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MuMantai

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Everything posted by MuMantai

  1. What you can do is play Soulstone Cache on Colette and cycle your Doves for Soulstones. Unually, to summon a dove, you need two suits, so card + stone or card + dove. With the Cache, you either use card + stone, but get a stone back, or use card + dove, and get your dove back plus a stone. Do that twice in the game and you have the cost of the upgrade back. I have seen the same tactic with two caches and just kill the doves start of game for six stones and three cards, but that is a waste of good doves.
  2. Yeah, poor Kudra. She is decent this edition, and still gets outshined... but at least she is playable. I usually play two academics, Banasuva and Kandara, that is enough. If you are worried about Sandeeps survivability, there is still the Essence of Power, which gets his defense stats up to 6/8, and offense to a 7, which is quite nice. Needs setup, though.
  3. WEEK TWO... I was asked to post a second round here, so that's what I will do. Here are the rules for anyone unfamiliar: I suggest a scenario and people post a list (not knowing opponent and assuming an average terrain setup*) and explain why they've taken the choices they have and how it'll play etc. The explanation is the really important part. On Friday I'll** pick a winner. Then the winner takes charge and posts a new scenario and picks the winner, rinse and repeat. As a special addendum, I will post the opponents faction (not master). It's a fun way of seeing how your fellow Arcanists approach a challenge and we get to hone our list writing skills and discuss people's choices together! *I know that without an opposing master and terrain this is imperfect but trying to do the whole process is too complex for a thread. **@mythicFOX will pick the winner for me, as I am not near a computer on friday and the week thereafter. Thanks Week two challenge; Plant Explosives / Corner Deployment Breakthrough, Search the Ruins, Take Prisoner, Power Ritual, Outflank Enemy Faction: Ten Thunders GLHF
  4. Sandeep Banasuva Kudra (9) Kandara (8) Mechanical Rider + Diesel Engine (11 + 2) Shastar Vidiya Guard (8) Wind Gamin (6) Plan for schemes would be Breakthrough/Power Ritual. The rider, given she is not harrassed too much, can do those alone. The rider is a central element in the list and should do either one of two jobs: Do schemes if left alone, or divert forces if not. In that case, the burden of schemes would fall to Gamin. The rider, if not committed in turns one or two, should be fast and safe enough to do either. The main force threatens the center and does strategy, being mobile enough to threaten the backfield as well. Hold up/Harness are also possible schemes, beware of Assassinate and keep Sandeep safe, if possible. Automaton + Essence of Power instead of the guard can be an alternative in case of a really aggressive master on the other side, Captain instead of Kudra against lots of shooting. Season to taste.
  5. I don't think any of the henchmen (and -women) are auto-includes. - Amina is really good, defensive and offensive. Against melee-heavy crews, her aura is pure gold. Also, it is hard to argue with obey. - Contrastly, the captain is very good into shooty lists, and he is a very fast model with a good offensive. - Fitzsimmons is in a weird middle ground, his auras are generally nice, but he has no good selling points outside of that, other than maybe anti-scheme. I have played with all of them at some point, but I would be hard pressed to put all of them into the same list (maybe for Reckoning). And for Gunmiths, they are good, but falter really fast if attacked, and want to stay in the bubble. I don't think I would take two of them. I like more flexible, self-sustained models with Ironsides.
