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Kirby

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Everything posted by Kirby

  1. Uh... what? At this point I'm not sure if you're being facetious or quite serious. I'm vaguely certain the Wyrd publications does not use either "he" or "she" when referring to either. That said, to suggest either of these fictional puppets have a preference when neither have used a third-person reference to themselves while speaking is a bit silly. Edit: Heck, it's not like people know know what third-person pronoun I use just from my speech. I don't refer to something I did as "he did it".
  2. Ronin are a nice package in Outcasts. I take at least one with my Viks and take them very often with Leveticus and Jack Daw as well. My problem with them as Mercenaries is they're 7ss. Now you're in the territory of Lilitu, Johan, ILLUMINATED, and one shy of Mr. Graves. Yes, they offer a different package than the listed models, but everything is an opportunity cost. Illuminated are probably the most direct replacement for "intended purpose" slot. Few people take Illuminated for their gun, but their gun is better than a Ronin's. Illuminated do not ignore armor, but they hit harder against anything without armor and can sometimes hit hard enough that ignoring armor doesn't matter (after Brilliance). Illuminated are also much faster and far more durable. Ronin are still good. They hit reasonably well at Ml5 2/3/5 ignoring armor, with a potential trigger for to damage. They aren't exactly slow, but severe terrain and their 1" melee range can be frustrating. Once they're in combat they can bounce around nicely with the 4" push after a successful attack. Survival-wise, they rely on inability to be charged and their HtK for durability. The inability to be charged can really ruin your opponent's charge lanes if there's a Ronin standing between them and the desired target. At the end of all this, if the model has fulfilled its objective or is about to die, you get a 2ss refund to your master's cache. Certainly not bad! Neither of these mention master synergies. Again, the Illuminated is the most direct equivalence in-faction. Disregarding Lynch due to obvious favor to the Illuminated, both Collodi and Dreamer have interactions with any minion. The Illuminated's package is universally better than the Ronin's for both of those masters' actions, both their direct buffs and Collodi's use of the Illuminated for defensive purposes.
  3. Yeah that sounds right. Meh, doesn't matter, Doppelganger is still awesome.
  4. Hm... I'm curious about not being able to copy the Fence Post. The Doppelganger doesn't get triggers anyway, and the action itself does not mention Mr. Tannen, only the Mask trigger does. But that would also suggest that triggers are not part of the action, which can't be right. And yeah, the Young and Mature are definitely less of a stone investment than Graves and Nekima. I just think they're well worth the extra investment, to the point that I don't really take Youngs or Matures. Nothing wrong with them though, they do good work!
  5. It looks like you're all off to a very solid start! All of those masters are very good, though the Guild player may have some difficulty with Lucius. Lucius, in both Guild and Neverborn, has a play style that is not very direct and has a steep learning curve to get the most out of. Anyhow, on to you! Lynch is a very strong master and a lot of fun! He does very well when running his themed crew full of Darkened and Brilliance models: Beckoners, Illuminated, Depleted, and Stitched. He also does very well with Mr. Graves and Mr. Tannen, but I don't usually bring them in a Lynch crew. Not that there's anything wrong with doing so, I just can't seem to find the points for them sometimes. For Lynch, you're perfectly fine to run him completely with his usual models, but there are a few things from Neverborn that he likes: Doppelganger Everyone in Neverborn loves the Doppelganger. She can copy a (1) from any non-master model, including enemy models! This flexibility is huge once you start learning the game and better understand how useful it can be to borrow more of a model's actions. She also lets you cheat initiative which is super helpful at the right time! Terror Tots These come from either Lilith's crew box or as a stand-alone box. I recommend getting the Lilith box instead if you are interested in Terror Tots because that gives you access to a second master and a useful henchman (Barbaros). You probably will never use Barbaros with Lynch, but he is handy with other masters. Terror Tots are fantastic scheme runners. They are very fast with the Sprint ability, which lets them take a Walk action (Wk5), flip a card, and if that card is a or if you cheat in a then they get to take another Walk action. With Sprint, they can move 10" for 1 AP! This is even better with Lynch because if you get the 1 of Masks card in your hand, you can cheat in that card every time you attempt to Sprint and the card comes right back to your hand so you can cheat again! This makes their Sprint very reliable for when you need to move them very quickly across the board. Mr. Graves & Mr. Tannen Mr. Graves hits like a truck, he is pretty durable, and he can move both your models and the enemy models around the board. Very handy! Add in