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SoulGambit

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Everything posted by SoulGambit

  1. (Pros are going to adjust Lists by the Scheme pool and the opponent as well. I am nowhere near that point yet)
  2. Lists by Strategy Turf War Kirai Ankokou+2 WhispererIkiryo9 Datsue Ba14 Nurse x28 Seishin x410 Toshiro the Daimyo= 43, Cache 7 Seperate Kirai and Datsue Ba, each with two Seishin and one Nurse. Put Toshiro with Kirai. Ikiryo will be on flexible hunting duty. Flip Strategy Markers and get Kirai to the center of the board as soon as possible. Use summoning and Ikiryo to threaten the opponent's areas, while Datsue Ba plays defense. Remain extremely aware of how far away the opponent can Interact from, and as soon as a model is in range of your markers either redeploy/summon on top of it or choke the model. Activate Kirai late in the round and use summoning shenanigans to get the last or next to last activation so you can disrupt the opponent's marker placement with the odd murder--enemies with low health are almost more valuable to you than dead enemies. Almost Get summoned Goryo and Shikome out asap. Plant Explosives Kirai Ankokou+2 WhispererIkiryo9 Datsue Ba5 Lost Love8 Seishin x420 Goryo + Grave Spirit's Touch x2= 44, Cache 6 The key thing Kirai brings to this table is force projection. She can summon models up to 16" away without help. Lost Love granting Fast and Seishin/Datsue Ba granting movement only make that worse. Any unguarded Strategy Markers should get something summoned on top of it. You are trying to force the enemy crew to not put down more markers than it can sit models on top of, turning the match into a blood bath. Also, you give markers to your Goryo and two markers to Lost Love. Lost Love uses By Your Side to teleport to a foward deployed Ikiryo or Datsue Ba (or Kirai in a pinch) to place Markers. I would put the last marker on either Ikiryo or Datsue Ba. Increasing Seishin at the cost of Soulstone Cache is a difficult choice, and not one I'm confident in. However, the added ability to move your explosives carriers and models intended to interact with the enemy's explosives feels worth it. -Alternative- Kirai Ankokou+2 WhispererIkiryo9 Datsue Ba7 Nurse5 Lost Love8 Seishin x410 Manos the Risen= 41, 9 Stones This is largely adjustments to the list to get Manos in there, who is spectacular at this Strategy. Manos the Risen and Lost Love are your primary Explosives Holders, with Datsue Ba probably holding the fifth. The Nurse and high Soulstone Cache are there to help fuel Kirai's summoning engine. Corrupted Idols Kirai Ankokou+2 WhispererIkiryo10 Manos the Risen5 Lost Love6 Seishin x316 Goryo x2+4 Grave Spirit's Touch= 43, 7 Stones As the standard Urami lest, but replacing Datsue Ba with Manos. Manos and your two Goryo are objective runners with the necessary regeneration to survive movng the idols around. Summoning is primarily used to disrupt the enemy (The Drownd will be particularly useful). Summons definately add more opportunity to snag idols, but keep in mind summoned models can not interact the turn they are summoned, making them better suited for murder and disruption. Slaughter Kirai Ankokou+2 WhispererIkiryo9 Datsue Ba7 Nurse7 Sloth5 Lost Love4 Seishin x210 Toshiro the Daimyo= 44, Cache 6 This list has buckets of healing, while punishing the opponent for doing the same. This is also the strategy you are most likely to see unfortunate Demise abilities, so Datsue Ba is going to be doing some work. Overall, Kirai is about punishing anyone who is even slightly overextended. Summoming plus Spirit Guide mobility means you threaten large portions of the field. Toshiro makes sure freshly summoned models can still bring enough force to bare to destroy the opponent's models.
