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CiDevant

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Everything posted by CiDevant

  1. Really any of the good solid Mercs will go that much further with Nellie.
  2. The only way Sam works in my theorycrafting is with the Emissary as a babysitter. When in position you get four or five min 4 attacks that don't need line of sight with possible ricochets. That kills anything that doesn't have crazy amounts of armor. I don't know if it's 19 stones worth or the best use of the emissary. Sam is the biggest glass cannon in the game and there are way too many models that can just get right in your face without issue. Maybe a Death Marshal delivery system ala Papa Loco could make him a decent assassin with Debt and Vengeance. I'm going to have to try that. Still pretty expensive and gimmicky though.
  3. The starter box is fantastic for Lady J.
  4. Campaign Ryle. Sorry. And I haven't managed it yet either. I suppose if you want to be a That Guy you could claim that a buried Austringer is a "printed suit". I'd say that it's definitely not RAW or RAI though. Any out of activation Back in the Box before it activates the second turn.
  5. I'm not going into what's obvious or otherwise covered in this thread. Been locked into a campaign with my usual group lately so my tactics with her have gotten, experimental, to say the least. I've got to say the most important thing I've learned is that Lady J loves her some fast models. If your beaters can't shoot, they absolutely have to close the distance. Hunters might be her best minion. Grimwell with two orderlies running Disrupt Magic makes for a great opposite flank against casting dependant crews forcing the opponent to choose who they'll have to target first. Additionally my Justice Bomb List looks a bit different than what's been talked about here. Lady Justice Last Stand Francisco Ortega Master Queeg Promises Brutal Emissary Guardian Guild Austringer Death Marshal Watcher/Brutal Effigy (depending on terrain)
  6. I've I've done 6X Stalkers but yet to play: Sonnia Criid 10X Witchling Stalkers In my experience Grimwell makes the best Disrupt Magic carrier. Undervalued upgrade IMO. Telling my Neverborn friend he's at a triple negative CA flip is priceless. For this reason Orderlies often see their way into my lists. To answer the thread title, I'm really looking forward to playing a Lady Justice Bomb next week for the first time in my campaign. My Gimmick Bucket list: Have two models Back in the Box for a double delivery; Turn 1 assassinate; Actually pull off a Severe Riposte W/ Lady J; actually find a use for the Lone Marshall; Sh 7 Ryle. Black Joker Attack Flip then Red Joker Damage.
  7. These are going to be building walls, not free standing. That's another project for another day. I had kind of forgotten that terrain rules are basically a gentleman's agreement. So the real question is how high do they need to physically be to literally fit models inside? What is the measurement of Hoffman's avatar? I think that's the tallest model in the game.
  8. I'm building some custom modular terrain and I'm stymied on what height to make my walls. Initially I was going to make them 2" because that's the size of the World Works Games Terrain Linx patterns I'm using, Then I realized that many models are physically taller than 2". 4" feels too high for the rules as too many models would have to start in base contact to climb 8". Then I started thinking about the Emissaries. How tall are they? Anyone with experience please weigh in. I realize I am overthinking this but with the amount of time I've already invested I'd rather not have walls that aren't really useable. And worse, then have to do the work twice.
  9. 10 Witchling Stalkers. 'Nuff said. Seriously though, every Sonnia player should proxy this once.
  10. Until Guardsman as a whole get some love Dashal will remain a case warmer. Also, now that Austringers lose the to Raptor, it no longer benefits from his "Fire!" ability either. Even more anti-synergy!
  11. I think I only explained half of how it's going to work. You put Hermanos on him. Use him to pull Sonnia, keep a Death Marshal nearby. On the suicide run turn, you use Sonnia first then Hermanos to pull the DM near, if necessary, box him up and Death Marshall deliver him at the start of next turn. Really this only makes his combo 1 SS more expensive (but not really as Frank would have had this before a Debt) and Maybe Sonnia misses out on Hold This for one extra turn. Usually by turn 3-4 it doesn't matter anymore anyways. As far as ubiquitous goes I don't really think this changes much. I think the Austringers might be in a better place now and anyone who was 13ss desperate for a positive twist to Sonnia's damage track needed to learn how to focus. I still think you get better results swapping Papa+DM for a Peacekeeper any day of the week. Despite my critique I am excited for change. Like I said, I like each of the changes taken by themselves. All at once seems a bit like a heavy handed response to the same player winning major tournaments with essentially a fixed list.