the Doppelganger and now you have two models that hit like a truck and can move your models around the board. Mr. Tannen's job is to frustrate your opponent. He penalizes opponents for cheating when near him by forcing them to discard a card to do so, he can prevent opponent models from taking Interact actions, and in general he gets in the way of what they want to do. His ability to raise the value of Mask cards is extremely useful to The Dreamer since he uses Mask cards to summon with. Mysterious Effigy Not necessary to purchase, but is nice to have. The Effigy is a decent scheme runner, is pretty durable, is good at getting in the way of your opponent, and gives your master a way to escape from combat that doesn't rely on suits (unlike Lynch's Squeal which needs a Mask). You don't really need a second master, especially when you're starting to learn the game, but if you're looking for someone that compliments Lynch and makes use of similar models then you have a few options. Dreamer & Lord Chompy Bits - A relatively fragile master who is often strongest when summoning. The downside to playing a summoning master is that they tend to need a variety of models available in order to make full use of him. Can summon Stitched Together, so you will use those models very often with Dreamer Can summon a Teddy with the help of Mr. Tannen. This can only be done with two cards from the deck (13 and the Red Joker) so it's pretty rare, but it can happen. Mr. Tannen also helps make Dreamer's summons easier if you have Mask cards in hand. Mr. Tannen has an ability that boosts the value of Mask cards, so an 8 of Masks is now valued at a 10 of Masks near him. The higher the value, typically the better the summon. Since you already own Stitched Together and a Teddy, there are only two other boxes you'd need to cover all of his summons: Lelu & Lilitu Insidious Madness Probably a second Teddy if you plan on having one in the hired crew Other models the Dreamer likes to have: Widow Weaver Widow Weaver places Web Markers all around the board which cause the opponent to be at -1 Willpower. When you look at all the Willpower shenanigans that the crew does (Especially Dreamer, Teddy, and Lilitu), you can see how that adds up fast. She can also summon both Marionettes (puppet minion) and even a Teddy! Keep in mind that summoning a Teddy does require four corpse or scrap tokens, a high card, and 2AP. These are a lot of resources and set up, so it is not common. Lilith Lilith is the picture of Neverborn. She stops your opponent from moving easily, she creates terrain practically anywhere on the board, she can teleport models around the board, she hits hard, she is fast, with an upgrade she can fly wherever you need her to be, she ignores terrain while using a Ca action or charging, and she is just overall amazing. Yes, I like her very much. You mentioned not liking Growth lists or Nephilim very much. Growth Lists I think that Growth lists with Lilith are a trap. They require a lot of set up and a lot of things to go perfect. When it works, it is awesome. It doesn't work too often, especially once your opponent understands how to prevent it. Nephilim The only Nephilim I regularly use with Lilith are Terror Tots, Mr. Graves, and Nekima. Sometimes I will use Lilitu as well. I think the Young and Mature Nephilim are good models and do a good job on the board, but I'd rather have Mr. Graves instead of a Young and I'd rather have Nekima instead of a Mature. Mr. Graves and Nekima generally get more work done. Models she shares with Lynch: Doppelganger - Because everyone loves the Doppelganger. She has very useful things to copy in a typical Lilith crew such as Nekima's sword, Mr. Grave's fence post, Mr. Grave's push, Terror Tot sprint, and Lilitu's lure. Mysterious Effigy - Again, can get Lilith out of trouble and is a durable scheme runner. Mr. Graves - Helps move Lilith and Nekima around the board so they can spend their AP doing more useful things. He also hits like a truck. Terror Tots - Great scheme runner overall and even better with Lynch if he gets the 1 of Masks in hand. Illuminated - No direct synergy, but Illuminated are so good that it doesn't matter. It is always ok to take one. Johan - One of the most common Outcast mercenary models. He provides condition removal and a relic hammer (hits like a truck, ESPECIALLY against constructs) Depleted - Very rarely do I reach for a Depleted with Lilith, but it can be helpful in certain schemes like Hunting Party where you just park one in the back corner if you think your opponent cannot get to it. Models Lilith likes that are not usually shared with Lynch: Nekima - Optional, but hits very hard, moves quickly, and overall very strong. A Teddy works too, though. Lynch also likes Nekima as a distraction piece, but she is very expensive to hire (13ss) so it's sometimes hard to fit her in. Primordial Magic - This is the Neverborn generic totem. Any Neverborn master can take it. Lilith and Pandora are the two that most often take it. Lynch will NEVER take the Primordial Magic because it would mean he could not take the Hungering Darkness. Other masters that make use of your models are Collodi (loves Stitched and Illuminated) and Pandora (loves Teddy). I am not very familiar with the closer details of Pandora or Collodi though, so someone else can fill in.
