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LeperColony

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Everything posted by LeperColony

  1. Yeah, if you're just looking for atmospheric background they're pretty good choices. Carnival Row has a maybe one or two songs with lyrics, but otherwise it's only instrumentals.
  2. I have a playlist I use as background music for our sessions. It's not atmosphere in the sense of just creepy noises, but it is meant for ambiance. It began as mostly ragtime and early New Orleans jazz, which is a bit anachronistic, but popular music from 1890-1910 has not survived well and is rarely performed in modern times. There's some tin pan alley stuff, but the jazz element is mostly WW1 - late 20s (sometimes in original period recordings, but also more recent versions). From there, I expanded it to fit the other Malifaux aesthetics such as: 1) A few selected classical tracks and waltzes, to represent higher social-economic environments. 2) Some western-themed songs. Admittedly, most of it is spaghetti western tracks, but there's some folk music too. 3) Music from similar themed entertainment, such as the Penny Dreadful and Carnival Row soundtracks. The result is fairly eclectic, and I go back and forth on whether the authenticity of the early recordings outweighs their sometimes questionable sound quality, but I do find it to be a nice touch to the atmosphere, and fairly unobtrusive if your group is used to background music already (as ours is). https://open.spotify.com/playlist/0ubg0v2Nlj2Ba6rVWWyoie?si=irgLQpRwST22iY4GbW6d8w
  3. This is a common misconception about him, in my opinion. He isn't a beater, so he shouldn't be competing for beater slots. He's a support model. The reason you bring him in a crew is his sin aura. So then, to get value from him, you have the lure. His attack is okay, and turning off resistance triggers ranges from critically important to irrelevant depending on the match up, but I rarely use his . So it's not really a choice between him and Hinamatsu. It's between him and Serena Bowman, or the Doppleganger or some other support model. Although I've never used him in Euripides, the reason I'd be wary is all the large bases and pillars will really cut into his aura. And if you're bringing him to try and support the schemers, then he can't protect your key models. If you look to use him as more of a damage dealer, then obviously his aura matters less. But I don't bring him for damage, as I feel there are better options. Yeah, Greed pre-buff was an absolutely terrible model. Now she's just match up dependent. Since I run the full band when I do CR7 I bring her anyway, but if there's any place to save on stones, I think she's an easy cut.
  4. She got a solid buff, but still isn't anywhere near the best CR7 model. If it weren't for the Shadow Effigy and the upgrades, I wouldn't pick her as the leader. To me, the CR7 fall into three tiers: 1) Wrath, Envy and Pride. 2) Lust, Gluttony, Sloth 3) Greed I'm not a very careful player, so I tend to overvalue defense tech as a hedge against personal incompetence. If you're more confident in your positioning and tactics, then the Shadow Effigy is maybe less appealing.
  5. Agreed, and his marker removal is excellent in many match ups. But if I had to trim models from CR 7, he'd probably be second after Greed. Maybe third after Sloth.
  6. I'm of the opinion that henchmen-led crews are at a noticeable disadvantage compared to Masters. So for me, the only reason to pick Wrath would be to do the CR7. Now, that doesn't necessarily mean you need everyone, but I've never done a CR7 crew and not taken the whole ensemble. If you did want to cut some of them, Greed is quite situational. The others have wider utility, but either Sloth or Gluttony could be another stone-saving reduction. In a CR7 crew, keeping everyone alive is a bit of an issue. There's not a ton of healing, and except for Wrath and Envy, they're all relying on Manipulative as their sole defense tech. This is why I like Lust as the leader. She's not the model I'd necessarily want the third AP on, but TT upgrades are really nice, and the Shadow Effigy's conceal aura can make a lot of difference. Other than Pandora or Dreamer, maybe Lucius? Wrath's Sin ability is really nice. Ultimately he can probably slot into most crews, especially if you have ways to move him around and keep his aura relevant. Personally, it'd be hard to see him in a Euripides crew though.
