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Boomstick

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Everything posted by Boomstick

  1. Glad to hear you enjoyed, despite hardship! The lack of terrain I find especially noticeable with the showgirls, even moreso against Shenlong's snipers, I'd imagine. Definitely have buildings or forests to block LoS next time. My first five or so games with Colette, looking back, were developing "macros" for the different things she can do, instead of thinking of 1AP 2AP 3AP, etc. Especially since with Prompt it can lead to some crazy interactions between your other models that would normally take multiple activations. Especially with her and Cassandra, there's some nonsense there (first turn: have someone 0 a scheme next to Colette, have Cassandra hit Colette and push her 4", then Colette's Df gets rid of the damage and she places within 6". If you really want to add to this, Cassandra can 0 a scheme, hit Colette again and take her Understudy trigger to Prompt or teleport before Colette's Df comes into play again). My old roommate would consistently glaze over and go get a drink while I decided what to do. Not so much anymore. Practice(d Production) makes perfect. I haven't had much chance to try out Colette as a beater, but I have a mental image of her teleporting in and finishing off a few models to help out her crew. Particularly with A Lady's Secret to keep that marker to help out. Any more details to add to your account of Colette getting up close and personal?
  2. Personally it's difficult to keep a Dec Acolyte and a Silent One out of my Colette crews without a specific reason. Both are great prompt targets, they add a bit of Frozen Heart synergy to each other (need to try out the ice dancers more, I imagine one of them will too), slow from the acolyte is never a bad thing, and the Silent One has a heal and makesuch Cassandra's Understudy trigger just bananas. A word of caution: be careful where you put your Coryphee. Anything that ignores and more will eat them if you're not careful, and that's a significant portion of your crew. As to what I'd recommend you add to you your hiring pool next: something for the Mech Rider to summon. Lately I've been preferring steam arachnids or fire gamin (I know, I'm against the Internet wisdom on the latter, but a well placedesigned magma-spit has helped me more often than it hasn't). In either case, I'd suggest getting the crew box they come in. Ramos' box for the spiders will also have Joss and Howard, which pretty much any Arcanist crew loves. Kaeris' will have the Firestarter, whom I don't think I've ever taken with Colette, but he's nice to have in the bag when you need someone cheap, fast, and schemey. Otherwise, look for Carlos when he comes out. Picked him up on Black Friday and am consistently amazed at how well he sticks around and ties down his section of the board. Precisely what Colette usually lacks, in my experience.
  3. Another oft-overlooked one for Arcanists (or Foundry crews in TT) is Willie. Nobody likes him being on the board near their people for some reason...
  4. I agree, more TriChi, especially on Thunders' side. Gives a reason to actually take Running Tab. I like the fermented monks, but they dont offer a lot to Gremlin Brewie. At least in TT he can take the upgrade to bring Westley and whoever else, and now he can bring a terra cotta warrior to swap it out for Misdirection,
  5. Personally, I don't think he needs a change (though the rewording on the contest certainly makes it simpler to explain). And considering he got that, I don't think we'll be seeing one. I find the contest is good to lock a few key models down, but beyond that it gets too problematic. Fielded Brewie vs Dreamer this last week in Interference. Drew Teddy into the middle, handed him a few drinks and made sure he was Swilled all game -- he only moved when a Daydream finally pushed him away once I'd moved a model that was blocking him in a few turns later. Even locked down Chompy when he popped out before he could activate (but believe me when I say I'm glad I had the resources to set off You're Drunk, Go Home" if needed.) With the heavy hitters locked down, the rest of my crew focusedo on schemes. Only thing that died all game was an Alp that had taken a hit and wandered into the contest so he died from poison at the end of the turn. The contest is the opponent's focus. I find Brewie works best if his focus is knowing who to Swill or Binge for the rest of his crew to capitalize on. Side point: I was recently reminded that since Swill is a negative to all duels and flips that includes any healing/prevention on them and damage they put out. Figured I'd make sure others realized that too. Really made him shine more than usual in the game I was talking about.
