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ShinChan

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Everything posted by ShinChan

  1. I'll have to disagree with this part. Tricksy looks like a really good pick. They have killing potential and sturdy models that will only give 1 point when dying, while being super annoying due to pit traps.
  2. We're not part of USA, but in case any of you guys are willing to make a quick trip to the North, I'm going to leave this here... Btw, any events in Vermont or New Hampshire? I'm always willing to travel up to Machester/Nashua area
  3. More info about the tournament and updates in the following FB event: https://www.facebook.com/events/2741349195912982/
  4. With Stat 5, you're not going to be hitting those blast reliable. I usually stack 2-3 focus on the Lampad turn 1 and I never hit a severe for the damage. It's also true that I usually use the severes I draw in more important models, so unless it comes in the straight damage flip (hitting with focus) I won't get it. With Mei Feng is easier, first because of mobility, stat 6 and being a SS user. Is it nice when it happens? Yes, does, but it's anecdotal based on how often it happens and taking into account all the setup (and your opponent failing to position well). Lampads should have better defenses, but specially, any of their attacks needs a bump to Stat 6 at the very least (ideally better triggers). @Wintergloom Vicent is a nice pick, in the proper situations. Ignoring Incorporeal, HtW and Friendly Fire makes him really good vs certain crews, but definitely is not a must pick. IF the Crossbow had a trigger with to take the Cremation action, then he would make it to the 80-90% of my lists instead of the current 40-60%.
  5. I really like him, with Mv 6 and Unimpeded, he can shine against some crew or in some terrain setups. I miss him having +1 to Wp/Df. Also with critical strike, if you really need the minimum 3, you can easily stone for it
  6. If someone is interested on checking some of the pictures of the game: https://drive.google.com/drive/u/0/folders/1cecZT07I80ccXw1rOxGiNC0Fu55m-0yy As you can see, for the game vs Pandora, I was too focused on the game, that I forgot to take more than 1 picture
  7. Som'er Wong For Mah, there were a couple of topics with a lot of good content, but not structured as they should to be a "guide/introduction to". I can do Mah collecting the ideas from @Math Mathonwy @wizuriel @OracleToronto , or even better, we can discuss it in private and come up with a guide redacted by everyone @Rathnard could update his post, which is already quite good and will need only to be pinned. Same for @Rufess about to Big Hat, which I still struggle to make them work. I can take care of Ophelia by myself (and I would appreciate any collaboration ), since after Wong, is the master I've played more often (between both, more than 40 games since release easily). So we're missing: Zipp (I don't have him) Ulix @Scoffer could you translate it? Brewmaster (I don't have enough experience with him, I bought the box 3 months ago). Zoraida (I don't have her) So, what do you think guys? Let's make the Bayou great again?
  8. Hello fellow fauxers!In Montréal, we also have our own Malifaux tournament the day of Adepticon. So skip that convention (anyways Warzone Montréal is better), and come to the Malifaux tournament at Zakeda! When: Saturday 28th of March Where: https://goo.gl/maps/3bo4bG4pmdPPhBq77 Starting time: 09:00 Finishing time: 18:00 How: 3 games, 2h45’ each (so all players would have extra time to finish). The Strategies and Schemes will be published this week, so you’ll have time to read, practice and or adapt. Rules:- 50ss- No double master allowed- Fixed faction Strategies and schemes will be announced in advance, in order to speed up the games If we reach 8 players (let’s hope so). This tournament will be part of the United States Faux Tour USFT (https://thirdfloorwars.com/usft-season1/), and your names will appear in the North America tournament league!
  9. I remember reading about Mah, Som'er and Wong. I even gave some extra info for Wong. However none of them are pinned, maybe that's the problem.
