Jump to content

Boomstick

Vote Enabled
  • Posts

    1,814
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by Boomstick

  1. 4 minutes ago, Myyrä said:

    This doesn't answer the question about whether models with flying fall at all.

    I guess this would be the more succinct version of my question. The example in the FAQ focuses on pushed models, which has been clarified to be different than a walk or charge for flight purposes. And logically speaking, if you can fly, why would you drop, flutter along the ground, and flap back up. I realize this is looking at it RAI vs RAW, but that disconnect is what made me scratch my head to begin with.

  2. So it was brought to my attention the other day that Flight ignoring terrain doesn't mean it ignores the impassible/climbable wall of a building, so it still has to measure up the wall to fly up. Makes sense, thank you FAQ.

    But that brought to mind this question: If a model with Flight begins its move on, say, a Ht 2 building and wanted to walk to the next Ht 2 building which is across an alley, is it considered to drop down, cross the alley, and then fly up the wall to the roof of the second building? Or is the model considered to stay at the height it began the move, fly the width of the alley, and land on the second roof? What if it's doing this, but the second building is Ht 3?

    I feel like the second option makes more logical sense, but I can't find anything that says which to do for sure. Please help.

  3. If you're considering Guild I'd suggest looking into McCabe. He takes pretty much any models in his crew and makes them better. He's as much if not more of a force multiplier as Colette, with less "theme" suggesting your hiring process.

    Though for the record, Colette likes hiring anyone. If you want theme for her, consider whoever you fire as part of a stage show. Wild west, magic, any kind of stage play. Her theme is everything.

  4. My main opponents and I often comment that one of the many games built into Malifaux is how to not use your master's AP to walk (like a savage).
    I quite enjoy using Gracie with a saddle as a master taxi, or a piglet's truffles ability. Or for built in master non-walks, there's always Ramos' magnetism, Mei Feng's railwalk, or Brewmaster's one for the road.
    What's your favorite way to have a sophisticated, non-walking master?

  5. My main opponents and I often comment that one of the many games built into Malifaux is how to not use your master's AP to walk (like a savage).
    I quite enjoy using Gracie with a saddle as a master taxi, or a piglet's truffles ability. Or for built in master non-walks, there's always Ramos' magnetism, Mei Feng's railwalk, or Brewmaster's one for the road.
    What's your favorite way to have a sophisticated, non-walking master?

  6. 19 minutes ago, Griffin839 said:

    I don't know about how everyone else approaches the match-up, but to me the Arcanist vs Ressurectionist matchup is like playing solitaire across the table from someone else also playing solitaire and then seeing who can knock each others stacks off the table right before someone wins. I find if you try to fight them, interact with them, disrupt them, you will lose as they bog you down with models and out ap you. So you ignore them. Accomplish your schemes as best you can and then right before the game is deny them those crucial points at the end and win 10-7 or 8-6 depending on if its GG15 or GG16(finding it much harder to get 10 now).

    This is the best way I can think of to describe how I've felt in each game. Spot on.

    Unfortunately Marcus and Raspy aren't on my Arcanist bench at the moment, but your tactics sound, well, sound. And I can adapt other crews to similar ideas.

    19 minutes ago, Griffin839 said:

    When I take Ramos Im not going for the solitaire approach, I am going for the "anything you can do I can do better approach".

    This (with Ramos being my one Arcanist master I haven't gone zombie hunting with yet) is my next approach. Good thought with the electrical creation upgrade, I'd honestly looked at it and forgotten it in favor of other ones. I get the feeling I'll be going back over a lot of unused tricks as I study this new foe. Thanks!

  7. 31 minutes ago, Armored said:

    Well Joss is always a boon when it comes to facing anything that is *tough* his axe alone can deal with most big things from Ressers. Also HtW only matters if you weak damage is low so The Captain, Johan and Howard are all great models as well for dealing with HtW as well. Also i must ask are there specific problems models? 

    Not taking Joss was keenly felt especially in the last game, it's true.