  6. Johan with Retribution's Eye makes short work of Izamu. Df4 and 10 wounds against Ml6 3/4/6 with armor ignore? Just watch out for his final strike. Izamu has the same 3" range as Johan.
  7. Expensive, but it is a solid model. It's just that for 11ss, I don't know if it is better than a Teddy/Mature, and Nekima is only 2ss more. If you know you'll be facing a Ramos or Hoffman crew, though, a Ret's Eye Strongarm Suit can jump in and crush the opponent's leader and cripple them pretty early on.
  8. Johan is more than just condition removal. He's copyable condition removal attached to a relic hammer and kinda durable while doing it. Doppelgangers love relic hammers almost as much as they love Nekima's sword. Getting both in a 7ss package is nice. You seem to have left out Trappers. They're absolutely fantastic, particularly with masters or crews that generate a lot of card draw to get those high rams. Being able to reach out and apply 5-6 wounds of damage from across the board on a highly mobile, relatively durable frame can really ruin people's days. Sniping out one of a Coryphee pair, picking off key support models that tend to be squishy, etc.
  9. You just described nearly any master and faction in the game, though. How many non-summoners are getting 9-10 activations in a turn (outside of rat engine)? I usually see 7-8, less if chain activating is involved. 10T can do 7-8 just fine on any of their masters. Shenlong gets to play pseudo-summoner and gaining an activation with the peasant stuff too.
  10. She has an ability to summon a "Corpse Candle". If she can make undead candles, I'm sure she can make a lantern with a light source that doesn't burn the horse.
  11. The thing about a subfaction, such as the Fae in this case, is that there are other subsets within that. If Titania comes with a bunch of nice minions, that helps Lucius out. If the Fae have some Beasts, then Marcus gets to be happy. They're Undead, so Leveticus gets a nod too. Of course, it's tough to compete with other options already in his pool so they'd really need to stand out, but still an option.
  12. You really don't? That and Writhing Torment are basically stapled to his card for me. Twist and Turn gives him a (0) Obey and lets him pull a (1) off of a Tormented model. Like Rusty Alyce's gun, Ashes & Dust's claw, Lust's Now Kiss, Envy's gun, etc. And again, a 0-action Obey! Edit: More fun things to borrow as a (1) - Jaakuna's Lure, Johan or Taelor's Hammer, Johan's Rebel Yell, Hannah's blasty punch, Lazarus's grenade launcher... probably plenty more, but those are some off the top of my head.
  13. Sent a PM regarding a metal Jaakuna Ubume.
  14. Hello! I am looking to part with my smoke Tara crew. It is cleanly assembled, unpainted. I am US-based, so shipping would probably be high. If you can give me a postal code I can get an accurate number for you.
  15. 1. In the case of simultaneous effects, the controlling player decides which happens first. So in that case, you get to decide if you want to take two damage first or heal first. 2. Yes, armor reduces the damage from FGF (and all other sources that don't ignore armor) to a minimum of 1.