  10. Shieldbearers have Armor +1 and easy access to shielded with one of the following: Plant the shield Spirits in Flames Vincent's "Protective Spirits" Restless Spirit's "Strength from the Grave" At the end if the turn, Burning +6 is 2 damage. Since you choose the order of simultaneous effects, Armor +1 reduces the damage by one and the you use the Shielded +X to go down to 0. Worst case scenario, you can use the corpse candles to accumulate burning. If the enemy spend 1 action in killing the one that you're using to stack burning, is one less action used to go after Reva or an important model. @Fetid Strumpet I like the Emissary, I play him with Molly (I didn't have Archie and I try to avoid proxies if I can find alternative models) and with Nicodem (yes, I'm one of those people that likes to play narrative and take Nico every now and then to beat LJ face and make a "What if?" spin off 😜). My point is that for Reva is not as useful, so I prefer to pay 1ss more and bring the rider for the following reasons: If I need anti-healing I bring Sloth. I save 3 stones and get a 10" healing 3 without TN. If I need tankiness I bring the Grave Golem. More survivability, I can push him around with the Shieldbearers and he can deliver some corpses on demand for Reva to get the on Feed on Grief. If brings poison, which doesn't synergy with Revenant's fire. Doesn't bring any shielded either. Can provide easy corpses. Reva already starts with 2-4 and generates at least 1 every turn (more depending on the list). The Flesh Crawls is going to affect 1 out of every 2 models maximum, being some of them the totems, for whom I don't care much about their movement. Exhumation is nice to block charge lanes, but Reva is size 3, so she still can be targeted by a lot of abilities/attacks. So is he good? Definitely! Love the model and the abilities and can't wait to have it painted to fit the pirate theme. He's mobile, he hits hard and he's tough thanks to Terrifying 13, Df6, Wp6 and HtK. But he doesn't do as much for Revenants as he does for other crews. For example, my LGS should receive Albus soon as part of their last order, and I can't wait to to field the Emissary with them. Also, even if going for the Effisary option, Stitch up is very situational and I already have a better version on the Gravedigger. The shoot action for the price is not bad, but I wouldn't want to expose him to a Mv+charge range and it would be difficult to get to use it properly before turn 3. Also, if I'm using Aura of decay in turns 1-2 with that short range, something definitely went wrong.
  11. There is no justification for them to have Stat 5 in both attacks. Lampad vs Necropunk, I wouldn't be so sure you're going to win, it will depend on terrain, since a Necropunk can attack you 4 times with the right suits, draw some cards, put 1 damage on you due to entropy, and even leap away if they want. Between Armor and HtW you will be doing 1 damage to them on each attack. And if someone is taking a necropunk for Outflank, they're going to put GST on them, so you directly won't be able to hit them, and any damage you're going to make them, they will heal it. Also, they're way faster than the Lampads (smaller base + leap). If you want to accumulate burning, any Revenant model can hold up to 3 burning and either thanks to Spirit in Flames or Protective Spirits from Vincent, they're not going to take any damage. Damn, even the Shielbearers on their own can handle 6 burning a turn without taking damage, while pushing the rest of your crew around. Lampads are bad for their cost. I've been playing Reva since December in M3E, and always bringing at least 1 because I have them nicely painted, but they lack resilience and Stat 5 is too bad, as I said, they're the only 8ss minion that don't have or can get Stat 6 or stat 5 with a built-in , and they don't bring that much to the crew anyways.
  12. I've played 3 games with Reva in the past week, so here we go with my takes on her after the update: Pictures here: https://drive.google.com/drive/u/0/folders/1cecZT07I80ccXw1rOxGiNC0Fu55m-0yy Game 1 (Lost 5-6): @SEV already posted some details here: Game 2 (Won 2-1): Reva + The Whisper + 2 corpse candles Lampad + GST Sloth Bone Pile Bone Pile Gravedigger Shielbearer Restless spirit 3ss Pandora Poltergeist Candy The Carver Teddy Baby Kade Serena Bowman 7ss Strategy: Public Enemies, Standard Deployment Schemes: Breakthrough, Take Prisoner Assassinate, Leave Your Mark, Research Mission This was my first game against Pandora (I've half played her once during a demo night, helping one player that wanted to learn how to play her). I made a couple of mistakes on this one: I forgot that Bone Piles are Numbskull, so no focus for them. Due to point 1, I started with my crew in a bubble, which benefited Pandora a lot. I put "The Whisper" on Reva expecting to face some small minions that I could take advantage of killing, (maybe my opponent would make a list with cheap but difficult to kill models, to avoid giving too many bounty tokens/death, but he went with the complete opposite mentality, since he was afraid of a Vincent St Clair ignoring incorporeal). I