Jump to content

KingCrow

Vote Enabled
  • Posts

    453
  • Joined

  • Last visited

  • Days Won

    1

KingCrow last won the day on November 11 2018

KingCrow had the most liked content!

Profile Information

  • Gender
    Male

Recent Profile Visitors

1,241 profile views

KingCrow's Achievements

Proficient

Proficient (10/14)

  • Reacting Well Rare
  • Very Popular Rare
  • Dedicated Rare
  • First Post
  • Collaborator

Recent Badges

263

Reputation

  1. I'm looking to try out Shenlong2 soon and it seems that its best to bring maybe two Wandering River Monks because of their mobility. This way they can get into position to take advantage of the offensive upgrades that Shenlong2 can allow them to equip. This would also make it easier to trigger the River's Conflux easier. What are people's thoughts on this or have they found it easier to take another type of monk or even a small number of multiple different monks?
  2. Is there any reason why Mei2's Workplace Efficiency trigger says Once Per Activation rather than Once per Turn? Is there anyone that can copy that action in the TT? I'm Jumping back into the game and want to make sure I'm reading stuff right.
  3. I was supposed to play this crew yesterday but had to tend to family stuff first. Tell me what yall think of this little list? New Font Of Magic Crew (Arcanists) Size: 50 - Pool: 5 Leader: Sandeep Desai, Font Of Magic Totem(s): Banasuva Hires: Metal Golem Neil Henry Kandara Shastar Vidiya Guard Magical Training Fire Gamin Fire Gamin 2 I was debating removing Kandara for an OxMage and SSC on the metal golem but wasn't sure if it was worth it. So the main thing is that Sandeep allows his models to ignore friendly demise and Shockwaves. Which means that you should try to fit a lot of shockwaves into the crew. I would've brought the Fire Golem for more shockwaves and I had even considered bringing Willie but decided not to as I wanted to experiment with the Metal Golem/Neil "Roundup". So the gist of the crew is to pulse out as much Staggered as possible from Kandara's trigger, Sandeeps Demise (concentrate within 6 of Banasuva) and Neil Henry's Bulldoze. Then you are gathering up your enemy models with either the Metal Golem's Off The Rails ability or Neil Henry's Get To Work. Now the Rail Golem can use Off The Rails twice a turn because of Sandeeps Student of All ability. So once you have everyone gathered up, you just blast everyone with Shockwaves from Sandeep (he can throw 5 a turn with his cool 5 AP) doing 2 damage and burning 2 with each pyre markers or 1 dmg and Stunned with a Scrap Marker. (The scrap marker then feeds the crew even more). Lastly, if an Elemental concentrates within 6 of Deep, they can then move the pyre/scrap markers causing even more shenanigans. Oh, and those Shockwaves and Mv duels are even hard to resist with all that Staggered sent around. Thoughts?
  4. No. First, there isn't any communication between the MWS staff and the Wyrd staff. Firstly, thank you for this clarification. It seems like the both of your are basically saying that the "may treat" wording is only usable during an activation and when a model is using an action to target an Ice Pillar or a Corpse Marker. This makes sense and would allow for an easy interpretation of it all, but I believe that it would be nice if Wyrd clarified it in a FAQ. I had this question when I stopped playing a few years ago and it would help to have it clarified now. Although... if this isn't something that is restricted to actions/targeting, it would allow for some crazy interactivity and fun gameplay!
  5. Hello! I have recently jumped back into Malifaux after a few years absence and my group and I have a question about the timing of when abilities and actions say "...may treat..." and if it affects only actions being performed or if models who would be affected by changes on the board can determine the state of these changes. If this has been answered elsewhere, please let me know and forgive my wall of text I am about to submit. For reference as to what I mean by "may treat" abilities I'll use Abominable Rasputana's ability Cryosleep which states "Friendly December models may treat Corpse Markers as Ice Pillar Markers (and vice versa)". There are plenty of others out there such as Smuggler Colette's Release the Doves ability and the Gunfighter ability but for the sake of simplicity, I'll stick with Abominable Rasputina's ability in this question. Firstly, I believe there are a few different things that must be addressed to fully answer this question. The first would be when