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RarerMonsters

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  1. You can dislike it all you want and hold it as a cop out answer. It doesn't change that it is so. A better skilled player with Sonnia will win against a less skilled player with Von Schill pretty close to every single game. Luck and bad match ups aren't enough to close the gap between skill. Not in malifaux. 

    Actually speaking of cop outs, a true cop out is to say you only lost because of the match up or luck. Then you are undermining the other players efforts and skill. And frankly being very rude. 

    Preparing for potential matchups is an important part of being skilled with Sonnia. Yes, a crew largely immune to Blast Damage is harder for Sonnia to deal with than a Nicodem summoning army wielded by players of equivalent skill. A player who ignores this and treats all opponents the same is not playing skillfully. And no, saying "the better player will win" is not advice or helpful.

    People are correct that Von Schill and the Friekorps can ignore her blast damage. She is not doomed against them, however, as she can still do damage to her primary target, cause burning damage, and her crew can achieve objectives which don't involve killing as well as anyone else can. If you're up against Outcasts, it could be a good idea to bring more Single target models. If you're sure your opponent will bring Friekorps, you'll probably see more success out of Perdita or Lady Justice.

    Other tough Matchups include Mei Feng, Ramos, Hoffman, and other construct heavy masters. They can run fewer, more expensive models supplemented by disposable smalls that you don't get too much out of killing, and armor dampens blast damage. Again, with Sonnia focus on her spellbreaking and dampening abilities rather than just blasting. Also, keep in mind the guild's option for armor cracking.

     If you wanted a more dedicated anti-construct master, Hoffman and Lady J both work, either by playing the Construct game as well himself or killing tough targets with truly overwhelming force

     

    • Like 1
  2. (Author's Note: Apologies about the uneven indentations, apparently Google Docs don't get along with forum code, I'll work on it in the future.)

     

    Stupid: A story by RarerMonsters

     

        Quentin went ankle deep into mud with the sound and feeling of kissing an unwilling catfish.

        Gady Dautrive slapped his little green thigh with a guffaw. “Ya step’d in stuck-mud.”

        Quentin wrenched his foot about, the sunken shoe holding fast.

        “Wiggle all you want coz,” his guide continued, “dat aint get’n out.”

        “I can’t walk around barefoot!”

        “Aint never pried nothin’ outta stuck mud. My papy fell all the way in once. Loss my two best sticks tryina get him out.”

        Quentin stopped fidgeting. He hadn’t yet considered that a Gremlin was capable of family and loss. “I’m sorry, Gady.”

        “Yeah,” he lowered his conical straw hat over his heart, “dem was good sticks.”

        “I meant your father!” He worked his bootstraps angrily.

        Gady bellowed even louder. “Papy aint dead stupid! He still sunk in stuck-mud, aint moved for nigh on two year. We bring ‘im pork and shine when he ‘ollers for it. Still teaches da younguns howta trap rabbit.”

        Cursing his own empathy, Quentin planted his bare foot into cold, slimy bayou ground.

        “See, aint so bad if’n ya just watch for critters. Now get to movin’, coz. Aint wanna be stuck in the bottoms when night comes round.”

    “Why me,” he quietly asked, “why do I always get the crap jobs.”

        Quentin opened a satchel full of children’s clothes. He fished out a cloth tunic and wrapped torn strips of it around his bare foot. “Are we at least getting close?” he asked.

    Gady offered a positive grunt and kept walking. Quentin grumbled and followed.

    Within the hour, they spotted bright orange through the line of overgrown greens. “There ya go, coz, Fauntaine land. Sumbitches won’t shut it ‘bout all the scratch they pinched offa dat blowed up wreck.”

    “Perfect,” Quentin answered, genuinely happy to see some actual progress in this fool’s errand. Four days ago, the Neverborn had savaged a Guild carriage. If Gady was anywhere near the truth, then these were the Gremlins who’d scavenged the abandoned wreck.

    “Aint no thing for nice hat, coz!” Gady tipped fondly at a conical Three Kingdoms hat: Quentin’s trade for guiding a human this far into the bayou.