took Assassinate, underestimating those 7ss + Terrifying from Pandora. I should have gone for Breakthrough, it would have been easy to score those 2 points. We ended up fighting in a bubble in the middle, which benefited Pandora more than me. Specially with Candy delivering Slow to most of my models. I totally forgot about the Opportunist on Pandora, which ended a Focus +4 on Reva. Despite of all the mistakes, I was able to score 1 point from Public Enemies by killing Baby Kade and 1 point for Leave your mark. My opponent score 1 point from Public Enemies after killing Reva in turn 4. After that I manage to not give more than 1 bounty token. Game 3 (3-3): Reva + 2 corpse candles Lampad + GST Vincent St. Clair Draugr Gravedigger Shielbearer Restless spirit 4ss Titania Gorar Silent Knight (Killjoy) Hooded Rider Rougarou (Blood Sacrifice) Bultulgin (Blood Sacrifice) Bultulgin Serena Bowman 3ss Strategy: Public Enemies, Standard Deployment (yes again, but this time my opponent generate the scenario so it wasn't me lol) Schemes: Take Prisoner, Vendetta (Hooded Rider), Spread them out, Research Mission, Hidden Martyrs In this matchup I almost didn't generate much fire for Reva to use until she was already dead. I managed to score 1 point from Public Enemies after killing the 2 Bultulgins (1 of them gave Hidden Martyrs to my opponent), 1 point in the last turn for "Spread them out" and 1 point from Vendetta (the Lampad on the Hooded Rider). My first turn was the usual, pulse focus 3 times (Gravedigger, Shieldbearer and Lampad, using the corpse of the Gravedigger, Grave Rober with the Restless spirit and one Corpse Candle), but I got surrounded with Underbrush Markers, which made me end up surrounded, on one side with the Hooded Rider, in front with the Silent Knight and Serena and on the other side Titania. The Bultulgin and Rougarou where on a corner trying to score Spread them out for my opponent. The Hooded Rider arrived in turn 4 with 7 fate tokens and flipped a for Revel in Secrets, hitting the Lampad, two corpse candles and the Shieldbearer. I had to cheat with a 13 the initiative just to get Reva out of the pulse, forcing Killjoy to bury and charging Titania. Obviously, after that Reva was easily killed by Titania. I forced my opponent to choose between killing the Draugr in turn 3 or score from Spread them out, she chose to score the point which allowed the Draugr to kill a Bultulgin and almost kill the Rougarou. I managed to keep the Draugr alive and he finished Killjoy when he popped from the Rougarou, who also resurrected with "Mold of the Others". I wasn't able to kill anyone else than the Rougarou in the 5th turn, which didn't give me enough Bounty tokens for my 2nd point. My impressions on these past games: Lampads: They're not tanky enough to justify 8 points and most importantly, they don't have the damage output of an 8ss minion. Df 4, Wp 5. Even with GST that gives them terrifying 11, I had to discard at least 2 cards each game to keep them alive, so they're just utlraexpensive scheme runners. To keep the alive, you'll need to remove Pyre Markers, now that you need them more than even to get the burning party started. From all the minions that cost 8 around the different factions, they are between those that don't have any attack with Stat 6, along with: Convict Gunslinger: They have a built-in , easy access to fast, more mobile thanks to chain gang and Gun and Run, which also gives them a better thread range and better triggers in their attacks. Mounted Guard: They're summonable, bring "Rinde with me" and are more mobile (Mv7, Unimpeded and Ride with me). They can easily get to Stat 6 just by attacking models that already activated. Also, 12" range and 24" thread range. Wokou Rider: Easy access to fast, Combat Finese, a built-in and a to the damage when they charge. Nice triggers, including critical strike to go up to 3/5/6 damage track. So only 3 minions across all factions that have the same stat in their attacks, but all of them are better than Lampads at hitting, faster than Lampads, with better thread ranges, and bring more utility to their keywords/factions. Lampads survivability is based on having pyre markers and cards in hand, which doesn't happen often with Reva, since nobody draws card in that keyword. Fixes: "Dancing in Flames" should also work with "Hovering Flame", or it becomes useless 4/5 turns. Any of their attacks should go up to Stat 6, and add some interesting triggers. Reva: I still feel like the buff is not enough, since the burning generation can be tricky, and if you invest too many actions trying to "light the flame" on the crew, you're not doing what you're supposed to do (killing, scoring your points and denying the points to your opponent). Her survival has significantly improved, since before it was very weird for me that Reva went alive after turn 3, unless I used her for hunting lesser minions and dropping my own scheme markers. Revenant: Shieldbearer: They're good, good enough to make me consider bringing 2 and due to the lack of options. Vincent: I'm never going to use Cremation with him. He's a 9ss henchman that should be killing the enemy