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oryxwild

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  1. KublaFaux will be scheduled by March 28th, but for those planning ahead, it's already approved so grab your tickets! What: 50ss Standard Singles Tournament. 2.5 hour rounds, Sat + Sun. Titles and reasonable proxies welcome. Where: Hyatt Regency San Francisco Airport When: Henchman Hardcore Fri May 27th (yet to be scheduled) KublaFaux Standard Tournament Sat 28th + Sun 29th (yet to be scheduled) Cost: Entrance to the con Prizes: 1st/2nd/3rd/Last iron scorpius best painted sportsman A special trophy for highest completed rounds, tournament points as a first tiebreaker
  2. If I was in the designer's seat, I'd definitely grind anna down a peg. I think it's good to adjust her from two different perspectives; 1) If you need her tech for a match, she's incredibly expensive and forces you to build your list around hiring her. With a points drop, she becomes less demanding when the tech is necessary 2) She hard counters too many things, too hard, and is too safe. Even if she's balanced, I don't find her very pleasant to play against and I'd rather buff other things rather than leave Anna be I'd adjust her to a 9 stone enforcer with def 5 wp 7. I'd change her wounds to 8. Armor 1, studied opponent becomes 1/turn. hostile and gravity well become 4". Melee attack is changed to stat 6 with built in puncture instead of siphon life, and leave the rest of her unchanged. Since this is a significant hit to Von Schtook, we have to do something about him. This is ok because VS has been badtouched anyway. VS gets a semi revert: Academic Broadcast Effective Target Number (henceforth ETN) goes to 9, but gives focused +1 and 2" push. Positive Results trigger gets a once per turn tag, but can target any transmortis model. Undergraduate; they lost the thing about them that made them so exciting, but at 3x it was just too strong. Instead give the Research Assistant BYS, because it's vaguely thematic anyway, and because it's kind of an interesting rule on him. He's insignificant, but does bring move along to any part of the table and he can throw scheme markers around. Valedictorian: +1 stone, which more accurately reflects value and brings wounds into line. student of sinew: -2 wounds, armor + h2w is already an incredibly powerful combo for a keyword to spam. No need for extra wounds, too. Front of card ability; 1/turn, when declaring an action, remove a corpse marker within 2" to add a crow to the duel's total. Student of steel: - 2 wounds, see above. front of card ability: 1/turn, when declaring an action, remove a scrap marker within 2" to add a ram to the duel total Student of Viscera: -2 wounds, see above. Front of card ability: 1/turn, when declaring an action, remove a marker within 2" to add any suit to the duel total In general something needs to be done about sloth. Either make the fast require a 5 of crows, or make him do something else. As a seven stone support model who heals, slows, and makes undead things fast, he's warping the faction. I would change his healing: make gaining slow a cost rather than an effect. However, to maintain his mainline healer and buffer role, Change rigor mortis to: undead models instead gain Shielded +1, or Shielded +3 if they are slow. Give him creep along (ETN 6) to give him more early game options. Enslaved spirits gain TN5 on chain gang, and wounds goes to 2 to be in line with cost. Undergraduates still quite underwhelming, give their attack stat 6. front of card ability: 1/turn, before declaring an action, remove a scheme marker within 2" to add a suit to the duel total. Give them an additional bonus action Creep Along (ETN 5). Leave wounds as is, since no armor. Dead Rider (Riders in general): get rid of df trigger mechanic. Wounds go to 11. If I really had my way I'd probably change all the riders much more than this, but I feel like this is fine. The dead rider is good, but probably 11 stones good. Asura Roten: Make Zombie Apocalypse a bonus, give asura price of progress. Front of card ability: Zombie Followers: When hit, sacrifice a mindless zombie within 3" to reduce the incoming damage by 1 to a minimum of 0. Tear apart becomes 2/4/5. Dessication might need to heal for 1 instead of 2, would have to playtest it. Emissary: Gains 1" melee Grave Golem: Wounds go to 12, gains terrifying (11). Gains additional bonus action regurgitate. Final Rest changed to a new bonus action: ETN 9, walk or melee action, golem can remove any number of corpses within 4" for +1 to the final duel total per corpse. Dismember replaces Zombify on Huge Fist, and Huge Fist gains Puncture on a Ram. Gwisin: already does a lot of very strong things for cost. Reduce wounds to 5 to keep them in line with similar incorp models. Give them Vile Reclamation at stat 5 to compensate, and make sure they have reasonable bonus action most turns. Bone Pile: almost good enough to be great, but mostly outshined by the nurse. Change Throw 'Em a Bone to 6" range and "this model may suffer up to 2 irreducible damage. For each damage suffered, target may heal 1/1/2 or remove a condition on itself." Make the Enemy Down Below a bonus action. I'm sure I'd change other keywords too, but as you can see this is less errata and more a rework... Well that's what I'd like to see XD
  3. currently you can use the grid/detailed view during a game to see a summary of stats and wounds remaining on each model, and while that's useful, I would appreciate the option to show more pertinent game-state info. I like to play vs myself and post battle reports in my local chat, so it would be great for me if there were a way to display focused/burning/shielded/chi etc etc, even if it were only colored dots with a legend, or even colored numbers with a legend. for my purposes, stats of models are irrelevant and the conditions and other game state changes are very important (beyond wounds remaining). Basically, some shorthand way of denoting the entire non-visibie portion of the game state in one easy screenshot would be very helpful to content creators and/or sharing in-progress games with friends or chats.
