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Karolicker

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Everything posted by Karolicker

  1. Grab some death marshalls and put that golem in a box.
  2. Ha! Going to have to do that with my hunter.
  3. I like him with Lucius. Pair him with the doppelganger, get six ml7 swings at top of turn. Other than that I always take him with lady J and dita. Sometimes with McMourning. I don't often bother with sonnia and mccabe.
  4. My suggestion would be Island Dwellers from Shakespeare's The Tempest. Prospero would be Datsue Ba (complete with storm spirits), Miranda could be Chiaki, and Caliban could be any number of monsters.
  5. I'd like to offer her an alternative totem: The Remembered Marshal (Not a serious name) 5ss Totem (Tara), Minion, Undead, Guild Marshal, Horror Stats: As Death Marshall Hard to Wound +1 Get Three Coffins Ready: May hire up to two Death Marshal models out of faction. They lose living and become undead. How'd that get in there?: When a buried model is unburied, this model's controller may discard a card to have it unbury in base contact with this model. If more than one player uses this ability, whoever is activating may decide. (1) Found Limb (Ml4, Rst Df, Rg1, Melee): Before making this attack, you may discard a corpse marker within 2" to give it (+) to attack and damage. (2/3/4) (Crow) Toss Away: After succeeding, place a corpse marker within 2" of this model. (1) Pine Box (As Death Marshall, Ca5)
  6. I fear no resser as long as I own a sonnia crew. Not even kirai. I don't like facing armor, as the guild doesn't often bring tricks to get round it, and it mitigates our primary means to achieving our objectives - murder.
  7. Largely depends on schemes. Gravy spirit is king of the totems in my eyes, though.
  8. While we're fixing stuff, I had an idea a while ago for a series of Rare 1 0ss upgrades for executioners a la the samurai, aimed at making them synergize with other crews. For example: Deputized: Gains the guild marshall and guardsman characteristics and unimpeded. Unethical Augmentations: Gains construct and witch hunter. Whenever it gains a condition, it pushes 3" after the action or ability giving the condition resolves. Uncle Gordo: Gains the family characteristic. Can charge enemy models engaged with friendly family for (1). I don't know if that last one is even close to being balanced, but it should give you the gist. Mainly I just sort of wish that executioners were guild marshalls again.
  9. The main thing lucius needs changing is that his sword cane is actually just a plain old cane, and the attack action called 'A Damn Good Thrashing'.
  10. The rub is that it inhabits one of his upgrade slots. I like to imagine Hoff carting a peacebringer around wondering 'Why am I holding this? I could have brought my remote mines.' Depending on triggers, this upgrade could add another dimension to sam, queeg, francisco and sebastian.
  11. This. Would love to see an upgrade for lucy that represents his mask. While it's on, it works like a smaller badge of office that improves on his melee buff aura, and when it gets discarded, it is instead flipped over and he causes terrifying and improves his devil's deal and can be reset by the butler. It's would be as if his mask gets knocked off mid-fight to reveal a horrible visage and change his tactics. Would like to see an upgrade that is basically the fanciest peacebringer the guild has to offer, with expensive gilding and soulstone components that can be given to a master (where it would be sh7) or a henchman (where it would be sh6). Not much use for Dita and Sonnia, but to be able to give Lady J and McCabe a solid ranged option, McMourning and Lucy something to fire themselves when hanging back-of-line playing the support game, and giving Hoff and option to loop a sh7 weapon.
  12. Karolicker

