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mo11usq

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  1. Gah! I had seen that, guess my brain didn't quite believe it and defaulted back to m2e. I'll edit the original so as not to soe confusion, cheers! Can't speak for the new m3e dynamic, but the m2e chihuahua was a beast. The difference is the new incarnation does one less poison with horrific odour (important), 1" less engagement (probably important), and 1 less health (not important). It is otherwise just as fast (important), much better Df (6 vs 4) (important), and is even significant for scheming (important). The attack is also better in every way (not important). Anecdotal, but I once killed Lilith with a chihuahua expunge. Blood poison is not as good, but heavily poisoned models should definately respec' da chihuahua. I'm surprised these changes seem to have made such a difference. Perhaps the loss of 1AP charges against poison targets is the significant element?
  2. Just passing through, thought I'd drop some comments on m3e McMourning as he doesn't seem much discussed so far. This really is just me thinking aloud to organise my thoughts. Caveates: I haven't played in a year or so, these comments are entirely theory. I haven't read many of the rules/cards for other factions. Summary: I can be safely ignored if it pleases you. First, some asides: 1) Mad props to Wyrd for the 'Experimental' keyword. Perfect 👌 2) The m3e rules generally seem to be a bit of a mess, I get this is a beta, but it seems a way off being done. Still a myriad of different rules that require reference to others spread around in various places. I can see effort has been made to try to make interpretation easier, but many explanations seem over-long/complicated and end up obscuring the meaning. e.g. I had to re-read Zoraida's Obey ability so many times to work out what the double mask trigger did that was different from the default ability. Why does it not just say "this action may target masters"? Lots of this kind of thing, and it is irritating. On to McM and his friendly friends! Dr. McMourning A frontline scalpel piece with a versatile toolbox. His melee attacks bypass most standard defences. The ability to dish out 2+ injured or discard, on top of damage and poison per hit is brutal. He is quite independent, high attack stat and able to do some decent self-setup by putting out poison and injured/hand drain, translates to reliable damage. With investment (stones for suits, poison set up) he has some serious output. An ideal attack run looks like: rancid transplant (mask trigger) for 3 poison + whatever you transfer from McM or another friendly (we are likely at 5+ already) and 1 injured and place in base contact. Alternatively, just charge for less poison, but more damage/healing. Saw at the enemy (who is now -1 to duels) a couple of times, beating cards out of their hand or wrecking their defence. If the enemy is good and poisoned (5+) I can see the argument for hitting the crit strike trigger to soften it up for the blood poison finisher. Its not the nuke that expunge was, but 5 damage is half of a lot of big beaters’ health. In all, we are looking at a very reliable 9 damage per activation (and very likely more) barring SS use or some esoteric defensive trait. The poison chaser from catalyst or end of phase is mostly a cherry as McM is looking to one round stuff, but in the past has had VP denial potential and maybe still does. McM has some decent abilities to keep him in the fight, and why I dare to consider him a front-liner. Hard to wound is no big whoop, but its better than nothing. He heals 2 health per successful attack, and he heals when he takes poison (1 when activating from catalyst, and 1+ in the end phase). In m2e he used to heal a maximum of 5 from his attack run and take damage from poison, now he can reliably heal himself 8 or more over a turn. However, this isn’t the straight improvement it seems. As illustrated above he may want an AP or two for other things like transplant or movement, ultimately meaning this greater healing can be more spread out across the turn than it used to be (more vulnerable to big hits). Also, with the loss of “that’s the stuff” movement he is far less mobile, and so less able to maximise is attack AP (though see Kentoroi), or retreat out of danger. 12 wounds (less than m2e) is at the high end, and alongside Df6 (so happy) and healing, he is definitely tough – though given the fire power he will attract he is going to need it. In terms of support, McM gives certain friendlies 2 poison when they deploy or are summoned, important for getting the poison machine rolling. Rancid Transplant gives him versatile ranged condition removal, which always used to be one of the major tools a crew should have, and probably still is. Similarly, out of activation movement is always gold and Doctor’s Orders allows him to move a friendly 4” (I don’t think he can target himself?) though this sacrifices Blood Poison (though you have redundancy for this). How this works with disengaging I’m not sure, but very useful, particularly in the first turn. Finally, McM can summon. All it takes is an AP and 3 corpse markers within a 7” diameter of McM, no cards to bite you in the arse or SS wasted, and you have yourself a slow (but fast) Flesh Construct at full health. However, its not all