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ShinChan

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Everything posted by ShinChan

  1. I've read all the thread, thanks for the insights! I actually have Von Shtook, but he's still in my To-Do for assembly. I'll be facing him with Wong (Bayou), in Plant Explosives. Should I avoid bringing "pseudo-squishy" enforcers like Burt Jebsen, even tho I think he's great for dropping some explosives in favour of more sturdy models (like Alphonse, the henchman). I was considering bringing Swine-Cursed, since they can do irreducible damage to go through that annoying armor, but I'm not sure how would work the summoning from VS upgrades with the Demise ability. I'm also worried about if their Wp 4 is going to be a problem. I'll avoid Taxidermists, since their had cost and low Df would make them a juicy target to become a new student for VS. Any other hints/advice?
  2. I mean it due to all the abilities that would directly make the game a win for Marshall: Anti-summoning, corpse removal and anti-demise all in one. I don't think that Marshall needs anti-demise, but is my opinion, we can have different ones and that's perfect I would argue for more (some) movement tricks and removing abilities that directly penalize the crew instead of helping, like "Final Repose" making "One foot toward the grave" or "Final Rest" useless.
  3. Ignoring demise would maybe be a bit too op against certain crews (Big Hat comes to mind for example). But what I really hate from that ability is that is anti-synergy with so many other tricks of the Marshall keyword that actually require corpse markers. More comments about this here: Also, as I mentioned there, the completely different and ranges between a few models makes playing with Marshall (in keyword) very clunky and prone to slow the game a lot (always checking distances before any movement) or make a lot of positioning mistakes.
  4. Here you have the "Upcoming Releases" page: https://www.wyrd-games.net/upcoming-releases Usually, releases of March for example, would imply that they would arrive to a store in NA around late March / beginning of April, Europe around late April/ beginning of May. Due to the current outbreak of the new coronavirus, probably there's going to be a couple of extra months of delay for the whole globe. Also, some distributors dropped Wyrd product due to the "Direct to Retail" program, which added some extra delay in the past month. So, most likely, we'll have to wait a bit before receiving new product. Btw, welcome to Malifaux! If you're a bit patient with the current situation, you'll enjoy the game! And Leve is really fun to play, maybe in your local meta you can borrow the miniatures (I have a couple of players in my meta that borrow some of mine) or even if you're lucky, you could find the 2nd edition box somewhere (aka Internet), but if you're new to the game, I would advice wait for the 3rd edition box (if you can )
  5. I wanted to add that bringing the Emissary, really fixes the problems of Talos, which I think he would be a really nice pick with Mv5 or Rush. He only has 7Wd, but with Terrifying and Armor +2 is not an easy target to take down unless the enemy brings all the tech to fight against that. Worst case scenario, give him fast and enjoy 3 min 3 damage on the enemy. However I agree that Talos lacks some tactical action and/or more synergy with the Obliteration keyword. "Flames of the Void" is very situational, since Tara's crew doesn't bury as much as in M2E and requires an specific activation order in order to get it done (same for "Soul Furnace").
  6. I've used a couple of times the first trigger with Titania, when I bring the slow people (Knights, including Killjoy) go give a small movement bump in turn 2. I've never used the Malifaux Revolt (usually I can use Moonlit Charge instead), but I can see it useful in some situations.I theorized about using it in conjunction with the trigger "Into Thorns", getting a +2 damage on those Decays from Aeslin or Titania from 8" away.
  7. And GW manufactured in China for a very loooooong time, and they still do most of their models outside of the UK. Now compare this company: https://investor.games-workshop.com/wp-content/uploads/2020/01/2019-20-half-year-report.pdf to Wyrd It's like comparing Amazon to your local warehouse, no sense. And as it was pointed out, even if the miniatures are made in the US, probably the plastic would come from China or any other country. The operational costs of having the same production in the US is easier 2-3 times the ones in China. And maybe you as an US citizen would be happy to pay an extra "Made in USA" fee (that it wouldn't be only 2-3$, count more on a 15-25% increase at the very least), Wyrd sells worldwide, and even importing it to Canada or Mexico would be expensive (and your president made it worse), so I can't imagine how much would it be for Europe or Asia. So your "extra couple of dollars" could just kill the company sales everywhere but the US (and maybe UK, due to Brexit). Thousands of people pay those amounts for those ultraexpensive miniatures from GW, because GW has hundreds of thousands of customers and has been in the market for 40 years.
  8. Including the instructions in the box it is not the best idea in my opinion, but that ridiculous card that says that there are instructions online could at least have a QR code and a URL to get directly to the model/box you're trying to assemble.