  12. The Guild cuddles are baffling, not that any one of them happened but that all of that was done at once. I would have lauded any one of these changes in a vacuum. Guild was not very competitive in the first place* and gutting Duncan Bilz's list in this way feels more like a punishment for having one of the best North American players main the faction same list for so long than an actual balance pass. I don't think this fixes the biggest issue of "papa-in-a-box" as taking Hermanos De Armas or Numb to the world on Loco basically puts him in an only slightly less optimal position. Edit: I think a lot of the hate comes from the fact that very few cheap Guild models have synergy or actual combo power. That makes it one of the few examples that can be easily pointed to. Especially because it can be devastating if the opponent is unaware. Most savvy opponents are going to give it the respect and attention 13ss deserves. I feel like the point was also missed with Autringers. It's not the range of the focused attack that's so good, but not needing line of sight and Deliver Orders. Edit: Not randomizing on focused shots is going to be fun. I actually think this might have been a stealth buff. I'm excited for the changes to Lucius and the Guardian, but I've always felt the fix for both of these models was to make the guardian a guardsman with positives to wp duels instead of relentless and make the executioner a minion. *UK Rankings has Guild as the worst faction and US Ranking has them almost as bad off.
  13. So I'm writing this before I read the rest of the replies. My two friends and I play 3 player matches pretty often. We've found the 3 player schemes that wyrd has put out to be lacking in terms of fairness. To remedy this I did some math to find equal distance from each starting zone and the center. This is what I came up with. For simplicity sake the centerlines drawn aren't used. It is whatever it would be if you deployed normally from that side or corner. We flip schemes and strats same as usual. Before deployment we all flip cards to see who our target player will be. Highest player gets to chose his target and it follows from there who's attacking who. You can only score schemes and strategies against this target player. The idea was that it would prevent 2v1 scenarios. It's been better than just declaring whatever on whoever but it's had mixed results. For example we had an issue last game where both my opponents took Frame for Murder. Neither was able to score any points from it despite both of them losing the "sucker". Pools with lots of scheme marker objectives usually go the best. Pools with lots of target interactions tend to go poorly as two players tend to get tangled while the third runs around free. Murder pools tend to be a toss up. We talked about declaring one scheme against each other player but schemes that don't declare a target throw the balance off again. Today we decided that the 1/3 terrain rule has been too much and we're going to try 1/4 terrain in future matches. We also talked about increasing deployment to "close". Actually looking at this while I typed the above, I think I solved the problem. As it stands your 20 inches from each player's deployment with this setup. Standard is 24 inches, Close is 18, Flank is 13, Corner 27. By making each deployment zone 7" that puts us at close engagement and actually gives the corner guy a full half circle instead of a weird semicircle. Just cut it down to 4" radius to give us a rectangle starting zone of 7" x 3.5" to stay equidistant from everyone. Moving the corner player in by one inch would increase the starting zones width by ~3 inches giving a decent 10" x 3" starting area. Corner guy would have a weird isosceles trapezoid but whatever. This doesn't exactly solve the problem of targeting but it does solve the problem of one fast player getting an extra advantage of what was basically close deployment. Heck now we could actually flip for corner, close, and standard deployment. Eh flanking could just be 14" x 7", I'm sure the math falls close enough... Great, my desk looks like I've been trying to summon demons again. Now to read the above.
  14. Nicodem has the largest pool of Summoned models to draw from. He totals 172ss. Even with him I assume most of those flips have a best in category. Horror Molly has 108ss. Karina has 105ss. This is kind of a very fringe case. No one else comes close to 100ss. I don't agree with it either but hey, them's the rules. Ask your organizer about why they feel this is necessary. Explain how it's really only hurting three masters disproportionality and how the game wasn't balanced with this restriction in mind. Restricting models disincentives people towards supporting Wyrd, the LFGS, and stagnates the local community meta.
