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retnab

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Posts posted by retnab

  1. Colette as a second master is terrifying, she can throw friendlies forward and her Distracted spam on top of a crew that doesn't normally have to rely on it to survive makes the crew really tanky.  Ironsides seems like she should be okay too with Caught in the Ring, not sure she's worth the cost though.  Sandeep for summons with Raspy, Kaeris, or Mei could work but I haven't tried it yet.  If you're playing DMH Ramos then hiring in Hoff or Mei (no OOK cost!) seems like it should be good too.  Bringing in Raspy just as a nuker/harasser in theory should be good too, since she can make her own ice pillars.

  2. 9 hours ago, frumpypigskin said:

    What do you usually use to charge in First? The golem going late in the turn seems logical, then activate him early next turn to vent steam and go off the rails to the most inconvenient location possible for the opponent. Then there's scrap right up there.

    Is that how you use MEI or do you try and have her charge from scrap further out?

    I do like how MEI seems to have a deeper selection of mobile non-armor beaters.

    Honestly it's usually Mei or the Golem who's charging in first, with Neil as a secondary beater who forces the opponent to divide their attention or risk getting hammered to death.  Normally what I do is split my deployment into two groups with at least one Walking Forge each and try to make a square of Scrap Markers so I can hop forward or side to side as needed later on.  If I have a 4+:ToS-Ram: in my hand then I have the Forgeling drop a Scrap Marker in my DZ for people to hop off of, otherwise usually I'll have a Metal Gamin give Shielded to whoever is hopping forward first and sit put to drop that starting Scrap Marker, and then my other Walking Forge models and/or Mei will walk forward to create the second line of them.

    • Like 2
  3. Don't forget with the Golem's 5:+flip Stat it's also by far the superior option for attacking models with Manipulative/Serene Countenance/etc effects.  Having a Stat 5 compared to a Stat 6:-flip in those  cases is VERY much my preference.

    I have played with the Porkchop a lot and... I really really don't like it.  It's not really a tank, half of its triggers are actively bad for it, and with its low health pool it basically kills itself to use its own moves.  Mv 6 is the only thing it has going for it TBH.

    • Like 2
  4. 5 hours ago, Aner-Dyfan said:

    It says that affected fireteams take an Sp Vs 12 duel or suffer a Str4 hit. Is this an opposed duel, a simple duel using fireteams speed, or simple duel using titans speed?

    I played it as simple duel using each of the affected fireteams speed value, but wanted to make sure.

    It's a simple duel using the Fireteam's speed, so you did it right

    • Thanks 1
  5. 14 hours ago, bedjy said:

    Also, Mei doesn't really rely on those to be very mobile. Her Bonus let her push 3" even if she has no scraps around before she can choose to charge or to breath of fire.

    Freight Train is a 1" push plus 2" per scrap discarded, so if you're doing it with no scrap nearby it's just a 1" push.

  6. 44 minutes ago, santaclaws01 said:

    The gamin is the model that activates, not the golem. So the Gamin activates, it can turns into a golem, the upgrade attaches and it gains slow, then you go to resolve the aura, but there's no model that has activated.

    The Gamin and the Golem are the same model for all intents and purposes.  I'm on @DumbLuck's side on this, both effects take place in the same step so you can choose the order to resolve it in, nothing says that you must end the "start of activation" step after replacing.

    • Agree 2
  7. 6 hours ago, SAYNE said:

    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 mechanics. Eels do this a lot, as do Rhinos.

    3. Relics of Ancient Malifaux should be a Versatile, Once per Activation action. This stops Frenzy abuse and also makes it more attractive to anyone else. 

    4. Portal generation should not limit where Supply Cache markers can go. If placed correctly your opponent can't score. Either Supply Cache needs to be changed or Portals need to not effect objectives. 