or doing some scoring. With Mv 5 and Rg10" in the crossbow, he will have to reposition so many times to take the potshots that he will only have a spare action to spend on Cremation 1/10 games maybe, and it wouldn't be really impactful. Draugr: Glass-cannons. They're going to be busy trying to kill things before they die (because they're going to die) or concentrating and getting into position to make the damage they need to do before dying, so another model that has Cremation and almost never is going to use it. Wanyudo: I haven't played him in these 3 games, but I've played him before. The crazy wheel is good, but I think his survivability is limited due to the possibility of being summoned in TT crews, which makes him another glass cannon to compete in the 7ss bracket with the Draugr. Restless Spirit: For 4ss, is a decent pick. Mourner: The only problem with these models is the hard competence in the 6ss bracket in Revenant. If you're going to bring them is only because Mourn the Dead, which is really good. But they don't bring as much utility as a Gravedigger, they're tanky, maybe as much as a shieldbearer but can't protect your key models, you don't have terrifying unless you pay GST to take advantage of Weeping Widow, they don't put damage and their Scarlet Temptation needs them to be very close, while Reva is almost the only one that can take advantage of it. Cremation: Yes, the ability in general is bad, since there are only 2 models that have it, but when you consider Cremation, 99% of the time will be better for you if you just Concentrate. Vincent would need the trigger printed at least and the Draugr maybe have a trigger in any of his attack/tactical actions to take the Cremation action. Versatile options: Emissary: With only half of Reva's crew being undead, he's usually not worth paying the 10ss. If you want cheap zombies bring Asura. Probably, after Urami, Revenant is the keyword where this model has the least synergies. If at least "Rot and Rend" ignored friendly fire, he could find his place. Grave Golem: Push him around with the shieldbearers and this guy can claim the mid and never die (unless your opponent brings anti-demise abilities or corpse removal). It can also throw your corpse (and candles) while putting some damage. Not the worse of the Golems, but neither the best. If you're thinking between the Lampad +GST and the Grave Golem, I would bring the Golem unless the enemy crew it's bringing fire. Dead Rider: If you need a beater, this is your guy. He can make 2 Mindless Zombies out of the 2 activated Corpse Candles, giving you 2 pyre markers and healing 2 wound on any model with The final Veil. He also helps Vincent with his positioning issues. For 1ss more than a Lampad + GST, brings more mobility, more damage, more utility and +/- the same survivality thanks to the fate tokens, Df 6 and HtW. Sloth: A decent pick if you expect healing from the enemy crew. Put shielded on him and push him with a shieldbearer, to keep the manipulative as much as possible. Asura: Your Emissary for Reva. The only problem is that she's quite ss/card hungry in a crew that needs the soulstone to survive and the cards to make sure you put some damage before dying. Bring her only if she's going to score you points based on the Strategies/Schemes. Bone Pile: Really good pick against crews that abuse of terrifying or conditions. "Throw them a bone" is really good to keep your key models alive and they do well with the healing with Sloth and the corpses from the Gravediggers. Gravediggers: I like them because they allow me to spread focus in turn 1 and they're really good for some schemes (better in GG0 tho) if you manage to keep them alive. Those corpses help you bringing back the Candles, the Bone Piles and the Grave Golem, while giving a to Reva's "Feed on Grief". I maybe play them too much because I have them really well painted, but for a 6ss minion, they're good as support in the middle of the fray or as scheme runners on a side (in this case consider giving them Killer Instinct, for moving 16" on a turn, or even 21" if you charge and hit "Accidental Roll Over"). The upgrade is going to pay by itself in turn 2, so not a huge investment.
  13. Hannah it's still nuts. She can easily goes to a damage track of 5/7/9. Adaptative tactics is still a really good action. Being able to take any other Tactical action from Freikorps gives her an incredible versatility: Multiple heals, movement tricks, ending conditions, giving shielded, giving focused... So you're wrong, she can give focus and push, between many other things. Regarding Aionus, yes, he got hit a bit too hard for what he is: a support model that costs 10ss, with a low damage output and no survival tech other than SS. So obliteration got hit by: Strategy that directly puts them in the unplayable side. The main henchman, nerfed a bit too much (the action should require a 3-4 to go through and removing the suit). The clarification rules about "At the beginning of activation" making Age to Destruction (that was already bad) a useless bunch of text in 3 models (Tara, Karina and the Scion, on whom it was already specially useless).
