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OneLittleThunder

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Everything posted by OneLittleThunder

  1. Let your opponents look on your works and despair, as you send them across the final veil! Currently slated to be a standard GG2017 tournament, but may evolve into a Halloween-themed story encounter. Details TBD. LITANY OF THE FALLEN Saturday, October 14, 2017 Giga-Bites Gaming Cafe 1851 Roswell Rd Marietta Ga. 30062 Store Phone: (770) 578-1497 Registration begins at 10:30 AM. play begins at 11 AM 3 rounds, GG2017, fixed faction $5 entry fee (all proceeds turn into prize support) Prizes! Good games and good company! Stuff!
  2. Follow the path to salvation and display your enlightenment for all to see...by kicking butt in a Malifaux tournament! TO COMMAND ANOTHER PLANE Saturday, August 26, 2017 Giga-Bites Gaming Cafe 1851 Roswell Rd Marietta Ga. 30062 Store Phone: (770) 578-1497 Registration begins at 10:30 AM. play begins at 11 AM 3 rounds, GG2017, fixed faction $5 entry fee (all proceeds turn into prize support) Prizes! Good games and good company! Stuff!
  3. We're blasting off again! Grab a rope and drop the pianos, it's time for another tournament! RAMBLING DIATRIBE Saturday, August 26, 2017 Giga-Bites Gaming Cafe 1851 Roswell Rd Marietta Ga. 30062 Store Phone: (770) 578-1497 Registration begins at 10:30 AM. play begins at 11 AM 3 rounds, GG2017, fixed faction $5 entry fee (all proceeds turn into prize support) Prizes! Good games and good company! Stuff!
  4. @Adran: Yeah, I did some digging and learned that shortly after posting, and have clarified above. Thanks!
  5. So for passives that go off when a model suffers damage, does that include models other than the attacker and defender? The main example I know of is Sun Quiang, with "King of Medicine: Whenever another model within LoS suffers damage, this model may reveal a card from its hand and then place it on the bottom of its deck to push up to its Wk toward the model that suffered damage. If this model pushed at least 3", it may take a (1) Interact Action." Do we think this resolves with other damage-triggered passives during 5 (c), or as an aftereffect during step 6? This is particularly important during Headhunter (which, as we've seen, presents its own timing complexities). Does Sun Quiang get to take his push (and potential free Interact) after the Head marker has been placed, or must he do so before? One is mildly useful, while the other is extremely potent.
  6. He can be extremely potent in Headhunter. King of Medicine means that whenever a model Sun Quiang can see takes damage - like, say, when it dies and drops a Head marker - he may reveal and bury a card to push up to 5" towards that model and, if he pushed at least 3", take an Interact action - like, say, picking up a head. He has Don't Mind Me, so it doesn't matter if he's engaged or not, and this can happen any number of times per turn as long as you have the cards to burn. (Multiple Heads don't help, but they may deny your opponent points, and it also means he can move a long way towards a distant combat.) NOTE: He won't be able to pick up the new Head, as it won't have dropped yet when he makes a push, but if it's a larger skirmish, there may well be another head lying around.
  7. Schemes and Strategies for this weekend's tournament: ROUND 1: STRATEGY: Interference DEPLOYMENT: Standard SCHEMES: Claim Jump, Accusation, A Quick Murder, Dig Their Graves, Inspection ROUND 2: STRATEGY: Squatter's Rights DEPLOYMENT: Corner SCHEMES: Claim Jump, Dig Their Graves, Eliminate the Leadership, Search the Ruins, Undercover Entourage ROUND 3: STRATEGY: Headhunter DEPLOYMENT: Flank SCHEMES: Claim Jump, A Quick Murder, Eliminate the Leadership, Frame for Murder, Last Stand
  8. I've gotten a few of their products before and they are very well-made and absolutely gorgeous. Also, there is now a 4" depth option available for the same price.
  9. She knows me well enough to expect that. She's even making some fabulous custom prizes...
  10. Welcome welcome! You should both come to my tournament in two weeks (plug plug). https://www.facebook.com/events/1833515053564671/?ti=icl
  11. If you have a way to compensate for his slow movement - and 10T are usually pretty good at that - Kang can be quite an effective beater. 3/4/6 damage at ML 7, immunity to Horror and bonuses against Constructs and Undead (both of which apply to his nearby friends), and a 1ss upgrade (Hard Worker) that lets him (and his friends) ignore Armor and HtW at the cost of a card...all of these combine to make him a strong choice, especially against Ressers and some Arcanist/Guild crews.