rainbows. Corpse markers can be useful resources, and getting 3 into that area takes some planning. Furthermore, the glorious majesty of this Frankenstein’s abortion leaves McM distracted (very un-good), and negatively affects your pass token ratio, basically decreasing your chances of winning initiative (extra un-good). To get rid of distracted you will want one of your guys to assist McM (use the fleshy’s AP, or ideally a flatulent chihuahua chewing his ankle). Basically, its okay, but not going to come up in every game. I’d set this up Turn 1 if I intended to play defensively, otherwise it’s an opportunistic late-game desperation play to get schemes done (summon, doctor order, fleshy interacts). The Doc wants the killer instinct upgrade for ruthless and soulstone gain. The whisper would provide card draw Chihuahua Everyone’s favourite pooch. Its attacks are mostly for show, the effects are nice but not reliable. Though with infect baked in and a 1/1/3 damage track it may sometimes be worth biting friendlies to put more poison on the table. However, Blood Poison with a stat of 5 and a TN10 it’s a credible threat, especially if something has been injured by McM. Companion can help you finish the job, or snap the doctor out of his summoning daze. Horrific Odour to put out poison for free is the staple ability. With 3 health it will die as soon as looked at poison regen or no, though Df6 is nice. Its less good leading the charge as a poison missile than it was, and more for tagging along, lurking at the back ready to troubleshoot. Sebastian McM’s faithful walking accident is much less passive than he was in m2e. This is largely due to the loss of induction, which I am a little sad for. However, he acts as a credible secondary threat piece, basically a mini McM. His attack is essentially a clone of McM’s with injured/discard traded for a blast trigger which I don’t anticipate using. He throws poison grenades which seems cute, until you appreciate the benefits of hitting friendlies which makes it actually pretty good. I’m not sure if I care about wicked, disengaging looks like it could be a bigger part of this game, but I probably don’t. Ruthless is nice though. Having a third Blood Poison is great versatility if McM fails to finish the job or you need activation flexibility. He summons slow uninjured dogs like in m2e, they can interact but are otherwise worse and give up a pass token. Its only one corpse so much more likely to come up than McM’s summon. Once McM falls (and he will) Sebastian has enough to keep carrying the crew’s momentum. Rafkin Rafkin’s damage output has dropped and now seems to be more a set-up piece and secondary beater. The lucky knife is a bit meh, lack of baked in suits (especially the crow for infect) HURTS. However, his poison spreading is top notch, Open Vials, Formaldehyde, and Embalming Fluid make it easy to put out poison to everyone nearby. If engaged by enemies it might be best to concentrate (triggering Embalming) then wack something. For friendlies the Formaldehyde is the way to go as it gives 2 poison and you can potentially do it again with the mask trigger. Stacking poison high on enemies deals chip damage and opens them up for easier Blood Poisoning. Stacking poison on friendlies basically gives them regen, and a resource to transfer onto enemies. Case-in-point – the Transfusion bonus action. Rafkin can transfer up to 3 poison from anyone to anyone within 6” (13" diameter). 3 poison is essentially 3 damage in a turn on an enemy (1 near catalyst, 2 end of phase), that will then tick down for 2 damage (1 for catalyst and 1 for end of phase) next turn unless replenished. This translates to healing for friendlies. Stacking lots of poison on an enemy is asking for condition removal to undo all your hard work, so Transfusion or McM’s rancid transplant are best used offensively just before you intend to Blood Poison. Transfusion on friendlies is easier to control and allows you to shift stacks to help set up a strong Transplant, or to give something damaged some extra regen. Lets stop here and consider friendly poison a bit more. Its turn 1, McM just gave 2 poison to all Peverse models as a reward for turning up. If the team doesn’t see any blasters across the table they might like to form a huddle. Rafkin can activate, (catalyst triggers but does NOT tick down poison), and give everyone poison (poison 3 for unactivated, poison 2 for rafkin). He can then drop some formadehyde, he could get super lucky with masks and deal 8 poison right here, but lets say just 4 (poison 7 for unactivated, 6 for rafkin), then maybe we transfer some poison off a back-liner (e.g. chihuahua) to a lucky someone who could put it to better use. Sebastian activates, drops 2 formaldehydes (11 for all, 10 for rafkin). Chihuahua goes, farts (12 for all, 11 for rafkin). Kentauroi can at this point ride e.g. rafkin and sebastian upfield. Finally, McM can activate, order something forward and stroll off happily sozzled with 12 poison. Several important models are now regen 3-4, and ready to spread delicious death juice (collectively 47+) among the enemy. Rogue Necromancy Love me some rogue necromancy. Decent beater that hits fairly hard, pouncing strike is what you are looking for that AP efficient extra attack. 