    “Now, you still need’n me round? I aint sure I can walk in that hole.” He spit a burst of what Quentin hoped was chew. “I like yo comp’ny an all, bein’ of dat scholaly type, but dem Fauntaine boys is stupid.”

    Quentin fought the urge to rid himself of Gady. “I’ll still need help getting out of the swamp,” he said, holding up the novelty tortoiseshell glasses that went with the hat.

    Gady nodded solemnly.

     

    “Fauntaine Land” was a settlement only in that the riverbank shanties were near enough to string “washed” garments up to dry. So many pigs wandered about, snuffling the ground and wrestling with children, that it was more open air pen than town. In the center of this mess, near a large campfire, a roasting pig, and a thick knot of Gremlins, Quentin spid his goal: a steel coffin hanging from a tree.

    Sloshing through bayou mud, Quentin could feel the eyes atond barrels of a whole warren settling on him. Fortunately he was outnumbered by enough that they didn’t need to shoot yet.

    “Gady!” A voice both baritone and shrill cut through the trees. The whole village snapped to attention, following it to the new visitors. “You got crap for brains comin’ back round ‘deez part.”

    Quentin tensed up.

    “Aww don’ be like dat, coz!” Gady called back without even a slight change to his jovial tone. “Nice threads, by the way.”

        The voice came from a paunchy Gremlin by the barbecue pit. He was trailing a Guild duster and carrying a guild Scattergun, each recently scavenged and twice his size.

        “Gady,” Quentin whispered, “what is he talking about?”

        “Aww, nothin’,” Gady answered at full volume, “just tol’ dis Calhoun sumbitch he aint no good cookin pig.”

        “D’as a damn lie Gady Dautrive!” Calhoun’s scatter gun aimed at Gady, at a range that was as likely to clip Quentin.

        “Please, calm down,” Quentin yelped. When nobody calmed down, he desperately added, “I’m sure your pig tastes great.”

        “It aint” Gady corrected.

        “Shut up,” Quentin whispered back.

        Calhoun kept the gun steady on Gady. With a free hand, he snapped twice.

        “Whassa snappin’ mean boss?”.

        “It means grab a chop dummy!” He yelled, smacking the confused subordinate. Receiving a chunk of cooked pig, Calhoun hurled it across the “town square” to Quentin.

    Thanking heaven that he caught it, Quentin took a hearty bite. It had the bold, smokey taste of burnt sand painted onto a jellied rat. He wasn’t exactly a gourmet, but it seemed that putting the pig in fire after you’ve killed it was still a novel concept among the Fauntaine boys.

    “It’s,” he choked out the words, “it’s amazing. Damn fine chop. Listen, I was hoping I could ask you about... “

    “You full of it, coz,” Gady interjected.

    “Now who’s stupid Gady,” Calhoun beamed, “this feller knows him some chop!”

    “I’m glad you think so,” Quentin rushed, physically restraining Gady, “listen, that coffin you have up there, can you get it down?”

    Calhoun’s grin collapsed and his gun fidgeted, “tha’s my box, fella. Shows all the kin round who got the big scratch.”

    “I know,” Quentin continued, suppressing his tension, “I just need what’s inside: A bunch of paper. Worhtless to you.”

    Calhoun’s face twisted in circles, mind at war between not trusting and not understanding.

    “You good dere, Calhoun?” Gady prodded with a smug grin.

    Changing the subject fast, Quentin opened his sack and drew out a child’s top hat. “I’ve brought trade?”

    In an instant, all grudges dropped before the hypnotic glory of a big hat. A Fauntaine boy reached for it, but Calhoun smashed him with the butt of his scattergun. He then turned the gun on Quentin, and the lone human could feel every other boomstick following suit.

    Quentin grabbed the hat by both ends and tensed his muscles, ready to rip it in half.

    “Woah ease up feller,” Calhoun yelped, “so uh, trade huh?”

    A few boys lowered the coffin. Calhoun blew the lock off and kicked it open. This time Quentin was mesmerized: an entire Marshall payroll in guild scrip; easily more than his yearly salary.

    “So this’s all you want then?”