  7. If you're looking at running them as a crew, Wrath is a good leader, and the fact that he doesn't have Manipulative often means you'll want to activate him earlier than many of the other band mates. His Sin ability is also one of the easiest to use and one of the most effective, imo. That being said, I don't tend to have him lead (even though he is the original leader) because NB upgrades aren't too exciting and the effigy doesn't rank highly for my playstyle. I only do the CR7 as a crew together, so I don't know what it'd be like to hire some and not others. I've taken Wrath with Pandora a few times, and I think he works well. His Sin token mechanic fits well with the rest of the bubble, and can protect Candy or Pandora in a pinch.
  8. These look great. I see they are pre-assembled. Are they in hard plastic, or soft?
  9. Well, or a Mindless Zombie. But yeah, that's why I was hoping for a model with Recent Funeral. Hence the Gravedigger. But I think @Graf makes a good point in that eventually it gets to be too much support. The question is whether the Flesh Constructs, Ashigaru and McMourning can make the investment in resources pay off. Maybe?!
  10. Toshiro and Asura don't actually compete for , because Toshiro isn't interested in the 4-9s and you'd never use a 10+ for a Mindless Zombie unless it meant scoring. And Asura can order around the Flesh Counstructs. I could see swapping out the Graverobber for a Bone Pile. To me, the Restless Spirit is a reliable corpse generator, and also good for providing Shielded to increase Reva's reach. Since there aren't a lot of models that use Burning, and Corpse Candles/Mindless Zombies may be thin on the ground to make Flesh Constructs, Reva may find it a bit tougher than usual to find attacks.
  11. Thanks for the suggestions. Here's where I'm at so far: Reva + Candles Dr. McMourning Toshiro w/ The Whisper Asura Rotten Restless Spirit Gravedigger 4 stones
  12. A player in my local meta was talking about taking McMourning with Reva, and we started trying to map out the best way to make a Flesh Construct engine. We were thinking taking a Grave Spirit and a Graverobber. This way you could reliably generate enough corpse markers to make a Flesh Construct on turns 1 and 2. Possibly also a Bone Pile to peel off the slow on the summoned model. Any thoughts?
  13. For most terrain that's true, but sight lines between two models that cross blocking terrain, where either model is within that terrain's shadow and that model has Size equal to or less than the terrain's Height , the sight lines are blocked even if LoS would normally be permitted.
  14. Daw, and his other high cost quality models like The Hanged don't want to be hunting 5-6 stone minions. Especially those with stealth or concealment auras. Give him too many targets and he can struggle to clear them. Ping damage is annoying to his crew. It gets around his defenses, and it works against Incorporeal. Kaeris is effective against him, because he can't ignore her Pyre markers. Sonnia can get burning onto him via various means, then the range of his crew's non- actions are reduced. Stunned hurts quite a bit too, as his crew relies on triggers and bonus actions to apply the upgrades. If your goal is to kill him, models with multiple attacks are gold. Hinamatsu, for instance. Or Fuhatsu (who also has Ruthless). In games where you don't have any countermeasures, Daw can be oppressive. But if you've brought the right tools, it's a much more reasonable experience.
  15. Yeah, since you can only use Take the Hit after a friendly model has been targeted, any argument that they (the original model) haven't been targeted at any point would be nonsensical. Which, to be sure, doesn't mean that won't be how Wyrd resolves it (if they ever do). But under the RAW targeting failure just doesn't appear to be a concept.
  16. You can get an Alt Seamus, that way you don't need a redundant core box and you'd have almost all the Red Chapel keyword. The Nurse is a solid OOK model, and if you got a Rogue Necro you'd have a fair McMourning set up. If you can find a 2E Molly box, you'd get Crooligans instead of Rabble Rousers, so you'd be pretty well set up there. It's interesting the way it worked out, you can make a few purchases and have good options with no overlap. If you decide you want another Nurse, there's always Gadzooks.