  4. Hey there! the path of soft control/less violent victory is a bit hard at first, but well worth the effort. As far as shooting goes: check out some versatile/ook stuff. You can bring the emissary for a cheap concealment aura (cover from bill, concealment from emissary is a pretty nice bunker vs ranged, and double negs vs youko makes her pretty hard to shoot). You can also try bringing a komainu; for 7 stones you get a lot of what the samurai does for 11 with silent protector and a very reasonable model in the deal. Also consider sun quiang, who brings a large amount of healing + bedside manner, which is a fantastic way to ruin the dreams of a melee beater who just charged. I think there are basically two ways of responding to an aggressive alpha, generally. The first is to stay very close to your deployment (maybe 1 move out of it) and use your second action to focus, buff, etc etc. If they're willing to go all the way across the table, you'll have an insurmountable advantage (you do need to bring and deploy your crew with a plan to punish the alpha, but youko can do that). If they're not, then you're both prepared for turn 2 (most models with focused, in proper position) and they have less time to kill you before they need to start scoring. The other way is to spread out around the map and use terrain to hide. You'll still get alpha'd, but if you do it correctly and your crew is built correctly, they won't have enough movement to efficiently take out your whole crew before you score. This approach is especially strong in some pools in tournaments because games often end mid-game, and so scoring early is very important. I play Seamus this way often; I'm not sure how easy it is with youko, because not everyone has a 12" place on their master. YMMV. I second whoever counseled you to use pass tokens to pass. You have to think of youko like a surgeon - you're not going to kill their whole crew, so you have to make each attack action count. Use your pass tokens to force them to commit to plays, and then when they're in deep, choose one model and scalpel it out. Sure, + flips are sometimes exactly what you need, but if you're cheating to ensure you kill a key piece anyway, then activation control is more important. Consider taking tannen with Trained Ninja. Tannen and Youko are a very powerful combo, and will really punish your opponent for trying to break your bubble. I'm eventually going to try a crew with youko, tannen, and gwenyth maddox for a 6" (you may not cheat) bubble of awesomeness. bring some damage, bring healing, bring some stones. The great thing about control masters is that they're generally only threatened by a few things - if you survive the crucial turn on 1 wound, you might as well have survived it on 12. Learn to see at which point you achieve control over the game, and bait them into getting very close to killing youko (instead of ACTUALLY killing the support models around her). Anyway, just some thoughts. I played Seamus all last edition (when he was considered bad, and even after reva came out and he was considered garbage) and in the end, player skill and experience can take you to the level where player skill and experience, not crew selection, is the primary factor in victory. Good luck! Joshua
  5. I don't know if this is super helpful since I play resser Yan Lo, but I've just tested this build in a game -- Yan Lo 4 Chi Turn 1 -- Yan Lo Awakening, 1SS Follow Their Footsteps, 1SS Reliquary, 1SS Soul Porter, 3SS Datsue Ba, 8SS Spirit Whispers, 1SS My Little Helper, 1SS Goryo, 7SS Goryo, 7SS Carrion Emissary, 10SS Ancestral Conflux Chiaki the Niece, 6SS Pull of the Grave, 1SS Available Soulstones: 50 Total: 47 Pool: 7 Shared from MalifauxModels (geeksong.com/Malifaux, or Google Play). The only thing that you can't get easily is Datsue Ba for the third Seishin, which honestly might be a problem. Still, there is a lot of synergy in this list - Goryo are excellent and Yan Lo loves healing them, 1 charges are great with Fury of the Yomi (although, again, Datsue Ba provides the adversary for me, so it might not work the same). Summoning your emissary turn 3-4 is beyond useful, and can really swing a game. Reliquary is, especially if you have yin/chiaki/emissary, basically an autoinclude for me. Yan Lo doesn't really need tankiness because he can very easily be ItW incorporeal armor +2. It would be nice to have a little healing in the crew tho. I think that getting up to 4 chi on turn 1 is really important. It allows you to attach blood ascendant to give hte emissary fast, then trade it in for spirit ascendant turn 2. If you discard a card on turn 2 as well, that sits you very comfortably at 4 ap (casting expert generates when this model activates, so just resolve it before swapping the upgrade out), cast 8, and incorporeal, with