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Hargus56

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Posts posted by Hargus56

  1. Played Mei in my first game yesterday.  We just picked the killy schemes and went up 6 on 6 against 5 terrifying models.  The lack of a Ruthless stings  but the jumping around the board would be really good if we did any schemes.

  2. Unless I am missing something I don't see how Izamu helps her rail walking at all.  I am still learning Mei and I haven't played much recently but it seems to be all about the AP advantage with her.  Toshiro with Porkchop, another scrap producer I like the emberling, I like Chiaki.  Make lots of Komianu have Chiaku remove slow and heal have her slow enemies.  By end of turn turn 2 you have 4 robo pups on the table that are annoying and harassing your enemy, giving them slow, taking a good amount of AP to take down because of their defensed.  Using their tactical to tie up targets.

  3. Play what you want but I will say Mei is very solid.  Vent Steam will ruin my opponents plan and that Toshiro summoning engine can get crazy.  Her box is great too.  Kang is amazing amd rail workers have an awesome moderate damage that isnt too hard to achieve with their tactical.

  4. Haven't tried mine on the table personally.  On paper their staying power looks decent, 9 wound, hard to wound and Call Unto Chi should be healing 2-ish a turn (supporting model like Wokou, TTB, Obsidian Oni, even a Rail Worker to take advantage of Fragile and likely enemy model).

  5. A 9 wd model with Armor 2?  Gimme!  I think people play them all wrong.  They are walking tanks with Earth.  Their Diato is a solid 6 and one of the few ways we can ignore armor with 2 triggers that have the potential to increase armor.  The gun is a trap, but also useful.  Only use it when you have a 13 in hand, target only things with DF5.  At worst you tie, but if your opponent is packing a RJ it would be tempting and 4 damage on an Armor 2, 9 Wd model is a lot better than flipping a BJ or losing a duel to low cards in hand and them cheating in RJ damage on something else.

  6. A weekly Wyrd day will be starting at Games of Antioch/Gamer's Guild in Antioch, CA.  This will be a weekly event where I will be demoing, teaching Malifaux and in a couple weeks running a Shifting Loyalties League and overall gaming.  When The Other Side is released that will also be demoed and played. This will be kicking of on 5/22/2018 and run every Thursday evening from 5pm-8 to 8:30pm.  Come on down and join us.  Any questions please PM me.

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  7. Shot of the last demo.  Overall successful run.  Demos were given to over half a dozen people, while rekindling the Malifaux flame in some people who have been out of it for a couple months.  While this ends the scheduled demo month if anyone in the area is interested in a demo PM me.  I will be working with the store and players to establish a regular Wyrd day (have someone interested in running TTB while I handle the Malifaux/TOS).

    20180506_162837.jpg

  8. I've been doing some Mei this year.  I have been experimenting a lot mostly at lower point games so probably not great advice but I'll throw in some thoughts.  Toshiro is a must with Command.  Porkchop as well outside of those 2 I have tried some others.  I dont think I am hurting for scrap marker generation.  I had 2 Komainu and picked up 2 more boxes after 1 game alone that did not include an emissary.  I think for the points the Emberling is enough as. 2nd early scrap marker source.  I really like the Obsidian Oni, again scrap generator with a heal.  Sniper too just the pressure these guys put on is great.  RWs are maybe my favorite model moderate of 4 and a 0 that can get you there, the most under rated model in the game.  Bunraku too a construct that is hard to hit amd has a mini lure.  I want to try out Willie still 6pts for the toolkit he brings is pretty good.

  9. I like Kang alot as my beatstick.  His self heal is amazing late game.  Ml7 is really strong.  His ability to allow other models to ignore horror tests.  And against Ressers he is so good.  Also Mei is great against shooting armies and Rail Workers with their moderate damage of 4 and (0) to get pluses on the attack and damage flip are solid.

