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Whut

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Everything posted by Whut

  1. I actually thought of exactly that, but I believe that 1) it doesn't make much sense fluff wise, 2) that would be a big drain on the hand (to cast, then horror duel), and 3) the action has enough restrictions as is: They have to use (2) AP to usually get a single (1) interact, or 2 (1) interacts with 1 or 2 cards used from your hand. They cannot make (2) interacts at all. They have to stay in a pack. If one dies, it becomes much harder. If two die, it becomes useless.
  2. The upgrades have a restriction of "Oddity". Is this left over from a characteristic previously available? I don't see anyone with that characteristic. EDIT:Nevermind, I figured it out Also the monkey balance seems a bit difficult from what you say. You don't want to give them insignificant, but feel you may have no choice. If forced to make them insignificant, could something like this work: Give them insignificant. And... Give them an action like: (2) Ca 6/TN 12/Rg 3 Target other flying monkey takes a (1) Interact action, ignoring insignificant. If there are two flying monkeys within (Pulse)3", this action receives +2 Ca. (Mask Trigger) After succeeding, take this action again against a different target. This action cannot declare triggers and suffers -4 Ca. This takes away their incredible scheming power, but allows them to still do SOME scheming when grouped up. It works perfectly with their (2) group flight action, and becomes easier when all three are together. It also allows some counterplay, as killing one monkey makes this action significantly worse, and killing two makes it useless. It requires a 6 normally, a 4 when all three are together, and the extra from the trigger is going to need an 8 (unless the first monkey somehow killed itself by interacting?)
  3. Well I've given up on the original idea (unless one day purifying flame + bleeding edge and a ton of minions becomes useful) but to answer the Johan question, because 1) Johan hits like a metric ton of bricks under the right circumstances, and when he gets that chance I want Imbued Energies on him for an extra attack, a move before flurry, or extra distance to charge. 2) Johan is also pretty squishy. Not TOO squishy, but he is. He's not really a central point to rally around, as he can be picked off by a dedicated assault fairly simply. He's kindof there to support a bit, then have one or two incredibly damaging activations, and then die to drop a scheme marker. Not to say he always dies, but I'd rather he kill 2 enemies and die than sit around healing metal gamin.
  4. Okay I think I found a single use for the Slate Ridge Mauler. It's very niche, but the best part is, you don't have to commit to anything until you feel he will be useful. Allow me to explain. You are playing Colette, and one of your schemes is Deliver a message. You take Myranda. It's turn 2 or 3, and you want those VP. You attempt to waste your opponent's activations. You prompt Myranda, pushing her 3" forward, having her walk 6", and giving her reactivate. She activates next, dropping Imbued Energies and walking 18" for a total of 27" of movement. Myranda accomplices herself, and, being next to the enemy master, Delivers the message. Finally, she uses her (0) to become something and not ever need to sacrifice herself for the prompt trigger. Now, you could turn into a Cerberus and attack the enemy master once or twice woth maul. That is not a terrible plan. But unless you have the correct card for a leap, you are most likely going to die the following turn. You could turn into a Blessed of December, and either cheat or hope to flip an 8 to leap away and become a schemer and/or begin to pick at the opponent's squishy back line. Or, you could become a Slate Ridge Mauler and use your (0) and an attack to pull in, slow, and tie up an enemy model. Potentially the enemy master, potentially any other model with particularly low Df nearby. Now the Mauler is in the prime position to annoy your opponent, and even if he is disengaged from, he will always still be close enough to charge, removing his prime weakness of being slow. Your opponent now has to deal with the dilemma of trying to kill the Mauler and inviting that Min damage of 4, or trying to ignore it but getting engaged, pulled, and slowed. It's not perfect, as many times the Blessed will be the best choice in a "need for survival" situation, but in some rare cases the Mauler could prove useful, and you don't even have to commit to taking one in a list, you can decide if that is the best option in the moment. Not perfect, but not bad, and I think that it gives a reason to at least own one of these.
  5. Here is often my problem with Colette and perhaps this will help the OP too. I often find its very difficult to fit in everything that Colette is amazing with in one list. I mean the costly models-that-she-excels-with list alone is huge (Mech Rider, Howard, Captain, Myranda, Duet, Acolytes, Cassandra) but she also wants low cost minions to benefit from her (0) interact aura. I can never fit everything I want because everything is so good haha
  6. If I do come I'll pre reg only a couple days prior once I know I'm definitely going
  7. Already looking at that, just have to get my models painted up by that date >.<
  8. Is there some combo between the two that makes them super good? Or is it just in general Mech Rider is independently really good, Colette is independently really good, let's not mix the two? Also don't be afraid to bring Joss even against Levi, just make sure you keep him at least somewhat near cover, and give him Warding Runes. Levi will need to ensure a suit every time he shoots Joss, and Joss has a good WP and can use SS prevention against the 3-4 damage he will be taking per shot. If he's taking 2 turns to kill Joss, he's not killing 2 models and summoning abominations off of them. Especially with Colette, Joss's Arc Axe is perfect for bringing down the Ashen Core, as well as any of the Armor +2 models Outcasts can bring (Laz, StrongArm)
  9. Hey, sorry to post with something unrelated, but I live in Montclair, NJ for this summer and you have NO idea how excited I was for abut 2 seconds before my brain processed "CA"
  10. Sadly I don't think I'll be able to make it because of tight train schedules and train fares piling up and making it more or less not worth it. I will be looking for future events however, and good luck to you guys!
  11. If Raspy is: 1) Using all of her actions for attacking 2) Not engaged in combat 3) Spending cards and stones to guarantee Overpower AND win all of her duels Then she, by herself will run through roughly 1/3 to 1/2 of the deck, including your hand. However, circumstances this perfect will NOT HAPPEN. She may have more of a chance than any other single model, but she still only has a chance. It will probably happen once per game, maybe twice if you're lucky. Two stones isn't worth that. Two stones can go to using two more overpowers during the game, or Arcane Reservoir. And what is the benefit? Either you flip it on an attack, so you'll probably get a streight damage flip instead of failing, or you will flip it on damage and have one amazing shot instead of otherwise failing. Probably just once per game, for 2 ss. At this point this is a "to each his own" situation. It's a gamble, and if you want to take it then good on you.
  12. Whut

