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Erik1978

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Posts posted by Erik1978

  1. Had this come up today:

    Executioner charges Dabbler, wins the duel (11 vs a 9). So my Dabbler gets a glowy token and puts the 9 in the configuration, now Damian's "Memories of the yellow crypt" triggers and he can move that Dabbler 2".

    Does that mean the Dabbler gets moved before a damage flip? (I assume he would still be damaged since the hit connected). It doesn't say anything about "after completing current action etc." It could mean something whether it's before or after when a damage flip and trigger would push the Dabbler for example.

    Second thing was the puzzle box action "Rework the configuration". A mask says: A friendly witness model withing range may move up to 2"

    Can 3 masks move the same model 3 x 2" (assuming it's within 6" all 3 times?)

  2. 1: Well works for other models too: Drain Magic trigger, does that work on a target that dies? Does the target still have to discard a card? And do I still draw/discard myself?

    2: A Dabbler has unexpected outcome: If I fail lightning strike or a flip for defence against a shot for example, that card is in the conflict and I draw the top card from the discard pile, correct? What if I then cheat fate, does that change which card is top of discard pile? I can't wait for Witness to play against EVS and get some weird discard pile headaches... :D

     

  3. 1: Alphonse (Bayou) can use growth spurt to give all his actions +1" so how about when playing cursed objects? Can he give the token to an enemy within 2"?

    2: How does Burt's defensive trigger damage work according to the duel difference? And how about if Burt uses a focus defensively and the damages with his defensive trigger?

    3: Last but not least: Will an errata include Tara title soon to make people have fun playing against her instead of getting a 30" charge in turn 1? :)

  4. My opponent yesterday noticed "Desperate Plot" had changed to "discarding any other attached appendage upgrades" which doesn't specify "target model" as in: all appendages in play?

    The upgrades still say plentiful (2) in the app so we agreed they probably mean upgrades attached to target model and not just in play?

  5. Quote

    I think I would also like to know why some crews win sooo much more than others, and then make a contribution as to why, so we would need some statistics here first?

    I suppose the short answer is: some of them are way stronger than the average, like Yan Lo 2 and Kirai 2, and that's why we would like to see an adjustment? :)

    • Respectfully Disagree 1
  6. Yan Lo 2 has great movement without spending actions, Obey, excellent attack, and tactical actions (card shenanigans).

    His ability to place within :aura3 each time his Mv 7 pet dog moves for any reason is a bit much IMO. It's very effecient and the dog has Laugh off, can give Yan Lo an extra attack each turn and regenerates. Burying the pet dog can disrupt his plans I suppose.

    Can't tell you why mei Feng 2 is strong, need more experience.

     

  7. 19 hours ago, Jordon said:

    It's still a bit too early to tell I feel.

    That's the exact reply I got when saying Sandeep M2E was too good. :D

    Let's hope it doesn't take 2 years to fix this time around. I agree we could use more games, there is always the "oh no, it's new, what do I do?" scenario but in Kirai 2's case, her amount of summoning without spending any ressources and the amount of cheap attacks Ikiryo can get should raise a few red flags on their own.

  8. 20 hours ago, Flippin' Wyrd Jamie said:

    Kirai, I can kind of see her place on here. I personally think she's a huge gotcha and if you know what she's going to do and spread out she has a much harder time and of course AOE damage like blasts and shockwaves, also staggered all work well as counters to her playstyle, but I can appreciate the NPE that can be caused the first time you play against it.

     

    Seishin and Lost Love can remove staggered, Ikiryo has Shrug off. So that strategy is flawed at best.

    Spreading out is fine, unless of course you need the middle of the board for anything at all, and completely spreading out requires a crew with a lot of models that don't need each other. None come to mind right now. And if you do have one, Kirai can then ignore 1 side of the board and swarm the rest.

    It's like saying "just avoid adversary and keep more than 8" away from Kirai, then you're fine."

    I've played against her a handful of times, I would like to think I know what to avoid, and don't get surprised by what she can do. I'm also an above average player if tournament results are anything to go by, problem is, she has more movement than you, a lot more, and at some point you will be tied up in a handful of summons with a possible :-flipflip to Wp duels. If that doesn't happen, the Kirai player is doing it wrong. And last but not least, Kirai can get tired of watching Ikiryuo kill everything and blast them with her shot that you then have a :-flipflip to defend against, which inflicts extra damage from the fresh summons.

    Quote

    Other players feel that original titles should be as competitive as they were before Malifaux Burns.

    I guess for me, if the title master makes the original obsolete, there is a problem. I want a game where the terrain, the opponent, the schems & strat determine if I'm fielding one or the other. Kirai 2 is a better choice hands down. And as Regelridderen points out, her summoning puts ZERO strain on her hand or stones. No corpse markers or high cards needed. Just keep moving through opponents and you will get you 1-3 summons per turn or completely drain their hand.

  9. So, anyone run into things that might earn another look before the next errata?

    It's no suprise of some title masters were only tested lightly in the beta. There were a LOT of masters with a LOT of combinations.

