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ShinChan

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Everything posted by ShinChan

  1. That's one of the reasons I think that Som'er would be a good pick. He can bring enough bodies to make it quite hard for Nekima, while forcing her to choose between playing with 5 cards only in order to keep one to discard, or loose any pass tokens for initiative. At the same time, Old Cranky gives you a that can make the difference vs that +1. Also, every dead gremlin is a free card, that if it's low it's an out of activation shooting. If she tries to do an alpha strike, you can surround her with summoned Bayou Gremlins to make her impossible to move with IR. If they use their pass tokens to force you to activate before the alpha strike comes in, you can create a "barrier" with two Spit Hogs (just summon 1) of almost 6" frontline, where she won't be able to charge due to Disguised and the base size (remember that you can still move through your Spit Hogs). If Nekima comes for the alpha strike with a Mature and both of them are in of the other one, a good idea would be to put a Gremlin Crier into position and charge later with Brig Brain Brin, stoning or using to force one to hit the other one, while delivering Slow. To set up this one you have a couple of tools, like the Obey in the Crier, the Lure in the Spit Hot and a couple of Knock Off triggers. This list will be very dependant on the Strategy and Schemes (definitely a no-go for Reckoning), and your opponent could just ignore your bubble and go for the scheming, forcing you to adapt your strategy. I can't speak about Zoraida because I don't have her and never played her. But definitely I don't see Tricksy shinning vs Nekima due to the amount of flight and how glass-cannon is the crew, although a Mechanized Porkchop with Bombs in its belly can become a big problem for the big beaters of the Nephilim, specially if you give him some shielded, if they hit you with a sever in the damage, you'll be taking 3 damages (armor +2 & shielded) and they would be taking 5 from the blast. Wong is also an awful pick since he works with a bunch of squishy models. I don't have enough experience in the table with Ulix or Brewmaster to offer an strategy or consider them as good picks, but Brewmaster has the advantage of lots of 2" ranges and lots of healing.
  2. Until there is a FAQ, Hannah can use her action to take any "general tactical action", like Charge or Walk. Take this with a pinch of salt, since it has been a very discussed topic lately. For the Scion, I think she is situational, but not bad, it's more like you'll probably won't want to include her in every list. Talos is still playable, due to its "Carnifex" role, which is being big and scary, so unless you're facing a very mobile crew, he will force your opponent to take care of him or suffer with his damage track. So for me, it's the same as the Scion, but with the added restriction that you'll want to bring some movement trick to support him. For that, I recommend the Emissary, because can easily give him 2-5" of movement every turn + everything else that the emissary brings to the table (Nothing Beast with regeneration is awesome). Tara with Don't Mind Me or using those sweet pass tokens from Aionus to get the Companion on someone Since those 3" of movement from the action of the emissary gives you a free scheme marker, you can consider bringing someone to take advantage of it, like the Student of Conflict or my personal preference, a Dead Outlaw. Any of those can use Covetous Cravings to put fast on an enemy model without giving it the chance to avoid it (it's a simple duel, not opposed) or give it to one of your models.
  3. First, I would like to say again that I think that Rougarous are really good, but I'm defending my opinion that I don't see them as a "must" pick vs the Viks, and I would go for something else. Regarding your first comment, being more than 7" from the Rougarou means that he won't be able to kill the Ronin in a single activation. This gives the Ronin another possible round of damaging the Rougarou and recover 2ss while denying the Eat your fill.
  4. How would you use Brewmaster? I think it could really work out, but I believe that he needs to be quite experienced with the crew and I'm not (yet ) Regarding the range 2" , I'm already taking it into account, you have: Ophelia has With My Eyes Closed, to put some damage or burn the enemy's hand, deliver a very much needed shielded to her family and reposition herself Sammy that can still attack with Jynx Gracie that can "Ride with me" François that has Ambush and Gremlin Menace Bokor that can still attack/Obey Pere's Breath of fire doesn't have the Raphael is the one with the biggest trouble, but that only means that you'll have to use 1 action to leave out of engagement with Agile. Rami: He has his free action BBB: Well, he should be fine there, he's not going to attack anyways. With Sammy and the Bokor you should have the card advantage vs that crew, even if they have 2 ancient pacts. Specially if you bring BBB.
