Jump to content

Saduhem

Vote Enabled
  • Posts

    1,689
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Saduhem

  1. Great :} This is the way I envisioned them working
  2. I'm still painting all the Cult/Hordes models I kickstarted.... I guess Kimon and Court of Two are going to prolong that process. The model is gorgeous!
  3. Same exact experience. I've had Bultungins run laps around my crew! Tormented can seem overwhelming, but they have some weaknesses that make up for it.
  4. They're just 100% effective against Undying and Incorporeal. In other words, those abilities do nothing to mitigate ping damage. Someone trying to kill Jack with a min 3 attack with +2 from critical strike is going to be getting no value from it, while they'd still get maximum value out of vengeance,burning/poison (Unless you plan on stacking 4+), misery, and similar effects. I hate shockwaves/blasts that do damage and apply conditions when I play Jack.
  5. The first couple of times you clash against Jack Daw can be very frustrating. You might want to skip those moments by offering some of the following information: Ruthless/High Wp negates half of the crew's defenses (Terrifying) Tormented models have low Mv. Target that stat if you can. Staggering a Tormented model can bring them down to Mv 2. Jack and the Hanged hate ping damage. Burning, poison, shockwaves, blasts, vengeance, and damaging auras bypass the incorporeal and Jack's Undying. Any card the Tormented player discards is taking health off Jack. Don't be afraid of killing the Guilty. Stunned wrecks tormented. Jack Daw and the Hanged rely on triggers and bonus actions to be effective. The Hanged especially goes from being able to threaten models across the board to being a Mv 4 double-walk machine. Some Tormented (or Hans) spread out staggered, others capitalize on the staggered. Kill the models that take advantage of it so that applying it is pointless. If Jack puts an upgrade on your model, it won't be staggered till next turn. Activating that model early will get rid of the staggered before it can be used against you. Bring something the kill Lady Ligeia early. It will be a much smoother experience. Overall, treat Jack like an Armor + 3 model that has to discard a card to benefit from it. Ping damage, Ruthless, and Stunned are your friends.
  6. The only use I can see for Ligeia's trigger, outside of the rare chance she's going to maul something with an important upgrade on it, is to attack your own guilty after you've used Horrifying whispers on it to take the upgrade off. Not too in love with Ligeia, but her aura can be great in this crew. That's really all she's for (and charging her with Daw to get a push on a crow). The Guilty don't have terrifying so, you're right, they don't get to terrifying 12. I guess one could argue that withing Jack Daw's Disturbing Whispers aura they could be considered Terrifying 12 in a way, maybe that's what they meant? I don't recall if Guilty had terrifying at one point during Beta.
  7. This! This is pretty much how to deal with most defensive tech in M3e. Vengeance, Terrifying, Incorporeal, Cover, Concealment, Manipulative, and Serene countenance all penalize multiple non-focused attacks. It’s not just a matter of damage per action, it’s damage per card invested. The abilities mentioned above are also often found in combination, making multiple attacks even more taxing on your hand. Unfocused attacks against models with incorporeal + terrifying (or vengeance) are hurting you more than you’re hurting your opponent.
  8. Concealment has been huge for me this edition. Especially the concealing + severe or dense + severe + concealing (woods).
  9. Can a Guilty as charged be used to declare “enemy only” triggers after relenting? I assumed that was the intent during Beta as that seemed to be the whole point of it, but I can also see it read the other way. If not, it’s very card intensive, especially for Tormented (two cards at a time, with the desired suit being higher depending on stat).
  10. Same here, I have a painted crew but I’m forsaking it in favor of the new box as soon as it comes out :}
  11. @LordZombie https://www.wyrd-games.net/lynch I warn you. He looks VERY much like Jude Law. But between him and Youko, this might be my Ten Thunders Year! (I'd play McCabe too if I could use The Wild Ones) I just really, really love the art.
  12. Go to Marietta for the job, stay for the puns :}
  13. Whoever the responsible artist is, can we keep this person forever and ever?
