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Je ne c'est LaCroix

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  1. I've introduced a bunch of people to the game (both gamers and non-gamers) and they've all come back for more. And the majority of discussions, excitement and hilarity about last night's game revolve around the dastardly deeds of the Jokers. And it's fun. And sometimes that Joker story can be regaled a month later, even though 10 games and countless other jokers have passed. Jokers - both red and black, provide hope. Hope that your almost mortally wounded stoneless henchman at the bottom of the last turn can hold out just one more time. Hope that your tiny piglet can push that huge drooling Cerberus off the cliff edge before it bacons the place up. Remove Jokers and remove hope. And then all you're left with is eBay.
  2. McTavish would never be de-Gatored and Taelor wouldn't allow the hottest Ronin to get her arms and legs chopped off. I don't know what fantasy parallel universe steampunk dreamland this depicts but it isn't Malifaux
  3. Miss McTavish with a leashed teddy would be hot. And neverborny. Summoning Som'er, perhaps with a Bayou G poking out from an even Bigger Hat and more dangling from his cigar and coat tails A young Zoraida surrounded by piles of cards with bonus totem, a pillow with a face drawn on in a first date suit sliced up by protruding playing cards A Som'er boxset would be beneficial to add more Bayou Grems and Skeeters to the pool, plus a bonus alt Lenny. The Som'er action changes 'Bigger Hat than You' to 'An Offer You Can't Refuse', Lenny's 'Pet the Piggy' changes to 'Just when I thought I was out…they pull me back in' and a crew of Moonshine running Bayous.
  4. I'm somewhere around 584th in the UK rankings and I feel like 3SS for a small random pork grenade is a little steep. My nine stuffed models will be joining my six rooster models and my one Lenny model in the spare carry-case of shame. And all sixteen of them are now fated to forever remain half-painted, which is the saddest thing of all.
  5. Zipp is built for movement mischief and is relatively less destructive than some other Gremlin Masters. That crew in general is relatively peaceful for Grems, Fingers, Merris, Earl can cause you no harm, Skeeters and First Mate can do a bit, Ronin has a decent sword which she'll stick in herself after a couple of pops and Zipp's pianos were probably the biggest pain threat. Only Zipp or Fingers can really hold out under extended pressure. Sounds like a bunch of fast-moving scheme-running pilferers who were intent on stealing other people's heads rather than nobley creating their own. Pianos don't ignore cover and they randomize - so get Reva in the middle of the action and murder everything with glorious charges, Beyond Death Upgrade (instead of Guises) would help to keep up with the movement and murder a runner or get to Zipp who's trying as thatlatinspeakingguy mentioned to Undercover Entourage - every time it's in the pool. That only really leaves Zipp with Up We Go to mess with her, which is Ml3 vs Ht and Reva is Ht3 so she can likely stand up to it/he won't even try Carrion (Conflux), Anna (Rush of Magic) and Philip & the Nanny (Lost Knowledge) all help with improving your cards, Philip would give Fingers a run for his dirty money in HH with both Chatty and can also flip enemy scheme markers into corpse markers. Get those good cards in and most of that crew goes down easy, as long as you can catch them (Belle). Anna's Vortex also could potentially deny heads or add to your own movement tricks Valedictorian might make a good Zipp or First Mate hunter, flight, shuts down triggers, add Decaying Aura for stopping Soulstone protection Carrion wall and Zombie could shut down Fingers escape routes and he couldn't even kill the Zombie. I tied up an Arcane Emissary for almost an entire game with a wall and a Zombie, Joss had to lumber over to help the dumb bull out Turn 4 Earl is there mostly to add Masks to Zipp and make him uber-manoeuvrable with free walks after attacks, so pressurize Zipp early turn so that he has to activate first and doesn't get Earl's assistance. Still keep an eye on Earl (ie murder him) because he's a Minion so will be dropped off somewhere to drop some schemes. Pressure the cards/stones because they'll create tough choices, Earl needs Masks for Zipp, Fingers needs Masks/Stones for squeal, Merris drops a card to drop a bomb, Skeeters want Tomes to give Fast, Skeeters and Zipp want to avoid certain triggers, First Mate's plans often assume the availability of Leap which he will need to cheat in sometimes
  6. Is placing a Scheme Marker automatically an interact action? So if an enemy model has an attack action that also places a Scheme Marker on a trigger, is this negated by Chatty on my model? Thanks!
  7. Thunder Archers with Misaki cause my poor little gremlins a lot of pain in their arrows
  8. F Tier (where F=Fun or in this case F=Folomo, if you will) - Zipp, Zoraida, Somer, Wong, Ophelia, Ulix, Mah, Brewmaster All of these are F Tier For all the other less than F Tiers, see Forum listings under Resurrectionists, Ten Thunders, Outcasts, Guild, Arcanists and Neverborn, in that order (Neverborn I give no Fs for)
  9. Try asking Burt if it's a wig and see what happens ...
  10. The most fun I've had in this game is Voodoo Doll related. The meanest fun I've had involved Zoraida + McTavish + Waldgeist Oh and then there was Zoraida + Nurse + Frank + Anna Lovelace... And then there's chickens
  11. Yes this works a treat It just so happened that the opponent Black Jokered and I cheated in a Red Joker (this isn't necessary to be effective but was just a hilarious situation) and I expunged something like +14 Poison, which did the trick . There's something inelegantly elegant about a Trixiebelle/Performer double team
  12. Did you endless Somer or go Wong? Lots of blasting off the Stuffeds, is there a way to avoid randomising to ensure hitting the Stuffed?
  13. Ah well they're 31 points-worth that can hopefully go on to do bigger and better things.. Taking out 2x scheme runners or 1x large enforcer or horseman gotta be a good start for the greens Then perhaps Rami becomes a schemer or gets another shot or two in, roll up Pork and Sparks for turn 2&3 Robot Frank and Trixie/Robot Frank and Burt, Earl hangs around to give suits and yoyo the Porkchop. That crew should hold a Stash or Extraction strat and the opponents scheme runners are no longer running schemes.. To Fast him, plus the element of repositioning sniper surprise if I'm deploying first. Otherwise can bubble deploy and Fast from Sparks, Skeeter uses his AP elsewhere (perhaps even to redeploy Rami end of Turn 1 to pick up a new sniper lane)
  14. Robot dreams: Night 4 Rami + DC Deploy Zipp Earl Porkchop Sparks somewhere snipery. Deploy Rami Iron Skeeter somewhere else. Skeeter repositions Rami to the snipery bit and Fasts Porkchop Scraps Sparks Robotizes Rami Earl Rams Rami Rami Reckless gets 2x Focused shots with Dumb Luck, the plan being to hit 2xModerate for 2x6 dmg. Need to Dirty Cheat both of them if you're keen on Rami seeing Turn 2. Needs a Ram, a 6+Tomes and a 5+Tomes (for ) and maybe 2 high-moderate cards, probably needs a stone for cards and maybe a Do Over. And 31pts of models. For 2x long range sweet T1 kills. _____________________________________________________________________________________________________________________________________________ 'If dreams were cheap, they would not be dreams' -Greenfucius
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