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whodares

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Everything posted by whodares

  1. I agree with you that Injured gives less visible power at every stack. The invisible power however becomes that you don't need cards anymore to hit that specific model. When you are guaranteed to succeed without using any resource, besides AP, that action generally becomes an extremely good investment. In that sense I would say stacking Injured does become worth it if you're looking at taking down high priority targets with minimal investment from your side. I was not going for an alpha strike though. I was setting up for Turn 2. Your plan also assumes I would pretty much forfeit Turn 1 all just so I don't get picked off from within my own half of the map. I agree it is hard to say without seeing the map, but when most schemes require killing to a certain extent and the strategy is Reckoning, you can't afford to let your opponent get the initiative. Dreamer, and plenty other crews besides him, also don't have a Lure-like effect while Titania has her Triggered Place. This already puts you behind as she can pull models in range while dealing damage while your models would have to spend precious AP in closing the gap. I've already agreed that my opponent's deck was on fire when it came to hitting that Trigger and the Terrifying duels. The thing is Neverborn has Reflexes so they can try and get out of it. Thunders can try it with Stealth, but these are all upgrades. Not every crew can field counter-tech on important models just to stop the chain of stat 6+ attacks. I'm already thinking far beyond The Dreamer and looking at Titania more in general. There are plenty of crews that can't get out of the Underbrush without a very high investment made. Say Titania versus Hamelin happens. I would not rate Hamelin's chances of victory highly.
  2. Titania is not the only one hitting the model though. That's what makes the Injured so strong. Titania already has decent to amazing damage if you hit the Trigger. Regarding the cascading: Titania has an attack stat of 6, which puts her by default above a lot of defense stats. In a Dreamer crew, only Serena Bowman and Stitched together have such a Defense stat, which means she already has an inherent advantage when it comes to flipping and forcing you to cheat first. Sure, you can cheat that 13 on a stat 5, but he can still let it go through with a 12. Once that first hit gets in, it becomes extremely difficult to stop it from spiraling out of control as you already couldn't stop it when you were only -1. What are you going to do now that you have -2? The only counterplay you have to this type of Action is straight-up having a better hand than whatever your opponent has, which is not what I consider to be viable counterplay at all. As I said before, if Titania can place a model closer to her crew, you can pretty much forget about Assist in Turn 1 unless you also have some form of Place OR activate that model and run all the way back, effectively "wasting" and entire Turn of that model. Sure, it's a trade for a master activation, but the damage that master did still sticks. Aeslin blasting only 1 Injured is probably only on Turn 1 as from Turn 2 onwards she can and will always use all her attacks to get you. If she can get 2 blasts off, it becomes a very decent amount of damage for 2 AP + the Injured spread turns all the other models in the crew even more into killing machines. The crew is already very reliable when hitting as only Gorar and a (solo) Bultungin have a stat 5 attack. The rest ALL have a stat 6 attack. Even Injured +1 skews the balance for her crew in a very big favor offensively, which means the player can reserve cards for defensive flips and get an advantage there as well. While Dreamer can stack the deck, Titania just becomes nigh card-independant and can get most things done with an average starting hand. Injured itself is a very cascading effect and when you get that for free on stat 6 attacks, there might be a problem. I agree with the first part, but disagree with the second part. First part: Titania's crew has very high attack stats (with decent damage tracks) to begin with. This means on average they'll have a higher attack stat than the opponent's defense stat. This means the flipping is already in her favour before Injured comes into play. Second part: Higher Injured allows you to be more card-independant as your actions become nearly guaranteed to succeed. If you have an advantage of 3, you can effectively shut out an opponent with a 10, barring Red Joker ofcourse. That means 17 cards in your deck, 31% of your deck, doesn't even allow for any counterplay and this "only" requires Injured +2 on a model which has Df 5. Your opponent probably won't have those high cards in hand anymore either way when he tries to stop the original applications of Injured in the first place. I had to go first. I activated Widow Weaver, Bandersnatch and my 3 Daydreams of which the third one gave the fatal push. I had 2 models more than my opponent, so he used 1 pass token and some other insignificant models to pad up his activations: Autumn Knight and Waldgeist. I could have waited with that last push, but I only had Dreamer, Coppelius, Teddy and a Daydream left. at that point. Unless I wen by the sides, I could not escape the trap. Going purely via the sides in Reckoning with Detonate Charges, Search The Ruins, Dig Their Graves, Take Prisoner and Power Ritual does not sound like a good plan and Titania's crew can always generate extra Underbrush markers there either way. Schemes generally require interaction with the opposing crew one way or another and not going center would give 2 free points for Search The Ruins and no points for me from any other scheme besides perhaps Power Ritual. That does not sound like a good deal.