    Across all the games against Ressers I've had there haven't been any models in every one. Against McMorning I had issues with Doug the doctor himself and his summoning more flesh constructs as I got rid of them. Seamus and Yan Lo both had belle(s), which I was watching out for, and really only caused me problems with Seamus and the full belle bomb. Yan Lo himself caused me the least trouble, mostly just trying to lighting jump Colette out of position (first time I've had to use her built in Df trigger), but Toshio and Datsue Ba caused me no end of headaches due to my less than ideal number of offensive Ca and ranged attacks. Ultimately, I think I need to make a study of the Ressers.

  8. So one of my usual opponents has recently finished painting a massive amount of Resser models he tripped over on eBay, and as such I've been seeing them much more often. While I've been doing fairly well at focusing on my strats and schemes over worrying about killing things, I'm having issues dealing with the faction as a whole. Summoning and activation control are, of course, very strong, and HtW requires a bit of forethought to get around, but I can't shake the feeling that I'm missing something obvious that will help level the playing field.

    I'm not looking for how to fix a particular list (though for any who are wondering, thus far I've suffered various levels of defeat with Kaeris, Mei Feng, and Colette against McMorning, Seamus, and Yan Lo, respectively. The last game was more an issue with scheme choices, target priority, and an uncooperative deck than anything), but rather I'm curious about what you hire into your Arcanist crews when facing Ressers, and how you make use of them that's different from when facing other factions.

  9. But I digress. In last night's game I did focus on Binge/Swill Brewie, and found him incredibly fun. I even think my opponent (frustrated though he was from an uncooperative deck and my negative flips) had more fun than he would have vs a standard Brewball.


    The game was Headhunter, with Convict Labor, Take Prisoner, Mark for Death, Show of Force, and Public Demonstration.


    My crew:


    Brewie - Binge, Misdirection, Blot the Sky
    Malifaux Child

    Sensei Yu - Wandering River Style
    Yin
    Thunder Archer x2
    TT Brother
    Wastrel


    My opponent took The Kin box with a gator and Slop Hauler attached. His first time playing Ophelia, but he's used to Perdita.


    I selected Take Prisoner on Raphael, and Public Demonstration on my archers and wastrel, figuring if I lured Raph over with booze and kept him engaged & on negative flips he'd be easy to lock down, and with the Kin there'd be no worries about getting the wastrel near a head honcho while the archers stayed within 4" of Raph while Brewie had him engaged. It worked out very well, though I did miss out on the wastrel's point due to being engaged with the gator and unable to push out. My opponent even admitted he didn't see Take Prisoner coming because he thought I was doing just enough to keep Raph irrelevant while dealing with bigger threats like François and Ophelia.

    Admittedly, I was helped a lot by my deck giving me exactly one over his attack flips for most of the game. The gator didn't even kill my wastrel. Lost the TT brother to an angry François and Yin on turn 3 to a lot of concentrated frustration on his part.

    With the Malifaux Child & Brewie binging and swilling, I left it to Yu and Yin to manipulate the field via pushes, slow, negative flips to Wp & Ca, and terror checks, as well as Yin's ability to keep a model from walking or charging, which helped keep François from being more devastating. Then the archers made things into pincushions.

    Game ended with a 5-2 Brewie victory, with me picking up no heads, instead just making sure they were all within someone's engagement bubble so they couldn't be claimed. As I said, immense fun, and really helped me wrap my head around TT as a faction.

    • Like 2
  10. On ‎1‎/‎28‎/‎2016 at 3:07 PM, Lawgnome said:

    I've found that Brewie works best as a ranged debuffer when playing TT.  The drinking bubble just isn't reliable enough without Trixie.  You don't really need to focus on poison, since the debuff bubble is only 6".  If you can get a single hangover off on a priority target, your other models (such as the sniper) will have a much easier time wiping them away.

