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cursingbulldog

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Posts posted by cursingbulldog

  1. It's a great trick, and pretty much required if you are building a bag of props collodi crew. You could also chain my will through collodi if you have another model out of lazarus's range but in collodi's and you really need a model to act of turn but that's more situational.

  2. Here is the crew set up I like at the moment.
     
    Neverborn Crew - 50 - Scrap
     
    Collodi -- 3 Pool
     +Bag of Props [1]
     +Strum the Threads [1]
     +Pact [1]
     
    Vasilisa [9]
     +A Friend to talk to [2]
     
    Marionette X 2 [6]
    Hodgepodge Effigy [4]
    Brutal Effigy [4]
    Shadow Effigy [4]
    Coryphee [7]
    Lazarus [11]
     
    Effigies all buff Collodi move up and gain focus or defensive. Marionettes can do the same or attack collodi to push him forward or pursue schemes. Vasilisa can either move collodi up on the first walk then move over to where the coryphee is/will be or rocket the coryphee up the board if i've got good cover for them and messes around in the backfield picking off ranged models. Lazarus softens up clumped enemies and gives Collodi a free AP. Collodi shouldn't need to move, strums for fast, kills what he can to gain stones or slows/steals AP from the rest.
     
    My thoughts are what I loose in buffing the crew I gain in being better able to slow down the opponent and not trying to make weak attacks with marionettes and effigies. By turn three hopefully I've killed off enough to have enough of an activation advantage to run through any schemes I'm trying to accomplish.
  3. I've been playing a lot of zoraida and collodi lately as I really like all of the control both bring to the table. Most people seem to like big Z for her ability to obey and her voodoo doll tricks. However seems to me that if you want to play the obey game collodi is a much better choice as he does damage and takes opponents ap for the same cards, or gives friendly minions and puppets plus flips to their actions, and vasilisa has her own obey.

    What this means zoraida is you should be taking zoraida for card control and not action control. Her bewitch ability is probably one of the best actions in the game and what makes her stand out giving two cards for most actions an opponent can take. It's extra effective against masters and models with extra ap. And while I don't have her card in front of me right now I believe she can do this to multiple enemy models a turn.

    Now that we have a bunch of cards we need to find a way to use them.

    This makes me think she should really do with a more elite crew with high damage and lots of triggers,or models that need to discard for certain actions. Reckoning games being a good time when these sorts of models are needed.

    My current thoughts for the next time reckoning comes up for me are to take this list.

    Zoraida

    Spawn mother

    Black blood shaman

    Nekima and barboros or two mature nephilem

    Mr graves.

    3-4 leftover stones for upgrades .

    These are just my thoughts theory crafting without cards in front of me so if anyone has any thoughts for any other models that also need a strong hand to really function the best and would work better please share.

  4. Just had a pretty effective game against Raspy using the bag of props upgrade.

     

    Took the brutal and hodgepodge effigies for a mean combo of healing and cycling a bad card out of my hand while gaining a soul stone off of collodi kills. 

     

    Took strum for fast and used Lazarus's assimilate to use collodi's my will to give collodi basically 5 attacks with focus a turn which allowed collodi to dominate the mid field and mess with opponent AP and actions. Got enough kills with him to have plenty of stones for card draws and initiative flips and all of the plus flips let me cheat in on damage almost any attack I wanted. 

     

    To me it seemed to work better then fated as most of the time I wasn't making many attacks with the puppets I kept within his ball with their MI 4 so I wasn't gaining much from the extra conditions I put on them. Lazarus's ranged attacks also provided a nice compliment to collodi's fast moving melee hitters in vasilisa and a coryphe. The effigies also made excellent shielding units to protect collodi from charges as with all the plus's to attacks and damage I could pretty much guarantee keeping a high mask in hand or being able to stone for the proper suit to bring them right back. 

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  5. I'm still in the process of getting most of my stuff bassed but I plan on having my models based by keyword so my swamp fiends have watery swamp bases, brilliance will have a more brick paver, or wood floor look, woes I'm thinking a sorta foggy look. Puppets nightmares and the like I'm still coming up with. After that I'll stripe the bases and cards with faction colors to help differentiate similar models or those that have generic artwork on the cards like my gupps.

  6. For reconnoiter depleted could work as well but not as well if cursed object or distract were in the pool as they won't be able to break engagement to remove those conditions.

     

    The main advantage of the gupps is you can walk in to give cursed or distract and then leap away, leap first then take a 2 interact to remove one of those conditions, deliver a message or placing a claim marker every turn. You can also get up to two scheme markers down a turn or removing opponents markers making them good for denying points as well. And jacob lynch makes this automatic once you flip the ace of masks.