the option for fury of the yomi if it's juicy. It also means that you should kill some stuff and generate more chi turn 2, which in turn allows for crazy amounts of upgrades OR just giving a buttload of things armor and spirit and making them do stuff. The only things I would consider changing are Datsue Ba (she was good, but how good? I'm not sure where the fourth chi woudl come from), and I think Yin is really important in this list. Of course, Yin gets crazy with my little helper so maybe that's a resser thing, but consider this - Ascendant of Blood's attack is a cast vs WP. It's even somewhat feasible to get 3 chi turn 1, discard at start of activation turn 2, trade in all your chi for blood ascendant, and then just nuke whatever Yin debuffed. As long as it's not a soulstone user, Ca 5 should be plenty to kill something on negative flips. Chiaki is an amazing flexible piece and is almost an autoinclude for me. The condition protection, minor damage, chi generation, healing, handing out insignificant, pushing, annoyingly hard to remove for her cost, and I like pull of hte grave for the situational slow. Anyway, just some thoughts - it's very quiet on the Yan Lo front over at the resser forums, so I'm glad to see some buzz over here. I'm extremely excited about hte new Yan Lo - it turns out that masters with 6 AP are pretty good - and personally he may have moved to A or even S tier. Looking forward to the results of more experiments!
  6. They also work very well together. The belle lures models in for the initial double pounce,. Then you nurse the belle for +2 damage. Then the doxy pushes them .1" and gives them - on defensive duels, and you get another mega double pounce! Well, it won't often happen like that, but yeah live the dream man! They actually are better together than either is separately.
  7. You guys gotta try him with Sybelle/NTBU and a belle. Then nurse him and accomplice into massive melee mayhem. NTBU mitigates his primary weakness (wk4) and belles lure him out of activation. He's the best combat drugs target because of his high Ml, reach, and corpse markers on hit.
  8. Hmmm you're probably right @hydranixx, although Nicodem does tend to draw a lot of cards... Joss is an annoying problem. More reasons to take nurses =D He isn't immune to paralyze, and while he looks graceful and beautiful doing it, +2 wk and interacts only isn't what the Arcanist player wants for Joss. Isn't he WP 5 to boot...?
  9. Your list looks a little weak to me. Cassandra isn't going to be mowing down soulstone users with any crazed regularity, so decaying aura is probably a waste at 2 stones. The ideal is to create a flexible, powerful list where Cassandra is too great a threat to ignore, but too insignificant to gut you if she dies. This is what I've been theorycrafting: -- Crew 6 -- Seamus Sinister Reputation, 1SS Red Chapel Killer, 1SS AKASB, 1SS Copycat Killer, 3SS Cassandra, 8SS My Little Helper, 1SS Carrion Emissary, 10SS Carrion Conflux Nurse, 5SS Chiaki the Niece, 6SS Pull of the Grave, 1SS The Hanged, 9SS Available Soulstones: 50 Total: 46 Pool: 7 Shared from MalifauxModels (geeksong.com/Malifaux, or Google Play). This has the nice chiaki/nurse full heal combo and 4 good targets for it. Cassandra has many good options for understudy as the need arises (nurse, chiaki condition removal, hanged, emissary's damage), and plenty of soulstones to abuse it with. It's a little light on the model side, but with Seamus and a lot of aggression, you should fix that quickly...
  10. Nicodem is also just about as crazy in wave 1 as he is now. -- Nicodem Corpse Engine -- Nicodem Undertaker, 1SS Maniacal Laugh, 1SS Love Thy Master, 1SS Mortimer, 9SS Corpse Bloat, 2SS Nurse, 5SS Madam Sybelle, 8SS Bleeding Tongue, 1SS Not Too Banged Up, 1SS Rotten Belle, 5SS Johan (Mercenary), 6SS Necropunk, 5SS Available Soulstones: 50 Total: 46 Pool: 7 Shared from MalifauxModels (geeksong.com/Malifaux, or Google Play). Sybelle runs up and calls belle, belle pulls morty and nicodem up. Morty poops out some corpses and nico summons. Johan moves up, nurse moves up, necropunk leaps to start putting down markers for dig their graves or claim jump. Nico summons beaters. Sybelle can function as a beater, but she's also really strong with scheme running. She can walk 10, call belle, and then companion into a wk6 belle for weird scheme marker shenanigans or w/e. She can also move, place a marker, call belle, and then the belle can move and place a marker too. Nicodem is great at creating a zone of infinite death - summon only hanged and punk zombies if you can, but flesh constructs aren't bad, especially if you paralyze someone with the nurse and you have a high tome. Protect the nurse, she messes people up, and heal/paralyze mortimer turn 2 after you corpse bloat. Good luck!