  3. I actually burned 6 stones trying to keep Chompy alive and it still failed. Chompy doesn't have Armor, so Titania and Aeslin alone are enough to actually 1-round him if he doesn't use stones. I do not consider that to be such a crazy investment to be honest. The thing is Titania is actually content at hitting many times on minimum damage is she gets her Trigger off. The difference between moderate + no Trigger and weak + Trigger is only 1 damage. If you are guaranteed to do damage, you have to ask whether or not it becomes worth spending a higher card to force a bit of additional damage. Why spend an 8-9 to be able to get a straight flip if you can use that card to force other models to actually hit their attacks and increase the total damage the crew pumps out? Don't get me wrong, I understand the point you're trying to make. It's just that guaranteed attacks tend to shift the focus of your opponent to other things that are not-so-guaranteed. Being able to force an opponent to cheat a decently high card while still winning and getting your original goal, damage + Injured, off while having no investment from your own hand is massive. As for the rest of my crew, they could not reach the opponent on Turn 1. My opponent had Concealed models, making Bend Reality useless. I had the choice between summoning or using Focus + Bend Reality because I already needed a Walk to get within range. I tried to go for the most surefire way of keeping Chompy alive, so I summoned, walked twice and used my Free Action to give him Shielded +1. Unfortunately that was not enough. The rest of my crew had to Walk to get in range. Coppelius got in a prime position to flank on Turn 2, the Daydreams had exhausted their pushes and Walked up once, Teddy tried a last-ditch effort by using his Free Action to get Chompy out of engagement, but it was already too late. The thing that completely screwed me up, was that Titania managed to place Chompy so far forward that the rest of my crew needed an entire Turn just to get into position, while his crew could kill Chompy as they saw fit without moving. This brings me once again to the point that that single action is overloaded by being a superior ranged action which deals beater-levels of damage while spreading Injured and displacing opposing models. I've already been playing for several years and I think I have a decent grip on what is or isn't too bad. Right now I feel like Titania is getting close to Sanddeep level which is something I would really like to avoid. I'm still of the principle a crew shouldn't be AND tanky AND killy AND schemy AND disrupty all at thesame time with just a light investment in stones. Because that's what Titania has right now. Don't get me wrong, Dreamer also violates this principle. The thing is he needs a bigger stone investment to do those things than Titania. You can't really call Dreamer Schemy unless you bring in Widow Weaver;.You can't call him killy unless you bring in Teddy/Carver. Titania just needs to bring Aeslin and she can already scheme via Aeslin's Free Action and they are very reliable to pump out a ton of damage thanks to their superior ranged attacks with Injured.
  4. I agree with you here. A gun symbol is only making actions worse. In that sense, those Actions should be rewarded by having higher positives, be it damage, conditions, whatever else. The thing about Titania's Action though is that it's actually superior to every Action that pops into my mind. There might be better ones that I'm not thinking about, but they will be hard to find. It doesn't just stop at dealing a truckload of damage. It also gives Injured by default just for winning the duel. Then she can choose between 2 very good Triggers as well. I think you lost a part of your sentence here. It would probably be something like: Hire models that have Flight, ... and ignore the severe terrain penalties. Rather difficult for a lot of crews, unless they start hiring from other keywords. That doesn't seem to be the intended design as the push in M3E is for more thematic crews instead of just bunching up the strongest ones. Board layout is also something you might not have control over and the Underbrush markers can be pushed, making safe zones difficult te actually have. Neverborn have Reflexes, but imagine crews that can't push their way out. And even Reflexes/pushes are still not a guarantee to get out considering Titania can move those markers around. While this sounds theoretically sound, it just doesn't work. Once your model gets Injured enough, it becomes wasteful to spend cards in trying to get the flips to negative. Your model is going to die either way, so you might as well try and make the biggest impact it can get. Your opponent also doesn't have to cheat thesame card, but can use a much lower suit to just get the Trigger off. It saves your opponent cards in the long run (no cheating damage needed) while still doing a minimum of 2 damage on an Armor 1 model. Yes it takes AP, but killing a 10 stone model should take a decent amount of effect in my opinion. Injured completely ignore the investment part, except for AP. No cards needed, because you're almost guaranteed a hit. Assist is very difficult to pull off against Titania because she can place a model away from the Assister. Assist is also not reliable due to the 1/2/3 flip. -1 Injured sounds good, but then you realise you're still on -2. A small difference, but still a massive advantage for your opponent. Then there's Aeslin who has guaranteed blasts. Ranged condition removal should do the trick, but this crew has 2 models that can spam Injured. You can activate your condition removal before the second Injurer goes off, but 1 high card in your opponent's hand can and will ruin your day. Both your hands are limited and an Attacker always has an advantage when it comes to random flipping. I don't deny my opponent played masterfully. The thing is just the amount of board control Titania has by default. You actually can't move Chompy within 5" of a marker instead of 3". Yes, Titania won't get the +, but she'll generally have a high card ready to cheat either way to get the Injured rolling. Then you'll still be within 2" of a marker, which means she can place you on the far side of it. Your 50mm model will have been Placed 2"-ish + 50mm base closer to their crew, so in total close to 4". This already makes it a lot harder for your condition removal to reach your model. Titania can generally go very early in the Turn with little downside because bursting her down is hard. She has HtW, Cruel Disappointment, Life Leech, Soulstones and 15 Health to keep her alive. I think a master with that much defensive tech should not have such a great offensive threat as well. Due to placement it was not possible to do this. The base has to fit completely over the wall, making it 2" already needed for that. The wall was 2" high, so Butterfly could not save me. The crate was pretty much thesame. The crate was not big enough to fit Chompy completely on it and he had to go partially over a marker to reach there. The 3" from Butterfly jump was far too short for that.