determining if a Corpse Marker can also be an Ice Pillar and vice-versa. There is precedent for markers being treated as multiple markers in the game. One such example is Deacon Hillcrest's Spirits In The Flame ability that allow him to treat Pyre Markers as Hazardous (Shielding +1) in addition to any other Hazardous effects. Granted this is not changing the type of marker as Rasputina's ability does but it does show that Markers can be treated as multiple effects. With this, we must decide if a Corpse Marker being treated as an Ice Pillar allows for the benefits of the Blocking, Impassable and so therefore cover that is conveyed. If a December model is next to an "Ice Pillar (which in physical form is really a Corpse Marker)" and the model is targeted by a ranged action, could they make the decision during the Targeting phase to receive the benefits of Blocking/Cover? Next, if a model is able to treat an Ice Pillar as a Corpse Marker, are they able to ignore the Blocking, Impassable, and cover that is conveyed when targeting enemy models or simply walking over them? I know physically, a marker is what the marker is initially labelled, but through this game, models and abilities change how things are perceived and used in the state of the game. I personally believe that the timing for these actions should be determined after the Step Three: Targeting section of Resolving Actions for each action performed that affects models that are affected by a "may treat" rule and models that are affected can make choices based on what is affecting them. That is because each action can determine which is more beneficial to models affected by the "may treat" rule and would apply when a model is within range or affected by a change to said markers. To paint a better picture of what I mean, I'll have to present a few examples. There is precedent with the Malifaux World Series that has ruled that the Gunfighter ability (another "may treat" ability") allows the controller to decide whether the model has an engagement range or not with each action. Now I realize that this is not an official Wyrd ruling on the matter but MWS has the blessing of Wyrd (to the best of my knowledge) and so I would assume that any ruling the MWS staff made would be, for the most part, condoned by Wyrd. As for other actions that use the "may treat" wording, Maxine's (EVS) Reconfigure ability allows her to treat cards as being a different value for the duration of the action that the controller chose. The Nimble ability itself allows models to treat the Walk action differently for an entire action. With all these examples, it shows that the rules of Malifaux allow models to choose when to use these actions/abilities and they last for an entire action. The "may treat" wording can be a little tricky and I believe it requires a full explanation in the rules to prevent any timing issues and confusion during the game. Thank you for reading and I look forward to hearing from everyone.
  6. Round 3 - American Tyrants vs Team Russia 2 Landon WIN vs Aleksandar 6-4 Taylor TIE vs Scoffer 6-6 Nathan LOSS vs Domin 3-5
  7. American Tyrants vs The Mali-Housers Taylor WIN vs Freeman (8-3) Nathan WIN vs Ray (8-1) Landon TIE vs Angel (5-5) Thanks for the games guys! For anyone interested, here is a google document that lists the crew choices and scores of our games so far. If people are interested, I could also put down the schemes chosen. Enjoy! https://docs.google.com/document/d/1a_zawPR4Hcbw0rkmqruz1BP_qjSVAl2f4-GeD9mgMm8/edit?usp=sharing
  8. Team name - The American Tyrants Team USA Taylor (KingCrow) Arcanists Nathan Neverborn Landon Ten Thunders @dannydb Just wanted to let you know that we have an official team name now.
  9. Yea, this is basically my reasoning for only doing Single Master tournaments recently. Adding in another master does add a whole new dimension to the game but also makes it a bit rougher on our newer players. I'm trying to ease the new guys into the game and not send them running. Lol. Honestly, I do prefer single Master crews overall myself but don't want to restrict the game for others in the main scheme of things. Don't our friends across the pond (in England and such) maintain playing only single master tournaments?
  10. That crew looks deadly (and reproducible in my other factions -Arcanists with Sandeep and Poison Gamin) but a lot of tournaments around me seem to be leaning towards single Master crews. I'm trying to make it work so it will work in the local scene. Definitely have to try that crew out in a friendly game tho. Lol.