  11. I like mortimer quite a bit, although I don't use him that much. One thing of note is that he's one of the best targets in faction for nurse's ram trigger, with ml 7, 2" reach, and no flurry. He's got enough wounds to hang in there for a bit and while he's not really the best at anything, he's satisfyingly good at a lot of things. I think the problem with mortimer is that corpse bloat should probably be a 1 upgrade, and he should probably be a stone cheaper. Still, I don't think he's totally obsolete.
  12. I definitely disagree that showgirls are a nothing. The manipulative 13 with Seamus wp aura, removing enemy markers, don't mind me, paralyze push on a crow, possible seduction/poison shenanigans, reactivate on death... Performers are quite excellent. In the past, people pooh-pooh'd doxies, and said you should only take Belles. Others said doxies are great. A wise man said that you should take both, because they complement each other well. I think we'll find that the same is true of performers, doxies, and belles. Ice dancers I'm less sure about (after all, we already have doxies and necropunks) but they're definitely excellent models, and on some boards and situations, butterfly jump is beyond good. Oiran are interesting and I'm curious to see what it's like. I don't know that they're necessarily optimal, but with a doxies -flips, a medicated assassins gift is kind of interesting...? Probably too corner case. I'm not convinced that Seamus got as much of a boost as I would have liked, but he's a very interesting all rounder. Good damage (for 1 ap only, true, but for that ap it's quite good), good movement (perhaps not quite as good as others in some respects, but literally no one else in the game moves 16" for 1 ap), very efficient summoning (9 for anything, fully wounds) of very useful models, and an excellent support aura. Quite difficult to remove. He's become a much more versatile master with this upgrade imo.
  13. I'm going to be as honest with you as I can... Seamus and Yan Lo are my two most played masters (probably about 20-30 games total). Don't play Yan Lo as a newbie. Repeat. Don't play Yan Lo. If you want something powerful, fun, and quick, play McMourning =)
  14. Wait, we have another regular player in the Sacramento Area? Do you play at GeG? I haven't seen a single Yan Lo player around... Anyway I'm near midtown.
  15. After reading your reply, I really do agree with the core models vs simpler, less core models, and ultimately I strongly agree that ressers is not a good place to start. I think what I believe more than all the rest of it is; if you're determined to start ressers, start with Nicodem or McMourning as one of your primary masters. Everything is better that way. Even without so many models, Nicodem's raw power will carry you far, and he's a very serviceable support master. I came here from blood bowl, and that is a game that I have mastered with over 1300 games played. I'm far from the best but I have certainly put the time in and I'm a very competent player. I've also played some warhammer, and many of the smaller skirmish games. I've played lots of D&D and other complex pen and paper games. I am a little slow to learn sometimes, so that could be a factor, but I found Ressers to be a pretty steep learning curve. Of course I learned how to kill things turn1 with Seamus and snowball the game from there, and even from the beginning VP weren't so foreign to me (after all, Blood bowl is another game you can win with 0 healthy players, and I primarily play pro elves). Nonetheless, ressers is a tricky faction to get a handle on (oh, and did I mention that I played only Seamus and Yan Lo? I'm sure it would have been easier with McM or Nicodem...) As far as Bete goes, I'll sandbag a 10 all day... And yet, at the end of the turn, that 10 might be what I need to save x model, gain x VP, or do 1 2 3 things. Moreover, if they're savvy and kill her twice in two turns or twice in one turn, I often don't have a second 10. Perhaps I just haven't learned to use her to her best yet (and as I mentioned, she's one of my favorite models and I take her often). As far as Yan Lo goes, I think I have maybe 20 games under my belt, so I'm not super experienced. I have gotten a good handle on him and have begun winning with him, or at least coming close, much more often of late. He's a very interesting master - full of powerful options, and it's just so hard to use him to the fullest! I may be wrong about the Izamu-hate, but the more I play with Izamu the more I realize that he's not the tanky beater he appears to be. There are a lot of things in the game that ignore armor, and they're popular choices for obvious reasons. I did like one strategy a lot - I saw a blog by someone who used him for Frame for Murder bait and then resummoned on turn 4. Nice plan!