  16. My basis is timing of when the opportunity for a disengaging strike comes available. A model becomes available to be targeted by a disengaging strike the moment the player declares it is taking a Walk action and intending to move out of engagement range. At that moment, all enemy models currently engaging it have the option of declaring a disengaging strike. For instance, in the above situation Marcus and Cassandra are both engaging the Effigy. The Effigy's controller declares a Walk action and intent to leave both engagement ranges. This is a single declaration of a Walk action. Let's say the opponent says "Ok, well Marcus will take a disengaging strike" and flips the Black Joker, missing the Effigy. That Walk action and the AP is now no longer forfeit. A second Walk action is not taking place, so why would Cassandra now get a new opportunity to declare a disengaging strike? To continue the question, the other option would be "both models declare before the first duel, but if the first one succeeds then the second one does not resolve." But this is not a valid option, logically. There is nothing preventing the second attack from resolving since the model is not dead or out of range, so there is no reason not to resolve it other than the fact that it's mechanically redundant.
  17. Rules question regarding the timing of declaring and resolving Disengaging Strikes when walking away from multiple enemies. Question (expanded upon below): If multiple enemy models have declared a disengaging strike, can the attacking models' owner choose to stop resolving disengaging strikes after a success for the purposes of retaining cards in deck? Situation - Mysterious Effigy is within engagement of both Marcus and Cassandra. Not that it matters per the rules, but in this case the Effigy is equidistant between the two of them; neither model is closer to the Effigy than the other. The Mysterious Effigy wants to walk away. It declares it is going to do a Walk action and attempt to leave both Marcus's and Cassandra's engagement range. BEFORE CARDS ARE FLIPPED, opponent declares that BOTH models will be taking disengaging strikes against the Effigy in order to keep it in place. First disengaging strike from Marcus. Cards are flipped, cheats are made, the result is the Effigy is hit and its Walk action fails. Despite not changing the result of the failed Walk action, must Cassandra now also attack the Effigy? Again, we know it will not change the ultimate outcome of the failed Walk action and lost 1AP, but it does mill cards out of both decks to resolve more attacks. In some cases, the players may feel milling cards is or is not to their benefit and so the situation can provide a tactical risk and option to not declare multiple models in the anticipation of succeeding the first time, as opposed to declaring all possible engaging models and stopping at a success. This is also important in the case of multiple disengaging strikes from models with the Wicked ability. Since they each deal damage when hitting with a disengaging strike, that player would want as many attempts to do so even if the first one succeeded. The Real Question - In the situation of multiple engagements, when must an opponent declare which models are attempting a disengaging strike? Must they select all models that are making the attempt first, and thus resolve all disengaging strikes no matter how many successes or failures. Opponent may choose the first model, resolve the disengaging strike, and then choose to or not to select more models upon a successful or failed attack. Which is correct? My understanding of resolving a Disengaging Strike option #1. When the model has declared a Walk action and stated they are attempting to leave engagement range, ALL enemy models with the ability to declare a disengaging strike must choose to (or not to) do so PRIOR to cards being flipped for the first duel. The disengaging strikes are simultaneous and ALL are resolved, no matter how early a success may happen. In the above scenario, both Marcus and Cassandra would resolve an attack against the Mysterious Effigy, even if Marcus already hit it.
  18. The thing about Malifaux master tiers is less about how "good" or "bad" they are at what they do, but it's typically based on how flexible the master is and how much of a force multiplier they can be. A master like Leveticus is certainly strong, but a huge amount of his flexibility is in his massive hiring pool. Summoning masters can pick and choose what they want, when they want it (resources permitting). Ramos, despite having a very limited summoning pool, has flexibility in those spiders. Individually they can debuff, clog up lanes, and run schemes, and then they can combine into a solid mid-strength enforcer style model - both options add more flexibility to his typically elite crew by filling in areas that lower-point models typically take up while Ramos himself also brings buffs for those elite models. Colette is the pinnacle of force multiplying, having a repeatable push + (1) of whatever you want wherever you need it with her supreme positioning abilities. Lilith has her own brand of flexibility, happy to bounce between damage, board control, positioning, and denial at a whim. The point being, when you're using flexibility and force multiplying as criteria, Guild seems on the lower end. That said, they are plenty strong at what they do and the hiring pool is definitely solid. I don't feel Guild is at an outright disadvantage in most cases, but it can certainly feel like it sometimes.
