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asrian

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Everything posted by asrian

  1. Even though I'm one of them U.S. based people and have a backwards time zone (my own words ), but of luck to you and the league.
  2. It was a PM I sent him about 3 months ago inquiring. I would like this to be an FAQ also as it's the only time it's placed as a condition (but using it as only a condition basically neuters the Shaman from using his own abilities to their fullest...which was the reason I inquired about it). His response was that pustule still works, but as I no longer have the PM in question (damn my OCD deletions to make things tidy) it's a matter of He Said, She Said until it is FAQ'ed in an official format.
  3. I was told, by Justin, that it Black Blood Pustule still worked.
  4. List wise, I'd agree with Sybarite (but then we've discussed Colette lists ) Looking at that scheme pool, my first instinct is to go for ALitS announced and Framed for Murder, and to take Practiced Production upgrade Colette (but that's always my instinct). Even if you just went with your original list, I'd still go for those schemes. Maybe throw Framed on a Coryphee or the Mech Rider (if you think Seamus will kill it). You can have the ALitS done by turn one with that crew, depending on how spread out you are (which might not be optimal). Just concentrate on your schemes, and since Assassinate is a possibility, ALWAYS have a scheme Marker down within an inch of your leader (and possibly one other within 6" of her so that if Seamus turns that hand cannon on you, you can simply laugh and disappear in a puff a smoke).
  5. With either one though, you still pay in the end. And I'm definitely the "not" type. I prefer for Lynch to forcibly overdose you and leave your body in a ditch to look like an accidental suicide.
  6. I can't believe I'm saying this, but I'm with zFiend. I always go for Rising Sun, typically throwing Fears Given Form on Huggy and sending him into the opponent's face. With Lynch, I can guarantee if Huggy dies that he'll be back the same turn every time (even if I have to "soften up" a target for some unknown reason before I activate Lynch to move in and finish them off, ensuring Huggy returns). If Lynch is already in position (6" range maximum for all abilities) and I have at least 4 cards with at least one ace, then I can usually pull off a minimum of 6 damage to a target, but that can reach upwards of 15+ in a turn depending on what and how many cards I have in hand and how many Aces I have. Also, keep in mind that Rising Sun Huggy doesn't die, but buries (thus retaining his upgrades). this helps immensely in strats like Reckoning, Headhunter, and Collect the bounty, as well as schemes like Murder Protege and Bodyguard, and occasionally Entourage too. TL:DR - You can't kill a crack addict!
  7. Same. Even though I typically take Lynch, Huggy, and 2x Illuminated, I rarely hand out brilliance except with Lynch, who is typically acting last with his Play For Blood attack. I really don't worry about Brilliance at all and consider it a happy by-product when it does occur.
  8. And taken from a post I've made before (as well as posting it recently on AWP Facebook for someone), Lynch in Ten Thunders and who benefits from his Aces tricks: Models which utilize Discard abilities (thus his recycling aces come in handy): Ototo Fuhatsu Rail Worker Thunder Archer Tengu Torakage Ten Thunders Brothers (They need a TN 1+ and a suit for different triggers) Any other model in his crew also can utilize the aces by discarding to go Defensive Stance, which helps out quite a bit occasionally. A few models I've read (never tried personally so defer to more experienced players for these) that compliment Lynch and Crew: Kang - Rousing Speech 6: gives friendly living models immune to Horror Duels. Good in itself, but can be combined with Hungering Darkness' self heal so that your own Brilliant models won't have to take Terror tests when Huggy heals off of them. Sensei Yu - Disciple (0) Action allows Sensei Yu to take Lynch's Mulligan ability and help cycle more cards from the deck to your hand. Dawn Serpent - Very resilient and heals in relation to CA users nearby. Lynch and most all of his thematic crew have CA abilities, which make it easier to keep the Serpent alive. I'm sure there are more/better combos and choices out there, but this at least gives you a few to start thinking about. Best of luck to you. grin emoticon I'll also mention Lynch's default theme models (Graves, Tannen, Depleted, and Beckoners) that come outside of his crew box. All are very good, and I'd recommend any of them for any Lynch player.
  9. Hmm, posting from your phone again, Entrepeninja?
  10. I think the would be good, but +2 WP would be better if you want to shore up her weaknesses.
  11. It could just be the people I play on Vassal and Locally, but I find quite a bit of use with Breath Life. Because Collodi is such a pain to take down (especially with a Personal Puppet around), my opponents tend to concentrate on taking out his toys first to ensure when they do target him he has nothing left to protect him. As a result, I tend to take Breath as it targets any friendly, not just minions/puppets, which also helps keep other henchmen/enforcers on their feet as well as taking my Effigies and Stitched above their Hard to Kill 1 wound count if needed when I'm playing Bag of Props instead of Fated where they aren't healing off my Brutal Effigy buff. As I said though, that's my experience. I'll have to give Pact a go some time and see how it works for me.
