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Jesy Blue

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Everything posted by Jesy Blue

  1. Compared to being Paralysed, it's a whole lot better for people who are against it. As Guild, your Faction has the second most Ruthless models at 6.... yes, zero of them are in Family (which is weird considering you're the Neverborn hunting keyword).
  2. You can start the game with one (1) generic upgrade, have the Emissary give him one (1) Trinket, then get infinite (∞) pieces of Equipment from Von Schill, but no doubling up the same type.
  3. I find her a great addition to Qi & Gong; she also is great anti-Tormented tech and anti-Honeypot tech... but yes she is limited.
  4. I don't have enough experience vs ressers to pick a keyword, but the two games I did have (Molly & McMourning) I coincidently took Viktorias (they were both Turf War) and pulled a 1 point victory out of it both times.
  5. Depending on the pool, if it's marker heavy I use him to ranged scheme & anti-scheme my opponent. If it's not, i use him to Swarm Them... his knife are almost useless because he's not built to be in a melee scrum, & his gun is the same range as Swarm Them, and the added bonus of it being non- and a better stat vs Mv where there are almost no resistance triggers. I may have used the gun & knife twice each ever.
  6. So in watching the results of the big tournies in the last few months, they are still following the set up of 2nd edition, being solo faction. However, third edition specifically mentions declaring factions after seeing the scheme pool, so why are we not leaving that open? Everyone declaring factions simultaneously, then masters, then build crews. The only thing I can think of is for every strategy and pool, there may be a perfect keyword, so it would always end up being mirror matches with the top players as logic would dictate X crew for this build. I don't play logically so I wouldn't know if this was even possible. Is there a reason we stick to the mono-faction ruling or do you think it's time for a change?
  7. I saw an interesting play in a Parker crew today. Took one Guilty in with the normal stuff. 1st turn, Dead Outlaw shoots the Guilty, which counts as an enemy, triggers Drop It!, uses the marker to power Covetous Cravings to give Guilty fast, later, activates Guilty, runs into the middle causing all sorts of mischief, gets himself killed off by an end of turn Rasputina, reflect through pillar attack. Now Silent One gets the Punish The Wicked upgrade through the Demise trigger, 8 card Parker Hand turn 2 and keeps repositioning the Silent one in bad places. Eventually, Silent One gets killed, resummons a Guilty, Dead Outlaw repeated the process! It was infuriating; I loved every moment of it! I'm so stealing this concept!!
  8. You can use it as a scheme marker for actions and abilities (Life of Crime, Arson..... I don't know what ressers do with them, I don't play that faction), but you cannot use them to score Schemes & Strategies.
  9. Yeah, but for what it does and the resources you need to do anything but hit people, 7 stones is just too much.
  10. Damn, you're right... man even less uses for the Child. I think I can only use him realistically with Zipp. How the mighty model has fallen I find Sack O Rats fun: I have no problem putting him in a slightly bad spot to summon 3-4 rats in non-scheme heavy pools, but love using it to fill up a localized Swarm Them. It's one of my favorite parts of Plague, ties on static damage have no penalties.
  11. When hiring Malifaux Rats, there is no reference to a Rat King or Rat Catchers they can Replace/Summon.
  12. This is my current Reckoning build (I can finally use the app ability on a forum, no more NDA!): The New Disease (Outcasts) Size: 50 - Pool: 9 Leader: Hamelin Servant of Dark Powers Totem(s): Stolen Stolen 2 Stolen 3 Hires: Benny Wolcomb Nix Obedient Wretch Malifaux Rat Malifaux Rat 2 Malifaux Rat 3 Malifaux Rat 4 Malifaux Rat 5 Malifaux Rat 6 Malifaux Rat 7 Malifaux Rat 8 Malifaux Rat 9 I try to hit the trigger on Unseen Influence the first and second turn, but only use the focus on the Rats own activations. I may pull a Rat or 2 and add Malifaux Child if it looks like I can make good use of copying Moldy Cheese.
  13. First turn is moving with the +3", after that charge whoever I can to get the blight out as much as possible and block enemy models movements.
