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Boomstick

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Everything posted by Boomstick

  1. McCabe and Sensei Yu handily saved the Self-Righteous Werewolf from Bayou Boss and his very large hat. Now to calm him down and teach him discipline.
  2. Emissary and Changelings for general good shenanigans. Waldgeists for holding ground. Gups for wider ranging scheme running.
  3. I actually really like the idea of the Self-Righteous Man being pulled one way by his beastial side and trying to temper it with the discipline offered by martial arts. Don't know what it would mean for him in game terms, but I like the story development in that direction.
  4. Gonna be honest, the Child hanging out at the Star Theater with her living teddy bear sound rather adorable.
  5. I am, and shall remain, in favor of the Self-Righteous Man. A right-proper werewolf might actually get me interested in picking up Marcus. The Trickster and Child both seem...a little generic in comparison, for us at least. Lady Ramos and Baby Kaeris, respectively. Agreed with Fog, the Child's Neverborn set up is intriguing. And her Gremlin one is the start of something hilarious. Kid & Giant Chicken, there's a buddy cop movie I'd watch. The Trickster also seems interesting for Gremlins, learning some curses after twisting the lil' greenies' perceptions of the situation. I think I like her Ten Thunders one better though, sets up a good bit of intrigue. I think we got the best Self-Righteous Man though.
  6. I've had a few games with the emissary, and I have to say, I actually prefer him with the Equality upgrade. Granted, that's been in games where I haven't been taking many minions I want in direct combat. It doesn't do anything special for Brewie, but has been working pretty well anyway. Anyone tried a poison list to take advantage of the Dragon's Blood aura? I've started theoryfauxing it, and so far it centers around a rather punchy Brewie, who then (0) One For The Road away. I'm thinking with Yin and other Wp based things to take advantage of Brewie's - to Wp without necessarily focusing on Drinking Contest (I've found it can be situational useful in TT, but it hasn't done wonders as a focus for me). Mix in Sensai Yu for more One For The Road, and maybe a Fermented Monk or two. Thoughts?
  7. Anyone pit our favorite Showgirl against Nellie, Titania or Zipp yet? On paper they look to be a rough match up for anyone wanting to do interact/scheme marker things.
  8. Mech Rider and Hank with her are ridiculous fast. I usually take one of them and the effigy with her. Effigy walks up once and does something and (0)s to boost Mei'so damage with extra burning. Then Hank/Mechpony walk twice and end up not quite 7" from the Effigy. Mei railwalks to the Effigy and places on the far side of it, putting her within 6" of Hank/Mechpony, which she can railwalk to and place on the other side of their 50mm base. Gives her about 15" of movement for 1ap, plus a free kick if there's a target 3" away when she lands. I find if you hold her until later first turn there's usually something in range. If not, she has a 10" threat range on her charge with the kick.
  9. Having tried out the Whiskey Golem last night with his new 0 upgrade, even though it'seems not his df boost, the healing REALLY helps. Especially since it's on two suits, so it's much easier to get. He live the entire enforcer brawl and won, pounding face and drinking heal-nectar after each barrel punch.
  10. Sounds great! Plans on having support for Windows Phone? Though we are small in number, we are fierce!
  11. I'd also be interested in knowing what crews you ran, Fog. I've been pouring over Sandeep's cards today and I'm thinking of something along these lines for my first outing with him later this week (barring a crazy strat/scheme pool). Just throwing this out there to throw a log on the discussion-fire. Sandeep -Arcane Reservoir -Unaligned Sage (better Beacon, hire any Academics) -To Command Another Plane (seems the more versatile summoning upgrade unless the scheme pool is especially interact heavy) Kudra -Warding Runes Joss -Warding Runes -Bleeding Edge Tech or Powered By Flame 3x Oxfordian Mages with their new free non-slot upgrade and their wards Librarian My thought is this will work pretty well in things like Extraction and Guard the Stash, Joss holding the center to block for the mages and buff the gamin, Kudra Beacons a mages forward and scheme runs a bit, Sandeep summons in a metal gamin with Command of Air for the + flip Ml aura, bringing in Banasuva next to it for that, grabbing its +2 armor, and protection of metal = an uphill battle to move them from the marker/center. Meanwhile, the librarian (and other Academics) helps allows the mages to spread out more than usual and keep their tomes, meaning more AP for Sandeep and hopefully more cards through her surge trigger as well. What are everyone's thoughts?
  12. It's a (1) Tactical action (non-Ca, so no Beacon) that lets other friendly Academics shoot without randomizing until the end of the turn, so long as their target is within aura 6" of Sandeep.
  13. I think they're referring to Sandeep's action on one of his upgrades that allows Academics to shoot without randomization.
  14. I can't look at Nellie's box without hearing: "Mr. Connery, that's 'The Pen is Mightier'. Once again, I'll ask you to please refrain from such crude language, and remind you that you are, in fact, playing for charity." It's time for the Guild to say "Suck it, Trebeck" to the world.
  15. Fun, speedy, and finally some pirates in Malifaux?! I'm so in!
  16. Whoops, completely missed that =P I guess that means Guild-Brewie isn't a thing, eh? =P 'Scuse me while I go infiltrate the correct faction.
