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Erik1978

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Posts posted by Erik1978

  1. My own crazy experience: I play Lilith with pure Nephilim, growth upgrades on Nekima.

    Playing against a mix of models lead by Von Schill. I quickly kill a few and get ahead.

    In turn 3 I stand to seal the game when Nekima needs to hit Killjoy just ONCE to kill him, and through growth transform my young Nephilim into a mature.

    One little strike and I have this game in the bag...

    There's just that one little terror test and of course I flip the black joker, and of course I don't have Pact on Nekima. So she freezes. A sure thing completely gone but it doesn't end there!

    Now Killjoy activates, kills Nekima and heals up completely. So I went from removing Killjoy and gaining a mature nephilim to losing Nekima, having to face an unharmed Killjoy again, and not getting the growth, all because of that one black joker.

    The game ended in a draw after that.

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  2. Hey there.

    Whispers from the nothing states than friendly non-peons may declare the actions that Scion has, when Scion is buried. 

    Is that ALL it's actions (0-actions like In the Blink of an Eye), (1) hungry Emptiness and the attack too?

    And with the Ca Scion has as well?

  3. 1 hour ago, Breng77 said:

    It depends on what is shooting,attacking.  Anything doing reliably 3 damage can take out 2 spiders in one activation without too much trouble (if 3 are summoned).  Before they are able to heal.  I'm not saying it is always smart or easy but as far as summoning goes I would argue they are on the weak end for summoners.

    Spiders have excellent Df so it's usually harder to do than one would like. I agree ressers can summon something many times better, my point is that a great scheme runner shouldn't come in pairs or even 3 at a time. A punk zombie is a threat and a great addition, most of the time but when it comes to capturing quarters or placing scheme markers the 2-3 spiders do it a lot better.

  4. Every time Im up against them, there are plenty of things that can heal them, and if that fails they unite into a swarm which is not a bad model either. Even if you have some ignore armor/good shooters etc. you can't focus too much on those newly arrived spiders unless you want to let the rest of his crew cruise freely. 

  5. That's true but like I said: steam arachnids are a bit too effecient scheme runners (and annoyances) to justify summoning 2-3 of them every turn. Even without the so called luck, even 8 of these are more than enough to tip the scales. Hard to get rid of with the stats and speed they have. They should either be peons or have a few weaknesses IMO. Oh well.

  6. Hey there.

    I'm looking for proxies to models that I don't see available any time soon. I thought others could also use the inspiration and perhaps some great ideas are already out there, ready to be shared!

    What I'm looking for (and feel free to add other wishes to this thread).

    Thought I'd include som basic tracking info for these guys:

    Anna Lovelace (Shifiting Loyalties page 109. 40 mm base, Ht 2)

    Arcane Emissary (Shifiting Loyalties page 128. 50 mm base, Ht 3)

    Scion of the Void (Shifiting Loyalties page 179. 30 mm base, Ht 2) 

    BTW I assume these Emissaries are neither dead, construct or alive, since they only have "Enforcer, Rare 1" in their entries?

    Night Terrors (Crossroads page 65. 30 mm base, Ht 1) 

    Rafkin (Crossroads page 69. 30 mm base, Ht 2)

    Stitched Together (Crossroads page 156. 30 mm base, Ht 2)

     

    Feel free to throw your proxy suggestions in here, and ask for your own missing models. 

  7. Thanks.

    Yeah I know what you mean about learning from other players and get inspired. I was attending my first Malifaux tournament ever (3rd place!) and some came up to me and said I played Nicodem really different and effecient.

    My problem is I want to try new Masters and crew every other week. :D

    But what is that "Karina upgrade" you mention? What can she summon and how? I only see her lame upgrade that gives her the ability to sacrifice someone when they die (Long Forgotten Magics), something I fail to see the advantage in but then again, I haven't even gotten the crew yet.

  8. I want to try yet another Master: Tara.

    I'm thinking mostly ressers but will try Outcasts too.

    However, it seems there are many good upgrades for her, are any of them "must have"? 

    Obliteration Symbiote seems like one I would almost always take and Knowledge of Eternity would be good to give MY models fast before burrying them, right?

    I like Scramble but am I wrong to think Tara should charge around? How often is Dead of Winter your choice and are Death Marshals an important addition?

    Last but not least: I'm not sure about her totem: Karina. It seems most give Karina some sort of summoning upgrade? But apart from that I can only see her being useful with her "Price of Eternity" to damage a cluster that Tara has just made fast? Then again 5 SS for a non-combat totem?

    Any and all advice or thoughts are most welcome.

