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Jesy Blue

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Everything posted by Jesy Blue

  1. That 2 points of iDamge though..... oh no, too rich for my blood!
  2. I'm hoping an ex-lover, childhood friend.... some kind of emotional touchstone that Lynch just can't let go of because it's his fault she's dead. Give me pathos!
  3. Do you mean Disgused? There are 18 models currently in the game with Disguised; exponentially more when Perdita is on the table, which I would be more worried about.
  4. Charging. Why take an action to walk when you can take an action to walk and shoot?
  5. ..... AND GIVES YOU TRINKETS!
  6. Instead, use an interact action to put down a scheme marker, then Appraise it... ~25% chance you turn it into an enemy marker.
  7. In the same vein, if a Ronin kills themselves with Final Sacrifice, they are friendly to themselves so it counts. But if Youko makes Ronin use Final Sacrifice, is it an action from a model friendly to the Ronin?
  8. I like running Outcast (Pride leading) and give Wrath Servant of Dark Powers, then run him into the thick of the opposing crew's smaller models with Herald. Everyone who hurts him gets a Sin Token, setting up every one else's abilities later on. With all the potential healing on his own, potential Terrifying failures, and maybe a couple of soul stones, he'll give a turn or 2 of troop disruption and set up for potential easy effects later on. I never take all 7, but a handful of versatile models do wonders to round out the crew; Malifaux Child using Destructive Performance for example.
  9. I think it's during the model's activation only on purpose. No one's flipping a Move resistance on their own turn (unless you've really messed up your Shockwave marker placement) so this Ability is not going to help you with those anyway, might as well make it uniform. Besides, a Move resistance flip is your ability to get out of the way of things; all I'm saying is a mule with 300 pounds of crap tied to your back is not the most agile of creatures.
  10. Benny is the worst.... the absolute worst. Don't take him to lead Bandit or Plague. Montresor, Arik, Mancha, & McTavish I've had good outcomes with.
  11. I don't think the Golem works well out of keyword. It's heal gives poison, and 11 SS (13 with upgrade) is a lot to ask for an 8 wound model. It's synergies within Tri-Chi are what saves it.
  12. Jesy Blue

    Reckoning

    Poison definetly is your base, but don't just get rid of the monks... This is one crew that I use that illustrates my point, I call it Synesthesia: Soul Stone Cache: 5 [Masters] - The Brewmaster, Leader [Henchmen] - Fingers Leong [Enforcers] - Apprentice Wesley [Minions] - Fermented River Monk + Inferiority Complex - Whiskey Gamin + Twelve Cups of Coffee - Moon Shinobi + Tactical Trench Coat - Tanuki - Akaname - Akaname
  13. Same... 6 and a Prospector or 10 without, often with Soldier for Hire on both. All damage is reduced, spend them like water, get some more back.
  14. Jesy Blue

    Reckoning

    There's always the risk of getting a match vs McMourning, a matchup I've never won... but I have with Zipp. I've never has a problem as most people will only take 1 so to not mess with their core build, and my build hands out so much poison and burning and distracted and staggered and slow.... it's just overwhelming.
  15. Jesy Blue

    Reckoning

    I only have Zipp & Brewmaster, so depending on the opposing crew I can do either; Brewmaster against anything but Ressurectionists, Zipp against anything but Outcasts.
  16. Seriously... I would have said Tequila Golem.
  17. The Fuhatsu one I haven't used since beta ended, but it was a good surprise when someone declares Neverborn/Resser for Reckoning to just out shoot a notoriously not shooty faction. The First Mate I picked against Guild, hoping for a ranged crew and not Lady Justice, and got Perdita; was able to choose when I was engaged the whole game. Barbaros is my Outcast vs Outcast go too. Seems to work. No one else in my meta seems to use them, so I guess I'm the weird one.
  18. In Outcasts I take Barbaros so I can bring in a weird Nephilim crew. In Bayou I take The First Mate so I have a crew of all Stealth models. In Ten Thunders I take Fuhatsu for an aggressive all shooty build. .... and Crossroads Seven speak for themselves. It can give you some more options in your crew building; non-traditional crews will throw off opponents, and that alone can be the first step to winning the game. Always remember you are playing against the person, not the crew. Plus, giving some of those henchmen leaders, like Fuhatsu, 3 actions is painful! (I'm planning a Neverborn Hinamatsu lead Qi & Gong crew, but I wanna wait until Kabuki Warriors are out)
  19. I'm still not behind Barbaros as useful for anything other than allowing me to hire Nephilim. What about Malifaux Child? Extra healing near Doc Mitchell, nearly guarentees the first point of Hold Up Their Forces every time, cheap significant model. I find Dead Outlaws seem to work best in Jack Daw; they lack the sufficient synergy with Bandits the same way Benny does.
  20. .... and when you have models with Flurry/Rapid Fire abilities and/or Onslaught triggers, or just being Yasanori, there is no way you're getting through all that flipping in 90 seconds.
  21. Yes, the rule for picking up an explosive token are all part of the Strategy; since he is ignored, you don't count him in the area to pick up anything from the Strategy.
  22. "All In The Reflexes" happens in 2.f., which specifies as After The Action Is Resolved; if the action is resolved, Obey is no longer in effect. Unspecified triggers are considered to be "After Succeeding", which also happens at 2.f., therefore current player chooses all of their effects, then other player chooses all of the effects, so Butterfly Jump after Ensorcel trigger.
  23. That's tertiary. The primary use is to pick up enemy scheme markers to gain fast (Life of Crime). The secondary use is Bandido's can shoot enemy models out of activation for dropping scheme markers (Trigger Finger).
  24. I usually run a very fast flying crew (zipp, iron skeeters, merris, and flying piglets) and I'm usually focus carrying the emissary (or the Midnight Stalker in Outcasts). Compared to the speed and "bayou two card" bubble the emissary throws out (or the fast on the opponent's side of the table TMS gets) he's losing the comparative price game, and with the amount of terrain we use, even with just Leap I can't get The First Mate where I want/need as quickly, and by the time he gets where I want him it's either too late, or he's being redundant in the role I need. I end up mostly just using him as a Henchman Leader in my non-Zoraida all stealth Swampfield crew build.
  25. Yeah, Sue > Hans. also Conflict Gunslingers for the same price... if you can spare the points after Sue. Honestly, the Midnight Stalker should be in every crew! Doesn't he fit everywhere? He's been MVP in Mercenary, Bandit, Infamous, & runner up MVP in Freikorps.
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