  12. I know you've decided on Ophelia, but in case you or others are curious about Crew Box to Soul Stone value, Gmorts did a Soul Stone value comparison (not sure when it was last updated, but it wasn't that long ago). You can find it here: http://gmortschaotica.blogspot.co.uk/2014/10/m2e-starter-set-soulstone-values.html
  13. Now see what you've done, Kalkris? You've got zFiend siding with me. *Shudders* It'll take a river of bleach to wash the filth off now.
  14. Honestly, with a 1 in 54 chance of a given model flipping the black joker (if casting twice with hannah, once to Make an Entry, Once for the Assimilate you Entry'ed) then that goes up to 2 in 27 not counting cards in hand, discarded, etc etc. Still, it's not the worst of odds to worry about. And if it does happen, so what? You're still giving your Master 5 AP with just Fast + Laz alone. The 6th is icing on the cake. I much prefer the offense of FGF (but watch out as it effects Friend & Foe) or the Retribution's Eye. Especially as R.E. can be discarded to allow one turn of No Armor + No Defense triggers which is sometimes needed). As for Fated (crew enhancement) vs Bag of Props (Master enhancement), if I'm taking Hannah + Laz to hand Collodi extra AP then I'm going Bag of Props. Otherwise, I'd rather drop one or both of them if going for Fated and add in a couple Stitched or Illuminated or something else that will gain more benefit from the bonuses Collodi is handing out to his minions and puppets vs 2 more AP and 23pts spent for 2 models (11 each +1SS left over for the upgrade). Hell, just dropping Hannah and the upgrade gives you 12SS which means 2 Stitched, or an Illuminated and an Effigy, or whatever else you might want that Collodi can enhance, use My Will on, or otherwise help you accomplish schemes/strats while still allowing you to retain Laz for some ranged firepower + an extra AP for Collodi. Overall though, these are just my opinions and play styles. I highly encourage you to try the models you want out (either on the table or vassal) and play a few games with them. See how they work for you. What doesn't work (on the table, or theory crafting) for me might work wonderful for you. Sometimes you just don't know until you see it in motion.
  15. You could always give Fears Given Form to Hannah (3" melee range and she likes to be in combat anyway as her only attack is a Melee) or you could give Retribution's Eye (Ignore Armor, Enforcer Only upgrade) to Lazarus as that would make all of his shots/blasts be a very potential threat to anyone who had armor.
  16. Not in the least. Between Tara needing to discard 3 cards or her entire hand give people Fast around her, first activation duals (which happen constantly with my crew) and wanting to ensure I win specific duals to maximize objectives or damage, and potential discards for Nothing Beast's zero, defensive stance, etc, I find the 7th card quite helpful and yet to really effect my Void models so long as I get initiative (which Tara's to Initiative typically ensures). Yes. Actually, the main reason I haven't taken Killjoy yet is that Karina cannot summoned while a friendly Horror model is buried, which Killjoy is a Horror model. I'd rather spend the points on Hannah instead.
  17. You didn't miss anything. It's the fact that Hannah has Arcane Reservoir built in (draw +1 card during draw phase for a total of 7 in hand each round). Between that and potentially stoning for 2 more cards, it makes it that much more likely that you'll get a decent crow in hand for Karina's summoning. After 12 games with Tara (and still haven't tried Killjoy with her *chuckles*) I can honestly say that Hannah is an auto-include in my crew. Not only does she give out the extra card, but she hands out a healthy 3" melee range, a 4 to strip suits from Ca, Ml, & Sh to enemies within it, is a pretty solid henchmen overall, and does good Ml damage that targets Df. The reason that's important to me is it means, at the start of the game, if I see a prime target (master or other model that I want to prioritize attacking turn 1 via Bury->Unbury with Tara) I can optimize my bury target of choice between Nothing Beast & Hannah, depending on what said target is weakest in stat wise (WP or Df).
  18. I normally would go with "it passes off to another person and Lynch is just out of luck", but as Burts wording is "another legal target" and Lynch can only target models with Brilliance with the Final Debt attack, I'd have to go with Dirial and Pantzer™ and say answer #1.