  16. Yeah, I get your drift on the experienced vs new player mentality, and I totally see what you're saying about Yin's theoretical survivability. Although in my estimation, almost nothing in this game is *actually* able to tank a real beater in the hands of an experienced player. I believe it is part of the game design that there are no unkillable models (riders probably come the closest, and they can definitely be killed if you know what you're about). I think it would make sense to make a distinction between new players and players switching factions. For an experienced player moving to ressers, mcm + seamus box + extras is probably the best start you can have. The experienced players already understand how to control the battlefield. But please also remember that this game is still growing, especially here in America. In the bay there's a fairly active community, but here in Sacramento I have only 1 regular opponent, and we can barely get enough interest to keep the store running tournaments. New players will inevitably find your article, since you have a well known podcast, and they probably won't realize that your advice isn't specific to them. Of course you'll find your own path, and I hope you take it upon yourself to use your power and influence to help people who are new to the game have the most fun experience they can. How much have you played with Bete? I don't actually consider her very survivable... I've played at least 20 games with her, and I often let her die because I don't have a 10 or because I need it for something else. Yes, def7 is wonderful... except that it's much better when you flip nicely or can afford to cheat consistently, and she's just not central enough to the crew for me to do that. Furthermore, there are a lot of ways to get around it (wp duels, unnerving auras, blasts, pandora, etc etc) and 4 wounds doesn't take you very far. I definitely would hesitate to recommend her, even to an experienced player. The people who like her style will see it right away and want to try her out (I think), and if you don't see it right away, she probably isnt' really your style. More of my $.37. Thanks for replying, and for taking the time to write the article!
  17. I actually think Flesh Constructs are one of our best hires. With poison +1 they sort of hit at 3/4/6 damage; with Canine Remains around they hit quite reliably. They have a 2" melee and good movement, and they're hard enough to take out that you win either way (they aren't taken out and you beat the crap out of stuff; they are taken out and your opponent wasted a bunch of resources on it). With Sebastian or McM near, they regen 2 per turn (3 if they reactivate!) which is quite strong. Reactivate is wonderful, especially with belles in the list. It won't generally happen, but it's a big deal when it does, and forcing them to play with 1-3 cards in hand (even a belle will make you discard 2 with some nice crows) is very powerful.
  18. I disagree with a bunch of things you've done here. I like the idea and I think it's interesting. I also have a lot of perspective, since I just started playing malifaux about a year ago, started with ressers (seamus) and bought mcm box second. This is common advice, however, imo it is not very good advice for a noob. First off; Damage is fun. Yes, you have to run around and do stuff, summon, drop schemes, interact, etc etc. My experience with ressers has been that they are the least killy of the various factions, and that you will usually be outgunned, all your guys will die, and you will feel like you're losing even if you aren't. Since you're new and are probably bad, you probably are losing anyway. You either need to summon a lot of things to make up for generally subpar everything (barring movement and summoning, both of those are excellent), or you need to be able to control the board well enough to mitigate that offensive. The problem with option 1 is that not all masters summon well or easily; the problem with option 2 is that it's very difficult when learning the game to understand how to control the board. So, if you buy Seamus and McM together, you get a lot of support models. Sure, both masters ARE powerful enough to be able to win the game by themselves, but for a new player it's a very unrealistic expectation. More likely they're going to play a few games against their friend's new (ramos with joss/howard, lillith, ulix, viks, perdita, other random killy crew) and struggle to understand why their models suck so much by comparison. Even after playing many games of malifaux, 3 games against lillith almost convinced me to change factions because hot ****, that is some bull**** right there. Basically, for a beginner, it's very hard to use nurses and belles to best advantage WHILE thinking about schemes/strats etc. The other thing I strongly disagree with is choosing Bete Noir. She is easily one of my favorite models in faction and I take her often. I also think she is one of the most nuanced and subtle models in faction, and IF they aren't playing living she loses about 1/3 of her value. I absolutely think she is a poor choice for a beginning player because she feels like a beatstick but she absolutely is not. What I think beginners need the most is a] raw power b] easy to understand models c] internal synergy and d] enough independence to work on their own. Seamus Shadows of Redchapel $45 Yin $11 Shikome $16 Hanged $16 Bishop $11 (80 ss + upgrades and cache) This setup isn't 100% efficient for an experienced player, but will be great for beginners. Hanged and shikome are generally considered