10 wounds HtW HtK is good, but Df4 sucks. It will be attracting and taking big hits that mean it won’t be around for long if not protected. Terrifying 11 is okay, it seems to trigger on each attack now so is a bigger card drain, it won’t stop dedicated killers, but it costs them more. This thing wants its poison regen. Spending a card with ambush for fading poison might be too much considering that many others in the crew can provide and McM doesn’t have great card draw, but any little extra movement can be good. Projectile vomit is great for spreading poison and distracted, few players bunch their stuff up if they know blasts are around, but the baked in blank stare is pure money. So good. Necrotic decay trigger, meh. My biggest problem with this guy is I can only take one, I WANT TO USE MY DOUBLE ROGUES 😠 Kentauroi I wish I liked these sculpts, as it is I am totally on the pay to win waggon. These are really good. For 8 stones they hit like the 10 stone rogue necro on the charge, can charge multiple times and have a means of escaping engagement to do it. In melee, anything they hit gets poisoned, anything that hits them gets poisoned. They have a lot of health, poison regen and a terrible defence that works out to being able to take 3 or 4 average hits. Ride with me is the super ability. The ability to move models outside of their activation is always stellar, and my little pony can bring anyone short of the Rogue Necro and the Emissary. McM's "that the stuff" poison pushes were SO strong in m2e, I will REALLY miss doing it. Having Kentauroi do a poor-man's mimic of it will likely be crucial to getting the most out of Dougie. This is where you put grave spirit’s touch, killer instinct, or the whisper upgrades Nurse NUUUUURSE! Okay the panic button isn’t as awesome as once it was, and they lost the glorious 4 poison no damage ability. However, manipulative is nice, even if I’d wish for Df6. Bedside manner is very interesting. For the cost of a card whisking a model out harm’s way is strong, and has interesting application against ranged attacks. I'm concerned she will struggle to keep up with McM once he enters wrecking ball mode though. Note: you can use weak damage track friendlies (chihuahua, effigy, little gasser, canine remains, rafkins big boom trigger) to damage your own guys and slingshot them around the nurse. I don’t think we care about the 0” melee attack. Seduction debuff with an obey trigger on the other hand is pretty good, but with the distracted condition (and stripping focus) it can’t really be used on friendlies except in desperate circumstances. Pain killers would be great, but the short range really limits it considerably. Being able to pick up a discarded card and then discard any card to add the suit (choose masks) to all duels is excellent, and a great way to get extra use out of good cards if you can wangle it. The nurse seems to want to follow closely behind something big and offer support, so maybe Wyrd have hit the theme just right. Could benefit from grave spirit’s touch upgrade. Flesh Construct A decent minion, 7 points is quite steep though. Gives out and heals from poison, average damage track with stat 6. Projectile vomit gives flexibility, shame no blank stare trigger. Ruthless is nice and needed considering its terrible stats. 8 health is going to keep it on its feet for 0 time, considering how quick its 13 health m2e incarnation would bite the dust. This thing would be hideously over-costed if not for one thing – reckless. The ability to take 1 damage for fast is exceptionally good, enabling credible scheme running and beating. Will I hire some? Probably, but I will want to seriously consider the summoning option. Guild Autopsy I think this is a decent 5 stone minion, could be wrong I haven't really looked at the competition. The autopsy seems to be what passes for McM’s basic scheme runner. Its going down in a couple of hits HtW and poison heal or no. Its attacks don’t set the world on fire (although reliably puts out poison in melee). However, it has some interesting tricks. Being able to trade corpses for SS is nice. Maybe a distraction, but maybe a godsend. Creep Along bonus action is also interesting. AP efficient movement (making up for move 4) to help them get to melee faster, move up shoot and pull back, and importantly conduct multiple interacts. VP is king. Needs a 7 6+ [edit: maths is hard] though so not going to happen every time, but is more likely than the m2e necropunk leap. Little Gasser The sculpts look fun, I should probably pick some up at some point. These seem like a harassment piece to me. They put out poison reliably with horrific odour and then they will die. With flight they are deceptively fast and will be worth giving extra consideration in heavy terrain. 