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Detharious

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  1. I've played Warmachine prior, and the others have played significantly more than me. Though one of them has recently come to this forums for help and has told me he has found some things and gotten help that should make it a more fight. I've also learned a lot coming here. Though we haven't had another chance to play lately. Really I rarely even use it because Gambling has such a huge power spike in damage... My next game will likely be against a Mei Feng so if someone has some ideas on what he can bring to the table to decimate me at 50 SS I'd appricate it. (and tactics as my only big recommendation to them so far is 'kill dreamer asap')
  2. Game of Chance with Stitched (I run 2 starting, occasionally summon more), Widow Weaver lets me draw a card each time an opponent fails any horror duels around her and I can usually get 1 or 2 Horror Duels on her own activation alone, along with wings of Darkness upgrade on Dreamer.
  3. So with Mei Fang, the issue my opponent had was the fact that he needs markers to move around or constructs that need to survive. When I'm playing an aggressive position its hard to get close enough to the dreamer at all. It seems like if you're going after the dreamer you need to immediately reach him from across the board and kill him in that one activation or he'll escape or bring out chompy and kill the model that just attempted to assassinate him. While I don't really have the time atm to learn/play a game on vassal if people would throw out some general lists of what you would bring against the dreamer (and have previously won against him) it may help me suggest things to my friends. Though this brings up an issue- as the game simply states you know what your opponent's faction is before building your crew- you have no idea you are up against the dreamer. So you can't really "meta" build for him.... Its frustrating as previous games (one that didn't involve the dreamer) didn't seem imbalanced. but, playing the dreamer its like hitting the "I Win" button.
  4. Arcanists/Ten Thunders/Neverborn/Ressurectionists Key masters I play against would be: Seamus, Mei Fung, Nicodem, Pandora, Lilith. The thing they have the biggest problem is just how fast I out activate them and tear into their list. We play at 50 Points and I bring: 1x Dreamer (+ Wings of Darkness, +Dreams of Pain) 2x Daydream 2x Stitched Together 1x Widow Weaver 1x Doppleganger 2x Insidious Madness +3 Stones (or whatever is left). ....So he is the issue where we feel the game just gets broken. From the get go I usually am using my soulstones to do my redraw at the start of each turn to fix my hand for better cards. I'm utilizing my stitched and widow waver to straight up obliterate anything that walks too close to allows the stitch to start gambling onto. I almost never make a move action with the Dreamer. Instead I'm summoning in the twins, a coppelius, alps, insidious madness, Stitched Together, etc. and then sending them in. The worst time was when I managed to get both twins in on turn 1 with "It is my dream now" triggers which brought them up to nearly full. If my friends try to run for the objectives I slaughter the model that tries to do so or pressure them so badly that I remove any potential points from them. From turn 1 I'm getting on average 3+ additional actions over them and it just gets worse from there. I've consistently nearly tabled my opponent on turn 3. We have tried them running big tanky models as well as tried to swarm me. Neither seem to help them. They can't press for scenario as I on average force them to play defensively or push them far out of the middle of the table where there isn't even the slightest chance they'll attack the dreamer. The one time they did get close enough to him he ended up in Lord Chompy Bits form and ate the model that managed to get close enough. Widow Weaver along with constant Horror Duels, Paralyzes, Slows, and Insidious Madness drain my opponent's hands while mine remain very fresh. The already big activation difference gets worse as soon as I start to get very easy slows/paralyzes on their non-activated models and in some cases, activating the model ends up killing it (sometimes giving me another alp even). Blast Templates don't help them, Sure it hits like a truck but, most things I keep far enough away from eachother that it doesn't really hurt them. The best case scenario they've had is they used a blast to wipe out 2 daydreams and 3 alps. Which prompted me to resummon them next turn. There are several more issues we've been having where it just seems like Dreamer's crew isn't balanced. A point someone made was the fact that every other summoner in Mailfaux uses markers to summon while the Dreamer doesn't and the Dreamer even has ways of making sure he consistently succeeds with his daydream's lucid dream. TL;DR- Constant Summoning Dreamer can't be touched when he is kept in the back pumping out high cost minions Ability to Drain Cards/Refill his hand leaves my opponent empty and mine nearly full Activation Difference is grossly skewed- from turn 1 on only to get worse and worse with summons/paralyzes/slows I can press Scenario way too well by effectively swarming activations and destroying his key models I can either heal or resummon any model I want to keep on the board as they can't ever reach the Dreamer
  5. Can you have negative in a stat due to conditions on a model? For example, if you have 3 daydreams around a model (-1 WP each), 2 "I can Hear them" conditions (-1 WP each), and the model only have 4 WP originally. Does the model has -1 WP?
