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Whut

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Everything posted by Whut

  1. So I keep seeing good things about these guys, but every time I double back to look at them I see 4 wounds with no armor, hard to kill, or hard to wound, and it immediately puts me off of them. How do you avoid these things getting ripped apart? They are so squishy!!
  2. Yea, sorta kinda. I figure they take a lot to bring down so its good to have one there to help secure the center if my opponent tries to swing around the side of the central room
  3. So what do you think? We will be fighting over a central room with 4 entrances. I'm gonna try to plug Izamu in the far doorway (use Mort and a Necropunk to launch him up there) and just hold him there while collecting points for turf war. Then in the last 2 turns I'm gonna run the Necropunk in for breakthrough. LitS, Breakthrough, bodyguard, cursed obj, and plant explosives are the schemes. Nico, undertaker, reaper grin, mwahaha Izamu, unnerving aura Mortimer, corpse bloat Belle Necropunk Necropunk Flesh Golem 4ss (7 total)
  4. What does everyone here take with molly? I want to run the killjoy alpha strike but after molly, Sybelle, and killjoy himself I feel like I have very little left over to flesh out the crew.
  5. Just fyi, the advise doesn't have to only be about using SS, you can give advise about anything. For example, a really simple one: Nurses are very good in combination with Flesh Constructs. Not only can they paralyze enemies to set up for a devour, but they can also heal a flesh construct to maximum and then accomplice the FC to get rid of the paralysis. The FC loses its activation, but gains back up to 12 wounds and keeps it's melee range without your opponent being able to react.
  6. Sorry to post 3 threads in 2 days, hope this is okay! So I kept hearing that one should always take the maximum 7ss in every game, and if you can't do that, then take 6 at least. And I took this advise at face value, but I never really knew what to do with them. Do I save them for damage prevention? Use them for triggers? Or for initiative? I didn't really know. I really wanted to use it for card draw, but I was hesitant because it didn't occur to me how useful that is and I thought it might be a waste compared to using it for triggers and such. And then yesterday in a thread someone mentioned that card draw is probably the best use for soul stones! Someone more experienced might have thought that was obvious, but as a beginner I had no idea that the reason people max their ss is to draw more or better cards. To me it wasn't so obvious. So for all the beginners out there, including me, I'd like to see if we can have people share advise that might seem to them as obvious, but might not be for a new player. As knowing these seemingly obvious things could be a great boon to someone that isn't used to the game yet. Thanks!
  7. So I hear that Nicodem is amazing in turf war, and considering what he does, I don't doubt it! However I'm a bit confused as to what I should take with him. Do I take a heavy beatstick? Like Izamu? Or do I take a ton of cheap models and let the summoned punk zombies and students of x do the heavy hitting? In theory Izamu is amazing because of the +to attack flips, full heal, and fast that Nico can provide, but that is 11 points (with the damage aura) going to a single model when I already have 11 points going to Mortimer with corpse bloat. It seems like a lot of points on 2 models. And it's a model that I'm specifically trying to NOT let die, so I will not be getting a corpse out of him unlike taking some cheaper expendable models. Not sure, any discussion would be appreciated
  8. Right that's what I meant haha, I had Phillip's ability on my mind. So yea then I guess I was doing things right. Go figure. I guess I'm gonna have to try to deal with it in one way or another. I'll get used to working with my hand
  9. I only summoned one doxy on first turn, and only because I had the cards for it and I wasn't doing anything productive anyway. But it still used a 13 and a 9 which is a decent hit to my hand. I don't really know what to do... that seems like way too good of a deal to pass up (especially since we were playing recon, so the more models the better) Would doing the draw two/discard one by using a soul stone be a waste? Like it's the end of turn 2 right now (we had to put the game on hold) and I still have 6 stones. I don't really know what else I would use my stones for, damage prevention? In fact in the small amount of games I played, I never used stones for anything useful other than extra card draw, getting suits for summoning, and rarely a crucial initiative flip
  10. I have a lot of trouble planning my cards because then some model of mine fails an attack and I'm like... crap now do I let it go and fail or do I cheat? Also how do you keep your cards for turn 3, I feel like it's better to kill your cards on summoning early to get the most AP out of summoned models, is it not? And I'll take a look at Philip but isn't he like 8ss? I hope he does a lot more... Edit: so I took a look at Philip, and yea he is pretty good but he has to use his entire activation to do the drop scheme+sacrifice it card trick? Plus you most likely want the card draw pretty early in the turn, but that wastes manipulative... idk maybe I need to be told how to use him because I'm not sold yet...