3” places and pushes could get them or the enemy into useful positions I guess, but really their use appears to be as a poison missile to charge and infect, pull finger and fart to spread 2-3 poison on as many of the enemy as possible. Could also help out with turn 1 poison party. Canine Remains My faithful hounds! Given how awesome these were in m2e I can’t help but be disappointed. Basically does a similar harassment job to the Gassers but cheaper and worse. Its power is cheapness, but you can’t spam (limited to 3? My other 4 just get to cheerlead from the shelf? Sucknuggents) and even if you could it would be bad due to pass tokens. They run in and miss, until the last one gets in there and starts hitting with stat 6 and irrelevant damage. No one cares about that occasional time you flip a crit strike, WHERE IS MY INFECT TRIGGER? Hunting Partner… hmmm…You know who cares about shooting into combat? The guild autopsy... with its pathetic gun and AP much better spent scheming or charging in with its sword. You know who doesn’t care? Everyone else. Trying not to be overly negative (and failing), annoying does give out the distracted condition, which is unpleasant to have. However, it only applies if they use certain tactical actions, and at 3 health (with the mighty HtW) it is a swat away from not mattering anyway. I haven’t looked at many models from other factions, it may be they are bursting with string tactical actions that would be worth spending AP on to tax in this way. You decide. Carrion Away, solely there for the great pun, and to make McM’s tough summoning requirements waste more of your time. Non-Experimental (but worth the tax) Carrion Emissary – (Versitile) terrifying, HtK, mv 6 with 50mm base and flight, ranged blasts, good damage tracks with built in infect, summons, LOS blocking terrain or decaying aura bonus actions. SO GOOD. Carrion Effigy – (Versitile) a heal, decaying aura and accomplice – can become Emissary with upgrade. Phillip and the Nanny – Manoeuvrable, Great for scheme denial, roll over trigger spreads damage and poison Toshiro – makes minions hit better (even when he dies), can summon and heal Asura Rotten – Super good for certain schemes (significant mindless zombies), can summon and heal, HtK Crooligan – hyper mobile scheme runner Grave Digger – recent funeral + grave robber + dismember on something that will just heal from poison = controlled placement of 3 corpses for McM’s fleshy summon. End of game corpses to scheme markers Mindless Zombie – allowed to have 5, don’t give up pass token on summon, built in infect, pack mentality is bad given how slow they are but could be hilarious
  3. It is not a great ability, but it is not a bad ability. It requires significant set up to pull off, costs resources (multiple corpse markers), 2 AP (unless you want to leave McM distracted), and improves the opponent's chances of getting initiative. For this you get an uninjured 7 point, minion with 2AP (fast cancels slow) that can interact and has poison synergy, without using a card (therefore can't fail) or stone for suit. This can totally be planned for turn 1 with a grave digger/mortimer etc. or be a opportunistic scheme-running option late game. Its not going to come up every game, and the cost-benefit delta is modest. But it is an interesting tool to have. Seems fine to me.
  4. 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
  5. 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
  6. 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.
  7. 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
  8. We had a good discussion on Molly a while back: Maybe you will find some useful tidbits within?
  9. 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.
  10. Mine used to be Anna Lovelace, Burt Jebsen, Sue, Graveyard Spirit. Then Burt put up his costs (for the good of the game)
  11. 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.
  12. Because you gave him decaying aura and hulking leap
  13. @Ludvig Certainly a valid tactic, especially if the blighters start spreading out. Devour on Ophelia etc. is magical xmas land to me, but maybe my hand pressure game is lacking. I think it is actively worse than using the construct's normal attack on the cheap gremlins - requires a suit and I want things to die from poison. I tend to look for the KO on the big pieces, using rancid transplant and the horde to stack big poison on a target for the expunge finisher, gets round squeal quite well. I look to turn Bayeuxs into dogs if I can, they tend to go reckless and tagging them for at least 1 dmg and poison with a canine remains, or emissary blasts is very doable. That said, this was my gg17 playstyle. Mcm's dog engine seems weaker in gg18 due to it being easier for the enemy to score off ablative minions. Will keep in mind your way next time I get the opportunity.
  14. As others probably said: emissary, my little helper, sebastian aura, and raw speed are McM's main anti shooting tech. Emissary is particularly good into gremlins everything (shards, speed boost, blasts with extra attack triggers, summons, scheme marker drop, the thing is a monster). I find it very hard not to take McMourning with plastic surgery, moonlighting, and decaying aura (possibly in that order of preference). Get that it is a low point game though. Rafkin is such a solid model, hits so hard for cost, but i can see debate into gremlins (their threat is dispersed, their characters are slippery). I almost never take rafkin without my little helper. If the board state is right, move up aggressively toward the mid-table end of turn 1, pop MLH turn 2 now you have a potentially 4 attack min damage 3 missile that can't be attacked from range. I'm not a fan of transplant in general, stacking poison on a target is usually not problematic (plastic surgery). Possibly it is more useful now in gg18 for meta reasons, but i haven't tried it. Flesh constructs are nice, summoning them off expunge is a very strong ability, but it is not the be all end all.
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