  14. I mean you can get a lot done with Rats if you plan on Unclean Influence-ing a wave of Vermin before you, have them all take an action during Hamelin's activation, then run the Just A Rat Engine on a Rat Activation, but I find it more useful to use Rat Activations for Activations... except vs Qi & Gong; get rid of all them pass tokens asap!
  15. Pass tokens.... you'll almost never not outnumber your opponent, so they will have free reign to cheat in, for example, an 8 of whatever suit helps them and they'll still have an initiative total of 15+ to choose where the strategy marker goes.
  16. Good use to cheat that black joker in your hand for the defence.
  17. Sherlock Holmes, or possibly Arthur Conan Doyle himself, would be an interesting add; not counting that one short story because it ended and we got nothing out of it. Oscar Wilde would be an interesting and weird concept. Maybe the classic earth monsters invade Malifaux like Dracula.
  18. I don't know why you're getting so hot about this issue, so I'm just gonna drop it. You're right, I'm wrong, you win, I will work harder.
  19. Nihilism is no longer awesome; a card discarded for every instance is terrible when I'm giving out Poison, Burning, Slow, Staggered, and Stunned, sometimes multiple conditions multiple times an activation per model. And yes, by all means, go for that 5+ on the Enforcer, how often does that work, especially when you are ditching your hand for Nihilism. Its a weakness the faction has, especially when you see the casual ease other factions have for condition removal; acknowledge it and move on.
  20. ... and that's 1 specific build of one keyword in the faction, so if you don't declare Von Schill, Arik, or Hannah as your leader when I say Brewmaster, good luck fielding all that out of keyword tech.
  21. I have play Ressers 4 times lifetime and Guild 3 lifetime, where I've had hundreds of games vs the other 5 factions. When I play against Outcast, my go to is condition heavy Brewmaster because that's our weakness.
  22. Very much so... there's not overlap in disruption. Zipp does card hand disruption, wrestlers do non-sceme marker disruption, the rest of the crew does scheme marker disruption.
  23. Well.... these's . Johan. He's....... meh? Good melee damage output, but.... every thing else is lackluster for 7 stones
  24. The pass token engine cannot start until turn 3 because you cannot score on turn 1. I almost always run Trained Ninja on Youko to take a lot of the direct pressure off her at start of game. And Tanuki usually are the answer to most of your problems & holes in the crew: Healing & Condition Removal, plus adding Focus to Pass Tokens gets you out of a lot of holes vs Hard to Wound, Manipulative, Serene Contenance, Concealment, or any combination therein.
  25. I have a hard time not taking Zipp in every strategy, save Reckoning, for either Bayou or Outcasts. Access to a 3 SS flying significant model alone is so worth it, never mind the added bonus of dropping a scheme marker when it dies; it so easily creates Dig Their Graves scenarios. The wrestling models bring the added condition removal that the faction as a whole are missing, and the ability to remove non-destructible markers without even a flip. There is also the addition of more Shockwave markers, or the most shockwave markers with Merris. Bert & Gracie are a great 1-2 combo. So many models can just move and reposition enemy models to not let them score points at key moments, and Fly With Me on The Midnight Stalker has gotten him fast on turn 1 on almost every game I've used him in with Zipp. And the combination of Dropping Pianos and Malifaux Child copying it is why I got 15 pianos on the table at once, which with a flying crew is not a problem, but against a non-flying crew is crippling. Whatever you need to do, Infamous can do! Also, with Showboating, when you're losing a duel you initiated, cheat low cards out of your hand to card cycle. And the best part is they mix with the rest of the faction wonderfullly: add Friekorps for a full Armor & shockwave build, add Mercenaries for a total mobility crew, add Tormented to frustrate the opponent more, add Amalgam to to bring more direct killy, add Bandits to bring more oppoent hand reduction (don't add Plague.... no one likes Plague but Plague), and I don't play Tara! Finally, if you fancy the double master thing, Zipp is the best 2nd master in the game. His anti-interaction aura and anti-everything aura, plus his speed, concealment, and melee action that gets himself out of melee, which attacks freaking SIZE (defensive trigger your way out of that one!), plus the Pianos is an added joy.
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