  7. My brain was chewing away at malifaux ideas while I should be working but I came up with this fun list. It does require a bit of a perfect storm of strats schemes and board layout to probably work.

    Neverborn Crew - 50 - Scrap

    Jacob lynch -- 2 Pool

    +Woke up with a Hand [2]

    +Wanna see a trick [1]

    + either limited upgrade[2]

    Hungering Darkness [0]

    Gupps or Tots x 11 [44]

    Stratagies: Stake a Claim or Reconnoiter

    Schemes: Deliver a Message, Breakthrough, Plant Evidence, Plant Explosives, Power Ritual, Outflank, distract, or cursed object.

    Basic idea is to overwhelm your opponent with activations and scheme markers while using leaps or sprints to dig for aces. The Gupps and tots army isn't going to do much damage so most of that is going to need to come from lynch and huggy.

    You can also hold back 3 gupps to screen lynch to prevent deliver a message

    I'd also be somewhat tempted to drop some gupps for spawn mother as if she can bring in at least two she has mostly paid for herself.

    Thoughts?

  8. Ok the initial post is updated to the new version. I think I fixed all the cell references and everything seems to check out right. I also added some notes columns to the schemes and for the game for those who want to record more information, these cells aren't being analyzed though. I also switch the best and worst cells for opponents schemes to show which ones you defend the best/worst instead of which ones your opponent scored the best/worst at.

  9. I think I got it figured out, some of the references for the hidden calcs got off by a couple of columns. It should still work ok as long as you fill in all of the blanks but I'll get a fixed version up sometime tomorrow or this weekend with some other small changes. If folks want to fix it themselves you can unprotect the sheet and unhide the columns to the right. I think its just the percentage columns that need updating but i'll have to double check everything to be sure.

  10. Falcon I think that data would be to unique to do much good in this spreadsheet only being used in a comparatively few number of results. The point of the analytics is to say, hey I pick these thing too much/ not enough or I am pretty good/bad with these things. I would also need to add in a whole another list with every model in the game which would get cumbersome. I do plan on adding a comments section next update where you could put this info though.

    Declared schemes might be good to track but the analytics won't be worth anything until I can get filters working correctly.

  11. I could add it but I don't think it would represent well in the data. You'd be better off making separate tabs for full games and short games. You could also do this for factions or specific leaders or strategies if you wanted more specific data. In the future I wanna see if I can make the data filterable and have it calculate for only the shown data to reduce the need for separate tabs.

  12. Krogan there is a seperatly column for picking your faction. This way it avoided duplicate entries in the list. However if you prefer you should be able to unlock the lists tab and insert rows for the duplicate names.

    I'm not sure why it it's not showing you those cells. If you messed with the formulas you'll need to reactivity them by using Conrol shift enter. Also the version of excel you are using might cause those cells to not work. I'll test my files after work to see if I can reproduce the issue but if not I'll need your file to check.

  13. I've been reading through some of the older posts getting advice to improve my game. Looking through the posts there seems to be a bit of a theme with regards to scheme runners, that being folks love tots and Silurids but mostly seem to think of Gupps as mostly just a use for some extra points or suiciding for bringing in a bad juju. I think Gupps are getting the short end of the stick, I've been using them extensively recently and have been having great results with them. 

     

    First at cost the Silurid comes in at 7 while the Tots and Gupps only cost 4 so points the the tots and Gupps.

    Wounds Silurid wins at 6 vs 4 for the others. 

    Stat line tots win with higher defenses, Silurid has extra charge but his extra height over the Gupps works out to about a draw as its easier to see and be shot. 

    For abilities the Gupps and Silurids tie as they have same stuff and they win over the tots as I feel silent and perfect camouflage together are better then black blood and pounce brood and companion are all mostly non-factors as these models will likely be isolated from the rest of the crew. 

     

    For attacks they are all about equal with the same melee 5. Tots have nothing special here. Silurids can give poison and can trigger to get free attacks. Gupps attack is the weakest but has the same poison trigger as the Silurid and also has the crow trigger to summon in a Silurid. While its unlikely to come up the only time you should really be attacking with these models is meeting up with your opponents runners on the center line or swooping in to finish off a weakened model. I'm not going to give any points here but I like the off chance of a summon for an extra activation on a turn. 

     

    Lastly the tactical actions.

     

    Tots have sprint which all they need is mask. Gives an extra free walk if you succeed and can be used twice a turn for 20 inches of movement. Great if you need to be someplace in a hurry but still suffers from disengaging strikes and at most you can only use 1 interact action per turn. 

