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feagaur

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Everything posted by feagaur

  1. How about the mature nephilim and his trigger to push and charge something else. your best bet is probably the twins and beckoners though for lures rather than pushes.
  2. you could use Mr Graves 'show you the door' action to push the weaver out of the way. Or if you use wisps to summon the teddy instead you won't need to move her and you won't even need to use her activations. On your point about summoning dolls instead of the teddy, I'd be tempted to summon a teddy turn 2 using a Wisp (using 3 scrap markers (2 from turn 1 and 1 from turn 2) and a web marker from turn 1) then use the weavers activation to summon a wicked doll using the second scrap marker from turn 2 and move away from it. That would negate the need to use pushes. It would also mean you have a rather large threat that your opponent wasn't expecting on turn 2. Or summon a teddy turn 2 using 3 scrap markers and 1 web marker, then summon another one in turn 3 using 3 scrap markers and 1 web marker too. Your opponent won't like it.
  3. Give fears given form to the widow weaver too and have her close to Zoraida. That way you can place your voodoo doll in the two auras and make it take 6 on activation killing it straight off. Then do the same for the next voodoo doll giving you 2 scrap markers. Which means you can have a teddy turn 2! Though fo make sure to get your fears auras right and don't do my trick of setting my entire crew in the auras!
  4. 37. Stoning to reflip initiative when you think you have a good chance 38. saying "to cast this all I need is a 7" will only result in flipping a lower card. 38a. saying " I need a number between 6 and 8 that's not 6 or 8" has more chance of getting your desired result than rule 38. 39. Always apologise to your opponent when they flip/cheat the red joker to hit and flip a black joker to damage.
  5. You can't copy Hem because it mentions a model by name, which most models that copy actions state you can't do (eg, Doppleganger, Hannah etc). 19) Q: If a model has an Action or Ability which can copy an Action on another model but has a stipulation that the copied Action may not list any models by name (such as Just Like You! on the Malifaux Child), does that include Conditions contained within the copied Action which list a model by name (such as Protection of Metal on the Metal Gamin)? Also, can Actions be copied which force the player to name a specific model but do not list one? (For example, Nicodem’s Re-animator Action says to "name a Resurrectionist Minion Undead model," but does not actually list one by name.) A: Actions such as Just Like You! which copy other Actions which do not list a model by name may not take either sort of Action. Conditions which are part of an Action’s text are considered to be a part of the Action for this purpose, so it does not matter where the model is listed by name. In the case of Actions such as Re-animator, naming a model is a part of the Action, so it again breaks the "may not list a model by name" restriction.
  6. Paid up and looking forward to it. (Sean Wheeliker)
  7. I think it depends what you want them for. If you simply want a scheme runner then I'd take Gupps. IF (and I know its a big if) you get the leap off on both you could be putting down 4 markers a turn. With a silurid you'd be looking at up to 2 scheme markers, although this would be easier. If you're looking for scheme runners with a little more staying power, or something that can get in a semi-decent attack then go with the silurid. That chain attack can be quite devastating when combined with the leap. However, having two gupps running and leaping off in two separate directions is going to take more AP to deal with. So ultimately its down to the situation at the time. Personally though, I prefer gupps.
  8. To be honest, since obtaining the spawn mother and gupps I don't think I've used silurids. I think people tend to fall in to the trap of just using them as scheme runners, which for 7 SS is a bit too expensive, when you have a 4ss model which is quite similar. Of course getting the trigger on a gupps attack to bring out a silurid does make it much better. At that point though I tend to use them for their attack (and possible chain) rather than scheme running as more often than not theyre in the midst of my opponents models. Its also funny watching you're opponents face when you use the trigger to bring out a silurid and bring out a buried Juju as well (from sacrificing the gupp).
  9. Having Lelu and Lilitu near him (though not within 1" for black blood) should help. Every time one of them activates in range of hiim they both heal 3 so you're basically healing 6 damage a turn on top of their regen +1 each. Making it 8 damage per turn healed. Lilitu's 4" engagement would mean that not much would be getting too close to dreamer without being in her attack range. Then you have Lelu's push and pounce and Lilitus ability to give them both positive flips.
  10. Just a quick note. You don't need True Mother and Rapid growth on Nekima. They both do pretty much the same thing. I'd stick Rapid growth on another model. In your case Barbaros (though personally I'd dump him and take Mr Graves). If my memory is right that should give you 4 SS left which is another Tot.
  11. Aeslin is good against Ressers or any crew that's going to try pushing/pulling your minions around. The 0 action to stop this can work wonders. As with Vorschlag I've found that running two knights is enough and generally take the tooth and the claw as they're a little more beaty with there lures. The thorn is good if its a more scheme marker pool. I have found that if you take the Twins too you can get quite a bit of Pounce action going. Especially if you use the Claw and hand out -ve's to defence as part of the lure. Admittedly it would require some grouping but can be quite effective. Add in the emissary putting down hungry land markers and you're doing a fair bit of damage from one models 0 action.