  17. In my opinion, the first thing they should do is demonstrate a commitment to the game by actually releasing something. Not just announcing a future indeterminate release, like they've done with the starter set. Until Wyrd shows this isn't a dead game, it'll be an uphill struggle to get people to buy in. Dual-Allegiance adjuncts (or Guild/CoT) may be a good way to go. They'd be releases with minimal financial investment, and an interesting development that doesn't yet exist in the game, but logically would at some point. Second on their list should be facilitating, as far as possible, a smooth transition for Malifaux players into TOS. One such method would be harmonizing terrain trait names insofar as it is possible. This will mean necessarily re-writing that section of the rules and issuing new cards for the impacted units. Then, they should make a short document meant explicitly for people coming to TOS from Malifaux detailing the changes between the games. Third, talking more about TOS in their Waldo Weeklies or integrating Earthside material into TTB could help with exposure. Maybe reaching out to the major Malifaux podcasts and offering to provide materials for review.
  18. It'd be sort of interesting if models counted as blocking Ht X, but time consuming. Other games have, at times, assigned penalties to drawing LoS through models/units. 40k, for example.
  19. There are a lot of great community builders out there, but just to be clear, it isn't the responsibility of individual volunteers to market the game. If Wyrd's plan to build TOS enthusiasm is to hope that henchmen push it, then they may as well close up the line right now.
  20. I think they must know the another model ruling was a mistake by now. It would be better for the game if they just issued a hotfix, but if they want to save face, the release of Explorer's Society would be a good time for another round of clarifications. The stealth nerf to Nekima could be made official simply by releasing a new card for her.
  21. Neurotoxins is really good, but I think the psychological impact is greater than its effect on the table. I've tried to do a Marcus Neurotoxins list and it really wasn't worth it. There wasn't enough value in the poison models to make the spread more effective than what I could have gotten otherwise. Then again, I am pretty bad at this game.
  22. I mean, yeah, but then again it'd be very strong in his crew. So I'm kinda okay, for the game, that he really can't. Off topic but in a similar spirit, I am sad that he can't hire Grimwell and the rest of the Asylum gang in 3E since he lost his Guild affiliation. They should have given those guys Experimental as well. Not even sure I would take them, but it doesn't really make sense that I can't.
  23. I mean, this is really the heart of the matter. There's no world in which stacking terrifying tests is something Wyrd should allow, even if achieving multiple tests is a bit of work.
  24. Terrifying and Take the Hit proc off the same event, a model being targeted. This is an event that can occur multiple times, as Take the Hit makes a model become targeted. The window for "after an enemy model targets this model" is after the model is targeted. There's no conflict with the "Start of Activation." In fact, both rely on the same concepts. When an ability specifies an inciting event, that event defines the timing. Start of Activation is a defined event that can only occur once per activation, so it'll never happen twice and subsequent effects aren't relevant. But "after an enemy model targets this model" is an event that can happen multiple times in an action, because the target can be changed through an effect like Take the Hit or Protected. In order to avoid two terrifying checks, the timing on Terrifying either needs to be changed so it isn't simultaneous with TtH/Protected, or else Terrifying needs to be rules as a targeting restriction. In which case it would be ignored.
  25. Well, that's actually the problem because I don't think it does. This got detailed a bit last time this got asked. Basically, since the timing window is after the model is targeted, changing the target opens the window again. "Start of Activation" is a point in time, it can only ever be one. But after targeting is a condition that relies on when something is targeted. Normally, each action will only have one target selection, but abilities can change/move the target, making it so that multiple models have been targeted. Take the Hit / Protected should be given timing to preempt Terrifying, rather than being based on after the model is targeted. Or, alternatively, Terrifying could be ruled to be a "targeting restriction" (even though it isn't) so that Take the Hit / Protected would ignore it.
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