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Sordid Strumpet

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  1. 1) Definitely if no cards have been flipped, I always let my opponent (and myself) do 0 actions, discard oath keepers or go reckless. Malifaux is too complex a game to win on technicalities. That only becomes an option when you have two people who both have 400 games with the same crew and master, and who wins depends on tiny errors. But it's a hobboy - ffs give each other some space to breathe. It's meant to be enjoyable, not give everyone a headache. 2) Proxy bases all the way, all day every day. That makes take backs or changes of plans actually feasible, whereas otherwise you never know if that charge would have been possible or not because nobody knows where the model was exactly. 3) Only what's written down counts. There is a reason they sell scheme & strat decks (or you can print off your own). The game is too dependent on scheme choice to be flexible with this.
  2. Adding swamp fiends to Gremlins is a benefit/synergy in itself. Gremlins don't normally have the staying power offered by waldgeists for example, and Silurids are a bit more durable than angry chickens as scheme runners and thanks to their leap, they're at least as good as equally costed gremlin runners. Nurses also offer a significant benefit to Gremlins. Firstly because of the control they offer for their own crew (making piglets take drugs turns them into excellent dirt cheap scheme runners) as well as the ability to paralyze the biggest enemy beater if needs be. Moon shinobi can also be turned up to 11 with her (give them +2 melee damage, armour 2 and plus flips to everything and watch them beat the snot out things). She also gets card draw and turns Sammy into a magnificent scheme runner/denier.
  3. Playing the rat engine was just an exercise in watching your opponent play with themselves in a corner, and then just when you're bored enough to quit, you get punched in the face. Hard. Several times. Then the game is over. At least stuffed piglets are funny.
  4. While Nelly is a thing, I don't think the activation control is really a huge thing one can reasonably complain about. The death'splosion should be mandatory, and I think maybe rare 4 wouldn't hurt (but then, why buy a box of 6?). Df 4 means anything with a moderate of 4 can pretty reliably knock their heads off, and Ml4 means you can probably just walk away from them. Taking 6 of them does seem abusive to some degree, particularly with Gremlins who don't really have to pick between spending 12 stones on a big beater or the gribblies - they get their beaters for 7 stones thank you very much. But whenever I build lists I honestly don't find myself willing to give up things I could get if I don't spend 12 stones on stuffed piglets. The corollary to having cheap really good models is that I have to pick between three stuffed piglets and a rooster rider. Or Francois. Or Burt. Hell, if I take only 3 piglets I can have Burt AND Francois. And I like giant angry chickens much better than exploding piglets. So if you find yourself feeling bad about using so many - maybe just don't for a while? Try writing some lists without stuffed piglets, and maybe you'll find you can't go back to the lists with 6 in them because you miss out on all that other awesome stuff.
  5. Got liquid bravery and quality mash liquor mixed up horribly. All those boozy things are called the same... He just holds quality mash liquor I swear there was a Wp buff somewhere that doesn't have to be on a leader. My experience comes mostly from playing Som'er to death last year and taking Sparks in every single game. Things are a bit hazy because I've been bitten by the Guildball bug
  6. I've been enjoying Sparks a lot. He can hold the Wp Aura (and sometimes he gets quality mash liquor too), and then sit in the middle scoring me show of force and giving me a 4AP glowy Burt that chops any and all threats into tiny little pieces. Sitting in the middle scoring show of force also means his aura comes into play nicely. He's expensive, sure, but I've found him absolutely worth it. Burt also loves charging when the mechanized porkchop is Nearby. Dirty Cheater REALLY comes into its own when you have 4 AP to play with... With Som'er, you can have so many annoying Gremlins hopping about keeping Burt alive, it feels almost OP to play him
  7. Given that there is no frame for murder, Rasputina can go all out killy. Depending on the faction I'm playing against I'd either be bringing Snow Storm or the Emissary. I've really been enjoying the Emissary of late, especially as you can give him armour 3 with the Wendigo and heal him with a Silent One as needed. It may even be interesting to go with both, for extra repositioning. I'd definitely be tempted to take two ice dancers, because their ice path is actually very interesting both for keeping enemies away from Rasputina, and preventing them from going somewhere they really want to go (like near the stash marker for example). Combining two sets of ice pillars with two sets of ice paths really limits your opponents options when there are areas they need to get to or give up points. Dig their graves is an interesting option with Rasputina, especially if you take Angelica with practised production to drop scheme markers near the middle where they have to be anyway to guard the stash. December Acolytes are obviously always nice, especially if you can drag your opponent out of position and you'll probably always want the obligatory ice gamin for bite of winter to make Rasputina even more dangerous.