  5. Thanks for the nice explanation. You are absolutely correct that nothing currently prevents you from drawing those 2 cards. Just like you, I would also not abuse it as it is very obviously not meant to work that way. Then again, I'm sure most casual players would already overlook the fact that this is possible and our tournaments are, for the most part, rather casual. I'm also fairly certain our Henchman would rule against it when people would use it, as it's obviously an oversight from before the Chiaki change. Here's to hoping they fixed it in the final release
  6. Mind explaining the card trick with Yan Lo drawing 6 cards for the hand refresh? A quick glance at both him and his upgrades don't seem to suggest how he could redraw that many cards in a single Turn. I can understand 3 if you hit the Trigger on his attack 3 times, but doing that on Turn 1 might be a bit challenging.
  7. I'll have to keep that in mind, but it would not have mattered for Chompy unfortunately. Because Titania can move Underbrush markers, she created a situation where it was not possible to be outside of base contact. It was masterful of the player to have seen and forced this, but it feels bad to be against. The situation was something like this: my right side was a wall. the left side had a Blocking crate stopping pushes. In a diagonal was the Autumn Knight. Next to the crate, close to the Autumn Knight was an Undergrowth marker. After moving a second marker, they were close to eachother. Chompy being placed meant his base was touching both markers at thesame time, leaving me no room to push out with Reflexes. 3" because we played push through severe terrain wrong, was not enough to get out of range because I could only go straight though the Undergrowth markers. All the rest had me blocked. Right side was the wall, left side was the crate and straight ahead was the Autumn Knight, which meant I was still within the Undergrowth next to him. If I had a 30mm base, I could have squeezed through, but Chompy's (and Teddy's) 50mm base made that impossible. Once the initial place was done, there was no way of getting out. Considering the strategy was Reckoning, I would say I was indeed rather reliant on Teddy and Chompy. Widow Weaver was off to a side dropping markers, but she was going to get the Hooded Rider against her. Not really a matchup I feel confident about to be honest. Weaver can run, but Hooded has close to thesame amount of mobility leaving her no time to drop markers; She would have to fight, win and then still somehow find the time to drop all the markers as required. Coppelius was coming in for a flank in Turn 2 and managed to Slow a couple of models with his pulse, but by that Time both Teddy and LCB were already dead. My summons died before they could do activate due to blasts from Aeslin and a single blast attack from Hooded Rider before he went off to the side to intercept Widow Weaver. If I could have activated my Stitched Together, I might have had a chance of dealing significant damage to Aeslin and potentially kill her. Unfortunately at the end of Turn 2, Aeslin was only Slow and had taken no damage whatsoever. Due to the placements of the markers, terrain and Autumn Knight, I did not have a charge path available to get Chompy onto the backline. The only time I would have had that path, Chompy would be engaged by the Autumn Knight. Unfortunately their Killjoy did have a charge lane available on Chompy, which meant he was nearly certain to die. The problem I have with Titania is that this situation is rather easy to create. Since both Titania and Aeslin have no notion of Friendly Fire, Cover or Concealment (from Underbrush), they are free to attack from 8" range without restriction. I still think that Action is overloaded as it allows you to do beater damage from range on stat 6(+) without caring about anything besides LoS while still stacking one of the strongest Conditions in the game up to a +5 level if you focus-fire + Aeslins blasts can splash it to possible other models as well. Every single time you hit makes it easier to hit the subsequent attack and it does not even require a Trigger. Aeslins Injured can be stopped if you use a stone and block all the damage, but once again I don't think the Injured should just be on there automatically. Both Titania's and Aeslins Attack bring back a problematic highlight from M2E, which was that ranged attacks with a gun symbol are far inferior to those that don't have a gun symbol. Concealing is supposed to even out that field, but Titania straight-up ignores all Concealment and they both ignore Concealment from Underbrush markers.
  8. Thank you for your very insightful reply. /s So far the advice I've gotten is to not play against Titania. Give up entire Turns of positioning because of how much utility and displacement she has. That is not a solution, but a problem.
  9. Page 36 of the rulebook: Any time a model’s base is overlapping terrain, it is said to be in that terrain. If a model’s base is touching terrain (either overlapping or directly next to the terrain), that model is within 0" of that terrain. This should be the part "If a model's base is touching terrain". Being in base contact means you are "touching" it because otherwise you could never do 0" attacks. I believe this was clarified in a post on the old beta forums, but I obviously can't find that. I hope they clarify this in the final version of the rulebook. Getting completely through a 50mm marker is just doable for Chompy, but it wouldn't help against Aeslin. Aeslin doesn't have the + on Attack that Titania has, but she does have the suit built-in to place you back into the Terrain. Depending on how you are placed before by Titania, just like in my game when I was placed next to a marker and into Engagement, there might not be a way to get 2" away from an Undergrowth marker, even when you spend 2 AP just walking.
  10. I'm amazed with Jakob being considered busted. Is it the "Succumb to Darkness" that's causing it? Haven't played him since Closed Beta and only up to the Kitty Dumont nerf. Asami I can understand, but I still feel like Kirai is superior to her due to: 1) not having the downsides of managing Flicker and 2) Vengeance allowing you to passively damage models, no matter the range. I've always felt Kirai had more board control due to Vengeance and only with Asami did I stand a chance. Yan Lo on Turn 3+ ... hmm, I like where this guy is going. I like his power-up mechanic and I want to thank Wyrd for allowing him to be a master from Turn 2 and not Turn 3. Most tournament games I play only last until Turn 3, which is why he was so bad in M2E. I gave up on Shenlong as he kept going OP= > UP => somewhat balanced => repeat cycle for nearly the entire time. What's his status right now? The rest I will refrain from as I haven't played them enough, but I mainly heard from people in my group Mei Feng was possibly the strongest Thunders Master. This was in Februari though.