  14. I see your point, and I align with that interpretation, but I think it should be more clear (FAQ!).
  15. I can see his place now that is way more resilient, it's a tank that can scheme and be annoying. Df 6, easy access to shielded and every time he suffers damage from an enemy a rat pops. I agree that it was necessary to stop Aionus excessive activation control, but maybe the TN is too high, specially since the suit is no longer printed. For Talos, I would give him unimpeded when he charges, increase the range of "Into the Furnace" to 2" and making it like Pine Box instead of Glimpse of the Void.
  16. "Shockwave 2, Mv 15, Damage 2 centered on the chosen model" I think that the shockwave is centered on the model, not the shockwave marker, as you seem to say in your interpretation. But I have my doubts. The FAQ confuses me more since they use the Wong example, that for me was already pretty clear due to the word "instead". I agree that this doesn't sound like it was the intent, due to that trigger becoming impossible to use.
  17. Anna can do it 5 times each game, doesn't do damage directly and the models that she use actually die. Som'er could abuse of Test Subjects (actually the same test subject 3 times in a single turn to make 6 unavoidable damage.
  18. From the list of changes Mah Tucket: I like the change, since otherwise Rooster Riders would have taken the hit. Now you actually have to think what to do in turn 1. Miners: I see why it was necessary, but it was too much. They could have kept Armor +2 or the Mv. Otherwise, gaining 1 Wd could work. BBB: Really necessary to prevent the abuse of Calculating the possibilities and it won't have much impact within the Tricksy keyword. Som'er: It needed to be done First Mate: He should have kept the "Carry the Loot", but with the same limitation as the Smuggler. Loosing the is fair. Zoraida: I don't have an informed opinion on her. Bayou Smugglers: Now they're decently good with Zipp, and possible pick for Parker or even as versatile in Bayou.
  19. Totally agree, getting a beater with Stagered and Injured +2 from 12" (if I know I have the high card to hit that, I'll use 1 fate for the Injured -2) that can be a game changer. Also is the rider that can stay from the safety of 12" while putting damage. Hooded and Dead hit harder, yes, but they need to be exposed.
  20. There's a "big tournament" almost every month/two months, so it would happen at some point (people play Malifaux outside the US). The only difference is that maybe it wouldn't affect you. So you're pissed because you won't have an advantage over your rivals for having practising more with the GG0? GG1 looks really nice, at everyone would be at similar level of knowledge on the tournament due to the time constrains, so my personal advice: try to have fun and enjoy playing the game
  21. No fun for Wizz-Bang... I still have to go through all the details of the strategies and playtest a bit, but I hope my favourite "Michael Bay sponsored crew" can do well in some of them.
  22. And that shielded is not limited to one. If you're close to a couple of corpse markers, they use that loot to protect themselves 😛 I don't think they're a must, but they became a decent pick in some situations.
  23. The inhuman reflexes was really necessary. Stitched are going to be still useful due to their ability to bring back cards. They're going to stop being an autoinclude and people will consider summon other minions. Were they hit too hard with the nerf? Time and playing will tell. From the crews I play, I miss a buff on the Bultungin.
  24. Really nice battle reports, seriously, thank you for taking the time to write them down, they're super interesting and detailed. How do you find the Taxidermist? I almost never bring them. Inferiority complex is good on them, but they're still papermade (and it's a 10ss model). In my games they're or shoot out of the board or killed in 1-2 swings. My opponents know they're going to squeal, so they just concentrate first and give them the big swing. The Swine cursed are worse against people with terrifying and Wp attacks, but having Df 6 and Infused Body allows them to stay in play for a longer time. Plus Frenzied Charge + Rampage, they work very well to cross the enemy lines and kill the support models in the back line of the enemy crew and still be a pain to kill. Then they become a Piglet and if you're lucky it can score or help to score you some points due to its demise. I think that Wizz-Bang is missing a tanky model (other than Alphonse) that can't be obliterated in a single activation of a beater, since Taxidermists and even Burt Jebsen are very squishy. Taxidermist being the worse in my opinion, when you pay 10ss for them and they die to a single focused attack in turn 3 and onwards, since they're going to be too far away from the Bokor/Lightning Bug to heal them, so they'll have 1-3 less wounds due to you hitting them to get some glowy and fast (way less if the enemy takes any kind of low profile shoot with them).
  25. Already answered, but what's the purpose? lol
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