  15. A big part of Malifaux is that you have to hire your crew tailored to the Strategy and Schemes that are randomized every game. There really aren't many pre-built lists because of this. Best thing you can do is to settle on one or two factions you enjoy the most, or simply buy for a couple of masters. If you have any interest in competitive play most tournaments will limit you to one faction.
  16. I managed to get in another game this Wednesday. This time against Titania's crew plus insidious madness, Barbaros, and primordial magic. Lady Justice Last Stand Badge of Office The Judge Unrelenting Leader The Lone Marshal Guild Austringer Death Marshal x 2 Witchling Stalker Brutal Effigy SS Pool : 5 Corner Deployment, Guard The Stash, Convict Labor, Take Prisoner(Me), Leave Your Mark(Both), Covert Breakthrough(Him), Occupy Their Turf. Score 10 : 9 I messed up Lady Justice's activation order, I thought her condition removal was a (0) action, so I left the Judge Paralyzed. Once again forgot completely about Inspiring Swordplay until after the match was over. Min damage of 1 on the Austringer sucks. Austringer won me the game pushing Brutal out of engagement and letting me score the last leave your mark. Speaking of the Effigy, Healing Lady J from one wound to full was pretty sweet. As it was death by a thousand cuts, Badge of Office didn't do much for me. Stopping IM, PM, and the nimble Barbaros was a chore. If I would have focused on one instead of spreading damage around, I likely could have denied a point or two more. Most of my models were tied up in melee from turn one onward. The three inch Melee from The Thorn(?) really tangled a lot of things up. But in the end I only took one casualty. Ultimately I'm still not sure what to do with The Lone Marshal, but I really love his model so I need to figure out how to get the most from him. Lone Marshal did well against Titania's crew pushing around taking shots of opportunity eventually moving in to take prisoner. But again I don't feel like I got 8ss out of him. Maybe I'll switch him exclusively to scheme runner hunting. Unfortunately an actual hunter fills that role much better in theory. I'm not sure I'll be taking a Stalker again. The two times conditions were an issue the Stalker wasn't in range and the tome requirement took me by surprise.
  17. That was likely me. I stand by what I said. 13ss for a to damage isn't as great as everyone makes it out to be. You're going to get similar mileage out of a Peacekeeper. Just focusing when you really need to is much more advantageous. The only master that it's really good with is Sonnia. Yes, it's higher on the power curve with one master but even then it's not game breaking. It's hardly any more OP than say two Austringers. It has nothing on what was Rat/Joy. Case in point with Nova, the Guild despite taking first, did not have a dominating showing or even a strong performance as a whole. Compared that to say Outcasts or Arcanists. You have a situation where one player is exceptional not the faction having a broken combo. I think a lot of the hate comes from the fact that very few cheap Guild models have synergy or actual combo power. That makes it one of the few examples that can be easily pointed to. Especially because it can be devastating if the opponent is unaware. Most savvy opponents are going to give it the respect and attention 13ss deserves.
  18. The current document only lists: Minion Hamelin Master Hamelin Minion Misaki Master Misaki Candy the Petulant Youth Candy Nightmare Hanged Montresor And then specifically mentions the Avatars but doesn't clarify avatars for cross faction masters such as Simulacrum 29 and Zoraida. My original post includes two models not listed: Drill Sergeant and Guard Captain, and what about things that were previously official ect. I would assume they were legal but Candy is specifically listed so that makes me unsure. I'm sure there are others from factions I don't play.
  19. With the release of the Brutal Emissary are the guild avatar models still legal proxies or "counts-as" models for him? Additionally is there a list of legal proxy models somewhere? Such as Drill Sergeant, Guard Captain, and the puppet wars stuff, ect. The gaining grounds packet seems to be missing some specific things.
  20. Brutal Emissary is something I definitely plan on buying. Any tip on throwing markers around so I can Teleport LJ all over the board? I can already see boxing Justice late turn after activation so the BE can take some greatsword swings, then unboxing her on the next turn so she can not lose an activation. I haven't read the DM Recruiter yet. Can you give a synopsis? Also not familiar with Debt to the Guild, but I see it being recommended in nearly every thread right now. I assume because there really isn't competition vs other general upgrades. So with the Death Marshals we lost two easy schemes and gained two more easy schemes? I haven't read through all GG16 in detail yet. When I say I'd like to stay thematic, it's kind of a nebulous comment. I'd like to keep the core theme going, LJ, Judge, DMs, and other Marshals but throwing in a random model here or there is something I'm going to be trying. Next game I'm likely going to swap a DM for an Austringer and the Scales for a Witchling Stalker's condition removal.