     

    Silurids and Gupps both have leap which is a great ability as it lets you move your charge ignoring terrain and models making it easy to escape being tied down. It also lets you use two interact actions every other turn which is great for schemes like breakthrough and plant evidence where you need to quickly get to your opponents side of the board and get a bunch of markers down.  The Silurids leap is a bit more reliable to get off as you only need a 5 or higher and has 2 inches of additional range, but the Gupps is similar to the tots only needing a mask and with Jacob Lynch its almost automatic.

     

    Gupps also have wail which while not likely to be used often can be helpful if your done getting your markers and have additional swampfiends on the board it may be useful.

     

    Points here really depend on the schemes and strategy. Just need to get some place and hang around, probably tots, need to place alot of markers 2 gupps for an extra stone is probably the best, Line in the sand or containing the opponents runners probably silurid. 

     

    So after that the total comes down to ....Tots - 2 Siluirds - 2 Gupps - 2.  

     

    So we end up at a tie dependent what your schemes and strats are. Personally I like the Gupps as most of the time my opponents don't know them and just see them mostly as just a slower weaker Silurid that they can deal with easy enough. However running twice as many and keeping them behind cover and away from their hitters I can usually have 6 or more markers down on their side of the board halfway through turn 4 which means they need to invest a lot of ap to clear them up or just let me have the points and try and get theirs. Main downside of them right now is they don't have plastic models and the metal ones are very hard to find. 

  14. If you know your opponent is unlikely to paralyze you a eternal fiend bad juju and a couple waldgiest can really disrupt an opponents plans the first turn or two. Try to deploy second and put all three 6 inches off their deployment and hopefully in charge range of some of their scheme runners. Juju probably works better blocking the waldgiest from your opponents heavy hitters and trying to do damage and get taken out before either of the others gets taken out so he can take their place. Hopefully by the time all three are downed you've kept runner engaged for a couple of turn and got your severe terrain down to slow who's left down further.

  15. When taking the leap action to move vertically do you need to land on actual terrain, or can you leap up into empty space and then fall taking falling damage. I know you can walk horizontally off of terrain and suffer the falling damage if the height is greater then 2, and what i've been able to find elsewhere on the forums falling damage with leap is somewhat of a grey area.

     

    My thoughts are to leap up a gupps or silurid 5/7 inch up in the air in to be killed by the falling in order to unbury a Eternal Fiend Bad Juju late in the game for something like the bodyguard scheme to make sure he is on the board to score points on the final round. 

     

    Is this legal? The only thing stopping this is wither or not you can leap vertically into empty space and suffer the fall damage. Thoughts?

     

     

  16. I agree that Gupps would be a good addition, been using them a lot lately and they work really well. Take out a gator and the Silurid and you can trade in 3 gupps. You'll need Masks instead of 5+ cards for the leap but using bewitch with Zoraida you should get enough low masks to make it work most of the time which means you can usually still get 2 scheme markers down a turn, or pick up 2 enemy markers.

     

    They also work good as bait for bringing in juju early. You can use an obey for a walk, then use the gupps 2 ap for walks and the leap and be 20 inches up the field and likely right in the middle of the enemies lines hopefully engaging a couple of important targets on your second activation. And if they don't kill it you are in great position for something like breakthrough. You can leap off, place a marker then walk back in to tie models down and hopefully get killed to bring in a fresh juju. 

     

    Lastly if they are in range of a weaked enemy model you can leap into melee or charge range and take two swings to try and finish it off and hopefully get the trigger to grow them up into siliurids who you can then quickly get out of trouble with its leap.

  17. Hey folks. I'm pretty new to malifaux and have started with Neverborn as my first faction. Excluding my first game where I didn't even know the rules so far I'm 2-2 against the local competition.  

     

    We just started a league amoungst ourselfs where we have to keep with the same master every week, but can change our crews up. 

     

    I'm coming up playing against a player using somer and last time we played at 25ss I got an early lead due to going for schemes but he quickly wiped me off the board after that and soon took the game by the extra models he summoned in. 

     

    We'll should be playing 35ss for the league games. From what I know about his make up he has somer, lenny, johana a ton of gremlins and possibly some pigs but probably has access to some other models.

     

     

    My general plan is to try and hem his johana to try and neutralize that threat, probably a beckoner to lure up his ranged units, or some tots to sprint up and spread some black blood amongst his weaker models. And hopefully get some stiched together or a waldgiest to try to provide some cover but that will require borrowing some models from a couple of other players. 

     

    Any other thoughts on models that might help counter his rush. I've got the lilith, Jacob lynch, and padora box's as well as graves, tannen, doppleganger and a teddy, and should be able to borrow some of  the other models. 

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