  10. 23 hours ago, bedjy said:

    Shenlong is by far the easiest to play if you don't make any combo with the upgrades. I generaly don't demo with masters and I take Yu + 2 5ss models (tt bros/high river monks) + sniper vs Toshiro + punk zombie + 2 ashigarus, without using any upgrades.
    I let them play toshiro, it's a bit easier to have little support+beaters. I play Yu because he is harder to play but he can show that a model that actualy does NO damage can be a good model (which is pretty unique in skirmish games).

    I agree with this 95%.  Never demo with masters it is just too much.  I also like having 2 duplicate minions for simplicity.  Keep it to a henchman hardcore format without the time restriction.  The other 5% I do disagree with is I like to see a shooter on both sides of table to show off that aspect and the cover system.  If we are talking next level crew box only games then Lynch, Mei and Misaki in that order as they are straight forward boxes with some synergy/interaction.

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  11. 16 hours ago, WWHSD said:

    I guess I’m not sold on the value of hiring an 8 point model whose entire purpose is to make your opponent cheat 2 or 3 cards in a game. 

    It seems like at 5 stones, something like a Charm Warder or Bunraku would be as good at enticing your opponent to cheat without more or less sacrificing your model when they do so. At 6 points, I’d think that Tannen would be almost an auto-include in a crew that’s trying to drain their opponent’s hand.

    Yeah I agree.  I was just throwing out what I typically run and a 9 Wd Armor 2 model is just a pain in the butt to deal with.  And with a triple positive and high cards in hand you can throw out shooting attacks against low Df models even in cover.

    I would say a better option for a Discard Misaki would be Lotus Eaters with their Threaten Attack.  They also seem all around solid with scheme removal and healing shenanigans.  Agressive Stance has some synergy with Misaki as well.

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  12. I think an aggressive Mei would like the High River Monks spreading burning around for her and her crew.  They arent great but at 5pts (new errata cost) they are more worth it.  Lone Swordsman and Yu have some synergy for sure a fast and reactivate on a decent beater is a good thing.  Only downside of Yu and Mei is the lack of a (0) Tactical for him to copy.  It overall is a good start.  Rail Workers are typically overlooked but I quite enjoy them.  I would look into Bunraku as well.  Their short lure could bring in already activated models.  In tandem with a High River Monk to hand out burning.  Then Mei railwalks to Bunraku and gets positive damage flips to the burning target.  While there are other ways to hand out burning High River Monks low damage is actually +1 more due to burning and relentless is really nice to have.

  13. To celebrate my acceptance into the Henchman Program and further support and expand Malifaux in the little gaming corner of the East Bay Area I will be setting up demo and play days alternating days for the next 6 weeks to expose the game to new players of other games that may be attending the FLGs on their game days.  Games of Antioch/Gamer's Guild in Antioch, CA will be hosting the events and I will be present for demos, guidance with rules and open play. The days and times are as follows:

    Tuesday 3/27 from 5pm-8pm
    Wednesday 4/4 from 5pm-8pm
    Thursday 4/12 from 5pm-8pm
    Friday 4/20 from 6pm-10pm
    Saturday 4/28 from 2pm-6pm
    Sunday 5/6 from 2pm-6pm

  14. Sorry looked it up Wings of Wind is what I take with Kang.  Helps the slow moving crew and pushing an engaged friendly to safety so he can score is important.  For your list go with Komainu.  Their Guard is huge with ancestors and synergy with Yin causing negative WP duels which Komainu target is huge.  He may even be better than Izamu.  I think Chiaki is kind of a waste though as The Daimyo buffs nearby minions only.

  15. I quite like Oiran.  I ran a pair today in a Henchman Hardcore match I like to call Sidir's Harem with Graves as well.  Graves doors Sidir into position and he pops recalled and stones for rams and lays down the hate.  Fast and focused Oiran do great at tieing up models especially with their tome trigger.  I would be tempted to use that last AP for defensive stance for some top of next turn protection.  One turn Hungering Darkness had 4-5 poison in him.  I ran something similar in a shifting loyalties campaign.  Fast Oiran that cant be charged are great scheme runners.

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