     

    So far I’ve come across 3 I think could stand an adjustment, might not be a big one when it comes down to it but I think they need a look:

     

    Nekima (Broodmother) Being able to summon 12” away (cheaply), is a bit too good IMO. I’ve had models locked down every turn with a terror tot that I need to kill right after Nekima ends her activation. Worst case scenario if you don’t: it’s now a young Nephilim, “best case”, it’s still a terror tot that either hits me, or misses and still black bloods me, then eats a corpse to heal itself up and become a young next time. Cruel teachings and Birthright are quite good but without the 12” summon she might be okay.

     

    Kirai (Envoy) is pretty bonkers IMO. Any master that summons 10+ minons (and we’re not talking eyes and ears here!) is simply too good. Sure, it doesn’t happen every game but with her crazy Revenge aura that gives all enemies with Adversary (Urami) a :-flipon Wp duels, it’s way too easy. The new Enslaved Spirits with Chain Gang makes it even more easy, your models are taking Wp 13 duels constantly.

    At the same time, Revenge means all your Terrifying models are protected against attacks a lot of the time. Which mostly will mean Ikiryo, one of the most efficient beaters in the game that you give free walk actions with (way too cheap) Seishin, perhaps a Fast from Lost Love for good measure, and last but not least, with Kirai’s swirling spirits you can give Ikiryo a 5” push AND an attack for a measly 2 of rams (or crows), even if Ikiryo is a fresh summon with staggered you can still give her the extra attacks without the push.

    After a handful of games against Envoy Kirai I have to say it’s very NPE playing against her. The toughest Hencman still goes down in one turn to those 5-10 attacks from Ikiryo if she really wants something gone. Her onslaught trigger happens even more often now that a crow is also a mask for her.

    I’ve never been a fan of irreducible damage in Malifaux but when it’s attached to a Mv 6 onslaught incorporeal model that can always be re-summoned pretty easily, it’s even worse. They even made sure Kirai can both put adversary on an opponent with her stat 7 AND summon Ikiryo with the same action… because reasons. 

     

    Yan Lo (Spirit Walker) is not too bad but his Ancient Anchor could be toned down. Make it a smaller aura, or the first time the pet moves or something. As it stands Yan Lo can begin his activation close to enemy deployment, and his pet gives him a free attack that can be an Obey with 2 build in suits that ignore concealment vs his pet? Why. Isn’t Obey powerful enough? His Twist reality shot is good, or it WOULD be good without the “Hole in the World” trigger.

    With it, it’s amazeballs. That trigger is crazy. A 6 (SIX!) inch place.

    Also: Why are card shenanigans getting better and better? First you had intuition and The Whisper etc. Yan Lo gets to look at not 3 but 5 cards and discard any none-jokers. Oh and put the rest in any order of course. 5 cards? Why not 3? 

  10. 1 minute ago, solkan said:

    Mei Feng having a combination of Vent Steam, Constant Motion, and movement effects 😱 is why a moving hazardous aura doesn't act the same way as a moving hazardous marker.  

    "Oh, look.  Mei Feng just shoved Howard Langston around a bit, and now everyone nearby is dead."  😷

    Yeah, or Colette with Howard and vent steam. 🤪

  11. So the new inferior curse, which says: "Other friendly models treat the area wihtin :aura3 as Harzardous."

    If Jack Daw moves through an enemy model with this curse, that model fails the Mv 13 duel and is placed into base contact with Jack Daw: Will that trigger hazardous on enemy models within :aura3 of the newly placed enemy model or is it only if the other models are themselves placed or moved in that aura, not if the aura is suddenly placed like that?

  12. On 2/16/2022 at 4:48 PM, Adran said:

    I don't know of any formal wyrd statement that they are trying to eliminate "no resistance" . I can imagine they are trying to reduce its prevalence, but there are things in the game that I can do to you that you can't resist. (In addition to things like "we are legion" damage, there is movement with things like Union Buster, and moving markers onto models lets me make you suffer the hazardous effect without any chance to avoid it, or even attaching the voodoo upgrade to a model, or Tara/Candy forcing you to pass/change an activation. )

    We are Legion doesn't damage opponents as much as it used to with the new errata. But no, there have been no official "lets get rid of that mechanic" but more a lot of people agreeing that it's less fun if Misaki stuns half your crew (incl. your master) without you being able to prevent it.

    Didn't realize the start phase part of this to be honest. That helps a little. :)

  13. Quote

    Is there a particular crew you're playing with that struggles with Ivan2?

    Not yet. Well I suppose that's the upside: He isn't as bongers as original Ivan with the 3 weak damage + staggered. 😃

    And yes, I know stuff is bound to slip through with such a huge beta, like Bayou in the M3E beta which were tested the least. I just thought they tried to eliminate "no resistance to this, just take it!" Which I'm all for doing.

    Quote

    And really, Zoraida 1 can do this multiple times a turn (to different models) with her 2-action Obey trigger. This can also be done last activation to score or deny rather than start of turn.

    With no flips, unlimited range, and no LoS?

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