    Wave 3 Gold

    That's an interesting niche idea. Though I was thinking more towards abusing her gun and push for paralyzing and board control
  13. This is always what bothers me the most. Either you have to play the duel normally and cheat a low Ram (cause you also want the burning for grab and drop, right?), taking 1 low ram card from your hand per Gunsmith. You can never guarantee getting that. Or if you hope to flip the right card, you will often either be not getting the fast, or not be getting the burning (and thus flight and free scheme marker) if you flip a high ram. And are you going to want to cheat a high ram from your hand just for fast, instead of saving it for next turn? No way! I've been on the fence about gunsmiths constantly and this has been probably one of the two primary reasons (the other being no Moderate Damage 4 without a trigger)
  14. Whut

    Wave 3 Gold

    Holy Baloney, I was just looking at some of the other Wave 3 final beta models and MissingNo seems utterly fantastic. Like... potentially too good. An extra card cycled into your hand, Df&WP6, Good Wounds, Armor. A HUGE area of denying push and place effects (if I'm correct, this includes things like leap!), a (0) which pushes up to 4" and then spreads the enemy, and to top it all off, a decent Ml attack which can hit against both Df or Wp and can trigger glimpse the void, and lastly, a 3/3/4 CA gun action that ignores engagement randomizing, has a 10" range, and on a trigger can summon peons (hey, free activations aren't a bad thing) or cause a TN12 horror duel in a 3" pulse. Allow me to repeat. Every model within 3" takes a TN12 Horror Duel! And to top it all off, as a henchman she can stone for the trigger whenever she wants. Holy balls I would never want to face her. But there's something else, she's a mercenary! Is there anything we can do to take advantage of her abilities? She seems super good, although she does come with a 10 ss price tag. Colette can get her to make extra shots, but usually doesn't bring many extra stones and also is this better than a December Acolyte? Rasputina's crew is immune to the Horror Duels so shoot into engagement all you want! Also she can funnel enemies together using Ice Pillars for a really condensed pulse. Ideas?
  15. Until I accidentally landed some coryphee for myself, I was just going to take mannequins and give them large blade arms. They look almost identical to coryphee minus the poses.
  16. Could some experienced players post a 50 ss list? I'd really like to see what experienced Kaeris players take. Roll up some schemes and strat if it would help focus things. My list process goes something like: Kaeris, G&D, Blinding Flame Malifaux Child Mech Rider Johan, Energies Firestarter, Energies Gunsmith ... oops. I have barely any ss left. Only 10. I am of the opinion that you pretty much always want Firestarter with her, and Johan is in my opinion the best model in the game (again, imo) so I always want him. Mech is supposed to do her thing, and any summons are supposed to get healing from Bleeding Edge Tech that I want to put on Kaeris. But then I look back and the majority of my list doesn't even benefit from BETech, and etc etc etc. Am I just trying to do too much at once? Because in a perfect world I'd also want a rail worker or two and a performer to blow up markers.
  17. Even if they don't give her anything synergistically, if they work well with her don't they... well... work well with her? I don't understand this. Just because Howard Langston doesn't give Ramos anything synergistically, doesn't mean he isn't a great choice, because Ramos gives Howard plenty of advantages. Same thing here, Gunsmiths don't give Kaeris anything, but Kaeris gives them plenty by spreading fire. Now if only I cold convince myself to take them but I have such trouble committing to taking more than two 7 ss models for some reason xD
  18. I agree, once per game sounds about right. But it will more often than not come in randomly and could be wasted on shooting a low Wd model, or on pillars, or something. For 1ss, I'd consider it powerful. For 2 ss, it's just too many ss on something that *might* happen, rather than most upgrades that are definite extra actions you can take and such. Now I'm currently thinking of Child of December. Raspy's base zero action is pretty terrible, but on the other hand you won't always have the chance to paralyze models and little else you can take helps with that (I guess a performer or Angelica does though). The biggest question is, is it better than another upgrade? My usual load out is (or would be if I played more) Armor, Cold Nights, Seize the Day. Especially now that I'm going to be taking less ice gamin (gonna try just taking one) is paralyzing enemies using the base contact trick going to happen much? It seems like a good upgrade, and 9 damage to a master with an easy trigger and a cheated 13 seems pretty nice.