    Quentin nodded. “The hat, and everything else in my sack for these papers. You can even keep the coffin.” He shared a firm if awkward shake with Calhoun’s tiny mitt.

    “Got yourself a deal, feller!” Each smiled, convinced they were ripping off a rube.

    The scrip found its way into the sack, and the clothes were spread among the Fauntaine boys. The Gremlins, now resembling a young men’s cotillion for plague victims, were already breaking out the shine.

    Quentin was all too ready to take his leave. “Let’s go Gady.”
        The Gremlin guide grumbled and turned toward the best path out

    “Yeah, go on’n get Dautrive-” Calhoun slurred at him.

    Quentin tensed, but Gady seemed to shrug it off.

    “-stupid sumbitch-”

    Still no reaction. Quentin relaxed.

    “-ann’er dumb hat.”

    “Whatchu say?” Gady turned, a killing glint in his eye.
    “You ‘erd me!” Calhoun’s words were practically wet with liquor.

    “Just go Gady, he’s drunk,” Quentin pleaded.

    “Dis hat,” Gady spat bacl, “is a treasuh a the Or-ee-ent. Supid Dautrive kin jus’ don’t know scholaly mattahs.”

    “It’s small’en mine.” Calhoun tipped the children’s top hat proudly. “So, seems like you the stupid one, Dautrive.”

    Quentin was pulling Gady away by the arm. “Yeah, well, you so stupid you aint even think ‘bout why he want that paper so much!”

    Quentin froze. He could see wheels turning and boomsticks rising.

    “How bout you drop that sack ‘fore you leave, fella.”

    Quentin took stock of his situation. He could negotiate with a Gremlin, but not a drunk, armed Gremlin. And he could kill Gady when they were out of the Bayou. All factors weighed, he hurled Gady over a shoulder and took to a mad swerving dash.

    The first few boomsticks were impulsive and only kicked up dust nearby. Calhoun tried aiming, but tripped over his oversized duster and took out several kin with a wild shot. For each that went down or stumbled over drunk, though, more emerged to chase.

        Quentin and Gady broke free of the camp’s edge, Fauntaine boys close behind. Quentin unholstered his Collier, but would need about five times the ammunition he had. “Please tell me you can get us out of this mess you put us in.”

        “Keep calm coz!” Gady answered, “just follow me.” Gady hit the ground and scampered ahead.

        Quentin barely kept pace with the nimble swamp native. They cut away from what passed for a path, climbing through tangled vines and along an unsteady treebranch over a familiar patch of slimy ground.

    “Now,” Gady declared, “just need some bait.” Without hesitation, he stepped ankle deep into the edge of the stuck-mud.

        Soon after, the charge of Fauntaine boys barreled after the vulnerable Gady. Triumphant and careless, dozens piled into mud so deep only a few still had heads over the surface. Only Calhoun remained, stepping over his stuck comrades and angling the scattergun at the stationary Gady.
        “Who’s stupid now, Dautrive?” He asked, grinning wide over the massive gun.

        “Still you,” Quentin answered, easily downing him with a Collier bullet to the head.

        Gady cackled, “nice shootin coz.”

        “I... can’t believe you did that, Gady,” he said, awkwardly moved. “You sacrificed yourself stop them.”

        “Sac’a’fice?” he pondered quizzically, and then looked at his feet. “Aww damnit all! I did, didn’t I? Hey get me outta here coz!”

        Quentin sighed, and nearly pulled Gady’s feet off. The two were at an impasse.

        “Decent tryin, coz, but guess I’ll be here ‘while.” He grinned, looking over the exposed Fauntaine heads. “Least I gotta best hat ‘round. Real scholaly.”

        Quentin shook his head at the delighted Gremlin stuck in the iron grip of wet mud. Wet mud. There was one way to fix this. Quentin grimaced.

     

        “Smart thinkin’ coz!”

        Quentin winced thinking about the piles of paper scrip he’d used to soak up the stuck mud. He would rather have cut off a limb.

        “Yeah well, I had no choice. I still need a guide,” he lied.

        Gady slapped his thigh. “Aint no thing, coz!”