  12. I really enjoyed the "Pardon Our Dust" article. However, it refers to Take Prisoner as the doubles Scheme for GG 2017, whereas my copy of the GG 2017 document has it as Eliminate the Leadership. One of us appears to be working from a non-final version of the scheme list, and I hope it's not me...
  13. Time for me to begin my journey into henchdom by hosting my first 50ss tournament: THE FATE OF MORTALS Saturday, May 13, 2017 Giga-Bites Gaming Cafe 1851 Roswell Rd Marietta Ga. 30062 Store Phone: (770) 578-1497 Registration begins at 10:30 AM. play begins at 11 AM 3 rounds, GG2017, fixed Master $5 entry fee Prizes! Good games and good company! Stuff!
  14. Looking at another recent 10T upgrade (Asami's Feigned Weakness), we are told that "...VP earned at the end of a Turn are earned by both Crews simultaneously." This sounds like it's meant to be a fairly universal rule (which should be in a future FAQ or rulebook edition), which would mean that a scheme marker that is placed after scoring couldn't be used to score that same turn.
  15. Agreed - Schemes and Stones (http://schemesandstones.podbean.com/) is a great resource.
  16. Agreed - Ten Thunder Brothers are great, reliable schemers, and inordinately difficult to take out unless your opponent can attack their Wp. Tengu are certainly fast, but they are so fragile that I rarely find them worth the cost. Also agreed that Snipers > Archers in almost all cases. If you can put your Archers somewhere the opponent cannot get to them, they are great; otherwise, someone just has to walk up and engage them and they become useless. If you do take the Archers, make sure someone nearby is carrying Blot the Sky, as it vastly multiplies their damage output. Snipers are just all-around reliable and can hold their own in melee if necessary. Obsidian Oni work nicely with Mei Feng, as they can fling extra scrap markers around; they don't offer anything really special to Misaki AFAIK (but then, I don't play Misaki much). I'd also look at a Mechanized Porkchop and/or Sparks to go with Mei if you haven't already. The Shadow Effigy is a nice cheap activation who's harder to kill than he should be; he can give Misaki a little extra protection, and has a good way to generate some extra scheme markers. Sensei Yu is a powerful, flexible henchman who offers a lot of mobility and Fast to any crew; his ability to copy your Leader's (0) action can give a Stalking Bisento Misaki a lot of extra mobility. Finally, for those times when you absolutely, positively have to murder something in a single activation, pick up Yasunori when he comes out for general release. Although I guess Misaki is pretty good at doing that herself...
  17. I played a game the other night in which I used a Guild Pathfinder to good effect by summoning Clockwork Traps as a cheap way to give Ohaguro Bettari extra movement. (Not that the traps aren't often useful in and of themselves.) And that got me thinking...what if we add Toshiro with Command the Graves to the mix? Stack summoning atop summoning? Doing it just for Black Betty's movement shenanigans probably isn't worth it, but in my case, I know that I can never seem to get high Masks when I really need a summons. Toshiro adds two more suits that I can use to summon, and while his summons do use up Corpse/Scrap markers that could be used to make Asami's models last longer, they also drop them when they die. It's probably too much of a good thing to actually work, but I feel like I want to at least put it on the table a few times and see what happens.
  18. I'd agree on Tengu, but Yokai are surprisingly good as hires. The amount of flexibility they have by gaining and spending Flicker in different ways, and the free place they get whenever it ticks down, makes them quite effective as scheme runners. I'm still likely to take the Brothers most of the time unless running Asami, but I wouldn't write the Yokai off.
  19. Tengu are just too fragile. I may take them occasionally if I really need their marker removal, but since I'm playing mostly Asami these days, I can usually summon one if I need it. Brothers are my go-to scheme runners - they are sturdy and mobile and have the added benefit of protecting the markers after they're placed.