    Just got my first Thunder Brewie game in last night and found Brewie to indeed be a master debuffer (puns and double entendres very much intended). I didn't put up drinking contest even once, and didn't focus on poison though One For The Road made for a good push/-2 Wp-->Binge combo.

    If you were to angle for a standard poison Brewball, I don't think the loss of Trixie is as huge an issue as it could be so long as you plan for it. At most they get one activation, which even if its a beatstick to Brewie's face, take Misdirection and either deflect it or (if you stone for the mask) turn it into You're Drunk, Go Home. For added protection, slow the biggest worry in the Brewball the turn before so it carries over.

  11. Depends on the game for me. I'm a fan of using a dove on Colette for + Ca flips and tend to make her more of a movement machine with disappearing act than a prompt machine. So I often find myself pulling 2-3 doves from her hat first turn, moving folks around a lot turn two and either pulling out more birds, teleporting, or prompting depending on what's needed from there on out. With her having the + flips to Ca I rarely found myself stoning for the birds unless I don't have what I need in hand on the rare instance I need to cheat it in.

    Of course, my primary opponent mostly plays Gremlins, so keeping my model count high with doves helps a lot with activation control.

  12. So true! I've already been studying more Guild-things a bit to better my understanding.

    As far as things I would change: I feel the crew itself ran very well and about how I expected it. For the game against Lady J in particular, I would change my deployment/movement during the first turn. Worrying about staying out of the non-scoring center right away lead to my crew getting clumped in one table quarter for too long. If I had sent the first arachnid and the electric creation into the center it would've lead to more central scrap for Ramos to work, meaning it would have been easier to spread across the board throughout the game as needed. If I recall, there was a nice wall slightly to one side that would've blocked Lady J from charging as quickly as well. I guess if I had known more of Lady J's speed I would have taken Convict Labor instead of Hunting Party, considering she and the Judge would be all but guaranteed to at least tie up Hank and Joss.

    It would've been nice to be getting more medium-to-high tomes throughout the game as a whole, but they were hiding from me and there's not much I could do about it.

    The other games I feel pretty confident about my choices, though on the 3rd game I would have pushed forward with the spiders faster to tie up more things (maybe even Sonnia) while everybody else moved up and/or dropped scheme markers.

  13. Sorry for the delay everyone, I've been a little under the weather since after the tournament.

    But, as far as the tournament goes, I had a blast (multiple, actually, as Sonnia was one of my opponents)! All three games I faced different crews than I've ever faced before, so lots of new experiences to take in and learn from.

    Game 1 was facing Lady J. I mismanaged placement and had a few bad flips when I really wanted not to, but had no help for it. Lady J dive-bombed Hank Langston turn 1 (didn't realize she was *that* fast!) and really hamstrung my aspirations for Hunting Party between that and tying up Joss quickly as well. Luckily the spiders are champs at Exhaust, so pulled that one off great. Lost that one 7-3

    Game 2 was against a good player who was trying out Kirai. Facing summoner with a summoner was another new experience, though I was more familiar with her mechanics than I was with Lady J. With Hank and Joss I had a good base for Show of Force as well as Frame for Murder on Hank being a good way to make points in general. We both had the center pretty full throughout the game, so Turf War was nigh impossible to deny. Pulled that one out for the win at 8-7.

    Game 3 I was pitted against Sonnia, which hurt a lot the first two turns. Hank was focused down super fast, but I used that as best I could to set up everyone else nicely. Activation control from steam arachnids, as well as us running out of time due to cracking each other up with jokes, is what won me that one. Headhunter, Show of Force, and Search the Ruins lead to a 5-3 win, with Ramos slipping out from the witch hunters' noses and into the night. Totally need a rematch to see how the game would have finished with another turn or two.

    As JoeJones mentioned, I did win best themed crew. Ramos is painted up like a Guardian Green Lantern with all the spiders in a vibrant amalgamation of greens to appear like hardlight constructs, and Hank done up as a wounded Kilowog with hardlight claws and spider bits. Joss I decided not to go a GL route, since he just fires so perfectly as another Joss (Whedon) on his path to kill off the next most beloved character he finds.