  9. I lack some experience with Sonnia in M3E, but so far a Witchling Handler + Stalker worked decently well for me as a scheming couple. I'm not saying that the Stalker couldn't use some tune-up (a free action or a somewhere to put some burning), but between the +1Df and +1Wd I found them more reliable than the Sanctioned Spellcaster.
  10. I've played 2 games in the past days. I haven't touched Big Hat since the launch of M3E (I've played them a lot in the beta, both closed and open). Some impressions I've had so far: The crew is probably the most card hungry in the whole game, and by far. A lot of abilities that need to discard cards, so Big Brain Brin is almost mandatory for the Arcane Reservoir. Even if BBB is a really must pick, calculate the possibilities is not as good as in other crews, since with Big Hat you'll be going through your whole deck almost every turn from turn 2, due to all the activations and the ability to cheat from the top of the deck. So take advantage of his Sharp Wit and Sober Up in enemy models, specially if they're close to Gremlin Crier (you'll put them in a to Wp). Reckoning is a really no-go for Big Hat, unless you're willing to give your enemy 4 points. The crew doesn't have enough firepower to be really efficient in Reckoning. There are schemes that are going to be almost impossible (Outflank) due to the bubble playstyle, so pick wisely. There are some models that have almost nothing to do during their activations, some examples could be the Banjonistas or Old Cranky. Out beater is Lenny, but you don't want to send it to fight other beaters, since he's the key to keep everyone alive. The other models that can put some damage are Georgy&Olaf, Som'er and the Good Ol' Boys, but they really need some support for Bayou Bash, so make sure you keep them all at least with a +1 before attacking. Sometimes I feel like I don't want to even activate the Bayou Gremlins, so they won't get the high cards in their flips that could be used for the models that actually need them. Old Cranky is overcosted with his current profile. That action you'll be using it 3 turns only, due to lack of corpses in range in turn 1 and 2 (since he's slow and you don't wan't to bring him to the front). Equality of Fate would be way better on him. He's also too squishy, and his Obey is really situational since it requires the . It would be better if he had something like "Command the Bayou" (Listen to Granpa!) and become something like the "Command the Elements" of Sandeep. If he gained Arcane Reservoir, it will reduce the need of having BBB. Your opponent can really control you activation just by killing the small models that provide you the +1 bonus for Bayou Bash. For example, if you were planning on activating a Good Ol' Boy that is close to other 2 Big Hat models, your opponent could kill 1 or 2, or just move your Good Ol' Boy to make him not a viable activation (you don't want to attack with Stat 4), so a good opponent would try to deny you like that. Don't send you beater after the enemy beaters, the Big Hat ones are worse. Just try to keep the enemy beaters busy killing your smaller models, while you eliminate their support models and go for the points.
  11. The part is what I quoted from you in bold
  12. That part I've marked is what actually made things unclear during the game. I'm going to add the p.18 for clarification and maybe an example with a "Model C" to contemplate all the possible situations.
  13. So the model standing on top, within 1" of the border would benefit from Cover from any model targeting him within the shadow of that terrain with an attack action? I think that is a more clear question So, in this example, A would have cover if B targets him with a attack?
  14. That would be the example of p.18 in the digital rulebook, in the "Shadow" topic, right? I just want to make sure I understand it properly, due to some doubts that were raised during a game last week that I didn't have the proper argument to defend my posture.
  15. Is there any situation where a model standing on top terrain (a house roof, a mountain, a big wood box...) would benefit from Cover? If that's the case, which would be the requirements? Thanks!
  16. Totally agree with this And this, except maybe the part about Lenny, I find him extremely important, at the same level as G&O. With the Banjonistas I just couldn't agree more. For Well, you have Lenny to easily block vision between G&O and Som'er. If that doesn't work, the mandatory Banjonista reduces the damage by 1 thanks to shielded. The crew is general works quite well, but it very easy to tech against it since it really wants to play the bubble game, at least with most of the crew.
  17. They're still a good pick tho, and if you can bring the Jury, you're going to put the Dreamer in a lot of trouble
  18. In general, I agree with most of what you say
  19. It is not something that you're going to fix with Stat 7 in LJ, so your point is invalid. If you read the reports, listen to any podcast or talk to the participants, usually is the lack of movement tricks and scheming/anti-scheming what makes harder for Guild to stay in the top positions.