  9. Thanks. :)

    All summoned are slow, most people just only get 1 at a time. Like Nicodem, sure he can summon something better but he usually also spends a SS and a high card. Ramos can hire a cheap (Electric creation?) sacrificial pawn and then 4-5 hard hitters because after the first 2-3 spiders emerging in turn 1, there won't be a lack of scrap markers for the rest of the game, and the spiders take care of everything scheme wise, and tar pit wise, as you say, while the hard hitters can smash the poor souls bogged down by the -1 Df giving critters. Seems very easy and very effective.

  10. Hey there.

    The (overly used) Ramos, has a summoning spell saying: "Choose to summon one, two, or three steam arachnids." (Then a wall of text)

    Does this mean my opponent has to declare a number, and can then only summon the declared amount?

    For instance if he says he wants to summon 2, then Soul Stones for a TOME and flips a red joker, he then summons 2 even though he could have summoned 3?

    Similarly, if he wants to summon 2 but only flips a 7 of rams, he won't summon 1, he will just fail?

    Or: Can he just flip a card, see what that amounts to and then put the number of arachnids on?

    On another note, why are arachnids not peons? 3 arachnids every turn, with great speed, great Df/Wp, armor, unimpeeded etc. In other words the perfect scheme runners, not to mention flooding the table with way too effective and cheap spiders. With most schemes, these guys are 6 VP in the bag and more than a little nuisance for the opponent. If they get too wounded, they simply team up to make an arachnid swarm. Seems the best summoning mechanic in the game?

  11. On 3/3/2016 at 7:52 AM, Docent Turbine said:

    Could you check which versions make the picture sharp? You are using Internet Explorer, right?

    By the way, which version of Internet Explorer do you use? (Check "About Internet Explorer" on the menu). I'm using version 11.0.9600.18204.

    I've tried both crome and explorer) I will look into those versions!

  12. Dont know about pixels, I can see it's a 21 KB picture but this same picture was sharp in an earlier version but blurry now. Tried with another picture as well. They were blurry in both 20 mm and 30 mm, and a different zoom. Very strange. Must be just my system then.

  13. Same picture in a 20 mm, same size, you just see less of it, which makes sense. But what doesn't is it's blurryness. Any thoughts on how to get around that? I like the 20 mm size for conditions etc. but I had hoped for same sharp images as I had with 30 mm. :(

    Actually, when I put in the same image as I made months ago, in a 30 mm again, less of the image is put in the marker but blurry. So the new version you have does something different to the images, blows them up a bit and loses focus because of it?

     

    New edit: Just opened (an older one?) which works for explorer, that didn't work with custom colours but the images were sharp! Half way there. :)

  14. Looks better now, though the colour in the ring doesn't fill out completely on my print, the very top of the ring, above the text, there is a (very) small white line, where the colour is missing. I just cut a bit farther in than the black line to get the white spot off but if everyone else has the same issue perhaps the colour ring needs to be tinkered with?

    My 20 mm markers have a bit blurry pictures but I assume it's the sixe that causes this, I must admit I haven't checked if it's also blurry with 30 mm, will check next time.

  15. Sloth has a Df trigger, Just Lay Down, saying: "After this models fails, the Attacker immediately ends its Activation."

    As excited I was to never get hurt if I had a low Crow on my hand, this trigger happens AFTER Sloth is damaged by the attack but before the Attacker's Trigger happens, correct?

    So a big punishing focussed shot will stil do its damage before Sloth can end the Attacker's activation?

  16. So I just played the new Extraction strategy: "At the end of every turn after the first, after scoring VP, player with most non-peons within 6" of the informant mnrker may place the marker up to 3" away."

    Also: "At the end of each turn after the first, a crew earns 1 VP if it has 2 or more non-peons within 6" of the informant marker."

    So, this is fairly obvious, one is after scoring VP.

     

    Here is where we got lost, because I had Carrion Emissary who had shard markers in play: "At the end of the turn remove all markers. Before removing the markers a mindless zombie may be summoned in base contact with them."

    And a scheme (Convict Labor 2016) that says: "At the end of every turn after the first, earn 1 VP if at least 3 scheme markers are within 2" of the centerline with no enemy models or friendly scheme markers within 2".

    So.

    Does the mindless zombie appear before VP are earned from the scheme and the strategy?

    Will a model die from the poison condition (last wound) before VP are earned but before the zombie appears or after?

    What about Leveticus appearing instead of a hollow Waif, or a Lone Sworsman who is sacrificed at the end of the turn because he failed to kill his mark?

    What happens when?

     

    Also: When McCabe is knocked off his horse, he ONLY takes upgrades with him to the newly summoned dismounted McCabe, and potentially leaves behind paralyzed and 12 burning markers? 

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