  11. People complained about alpha strikes in M2E. M3E was supposed to take this away for the most part. M3E is supposed to be less damaging and more of an equalizer. To be honest, this just shouldn't be able to be done with only 3 models invested. If only the markers were the only terrain, the models did not block movement and everyone had flying. If only Titania didn't have a Free Action which moves 1-2 of those markers and also deals damage. You do know that Injured makes it extremely easy to hit things and she gets a + to attack to rub it in even more, right? Find me an Action in the entire game which is stronger than this one. I'll wait. Titania is possibly one of the strongest models in the entire game due to how overloaded that one single action is. There is 99.9% no case to be made to even consider using her melee attack action. It really feels like this action should have a gun symbol on it to add some sort of balance to it. I'll stay in my final 3" of the deployment zone, that'll teach her! My model was close to 14" away from her and she still managed to pull in into combat while dealing close to half it's Health in damage AND giving Injured despite using stones to block damage. She deals a ton of damage, has a pseudo-Lure AND makes it trivial for any model to hit all in a single Action, which she can use up to 3 times in an Activation. It's hard to score something if your models are all dead. In order to score for the reveal of Take Prisoner, no enemy models are allowed to be within 4" of the chosen model. That's a slight problem when walking up means instant doom and certain death. Titania herself can kill most normal models in a single Activation, Aeslin stands in the back firing Injured Blasts and Killjoy can go solo and kill a model there as well. Killjoy is not a problem, but you have to kill him several time for it to stick pr he comes back via Blood Sacrifice. Aeslin and Titania handing out Injured like sweet candy and still doing a boatload of damage at thesame time might be too much. Remember when people complained about Zoraida being able to stack Injured via the Doll, so they only allowed the doll to hand out 1 Injured? This is getting close to thesame, except dealing more damage. Killing Titania is rather hard as she can use stones, has HtW, Cruel Disappointment and Life Leech. She can, if needed, swap out some damage for Healing on her Triggers as well. Aeslin is in the back, so you generally shouldn't be able to reach her unless the opponent messes up or has some sort of trap set up in which he baits you to go for her. Dreamer has viable shooting too, but he has a gun symbol. He also can't ignore Concealing and Cover. His damage track is lower, but that's because he ignores Armor and Incorporeal, which is a fair trade. He can choose Df or Wp to shoot on, but he generally likes Wp due to being able to get his summons out that way. Look at the amount of stones killed via those Actions. In 2 Turns he kills Teddy (10 stones), Chompy (8 stones), Stitched (6 stones) and 2x Alp (10 stones) for a grand total of 34 stones. He spent about 20 Actions on it thanks to some other models also helping out. That's close to 2 stones per AP spent in value, which is insane. What did I do? First an entire Turn to even get in range, because not everyone can place models up to 10". Then I tried to go for an attack with multiple models in order to somehow get some failed WP duels to get my summons out. Eventually Coppelius went MVP with his TN13 Pulse, but that was for a part because my opponent already knew the game was over. Teddy and LCB were already dead at this point in time and all I got was Teddy killing an Autumn Knight. Who could have guessed models become fodder once they reach 0 Df and Wp due to Injured? Your solution to the problem is staying out of range. You can't play Malifaux properly if you're not allowed to move outside of your deployment zone. In order to score schemes, you have to move ever so slightly and you can't entirely give up the First Turn because they could potentially move a bit forward and Place you into their army. No matter how far you are, Titania can and will be able to get you. You feel like the guy defending M2E Nicodem and first week M3E Kirai. If the counterplay is to not play against a certain Master, perhaps there might be a problem with said Master?
  12. His deck was flipping well indeed. Turn 1 he only needed to cheat 2 cards offensively, of which 1 was to get a moderate damage instead of a weak damage. The other one was for a Terrifying check, but I can't recall if it was for Aeslin or Titania. I got unlucky as usual with my severes dropping into Lucid Dream or a negative damage flip with corresponding weak card). Unfortunately the game was such a stomp that I did not learn anything from it. The crew has so many Underbrush markers so you can't avoid all of them. Titania cn also move them and then the placement begins. The MVP of the game was 100% Titania with a close runner-up for Aeslin. Injured stacking is broken in this crew with just both of them as they can easily get a model to -5 Df and Wp. Aeslin also has Blasts for more Injured spamming, so never keerp 2 models within a 50mm marker of eachother because those blasts WILL come. I mean, even the weak damage has an Injured Blast I have not played against a (decent) Nekima player yet, but my impressions of her crew so far have not really amazed me. Black Blood is their thing and they are fast, so they can get in your face. Their damage tracks (purely damage tracks) are average. Their defensive tech is lackluster and Regeneration can't really keep you up. I would say they shine in a strat + scheme pool where you have to go all over the place so they can't get focussed down. I would mostly say that Titania's crew would be superior to Nekima's crew because Titania can bunch up and barely gets punished for it thanks to Hard To Wound, Cruel Disappointment, Titania's/Aeslin placement tricks with the Underbrush markers and Killjoy's Hooked Chain. But again, I have not played against a competent Nekima player. I completely destroyed the one I did play against with pre-buff Hamelin. That's just something that shouldn't happen ever.