  6. I disagree. When declaring an action is a specific timing, and it happens to be before flipping. Until it is clarified, I will play my Gunsmiths so that they declare the suit from the grit before they actually use the action. Also, a neat trick I have picked up is shooting at Ironsides with Mouse in the first activation. The way the trigger is worded, you get the adrenaline anyway, and don't punch back. Just make sure to flip both (on Df) and not hit, as staggered is nasty. The Union Miner can do this as well, and here hitting is not nearly as bad. Not something for every game, as it will slow you down, but a nice way to get some adrenaline going
  7. I have played two games with Sandeep so far. I focussed on his keyword for the start, so my crew in both cases was: Sandeep, Banasuva, Kandara, Kudra, Shastar Vidiya Guard (with Soulstone Cache), Oxfordian Mage, Soulstone Miner (with Magical Training), Essence of Power I really like Kudra, but she is a bit slow. The guard is an extremely flexible beater, but likes to be near Sandeep for the "free" focus action. The Oxfordian Mage didn't do much. The essence of Power is awesome, if you can keep it out of harms way. For your questions: 1) As you see, I didn't play any gamin to begin with. I would most likely replace the mage with a Wind Gamin to begin with, for the free pushes (Gamin focusses, gets the Mantra of Banasuva, a model may push). You can start with a golem, but I don't think it is needed... maybe in Reckoning. 2) If you want a golem, you have to work towards that, otherwise, summon what you need. Wind Gamin are the most flexible and the best scheme runners. Poison Gamin are nice beaters (for their costs) and make good bombs for Sandeep to blow up, Metal Gamin are good tanks and can give out shielded (and pair nicely with Kudra). Fire and Ice Gamin are nice and cheap, with fire gamin having a nice ranged attack and being a bit faster, and Ice Gamin being a bit tougher. Both support their respective golems nicely with markers (given Banasuva is still alive). Main point: Sandeep is flexible. Summon what you think is best in each given situation. 3) I think the crew above is solid. I have two wins so far... I think Sandeep has a very nicely fleshed out keyword. No model was really underwhelming, and the ability to summon so many different models makes his summon pool very flexible, too. You can concentrate on one element, take an Ice Golem and maybe a Silent One to support it, or a Fire Golem, or a Metal Golem plus a Gamin or two to set rails, but the main crew is able to do most schemes and strategies out of the box. 4) If you really want to focus on an element, you may consider the respective master, other than that, maybe a Silent One to have a "mini Raspi" to support an Ice Golem with pillars to heal from. Joss is always an option if you really need irreducable damage. The medical toolkit if you need more healing. 5) As soon as the golem is dead, you can try and summon a new one. You may only have one in play at any time, but you are not limited to one per game. As for your models, you want three of each gamin. For Metal, Fire and Ice because you need three in play to summon a golem. For Wind because they are awesome models. Poison are the only ones where you don't really need them all that much. You definitely don't need a second golem of any kind. They are enforcers, so limited to one in play. You can consider buying Shastar Vidiya Guards, They are good models. For the moment, a Golem or the Captain as a beater should do as well. The Essence of Power is a good model as well, but not essential, Soulstone Miners are recommended. Hope I could help you, enjoy your games
  8. This is not the case. For step 3 of the replacement process, only conditions are called out for replacing multiple models. According to the rules, the new model gains all summon upgrades present on the replaced models, but because a model can only have on upgrade of each type, it keeps one of them and discards the rest. So even if only one of the arachnids used to make a swarm is summoned, the swarm will have the upgrade and will therefore get stunned.
  9. Are you sure incorporeal works like that? I would argue, as long as my opponent decides to "be incorporeal" and not block the push, even when the push ends in the model, the model did not stop the push, but it was cut short because otherwise the pushing model would have ended up in an illegal position. Depending scrap markers, for 1a I would argue, because the action does not state it needs LoS to the marker(s), the marker can be removed, even when it is completely covered.