  3. This is all written with a grand total of zero table experience with Malifaux 3e, although I have played 1e and 2e. I am largely just trying to mentally process the crew and come up with opening thoughts and strategies, while presenting it for public consumption with the intent of it being picked apart and maybe helping someone else trying to process the crew as well. Take any advice given here with a grain of salt, this is just how I best learn things. Kirai Ankokou The Master seems to be built around having, arguably, the best summoning mechanic in the game. She has no particular movement tricks or scheme marker/interaction tricks herself, although both Seishin and Datsue Ba can potentially move her around the field. Df 4, Wp 7, Wd 12 means she is an easy target if left out in the open. She can rely on Protected (Urami) to shunt direct attacks to the Urami models around her, a task Seishin seem to be tailor made for, but that costs cards. Enemy models that activate near her do take damage while healing her, but that isn't any reason to stick her in the fray. Her ideal turn consists of having had Seishin move her into position before she uses Blood and Wind to summon a model where she wants it; followed by one or two Spirit Barrages. She is going to want a 10or higher every turn to fuel Blood and Wind, probably using a soulstone to add the crows as necessary. Because most of her crows and soulstones are likely to go towards her own summoning, getting a Gaki off with Spirit Barrage is more of a pleasant surprise or exploited opportunity than something you rely on. However, the trigger on Spirit Barrage will allow your other models, such as one you just summoned, to get in extra melee attacks. A big part of Kirai's crew is deciding how she is going to heal. She can take up to five damage per turn in an ideal scenario, and will probably be taking 3ish in more realistic cases. The other big issue Kirai is going to have is cards/soulstones--Blood and Wind is going to demand a 10-11every single turn to summon Goryo and Shikome. An 8-9can be used to summon Onryo in a pinch, but other crows should probably go into trying to summon Gaki with Spirit Barrage or her other model's actions. Kirai herself will almost always want either the Grave Spirit's Touch upgrade or the Whisperer upgrade. Grave Spirit's Touch add a needed +2 Regeneration to Kirai, helping her survive longer and summon more. Whisperer lets her look at the top three cards of her deck and rearrange them. This lets her prevent Blood and Wind from being canceled by the Black Joker, and gives her +3 cards fish for those needed high crows and high cards. Personally, I'd rather put the Whisperer on her and use her Crew for healing. Kirai is card starved and soulstone starved more than any other Master. Ikiryo, 8ss (free with Kirai as the leader) This is a guided missile. Df 3, Wp 5, Wd 6 means that any unwanted attention on part of the enemy will result in a dead Ikiryo, even with Incorporeal and Terrifying (11). Ikiryo's job is to deal as much damage as possible on the way out, eat activations to be killed, and then be summoned back by Kirai. Stat 6, 2/3/4 damage with Onslaught is a pretty compelling attack line, especially on a model you are getting for free. Summoning Ikiryo back doesn't count against your once per turn limit on Blood and Wind, but it does require a card that could have gone to a Goryo or Shikome. Incorporeal, Terrifying, and Vengeance does mean Shikome is reasonably protected from weaker models that only deal a minimum of 2 damage. Ideally you send her into a cluster of such enemies and force the opponent to reposition their bigger models. Datsue Ba, 9ss Datsue Ba is an offensive model that wants to be near, but not in the action. Df 5, Wp 6, Wd 8, Incorporeal, Terrifying (12) and Vengeance means that she is well defended against weaker enemies, but bigger beatsticks are going to destroy her. Her biggest contributions to the crew are supplying extra movement via Guide Spirit and summoning Onryo. Most important, she operates on and not . A 4+ of Masks should almost always go towards either using Guide Spirit to allow a friendly Urami model to Charge or to summon an Onryo after killing someone with Weigh Sins. Lantern of Souls removing Demise abilities is situational but amazing when you need it. If you plan on feeding a lot of enemies to Datsue Ba, it is worth throwing a Whisperer on her. This helps ensure she has the suits and cards she needs, and allows her to grow Kirai's hand. Jaakuna Ubume, 8ss Jaakuna is a tar pit. She has a Df 5, Wp 6, Wd 7 defensive line, vengeance, incorporeal, and serene countenance to give enemies modies a on their attack flips. She makes the space around her Hazardous and then has an attack that can throw people around that hazardous terrain on a Mask trigger. She has Lure, which has some utility, especially with Seishin/Datsue Ba granting her free movement. She is decent, but I have a hard time fitting her into Kirai lists. Kirai tends to tarpit through a high volume of summon-able models. Lost Love, 5ss I can not overstate how much it weirds me out that Francis is now a Living Model. He doesn't really damage people and he goes down like a wet paper bag as soon as he doesn't spend cards to shunt attacks to another model. That said, he can heal another model for 1/2/3 damage up to twice per turn with Soothe Spirit, while also potentially either removing all markers near the thing healed or granting them Fast. 5 stones for a minimum of 2 healing per turn is a steal in this crew, just watch how