  13. Just to make sure you saw: LCB had only gone up about 5" from Daydream pushes. He was just within 14" of Titania. She pulled him into the crew with her 2 attacks. It was well played by my opponent, but an 8" range non-shooting Attack which does 2/4/5 (3/5/6) WITH Place, WITH Injured WITH +flip on attack MIGHT JUST BE overtuned. Titania has beater damage with pre-nerf Kitty Dumont levels of displacement and this is somehow called fine? LCB was hardstuck in that place without any way of getting out thanks to the Underbrush markers I did not move LCB into Titania's range during his activation as Titania placed him there herself. I had to activate him to get the Regeneration and I was hoping on getting some healing from his Trigger, which did not work out unfortunately. You know, due to having no cards and no stones and all. I would also like you to note that it took 3 models because I spent 6 stones to keep him alive, used Dreamer's 0 for Shielded AND HE STILL DIED Turn 1. If I hadn't used stones, Titania + Aeslin would have been enough. My opponent also did not use a full rotation of damage, because otherwise he would have gotten another attack off with Titania instead of moving this time around. Regarding Teddy: I brought him in to use his Free Action to get Chompy out of the action, but unfortunately it was not enough. Teddy needed his entire activation + a Daydream push to even get close enough to attempt his 0 action. That alone shows how far away LCB was displaced from Titania's attacks. Also please provide me with the notice that Injured caps at -2? The pdf of 22/03 does not mention this at all. Swallow you whole only works if you kill a model. Armor +1 on a model with 4 Df means he's getting hit ... a lot. Add some Injured to that and you might as well just remove it from the table. 2 Turns in a row where a model's defences are completely stripped and it would only continued for every other turn ever. Healing works only if a model he's engaged with fails a WP duel, but I wish you luck on that vs Titania and her WP7. Aeslin has 6 and then you have Killjoy/Autumn Knight at 5. Those are not stats you can just roll over. You seem to forget you actually have to win duels to get those healing procs AND they have to be in Engagement range. You're also suggesting to bunch up against Aeslin who can Blast Injured. Dreamer is certainly a crew that can't complain about healing, but they are all dependant on specific things for your opponent to fail. Meanwhile they get destroyed from the Injured spam the Titania crew does, which also allows her crew to keep cards to win those duels against you. Healing will only get you as far as -3 Df and WP allows you to get and no amount of healing will save a model getting banged by 3 models of min 2-3 damage per hit which is guaranteed to hit due to the aforementioned Injured. I suggest you try and find a player that plays Titania. I barely saw battle reports of her passing by after the Concealing nerf and she was largely left untouched throughout the rest of both beta's. Just a side-note on comparison: Titania with her Trigger has thesame damage track as Nekima. The difference is the Nekima has stat 7 vs Titania's Stat 6+ and the fact that Nekima needs to be in Melee range, while Titania is allowed 8" non-shooting. They both have a displacement, but Titania also has the Injured added on top of that. Titania is also a lot tankier than Nekima. Titania is basicly an upgraded Nekima at this point. Considering her thing is to be tanky, this is rather disturbing.
  14. In a single Turn in a way that does not allow counterplay Titania can place me within 2" of an Underbrush marker anyway. I used IR, but could not get away from any Underbrush. He placed me between 2 Underbrush markers, which means I had no way of getting outside of 2" of a marker, even with a 3" push., Part of this was our terrain on setup as well, but he can set up (I think) 7 Underbrush markers on the start of the game, can create extra's AND can move them with Titania. No chance in hell to get out of the trap once he gets going. There pas no way a 50mm model base was NOT touching any severe terrain once the trap had activated and he only needed 3 Brush markers to achieve this out of the 6-7 he placed AT THE START OF THE GAME. Blocking terrain only works against Actions which have a gun Symbol, which Titania doesn't have. Titania has Flight on Mv 6 with an 8" NON-SHOOTING attack that allows for placements, Injured and min 3 damage, not to mention the of the bonusses this Action has. This single action has everything possible in Malifaux that you want from an Attack action and it's on a Master that has 3 AP. Imagine this action targetting WP and giving it to Dreamer. People would be crying for nerfs, but for Titania it's fine to have something on this power scale on 2 models? Regarding the overextending: Titania with a single Move has a 14" Threat range. This now happened Turn 1, but it also happened Turn 2. You're basicly saying: stay away from Titania, who has a 6" Flight and 8" overpowered/overtuned attack. That's like saying: M2E Nikodem was fine, just don't engage any of his models and hope he doesn't scheme with them instead then. Considering I had no way of scoring Take Prisoner and Power Ritual was highly likely not going to work, he had Take Prisoner and Search The Ruins guaranteed at the end of Turn 2. My opponent had easy acces to 7 points and I had no way of scoring beyond 1 Point for Strat and maybe 1 point for Scheme. At the end of Turn 2 he had killed: Chompy Teddy Summoned Stiched 2 Summoned Alps I had killed Autumn Knight Let's be fair here, there was no downside to killing that much. He effectively destroyed Dreamer's crew because focus-firing on an Injured +2-+5 model will absolutely demolish it without any possible counterplay. He could still do his schemes because he only needed 3 models for Chompy and 3 for Teddy. The rest was easy pickings. So I played Push wrong, but at least we played the rest of the terrain correct. I knew I read it somewhere, but very much thanks for reaffirming. I can only imagine the horror people faced before Concealing got changed back in Closed Beta when it was also working on Melee actions.