  14. Agreed! The bandersnatch/weaver combo can deal with any marker based schemes and, more importantly, can provoke a turn 1 unburied summon on any non-stat 7 enemy model ( I hate having 1-2 models engaged with a stitched turn 1). Coppelius is really fast and Dreamer hands out free movement, places Chompy, and his summons never have to take a walk action all game. It’s a very mobile crew!
  15. So far it's about 8-10 people getting back in, I'll let you know how things develop. Biggest obstacle right now is people wanting physical cards and the stores (Both the Cellar and War Room) being unable to order/pre-order from Alliance. Everyone understands it's temporary though.
  16. Hey guys! The launch of M3e sparked some life back into our community in Memphis. We're currently dragging in both old and new players from the League of Extraordinary Gamers facebook group, so I thought I'd shout something in here just in case some of our local gamers don't frequent Facebook or the specific group. Currently speaking to our old Henchman to see if he's up for taking up the job again. If you're living anywhere near Memphis and you're interested, I'd be happy to demo and help you get started! Update: A dedicated wargaming store (The War Room) is opening next week. While the owner is struggling to place orders with Alliance, there's an increasing group of people getting ready to hit those tables and play Malifaux!
  17. Thanks! I was looking everywhere to find the clause :}
  18. I might have missed something, but why is there a * by Rasputina and Euripides?
  19. Wondering if he’s going to make an appearance in tomorrow’s newsletter
  20. Not sure where to post it or if it’s old news... but Waldo just became a forum member 10 minutes ago. Welcome!
  21. I'm an hour late to the party... But that's how parties work, right?
  22. It's a hard question to answer. In a certain sense, M2e was more balanced because the whole game was reduced to playing the same "best" models, with minor changes based on the master you picked. This was not always the case, but it often was. In other words, the balance across factions was alright, but the balance within each faction and across models was pretty bad. M3e is a different beast. Each keyword is supposed to be balanced regardless of faction and that's hard to accomplish, especially when considering how many models already existed before testing even began. Just assigning models evenly across keywords while keeping the theme strong was probably a challenge in itself. What ended up happening is that M3e is more asymmetrical (in a great way) than M2e was. I can't express how much each keyword feels like playing a completely different game. It's delightful and addicting. The downside is that, since each crew has their gimmick, it's really hard to make them all equally "competitive". Is the chance of drawing extra cards better than handing out upgrades or summoning? That said, since keywords are so different from one another, if a top-dog keyword starts dominating, there's very likely another keyword that is particularly good against it (or even out-of-keyword models that can compensate). In the end, it really depends on how you define balance. Are all factions going to be viable? I think so. Are all keywords going to be equally good? No but I don't think that's possible. Are the majority of the models going to see play? Absolutely freaking yes. This is, to me, the best measure of balance, and an immense improvement over M2e.
  23. You'll find some dissenting voices on the matter especially on the following two models: Night Terrors and Philip and The Nanny. I personally, love both, and can't bring myself to play a game without the former. The combination of the two allows Philip and The Nanny to move across the board multiple times per turn, through any models, all outside of its own activation. That leaves you with a chatty model that can tarpit without ever losing Manipulative. From range, you can get stacking negative penalties from engagement, concealment, and Manipulative. Close range, enemy models either have to concentrate and take damage from Philip and the Nanny, or attack multiple times and take damage from Molly. On top of this, you're doubling the amount of Distracted Molly is handing out which, again, stack with the perma-manipulative and Molly's serene countenance. At the end of the turn, you get an additional chance to re-position due to Deadly Pursuit, either tarpitting more or setting up an anchor for the Crooligans. Lists are going to vary depending on what you need, but some staples are: You're always going to hire the Forgotten Marshal. You can produce an ultra quick scheme runner by summoning a Night terror, discarding a card to heal