fragile he is. Seishin, 2ss Extremely cheap, insignificant models! Puzzah! No, really, that matters for things like Turf War and Slaughter, where killing Seishin won't net your opponent any progress towards their objective. They exist to heal nearby Urami models that activate 1 (doesn't stack) and, on a 7+, use their action to make a more valuable Urami model walk. Otherwise they die so you can draw a card, usually because you shunted an attack onto them with Protected. Gaki, 4ss These are little fragile (Df 4, Wp 4, Wd 4, Incorporeal) with big teeth (Stat 5, 2/3/4 melee attack with Coordinated Attack). That's uh, all. They aren't great objective runners beyond being cheap. I can't imagine hiring these guys out of the gate, but summoning them is nice. Onryo, 5ss These guys are general middle of the pack models. Like most of Urami, they are well defended against swarms of small models but quickly destroyed by larger models. They prevent healing (situationally amazing) and pass out Adversary as a bonus action. They have a decent melee and decent gun attack. While not particularly worth hiring, they are an excellent use of an 8-9, or even better a through Datsue Ba. The Drowned, 6ss These are good tarpit models, and potentially worth summoning over Onryo if you have the cards. They have Hard to Wound and attacks against them can't be cheated, making them better against more elite crews. They also put down hazardous terrain and do damage with a lot of blasts, which can get around certain defensive tech the opponent might be bringing. These look to be more situational than Onryo. Shikome, 7ss Too expensive and fragile to hire. They are like extra Ikiryo, designed to do as much damage as possible before dying horribly thanks to their aweful defensive stats. Unlike Ikiryo, they have Flight and Mv 7, making them excellent objective runnings. I don't think they are worth 7ss to buy for just that purpose (Manos and Archie exist at 10ss), but in this crew value for summoning is the name of the game. They are extremely mobile and get a Stat 6, 2/3/6 attack with Puncture. After they kill something, they are probably adding a Rams to all of their actions, netting them an extra attack as a bonus action and a constant puncture. These things are problems, and while they are easily killed your opponent also must spend resources to do so. Goryo, 8ss If you are going to hire some non-Seishin Urami Minions, it is probably going to be these guys and they may have Upgrades attached (i.e. Touch of the Grave Spirit). They are largely upgraded Onryo, but far more mobile. Not only can they charge twice per turn, but Mark of Vengeance gains a Mask Trigger that lets them teleport 10" to an enemy model. Once in a cluster of enemies, they can instead use their bonus action to perform a powerful aoe attack. They are reasonably survivable, hit like a truck, and extremely mobile. Out of Keyword Models of Note (Costs include any surcharge) Toshiro the Daimyo, 10ss This model seems tailor made for Kirai. He heals a friendly model for 1/2/3 as a bonus action, while also granting them Focused +1 (helpful for getting Spirit Barrage or Weigh Sins kills off). Kirai will also have no shortage of powerful Minion models for him to support with extra attacks and positive flips to melee attack rolls. His Reliquary is also cumulative with Vengeance, which can make attacking a model with melee attacks a risky prospect. Manos the Risen, 10ss He is a mobile, resilient objective runner with Leap. Seishin, summoning, and rampant healing mean having him Siphon Power to get Masks easy. His Reliquary also makes another choice model, such as Kirai or Datsue Ba, nearly unkillable. Archie, 10ss Another objective runner. He trades a small amount of base mobility and sustainability for Bowl Over, built in Mask for Leap, and hitting much harder. While most Masters love having a friendly Archie around, Manos probably offers more to a Kirai crew specifically. You probably won't have the stones for both Manos and Archie, but both is a valid direction depending on whats going on. Sloth, 7ss He is a par model for 7ss normally, with a particular advantage against enemies crews that heal a lot. For Kirai, he allows a model to heal 3 in exchange for the Slow condition (which the Crew will have any number of ways of removing) while potentially allowing for more healing through sin tokens on the enemy. Notably, none of the Urami models are undead except for The Drowned and Jaakuna Abume, so he probably won't be handing out much in the way of Fast. Nurse, 7ss The Nurse addresses both Kirai's need for healing and her need for cards. A well timed "Right Tools for the Job" can pull a high value out of the discard pile, including the one you just used in some situations. She also supplies some much needed healing and potentially Focus as a bonus action. While not particularly amazing, outside of supporting models she can do some work on the offense as well. Crews General All Comers (For learning and/or flavor) Urami Only Kirai Ankokou +2 Whisperer Ikiryo 9 Datsue Ba 5 Lost Love 6 Seishin x3 16 Goryo x2 +4 Grave Spirit's Touch = 42, 8 Stones Urami and Friends Kirai Ankokou +2 Whisperer Ikiryo 9 Datsue Ba 14 Nurse x2 (or Nurse + Sloth) 8 Seishin x4 10 Toshiro the Daimyo = 43, 7 Stones (Have to head to work, will come back to this later)
  4. I meant emissary, not effigy, my bad. And also I just learned that totems cost 0 when their master is the leader. Very nice. Manos and/or Archie seem like kind of *the* powerhouse objective runmers for Rezzers right now, even out of keyword.
