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skoatz

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Everything posted by skoatz

  1. Monks of Low River don't have a charge value, so they can't charge And even if a Monk of Low River had negative flips, if the friendly model being targeted relents, the attack still succeeds. You can even flip a black joker on the attack, and as long as the targeted model relented, then it's all good. Unless there's a target number on the attack action that I'm forgetting about.
  2. A few people from our gaming group went in on a order to get decks. Order came in today and it came with the 2016 gaining grounds deck. They took down the 2017 deck while it gets sorted out. I think it was part of the problem with the non errata cards getting sent out.
  3. Yeah I'm beginning to think that Jorogumo are somewhat of a trap with Asami. I found I was summoning in Jorogumo, but then I would have no hand to support the freshly summoned Jorogumo, and it would do nothing before flickering out. I want to try a game where I focus on summoning in Yokai (reserving Jorogumo for the corner cases you listed). I'm hoping that the next book has a couple of oni to fill in the 11/12 ss summons.
  4. The only situation I find myself using HRM is with McCabe against Ressers/Neverborn. Throw the HRM the glowing sword, then charge and discard a card to get that third attack. The immune to horror duels during activation is great against Ressers/Neverborn. I like the Shroyuken suggestion a lot. I think it's fun and interesting.
  5. Additionally, it's not a pulse because it doesn't use the pulse symbol in the rules for the strategy. As such, LoS does not matter. You can't avoid discarding a marker by being on the other side of blocking terrain. All markers within 6" of the model get discarded, regardless of line of sight. I feel like I'm being pedantic, but it's an important distinction.
  6. Usually one, rarely two. I have never used 3 Ten Thunders Brothers. I highly doubt I ever will.
  7. I think they meant be careful when using yasunori in an Asami crew against Zoraida. Zoraida can obey yasunori to charge if yasunori is within 4 inches of Asami and then do potentially 4 attacks off of one obey, against a model in Asami's crew.
  8. I only ever take 1 Low River Monk. I have never taken 2 and I highly doubt I ever will. I have Tengu, and outside of Asami, I never use them. There are better scheme runners in my opinion. Yokai are great. So are Ten Thunders Brothers. I feel like TTB can be used in so many situations.
  9. The only suggestions I have of what to add is a Lynch crew box for killy scheme/strat pools, Yasunori, and a monk of low river. McCabe can take care of the non-killy scheme pools, Mei Feng can handle Ressurs/Guild if you expect to go up against Perdita, Sonnia, Reva, or McMourning or any other shooting/casting master. And Then Lynch rounds out your master pool for anytime you just need stuff dead. After-errata Misaki seems like she could field this role as well, but I prefer Lynch personally. Yasunori is just awesome, so I recommend him. And a monk of low river is great if you throw the new 0 cost upgrade on someone that gives the monk a heal. If you really wanted a summoner for things like interference/reconnoiter you could get Asami. She's a lot of fun. But I think between McCabe/Mei Feng/Lynch(or Misaki) you could handle just about any scheme pool. I don't feel like you're missing anything else.
  10. Isn't that how a Malifaux addiction starts though? Just give in
  11. This thread reminds me of my initial reaction to playing against Reva. I instantly wanted to have Reva cuddled. I've shifted towards finding ways for me to beat Reva. I'm not going to lie though, it's sometimes hard to not revert back to thinking that Reva needs to be cuddled. And it's a somewhat frustrating process (although I'm a bit of a masochist with my wargames, so the challenge helps mitigate that frustration). So I totally get where this thread is coming from. I play Ten Thunders and I haven't actually fielded Yasunori yet, but I do know that he's fragile and he will very likely take something out before he goes down. Spreading your forces out and forcing him to engage against something that's not as valuable could help. Another thing to consider: the player that uses Yasunori, did he or she routinely lose against you and now all of a sudden he or she is winning regularly? If that is true, then there are some possibilities. One of those possibilities is that Yasunori really is that game-breaking. Another possibility is that Yasunori is new and different and something you're not used to. I find this possibility the most realistic. Ten Thunders haven't had a big expensive beater before. True, we've had some solid beaters, but not like the other factions. And because he is new, it's going to take some time to figure out. The game is won by fulfilling schemes and strategies. Killing models is not directly the way to win. If the player(s) that have been using Yasunori against you already win against you with decent regularity then there's probably something else going on. Especially since Yasunori is new and people aren't used to going up against him.
  12. I've used a pair of Tengu in a game where they were ignored the entire time. Got me full points for Leave Your Mark very easily. But if my opponent had sent even one model their way, it wouldn't have ended well for at least one tengu. And one tengu is less effective on its own. I don't take tengu anymore. I occasionally summon one in with Asami. That's it though.
