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mo11usq

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  1. A second question has occurred. I think the rule is clear, but I want to make real sure I am not playing it wrong because I will be doing it a lot: Athorak casts Ancient Words on Kastore2 (full hp or within LOS of Gwyll) with the Reward the Loyal trigger. Kastore2's Feast on the Faithful ability reduces the damage to 0. Trigger states 'another friendly model' may heal and draw a card. I take this to mean Athorak cannot benefit from the trigger, but Kastore2 can (if in range). Reward the Loyal and Feast on the Faithful (if not previously used in the activation) each heal Kastore 1 hp and would both resolve at step 6. Q: Does this count as 2 independent sources of healing? i.e. Kastore2 gets to resolve Faith in the Flesh twice (4" move), and Eta Kithae resolves twice (2 shielded)? Or is it considered part of the same event and thus only 2" move and 1 shielded? Cheers!
  2. @Adran kindly answered my first question: "what are the properties of Athorak's wardstones?" in another thread, but I will include it here as well. Answer = 30mm markers, no other traits (e.g. not terrain, no cover, no height, no shadow, no movement restrictions). Enemy non-melee attacks simply cannot draw line of sight through the markers or area between them, so presumably the effect effectively has infinate height and can protect tall boys like Kastore, even if the markers do not have a height characteristic.
  3. Hi everyone, I am an M2E player returning to enjoy Malifaux once again. I used to play Collodi and Lilith (RIP) in Neverborn and McMourning, Molly, and Yan Lo in Ressers - so having chunk of these factions, loving the nephilim aesthetic, and feeling some resonance with the keyword name, I have decided to re-learn the game with Kastore. My softest spot has always been for Neverborn, so that's where I am starting out. A fair amount has changed in the game since I last played and the Returned seem to have a fair amount of complexity in how their rules interact, so I anticipate having many questions pop up over the course of learning them. Hence, I hope this post will act as a convenient one-stop place for me to seek answers and advice - and hopefully be of use to other fledgling Kastore players. I will be uploading games I play to my YouTube channel (Mo11usq). I can't vouch for the video quality, but if you happen to watch them and detect any mistakes please feel welcome to point it out in the comments - I don't monetize, it simply helps me learn quicker. If relevant, I might add the corrections to this post as a reference for others.
  4. Guys, dumb question I'm sure - what are the properties of Athorak's wardstones? No details are given on his card, maybe a wardstone is a general terrain type defined somewhere else I didn't see? From the above discussion, and marker merchants, it seems they are 30mm. What is their height and that of the effect? Can they protect ht4 Kastore2 for e.g. Are they destructible? Impassable? Do they provide cover shadow? TY
  5. @KlausFischer Outstanding work! This sort of synopsis is exactly what returning (like myself) and new players need to get up to speed on the game, many thanks!
  6. Not sure I understand this "or" business. (6ss cache) Molly - forgotten life, take back the night Archie - hulking leap, decaying aura Rogue necromancy - my little helper Rogue necromancy - my little helper Kentauroi ALL THE FUN
  7. M3E: a tragically missed opportunity to make hayreddin a master... looking forward to see what they do with the new version though. Particularly McMourning's theme and Molly's playstyle
  8. Okay, as I find time to sit and think about this I realise that the pool includes both set up and public demo again. Sigh. Proof positive that I just generate and post these things without really paying attention. I'll be more thoughtful next time. This scheme combo was essentially autotake for resurrs, and I doubt things have changed. However, arcanists access to warding rune counter spell aura is a serious matchup consideration. I also always assume I will face mage trio. Despite this I still think I would take horror Molly (arcanists can be relied on to have lots of casts) and a belle crew. I would run: Cache: 7ss Molly: Forgotten life, take back the night Madam sybelle: not too banged up Rogue necromancy Carrion emissary: generic conflux 3x rotten belles I would try to play a defensive game. This generally makes scoring things like set up, demo, and evidence a little harder for the opponent. The north and east deployment zones have choke points and the opposing zones are relatively open. I would chose one of these if I was made to deploy first. Deploying second makes it easier to position my crew for effective T1 luring so i would probably chose this option given the choice. The rather obvious plan is to lure in something for public demo and set up T1. Anticipate henchmen and master being immune, but there should be an enforcer to snag (e.g. a mage). The number of lures with + flips, sybelles upgrade and movement tricks makes this highly reliable and resource-lite. Tbh it is a bit excessive, and a belle and/or sybelles upgrade could be swapped for other things. Molly and the emissary should get me to at least 9 activations for turn 2. From here we rely on Mollys summons the emissary and the rogue to take down enemies, and maybe sybelle can peonise something but her ap is usually for repositioning. I brought the rogue for its + flips and ability to get extra ap. Without philip, any card efficiency I can get helps. The belles pull enemies out of scoring zones/away from treasure or into clusters for Molly and blasts. I would want to try and use the hazardous fountain to do some work for me, and keep in mind the option of summoning drowned. Playing this strat defensively makes us vulnerable to being swamped by an aggressive force, denying my strat points, who leave a low cost model or two behind to score theirs. The hope is that by getting 5-6 vp early we can focus on denying enemy scheme points so even if they score 4 for strat we are still up.
  9. Its been a while, my attention is starting to turn back to 'Faux and I need to start chipping off some rust. Get me up to speed people. Game #3: Open centre with flank obstacles Opposing Faction: Arcanists Deployment: Standard Strategy: Ours Schemes: Guarded treasure, Set up, Inescapable trap, Recover evidence, Public demonstration
  10. We had a good discussion on Molly a while back: Maybe you will find some useful tidbits within?
  11. Have used hayreddin a few times, mostly as a medium flanker. Outside of a bit of yan lo T1 jank, i find his speed and damage output to cost ratio is what I want him for. At 6ss he is well costed. Jaakuna ubume sees a reasonable amount of play, again almost exclusively with yan lo. Molly and McM usually play too aggressive and have better crew synergies. Lure is an amazing ability all crews should have, but I normally want jaakuna for the hazardous terrain. The ability to heal her and give her armour can occasionally be fun. Easy transfer of AP due to being spirit is situationally useful. I have yet to deny sanzu effectively, but it could be useful one day. Marshal has been hired mostly because I like the cut of his jib more than for any strategic reason. He is decent in certain schemes like vendetta or the above mentioned surround them. The summon on death has actually saved the game for me before. Not used the others, draugr seem most disappointing on paper. Faced sloth once or twice ages ago when the seven were released, he was an okay area denier. Grave digger looks quite good to me, anything that positions/protects corpse markers should not be sniffed at in resurrs.
  12. Mine used to be Anna Lovelace, Burt Jebsen, Sue, Graveyard Spirit. Then Burt put up his costs (for the good of the game)
  13. McMourning, Mcmourning with a note book and pig tails, Mcmourning with a whispy beard to twiddle, Mcmourning with a monacle and cane... Sebastian in a slutty asian dress.
  14. Because you gave him decaying aura and hulking leap
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