  15. Last night I played my first game against the M3E Titania. Due to burnout in my group from Closed Beta, I didn't really play much in Open Beta and was slightly rusty. My opponent was also a first time Titania player and I brought in The Dreamer. We did not look at eachother's crew possibilities as real life tends to get in the way of some stuff. What happened then was the second-most one-sided smackdown in my years of playing this game. The worst was against M3E Kirai when she still had Hanged and this one came VERY close to that. We chose to end the game before Turn 2 even finished because I had lost the majority of my crew. My crew was: Dreamer (6 stones) LCB + Inhuman Reflexes Teddy + Inhuman reflexes Coppelius Widow Weaver Bandersnatch 3 Daydreams Opponent was: Titania Gorar Aeslin Killjoy + Inhuman Reflexes Autumn Knight Waldgeist Hooded Rider Deployment type: Wedge Deployment. The scheme pool was Reckoning with Detonate Charges, Search The Ruins, Dig Their Graves, Take Prisoner and Power Ritual. I took Take Prisoner (Waldgeist) and Power Ritual, my opponent took Search The Ruins and Take Prisoner (Coppelius). Start of the game he littered the center of the field with 4-5 of those Underbrush Markers and placed some more in my part of the map as well. This made me thankful for Charge being a push, ignoring the severe terrain penalty. There was almost no path for me getting to the center of the map without going through an Underbrush marker. My deployment was placing LCB far forward. I pushed him with 2 Daydreams so he could get within Charge range of a Waldgeist. Then the bullshit happened as there is no other way to call it that. Some call the master Titania, I call her an overtuned piece which I'm amazed to have survived beta in her overtuned state. Titania moved forward once and used The Queen's command to bring LCB into base contact with an Underbrush marker, also dealing 1 damage in the process. Then she used Awakened Hunger twice, hitting both times without needing to cheat a card. She got a + thanks to me being in Severe Terrain. Doesn't sound too bad, right? Here's the thing: It's a 8" range NON-SHOOTING stat 6+ attack, ignoring Concealment, dealing 2/4/5 damage AND giving out Injured. Hit the Trigger and it becomes 3/5/6 which is massive. Now the major point on this attack was the In,jured. After Titania has activated, LCB was on -2 WP and Df. Since Titania has 7 WP, she also did not need to cheat a single Terrifying check. My opponent hit his Trigger both times (thanks +flip) and I used 2 stoned which negated 3 damage. I was compleely missing on how I could turn this around. Chompy was stack due to the Place on the Trigger of Awakened Hunger and Inhuman Reflexes could not get him out. He was also in Engagement Range of Titania, meaning getting out would still keep me within 8" for the next round. In the end I activated LCB and whacked Titania really hard, but he burned 2 stones and also negated 3 damage. Because I activated LCB close to Titania, he took 1 damage from Life Leech, meaning he regenerated only 1 Wound. THEN my opponent activated Aeslin, the second most bullshit model in this crew. She has Decay, which is pretty close to thesame as Titania's Awakaned Hunger, except with Blasts handing out Injured as well. She used Decay twice, which was easy to hit due to -2 Df and WP from Injured from Titania, stacking it up to -4 Df and WP. The extra damage Trigger is built-in, meaning I ate another 6 damage which burned another 2 stones to stop another 3 damage. So far LCB was down 4 stones and has already taken 6 (-1 Regeneration) damage. He was now on1 Df and 2 WP. I activated Dreamer and tried keeping him alive by giving him Shielded and getting some summons to block a path, but my opponent has a nearly full hand and my hand was nearly empty. You know, due to all the -Df I had to cheat so my opponent wouldn't get straight flips and damage and straight-up kill LCB with only Titania and Aeslin. Unfortunately Titania's crew has very decent WP stats and I couldn't get any summons out. Then my opponent activated Killjoy. He charged Chompy, forgot about using the + from moving through and Underbrush and straight-up fodderized LCB as 1 Df vs a stat 6 attack at that point is just dead. End of Turn 1 I burned all 6 stones and still lost LCB. My opponent only needed 3 models to achieve this: Titania, Aeslin and Killjoy of which Titania and Aeslin were game MVP. Turn 2 was pretty much thesame: Titania can do 3 attacks on a model (Teddy in this case), hitting through all the Terrifying with ease thanks to 7 WP, setting that model on -3 Df and WP making it easy pickings for other models to take them out. My problem with Titania (and Aeslin) is the fact that they have an 8" NON-SHOOTING attack which is overloaded on effects. I thought about using Serena Bowmane, but that wouldn't really help all that much. Getting 2 Injured is a death sentence for any model and this crew has 2 models that can do that without counterplay. Why without counterplay? It' doesn't have a gun-symbol, meaning it can be used into engagements without penalty. It's a min 2 damage attack, which is more like a min 3 due to the Trigger, which also has a Place effect. To top it off, Injured is one of the most powerful conditions in the game as it allows you to win duels without having to spend cards. There is 99.9% no point in ever using her melee attack as it deals less damage and is less reliable due to no +flip. Aeslin is another can of worms with a BLAST attack handing out Injured. This attack also has the built-in Trigger Titania also used: +1 damage and Place into Underbrush within 2". So this attack allows you to deal 3/3/4 damage, give Injured AND place a model away from you which is a boatload of power for such an attack. So you're probably thinking now: great offence must mean weak defence. The answer is NOPE. The entire crew has Hard To Wound, putting you on negatives on pretty much every damage flip you