  12. With playing Titania quite a few times now I've found that its a good idea to have something that can remove scheme markers. Otherwise you tend to have too many for the schemes. The Mysterious Emissary is great as when removing the scheme marker youre getting a changeling. McTavish works well at removing scheme markers for extra attacks or heals etc. Or just have something with the Malifaux Provides upgrade (works great on Nekima) The Queens Champion can offer up some interesting combinations. Using Tuco or Hannah can get you soo many scheme markers from their blasts, and both have WP forcing shenanigans. What I have found though is that the Autumn Knights are great. I always run at least 2 of them and have started using them with other masters (theyre soo good with Levi!).
  13. I played a game with Levi last night in a game of interference and took The Claw and The Tooth from the Titania box and they worked really well. 7SS models to act as anchors for the waifs, with armour and hard to kill. They also put down scheme markers which is not something you usually get with a Levi crew. Their pseudo lures worked great at pulling models away from crowds allowing Levi or Alyce to murder them creating abominations. Levi spent most of his time burying and then appearing in whichever quarter he was needed in. Also, a reactivating desolation engine is awesome!
  14. Ticket bought (Sean Wheeliker). Hoping to make this one this time.
  15. I know this is a matter of opinion but I think Spawn mother is a great swampfiend to take run her quite often in a Swampfiend list (and that's before wisps). She's not great at doing much other than creating gupps, but she does hit quiet well and if a Gupp has just died can hit a lot better. And its always fun watching your opponents face when you manage to get a gupp to grow into a silurid and bring out a buried Bad Juju at the same time! I've even used her in tournaments and done Ok with her (Shes not lowered my ability anyway).
  16. Nekima goes with anybody really. Though if you're going with Teddy and Baby Kade too that would suggest Pandora or possibly dreamer. Lilith and Zoraida would get good use out of them all too.
  17. I'd avoid Molly if I were you. As you'd only be summoning models on a couple of wounds all it would need is a scheme marker next to them and an insidious madness close by and they're pretty much dead at the start of their activation. And you're right about Aeslin. She has a 0ap action that makes any friendly models within range (8" I think) immune to moves, pushes or places of enemy models. Which makes belles less effective. Ranged damage is useful against her crew as it keeps you out of the auras and engagement (remembering that the three knights and Aeslin have an ability on the front of there cards that any enemy model that starts its activation engaged with at least one of them must take a TN13 wp duel or gain slow). Also if you're close to them you're probably close to scheme markers which you don't want to be.
  18. Emissary and changelings work great. Other than that a beater for Queens champion and WP messer uppers (Insidiuos madness, sorrows, widow weaver). Or teddy to do both! dopplegangers always good too.
  19. Played a game last night with Titania against Resser Yan Lo in a Interference game with corner deployment. My opponent took Yan Lo with a couple of upgrades, Yin with an upgrade ( I think it was necrotic preparation or something like that), Izamu with the same upgrade, the soul porter, a belle, a punk zombie and 4 night terrors. I took Titania with and audience with the queen, Behold my glory and Fears given form. Gorar Aeslin with Taproot and Malifaux Provides Mysterious Emissary with Mysterious conflux The Tooth, The Claw and The Thorn. I ended up winning 7-5 (after taking a scheme that wasn't in the pool!), 4 from the strat and 3 from convict labour. My opponent took Inspection and show of force. The mysterious emissary combined with the knights in this was awesome. Turn 1 my opponent flew his night terrors to the corners to get inspection, so I started moving the Tooth to one corner and the Thorn to the other. Titania moved to the side to try and get some presence in the bottom right quarter and dropped a scheme marker. The emissary moved up and popped out a changeling then popped a land marker down. Aeslin, Gorar and The Claw moved towards the centre but stayed within a quarter and outside of 6". Turn 2 Titania teleported the belle in and hit her twice to take her down to 2 wounds. The Tooth then walked forward and positioned such that its lure would make the belle stop halfway (due to terrain) within 3" of the land marker which killed off the belle. The emissary moved forward and brought out another changeling from one of the scheme markers the belle had been forced to drop. The Thorn moved further towards the corner and lured the night terror out of it into engagement. The Gorar and the Claw got lightning danced by Yan Lo, mainly because I kept forgetting to use Aeslins ability to stop any moves, pushes or places of my models, which would have been devastating against Yan Lo. Gorar got killed and the The Claw took 3 hits from Izamu and brushed it off like an annoyance. The changelings dropped scheme markers or moved about. Turn 3 - I had a bad hand this turn and the cards weren't going well for me. The Claw got killed off by Izamu and Aeslin lost a few wounds due to Yin. But she did manage to kill of the punk zombie. The emissary moved up and tried to make another changeling but failed and then failed his land marker again. The Tooth moved over towards the corner and pulled a night terror in getting 1 hit on it to do 1 damage. The changeling near them then used its 0ap action to move in and attack the night terror with Tooths attack taking it down to