    12. My proposition is that models summon at full strength with 2 pinned markers on them and count as activated for the turn they are summoned. GH, since it is summoned before the turn doesn't worry about being activated but the 2 pins still apply. This prevents summons from holding an area the moment they are brought in, while also having a fighting chance. It doesn't allow someone to summon, then immediately rush down an objective the same activation or turn. It also reduces the need to either sit in place with a Focused Effort or have some kind of healer to be useful whatsoever. 

    2) Rhinos reduce damage by 1, not to 0.  Currently only Eels can do that, unless you're suggesting Rhinos only be allowed to reduce by 1 once per damage source?

    3) That would have a significant impact on Horo as well, if it was made either Versatile or Once Per Activation it would essentially neuter the support Horo playstyle.

    4) Portal Markers do not have any impact on where Supply Cache's Objective Markers can go, might want to reread that.

    12) That's not how turns work, start of the turn is still part of that turn.  Only way around that is if we added a blurb to Endless Numbers that said these Squads can activate normally this turn, which is workable, but is also a huge nerf to other summons.

  8. 1 hour ago, dannydb said:

    While on the topic of Oxford mages. How do they work with conditions you get when you activate (of you have a model standing in say both a mages aura and bad juju can you get stunned and then get rid of stun?

    You choose the order of things that affect your model, so yes you can gain Stunned and then lose it

  9. Personally I find that Fitz and double Gunsmiths is the mandatory core to my Ironsides games.  After that, some mix of Howard, Captain, or Emissary for kill tech and Miners (Union or Soulstone), Amina, and Colette for scheme tech.

    I really find that if you're playing the M&SU then it's going to be outside hires that do any scheming, the crew wants to bubble up hard and leaving their aura bubble is a challenging ask.

    • Like 1
  10. So with M3e's release later this month, figured it's time to start talking OOK models.  Who do you take out of their keyword and when?

    I'll start us off by pointing to Cassandra, who is both an excellent scheme runner thanks to Mv 5, Nimble, Don't Mind Me, Celebrity, and Changing Plans, as well as Upstage letting her fit into basically any crew and borrow their gimmick (personally I find it funny taking her in the Foundry and combo'ing Finesse and borrowing Vent Steam for pseudo-Serene Countenance, or borrowing Off The Rails and just ram through the enemy lol).

    • Like 1
    • Agree 1
  11. 4 hours ago, Barmution said:

    It can even generate Pit Traps which are potentially awesome for Arcanists that can push or place enemy models (hello Kaeris + Iggy!). Really digging the miners.

    Pit Trap tech is especially good with Sparks, since he can make them into big "counts as" Scrap Markers and give them a secondary Hazardous aura

    • Agree 2
  12. Mei Feng is a radiant diamond and you all better freaking appreciate her! :P Sparks is a huge gamble and the pig sucks though, IMO.  I've already got a write-up on her mostly done, but I'm waiting until release to confirm nothing's changed.  It is from an Arcanist's perspective but that only really affects the Versatile and OOK hires section so w/e.

    3 hours ago, whodares said:

    Asami I can understand, but I still feel like Kirai is superior to her due to: 1) not having the downsides of managing Flicker and 2) Vengeance allowing you to passively damage models, no matter the range. I've always felt Kirai had more board control due to Vengeance and only with Asami did I stand a chance.

    Yeah... I was pushing early on for toning down Vengeance (making it a 0/1/2, making it an aura just on the big names that gives the effect to nearby friendlies, etc) and I'm surprised it went the whole way through with no changes.  Kirai's big gimmick of "the more I summon, the more hurt I am" is kind of undone by the sheer amount of healing in the crew.  RE: Asami, she seems like she has a solid kit and crew but I never got to play against her so *shrug*

    • Like 1
  13. 3 minutes ago, BigStick said:

    Hi all, I've been out of malifaux for a while now (mid way through M2E) and keen to get back in. I've read a bit on the game testing rounds. For anyone who was involved or simply wiser than I am, if the miner is as good as you say (and he looks really good) then how did it get through the play teating? Or do the other factions have access to similar mechanics?