  6. I've gotten into malifaux and picked up the dreamer. My local meta has a couple of other guys and we've been playing together. We've noticed something however, no matter what they seem to throw at me dreamer just decimates them. I've even managed to table one of them on turn 2. (Close deployment was involved). We've tried different point levels but, it doesn't seem to help. Instead it gets worse since the dreamer can bring even more to the table. I've run primarily the NON-summoning specialized version and only the summoning version once (Which made me feel bad). So- rather than give up I was wondering. What do you guys do to BEAT the dreamer? What point levels do you commonly play against the dreamer? My only thoughts on his weaknesses is beating him on scenario but, other than that he doesn't have a glaring weakness (I guess Ca actions on him can hurt him but, I can always get lucky/cheat it in)
  7. Thank you guys for answering these questions! I'll make a new post if I come up with any more as to avoid confusion or them getting lost.
  8. Insidious Madness has an Ability called "The Madness Spreads" which reads: 'Enemy models within 4 which are preforming a Wp duel must discard a card before cheating, or they may not cheat fate.' So Since Horror uses WP this ability would apply to that as well as anytime the enemy needs to use their WP stat? Additionally- Lets add two questions: 17a. Insidious Madness' Psychosis ability will require the enemy to make a TN 10 wp duel EACH time they target him within 2", even if they have succeeded once before. "Psychosis: When an enemy model within 2 targets this model with an Attack Action, the enemy model must pass a TN 10 Wp duel or the Action immediately fails." 17b. Terrifying checks however, only require them to succeed once. Failure they receive Paralyzed and their activation ends (paralyzed then goes away). 18. If you have Paralyzed and slow on a model you activate. When they activate they forfeit their action (due to paralyzed) and then they remove both paralyzed and slow at the end of the model's activation. Even though Slow had no effect.
  9. To ensure I'm playing him correctly I would like to get verification/confirmation on several tidbit of rules. Italicized grey questions have been answered already (though you can verify below if they are correct or not). Red Questions haven't been answered at all. A All questions have been answered! I'll make a new post instead of editing if I come up with more. 1. You can Cheat [Fate] Simple Duels (terrifying, summoning, lead nightmares, etc.) 2a. If the Dreamer activates, then buries himself [due to waking condition] Lord Chompy Bits can activate (And does not have slow). 2b. Should Lord Chompy Bits bury himself (to wake the dreamer). The Dreamer can activate (And does not have slow). [Even if the dreamer had buried himself earlier in the turn during his activation] 3. If a Daydream sacrifices itself doing "Lucid Nightmare" it can still get to use Accomplice should I choose to based upon where it originally was. 4. A WP duel is not a horror duel, and a horror duel is not a "WP duel" but, it does use the target's WP. (Asking because of Insidious Madness' "The Madness Spreads" ability as well as the Widow Weaver's draw card ability) 5. You can receive slow multiple times (but, their effect is not cumulative). [I'm asking due to Alp's Smoother ability if this wasn't obvious]. 6. If an Alp's Good Knight Kiss deals 1 damage (Moderate) to a model with 1 wound left. The model would not spawn an Alp as the model is already dead before it receives slow and thus does not take 1 point of damage (which would also kill it) from Smoother. 7. Are there any Erratas for 2nd Edition? (I haven't found them)... If the answer is yes can you please link me to them. 8. If a Stitched Together deals enough damage to itself because of a failed gamble your life. It still gains a reactivate condition because gamble your life is an attack action. 9. If I flip a crow when a stitched together takes damage next to a model with black blood within 1", the black blood will trigger another rotten contents (and in theory this process can repeat infinitely if the two models have infinite life and I have infinite crows in my deck [I'm cheating lets say...]) 10. You can have a model stand on top of a web marker, scheme marker, corpse marker, just about any marker... as long as that marker isn't actually a model. 11. When you summon a model 'within 6', only a portion of the model's base needs to be within 6". 12. If a stitched together is reduced to 1, gains reactivate. Is then healed before it can use it's reactivate and then reduced to 1 again. It gains reactivate again (Having 2 additional activations). 13. You only determine shooting into melee targets if the attack has a gun icon attached to it. Otherwise it is whoever you wish to target. 14. "Surrounded by Nightmares" upgrade on the dreamer deals 1 point of damage at a time depending on how many nightmares there are around the target. The source of this damage is from the Dreamer himself. 15. The only way to get the "Its My Dream Now" trigger on the dreamer's upgraded summoning ability is to have used a daydream's Lucid Nightmare ability and flipped a crow/red joker. (As the summon is only successful with double mask, and the trigger needs a mask + crow) 16. If I have the upgraded summoning ability on the dreamer I also have his standard summoning ability. First Edit: 17a. Insidious Madness' Psychosis ability will require the enemy to make a TN 10 wp duel EACH time they target him within 2", even if they have succeeded once before. "Psychosis: When an enemy model within 2 targets this model with an Attack Action, the enemy model must pass a TN 10 Wp duel or the Action immediately fails." 17b. Terrifying checks however, only require them to succeed once. Failure they receive Paralyzed and their activation ends (paralyzed then goes away). 18. If you have Paralyzed and slow on a model you activate. When they activate they forfeit their action (due to paralyzed) and then they remove both paralyzed and slow at the end of the model's activation. Even though Slow had no effect. --Thank you in advance for answering these questions! (I may add to this later...)
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