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SAYNE

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About SAYNE

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    Enforcer
  • Birthday 09/14/1992

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    Male
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    Central Florida

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  1. Bayou is the strongest. Ask any distillery! Somer is a challenging master to start, but he is my first love too. Definitely has a steep learning curve. I recommend grabbing some of the Bayou Versatile models (you can find them in the FREE M3E app or the website), to sub in once you understand the crews strengths and weaknesses. For Somer I recommend the Lucky Emissary and Gluttony of the Crossroads Seven depending on what you're trying to do with your lists Good luck and don't be discouraged! If you are, have a drink or six and make your own luck. Malifaux is a tough game to gr
  2. I actually noticed this myself, was planning on running Somer with Gluttony and 2 Criers. The ability to push Gluttony around with For Whom the Bell Tolls for Grim Feast is nice, barely has to spend time walking. The neg to WP duels is brutal too, for all the Lures. And even if they "kill" a crier, Somer blows the new gremlin up, Promotes another, and sends it back in. And now there's another Corpse.
  3. Also don't forget that Brewmaster has a large "audible" list in the construct side. Mecha Porkchop, Cooper, Whiskey Gamin and such can make other players get very confused why they're suddenly playing against a Drunk Hoffman crew with all the armor you can bring. Always try to play close to your opponent a side of the board (except maybe in reckoning) since most strats or schemes want you to be there anyway. Lastly, winning is just as much knowing the enemy. If you hear terrain markers, consider the emissary. Lots of shooting? Bring stealth or armor. Heavy beaters? Try to disable or waste thei
  4. I'm still trying to piece this crew together as a whole still, I think it's probably the most versatile keyword in the faction given how large Somers toolbox is. Great anti-scheme (lots of obeys makes opponent just undo their schemes). I could see some play with Wong and a Bokor too, since you can pressure their hand hard, plus obeys for more healing. Reckoning might be the only thing I would be hesitant in unless you accept giving up points on the strat. Somer was likely the most changed Bayou crew up until the very end of beta, and he had a rather tumultuous journey throughout. C
  5. I'm not a big NB player but blasting and incidental damage is good too as Shenlong likes to bubble and with all the focused they can be really hard to hit normally
  6. Not sure if this post is dead, been experimenting with some "totem pole" markers with different colored beads that work out pretty nicely for non binary conditions. Red beads for burning, green for poison, purple for injured. Different types of beads for the +3 burning/poison for easier "at a glance" play. Plus they're easy to make ( just cut a dowel and glue to any kind of small marker or base
  7. SAYNE

    Ulix

    I'm confident Ulix new box will have multiple hog whisperers, those are gonna be first purchases most likely. Make sure you've got a war pig or 2, but you can play well with any of the big pigs after that (Gracie, Sow, Major) Ulix is card hungry so anyone that can help out with that is useful. I'd also recommend Silurids, firstly because they're amazing models and beasts for synergy, but also counter ranged crews where your pigs would be in danger. We are all in experimental phase I'm sure still, so do whatever seems fun for now!
  8. Most of Bayous masters are quite good at killing (and almost universally bad at staying alive) but for generalists Big Hat (Somer) and Kin (Ophelia) are probably the most universally applicable. Most crews can do most things as usual, and Bayou is no shortage. Zipp and Zoraida are considered the most powerful right now (last I heard) and are great in almost every matchup, but arguably they aren't generalists, just too good. Zipp wants to be the disruptive mobility piece, Zoraida wants card control and obeys, but both dominate the current schemes and strats aside from maybe Reckoning.
  9. I don't see it as a Nerf bat though to make adjustments to the eel. It's a mechanic that is inconsistent with the rest of similar mechanics in the game for no reason. If another unit had the same ability I'd suggest toning it down on that one too unless it had nothing else going for it, which the eel clearly does. If there are too many "feel bad moments" in a game it makes the game unhealthy and ultimately worse. I'm not saying anything about Abyssinia because I don't KNOW Abyssinia well enough to comment. Not that I feel they are immune to nerfing.
  10. I'm actually ignorant to the Megaphone upgrade, so... I could imagine adding versatile to both Megaphone and Relics would be fine and up the cost by 1. I just have a thematic issue with a horde of Hunter killer sharks being the best healers in the game... By a large section of my force I mean points wise, not raw model count. Once again, I'm not sure how I'd change it, since a respawning Titan or eel would be intense... Yeah, I'd rather Madmen just be redesigned to not make the entire unit immune to shaken tokens. Maybe not being able to use them against their attacks, but their def
  11. Yes I'm saying the eels should be nerfed. This wasn't a Nerf only rhinos thread. Horo is already used far more often than some of the other commanders. I don't think it would neuter him, but if he was slightly weaker it might be okay. I have no problems with my faction getting slightly weaker if it means less feel bad moments for me and my opponent. I may have to reread supply cache, but I thought it said it had to be placed at least 12/8" away from other Markers. It does not specify which kind. I would like to Nerf summoning in a way, as it stops some currently abusive strategies,
  12. I guess this should be in general in a way, but i'd like to compile a list of "seems unintended" or bad interactions that takes the player's out if the game. Keep in mind I rarely play Earthside factions (only friends proxying) so I can't comment much on their states. There will always be strong combos so I'm going to try to avoid listing those, just some of the more egregious ones. 1. Rhinos are feel bad no matter how you approach them. 2. Nothing in the game should be able to reduce damage directly to 0. Assets can only reduce a numerical value of damage, and so should other models
  13. @bedjy I don't typically "let" them stack tokens, usually 2 or 3 is enough to last them a few turns. Not sure how youra are dying so fast but it could be a combination of high Strength attacks, lots of card draw, intense (and I mean really) focus fire, or perhaps just bad luck. I by no means think the rhino is unkillable, and there are a few ways to deal with it even in GH faction, but my main concern is the awful taste it leaves in someone's mouth. You see this amazing sculpt, for a cheap cost, and it draws you too it. You play it, and now your opponent either refuses to play with rhinos
  14. And now they won't play with or against it. We've gone through a few demos with the Cult and GH boxes, talked about some of the units, and then my demoing partner and I inevitably land on the subject of the Rhino. It felt wrong to sweep it under the rug, so we talked about it. If they've played wargames before their eyes almost immediately glaze over with either dread or excitement. After all, who doesn't want to control a big nasty rhino? We tried to discuss how to handle it and when it comes to GH I usually just shrug. There's a couple ways I've played that can mitigate it, but ou
  15. Just wanted to thank and congratulate everyone who helped make the Bayou a better place this past year. It was great reading up everything you could come up with and all the changes that were made because of that. So give yourselves a pat on the back for all the time and effort put in. If anyone has any closing thoughts, regrets, memorable moments, or the like you should post it now before it all disappears! So I'll start first: I wish I had made more battle reports. I'm gonna miss summoning 10+ Bayou Gremlins for explosion fodder. Big Brain Brin is probably the new
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