overpriced as minions, but have enough synergy with seamus and belles that they're still solid choices. They also "feel powerful", and other inexperienced opponents will really struggle to deal with them. Yin is one of the only truly tough models in the faction, and imo is actually the best model in faction. It isn't as simple as some other models, but it's going to be useful in every game, even when used poorly. After a few games, they'll figure it out and then it becomes horribly good. Bishop is a very solid beater under Seamus, again one of those models that won't be as common in tournament lists but will be a great intro to the game. Simple, powerful, synergy, independence. McM Body of Evidence $45 Flesh Construct $16 Canine Remains $18 Yin Penangalan $11 (53 ss + upgrades and cache) McM doesn't really need useful models; he's quite capable of winning the game more or less by himself if you can set it up right. Setting a new player up with plenty of summons is important; Canine remains -def aura makes everything McM does better, while making flesh constructs quite serviceable melee combatants. Flesh constructs are just all around great. Rafkin is a trap for new players. He seems super shiny but if you don't play him very well he just dies to a stiff breeze, and Sebastian is quite enough for transfusion. Nurses are better with McM than with Seamus (for a new player) because their best uses are more obvious (load up the fleshy and transfuse). Again, Yin is very powerful and very durable. Simple, powerful, synergy, independence. Yan Lo's Box $40 Emissary $40 Yin $11 Bishop $11 (53 ss + upgrades and cache) Yan Lo is a very hard master to build with. First and foremost, I strongly disagree with encouraging new players to bring Izamu with Yan Lo. Ignoring armor is very common, and anything that does is going to make pathetically short work of Izamu, even with healing. Izamu can do great things, but often does not, and I think he's overpriced. Yan Lo 100% needs to take 3 models whose sole purpose is to die (at least that's my opinion), and while I'd prefer Gaki or Canine Remains, Ashigaru will do. The other thing I like to do with Yan Lo is play the "rule of 3" - take 3 important models that will win you the game and the rest of the list is disposable. Lightning dance enemies back into your lines to kill them with your Big 3, use your chi to give them armor and extra ap, or heal them etc etc, and let everything else die while cackling madly. The emissary just adds so much to the old man (ancestor synergy, +1 melee, wall, corpses, blasts, high min damage, extra summoning, and making it a spirit then using the 2 action to make spirits take a 1 gets high value from beatsticks), especially if you take spare parts, and I think that he's the single most important addition to Yan Lo. He makes it a lot easier to play Yan Lo in general. Yin is very self sufficient and very good at making things vulnerable to lightning dance, or Bishop. Bishop is a big beatstick, and between Bishop, Emissary, and Yan Lo, you should be able to kill anything. Yan Lo is also great at keeping Bishop safe with Lightning Dance. This particular budget buying guide definitely needs a mini-guide to go with it; Yan Lo is not a master who should be played by beginners, frankly. 2 Ancestors is quite enough (realistically, I rarely am able to resurrect more than 1 per game). Not very simple, but powerful, synergy, independence. Finally, Tara. Another master who should probably not be played by beginners. I think her best "out of the gate" build is with belles: Herald of Obliteration $45 Shadows of Redchapel $45 Yin Penangalan $11 (58[? I forget how much karina costs... basically 53] ss + upgrades and cache) Again, Yin is one of the only truly tanky Resser models. Belles make Tara's fast bubble pretty great, and lets her set up for the nothing beast bomb very well. Sybelle is an all around great and versatile henchman. Fleas are fine for scheme running. I don't think this list is as simple or independent as others, but if they're dead set on Tara it does have great synergies and it is powerful if you can play it right. This list really wants Bishop or Shikome to take advantage of -wp on fast doods. I think the biggest hurdle for new players is adapting to an entirely new framework, having %%%%ing ridiculous numbers of possible win conditions, and then trying to remember %#@$@##@@#! special rules. Ressers is the hardest faction to get into imo because we don't have the Howards, the Francois', the Perditas of Malifaux (in other words, simple models whose function is obvious and who warp the flow of the game by killing everything near them). Our game is (if you're on a budget ESPECIALLY) a much more subtle game generally, and I think it takes a long time to learn how to use movement tricks and status effects to make up for generally subpar damage and defense. Anyway, if any of this comes across as critical, be assured that I'm not angry or aggressive; rather, I have strong beliefs that have evolved over the last year of getting shut down by perdita, ramos (read as howard), rasputina, and lillith. I'm fine now, but holy @##$ it took a long time to learn how to play, and a lot of frustration that my models seemed categorically worse than every else. I started with Seamus and Yan Lo (had McM but really didn't play him), so that definitely upped the learning curve! My $.37, hope it helped! Joshua P.s. please, if you're going to include a guide to the things you have them buy, do all new players a favor and tell them not to use Karina. She's terrible almost all the time!