  5. Does it has to be with a specific master? Otherwise, the answer is Ophelia and Sammy. Ophelia and Kin has the highest damage output of the whole Bayou. Sammy has the posibility to bury those Matures and make them waste at least one whole activation just getting back into position. Additionally, thanks to black blood you'll be drawing some extra nice cards. Bring: Ophelia + 3 Youngsters François Sammy Raphael Gracie Bokor You still have 11ss to spend between: Ramy: if you think you can keep him safe, maybe covering a flank by himself and a great model for Vendetta. Big Brain Brin: Extra cards, free stun delivery, cancel triggers, situational heal and pseudobey. Makes your deck hot to hit those severes. Pere: One of the few cases I will consider him. Invest some cards in him not to get deleted in a single activaction from those Nephilim, and then kill him yourself for a nice kamikaze explosion of 8/9/10 damage thanks to that troublemaker piggy. Yes, you'll be losing 7ss, but if you manage to kill a 12ss mature, it's totally worth it. I can think of a couple of list with Som'er or Brewmaster that could work too, but way more difficult to make them work.
  6. I'm not saying that the Ronin is going to kill the Rougarou, specially if the Rougarou has the IR upgrade, we're comparing an 8/10ss vs a 6ss model, of course the Rougarou is going to win in a 1 vs 1, but my point is that due to the mobility of the Ronin and the access to shooting, she is going to be the one dictating the engagement. If the Rougarou doesn't kill the Ronin in a single activation, then the Ronin will hit back (ofc not killing the Rougarou) and sacrifice for SS or cards while denying the "Eat your fill". In the case the Rougarou stays in the "bubble", then I think that there are better investments for 8ss, and specially for 10ss.
  7. Top 2, 5 and 14 out of 17 players. https://www.bestcoastpairings.com/r/hcw8xxhr
  8. When I face NB with Inhuman Reflexes, since I know that many times I won't be able to attack 2, I just focus first and assure a decent amount of damage, so the upgrade loses a lot. In addition, against the Viks, they can shoot the Rougarous out with a to the shooting, while getting other minions pushed to him. If they go for the charge, they only need to use Dragon's Fang and hit you again without wasting an action on moving. If you go with the Rougarou vs their scheme runner (Ronin), you won't be able to kill a Ronin in a single activation most of the time, specially if the enemy positions properly, which means they're going to fight back, either with 1 Focused attack, 1 and 1 or they will just go for a mask and make sure they can do 1 focused attack (getting the for the reposition) and a second due to flurry. I love the Rougarous, but against Viks I wouldn't bring them, unless the terrain helps and you need them for a specific scheme. They're going to dictate where the combat will happen due to their mobility, so you have take the hit, and take it back as hard as you can (putting injured is going to ease it).
  9. The bring a lot of mobility to quite slow crew (except from Titania). They're also quite independent "card-wise", in a crew that really struggles since it doesn't have access to Arcane Reservoir or card draw, not even occasionally card draw. Really good scheme runners and anti-scheme runners Once said so, I don't see them vs the Viks. They're more mobile than the Rougarous and they hit hard enough to kill them in a single activation, so you definitely don't want to have a 8/10ss minion dying like that. I would bring armor in the form of Silent Knights, since they have HtW, Armor +, Df 6 and Parry, they can be problematic for your enemy. Your enemy probably is going to bring 1-2 Ronins, which you should kill if they plan to fight your armored guys. I would bring the Emissary and Serena. The Emissary being hard to Kill and having Armor +1 can be a real problem for the Viks. Serena can attack targeting Wp and heals your people, so for me she's a must. If the Strategy/Schemes are related to killing, bring Wrath and bubble a bit. With "Bring It" and Violent Ghosts targeting Willpower, it adds a lot vs the Viks, while punishing the enemy for hurting your models. Depending on the scheme pool, I would consider to leave Aeslin out, since it's an easy kill for them unless you're bringing a lot of stones to protect her. On the other hand, there some are Schemes that Aeslin can practically score alone: Detonate Charges, Harness the Ley Line, Search the Ruins, Dig Their Graves and the second part of Deliver a Message (although vs the Viks, I don't know if you want to leave them alive...). Walgeist can be very annoying with all their triggers and forcing the enemy to burn a card to prevent stunned, but vs the Viks, the 1ss investment in a Knight is way more worth it. Bultulgin, just no, they're really bad and don't bring anything useful vs the Viks. The Hooded Rider is quite good as a beater, but you'll need to keep him safe until turn 3 and take advantage of the first two triggers of the Revel in Secrets. He can help you to prevent the Viks to dictate the combat, adding some extra mobility with Ride with me. Killjoy: A decent pick, a bunch of damage but Df4 and you'll need 2 semi-durable minions to bring him back (which you'll need). I really like to put the upgrade in Waldgeists, so I'm not a big fan vs the Viks.