  6. You heard it here first, folks: confirmation that his name is Cinnamon! Huzzah!
  7. Sounds like he's about as useful as the Arcanist's book puppet then!
  8. Nice insight on the Stealth Puppet, thank you. I'll have to pick him up as well. Maybe green stuff him some tri-goggles to look like Sam Fischer.
  9. That's about what I figured about the Tengu, but I always like keeping an eye out for some good 4ss models.
  10. Thanks for the input! How many Low River Monks do you ever find yourself taking? Ever 2? Another thought I just had: Wjat does everyone think of Tengu?
  11. Commander level (split a dual level withat my gf. Gibbering Hordes for her) plus ECB Black Ops and a Breachling. Really hoping we get to the next stretch goal for a Raving Madman.
  12. Ahoy more experienced Ten Thunders players! There's a growth league coming up in my area over the next month and I'm looking to your expertise for ideas and tips of what to get to grow my (mostly) incidental TT collection, gained while playing other factions. Figured I'd take the opportunity to buckle down and flesh out my Thunders as a faction. Here'she what I have so far: McCabe boxes (normal and nightmare), plus Guild Hounds infiltrate. Mei box plus Metal Gamin, Willie, MechChop & Sparks to infiltrate. Brewmaster box plus Whiskey Golem to infiltrate. Shadow Emissary Kamaitachi Sensei Yu (converted from TTB) Toshiro Yin Samurai Dawn Serpent Thunder Archers Terra Cotta Warriors Fermented River Monks Komainu Thunder Brothers (converted TTB) So just writing that out I realize I have more than I thought. I feel like I'm most heaviliy limited on choices in the minions area, especially on the low cost scheme runners area, though I'm sure there are other faction favorites I've overlooked. I'm planning on getting Akaname and a box of Thunger Bros. I have little interest in Shenlong. Otherwise I own primarily Arcanists & Gremlins with a bit of Guild and a bit of Ressers. What wis expected words would you offer this humble pilgrim?
  13. That's called "Don't leave yourself in that position." Colette is a force multiplier and as such needs to stay near enough her force to do her job. Personally, when I go Disappearing Act crazy, it's been to redeploy several models past/away from my opponent's planned violence, and Colette sends herself right after them to stay where she can help that squad, preferably while moving something else that's gone to that flank or that far into the backfield into her range again.
  14. Better to say Colette is more versatile then, since more players will be doing more than 3x Prompts a turn, so her style of play will expand beyond that narrow corridor (I'll admit, I've mostly seen this in newer players, but anything that lets me put my favorite master on the table with fewer rolled eyes in response is a good thing in my book).
  15. Prompt is still quite versatile, moreso in some ways, since you have to use it on different models if you want to use it more than once a turn. For me I see more people taking more crew with several solid medium priced models over one big beater a la Howard. Prompt Cassandra/Carlos/December Acolyte is still a solid use of her AP if you want to Prompt 3 times. Personally, I've been more likely to use maybe 2 Prompts a turn if there's a specific reason for it. Speaking of Disappearing Act, I think I'll be trying A Lady's Secret more often so I can really try a surprise teleport crew. Super mobile, everybody is always one step ahead of the opposing crew is how I see it.
  16. I second what @Fazza92 said. Cassandra by herself justifies the rest of the box. She's just so versatile, and deceptively hard to remove.
  17. As I read it, yes. Hopefully @Aaron tweaks that, unless...I don't have my book on me at work, anybody know if there's anything in the rules about what order schemes are scored? That would be the only way I can see to effect it as written, declare points from Setup, Hidden Trap, Search the Ruins, etc. first, then if you only have 1 marker left on the center line Claim Jump won't pull it all by it's lonesome. That's going to make quite a few things harder if it stays as written, so I hope it gets tweaked in some small way.