        Quentin shrugged, handed over the novelty glasses he’d stashed in a pocket, and the two headed home.

     
  3. I'd grab Ten Thunders Brothers, a Shadow Effigy, and Yin the Penangalin, all three are excellent choices in most lists. Katanaka Snipers are okay but not mandatory, Izamu is a great Beatstick but also overlooked as a control piece with his ability to lock people down.

  4. ...

    Misdirection is about forcing your opponent to make bad choices by only giving them bad choices. Sure, they can get a few wounds on your master, but it costs them their entire hand to do it, and then your master is pretty much unkillable if they have stones left or cards in hand (and your opponent doesn't have Joss or something that attacks Wp heavily; though even then 10T masters have high Wp almost across the board). If they don't, your master just goes about doing what they want unimpeded in the middle of the enemy crew. And if they try to damage your master from a safe distance, you can dump the hits off on an expendable or tougher model - Mei Feng could put a big hit onto a Rail Worker or Metal Gamin, for example, or Misaki could put the hit on Ototo to get him closer to being Enraged, etc.

    It's my number one upgrade for 10T masters now, and there are only a few situations where I don't bother taking it. 

    Okay, I was clearly misreading it. Thanks for the clarifications. I'll probably start running it on Yan Lo a lot more.

    Still not sure about it on Mei Feng, I think Seismic Claws, Wings of Wind, and Recalled Training is too good a Combo, and you already have all the defense you need with Step Aside and Badass Pose.

     

  5. Am I the only 10T player who doesn't put any faith in Misdirection?
     

    It seems like the definitive newbie trap. It's good if your opponent doesn't know about it and bad otherwise.

    First you need them to attack you with another model nearby. THEN they need to attack you with a mask or soulstone to spare. THEN you need two cards to toss. This on Mei, who already hurts for Upgrade slots, and you're really throwing all your resources at a trick that any smart opponent will play around just because you saw it work on scrubs a few times.

  6. Or just hire Komainu?

    See, I don't see this strategy as very effective because you're throwing so much effort and resources into creating normal Komainu (Decent, but not extraordinary minions)

    Summoning can seem amazing since you're multiplying your forces, but turn wise Malifaux games are too short to really utilize most of the things you'll create (since you need to get most of your armies work done on turns 2-3. Obviously this is a little different with a summoning focused master like Nicodem or Dreamer, but they have tools designed to be exceptional at it.

    Command the Graves Toshiro with Mei Feng is a great upgrade and master choice, but I think you'll find you get more mileage by simply taking efficient constructs like Metal Gamin and Komainu and then using it where Scrap markers appear more naturally. Sensei Yu is great, as is Chiaki, as Condition control is vital, but healing summons is a bit excessive since one of their virtues is being expendable. If you take Yu, I think you're better served with Wandering River style to take push farther upfield to exploit the rail network.

    • Like 2
  7. Personally I love Mei Feng at Turf War. With Seismic Claws and multiple models bunched in together she can routinely pull 3 attacks out of a single AP, and if you can get one or two Badass Poses off with Sensei Yu nearby your opponent will not have much luck getting them off.

    Take plenty of SS for Prevention flips, and you're still left with enough other models to get schemes done.

    • Like 1
  8. Also also, remember that the Malifaux Board is a square foot smaller than WM/H (3x3), so movement will be more about controlling and manipulating a constant skirmish than about positioning an alpha strike.

    It's been a while since I had to math and I really don't mean to be that guy (I just want to get it right in my head), but would the Malifaux board be in fact 7 square feet smaller than the WMH board?

    Yeah. Yeah that's right. You square a number 1 smaller that actually means multiple square feet smaller. Mathbrains.

    Point stands.

    • Like 1
  9. It depends on what you mean by Movement Shenanigans exactly.

    In general, a difference between Malifaux and Warmahordes is that in WMH you have one move/charge, one action each turn where as in Faux, you have set AP you can spend on Movement OR Actions, the most efficient being charges that include a longer than average movement and 2 (1) melee attacks for 2 AP.

    As a result, Movement Shenanigans are just as often AP shenanigans. So, you may consider masters like Collodi, the puppeter who functions by turning his actions into targeted, boosted actions by other models.

