the other student, Command Corpse isn't a bad ability, but it feels very random on this thing as nothing about this model screams, yea this thing should be able to command undead models. At least this makes a little more sense though as "anti-Resser" tech since you can command their models. Undergraduate - Overall a fine model thanks to it being well costed for its damage and toughness. Also its Lead the Way and Study abilities are good support abilities for the crew. Necropunks - Still the best scheme runner in Ressers right now and this crew doesn't have to pay the keyword tax
  14. What? 50ss fixed faction (or fixed DMH master) tournament 3 Rounds lasting 2h $10 entry fee When? April 7th, registration, 10am - 10:30am and tournament 11am - 7pm Where? Mayhem Comics in Clive, IA Other Rules? No painting required, but it will be rewarded Proxies allowed so long as the model is identifiable Latest version of the M3E Beta documents will be used Prizes rewarded via a point system (player with most points picks prize he wants and so forth) Our stores prize support is fantastic and everyone will get at least $15 in store credit for prizes. You can RSVP via facebook here or you can message me on here on the forums
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