    Criid

    I am aware that I have a chronic and terminal priaprism for Freikorps specialist, but he is gold with Sonnia. The only way to get him at the moment, however, is to buy the whole von schill box or hunt down the metal, so perhaps he isn't money efficient. I've explained on his PMF article how he rocks so hard with sonnia. I've even painted mine in my guild colors. I would agree with picking up the dita box. Francisco is made out of awesome. Papa is Sonnia's best friend in the world. Santiago a nice piece by himself who becomes ludicrous with a slight nudge from any support piece, and Nino... is also there.
  13. I would disagree about Misaki just being able to kill what she wants, except of course, on that *shudder* recalled training *shudder shudder* turn. However, she can pick her fights better than anyone in malifaux. I'm aware assassinate was in the pool, but make Lady J a fight she just won't want to pick. Bring along a defensive piece to buddy up with her, such as sidir, francisco, or the guardian, or even all three. Remember her defensive trigger - an opponent that's been stung by it once will never again take charging Lady J lightly. As for the thunder archers, that upgrade can be mad if you don't plan for it. In general, give them a hard time shooting you. Don't bunch up for their blasts, skirt around terrain, mash your dudes into melee at the first opportunity and so on. Remember that they are trying to outshoot the guild - don't let them. Your guns are often just as damaging and accurate, but there are more of them and they are more likely to be somewhere you want them to be. That, and those archers have five wounds and the same defense as a paper bag. Riflemen have the same range and with the right support can ruin them with one shot, too. Finally, there is a weak point in hail of hachinosu; the holder of the upgrade. Kill them (presumably with bullets) and the archers lose half their effectiveness. Other general advice for Lady J - Vendetta style is always very yes. Executioners are hard to use, easy to kill and don't perform without bringing support for them (such as mcmourning's buffs, mccabe's upgrades, promises from sidir, boxing them with a marshall etc), so I'd steer clear in Justice lists. Can't see the rationale in taking the lawyer and witchlings, save from them being pretty nice in general, but better synergy is to be had elsewhere. Guild can own reconnoiter handily if they bring decent shooting. In general, Lady J isn't a master you want to bring along if there's assassinate in the pool. She always gets beaten to a bloody pulp mid-game, or you're not doing the right kind of damage and disruption with her early on (my opinion, mileage of others will almost certainly vary).
  14. I would advise picking a proxy from another faction or model line, since even a modded miss terious would be confused with an actual miss terious too often. I have no reccommendations though.
  15. Monty is much too flimsy for what he wants to do. The moment he becomes an annoyance to the enemy he is mashed into a fine pulp.
  16. I like bringing a guilty, malifaux child and twist and turn. Can torment three models only using one guilty via share guilt, twist and turn then share guilt, then just like you to steal twist and turn and then share guilt. Gobbles up all of your first turn cards though. Run him with ranged. I like things like alyce or convicts. Torment them, and you get a free 3" push if they are near jack (assuming you took the writhing torment upgrade; You always take that upgrade) to get into position or pop out of melee so they can rapid fire. Take papa and flip-flop 'hold this' between two convicts, or a convict and a specialist, or whatever you like. Also, he tosses dynamite. Run him with melee. He can take tasty, tasty crooked men if you are expecting gun-heavy opposition. He can take a nice big-hitter list made out of two or more of taelor, johana, wrath, ama-no-zako, desolation engine, plus some support and scheming (such as nurses, lust), and push them around to where they need to be for maximum beating. Take papa and blow it all up when your dudes die and theirs havent for some reason. Run him control. Monty sucks bum, but jack can take gems such as Lust for movement shenannigans, hanged for terror, nurses and crooked men for paralysis, jaakuna, drowned and boondoggle seven to make punishing toxic zones. Lady liega for that hilarous no-cheat aura. All of these are enhanced by the creeping terror. Also papa as a tactical nuclear deterrant. Run him for schemes. Share guilt, writhing torment, twist and turn, plus scheme runner equals scheme markers basically wherever you want. Performers and torakage hired in as mercenaries are excellent for this. Have nurses give anyone uppers to make them scheme better. Crooked men for scheme protection, drowned and crooked men for finish the job, combine with last whisper and they drop two schemes when they die. Papa loco... he can also drop scheme markers I guess? In short, Papa Loco. I realise I am mostly alone in my love of Crazy Dad amongst jack players. Jack himself will do different jobs depending on whatever sort of list you pick. The dynamic of whatever crew you go for should end up leading its tactics, and jack acts as an amplifier. I think he is best used as set up (movement abilities, possible curses) early game, and to be an annoying futhermucker to your opponent later on with his control and curses flying around. Leave him as late in the turn as long as you have the nerve since his debuffs are (semi-) permenant, and he generally likes do cleaning up after this turn and setting up for the next turn. Though he is CA7, I find him unreliable and dissatisfying as a damage dealer, especially when you can bring some truly horrifying beaters along and use him to push them about. Also papa loco with oathkeeper. Think about it.
  17. I wrote a bit on PMF about angel eyes in outcasts a while ago. Details how I use her. She is insane with jack.
  18. Angel Eyes is awesome for I pay better as she fights mid-range. Means you can be in range with both your trappers and your melee.
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