  19. I mean, it's only two cards in the deck, and at best you're unlikely to get them in your hand even once per game. It happens, but is still unlikely. It does make it even easier to get other summons out so long as you get masks in hand. Insidious Madness on a 7 , Stitched on an 8? Quite nice. Tannen is only 6ss, so not a big investment into your crew, and he does have other handy tricks like penalizing the opponent for cheating and his pseudo-Chatty aura. So overall a good take, even if the Teddy summoning never happens.
  20. Tannen has an ability that lowers the value of cards by 2, and raises the value of cards by 2. That makes the 13 into an effective 15 , and the Red Joker is an effective 16 .
  21. Hello! I am looking for the LE Lilith card, the shiny one with the pretty picture. I have most Arcanist models and good ol' fashioned cash available. Let me know!
  22. One of the standard go-to lists for Lilith was popularized by the top UK Neverborn player, Greg Piskosz: Lilith -- 7ss (5, 6, or 7ss depending on if you take the upgrades in parentheses) +Beckon Malifaux - 1ss +On Wings Of Darkness - 1ss (+Aether Connection - 1ss) Primordial Magic - 2ss Nekima - 13ss Doppelganger - 7ss Johan - 7ss (+Retribution's Eye - 1ss) Mr. Graves - 8ss Mysterious Effigy - 4ss Terror Tot - 4ss You can hear his explanation of the crew, how it works, and why he likes it here: http://schemesandstones.podbean.com/e/episode-18-master-spotlight-lilith/
  23. You did it correctly, assuming the Tot/Young was in range of both Grow actions and you met the requirement of first a non-Peon and then either an Enforcer/Henchman/Master on the second attack. Per your post, you first killed a Minion and then an Enforcer with Nekima and the Tot was within 6" of Nekima so it counted as getting the kills. It's an unfortunate event for the Molly player, absolutely, but this is why you don't feed a Grow list things. With some experience she'll learn how to avoid that.
  24. Ah right, right. She's definitely awesome, but I'd still have a hard time finding 12ss for her in a crew where her (0) wasn't utilized to a solid effect.
  25. I don't have the card on me, but I'm pretty sure Wicked Vines is vs. Defense, not Willpower. Lowering someone's Willpower enough to reliably use Tangled Shadows with a lower card or against a high Df target is definitely nice, but certainly not necessary. Lilith's AP is very flexible, so there's nearly always something you could be doing instead if you don't have a good Tangled Shadows target. I love Hannah. She's easily one of my favorite Outcast models. That said, Hannah is largely wasted in that crew since once of the best things about her is the (0) Make a New Entry to copy a non-master (1) Ca Action. She offers solid zone control and a durable frame to hold a location, but Lilith doesn't really need help with that. Stripping suits in a 4" aura is nice, but again not very necessary in most cases for Lilith. The 3/4/6 damage track (Edit: 2/4/6 with blasts) is already similarly available without blasts in either Johan or Mr. Graves, both of which have their own utility and are much less expensive. As a bonus, Johan with Retribution's Eye completely crushes things like Riders and anything relying on armor, especially if it's a construct. One concern I have in the original post's crew is the excessive scheme running. Two Insidious Madnesses, the Mysterious Effigy, and the Primordial Magic. I'm a pretty big fan of the Effigy since for only 4ss it can be a nuisance, is reasonably quick, and gives Lilith a handy push to get away from things she doesn't like. I nearly always take the Primordial Magic, too. It's not that the Cherub is bad, but it sometimes doesn't do its job and gets killed once it starts doing its job. The Pukesnake always does its job from anywhere on the board. I'd take only one other scheme runner, either that Insidious Madness or a Terror Tot, and upgrade the other to something else using some of your cache. Lilith has a nice starting cache of 4ss and doesn't use too many herself most of the time, although Nekima can eat them like candy if she gets focused. Given that your other crew are several Nephilim, you'd get decent play out of a Black Blood Shaman. It can help keep Nekima topped off and add some more splash damage if she finds herself surrounded. Another option, and a personal favorite of mine, is Johan. When taken as a mercenary he is 7ss and provides a relic hammer and condition removal to Lilith's crew - both things she likes very much. The rest of the crew looks just fine, although I'd probably drop Mimic's Blessing from Tuco at minimum and probably from Nekima as well - although she certainly does like having it, I just usually need the stones for something else.
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