  11. I have a lot of trouble planning my cards because then some model of mine fails an attack and I'm like... crap now do I let it go and fail or do I cheat? Also how do you keep your cards for turn 3, I feel like it's better to kill your cards on summoning early to get the most A out of summoned models, is it not? And I'll take a look at Philip but isn't he like 8ss? I hope he does a lot more...
  12. So I played a 50ss Seamus game yesterday, and I just constantly felt like I was out of cards. By the time I summoned a dead doxy, back alleyed, guaranteed Seamus's shot off, had to save Sybelle from getting shot too hard by an austringer, etc etc, I didn't have anthing left for my nurse, or actually using that doxy effectively, or a bunch of other things I would have liked to do. It just makes me want to play Nicodem all the time and no one else... How do you deal with cards? (No pun intended) Maybe on first turn I shouldn't have used a 13 of crows followed by a 9 to get a canine to dig a bone and then summon a doxy but the free 6 point advantage seemed way too good to pass up...
  13. Well the issue I find with pullmyfinger is twofold: 1) It provides summaries and tactics on a model-by-model basis, not in reference to each scheme specifically. This thread's purpose is to look at the scheme and choose models / tactics, not look at models first and then determine what to do with them. 2) The pull my finger wiki seems to be incomplete. A lot of the links send me to empty pages. Don't get me wrong, I'm not ripping on the wiki, I actually really like it. Its just still a work in progress. I'm fully prepared for this thread to be a bust, but I was just thinking of giving it a try anyway
  14. So I had an idea. As a newer player with only a few games under my belt, I have limited knowledge of the game, and as such, trouble knowing what to take against many of my opponents when playing certain schemes and strats, etc. I thought that as part of a group project, we can make a compendium containing a bunch of information about what models people like taking for which schemes, which strategies, and against which enemy factions. Anyone is welcome to contribute, and any contributions I will copy and paste (with proper credit to whoever wrote it) into the first few posts here. Anything from a quick note (for example: "Take the Student of Steel against Arcanists!") to an entire paragraph, or even a short novel will be appreciated, although if they are too short or don't provide much reasoning (such as the above example) I may not bother to copy/paste. The end goal is to have a quick reference for any player to see what masters/minions/anything are popular to take for certain situations and why. A sort of end-all dictionary of "what is a good idea to take against faction B when X and Y are my schemes?" If I were a better and (MUCH) more experienced player, I would begin working on this immediately. However I'm not, so at the moment I don't think I have enough knowledge to give proper opinions outside of some poor theorycrafting. Thus I wanted to make this a community effort. Little by little hopefully this compendium will grow, and every few days I'll take a look at new posts and compile them. *ANYONE IS WELCOME TO CONTRIBUTE AS LITTLE OR AS MUCH AS THEY WANT!* *DON'T KNOW WHERE TO START? START ANYWHERE, WE HAVE ALL THE TIME IN THE WORLD!* If you do decide to contribute, just include the "categories" and models you are making your suggestion for before your ideas so everyone will know exactly what you are talking about. Also if posting under a faction and wanting to give advise against a specific master, doing something like "If you think they will play X master..." is perfectly fine. Saying not to take something is also fine, for example "don't take McMourning if your opponent is playing Neverborn because...". I'm keeping this fairly free-form so no worries! Just try not to write an entire tactica, save that for separate threads. But definitely PM me and I'll link it here! ------------------------------------------------------------------- THE COMPENDIUM: ------------------------------------------------------------------- FACTION SPECIFIC: --------------------------------------------- VS GUILD: --------------------------------------------- VS RESURRECTIONISTS: --------------------------------------------- VS ARCANISTS: --------------------------------------------- VS NEVERBORN: --------------------------------------------- VS OUTCASTS: --------------------------------------------- VS TEN THUNDERS: --------------------------------------------- VS GREMLINS: --------------------------------------------- STRATEGY SPECIFIC: --------------------------------------------- TURF WAR: --------------------------------------------- RECKONING: --------------------------------------------- RECONNOITER: --------------------------------------------- SQUATTER'S RIGHTS: --------------------------------------------- STAKE A CLAIM: --------------------------------------------- SCHEME SPECIFIC: (I don't have my rulebook on me so I'll add in the names of the schemes sometime next week) --------------------------------------------- A LINE IN THE SAND: --------------------------------------------- DISTRACT: --------------------------------------------- : --------------------------------------------- : --------------------------------------------- : --------------------------------------------- : --------------------------------------------- 1: --------------------------------------------- 2: --------------------------------------------- 3: --------------------------------------------- 4: --------------------------------------------- 5: --------------------------------------------- 6: --------------------------------------------- 7: --------------------------------------------- 8: --------------------------------------------- 9: --------------------------------------------- 10: --------------------------------------------- 11: --------------------------------------------- 12: --------------------------------------------- 13: ---------------------------------------------