  19. I would take this crew: Resurrectionists 40ss Crew McMourning -- 7ss +Moonlighting - 1ss +Plastic Surgery - 1ss Datsue Ba - 8ss +Spirit Whispers - 1ss Dead Doxy - 6ss Dead Doxy - 6ss Rotten Belle - 5ss Yin The Penangalan - 8ss +Unnerving Aura - 1ss At the 40ss mark, summoning is extremely powerful. I'd say Ramos is a very possible opponent for this match (Set Up and Occupy Their Turf are both decent for him, and he can build his crew for hunting party or, less optimally, show of force). McMourning is almost auto take against arcanists because he's good generally and extra good against armor. Datsue ba also ignores armor, can kill a spider in one focused shot if you can cheat damage to severe, and summons teh very useful Gaki at full wounds when she does so. Seishin are also useful for healing McMourning or protecting your crew from Rasputina's blasts, if she shows up. Yin is very durable and can afford to storm the center to get points for show of force. The belles and doxies give you a lot of flexibility; they can move themselves to sprint for the other half (occupy their turf), they can move other people to lure them into your set up, they can move enemies away from stash markers, etc etc. Note that dead doxies are extremely ap efficient, generating an average of 4.5ap per turn for me; for a 7 of anything, they move themselves and 1 friendly model for a (0) action. On a failed contested duel, they move themselves and an enemy model for a (0) and then gain a free attack if that model ends within 1"; of course if you manage to cheat a high mask and put them on (-) to defense flips, you are VERY LIKELY to do at least 6 damage just with the doxy itself. They can push for free on a mask, and when they die they can give mcm or yin fast if they're within 4". McMourning doesn't really need help poisoning things; he's a perfectly fine beatstick just by himself. There's a lot of control in this crew. Yin and Datsue Ba both prevent models from walking (try this on a stash guarder, and then push it out of range later in the turn with a doxy... =D), Yin and Doxies both put things on (-) flips (don't forget that Yin's also works on cast, and shuts down summoners fairly well). Belles slow and lure, doxies push, and McM should remove about a model a turn (death is the ultimate form of control!). Anyway, I'd consider taking almost any of the schemes, and am most comfortable with Show of Force and Occupy Their Turf. I don't much like Set Up because it requires me to keep something alive, which isn't what I want to do when I play McM. I don't generally like convict labor, but this crew is definitely fast enough to achieve it. My 2c!
  20. I've played a number of Yan Lo poison lists. Most of them pull from this model list: Yan Lo - +3 ss, fortify defense, reliquary Emissary Yin the Penangalan Flesh Constructs sebastian - those are not ours!, corpse bloat nurse chiaki rogue necromancy Bete Noir 3 x canine remains crooligan (haven't actually tried him yet, but rafkin) It's an interesting idea; in theory, the poison damage helps make up for Yan Lo's lack of damage, and your spirit armor can make normally squishy models like rogue necro and sebastian quite tanky. In practice, I find it to be like every other Yan Lo list; theoretically good, practically challenging to play at best and board-wiped turn 3 at worst. I'm still searching for that perfect yan lo list....
  21. I think belles would go from 0-3 to 0-1. Certain lists would disappear - the infamous belles + seamus list being one - but largely things would be similar with less belles. I'm not a very experienced Malifaux player, so feel free to disagree; this is my .02c Belles already cost a pretty decent amount for what they're doing. In a sinister rep list they do a lot of work with that slow; in any other list they are a moderately durable model that does little to no damage. Yes lure is powerful... and if you take 2 belles, that's 10ss of nearly pure support. Because I play bag-o-tools, mostly, I've begun taking a lot of dead doxies instead of belles. It's been a wonderful experience; Since I don't have to take Not Too Banged Up, the first doxy is a free upgrade. They do a *lot* more damage than the belles, and are generally more resilient (+1 df and wp is very useful, as is hte push trigger). They can hand out fast on death (and if seamus is nearby he can res them again), and they can potentially put out two scheme markers, make three attacks, etc etc. The ability to push in any direction, rather than just toward the belle, is very useful. Finally, the ability to use a high mask to make your opponents model unable to cheat defensive flips is just nuts. I'm not saying belles are bad... And, outside of sinister rep lists, and Headhunter and related, I don't think they're op in the way that other people seem to think they are. Plenty of resser masters don't particularly care about belles as is. There are many equally good models to hire, and many that are better to summon. Belles have a role; they are very good at it; Ressers are not sweeping the tournament scene with Belles. If they were cuddled, I don't think they'd see much use outside of Sinister Rep and Headhunter.
