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godswearhats

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Everything posted by godswearhats

  1. That's fair :-) I'll keep you posted on my experiences - I've only just assembled him.
  2. He's a 13SS Henchman, Terrifying All, Hard to Wound with 12 wounds. An extra AP for attacks, and a 4/5/6 damage track and a Sh attack (with no ) that does 3 or 4 damage. He can have an upgrade that gives him Armor +1, an upgrade that gives him a leap and one that gives a lure. The attaching and discarding of upgrades is handled by a combination triggers and a zero action. Being a Horror is what makes him have a lot of synergy with Horror Molly.
  3. I don't rate Killjoy. For the same cost, you can have Archie who gives you a whole lot more. Your opponent can turn Killjoy against you very easily, versus Archie who is Henchman, has a leap, an extra AP for attacks and whose healing is built into other actions on a trigger. I also think Killjoy is one of those models that catches people off-guard once and so gives a false sense of being great, but once your opponent is aware of what he does and how he works is pretty easy to play around.
  4. I might write another guide but I'm in no rush. This one took many weeks to research and write.
  5. Sadly it will still need a 9 for the Ca to go off, because the Tn of 15 doesn't get lowered. However, it means that your opponent treats it like 17 at a minimum, which is the point I think you were trying to make. And yes, I only ever run Sinister Reputation Seamus. I've read a few comments on how Bag 'o Tools might prove handy for things like Dig Their Graves, but frankly I don't want my Df 4 Master in combat if I can avoid it.
  6. While all the comments that other posters have made are valid, I find that the most value from Datsue Ba comes from her Weigh Sins action. Being able to kill an enemy model and turn it into a Gaki or an Onryo is a pretty massive swing. While neither of those models are particularly amazing, they are Minions, and so can Interact - they also come in with full wounds, which is particularly good on the Onryo who is also Incorporeal. Her Weigh Sins is min damage 1, but plenty of models have an odd number of wounds or Hard to Kill. Seamus can do an even amount of damage (4, 6, 8) and leave a model on one wound for Datsue Ba to then turn into a Gaki. If I think there will be a lot of combat in the turn, I'll leave Datsue Ba close to the end of my activations. A few more points: she is Terrifying (All) 12, which is yet another Wp duel to be overcome. If you don't get an 8 in your hand for summoning a Seishin, you can also use one of her two built-in zero actions: Denial of Sanzu is great for messing with your opponent's plans, or you can move another Spirit around if you have any. Having a Cg of 8 with Incorporeal is excellent maneuverability in a faction that is often slow moving.
  7. Toshiro is not a bad model, he just has a very particular niche. The aim of this guide was to provide a broad overview of the faction and the different masters to help people get started, without going too deeply into scheme, strategy or opponent specifics.
  8. I think the Carrion Emissary is a liability in a Kirai crew because it cannot be protected by her Malevolence aura. Kirai is a very difficult Master to learn against players of equal or greater skill, because she's very Unforgiving (pun!) and it's easy to overextend her crew and not have the resources needed to complement her. As for @Fictor's comment about just declaring faction, that's pretty normal. McMourning is an excellent candidate to take into Arcanists because Poison ignores Armor, and many Arcanist models have that Ability. Sebastian protects from attacks, another common trait among Arcanists. McMourning is also one of our more mobile Masters, which helps against the big, common models you see in Arcanist crews: e.g. Howard Langston, Mechanical Rider, etc. Finally, the majority of the attacks in the crew are against Df, and again those bigger staples tend to have Df 5 (vs Ca 7).
  9. Nicodem makes for a stronger choice into certain factions because they have more Living/Undead in them, and thus will create more corpse markers naturally. I wouldn't take anything to generate the markers, because even if you're not summoning, you'll still be able to do other useful actions - Undead Crowning, Rigor Mortis and Decay. Don't forget that Mindless Zombies are also corpse markers, so bringing something along that creates those incidentally can be helpful too. For example, Carrion Emissary and Anna Lovelace are both great all-round models, who have actions that create Zombies as a by-product.
  10. I would recommend taking McMourning vs Sandeep, for multiple reasons: Poison ignores Armor (Joss, Metal Gamin) Kudra can Poison your models all she wants and they won't really mind Things that work in a bubble (summoned Gamin, Mages) work in McMourning's favor Sebastian can help keep your crew protected from Mages using Under Cover A list such as this: McMourning, Plastic Surgery, Moonlighting Zombie Chihuahua Sebastian Rafkin Carrion Emissary, Conflux of Forbidden Knowledge Nurse Rotten Belle Anna Lovelace I included Anna because her 8" bubble helps a lot vs Sandeep - his free teleports now can't move him or his models quite as deeply, she creates more zombies, can shoot into combat and push Sandeep and his cronies where they don't want to be. You've got a couple of stones available for potential upgrades, or take a 7SS cache. My Little Helper seems good on either Rafkin or Anna. The Carrion Emissary will make a couple zombies for you and then throw Poison onto a lot of models (feel free to throw that Poison Fog at your own Zombie to maximize blast damage). Obviously, the Shards are great for blocking LoS but they don't slow Sandeep down that much, hence Anna. Hope this helps, ~gwh
  11. Yeah, I will definitely wear headphones next time. That was my bad, I had the mic placed too far aware from me. I'll see if I can adjust the audio and re-upload.