    Also, consider 10T since the Henchmen "Sensei Yu" and Mr. Graves can very effectively push dudes around the table, plus the general upgrade "Wings of Wind" gives any master a versatile push on their minions.

    Also also, remember that the Malifaux Board is a square foot smaller than WM/H (3x3), so movement will be more about controlling and manipulating a constant skirmish than about positioning an alpha strike.

  10. Just got My Crew in the mail today. I am going to a buddies house to assemble and paint. I cannot wait to field these guys!

    Careful with that beard.

    Such a tiny part :wacko:

    And I totally destroyed my Yan Lo's staff, but I replaced it with metal rod, so it'd be more sturdy on purpose, no loss there.

    Seriously, I hate Yan Lo's beard. Lost the piece in carpet, had to get an entire new box to replace it, lost that piece too. Had to assemble a new one out of green stuff.

    Yan Lo's beard is a one man discrimination campaign against stubby fat fingers like mine.

     

    Regarding Oni, you're in luck since we're due to get several in the next wave of Minis (sadly not THAT soon but soonish), including a hulking standing demon and a Spider demon. Plus, we're getting Tengu who are pretty efficient scheme runners, which although not out for a while you can pre-purchase through the upcoming Black Friday sale. Also, although not an Oni Yin the Penangalin is a suitably horrific monster that combos very well with Yan Lo, since if you can give her even +1 Chi through the Soul Porter or Chiaki passing it to her (she is an ancestor) her casting actions go from solid to downright punishing.

    Other models wise, a benefit of Yan Lo is that he can work well with most models so you shouldn't have too much trouble taking the stuff you want and still making him work. His primary trick is Lightning Dance, so the key is to Focus on a two tiered approach. Closer to the front you have smaller defensive models, Ten Thunders Brothers would work great here and look good in a L5R motif, and then farther back you'd have Ototo, Oni, or an Undead beater like Izamu or Toshiro. Send the enemy toward your small guy which is standing in charge range of your more fragile beater. 

    Synergy Wise, Yan Lo can either play the solo game by focusing on upgrades like Brutal Khahkkara and grabbing the 1 and 3 Ascensions for survivability and Curse/Assaults, OR with he can look for the 2 Ascension which provides extra action economy for spirits, which is unfortunately more of a Resser strategy since Ten Thunders don't have a huge range of spirits to choose from. If you go that direction, you can infiltrate in Ikiryo from Kirai's crew box (they are Retainers), and pass out Spirit to one model a turn, and then basically spam spirit actions.

    Also, as suggested above, proxying in for the Shadow Emmisary would be an excellent way to include a large Oni, Bushido has some models that would fit that task quite well, as do more than a few others.

    http://www.bushido-thegame.com/sites/default/files/styles/uc_product_full/public/rashka_promo.jpg?itok=p4Fiu6aA

    http://www.bushido-thegame.com/sites/default/files/styles/uc_product_full/public/yusha_promo.jpg?itok=Vh4HnPQO

  11. Updating PDFs would be an unearthly hassle people don't seem to fully recognize. I really hope that we have some option for getting updated cards but frankly this is still the best option.

    If their publishing software is up to snuff, it shouldn't be.

    It depends, updating the core files isn't but having to resubmit to every vendor who carries them and then get those updated files is an entirely different matter, especially for a small company.

     

    Any other game system would either just compensate by releasing a new op model for each faction that you HAVE to buy in order to make the old OP stuff irrelevant (PP) or force you to buy unrelated products in order to get the upgraded rules for the stuff they didn't balance the first time (FFG)

    I thought that PP just released some rather heavy errata to some extremely popular Casters causing a huge uproar?

    Yeah, it's not their typical practice though.

    "In my country if we make a significant change to a product which is documented in the documents that come with it. All documents that describe the former version need to be updated and made available to former buyers for free ... aka pdfs here."

    They did. They released updated PDFs of cards and full errata documents for free on their website.

  12. Updating PDFs would be an unearthly hassle people don't seem to fully recognize. I really hope that we have some option for getting updated cards but frankly this is still the best option.