  11. Anyone had much luck with bringing Minako in a Mei Feng crew with Sparks? My idea is to summon in some Katashiro (so need a way to place at least two Scrap markers within range), throw some bombs in their bellies with Sparks and send them off to wherever they need to go. They get a decent amount of attacks, and while they are min damage one, any damage is good to have. The main thing is that they can kill themselves with Flicker tokens and do an additional three damage to everything within two inches. The sad part is that they won't drop any Scrap markers when they blow up so you if you need some Scrap markers placed, you could always send out Katashiro to attack things without the upgrade, have them kill themselves and drop a Scrap marker where you need something to Rail Walk to. The crew I'm thinking of bringing is Mei Feng - 8 Stones Forgling Minako Rei Metal Golem Sparks LeBlanc Metal Gamin Tanuki Shadow Effigy - Effigy of Fate There is enough stones to put one or two upgrades on someone or take another cheap Foundry model. So, what are people's thoughts?
  12. Sounds like Marcus has another dead model that will rarely be used like the Initiates. I've been trying to figure out the best way to make them work (in Arcanists) myself but have no idea other than inflicting damage with their attack on a friendly and get the Rake The Eyes trigger but then you're risking high cards to know what the next few cards might be. To make them more useful and individualistic, I almost wish they had more actions/synergy with bury such as they should be able to bury themselves (with tight restrictions) with the option to unbury in base contact with any (scheme?) marker. Four stones is a cheap cost of a model and they shouldn't be overpowered but I'm pretty sure Tara has some 4 cost models that are way better than these Molemen.
  13. The main way that I can think to stop a focused strike from killing the Hoarcat is to throw the Armor upgrade on the Hoarcat. Also, Marcus shouldn't be getting charged with his Disguised upgrade so the enemy model has to use an AP to walk to get engaged. Granted the enemy model could then charge the Hoarcat but then that relies upon you using proper positioning to try and keep the Hoarcat out of LoS, maybe putting the Disguised upgrade on it, ect. Just have to play it by ear. Either way, you're forcing your opponent to play to your game rather than you play to theirs. I will admit that I havent played much with the Rattler, maybe just one or two games but didn't really get as much out of it as I expected. Maybe I'll try it out a few more times. While Cojo is strong, he isn't 10 point model strong. Compared to the Fire or Rail Golem, he doesn't do nearly as much damage and is drastically squishier. He strikes me as a 9 (8 would be stretching it) soulstone model that is being charged a stone for the Mutation upgrade tax. I honestly believe many of the Chimera models cost one (or even two for some models) more expensive than they should be compared to other models, but that's something I've always thought even during the beta.
  14. Aye, because the attacker ignores LoS, range and targeting on the new target as per the wording on Protected (Beasts). The Manipulative is the reason to bring the Hoarcat. Its 5 stones you're having a rough time finding anything to do with but it's also 5 stones that keeps Marcus alive. Plus, you should have the Disguised and Stealth upgrade on Marcus anyways so neither of them should be targeted until the enemy moves up. Upgrades would be something I would cover if I did a full tactica.
  15. So I did a little write-up on how I've been playing Marcus for a guy on FB and figured I'd post it on here as well for anyone who didn't see it on the Arcanists FB page. Tell me what y'all think. Maybe I should do an actual tactica with Marcus as writing this all down was pretty fun, unless there already is one and I've missed it? Can anyone do tacticas? Do I have to have it approved by moderators? I know 3rd floor wars did one already but writing one might be helpful to some people, eh? Anyways, so here are my experiences with Marcus. Granted I've only had about 10 games with him but over those 10 games, I've tried quite a few things out and determined some things that I think work best, at least for me and hopefully for you too. First, I'll start with my crew I have played most regularly: Marcus - 3 stones Jackalope Cerberus with Soulstone Cache Myranda Ferdinand Vogel The Scorpius Soulstone Miner with Magical Training Hoarcat Marcus is a middle tier master and his crew runs a very thin line of being