  17. I have an upcoming game I'm having issues with picking a list on. Strat: Guard the Stash, corner deployment Schemes: Convict Labor, Leave Your Mark, Exhaust Their Forces, Take Prisoner, and Undercover Entourage. So I plan on bringing Brewmaster and getting a Drinking Contest going in the middle to pull whoever my opponent has trying to get strat points off the stash markers and locking them down. But I'm having trouble deciding on how to fill out the rest of my list. Here's one direction I'm thinking: Brewie w/ Binge, Stilts, & Hide in the Mud Wesley Trixiebelle w/ Dirty Cheater McTavish w/ Hexed Among You Merris w/ Dirty Cheater 2 Bayou Gators Moon Shinobi with the idea that McTavish will cover one stash marker, Wesley hiding behind him, while the gators cover the other. Trixie "Lures" opponents into the brew-ball where the Shinobi punches and Exhausts things while Merris leaves her mark. My other thought is to change out McTavish for Fingers (possibly with Drinking "Problem" to push interfering models towards the brew-ball while he leaves his mark and gets undercover entourage). Then I don't know if I should swap out Merris and the Gators, or for what. In addition to Brewie's box and the other models mentioned I also have Wong's box, Creative Taxidermy, Slop Haulers, Burt, and Gracie. I look forward to your drunken feedback!
  18. Agreed. It makes Cassandra feel like she is part Cuisinart, but like a frosty one. So one that's used to make smoothies, I guess.
  19. Cassandra with a Silent One within 8" Cassandra sword-smacks an enemy, with a mask for her free Understudy trigger, uses the Silent One's Freeze attack to either hit the enemy she already hit (hopefully getting a blast to hurt things nearby), or, since it's a Ca with no projectile icon, hit something completely different within 10". And with an extra tome on the flip, she can do it again! All for one AP and luck/cheated cards/SS for suites! And them she still has another attack for her push trigger and a nimble! Seriously, just tried this for the first time the other day. Nekima went splat in one activation.
  20. You keep bringing up the theme of each Master, and I agree their themes are cool ways to run them. As a player who enjoys making crews that make thematic sense according to the lore I'd just like to point out that each faction has a broader theme too. With Arcanists, Kaeris is clearly fire themed, but she's also M&SU, so bringing anyone M&SU makes thematic sense; as the M&SU is a front for the Arcanist movement, really bringing anyone from the Arcanist faction makes some thematic sense, as we've seen in the fluff Ramos is not shy about pressing anyone and everyone in his coalition to work together to further their/his goals. Just an example, but it holds true across the factions in their own ways. I've personally found pretty much all Masters are relatively comfortable running multiple different ways depending on how you build their crew and what their goals are in a particular game (even more so with Dual-faction Masters). Burning crews are fun with Kaeris, but I personally prefer the image of her going out "problem solving" with Joss and other Arcanist muscle to distract their missions opposition while a few more subtle agents work to complete less flashy goals. If you're set on the Masters' themes over the Factions', more power to you, but I just wanted to point out that the fluff is not only rich, it's rich enough to support multiple levels within the rules as well. I find between those levels and the game-to-game change of objectives in the Strats & Schemes (as well as Wyrd's updating them in Gaining Grounds) that I'm not really noticing any power creep. It's more about choosing the right tool for the job. Just my two cents.
  21. I think if they keep it to one master per faction (or something small like that) it'll be a good opportunity to make good use of/expand on some characteristics. Oni-based master or henchman, for example. I'm interested to see more Fae like Titania here. Always thought that would be a cool Neverborn spin.
  22. I haven't come up with an order of operations as cut and dry as Ramos' spider factory for her; instead I see it as several macros to choose from according to when it is in the game, what the board looks like, and what she wants to accomplish that turn (and often the next). Generally first turn I spend dropping a lot of scheme markers and moving up a little bit. This leaves plenty of markers to remove to pay for practice production throughout the game, as well as fallback failsafes for Colette's Df trigger/Disappearing act back to your deployment zone. If I take a mannequin I always activate it first so it can activate Magician's assistant, and move it to where it will best follow the performers around as they place schemes. I generally do all that first, so by the time I get to activating Colette and my heavy lifters my opponent's initial aims are (hopefully) starting to take shape. First turn, in fact, I usually wait for Colette to go last so everything else is in position and she can make/positon a few doves for next turn, or prompt to capitalize on my opponent overextending or similar (I have a few super aggressive players in my meta, so pushing an acolyte out of a baiting position and getting a third shot is always great). After that it really depends on my scheme pool. Next turn might bring a PP marker placed off a dove followed by some disappearing acts to develop towards a hard to reach spot to simplify scheme running or towards some lonely opponent models to wipe them up quick. Or it might be continue to push up slowly with a lot of markers to really dig in defensively (works well with the aggressive players, they tend to overextend and get frustrated when I'm not running towards the center fight they want). I do tend, the first turn or two to either do a Cassandra/Colette shuffle with prompts/understudy, or, the simpler version, I've found, is to hit Colette with Cassandra, and Now You See Me up the board. One of the things that makes Colette harder to play against, in my opinion, is the fact that she doesn't have a set order of things she does and instead plays to how the board sits at a given moment. Don't get me wrong, Ramos is amazingly solid, but unless he has something odd going on, he generally makes spiders, brings up arcing screen (maybe twice), and magnetizes to a hurt spider to make sure he has scrap for next turn. It's straightforward and rough for an opponent to deal with, but it's predictable. Colette (especially once you've graduated from Prompting all the time) comes at the opponent sideways.
  23. This looks really nice! One point though: Brewmaster is dual faction with TT.
  24. Not to be rude, but I'm not talking about hills. I'm talking about boxes, ladders, and other things with the Climbable terrain trait. Hills in other games (like 40k, which I've played since 5th ed) are less of an issue, because of how those games' rules work. But in Malifaux they have their own rules, which are more tricky in some respects. Either way, I'm asking about Climbable terrain, which specifies a change in direction from horizontal to vertical. As concerned in the Malifaux rules, specifically. Not "other wargames" which have even less bearing on this question than hills do.
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