    The big thing is that it has to treat Interact as a :ToS-Fast:, so while it can bury and unbury to get almost anywhere on the board it means it won't be dropping a scheme marker that way until at least turn 3 and it can't do the "bury, next turn unbury, next turn scheme" trick more than once per game.  It's reliable, but also slow to scheme, and since outside farming soulstones scheming is all it really brings it's a major limiter for it.

  14. No, DI's wording says "you may place its unit in base contact with any other friendly Portal Marker", so it's asking you to choose one Portal Marker to place the whole unit at.

    Ahh I missed that on Pillars, haven't looked at it in a while.  But they are FAR from useless, they are extremely good anti-Titans and -Commanders (against a loaded Titan they're Strength 7 before triggers).

  15. Yeah the only times I don't Mine are when I need that other action to do something, usually it's when I'm trying to get into the enemy's DZ and I want both walk actions to scheme in the back lines next turn.  But then you have to think of it like "would you spend a ss to take a walk action" and a lot of the time that answer is no.

    First turn with it 100% of the time is Mine Soulstone, Concentrate for Focused +1, and :ToS-Fast: Drill Into The Earth.

    • Agree 1
  16. @frumpypigskin it was Reckoning, Corners, Breakthrough, Harness the Ley Line, Search the Ruins, Power Ritual, Outflank, vs Mah, and I was the Defender.  She actually survived until the last turn, and until then was having a pretty good time creating ss for me, Obeying the Rail Golem to use Off the Rails out of activation, and using Walk the Line to counter Trixie's PITA Lure.  That said, Reckoning was definitely a bad strat for her, since all she could offer to help score it was the Obey.

    Yeah the Medic bot being Augmented felt really weird to me, seemed more of a "it's a robot" decision than giving Hoff any valuable new tools (only really matters for GuildHoff if he's hiring non-constructs, which seems niche?).  Steamfitter's a dead model to me.

    • Like 2
  17. 3 hours ago, extremor said:

    I can't see which phrase you are refering to with this statement. Why must all of the fireteams being placed at the same portal? (since I really love the ECB this seems like a huge downer considering they cost 10§... are they really worth 10§ if pillars is that hard to pull of??)

    It's because of this part of Interaction with Squads: "When a Fireteam from a Squad is affected by a place effect, every Fireteam in the Squad is placed unless the effect specifically states otherwise."

    As far as the ECB go, Pillars is good but IMO it's something that's better to do in the early game, since later on it just gets harder and harder to do.  That said, if you're playing on Corners as the Attacker and on your first activation can Coordinated Strike from someone who can get them to Glory quickly (Fenton, Horo), then you can do some absolutely insane damage to the enemy before they even leave their DZ.

  18. It's best used in 2C games where you can have more cards in hand, but when that does happen if you draw a high mask (or the RJ for crazy value) being able to use it on all of the attack duels and pen flips in the activation is really wild. I agree the second part is more of an "oh crap" move than anything else, if I'm about to take 2 damage and it's my last asset anyway or if I'm about to get hit by a bunch of attacks I'll proc it just to get somewhere hopefully safer. The fact that neither of those takes up an action slot is pretty nice too

    • Thanks 1
  19. 1) Best way I find is to give him a shaken token when you flip one of your first aces and then have him take the focused effort order for the 2nd

    2) just have to accept you'll never really table them. Best thing is to get them down to 1 fireteam per squad to keep them hurt but deny them from resummoning elsewhere

    3) on Adeodatos I like A Memory Stirs and either Hovering Portal or Relics of Ancient Malifaux depending on how supporty I want to play him

  20. Yeah you should be basically always maxing out on assets since they're the models' health pool (exception is Goryshche who you can give only 2 to, since it can grow a 3rd on turn 1).  I'd drop Goryshche from that list just to get your points back, then you can give 5-6 scrip worth of assets to your Commanders and have enough left over for some Madmen and a Breachling or something

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