  5. Dandy? And looking it over, Redchapel does feel very... "You bring an extremely versatile master with defacto 4+ AP that can teleport. Also other people are kinda there, too." Offhand, with my grand total zero table time, starting point for a Redchapel List is looking like... Seamus, CCK, Carrion Effigy, and Dead Doxy x2 for 26 points. Then it is two of: Bete Noir, Nurse, Asura Roten, The Forgotten Marshel, Archie, Dead Rider With upgrades as deemed valuable.
  6. How are Doxies, and is it worth throwing Grave Spirit on them for the Regeneration + Terrifying + Scarlet Temptation? How about Bete Noir and the Mourners (not mecessarily together)? I don't see them mentioned one way or the other.
  7. Out of curiosity, what changed to make Lure less powerful of a mechanic this edition?
  8. Belles, on paper, look like they are meant to move around in groups with other red chapel models with Scarlet Temptation. Has anyone tried giving the Belles or Doxies Touch of the Grave Spirit and running them in pairs, or paired with Bette/Sybelle? Their aura gives them a negative twist on willpower duels to get through Terrifying, as well as on flips to defend against their attacks.
  9. 1. Johan 2. Sue 3. Obedient Wretch (with Rats) 4. Void Wretch(s) 5. Killjoy (you have to try it at least once)
  10. 1. Nurse 2. Rotten Belle 3. Izamu 4. Canine Remains 5. Night Terrors
  11. I feel like its a holdover from 1e. It was amusing even then. But ultimately its -shrug- The big dissonant thing for me that you didn't mention is that its resisted with Df.
  12. 12 Points of Night Terrors will serve you better if -all- you need is summoning. Remember that when a model is at only 1 Wd remaining, it doesn't matter how much damage you deal to it. That said, you have too many points sunk in to "Make Kirai Work" and not enough into completing your objective. Datsue Ba, Izamu, Lost Love, and a Nurse form the "Core"of a Kirai crew, in my mind. I'd be most willing to cut back on Nurse or Datsue Ba if the situation called for it. That is in addition to a healthy summoning bench (Gaki, Onryo, Drowned, Etc etc). After that you need to focus on Strategies and Schemes. What you can do for objective runners varies by how long you need them. If you need Objective Runners who do a thing, and then circle around to support your crew you can actually run a pair of Shikome. Have Lost Love move up, Datsue Ba move up + Summon, a Night Terror move up. Swirl Spirits to swap your 2 Shikome and Izamu for the Seishin + Lost Love + Night Terror, then use Into the Spirit World to bring Kirai forward. You are now 12" forward with a full turn from a pair of Shikome and Izamu available. Depending on whether or not the opponent sees this coming and overextends on the first turn, you can either punch through then complete objectives or have Izamu hold while Shikome interact before flanking weakpoints. If you need more dedicated Objective Runners you're going to start looking outside of Kirai's theme list at Crooligans, Necropunks and Canine Remains. In Turf War and Reconnoiter you can't go wrong with a full compliment of Night Terrors, as long as you have Schemes that support that strategy.