ever do. Titania herself has Life Leech, which is a 4" Aura that damages activating models and heals Titania. THEN she also gained Nix' Cluel Disappointment, turning severe into moderate on her friendly models within 3". Killjoy heals on: 1) killing models, 2) Drink Blood Trigger on a 3/4/6 attack and 3) Free Action Juggernaut, a 1/2/4 Heal because WHY NOT? To top it off, there's Terrifying (11), The default HtW and his Bury mechanic. Aeslin has HtW, Honorable (no Distracted) and Counterspell. Autumn Knight has HtW, Armor +1 and the Df Trigger Parry, which deals damage back if he wins the Df duel. To top this off, he has 6 Df 5 WP, meaning a very good statline with all that dfeensive tech. Gorar has HtW on a 4-wound model, making him a very durable totem which can Replace himself with a killed model. Hooded Rider ddin't do anything this game, but turns into a semi-unkillable beast thanks to his own HtW, Df Trigger and Titania's Cruel Disappointment. So you have a crew which can stack the one of the best conditions in the game, deals a boatload of damage, is impossible to hit from Range due to Concealing Underbrush and is tanky beyond words. What are you supposed to do against something of this level? Bonus question which didn't come up during our game, but could be important to know for my friend. Titania's crew is unaffected by Underbrush Markers. Does this mean her entire crew can ignore the Concealment it gives as well? I would say no, but I can see it going both ways. Doesn't matter for Titania herself as she ignores Concealment anyways, but could be big for Aeslin.
  16. Is there any news on the app upgrade to M3E? Will it support both M3E and M2E? Will the game-flow in it finally be fixed when you do the upgrade to M3E? Will we have to pay again to get the M3E cards in it?
  17. Losing the model could be my fault indeed, or you can just have bad luck on flips (hello black joker) and certain models such as Hanged punish you extremely hard for missing that single flip. I personally have problems with Hanged being summonable as they are now and should have gotten the Dreamer - Teddy treatment where Dreamer needs Tannen and the suited 13 OR RJ. Hanged just has too much power for my liking with that ranged non-randomizing half Wounds no Healing attack which is good against pretty much any model. I'd say the 30 stones are correct as that's the deficit you're playing on for the rest of the game. You'll have 40 stones and your opponent has close to 70 stones worth of models. Bring that into perspective that people were complaining that Lynch and the Viks had a 10 stone advantage on Ours due to 0 cost henchman. In general our restarting of the game goes rather fast as we'll be playing thesame crews. All it takes is going on the app, generate new schemes and deploy. Takes us about 15 minutes to do. Sure, we have less time to go to 5 rounds and we generally don't make it there, but we both have a more enjoyable and competitive game than the walk-over the previous game would have been. FYI I actually just brought that Kirai game up because I had it happen to me a couple of weeks ago. I wanted to stop, but decided to continue to see if I could come back. We were trying our for tourneys with a fixed 2 hour time limit, so a come-back there could have happened. It didn't, because I couldn't score anymore after Turn 2 due to the massive disadvantage in crew size. Score was 6-2 when we called the game and 2 was the max I could have scored. Can't deny VP if you don't have models *taps forehead* But it's something I've been seeing more often lately. People can't seem to put themselves in their opponent's shoes and see the game from his perspective. For tourney, no problem, you play those to win. Casual play is what you do to have fun. Landslide losing without having even a slight chance on comeback and having everything blocked just isn't fun to play. Most people just focus on their own fun and don't watch at their opponent, which could give you a dead giveaway on how fun this game is for him. I have several people in my own group against who I just won't play against for this reason and I'm not the only one who shares that sentiment. I pretty much told him: You have fun playing YOUR game, I have fun playing OUR game. He was pretty mad at me for that though
  18. There's a big difference between summoning 2 Hanged and summoning them + killing a 10 stone model in a 50 stone crew. That's pretty close to a 30 point swing in 50 stone games on Turn 1. If you manage to come back from that and win, your opponent's skill level is way below your own playing level. I'd much rather remake the game and hope for less bull---- when it comes to luck because way too many things in Malifaux just boil down to who has the most luck Turn 1-2. I've won games vs others on Turn 1 when my 2 Katanaka Snipers with Sensei Yu + Shenlong special do 4 focused attacks and they kill the Master + Henchman of my opponent. All because I flip severe damage twice and a red Joker. I activate my 2 peasant and shoot and I kill the 2 most important models in his crew 4 activations into the game. Sure, you can try and come back from that, but sometimes you have to be realistic and just remake. I've had luck in my favor and luck extremely in favor of my opponent. I've seen pre-nerf Nicodem summon 3 Kentauroi Turn 1 of which 2 were topdecked. I then proceeded to get hit by a triple alpha strike of Kentauroi, which killed several of my models and gave him close to a 2-1 activation advantage (on Turn 1). Yeah, no point in continuing that since they can just block whatever scheme you have on you. Sometimes you just have to be realistic. Not every game is fair and balanced and I'm not gonna spend 3+ hours of my free time watching some other guy have fun while I can't even play the game. If you find playing a losing game fun, go ahead. I don't find that fun at all and I have better things to do, which can include a remake so we can still play a new game.