  15. I was thinking of a tactic in which you take a Grave Spirit and 2 other models (right now I'm thinking Belles because of Chain Activating). You form a triangle of models with the belles in front and the Grave Spirit behind the two of them but in base contact, out of LoS but providing Armor +2 for the both of them, making them EXTREMELY hard to get rid of. To move, the Grave Spirit (thanks to being incorporeal) can move through the two Belles (then use their (0) action or whatever) one Belle Chain Activates, moves up (again through the Spirit thanks to incorporeal), and takes a (1) action (Lure and pounce?) and then the other one can either charge into the newly lured model, or also move (again completing the formation) and Lure another model for 2 pounces. This formation can slowly inch its way to the middle of the board, where it can hold a position while pulling and holding up/killing models. As long as the Grave Spirit stays out of sight, the Belles are H2W and Armor +2, basically reducing all damage to about a maximum of 2, barring lucky flips. Then again, this is all just an idea, and a very expensive one at that. This tactic costs 13 SS. I was thinking of a similar idea using Guild Autopsies for 11 SS since they can set up a position and just keep shooting, but they can't chain activate so this formation can be broken. Also if a tough enemy just double-walks into combat with the Autopsies, they aren't exactly the most capable melee combatants. On the other hand, the Grave Spirit can force your opponent to discard a card, so potentially with a few Belles elsewhere in the list, you can get the Guild Autopsies that tasty Reactivate once or twice if you're lucky. I would suggest this to be done with Nicodem, since the high cost of this "block" can be offset by some extra summoning, since Nico can AoE heal the block by targeting the Spirit and AoE off of it, and since Nico can throw out some positive modifiers on flips for that block by staying close by, potentially making Necrotic King a more useful ability. If the Autopsies version is used, this could be useful as a poison spreader for McMourning. Plus by keeping Sebastian nearby, the issues Autopsies face in combat is alleviated by the massive amounts of poison (and Unnerving Aura) the enemy model will be unable to get away from. What do you think? I don't really expect this to be revolutionary, I actually kind of want people to criticize this. Maybe I'll think of how to make this better. Also it would be really embarrassing if this is already done often and I'm ranting for nothing lol xD
  16. Quick question, I'm very new and I forget. Are you allowed to Cheat damage flips? Would this mean that (as long as you hit, which is pretty easy with Ml6 (run in a puppy for effective Ml7)), for a SS > Ram Trigger and a severe card you can basically guarantee 6 damage on an enemy even if you don't flip a severe card yourself? Also just by looking at the statline, Def 5 is pretty average, but H2W and Armor combined means anything but dedicated beatsticks will be chipping 1-2 damage at you. 10 Wounds along with SS prevention and the H2W/Armor combo makes me think that this chick will very rarely go down. Add on a nurse which can heal her to full and she'll probably never go down :3
  17. I'm really put off by the fact that he's 11ss though... at 35ss thats more than 33% of your ss (assuming you leave 3 for cache), has no H2W, and the poison is only Ca5 (although that's average, I expect more from an 11 point model). If I take a 10-11ss model at 35ss I want it to be a major threat/annoyance/damage soak, not a support model.
  18. Well my issue is that I'm in college now so I only get to go to my local gaming club when I go home for a weekend, severely limiting my time to play and thus giving me a massive itch to theorycraft and prepare over, and over, and over again (as if there is one list that I can find that will be better than any other combination of models, even though I know that isn't possible) so I'm kind of stuck with theorizing for now. I'm just looking for some advise about what to take when, how much poison is enough reliance on poison, and what models can be used in ways I've probably never thought of. For example I'm still wrapping my mind around going for the schemes rather than just having to beat my opponent's face in the dirt, so taking models that seem to be bad in any sort of combat situation (but instead may be good at throwing down markers and such) is still a difficult thing for me to grasp.