  18. 1) Give Ironsides a shot. 2) Try Marcus (planning to wait until out new classy lycanthrope arrives for this). 3) Find a way to run Kudra that works for me. 4) Make some Arcanist-themed terrain.
  19. I see my lists staying relatively the same: solid minions, a Showgirl henchman, and a big beater/distraction piece a la Howard or Coryphee. I honestly can't think of a time past my first gameor two with her where I've Prompted the same target more than once a turn anyway, but apparently that's a thing people have been doing. I'm glad for the change so people can stretch beyond such limited comfort zone with her and see everything else she can do. Honestly, given the choice between the errata to her or Union Miners/addition of Carlos to the crew, I think the combination of the latter will change my lists and playstyle with her more than the former.
  20. Thanks to you guys for making it so easy to be part of a great community! It'sounds still still Uchiha a breath of fresh air to have an active, positive, constructive forum for a game I love, especially one where the designers pay attention and join in! Merry Christmas, Happy Holidays, and may all your flips be Red Jokers!
  21. I got a chance to try out The Great Carlos Vasquez with our favorite Showgirl master a few days ago. Quite a different feel for the crew with his long melee range to lock things down, and he's really much tankier than his Wd stat would have you believe. I think he's going to open up a few choices I don't often take in Colette crews. For example, I think a union miner would be an interesting add to pump up his burning for heavier hits while also allowing for some schemey ability with false claim. Who else has ideas for the Star Theater's new Master of the Flames?
  22. As stated above, December Acolytes are great for ranged damage/opponent hand depletion/handing out Slow. as such, they make excellent Prompt targets. the other Raspy themed all star Colette/Cooper can make excellent use of is the Silent One. Not only is a little healing always helpful, but their Freeze attack is a Ca action Cassandra (Baritone Lola) can Understudy, it has no gun icon, meaning it both doesn't randomize into combat or care about covery, and can be shot from combat at something at range. Plus it has a trigger to take the attack again. So the dream setup is Cassandra attacks, cheats/stones forn the mask for Understudy, Freezes with the tome to do it again, attacks again with the built in push away trigger then walks somewhere annoying with her Nimble. Makes her hit like a truck (and the Freezes don't have to be aimed at her initial target, or at the same one for both Freezes, so if you need to finish off a few things with just a few wounds left, it's solid). Colette/Cooper On Ice is a pretty great show to perform, all in all. As for the gamin I mostly find myself summoning them via the Mech Rider, and then it's Fire if I need a little shooter/Burning support (usually not with Colette, though Carlos may like having one along) otherwise, for scheming I grab a steam arachnid. Mostly these days I find myself using the gamin with Sandeep, as the Mech Porkchop has pretty well cut out my need for Metal gamin with Mei, and when I need a 4ss model to fill out points I always go for the Arcane Effigy first. quick, durable, cheap, and provides condition removal, the little book puppet is a solid addition to any Arcanist crew.
  23. I was wondering why every time I see you comment on something before I get to it I wonder if I've been typing out thoughts before I've thought them and posted under a different name. Now I know!
  24. I felt the same way and, knowing I would never field three samurai at once, I took one of them, swapped out his gun for a scythe made of a flagpole and nasty looking (read: Dark Eldar) sword, added added shield, and painted him like the Gundam Deathscythe. I'm still deciding how I want to attach a flag for him to have a bit more battlefield leader look, but have held off because my current foam is not tall enough to accommodate anything taller, but I'm hoping to change that with the holidays.
  25. I've noticed that more often than not, when my opponent declares Guild I end up bringing Mei. Granted, my primary Guild opponent brings a LOT of Perdita and Sonnia, so it generally works out for me. But I can't abide becoming that predictable in Malifaux, which I love in no small part due to the vast flexibility between hiring pools, factions, and sstrats& schemes. So, who do you find yourself bringing to face the Guild besides our favorite Steam-Venting comboist, and what tricks, if any, do you prepare for potentially dealing with Sonnia/Perdita?
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