  19. I'm going to be honest here. From what you've sketched here the problem is not with you. Forgetting stuff happens. When he targetted The First Mate he could have asked for any modifiers/abilities, but he didn't. It's not your job to tell your opponent all your abilities and all possibilities. Some people do, some people don't. This guy was just extremely salty that he made another mistake. The first was flipping the extra card, that's also not your fault. Him giving a remark about "nicer" opponents makes me think he's a teen that only plays people worse than him or somebody that needs way too much handholding. I would dare say you were a much better opponent than he was this game, yet his saltiness ruined it. I'm also a rather slow player. I've never had games end within 2.5 hours and it's never been a problem for either player. On tournaments we play with a 2 hour rule and nobody here has finished their games. I've been the only one managing that and that was because I killed 35+ stones (Izamu, Yasunori and Sensei Yu) by the end of Turn 2 in my NPE Lynch crew. Opponent gave up giving me the 10-1 win. All the rest of my games I've reached Turn 4 max at the 2 hours mark and that was also against a very competitive player. I can't really comment on the lack of communication as I don't play online. I am a planning type of player too and have analysis paralysis sometimes too, especially when playing a new crew. Sometimes it takes me 2 hours to reach Turn 2! All you can do to improve there is to play more often and/or play crews you know. Learning a new crew should be done against people you know to have a very good patience or don't mind this sort of thing. Eventually it will get better, but you'll have to play to fix this. Measuring out moves beforehand should be common sense in my opinion and I too hate it when people just move "in the general area" of what they can do. If they take a couple of extra mm too many a couple of times too many, suddenly they'll have moved an extra inch they shouldn't have! You just want to play correct and there's nothing wrong with that. Some people can't handle that and it's their good right, but they shouldn't take out their frustration on you. You are, after all, playing by the rules of the game and would like a "correct" game. I've also quit games even on Turn 1 because the power of bullshit was too strong. Opponent summons 2 Hanged with Kirai on Turn 1 and still kills Kang due to shitty flips? No point in continuing. Opponent Alpha's you with 2 Kentauroi on pre-nerf Nicodem on Turn 1? No point in continuing. It's something I don't like about this game and that's how swingy and OP top resser masters can be if they get the lucky hand Turn 1. There's pretty much nothing you can do if they start with 2 13's in their hand and stay back to stop your alpha strike from hitting them. It's why I'm happy we're going to a new edition and I hope the balance will be better there. For me being a good opponent is the following DO NOT INSULT casual play: made a small mistake? Take back your move if no cards were flipped. Do not try to hide information on purpose. You can forget something, but that's completely different. Answer questions, even if it's just a yes/no Be graceful in either victory or defeat If I would take the time to learn Vassal, I would certainly play against you. You seem like a nice guy and have pretty much thesame disorders (minor exaggeration) as me. The only advice that I can give you is to warn your opponents in advance. Ask them if they don't mind playing against a slow player. Warn them you sometimes don't respond and they have to do something to get your attention. These things are not a big deal. If people refuse to play against you for this, you are better off not having started the game either way. I hope your next opponents are better than this entitled whiny saltbag and wish you good luck in battle!
  20. Welp, there goes my wallet. When's the next sale of the cat boxes? Black Friday? Gonna be a black day for my wallet indeed then
  21. Spark of Enlightenment: This model may take the Lightning Dance Action as a (0) Action instead of a (1) Action. This does not add a (0) Lightning Dance to the card, it allows you to spend 0 AP for it instead of 1. Because it remains to be a (1) on the card itself, Sensei Yu can't copy it.
  22. I'm wondering how drastic the change to Hamelin is going to be. As you said there has been no mention of rats, but they do serve a decent part of the Blight engine, so not all hope is lost there. I'm thinking of getting the entire cat set to play him in a cat theme, but I'm stalling it due to this uncertainty. I'm also hoping they keep them because it made him rather unique. If they change him to being a full Blight master, he's not that much different in concept from Expunge McMourning imo.
  23. @Mason Do you have any information which you can share regarding the Cat boxes of Hamelin? I've been thinking of getting them, but the current investment is quite big. To play Hamelin, you need the crew ($90), Cat Princess box x2 (50) and Cat Herders (30) whichs brings it to a total of $170. I live in Europe, so I'll also have to add in a decent amount of shipping cost and tariffs, which will probably raise the total to €200+ That's quite a lot of money, so I'm holding off on buying until I know whether or not Hamelin will still work with those boxes in M3E. It would really rub the wrong foot if I bought it and He stops using the Rat Kings/ Rat Catchers/Rats in general. It's already been shown with different masters that Nightmare boxes don't stop any drastic changes. Could you answer this question or is that already too much into the NDA/uncertain territory?
  24. I'm personally hoping that the growing up and full summoner sections hint towards being able to summon in Chompy. He's one of my fav models in the game because he just looks intimidating, the kind of "I don't want to mess with this guy" intimidating. Unfortunately I can barely use him now as I mostly play summoning Dreamer.
  25. Anyone tried Minako already? I really tried to use her in a crew, but Toshiro is just so much better than her in a Mei Feng crew. I just can't justify bringing her in any crew, but I actually want to find a justification -.- And yes, I know she costs less stones. The difference in stones just doesn't weigh up to everything Toshiro brings imo.
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