  20. If you're bringing the Emissary, if you have Benny with Wanted Criminal, it could be interesting to get 2 extra cards and 1 rat every turn. I don't know if worth it the investment of 10ss in Benny, but I think that the Emissary could bring a lot to the crew (Nix or Hamelin with Regeration +1) and that free marker + push is for free So turn 1 you put a marker close to Benny with somebody else that doesn't have much more to do (it happens, and anyway remember that you can easily get +2" movement in the first 2 turns thanks to the Emissary to catch up anyways), use the emissary to push Benny and drop another marker. Activate Benny, bring 2 rats, kill 1 for an enemy scheme marker which gives you 2 cards (1 from the rat an another one from Wanted Criminal) and move into position to repeat the next turn or Concentrate. I think is a safe 6 cards and 3 rats by turn 3 without much investment. Is it worth 10ss in Benny? Well, 6 cards could be equivalent to 3ss and 3 rats to 6ss, but again the problem is the "high" investment and occupying 20ss to do it. The Emissary still has his 2 actions free each turn and his main value comes from all the passive stuff (the 3 updates, the +1Mv and the healing aura), so it's not really 20ss only for this. I can be totally wrong here, my Cathelyn crew arrived to my house last December and I didn't even have time to assemble it, but I've played against Hamelin several times already. On the other hand, how would you "fix" Benny? I think a built-in trigger for "Drop-it" in the sword would help him with both keywords (he's a Bandit too after all) and maybe drop his cost to 7ss (in Bandits he's never going to make the cut in the 8ss value, having Gunslinger, Sue and Wokou Riders). I thinkit was @OhRlyeh that also suggested to change the "Sack o Rats" to a defensive trigger instead of discarding a card.
  21. With that fix (very much needed!) and increasing the range of "One Foot Towards the Grave" to 5" and the DMR comes from unplayable in Marshall to an "ok" pick to fix the lack of mobility in the crew. They're still going to be slow at the beginning due to the lack of corpses, but at least it gives some extra mobility in turns 3 and onward. Having all the similar auras at the same range within the keyword helps to speed up games and keep it simple: Exorcist Barrier to the other world: 5" Final rest: 4". Pump it to 5", they already have to make a choice between this and False Accusation DM Hate the Dead: 6". I'll be happy to make it 5" if all the other auras/pulses get the small buff, for the sake of simplicity. Specially if the "At the start of activation" timing rules get clarified in favor of "chained effects", that would allow a DM to trigger first "One Foot Toward the Grave" and then benefit from "Hate the Dead". Domadores de Cadáveres The Art of Undead: 5" DMR Grim Recruitment: 5" One Foot Toward the Grave: 3". It's clearly not enough. The Jury Guild Authority: 5" By The Book: 6" Lady Justice Restore the Natural Order: 4". Could be bumped to 5" and it won't be such a huge buff Inspiring Swordplay: 6" Scales of Justice Weight of Guilt: 4". Come on, he's going to die anyway to a breeze, 1" more wouldn't make much of a difference Negation Aura: 3". Make it 5" and I'll consider using it instead of drawing a card. With both buffs, the cost could be increased to 3-4ss for future revisions. For some of them I see why getting up to 6" (a more "standarized" value across keywords and factions) could be too much, so I'll be happy if all go to 5" to make it simpler for the Marshall player and also for his opponent.
  22. The only thing I would change to LJ is giving her a suit, in the Leap (maybe too OP) or in the Defense trigger. My reasoning is that she's already very "stone-hungry": to hit triggers, to leap, to stay alive... So if at least the mask is printed in the Df, she will still be "killable" in a good activation from a beater, but will make interesting to cheat high cards to win the duel if at least she can put some damage back. She's very "complete" all around to increase her Stat with the Greatsword to 7 without loosing something in return. Some stuff that people usually miss from her is the trigger with Restore the Natural Order, that can deliver Injured +2 to a couple of models (just bring a couple of False Accusation and 1 Domador). Sometimes I even use Decay before leaping if I can target a 4-5Df model and put the blast on my real target to get the Injured going. For the Marshall keyword in general, I feel like the DMR needs an adjustment and the Final Repose have to be: "When this models kills another model, it can chose to prevent the enemy model to drop any markers". Because there keyword has interactions with corpses for example, but there aren't as many corpses as in 2nd edition (many, many models that directly drop scrap or don't drop anything), corpses are less needed for other crews and Final Repose just makes other abilities like "One Foot Toward the Grave" and "Final Rest" useless.
  23. Well, killing Tara is going to be extremely hard with Sonnia or Samael, while the main advantages of the Thralls will be to bypass the terrifying. You definetely should have paid for the Jury, she would give you a decent advantage. Even a DM recruiter wpuld help by attacking buried models and making the stalkers/thralls come back as DM. I would abuse the lack of condition removal and try to set up on fire as many things as you can in the first turns and secure a couple of kills in turn 3. Go for Aionus is you have the chance, specially with Samael and Sonnia, since they're going to be mostly useless to deal with Tara. His only real defense are SS and Tara needs them to summon the void hunters, so putting preasure there is a good idea. I don't see what's going to be the purpose of the reporter due to your scheme choice, I guess it will be to deny some points to your enemy.
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