it, and getting the extra push from Fading (Shadow). So you can technically walk twice with the Marhsal, then summon something, push it up 5 inches, and all this before the Night Terror activates. Outside of that, you're very likely summoning Rabble Risers every chance you get. The necrotic machine can keep up with the Marshal, so that you'll walk+walk+summon with the Marshal, and walk+walk+heal the newly summoned model with the totem. I no longer use this as an auto-take, but you really want to consider putting The Whisper on the Marshal so that you can line up either a summon on a high or a critical strike on a high You're probably going to need a beater of some sort. I generally don't hire more than 1 Rabble Riser if any, counting on setting up a turn 1 summon from the Marshal instead (Use Blade Rush at every chance you get. It bypasses incorporeal!). Then it's a choice between Archie and the Rogue Necromancy. Archie is a lot more mobile but doesn't benefit from the focused Molly hands out. Whenever you're against any type of damage mitigation or serene countenance, Archie is just going to have to chase scheme runners or do scheme running himself. Never, ever try to kill Hinamatsu with Archie. That said, he's going to be exactly where you want him to be, like most of Molly's crew. The Rogue Necromancy, in my games, tends to explode quite fast, but it's my go to against damage mitigation and serene countenance. Due to Molly, he's going to have double positive flips to the attack (1 built in from savage bite, 1 from premonition). While pouncing strike seems (and is) great, puncture is one of the best triggers on an attack this edition. You'll often have to attack something that has a combination of terrifying, manipulative, serene countenance, armor, incorporeal, vengeance, a defensive trigger, butterfly jump and so on. Doing a single big attack pays off a heck of a lot more and is much more resource efficient ( especially in a crew where you discard a lot of cards). Finally, his projectile vomit lets you use him as a turret with the built-in for Necrotic Decay. That's 3 damage on a non-projectile attack that targets Mv and can spread Distracted and Poison. You're taking 2 damage but you're getting 1 back from Perverse Metabolism and Fading (Toxicity). TL;DR for this section: Archie if you want to play safe, Rogue Necro if you want big damage. I've also had some success with the Rider, especially since it lets Molly move around without having to use her own actions. At this point I hire Philip and The Nanny for the reasons mentioned above. I love it, some hate it, try and decide :} Just know that this model is all about capitalizing on the discards from Molly, the Night Terrors, and occasionally Archie for the healing. Forgotten have two of the best scheme runner minions in the faction. I prefer the Night terrors slightly more because I can really get them across the board turn 1 and drop a marker if I really want to. Crooligans are more late game stars and can pull points out of nowhere due to their By Your Side, but I rarely get anything out of From the Shadows as that prevents turn 1 interactions. You can always Move Archie/Philip far ahead turn 1 and have the Crooligan jump to them. It's not a bad idea to hire a combination of Night Terrors/Crooligans. Anyway, it's hard to have a cookie cutter list in this Keyword but you'll often have the following as a skeleton: Molly Necrotic Machine Forgotten Marshal + The Whisper 9 Archie/Rogue Necromancy + The Whisper 11/12 Philip and The Nanny + Grave Spirit's Touch 10 (You can replace with Carrion Emissary/Mortimer/Sloth if you don't like the model) Rabble Riser 6 Night Terror/Crooligan 4/5 Night Terror/Crooligan 4/5 Cache 4-6 Anyway, for your first few games, I'd practice using the Fading synergies. Remember that with Premonition and Constructive Criticism you can potentially give out 12 inches of movement to a Night Terror and Philip and The Nanny (24 Total) with only 2 discarded cards due to Rambling Man. Accomplice from the Necrotic Machine can also trigger Fading in a pinch, and Archie can heal Philip and the Nanny. Give out distracted through Rambling Man + Fading (Memories) to keep Philip and Molly alive, as stacking negatives is really good this edition and getting through that usually costs your opponent stones.
  24. This really is important. Whatever model you bring has to: Reliably give out staggered Capitalize on staggered (Additional effects vs staggered, target Mv) Bring something exceptional to the table to justify the lack of the above 2 (Card Draw/Healing)
×
×
  • Create New...

Important Information