  22. Thank you so much for sharing your insights with us Stryder - I really enjoy "getting inside the thought process" of top players. I've also found Izamu to be pretty unreliable as anything other than an anchor/place to dump models. I love to dump Joss on a drowned and everything else near izamu! I echo BigHammer's thoughts in that even in that capacity, it can be challenging to actually negate anyone that way - a 10" bubble is a lot of space to move around in! I just got and started playing the RN and instantly realized a lot of what you pointed out - I think that what some others are missing is that Izamu is defintely not reliable, even with melee expert. In my limited experience, the jump from melee 6->7 is about equivalent to melee expert; no one wants to get hit by these models, so they'll cheat to miss if possible. Lots of things have defense 6, and few very things have defense 7+. Sure, if you have a great hand it doesn't matter, or great flips. In the end, it's a lot of little things; I'll take +flip +damage ml7 3/5/6 damage over +dmg ml6 ml expert 3/4/5 any day.
  23. Hey all! Since I'm a newer player and I'm still exploring all of the Seamus playstyles and options, I'm curious for any feedback. I just wrote this to speed up crew selection and get a clearer picture of how I'm going to earn my victory points. Cheers! Resurrectionists 50ss Crew Schemes: LITS, breakthrough, protect territory, power ritual, plant explosives, plant evidence, distract, cursed object, bodyguard, entourage, (Make them suffer), spring the trap, (frame for murder), Deliver a Message, Frame for Murder, Strats: Reconnoiter, Squatter’s Rights, Stake a Claim Synergies and signature moves: Against shooty crews: use a crooligan to create soft cover early in the turn at the center line. Move up dead doxies to be hacked up, as usual. Hack them up, Bete pops out and her tenebrous aura means guns will suffer [-][-] to attack, making it very hard to be effective. Push a doxy to the center line and drop a scheme marker. Teleport to her and attack her, killing her and dropping scheme markers. Seamus gets fast. [Bete Noir pops up] Raise her, getting another ap and another take the lead. Move and then interact with a crooligan to teleport them into the middle of the enemy (spring the trap, plant explosives, etc etc) or the enemy half of the board (plant evidence, breakthrough). Teleport Seamus using sybelle, charge the crooligan, drop scheme markers. Raise the crooligan as something equally a belle or doxy and make enemies fail wp tests to heal seamus, or attack it for more markers, etc etc. Use one dead doxy to drop scheme markers, take the lead to move up, and drop more scheme markers. Charge her with Seamus, killing her and dropping scheme markers (protect territory, power ritual). Discard a card with Phillip to summon a seishin. Use the other dead doxy to push phillip, walk, and drop a scheme marker. Use phillip to draw 4 discard 2 on turn 1, and at least draw 2 discard 1 on turn 2. Begin the game and kill one of your own models as usual. Raise a rotten belle and lure their sniper off of the elevated terrain. (this will catch some people off guard, since they saw that you didn’t take any rotten belles). Seamus -- 4ss +Bag O' Tools - 1ss +Red Chapel Killer - 1ss +Mad Haberdasher - 2ss Copycat Killer - 3ss Crooligan - 4ss Crooligan - 4ss Crooligan - 4ss Dead Doxy - 6ss Dead Doxy - 6ss Madame Sybelle - 8ss +Bleeding Tongue - 1ss Philip And The Nanny - 8ss +Spirit Beacon - 1ss Alternates: Phillip -----> Bete Noir 8ss 2x Crooligan ------> Bete Noir 8ss Dead doxy -----> rotten belle, bleeding tongue -----> Not Too Banged Up or both, else +1 cache Resurrectionists 50ss Crew Schemes: Make them Suffer, Assassinate, Bodyguard, Vendetta, Take Prisoner, Deliver a Message, Murder Protege Strategies: All Core Strats Synergies and Signature Moves: Luring things with Belles, giving them adversary with Datsue Ba, and mauling them with Shikome Dumping Seamus into the middle of their crew and healing up any damage he takes while the rest of your crew murders things Summoning a few Seishin with Datsue Ba and using them to block LoS to Seamus (mobile cover) Seamus -- 5ss +Sinister Reputation - 1ss +Red Chapel Killer - 1ss +Mad Haberdasher - 2ss Copycat Killer - 3ss Datsue Ba - 8ss +Spirit Whispers - 1ss Madame Sybelle - 8ss +Not Too Banged Up - 1ss Rotten Belle - 5ss Rotten Belle - 5ss Shikome - 8ss Nurse - 5ss Alternatives: Datsue Ba ----> Bete Noir w/ Unnerving Aura or Necrotic Preparation Datsue Ba ----> Phillip and the Nanny w/ Unnerving Aura or Necrotic Preparation or Spirit Beacon Datsue Ba ----> Shikome and +1 Cache Rotten Belle + Nurse -----> Shikome and +2 Cache
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