  19. Hmm, you do have a point. I just wasn't sure if these models were as scary as some of those other crazy beatstick masters/henchmen but I suppose they either are just as good or come close. However I don't know if it would be a good idea to include a huge beatstick for myself because wouldn't that get in the way of Poison synergy? I guess I could go with the Rouge Necromancy, would it be a good idea to lower my model count and make that switch?
  20. I understand that you're supposed to build your list on the fly right before playing, but I wanted to get a feel for what would be good or bad ideas. McMourning w/ Moonlighting Sebastian w/ Transfusion Belle Belle Nurse Flesh Construct Chihuahua 3 SS (Total 7 SS) The general idea is to pull an enemy with the belles first turn, make him into a Canine Remains or a Flesh Construct, and from there out-activate my opponent considering that the game is essentially 39-41 vs about 30 SS at that point due to the difference caused from that assassination/summon. Mostly though I'm only taking Belles because of all the talk of how powerful they are, so once I learn the game better that will hopefully give me a huge edge. Might be wrong though. Would it be better to go for other models that would provide me with more poison synergy? Autopsies and Canine remains for example? I also feel like I don't have a beefy frontline, considering that Sebastian, the Chihuahua, the belles and nurse will probably want to lag behind. So my only front line is the Flesh Construct and (less so) McMourning himself really. Not sure if this is actually an issue in Malifaux. If I were to replace the Belles with something else, should I go for Autopsies or Canine Remains? Or a combination? Should I keep my pool of 7 SS along with using 10ss on models, or would it be better to go with 3 models of 4ss each and have a pool of 5 SS? Also, are Ressers more or less powerful at 35 rather than 50? On the one hand, I feel like our summoning capabilities are stronger because every extra model is worth a bigger percentage of the game's SS value. However, at the same time our faction relies on a LOT of synergy and we don't have any major beatsticks or massive damage dealers like other factions do (Lady J + Judge, Lilith + Mature Neph, Rasputina are a few examples from my limited knowledge) so we lose out on having those extra 15 points worth of support, corpse generation, or whatever else while those same beatsticks are harder to neuter or kill at 35 compared to 50. Right now I'm planning on grabbling the Seamus and McMourning boxes, but maybe I'd be better off with a different box? Like... I really like a lot of the dual 10T/Resser models. I'm not sure :3
  21. I hope this isn't counted as being off topic, but my issue is all about how much I should invest in summoning so I feel like this is as good a place as any to ask. I'm currently thinking of playing Nico at 35ss (our local club just started an escalation league so we're not at 50 yet) I was seriously curious to know how much corpse production one would need in a 35ss game, as well as how many and what utility pieces to purchase and which to rely on summoning to get. Right now my rough list looks like: Nico - Love thy Master Mortimer - Corpse Bloat Belle Belle Flesh Construct I only have my old beta pdf on me right now so correct me if I'm mistaken but this is currently at 28ss I'm not sure what I should do with the rest of this list... Right now Mortimer is going to have to stay still and not advance in order to make 2 corpses so I'm concerned an expensive part of my crew (especially because it is my corpse production) will fall behind. I also don't know what to do with those last 7ss because I feel like I will want to keep at least 6 (or rather 3 plus Nico's 3 cache) for summoning purposes, but in that case I can only get a canine remains, which seems like it would be over investing in corpse production? I don't know. Any help would be much appreciated.
  22. So I'm completely new to Malifaux, but I really really like it a lot. By talking to other more experienced players in my local shop/club, I've learned that locally, most people play Arcanists (with most playing Rasputina and Ramos) and after that, Neverborn and Guild, followed by just a few players playing 10T, Gremlins, and Ressers. (Not sure about Outcasts). Basically just I have knowledge of other wargames (Warmahordes, LotR, 40k, Fantasy) but not much about Malifaux at the moment other than a 40ss demo game and some stat cards as well as the rulebook. My only fear is that I see a lot of our troops having lower Wp than Df, and our faction has nearly no ranged options apart from Seamus and a few other select models (or tricks, such as the Belles). With my very limited knowledge, I fear that many games I will be at a slight disadvantage from the get-go due to either the low Wp, the slow Wk, or no shooting, or all three. I also fear that since we are a melee-based faction, what could we ever do against a melee monster such as Lady J? I assume most would try to shoot her off the board before she can tear a hole in your crew, but we can't do that. Also our resilience, while somewhat helpful, I fear will still not be able to hold up a crazy beast like that. Would someone assure me otherwise? I know I'm most likely wrong, but I just want to be explained what our faction can do to counter the tricks that other factions bring to the table. Much appreciated!
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