its hard to kill. The Thorn swiped at its night terror twice and did nowt! Titania engaged the soul porter and took it down to 1 wound and got a few more scheme markers down. Turn 4 - Had another really bad hand but managed to top deck some good duels in this round. The changeling next to Tooth took out the night terror and moved forward. Tooth pulled in the other night terror in that corner and wiped it out. Aeslin got lightning danced (again I forgot to do her thing) and died to Izamu. The tooth killed off its night terror. Titania hit the soul porter twice doing nothing and then moved away ready to put some scheme markers down for Covert Breakthough ( which turned out wasn't in the pool. Doh!). The emissary got out another changeling and ambled towards the centre to have it out with Izamu. We called it there with my opponent unable to get any more VP and me able to get at least another 2 (would have been 5 if I'd read the schemes properly). Things I learnt form this. The knights are amazing. They are durable and having all those pseudo-lure is great. There damage output isn't too shabby either. Had I remembered to use Aeslins ability I would have basically scuppered Yan Lo and the belle and forced them to use AP to move. Especially as his heavy hitters were sitting in the 6" centre for Show of Force. I could have just moved my crew round them and forced him to make the decision to give up on VP to kill me. The Emissary is great. Although he didn't do a great deal what he did do basically won me the strategy. Changelings are great and having the ability to summon them rather than pay is even better. It also means that if I place too many scheme markers I can remove some to still get convict labour.
  20. I'd always start Juju on the board. Although fairly slow he can dish out a fair amount of damage and a few conditions. He's also fairly durable so you want him in your opponents face as quick as you can. Plus if your opponents concentrating on him the rest of the crew can do what they need to. If they ignore him he lays down his hurt. Mctavish is great but he has his place. If I want to base the crew round WP duels and doing things round that I'd rather take Teddy or Juju for their terrifying. and as soon as I can get my hands on some wisps I'll be playing them. I don't think I'd run Iggy and the nurse at the same time. I don't think you'd need to. You can only hem one model at a time and you don't want to put too much AP into it or it wouldn't be worth it.
  21. I played the knights recently with Lilith. Took Lilith with Beckon Malifaux and Living Blade, The Cherub, Lelu with his new upgrade, Lilitu with Malifaux provides, The Thorn, The Claw, The Tooth and doppleganger. All those lures proved amazing. The strategy was Head Hunter and I took setup (on Izamu) and convict labour. Using the knights, the setup was about as simple as it gets. The cherub did his thing of letting all the models around him 0ap interactions for picking up heads and slowing the occasional model, whilst the others did a bit of beating and luring (with the occasional pounce). They were a little fragile in parts and needed to stay fairly static but were great at picking off one or two models a turn.
  22. I think it depends which way you want to play her. The good thing with Zoraida is you can play just about anything with her. If you're going for an obey-centric Zoraida I'd drop Mctavish and the silurid and go with Doppleganger and two Insidious Madness. You might not have as many models but you've got plenty of hurt to put out and reduce you're opponents crew size. If you're going for swampfiends, I'd drop Teddy and Silurid and take the spawn mother and a couple of Gupps. Gupps are great scheme runners and its always fun when they get their grow trigger and you unbury Juju.
  23. If it helps @Paulie1976, Gertfaux2 was my first tournament and I thoroughly enjoyed the day. Its a great venue and had some wonderful people there.
  24. Great write up. I've tried her a few times myself and found her to be very good and extremely durable. As Behold My Glory looked the best of the upgrades I decided to try the others first so have not given it a whirl yet. The queens champion is great but can be a bit of a bugger to get onto the right model. Especially when playing against Ressers (which I do quite a lot). It does work wonderfully with Nekima and I hoped/thought it would too with the likes of Tuco and Hannah getting blasts out and placing schemes for each damaged person. Though this hasn't come off yet. I've found 'The Forest Claims All' to be great. As she pulls, places or pushes her opponents sooo much its usually quite easy to get them into the 4" bubble (especially as most of the damage I've been dealing is from her ability to do 2 damage to models next to scheme markers in 6"). This also works well with An Audience with the Queen. This is great for pulling things into the deathball and making them take WP duels. This is even better when she's flanked by two insidious Madness. As to Crew. The knights are great. Its just whether to take 2 or 3. And then which ones to take. At the moment I usually take Tooth and Claw who both seem to work better. I also take and insidious madness or two to make sure my opponent either empties their hand straight away or does lots of nasty things to their models. Then its the doppleganger and a beater. I'm slowly working my way through the beaters to work out which one works best with her. At the moment Nekima seems to be her best bet, though I'm yet to try Teddy and Hannah who I think would work well.
  25. Wasn't there an FAQ about not being able to have an ability and condition of the same name. I think it came up after a black blood shaman gave Lelu (and Lilitu) the condition.
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