  21. Ran a full Guild Marshal themed list tonight against Zips full crew box + Sammy and Trixi. This was my first time playing since last October? Score 8 : 7 Flank deployment ; Guard the Stash; Exhaust Their Forces; Leave Your Mark (Both); Catch and Release (Me); Set Up (Him). I screwed up and denied myself the last two points. Lady Justice Vendetta Last Stand Scales of Justice The Judge Unrelenting Leader The Lone Marshal Death Marshal x3 Brutal Effigy Full 7 Cache Anyways, I've got a couple of areas I'm looking to/for comments on, and really just looking for any general advice. First, the Guild. I'm not sold on the Scales of Justice. I managed 2 card draws of him and the will power boost helped keep The First Mate in the box, but was never the deciding factor in the duels (so really he didn't help). I honestly don't think it'll ever see the table again. Is there something I'm missing? The wording of the Gaining ground schemes Exhaust and CaR seem to rule out placing the condition then boxing the model as they must remain "In Play". This seems like a huge cuddle to Death Marshals. Leave your mark seems like a guaranteed 3 points for both forces as long as you can get anything with mobility by itself. The Lone Marshal's shot seems really powerful which is actually what cost me a point. Instead of dropping a scheme marker I killed Trixi who had basically already accomplished her mission of Set Up on the Judge. It seems like you have to choose with him, either be a very expensive scheme runner, or be offensive. I almost feel like he's over-costed. I kind of forgot about the Last Stand : With Me! ability, but I took the upgrade for unimpeded anyways. Now I'm wondering if that could have gained me that last point on Guard the Stash. Vendetta I'm not sold on, I didn't get my 2ss worth out of it I think. Unrelenting Leader also felt expensive, but being able to throw around attacks and generate extra AP where I needed them was a break even I think. I totally forgot about Inspiring Swordplay but I'm 90% positive it wouldn't have affected anything anyways. Against Gremlins. Trixibelle, wow, is there any way to stop her from just scoring on scheme running? I killed her on turn 3 or 4? but she basically scored 6 points buy herself. Zip seems to have some weird wording with his upgrades, He's insignificant so he can't interact, but his upgrades allow him to remove conditions. I assume, it's not scheme related conditions, but we weren't 100%. Iron Skeeters were kind of ridiculous for 6ss; huge movement and lots of shenanigans. So, yeah, I don't have the memory for a full or even decent battle report but I'm looking for advice or comments how to improve my game next time. I'd like to stick with the theme of the Guild Marshals, but I'm open to any kind of suggestion.
  22. Well I just started playing this summer. Every one of my opponents seems to treat him as a speed bump on the road to get at whatever their real target is. "Oh, you brought stupid hat guy, guess I'll kill him first."
  23. I feel like I'm not playing him right. I always take Wade In and it never has an impact. Hard to Kill has never mattered in any significant way and with only DF5, WP6, and WD8 wds he goes down fast even using stones to prevent damage and a (0) healing flip. I also find keeping a model within 2" of him to give El Mayor becomes extremely hard after turn 1 or 2 without seriously limiting him or another model. How do I keep him alive, or how do I best utilize him knowing he's most certainly going to be dead before turn 4 is over. His movement and offense still more than makes him an auto include in any of my lists though. I'd just like to get more out of him. Giving him Lead Lined Coat takes him from pretty expensive to very expensive. At that point I should just be taking something else. As it stands I basically need a bodyguard for my bodyguard.
  24. If Papa Loco is buried with the Expert Sleuth upgrade, can I discard it for the initiative boost?
  25. Oh one question I had forgotten to write down. If I'm already engaged with a model but not in base contact with it can I charge it to "close the gap" given I have enough AP? I assume that if I were to charge another model that the disengaging strikes would work as normal? Thanks for the answers there are four of us who are all just started the game together.
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