  13. The trigger doesn't say that it would ignore the normal targeting restrictions. In order for her to be able to target herself, the trigger would have to explicitly state that. So I would say no she cannot target herself with a thunder attack. If she targets herself with downburst and has a ram for the trigger, she just couldn't declare it.
  14. In a Shenlong crew: Park a sniper 3 inches from Sensei Yu and 6 inches from Shenlong within line of sight to both. Before the sniper's activation use the peasant's provide for the temple action on the sniper to give him +1 focus. The sniper activates and uses the focus on his ranged attack that then has a 28 inch range. Then the sniper can focus as a 0 action because he is within 6 inches of Shenlong. Then he can spend the focus to get another 28 inch range shot. The order is important because focus has to be used up all at once but if you use the focus from the peasant first on one shot then focus again, you'll have another focus on the second shot. Plus, because the sniper is within 3 inches of Sensei Yu when he uses focus, his duel total is increased by one every time he spends a focus on an action.
  15. It's only appropriate that Lynch fights in the Honey Pot. Super cool battle vid. Also, Lynch can't pick up Aces during his own activation. His ability only works with other friendly models during their activation. (I believe it happened on Turn 3). Plus most recent FAQ ruled that you can charge over climeable terrain assuming you have the movement. So that illuminated could have charged the Freikorpsman instead of walking and hitting once. Beautifully painted models too! Thanks for the battle report.
  16. As the above posters have already mentioned, McCabe would be a great choice because of the Jorogumo. If you get McCabe, you don't really need Shenlong. They both fill the same role in my opinion. In terms of a killy master, I would recommend Lynch. He's self-sufficient and I personally feel that going heavy into models that give out brilliance is a trap because he can provide all the brilliance he needs. So instead you can bring models that benefit from being able to discard a card for free (Ten Thunders Brothers, anything with flurry, stuff you might go go defensive with, etc). A single Samurai is amazing with Lynch because it flips so many cards in an activation (more chances to find those aces). I highly recommend one. Unfortunately, Asami's box doesn't synergize that well with Lynch. So if you're looking for less purchases overall, I would recommend Misaki then because she can benefit from using Jorogumo and Yokai and Obsidian Oni more than Lynch can.
  17. I think they left out the WP part. That's how I read it, "Ca targeting Wp instead of Df".
  18. Before spending an AP, ask yourself if what you plan to do will either score you a VP or get you closer to scoring a VP by fulfilling the strategy or schemes. If it doesn't, then don't do that. You'll start thinking more and more about the strategy and schemes that way.
  19. When you say it worked better than expected, did you regret only having one soulstone or were you fine having just one? Lynch is a lot of fun. It's enjoyable pointing Lynch at something and deleting it from the table. I'm glad you're enjoying him so far.
  20. Yin can also make enemy models have a on WP duels. Lynch benefits from that as could other models in your crew. And if that model tries to attack Yin or Huggy, the model will have a much harder time passing the terrifying duel. I feel like you're underestimating Yin a tad. If you can keep Tengu hidden to do their scheme running, then Tengu are fine. But they typically die faster than the Shadow Effigy. Plus the Shadow Effigy can give your leader a condition that you can use to make an attacking model attack at a . It doesn't cost any cards either. I feel like they tend to fill different roles. It's a decent 1/2/3 heal needing an 8 I believe. I don't have the card on me. I don't always use the monk, but when I feel like I need condition removal and healing then I take it.
  21. Thanks for the link! I need to work on my forum searching. My search results didn't come up with that.
  22. With Lynch's Wanna See a Trick ability, is the damage combined or separate instances? I don't have the exact wording on me, but at the end of Lynch's activation, he can discard any number of aces to deal 2 damage per ace to target model in 6 inches with brilliance. Is the damage combined? Or does each ace do a separate instance of 2 damage?
  23. skoatz

    How to Nellie?

    If you take one of her upgrades (I forget which one), it gives Nellie a defensive trigger that adds +1 evidence. So you attack her with the watcher, and choose not to relent (so she can declare a defensive trigger). The watcher's damage track is 0/1/1 so it's not likely Nellie will take much damage. But she gets +2 evidence.
  24. In terms of gameplay, masters don't really add a completely new layer. They deepen the existing layers of gameplay. Plus they're confusing in the beginning and a bit overwhelming. I believe that two of the main reasons new players start Malifaux are that they enjoy the gameplay and they like the aesthetic. The starter demos the gameplay in a way that isn't overwhelming. If a player is too overwhelmed, that might actually turn them off from the game. So I think having new players start off with masters right away is not the best idea. And players will have a better grasp on masters by building up to them. Starting off small with the scenarios in the rulebook are a great way to help a new player really understand the mechanics of Malifaux, which allows them to better enjoy what masters can do when they eventually start using masters.
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