    Overall I came in 6th out of 11 players, and, more importantly, had a great time meeting and playing against great new people and crews!

    • Like 2
  14. Thanks so much for all the constructive input, everyone! I'm even more stoked for tomorrow after considering all of these very sensical tips.

    I will be playing a new master, but I've been studying him and he seems pretty straightforward. Plus, as it is a more have-fun, attract-new-gamers tournament, I'm looking at it mostly as rapid-fire practice both with a new crew and against new opponents. Best of luck to all who will be there (or anywhere else, for that matter).

    • Like 2
  15. 10 minutes ago, LeperColony said:

     

      But if you know a particular master is popular in your meta, knowing his or her abilities along with some of the standard models in their crews can be helpful in keeping a lively pace.  And, incidentally, useful for winning too.

    It is amazing how those two coincide.

    You make a lot of good points: I feel pretty confident on the rules, and I'm looking over any I haven't used much. While I haven't played Ramos before, I practically have the cards memorized and theoryfaux'd to death. I'm fairly solid on Gremlins as well, since my roommate plays them.

    As for the meta, this is a different store for us (my roommate's going too), so we have no idea what to expect. I'm planning on focusing on the strats and schemes and adapting to my opponents crews as I meet them.

  16. Strats and Schemes will be as follows:

    Game 1: Interference, standard deployment. Convict Labor, Exhaust Their Forces, Nuetralize the Leader, Covert Breakthrough, Hunting Party.

    Game 2: Turf War, corner deployment. Convict Labor, Frame for Murder, Occupy Their Turf, Exhaust Their Forces, Show of Force.

    Game 3: Headhunter, standard deployment. Convict Labor, Search the Ruins, Leave your Mark, Take Prisoner, Show of Force.

    As for models, I have the M&SU box, an additional 9 steam arachnids (and they're all magnetized to become swarms), an electric creation, the arcane effigy (just realized I said emissary up top initially), Mech Rider and three of each construct gamin, two gunsmiths, two december acolytes, three hoarcat prides, three oxford mages, Aionus, all along with Kaeris', Colette's, and Mei Feng's boxes.

    Good tip on the branch plan. I'm used to chess, so thinking ahead's not a problem, I just have trouble deciding how far. An activation or three sounds like a pretty good idea, wouldn't you say?

  17. Hey all,

    As the title suggests, I'm going to my first tournament this Saturday, and am super excited for it. Should be between 12-20 people, and more of a fun tourney than a super competitive one (suggests bringing very themed crews, we'll be asked quickly explain how the crew works together as well as how it fits together in fluff).

    With all that in mind, I'm planning on bringing Ramos as he's been in the shelf since I painted him around the holidays.

    So first off, any tips for him? I'll be running him with Joss and Howard, an electric creation, and the Arcane Emissary for condition removal.

    But mostly, I'm looking for general tips on tournaments. Specifically, do you have any recommendations on how to play a little more quickly? I don't expect it'll be too terribly short games, but I don't want to lollygag and I have a habit of talking, directly around people I know share my interests.

  18. Have no fear, Burt is already in my game bag. I'm really looking forward to running him in a Wong crew, especially with adding Gracie for full Porkchop Express-ing. My main issue with him in the few games I've run him in so far have been mobility, added with opponents who know he's amazing and focus him down fast.

    Francois sounds to be an excellent option as well, though I think I'll probably pick up Som'er's box before Ophelia's, so as to not have all the amazing named pieces without having a bit more of a minion foundation. (I mean, Moon Shinobi are great fun, and I expect the Lightning Bugs will be too, but I think a few 3ss minions could go a long way towards padding the crews). Plus, I plan on working all my Bayou Gremlins into Gremlin Peaky Blinders, and Lenny into "Lenny Wiz-Bang". Totally turning his pig into a pig (or sheep) being used as bagpipes.

×
×
  • Create New...

Important Information