  13. On paper these guys seem amazing. I just never seem to have room for them. Has anyone gotten a good use of them, outside of summoning?
  14. I find that Nico's summoning is more often limited by what cards I have in my hand, rather than what is "right." Still, if you want objective runners go with Necropunks or Canine Remains. If you want to murder things go with Punk Zombies or Students. If you want utility go with Belle / Doxie. If you have a 13 go with The Hanged.
  15. Tara has been a Master that has... eluded my mind. I can't seem to wrap my head around her. I've decided to make a more focused attempt at making her work. There are two parts to this, the first is to jot down all the general tips I get. The second is to narrow down a stock list for each Strategy. Now, stock lists are usually a bad thing, and you want to adapt the list based on your opponent and schemes. However, I'm not there yet, I'm just trying to get used to the models and working towards the strategies/schemes. General Tips - Burying models is a thing Tara can do. Burying models is not the only thing Tara can do, and it is often not the most effective. - Throwing wrecking balls is a thing Tara can do. Throwing wrecking balls is not the only thing Tara can do, and it is often not the most effective. - The Wrecking Ball is massively card intensive, and should not be relied on. - Tara's role in your Crew is that of a supporting objective runner. Lists by Strategy (All 50ss) TURF WAR & RECKONING Open Spoiler RECONNOITER Open Spoiler SQUATTER'S RIGHTS Open Spoiler Of particular note, I'm unsure on using Wretch + Rats with Tara. While they are a staple in my Outcast crews that aren't Tara, they may be much too card intensive of a strategy. Time will tell. I am also considering Hans in place of Sue. I'll update this post as my stock lists change and as I learn more things. I'd love criticism and any wisdom active Tara players would like to share. This thread is basically me floundering around not knowing what I'm doing, so other people can learn as I do.
  16. Wow, way to be insensitive. Look, you may have those petty steriotypes perpetuated by those other insensitive modeling companies but I can assure you that I have never seen a Living-Challenged Person (aka "Zombie") IRL that was as heartless and immune to fear as they portray. I think you should stop perpetuating hurtful steriotypes and accept zombies for who they are, and that includes that they get a little scared sometimes. As Seamus so expertly proves, that also includes that they can love a little sometimes too.
  17. I read Ca as "#:suit" not "#" + ":suit." The wording of counterspell, IIRC (no cards in front of me) supports this.
  18. Grab all of the Rezzer box sets, they are all well put together and interchangeable.
  19. Hey, if you are looking for "What to Purchase" than this is a good, cheap list to get used to Seamus with. Resurrectionists Crew - 50 - Scrap Seamus -- 7 Pool +Corpse Bloat +Red Chapel Killer +Sinister Reputation [2+1+1] -OR- +Mad Haberdasher +Red Chapel Killer +Bag 'o Tools [2+1+1] Copycat Killer [3] Madame Sybelle [8] +Bleeding Tongue [1] +Not Too Banged Up [1] Nurse [5] Rotten Belle [5] Rotten Belle [5] Rotten Belle [5] Bete Noire with Unnerving Aura [8+1] -OR- The Hanged [9] But to directly answer your question, in Wave 1 you'll have to dip out of faction for good beatstick enforcers (except Bete). Wave 2 adds in Izamu, Valedictorian, Rogue Neromancy, and Dead Rider. Sebastian can sort of act as a beatstick enforcer type model in a pinch.
  20. Ressurectionists is one of the easier factions to get in to, because our models play so well with a variety of Masters. You can't go wrong by getting the different box sets and a blister of Necropunks for objective running. From there you can fill out to taste. For your first Master against Seamus,, I'd like to echo going McMourning. For purchase order I'd go McMourning Box --> Necropunks or Canine Remains --> Nicodem Box --> Necropunks if you haven't gotten them yet --> Seamus Box.
  21. In practice, I've always found Tara's copy spell and unbury spell to be way too resource intensive to rely on. Is there any more depth to Tara's abilities other than "Wrecking Ball?"
  22. First, there is no shame in losing to Ophelia. She's one of the stronger masters in the game, and hard for a newer person to face. Second, use cover. Ophelia should never have a clean shot on one of your models until they are close. Other than that, chain-lure enemy models and then stab them. Sebastian is an excellent model to bring against shooting, as was described.
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