  10. I have not played a lot of Ramos this edition, but he did not change a lot, so here is my take. 1. Yes! Metal Gamin are awesome with Ramos... that is, one is. If you are not trying to build a rail network, one is enough for summoning, and they are not good enough in my opinion to justify more. 2. I find both of them not quite worth their points. If you run a rail network, the rail golem could be ok, but they both pale in comparison to the true beater in this crew... the swarm. 3. Yes, he is ok at best, but still our only source of irreducable damage in the faction, so he has a niche use. But no longer in any Ramos list, unfortunately. 4. Ramos needs a stone per turn for summoning. A soulstone miner gives hin exactly that, and, other than any other master in the faction, he can summon those. So spend the stones, take a miner, summon a second turn one, and have more stones than you ever could have wanted. Also, you cannot summon Metal Gamin. They are not Machina. 5. Arachnids are awesome, always were, still are. Single Arachnids are still the annoying, cheap scheme runners they were before (but a tad easier to kill), steam arachnid swarms are beasts! And you can summon them directly now! One tip here: Take the effigy. Summoned models come with stunned, and while most models don't care, swarms do, so take it off. Also, fast swarms are even more nasty, which is something the totem can do on an eight. 6. Sadly, a summon master will never be good in a killing strat, so Reckoning (and to a lesser extend, Turf War) will be hard times with him. Fortunately, as long as you kill as much as get killed of your models, you are fine. Ramos' play style always was that of an attrition master, at least as I played him. Shove your forces into the opponents face, kill as much as possible, and giggle gleefully as yours get replenished while his do not. Use a spider or three to scheme. All in all, I don't think Ramos has changed all that much. He still needs a source of scrap, which he has much easier access to in ths edition. Take your pick between Metal Gamin, Metal Golem, Mechanical Rider, Steam Arachnid to blow up turn 1. He still wants a number of good beaters with him, to start the attrition, which he then keeps going by summoning models to either fuel the conflict, or do scheme and strategy around it. I would always recommend taking a miner (with any master, really), Ramos is the one that can easiest skip it and summon one turn one, but that depends on how aggressive you want to be. But you need a model to take the Magical Training, and he is the easiest choice. YMMV I would always take at least one Steam Arachnid Swarm at the start, either with Soulstone Cache or with Diesel Engine. I would summon the second. At that note, take the Effigy, upgrade recommended. After that, at least one more beater is nice, and then whatever helps with schemes and strategy.
  11. A friend and I did a match (with proxies, obviously), Marcus plus only Slate Ridge Mauler against Parker with only Desperate Mercenaries. It was a lot of fun, but went pretty poorly for my bears.
  12. If you go to the upcoming page (https://www.wyrd-games.net/upcoming-releases), click on the picture of the specific upgrade pack and hover over it, it will show you all cards included. The model specific upgrade cards that I know of are included in the respective packs (like Bestial Form for Myranda or Bombs in yer Belly for Sparks), so I would assume other are there as well. Be sure to look at the bottom of the list, not where the model is, as models and upgrades are listed seperately.
  13. Chill dude. There is nothing anounced for september except for books, so I would expect there will be some new models as well. And even when they are not there, they will come out eventually, until then, play with what you have or pick up something that is already announced. Wyrd is right now handling a very big release, and they seem to be handling it relatively well. They are people, too, and have their limits what they can do in a day, and I expect them to be quite close to that limit. Give them some time, everything will come out at some point.
  14. There are some short tidbits in the books about each model, other than that, you have to read the stories in books, chronicles and so on. There are some compilations about the general history of malifaux and earth in the general rulebooks of Malifaux, Through the Breach and The Other Side. Some stories are converted to the Breachside Podcast which can be found on https://www.wyrd-games.net/media
  15. Until a few weeks ago, the beta files were still up. I'm sure if you want to, you can still find them somewhere on the internet. Other than that, all official information are either here, or in the various forums. A lot of anouncements were about M3E, the faction forums are full of players already playing (with the latest beta files), most discussions at this point hover around M3E. Then there's this: https://www.wyrd-games.net/news/2019/4/29/wyrd-retailer-newsletter-launch-plans At that point, you will find all cards as well as the official rule book on the website and on Drivethrough, as well as (eventually) at you local retail store. As to products, https://www.wyrd-games.net/upcoming-releases covers a lot of ground already, and will be updated in the future (even if not very regularly). I am not a Wyrdo, but I hope it helps regardless
  16. You definitely want assets! I rarely do not max out on assets, they are not like upgrades in Malifaux, they are essential for survival in this game! I would cut one unit of warped, to free 11 Scrip to take all the assets you can get, so 3 for Horo, 2 for Adeodatos, 2 to 3 for Goryshche (depending what style you want to play), and Raving Madmen for the rest. If you don't do that, your non-squad models will not survive the first turn. To be clear, this regards non-squad units, usually. Raving Madmen are just very good, because they protect your units from the enemy unsing their shaken token. But for everything that is not a squad, they want assets, as they keep them alive. And they are costed with that in mind.