good and getting slaughtered. To stay above that thin line, positioning and card draw is key. The nice thing is that this crew is very mobile and can strike from multiple vectors. About nine out of ten times, I have most of my models with Mutation upgrades within range to trigger Primal Domain because Cycling cards is one of the strongest ways to keep the crew going. Not to mention the bonuses that come with Adaptive Evolution that trigger the discarding/drawing effect. Saying this, I do like to send my Cerberus (with the Soulstone Cache upgrade and at least two Mutation upgrades) into the enemy backlines or hunting scheme runners as it's the easiest model to do so and to get Soulstones back upon their deaths. Also, remember, when the Cerberus dies, it gives you a Soulstone back due to the damaging timing sequence (step 6C page 34 of the Rulebook). The Scorpius is an interesting Frontliner/Flanker mostly due to it's Neurotoxins ability. Once an enemy model within 3 inches (from a 50mm base) has Poison, the model CANNOT USE SOULSTONES OR DECLARE TRIGGERS. At stat 7 with built-in Poison, this model is going to inflict Poison. This prevents damage reduction from soulstone use, defensive triggers, etc. Its huge. Not to mention the Scorpius can heal from Poisoned models and can draw cards from Poisoned models. Notice that I don't really have anything else that can inflict Poison though (although Myranda can, she will never be using her own melee attacks). This is mostly because Arcanists lack any other real ways to inflict Poison but this usually doesn't matter as most people won't bring Condition removal vs Marcus and the Assist action can't remove the Poison so the enemy model has to let it happen. In regards to Myranda, she is a very fluid model. If she is in Beast form and I need a Beast healed (most likely the Scorpius), I have her switch back, heal and then switch forms again to then Charge into an enemy. Her role is very fluid and as needed. I mostly like to change into Blessed of December for the free enemy push on the attack and the Deadly Pursuit to set up a next turn action but if needed, another Cerberus works too. Usually the field maneuvering is something Cojo can do but I think Cojo is overpriced and I don't like to run him often. Usually only bringing him into Plant Explosives games to throw enemy models with Explosives 10 inches back into their deployment zones. Now for the Hoarcat. This model is perfect for when the enemy inevitably targets Marcus and you have to use Marcus's Protected (Beast) ability. If you haven't activated the Hoarcat (which you shouldn't until last), when the Hoarcat becomes the new target, the enemy is at a negative because of the Manipulative. The Hoarcat also has built-in stealth so they can't target it from range farther than six inches and if the enemy is within 6 inches, they are already having to deal with the rest of the Beasts. If, for some reason, you need the Hoarcat to run off and do schemes, you then have Ferdinand with you. Ferdinand is a great model. Able to help Marcus survive with Shielded +2, non-projectile 8 inch range with trigger to draw cards or push friendly minions around and can place enemies at negatives on attacks. Oh, also, a huge ass Werewolf jumps out at any enemy who wants to come play which just so happens to be a Beast. As for some of you issues such as playing vs armor, it becomes a little difficult because you have to fit in a December Acolyte to get their Analyze Weakness ability or hope to trigger the Beast's Within Armor Piercing trigger. Or rely on Focus to achieve those good Moderate damage capabilities. I haven't played vs Dreamer but I've heard he is above the curve and is one of the top tier crews so Marcus, as a middle-tier crew, would struggle vs him. As for schemes and strats I usually play Marcus into, I try for either attacking, maneuvering, or middle field schemes (although deep schemes are doable with a Soulstone Miner). Claim jump is hard but doable, Search the Ruins, Outflank, stuff like that. Power Ritual requires you to basically take a model out of the action and with this crew, it's not a good idea although faking it early game is a good idea. As for strats, I personally like Plant Explosives and Turf War. Reckoning can be hard due to the Beasts having a rough time healing unless you're blowing all your Adaptive Evolution's on healing triggers and not more damage. Corrupted Idols is just too much damage. You basically have to get lucky (or your opponent real unlucky) but it's doable.
×
×
  • Create New...

Important Information