admiralvorkraft
-
Posts
1,916 -
Joined
-
Last visited
-
Days Won
6
Content Type
Articles
Profiles
Forums
Gallery
Events
Downloads
Posts posted by admiralvorkraft
-
-
Perdita I just want to have "Nothing's Stronger Than Family" - If this model is the crew's leader it is treated as having the Half-Blood keyword for the purposes of hiring."
For Lucius I want something like, "Love to See a Plan Come Together" - if this model is the crew's leader the crew may score the EoG point on revealed schemes at the end of any turn.
- 2
-
"Euripides is a low model count crew, without stellar defense, Ice Pillars which do not stop your Incorpreal models, just don't forget the Totem can let one model per round ignore Hazardous terrain. I think you will be fine against him, at least I had no issue."
I tend to get tabled via simple duels on tactical actions. The indirect damage can be...a lot. I think the right play is to be more aggressive and just kill him first. I'm bad at those plays though.
-
Glad to be following this write-up. Mobile, skirmishing Daw is the approach I prefer so I'm looking forward to your take.
I'd play him more but my two regular opponents play Ten Thunders and Euripides respectively and I don't know that Daw has game into those matchups.
-
Cooper, Ivan, and McCabe all share a faction so I'd start with one of them.
Though Perdita is about the most affordable master to start the game with - her box plus stones and upgrades gets you to 50ss. I like Family a lot and have successfully played them almost exclusively in-keyword so there's that too.
Hoffman shares a faction with Perdita so either is an okay start from that perspective. And Hoffman might be the easiest master in the game to get your head around.
-
Honestly, Family can play into most things if you aren't expecting Terrifying.
-
On 6/16/2021 at 1:35 AM, Azahul said:
Ok, so real talk, is there a Strategy in GG2 people aren't taking Tara in?
Not really. It turns out that tempo and positioning abilities are just always good.
There are scheme pools and matchups that other keywords like better, and she has some distinct holes in her kit (minimal ranged damage, situational offensive repositioning, relatively low survivability, etc).
I think Von Schill is the other one I'd drop into any pool - I just don't like his aesthetic though.
-
23 hours ago, im_open_to_suggestions said:
Combination of Work and a 9 month old child means i wont be able to commit to anything that doesnt have a 7pm game time haha.
I get you, working full time, two kids here. If my partner didn't play I'd never get a game.
-
12 hours ago, Barrin said:
Great work! It's great to see some love for Euripides and his gigant crew. I'm really looking forward to trying him in a real (not virtual) game soon. I'm surprised that you rate the Cyclopes so low. They have low defense for sure, but they are so versatile and great schemers! (...and awesome models too!)
I'd like to test your suggested listbuilding tips anyway. My "special take" on a super mobile and annoying list includes this:New Euripides Crew (Neverborn)
Size: 50 - Pool: 5
Leader:
Euripides
Totem(s):
Primordial Magic
Hires:
Thoon
Cyclops
The Damned
Black Blood Shaman
Vasilisa
Mysterious Effigy
Effigy of Fate
First turn, BBS gives focus to the whole crew. He gets a free action from Vasilisa, grows to mature nephilim, she goes in front of the crew to still add 1'' movement to others, drags the effigy with her and interact for scheme marker. Whole crew (now with two focuses) does it's things. Thoon can move 14" anywhere with incorporeal. If it's possible, Cyclops casts pillar (Thoon's intuition helps greatly). Euripides teleports up the field and block oponent with as many pillars as possible. The Damned run and leap forward. Effigy lures the mature to the scheme marker and moves up.
After first turn, you should have most of your crew near the center line, with full focus, oponent partially blocked and all set up to ativate Vasilisa, pull the strings again, let her fly with nephilim to the Effigy and move both of them up the board again. Oponent should have enough problems caused by crew being in his face. You wanna end your turn moving the Effigy into engagement.
Third turn, oposing crew should get staggered from puppets, Euripides and Emissary attacks against movement, creating more and more obstacles. Cyclops supports from behind with "autostagger".
I tested the first two turns several times and it can be surprisingly consistent. Is it worth it? I hope so. Seems fun anyway. I played a full game with Vasilisa and BBS only and it was viable. Needle and thread is a serious threat (😀) with staggered all over the place. Even with small Wicked dolls.
Ugly? Gigants are one of the aestethically most pleasing crews in whole Malifaux and my reason to play Neverborn in the new edition. 😉
Having played against the crew a number of times, Cyclops are the bane of my existence. They are some of the hardest-to-counter schemers in the game just sitting in their own backfield. They have bad stats, sure, but their defensiveness is positional. It also puts them in a great place for counter-scheming.
-
Actually, to that end I think Marshal screws with people's heads - if they're at a certain level. The amount of counter-tech in that one keyword is wild.
-
I'm looking to round out my Void collection if anyone has;
Talos
Aionus
Void HuntersLet me know!
Thanks
EDIT: Gadzooks had the Talos/Aionus box so it's just the Hunters I need. -
Welp, you managed to hit a lot of my weak points with this one. I'll be keeping a close eye on it for sure.