  17. I don't play Cult, I play Abyssinia. So I do have other ways to deal with eels than you have. General advice for them is either kill them early, or ignore them as much as you can. Killing them takes a lot of effort. They usually start with an asset, and get a lot of reinforcement tokens, so they have a lot of health. Also, they have a crazy high defense. This can be helped in cult by giving them shaken token, and using ispired token (when applicable, I know cult does not really want them). For that, you will have to commit your forces, may not be something you want, or have to have a lot of ranged attacks. Ignoring them only works for so long. I assume that the eel is in glory as soon as it activates the first turn, it can get two reinforcement token each round by either attacking or Focussed Effort. you should be able to prevent both, but more tokens are possible through other means. So if you straight ignore it, you have two eels by turn two and a problem by turn three or four. So you have to damage it at least enough to keep it from multiplying. Again, shaken token can help hitting, and ranged attacks are preferred as they keep you safe, but you can also think about pulse attacks or area effects, as they get around the high defense. Also, Gibbering Hordes usually have really poor card draw, so volume of attacks may help to get some hits through. My usual tactic is to ignore it at first, take some shots to keep it from spawning more eels, and attack it either if it commits, or directly after it multiplies, for at that points both eels are vulnerable. In your case, I would deploy either Doomseeker or ECB for a bit of ranged threat, and either a breachling or two, or a rhino to get a pulse through. Those are generally good against hordes, due to their low armor.
  18. The three branches of the guild that we know from Malifaux are very specific for Malifaux. I don't think we will see them incorporated into a construct that will likely never be used there. But we could see a similar aproach to earth, where there are distinct tasks that need to be done, and via upgrades the titan could be customized for those tasks.
  19. Don't forget engineers. That is another reliable piercing attack.
  20. To answer your questions: - Must [Healing Magic trigger] be same target? No. It would say so if it would. - Can you use multiple tokens together? Rulebook Page 24, Step 2: Modify: "Players cannot use more than one Token of each type in a duel." - Does elevated remove concealing low debuff or just allow vision behind blocking (low) with no effect to concealing? According to the rules, a fireteam on top of elevated terrain is still "Low" and would still get cover from terrain with the "Concealing [Low]" trait. Also note that models in elevated terrain may draw sight lines through "Blocking [Low]" terrain, but not the other way around. As far as I read it, at least, please correct me if I am wrong. - Can Stormsiren when gloried use both banner actions (Siren's call and create a tidepool) since she gets a banner action free or are banner actions exclusive like malifaux (0/fast)? Yes, she can. Your bonus action has to be a Morale action, but it can be any, even one you have used/will use as your regular action. It can even be used independantly from your regular action, so for example with a advance order you can do bonus action, move, regular action (just not during the move). Also, you can use it in a rush order before the movement. - Can each fireteam use the banner action or only 1? Any fireteam can use any action they have access to, except for rushes, where all can only use Melee actions (exceptions for this rule exist, like the Marauder or KE Allegiance rule) Glad you had fun!
  21. It absolutely is, due to the Versatile Tactics ability on the Walker.
  22. Just because it is autonomous, doesn't mean it doesn't follow orders. Constructs in the world of malifaux are still robots in the classic sense, built to serve. They are (usually) operated on soulstones, which can give them some semblence of self, so they can break out of that, but it is rare. Lazarus would be an example of a construct with a personality that is able to think for itself. A "Moment of free will" for the Kings Hand would be a moment where it breaks out of its strict order following and starts to think for itself. Which, depending on who you ask, can be a good or a very bad thing. For an operator, this would be a VERY bad thing, indeed. Also, an operated construct would not need the processor to act out it's orders, only the actuators to do what the operator wants it to, which would probably, given the Empires history, not be soulstone operated, but steam powered or something.
  23. As far as I know it is autonomous. There are other big constructs (although not as big) that are also autonomous. Also, the Kings Hand has an asset called Soulstone processing matrix, which has an ability called "Moment of free will", which would suggest that it can think for itself which would be unneccessary would it be operated.
  24. If I remember correctly, there was some switching around which units could have assets and which not. But not sure. If I could not use Toughness on the Marauder, I would never play it, ever. One hit and it is gone... On the eel: I have played it and found it annoying. It hits quite ok for its points, and is stupidly survivable with Df8 and it's token mechanic. You really have to focus on one to kill it, and you cannot ignore them, as they would just multiply. Never got the schemer angle, but that seems just as bad. Easiest fix imho would be to change the Reinforcement token mechanic to reduce by 1, not to 0. That should be enough, I think, as then when you manage to hit it, you can strip multiple tokens.
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