  19. But there is one cool thing about wind gamin: they can't die. What other faction can safely bring 4 ss scheme runners into Reckoning or Make them Suffer?
  20. Sure on the hand thing, but that's IF you draw the black joker. For 2 soulstones I can get Arcane Reservoir. If I take December's Pawn, I'm hoping that the black joker is one of the 7-12 cards that Raspy flips during her activation, or one of the 6 cards in my hand. Let's high ball it and say that's 18 cards that you want to be the Black Joker. That's only 1/3 of the deck, and that's assuming you don't want to do something else with your AP, like give Armor or place Pillars. You're banking on getting that black joker in that portion of the deck, for 2 ss. For one more stone I can have another full activation, and still have an upgrade slot available on Raspy for something better.
  21. Perhaps amother issue I have is that I feel I always need "optimal" activations so I was hesitant to activate Raspy and damage an enemy model with 3 attacks through a node and instead tried to move around and set myself up for an explosive turn, if that makes sense. I know I can take shattered heart but I'll just try to improve my game play instead. My issue with December's Pawn is that it costs 2 ss and it's very likely that one of my other models will be the ones to flip the black joker. Unless I can get consistent plus flips to attack or something to try to run through my deck faster, a normal Raspy making 3 attacks in a turn flips/draws... I would estimate 7-12 cards depending on overpower triggers, surge triggers, and positive or negative damage flips. Is that really going to find the black joker enough that it becomes worth 2 whole stones and an upgrade slot? Not to mention, much of the time Raspy would just want to pillar instead of shooting. (I know it seems like I'm shooting down a lot of ideas. Trust me, I'm not, I'm just playing devil's advocate to try to get all relevant information and see people give good advice. Thanks to all the commenters again!)
  22. I both like and dislike the Ice Golem. Offensively it is amazing with Ml6, a good damage spread, Melee Expert, and Slow on each attack. However I dislike the Df2 so much. Either you have to put Imbued Protection on him for 2 stones (giving him a still terrible Df of 4), or have a metal gamin constantly dropping 1AP a turn on protection of metal (at least until they reach an area where they can be stationary) and even then they could be pushed or pulled away from each other. I don't know, I'm having trouble because I want a Raspy list that is perfect but there's always something missing whether it be close combat ability or speed. I know I need to get out of this mindset
  23. One more question, what happens if you mirror through a silent one who is in combat but is in statue mode? Can you shoot the model it is engaged with? Does it randomize? Also I understand the purpose of blowing up your own models but with only 7-8 models on the table to begin with and no summoning potential (unless Mech Rider) isn't it really sucky to lose models left and right? Lastly, how many Ice gamin do most people take? Am I perhaps better off with just one that tries to stay out of trouble, babysits Raspy, and drops scheme markers? Is the Arcane Effigy worth it or would I be better off with something like a metal gamin for a better frontline force? I know these are strat and Scheme dependant but give it your best generalist answer. Oh, and thanks for all the help guys, it's great to hear all this advice
  24. Right, I knew that, I just thought he meant you can possibly get 4 sets when he actually meant 4 pillars
  25. Thanks for the advice, I'll take a lot of what you said into consideration next time. A few clarifications and questions though: 1) The reason for the Raptor is to use Practiced Production to complete power ritual easily. You're right about Armor of December. Warding Runes was there because my opponent declared Outcasts and I wanted to force Levi to dump a soulstone every time he wanted to shoot Snowstorm to prevent him from wiping him off in one turn. I do this on nearly every henchman against Outcasts. 2) How many Silent Ones? They aren't super cheap and they won't be helping with schemes and strategy at all because of how slow they are I will give them a shot though! 3) I feel that the Ice pillars are very difficult to use because they need to be 1" away from models and markers, but I can handle that. How do you cast 4 pillars at once? If you activate again, your previous set of pillars will dissappear, but you can't cast it more than once per activation. (NEVERMIND, I just understood that by 4 pillars you mean 4 individual pillars, not 4 sets of 2) 4) Will keep in mind! 5) I'll think about trying a blessed too!
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