- 1
-
Hoffman is the big tech-check we've got in faction. Maybe Marshal? But really Hoffman is the one that demands the most counter-building.
-
Yan Lo is a great starting point, he's mechanically deep and has a huge toolkit.
He doesn't have any really obvious weaknesses that you want a second master to cover, but Molly has a very different playstyle and focus so that would be my suggestion.
-
1 hour ago, Maniacal_cackle said:
Placing is movement as well. See the movement rules.
The only thing that isn't movement is burying (since leaving the table isn't movement).
Ope, yup. That is an important paragraph.
- 1
-
1 hour ago, Maniacal_cackle said:
Stagger prevents being moved by friendly models
I'd always interpreted that to mean move or push, but not place. Am I playing that wrong?
-
Stagger doesn't prohibit places does it? So FWM will still work - it does shrink his threat range but not catastrophically.
-
1 hour ago, Yore Huckleberry said:
The trouble in Symbols is that if they're fast, they're probably engaged. Break the Line I think they've got a potential cute trick of charging to pine-box something and then interacting to move a marker ... but I'm VERY unconvinced that Marshals is our best keyword into that strat ...
Marshal may not be the best keyword for BtL but it may be the best in a matchup/scheme pool/player's repertoire. Or you just want to give it a spin.
I think with Symbols you can probably do a full court press with Marshal that presents enough problems for most crews that your DMs might get through.
- 1
-
Death Marshals are good value for a 5ss body. Certainly into Ressers/in keyword where they're likely to get Fast two or three turns for free.
They seem particularly good into Break the Line and Symbols.
-
2 hours ago, Filox said:
Not for Family, you don't have enough cards for this in my opinion + your opponent has to come close. Dashel and Hoff are okay, but not they best picks.
Then you're not playing the resource game as efficiently as you could be. Your opponent doesn't have to come to you, you can see where they are going to be in two turns, and start setting up to make the scheme easy with your AP advantage.
2 hours ago, Filox said:You need two Blown Apart to do it, double Riot Breaker or Riot Breaker + Papa is bad hire. Using your opponents marker is not viable option you can rely on. Family & Elite cannot do Death Beds reliably as well. Using Corpse Markers from dead models and not generation is bad play.
You need one Blown Apart marker. If you need to move it you just use the ability again? I'm confused by this statement. Elite and Family both have the ability to concentrate AP which is what turns on schemes like Death Beds/Dig Graves.
I wouldn't use corpse markers from dead models, I wasn't making that argument. But you absolutely can use your opponent's markers. Kaeris' models want to stand near/in Pyres, Savage wants to end their activation next to Ice Pillars as do several December models. Umbra creates markers close to themselves. If you're playing the game and alive to the evolving game-state you're going to be able to pounce on your opportunities in a number of matchups.
You might struggle to create/capitalize on those opportunities if you're sinking 1/3 of every crew into the Pale Rider and Guild Steward. I don't mean to be combative, I just mean that there are a lot of tools in-faction that Guild players on the forum seem to forgo in favor of a pretty uniform crew build. If you look at all schemes through the lens of what that one crew can do, rather than looking at the whole faction, then you're going to find a lot more "dead" schemes.
I will say that I don't like Outflank for the same reason that I don't like Claim Jump - it forces my positioning game when I'd much rather be playing a in a more fluid and reactive style. It's totally doable (particularly with Deadly Pursuit models like Hunters/Monster Hunters/Santiago) it just doesn't jive with me.
- 2
- 1
-
Detonate charges and Outflank are doable for Dashel, Hoffman, and Family. Free points for Elite/ Journalist basically.
Research Mission is easy for Family and Hoffman (Blown Apart markers). Death Beds is viable for Family and Elite. And Death Beds is viable for anyone against a marker master - just use their markers against them.
-
GG2 requires a greater variety of tools. I don't think there are any dead schemes in the packet - you just have to learn how to use the models that can score them.
-
I'm hoping Lucius loses Issue Command, Entourage, Misinformation, and (sadly) Arcane Reservoir in exchange for Commanding Presence, That's What Lackey's Are For, a Backstab trigger on his cane that deals +2 dmg to engaged models, and the free action off his old Hidden Weapons upgrade to take discard scheme markers in an aura to generate additional attacks.
-
If you like Tara I'd say play Tara.
Outcasts are plenty tricky - Jack Daw, Hamlin, and Von Schill all have tricky combo-y playstyles that are plenty deep.
- 1
-
8 hours ago, Thatguy said:
This is more wishlist than expectation, but I think it would be really cool to bring back bodypart tokens for McMourning like he had in 1st ed. Discard corpses and damage enemies in melee to gain bodyparts discard them via actions to summon or do other stuff.
Maybe a weird sort of upgrade master? Cut body parts off other people, staple them to your dudes.
- 1
- 1
Guild strengths and weaknesses?
in The Guild
Posted
Guild does have keywords that can turn on the speed - Witch Hunter, Augmented, Guard, Elite, Family...
Guild's biggest weakness is a player base that starts every crew with Pale Rider, Lone Marshal, Steward, Lawyer. It's strength as a faction is in its depth of counter-tech.