  19. 1 - Yes. A character may target itself (with non-attack actions) as it is always friendly to itself. The only time they can't is when: The ability in question says they can't. It the ability says "other" friendly models. If the ability is a pulse (which never effects the target from which it's emanating. I'm sure there are other situations when it cannot, but generally a target can just about always target itself as it is friendly to itself. 2 - If the ability says "target" such as "target corpse marker becomes a summoned creature" then you would need to have LoS to it. 3 - Yes, so long as you can ignore the LoS restrictions. If you also can ignore the cover restrictions then ranged abilities with the would not be effected by it (such as soft cover or hard cover giving flips) 4 - That is a personal thing not specified in the rules specifically. It's something you and the opponent would have to agree upon during the setting up of terrain when you agree upon the terrain in use rules. For myself, I don't have a problem with it and would allow it, but that's me.
  20. The only reason I haven't written about it or used it is that I can't find any Silent Ones and only play what I own (Both at the local club and on Vassal). I'm looking forward to their release, however, so that I can test them out.
  21. For me, Shadow, it's because I find summoning boring. I'm fine playing against a summoning crew, but whenever I've tried to play one myself I end up just ready to quit 1/2 way through due to boredom, no matter if I'm winning or losing. The same holds true for me for aggressive, in your face, masters for the most part (Lady J, Viks, etc). It's a play style preference, really.
  22. I rarely run her with Nephilim and she does fine. Hell, I never run her as a grow list in over a year of playing Malifaux (Just not my style of play). She is an independent enough master that I can run her with damn near anything in Neverborn and get the job done. I typically built my crew around the strat and schemes and use her to augment them in various ways such as protecting them with her forest to block LoS to enemy shooters, to put them in the enemy's face as a way to tie up the opponent or to deliver a message, to pin enemies with her roots to keep them from advancing/scoring, to lure or pull enemies out of position and have her pick them off one at a time. She is very diverse in her uses and hard for the opponent to pin down which makes her a wonderful tool box of a master, no matter what crew members I team her up with.
  23. Personally I'd pick up Wave 1 and 2 (as you'll get the generic upgrades that are only otherwise found in the big rule book and the cross roads book). The witchlings I listed can be found in Sonnia's crew box and sold in a box by themselves. It won't hurt any to buy an individual box though as, if you ever do buy Sonnia, she can potentially summon more Witchlings, which mean you'll end up needing a couple extra anyway. Austringers are slated to come out in June, so I'd wait for those (and the new models look beautiful vs the old ones, to me) Glad you found some hounds. There are quite a few good proxies (no link offhand, but they've listed a few on AWP Facebook). You'll likely want 3 to 4 hounds in total. Riflemen are just wonderful with both lists, offering ranged power. Both masters can make use of them in various ways (McCabe and Lucius both have ways to enhance their crews in various ways).
  24. First off, Welcome to Malifaux Lucius can be run as Guild or Neverborn McCabe can be run as Guild or Ten Thunders I play Neverborn, so have more experience with them than anything else, but I'll offer up what I can. For Neverborn, to compliment Lucius, things that can work well with him are: Doppelganger, Illuminated (found in Jakob Lynch's box set only, though he's Neverborn & Ten Thunders, so McCabe can use his guys also if he went Ten Thunders), Young Nephilim, Beckoners, Mr Graves, Mr. Tannen (Graves & Tannen are also Neverborn/10 Thunders, so again, McCabe can use them as well) For Guild, that both could use: Guild Riflemen, Guild Austringers, Guild Hounds (McCabe especially loves these, but they are out of production atm and are awaiting plastic figures, hopefully in the next 6 months), Wardens, Witchling Stalkers For 10 Thunders to compliment McCabe: Graves, Tannen, Illuminated (see above), Ten Thunder Brothers (Pewter only and awaiting release in plastic), Archers, Dawn Serpent There are more models that would work well with either crew, but these are just the ones that popped up offhand. Other players on here can probably help you a bit more than I can though. If you and your son haven't yet, check out the fan made Wiki on the masters: http://pullmyfinger.wikispaces.com/ Also check out the relevant faction discussions here for the particular masters in question as there are a good amount of discussions on how to use them. If you listen to podcasts then there are multiple ones of those which feature information on both masters (as well as other masters) in the game. Some of my favorites are: Before We Begin - http://beforewebegin.podbean.com/ Cheated Fates - http://cheatedfatesradio.podbean.com/ Schemes and Stones - http://schemesandstones.podbean.com/ If you want more podcast sites, just shoot me a message. I have a running list of about 15 different ones that are Malifaux related that I listen to. Lastly, also check out the Facebook Malifaux fan group: A Wyrd Place I hope you and your son enjoy the game (and are willing to get second jobs as this is plastic crack).
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