     

    Any other game system would either just compensate by releasing a new op model for each faction that you HAVE to buy in order to make the old OP stuff irrelevant (PP) or force you to buy unrelated products in order to get the upgraded rules for the stuff they didn't balance the first time (FFG)

    I hugely prefer a company which makes difficult rules tweaks in the interest of an ongoing playable game vs a company which lets problems fester in interest of not ruffling feathers.

     

    Also, Metal Gamin and Rail Workers are still totally playable, and Mei is still a competitive master bringing in other faction resources. I really can't sympathize with insisting that you want to only play a narrow single aspect of a master you consider fluffy AND also wanting to be on the same competitive tier as people who are willing to be versatile.

  13. Hey guys, in my opinion now metal gamin are weak! If before they were a good option for most arcanist's crews, and also for Mei even if she is not picked as arcanist. Now they are weak, no damage, armor +2 still strong but not if u summon them with mechanical rider, and why they deserve to lose their hard to kill???
    I gues that now rail worker is much more strong. even if u don't use Mei u can use the rail worker 5 points istead of 4 but he hits hard and he has hardo to kill.
    They become an horrible choise for being summoned by mech rider, someone can tell me in an arcanist crew when i should use them and why?

    You expect Mech rider summons not to die easily? Honestly riders are becoming one of the worst crutches seeing regular play... it's why I can't stand powerful "cycle" models.

    Vs Rail Workers... yeah, Rail Workers are probably slightly better if you don't face constructs (hence +1 SS cost) but Gamin are EXCELLENT offensively if your opponent does have constructs, since Magnetism is an excellent attack and mobility source.

    • Like 2
  14.  

    ...

    If I can not play a lot of cheap constructs. Mei just has nothing special... I have no fatties I can jump off.. for some reason Fire gamin are not foundry... so how I am supposed to play her now. 

    I think we all regulary play against armor ignoring... if I bring Mei my opponent stacks it...

    If your opponent brings anti-armored anti-construct tech you should expect your 4 ss constructs to die. That's just how it is.
    And your opponent can't bring this against Mei Feng, they can only pick against your Faction.

    first few games that already clear. Now I can either buy another Mei Pack for Railworkers... I can give up her signature playstyle (aka how she was supposed to be played) or I can accept that perdita now with ease kills 8 points of Gamin a turn, leaving me with immobile teleport spots as well. 

    Gamin are 4ss minions, Perdita can kill two of pretty much any 4 ss minion per turn. The difference is that they have an excellent attack (Magnetism, which is fantastic at getting through armored constructs and producing great mobility)

    They still benefit from free Df stance and Mei Feng can vent steam to make it difficult for shooty minions to drop them easily.

    They will basically never use Metal protection now which would be ok, dmg cuddle and less def was necessary. But without hard to kill they simply do nothing besides dropping a scrap... thats it.

    That's enough. If you're trying to build Mei's Rail network then the scrap off a 4ss they had to spend resources killing is enough to expect. Again, 4ss

    They have no dmg, they have no ability...since even if you dont play for railwalk placing it checks always not end of turn. They can´t tank nothing since they will just be oneshot by everything from perdita, Levi, or even Hans. 

    You need a 4 damage ignoring armor or a 6 damage not ignoring armor. Not even most masters can get that reliably without spending cards to cheat. And, again, 4ss. Cheap minions die when Masters look at them.

    Now Mei was not the most competitive to begin with but the most fun... now I basically handycap myself whenever I wanna play her Ten thunders as intended (jumping Kung fu Master).

     

    I think you're expecting too much out of Railwalk. That is an option to improve Mei's abilties but it's not the be all end all of using her well. Playing with her I rarely chain railwalks more than one or two turns, most times once you're in the thick of things you're better off charging and you generally only need railwalk to escape bad situations or get to a scheme marker. At that point, having dropped an upfield scrap is enough.

    It's a huge cuddle no doubt, but I still see Metal Gamin being one of the best picks for a Mei Feng list at their cost and I think further play will only remove the brainless quality of exploiting Protection of Metal.

    • Like 4
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