  12. To echo / summarize other poster's comments: you'll need practice more than models to play competitively. What you have is fine for probably your first 20-30 games. If you like collecting, however, and you're looking for an idea of what to get next because you're addicted to plastic crack, I'd suggest: Carrion Emissary (good all-round) Rafkin (good with McMourning) Datsue Ba (good with Seamus, Spirit Molly, Kirai) Hanged (feared by all, spirit summon) Shikome (spirit summon) Goryo (spirit summon) Bete Noire (good for certain crew/scheme combos) However, I'd advise just assembling and playing what you have for at least three months before buying anything more.
  13. Sorry! This was a departure from our regular format. We will get back to it for Episode 6, when Howard will defend his heavyweight title ...
  14. Or use Chiaki to remove the Condition from Taelor before activating Molly.
  15. In this episode, Matt and I sip whiskey by the fire and discuss the state of Malifaux for 2017, with in-depth look at the January Errata and the new Gaining Grounds. http://deadmanshandpodcast.com/podcast/episode-5-a-fireside-chat/
  16. That's what we figured. Which is kinda weird and unintuitive, but there you go. I guess the Rider just hauls the sorry carcass up the field a bit.
  17. Dead Rider's Ml attack has a trigger: Reap: After damaging an enemy model, push this model up to 2" for each C in the final duel total in any direction, up to a maximum of 6". Then, push the target into base contact with this model. If the Dead Rider kills the model in question, and then pushes it to a place where it is within 4" of a scheme marker, does it score for Dig Their Graves? Related, where would the corpse marker be placed?
  18. Malifaux isn't designed with fixed lists in mind. However, running a fixed list is arguably the best way to learn a subset of your faction's models. This list seems fine for doing just that. You may want to include another Belle or Doxy in your paint list in order to summon. If you are playing against players of similar experience levels, this will likely be a very strong list.
  19. Also use Rotten Belle to bring the model closer to you.
  20. Not really: I was aware of the errata when I wrote the article so I kept things so I wouldn't have to edit :-) The errata were mostly for clarity and simplicity for her. The best bit about the errata is that now the Nothing Beast is a henchman, which pairs well with Scion's abilities.
  21. Hmmm, you could well be right. I don't see a lot of those masters on the table so it's hard to judge. I should probably have summoning in general as the strength: a combination of the direct summoning power we have plus the incidental stuff.
  22. I agree that Ressers are good at both those things, but so are other factions and some are even better (e.g. Ten Thunders/Arcanists for card advantage, Neverborn for control). That was the caveat I put at the end of the strengths section.
  23. Those are definitely examples of models which are exceptions though. Mobility isn't the key trait of the faction, unlike e.g. Ten Thunders.
  24. Well, if we're talking about the "right" way to do it, I would much prefer if there was an app to allow me to put all the event details in it. Players could get notifications of events near them, for any value of near they care about. Then on the day of the event, I could push out scheme pools to all the players for each round, they could select their crews/schemes/scores inside the app (so that they were definitely valid and within 50SS) and I (and Wyrd) would get a lot of interesting and valuable data about how the game was being played across the world. However, the forum is what we have today, so a simple change could make a big difference :-)
  25. I'm very confused about how I offended anyone, so I'm happy to apologize but without really knowing what I did wrong it's kind of meaningless. I suspect it's all just a misunderstanding based on the ambiguity of English and the lack of any tone in text messages :-) I have nothing but respect for solkan because he answers all my rules questions really quickly! I created the map above for Warhammer Fantasy when we were splitting the country up into regions for the Masters tournament. The communities I was referring to in my post were Fantasy communities, not Malifaux ones. We had no Tournament Organizers in either of the Dakotas in the community, nor could we find any. So for that scenario, it was a moot point. In other cases (e.g. Nevada), the communities themselves said "we should be part of this region for reason X" - Nevada really only had one big Warhammer tournament each year and that was mostly attended by Californians so it made sense to be part of the same region as them. I think it's fine to start arbitrarily and have the very active Henchman and community members in each state help keep adjusting over time.
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