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Slobber

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Posts posted by Slobber

  1. 3 hours ago, Angelshard said:

    Just remember that to get your 5 ap worth of attack you have to first spend a mask, then discard a card, then hit trigger and finally the opposing model has to reduce or prevent the damage.

    The mask is built in on empty night. You are correct on everything else though. It's a cool combo against an armored target, if perhaps too resource intensive for general use.

  2. It seems to me that the easiest way to have chi 3 at the end of turn 1 is to take 2 goryo and eat their summons you've got 3 AP to kill 2 models where min is sufficient. You probably won't be able to fit the emissary but the Goryo can do some damage themselves, and with a high crows they can apply adversary (or sun Quang) giving them a charge on a (1). 

    Right now here's what I'm playing with. 

    50 SS Ten Thunders Crew
    Yan Lo + 6 Pool
     - Awakening (1)
     - Follow Their Footsteps (1)
     - Fortify The Spirit (1)
    Soul Porter (3)
    Obsidian Statue (9)
     - Equality (1)
    Sun Quiang (8)
    Goryo (7)
    Goryo (7)
    Charm Warder (5)
    Charm Warder (5)

     The idea is that the warders and the soul Porter can benefit from the statue's aura while Yan throws models in and kills stuff himself, leaving the Goryo to scheme, kill, whatever. You could also run a TCW to insulate the statue from a Red Joker, however I feel that disguised probably helps just as much over all.

  3. Reaper makes a female huckster that's spot on for Gwyneth. She's fanning cards and has a hold out pistol strapped to her leg. 

    For the statue I panted a small resin budda with GW agrellan Earth to give a cracked texture and painted it up from there.

    For charm warders I just found a couple of Asian looking reaper models.

     

  4. 26 minutes ago, santaclaws01 said:

    The real take-away is that crews can control actions performed by models in the enemy crew, and since Headhunter says when a crew picks up a head it gets a point, not a model in that crew, it's going to take a rule citation that doesn't exist or a very convincing argument that when a crew controls the action that picks up the head, because again headhunter makes no mention of model allegiance, it's somehow not that crew that is picking up the head.

    Except that if you obey a model to summon or place a scheme markers the summoned model or marker belongs to the model's crew not the obeying crew. Seems like interacts are a better comparison than attacks. 

    Also models always belong to the crew that paid for them. 

  5. 39 minutes ago, santaclaws01 said:

    In reckoning I can obey an enemy model to kill my models and have it count for me, because it says "this crew [does condition for VP]". Headhunter is also "this crew [does condition for VP]", the only difference is one is killing and the other is interacting. 

    Here's the pertaining faq answer.

    "3) If a model is killed by an Ability or Action, which Crew counts as having made the kill? When a model is killed as the result of an Action, the Crew controlling the Action counts as having made the kill. If a model is killed by an Ability, the model with the Ability counts as having made the kill." 

    It doesn't metion interacts, so until updated in a FAQ I'm going to have to stick with my original reasoning. 

    We've been told many times that faq answers only apply to the direct question, I'd be hesitant to try to intuit congruence here.

  6. 25 minutes ago, santaclaws01 said:

    Here's the last time this came up. 

    I'm of the opinion that the crew controlling the action is the one that scores a la reckoning. Meaning it doesn't matter which crew the model that is picking it up belongs to, but which crew is controlling the model at that time.

    How do you account for models not switching crews? The text on head hunter is "Any model may take an (1) interact to remove a head marker..."  Then  "... A crew earns 1VP if it removed a head marker..."  It's the model performing the interaction who's crew scores.

    Unless I'm missing something.

    Can you please break down your reasoning?

  7. 20 minutes ago, Adran said:

    To be affected by an aura you have to be in LOS of the origin, and within the range of the Aura. You can be much higher than the aura and still be affected by it. And so the only time Ht matters to an Aura is when that aura does things like block LOS

    Pulses are different. On my read of the pulse rules 

    "A pulse is an instant effect that is centered on a model and radiates out in alldirections from the edge of the model’s base. All elements within the pulse’s area,
    excluding the model it is centered on, are affected by it. A pulse has the same Ht as the model it comes from unless specified otherwise."

    yes, the black blood hits anything within 1" of the terror tot and within that Ht1 band. Something that is on a Ht 2 terrain won't be hit. 

    Both the aura and pulse use the phrase affected area, and both have a listed hight, so I think it needs to be consistent between the two. 

  8. So this came up in discussion today. As auras and pulses have the same HT as the generator can they hit a model on a higher elevation? For example if Lady J was within an inch of a terror tot top down but on HT 2 Terrain will she get hit by black blood? The closest thing to addressing this I could find was engagement over elevation. Where the difference  in hight of Terrain is added to the distance between the models for the lower model.

    Thanks

     

  9. I just used a mature Nephlim as a slightly cheaper replacement for Nemika yesterday and was pleasantly surprised. The [+] on attack more than makes up for loss of single point in Ml and with a mask built in flay from the talons upgrade becomes an option. I think Nekima will be riding the pine for a while.