  20. Going off on a bit of a tangent...I wonder if it would be fun/effective to build a list intended to abuse both Smoke & Shadows and Hard Worker (which lets Foundry models ignore markers when drawing LoS)? Something like: Mei Feng Kang (Hard Worker) Yamaziko (Smoke & Shadows) Jorogumo Willie +12-15ss to taste The idea would be to move up towards the center on Turn 1 - I'm visualizing this for something like Guard the Stash - and then on turn 2+, do something like this: 1) Jorogumo lays down Smoke Bombs. If he gets the trigger, he does a Shadow Stride and vanishes; otherwise, he can Wander the Earth through the smoke markers and go engage something, or hang back for later. (This could be an Oiran against Neverborn or someone else that would make her Wp buff worthwhile.) 2) Kang and Willie stand behind the smoke markers and shoot through them. Willie has a 10" range, does blasts, ignores armor, and gives Burning (all on flips if the target is a Construct or Undead). Kang can do the same stuff, albeit with only a 6" range. Most opponents can't charge or shoot them because of the smoke, and if something walks up, Kang and Willie (and maybe a Jorogumo) are also competent in melee. Kang can even push them back out to the other side of the smoke markers. And both of them can shoot through Stash markers as well, thanks to Hard Worker. 3) Mei Feng and Yamaziko can run schemes or pick off targets of opportunity. Yamaziko may want Smoke Grenades, particularly against a shooty crew. The remaining stones could be used for a bunch of fun additions: Ohaguro Bettari could wait behind the smoke wall (and the other models) and then charge through all of it if a good target gets close. Thunder Archers - who needs line of sight? These guys could replace Willie and maybe Kang, so you could use a different Master if you prefer. Additional Jorogumo/Torakage/etc. could help with fighting, scheme running, and/or provide additional smoke markers. A Rail Worker could use his (0) attack to pile on damage after Willie/Kang sets something on fire. And could charge out through the markers. A Metal Gamin could help boost Kang's defense and/or throw out some Magnetism damage against enemy constructs. Recalled Training for everyone! (And Mei will probably want some upgrades too.) Other ideas? Obviously it would be situational depending on terrain, schemes, opponent, etc., but I feel like it might be worth experimenting with. Guard the Stash against Ressers or Arcanists would probably be the ideal situation, and probably not in Corner deployment because most of the crew is pretty slow. Reckoning could also be good - this makes a nice little fortress. Thoughts?
  21. I wouldn't count on getting the S&S teleport off very often. I did a fairly detailed statistical analysis here: ...but the short version is that you have about a 17% change of getting Shadow Stride to go off when flipping off the deck. So unless you want to spend 2 AP on a less than 1 in 5 chance that anything happens, you'll want to have the card in hand. I wouldn't count on having more than one 6+ of Masks in hand per turn...so the S&S move is much more likely to be an occasional bonus than something I think you can build a crew around.
  22. Lots of good suggestions here. One other thing to consider; if you need a big beater and are willing to pay the Mercenary tax, a Strongarm Suit is pretty strong against a Lilith/Nephilim crew. It ignores Black Blood, can target Wp, can charge out of combat, and has lots of useful options with its triggers and (0) action.
  23. He is very good at more or less auto-killing one key enemy model; after that, he often ends up dying to concentrated fire because he is such a big threat. I'd take him if the schemes/strategy/opponent call for a single big alpha strike, and if his death won't be a huge blow.
  24. Ten Thunder Brothers are always good in games where you need to place/protect Scheme markers and/or hold points. Once they get Defensive, they are supremely difficult to shift (though attacks against Wp are a problem for them, so be careful against Neverborn). Lynch's Ace tricks do make their (0) action a bit more controllable, but they are still quite solid. Wastrels look like your only source of healing in that list, so you might want to consider one or two for that. Otherwise they are slow, cheap activations that aren't particularly good at anything, but adequate at most things. The Porkchop is very handy as a source of Scrap markers for Mei, though it's a bit fragile for its points. Rail Workers are very hitty for their points value, particularly if you can get them some Focus (and/or you have the cards to spare to make them Implacable). I like the Emissary in general, though it does tend to be a big target. Finally, I know you're not looking to expand right now, but Mei is also a big fan of Komainu, particularly with Toshiro to summon and buff them. Obsidian Oni are also very nice for her. Something to consider down the road perhaps...
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