  8. I'm not worried about Rasputina at all to be honest. Yes, frame for murder is a thing, but she can fairly easily (and arguably more efficiently) just paralyze up to three models per turn. If it's a huge threat, the Wendigo can devour it in turn 4. Plus, Rasputina can put burning on a model with the arcane effigy's buff, so if you really want to kill something, you've got a good chance to let burning do the trick. Maybe find another source of burning, just in case (i.e. Fire Starter, though that's not very thematic). Scheme running for Raspy is fairly straight forward (see one of my earlier posts RE Being able to use the ice dancers as scheme runners as well as hunting scheme runners through them with Raspy). What's more, Raspy's killyness is quite good at removing scheme runners, particularly because your opponent is highly unlikely to put FFM on the scheme runner as they won't actively be trying to get them killed - and if you do kill them, well then at least they aren't getting their schemes any more. Rasputina is acually quite good at control and buffing. She can feasibly spend all 3 AP making her crew harder to kill by handing out armour 2 (putting Snow Storm at arm 5 against shooting ) , paralyzing your enemy's biggest beater (so long as you have a 13 in hand it's all but guaranteed) and then putting up ice pillars to block your opponent from shooting or charging you. December Acolytes are also quite good at the control game with their inbuilt discard and slow (so long as they damage). So you've definitely got options to go non-killy with her and still do very well. Particularly if your opponent brings a very elite crew and blasts aren't really going to be helping a whole lot.
  9. Definitely need to get hold of those union miners one of these days, they look like great thematic scheme runners.
  10. Taking three of anything really does limit the flexibility of your list, especially if it doesn't have any capability to switch roles or, as you said, is actually somewhat countered by the play style of your master. So I'm not entirely sold on the three mages thing - maybe in killy scheme pools they'll work well. I used to run the captain a lot (admittedly years ago when I first started), but these days the poor chap is never even considered, particularly given that the Emissary occupies the same slot (I only take one big model if I can help it). I tend to use Willie's haphazard approach to work health and safety to "turn on" HPM for free (I hate flipping cards attacking my own crew for some reason, it always feels kind of weird, even though there's nothing wrong with that approach). Still stuck on scheme runners for that list though. I might have to get some soul stone miners or something as Angelica doesn't fit terribly well schematically. Of course in a scheme heavy pool there's always the consideration that Kaeris (or Colette...) just work better if that's what you want to focus on.
  11. I wish Wyrd would release Amina already... How do you find Ironsides with the new Shastyar Vidiya Guards? Are the triple mages a worthwhile choise? they are a massive investment still, even with the upgrade. Given that mouse isn't the greatest totem in the world, I'm wondering how the Arcanist generic totem would go with the mages (whatever it's called - I bought it two years ago and it's still in a box somewhere ). I might take Angelica at that point as well, though, because she can push the totem into position (and maybe get a mage out of trouble) so it can do its 2-action thing. I'm very keen to try out the list you posted above with the Emissary instead of the Captain. Might be able to give that a shot next week.
  12. Pretty much this. I would add that even scheme-heavy pools can be done with Rasputina. Firstly, when you're killing the enemy crew to death left right and center, your own scheme runners are much safer. Secondly, and particularly since the indtroduction of ice dancers, ice mirror lets you use Rasputina to hunt enemy scheme runners through her own scheme runners. On top of that, ice dancers are also entirely capable of doing quite a bit of damage of their own all the while being absurdly fast.
  13. Out of curiosity (because I'm still optimistic I"ll be in Vienna by about August this year) - how many players did you have?
  14. I ended up going with Rasputina because raw damage output has something oddly reassuring to it I think Colette's fragile but hard hitting crew is not very well suited to schemes where you need to be in the same spot as your opponent, as it makes repositioning shenanigans that much harder to use when your opponent knows where you're going to be. Guard the stash just doesn't seem like a good strat to take Colette with as there are other masters doing it much more effectively. Having said that, most of Titania's scheme marker shenanigans actually only work on her own crew's markers. So breakthrough and leave your mark are quite neat against her, as she's unlikely to be anywhere near where you're putting your scheme markers and therefore won't get a whole lot of opportunity to heal. Titania herself has some nasty shenanigans placing scheme markers in contact with you and forcing damage on you if you activate near her in base contact with those markers. They're incredibly difficult to prevent, and a good way to get damage on the fragile showgirls. However, the copious repositioning abilities should mean that you never really have to suffer those effects, so the ability can be mitigated with some planning. Titania is also remarkably fragile if you hit her with high min. damage. A Coryphee duet or Joss should have no trouble whatsoever telling her to go be queen somewhere else, particularly if you can put them in the right place at the right time and buff them with a dove.
  15. I'm playing VS neverborn (probably Titania) in a very marker heavy pool later today. I'm not sure if I'll actuall end up playing Colette (got about 3 crews I really want to play), but if I do I'll report back on how the game went after. The strat is guard the 'stache Pool: Claim Jump, Accusation, Covert Breakthrough, Leave Your Mark and Set Up I'm thinking this crew: Colette (Shell Game, Cabaret Choreography, Arcane Reservoir) Cassandra (Smoke & Mirrors, Practised Production) Arcane Emissary (Illusive Conflux) Coryphee Coryphee Performer Mannequin I'm a little dubious about the two Coryphee because Retribution's eye is a thing, so I might replace them with a december acolyte and an ice dancer or something.
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