    • Like 1
  10. 5 minutes ago, Dassenkop said:

    How would that work? The 'so no removal' part.

    If affected by incite you can force your opponent to activate an affected model. You force the Paralyzed one to activate, not allowing it to remove the condition.

  11. In the sidebar titled general timing (pg 46 in the big book, 51 in the small one) it discusses the timing of passive abilities and triggers, and specifically calls out effects on damage or death. However as most triggers happen after step 5 and damage and death happen during step 5 it seems like a pointless mudding of the waters.

    So my question is what effects and triggers is this pertaining specifically to?

    Unless the intention is that after death/damage effects happen after step 5?

  12. Yes you are correct in regards to the aces. As far as the hand full of rockets (I'm guessing here that 12+ cards means Queens or better not a baker's dozen of cards) I'd guess it was turn two after burning a SS for cards or  a draw heavy build with stitched togethers. Hanging onto good cards turn 1 to set up 2 with a Mulligan is just common sense. I'd also never leave home without woke up with a hand. The two extra cards and the 2 or three aces you'll find a turn often leave you at 5-6 cards at the end of the turn. No damage spread is very nice as it allows you to tie and still do good damage. I like to walk into 6 inches, play for blood, final debt, 52 pick up. With a  reasonable number of cards you can easily do 14 or so damage in a single activation. ( I'm counting on 3 aces, 2 cards from woke up, and a hand of 1 to start)

    • Like 1
  13. You can use Mr Graves to show huggy the door, easily getting him within his 9" charge threat range. 

    Yes, but walking to Huggy to show him the door... Sounds like waste of AP.

    And activating near him requires you to pass Df14 duel. Not really nice way to start your turn

    I think of FGF as a way to maintain card superiority. Spending all of Graves AP to put huggy in position is fine with me if it will net me 3 or so df 14 tests. And with Lynch I've rarely felt starved for cards so burning a ten to prevent damage isn't a big deal. Also with his armor Graves is only taking 2 so it might not even be worth the card. 

  14. If you're playing neverborn you need a doppelganger. Hands down the best utility piece in the game. With Lynch brilliance isn't extremely important, it's iceing on your cake for your already good models. I also like Mr Graves he adds some extra mobility to the crew and isn't a bad beatstick. 

    The crew I tend to take when I'm not sure what I'll need is ;

    Lynch w/ woke up with a hand, want to see a trick,  and either the eternal hunger (if I guess a not too killy crew) or rising sun (for killy crews)

    Hungering Darkness with fears given form and/or addict

    Doppelganger with retribution's eye (or not if  I guess a not fighty crew.

    Mr. Graves

    And a couple of illuminated and a Beckoner

    Then I will fill out my crew with either tots or depleted depending on if I need markers or numbers.

     

    I've had tons of fun with Lynch he's capable of dropping a bunch of burst damage in short order. For extra credit use the doppelganger to copy Huggy's obey and have their own crew wreck themselves.

  15. Wait what? You don't reshuffle your deck with wanna see a trick. You just shuffle the ace(s) in there

    If I understood you right, and you meant reshuffle with discard pile

     

    "52 pick up: at the end of this model's Activation, this model may reveal any number of Aces from its hand.  ... The revealed aces and this model's discard pile are shuffled into this model's Fate Deck. ..."

    Seems pretty clear that you're shuffling everything but your hand. You don't even need an enemy with brilliance.

  16. You've got a few options for low damage+ brilliance. Play for blood is great with a CA8 you're not losing very often. Just don't target anything with less than 3 wounds or 2 with armor. You can also use a Beckoner and cheat in an ace on the damage flip. Even if they stone promises is brilliance after succeeding. Another reason to activate Lynch early and dish out the condition is that the requirement for rising sun is that an enemy model with brilliance dies within 6 inches, he doesn't need to do the dirty work himself. 

    I've found the want to see a trick upgrade invaluable. What no one seems to mention is the ability to shuffle your deck afterwards. Let's say you burn down a bunch of face cards early you can pop Lynch drop an ace at the end of his activation and reset your deck. This means if you can keep track of the 13 high cards you can insure that you're always able to top flip an (at worse) neutral deck.

  17. I've just started playing malifaux myself, and play a Lynch crew. I think you might be placing too much value on brilliance. It's a buff that makes your pretty good models great. I tend to think of it as a condition I'll place prior to deleting an enemy. 

    As far as Lynch goes I've done better in the games I play when I get over getting the two free cards and activate when I need to burn down some wounds. You can catch someone sleeping with a early play for blood, final debt, want to see a trick. 

    As far as brilliance delivery goes Lynch and Huggy are the best with the Beckoners as a close third. 

    One combination I like is rising sun on Lynch and fears given form on Huggy.  With a 50mm base and 3 inches you've got a large part of the board covered and at the least will drain your foes hand or soften up his (or her) crew. If they focus Huggy down you've burned their AP and can easily bring him back with a single activation of Lynch. 

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