  10. If you organize some tournament there, let me know and I'll be willing to make the drive from Québec, Canada (4:30 +/-) and visit the area
  11. Maybe I've missed the information, so I'll ask. Does anyone know when will the models of the released boxes be available for "Special Order"? I already got my Good Ol'Boys, but my LGS received the Hootenanny box 2 weeks ago, but I haven't seen Georgy&Olaf in the Wyrd website.
  12. You can keep it here, but properly format the first post and update it with all the interactions/abilities that need clarification So people won't have to go scrolling or through different pages to find all the mechanics that need a FAQ.
  13. The thing is that a middlemen is still needed, since the stores still need a freight forwarder. Having a distributor simplified a lot of things in this case. The stores will keep going to Lion Rampant for so many other brands and product. Okay, Lion Rampant wasn't the best distributor, we all can agree on that, but let's see how this will work out. There is already an store in my area that is thinking about dropping Malifaux for good, and I can't blame them. It's way too much hustle for the revenue they get. We'll see in the following months.
  14. Same here! This changes a couple of things about how I'm going to play the model
  15. In addition, there are models that can just directly ignore the traps, like those that fly, are incorporeal or unaffected by hazardous terrain.
  16. Also the Lucky Emissary The point that I tried to make is that you can't destroy them with a general action that any miniature can take, since they're not destructible.
  17. Those traps are destructible, and there are models across all factions that can take care of more than one them in a single action (Blow it to hell). Also, they don't come for free. A Tricksy crew will start with 1-4, since there are only 4 models that can put them (Mah herself and 3 Bushwhackers). "The stock crew can place for free"? The maximum generated each turn is 4, and the Tricksy player will need to have 3 Bushwhackers and 6-7-7-7. Also, most miniatures from the crew are not even immune to them, so another reason why you'll never see that number appearing every turn. Have you ever played against Kaeris? Burning +1 and Injured +1 from the Pyre markers, and those can't be destroyed by anyone. It really looks like you had a bad experience playing against Mah, but what you're saying doesn't make sense.
  18. I played game vs Titania, I tried to do some weird stuff, but things didn't go as expected My idea was to launch the Akaname in the enemy deployment zone in turn 2-3 with the Pigapult and let them score by themselves Strategy: Reckoning My list: Wong + Two Gremlins in a Ghillie Suit Olivia Gracie Taxidermist Bokor Sammy Lacroix Akaname Akaname Gluttony 2ss My opponent's: Titania Gorar Misterious Effigy + upgrade Serena Bowman Autumn Knight Silent Knight (Killjoy) Rougarou Result: 4-5 Me: Reckoning 2, Search the ruins 2, Dig Their Graves 0 Opponent: Reckoning 3, Search the ruins 1, Dig Their Graves 1 It was a quite tough game, with Titania cheating initiative in turn 2 to move, teleport with Germinate, and charge, killing 1 Akaname and engaging the other one, which completely ruined my plan. I managed to kill Aeslin early and Serena + Emissary later, while Gluttony kept pushing out of place Killjoy and the Autumn Knight. Gracie was good, as usual and the Taxidermist a (almost) total failure, I still don't understand why the extra tax for the Piglet, he really needs to cost 7 and bring a corpse instead of a Piglet or improve his survival. I had a terrible last turn, that prevented me to win 5-4. With Wong I flipped: Black Joker for the free action and 4, 5, 4 for Fzzzap!. So I had to cheat with 13, 11 and RJ, leaving my hand empty and being able to do anything else that turn (prevent my models from dying or kill that Rougarou that was really low life.
  19. An Errata and FAQ? I have no doubts. When? I would guess before the end of June. Adjustments in a similar way as they were done during the beta? I don't think so, maybe in 2021. The problem is that most of the people are thinking (and asking) for point 3
  20. I'll be in Boston next weekend for an NBA game, maybe I can make it too for a Malifaux one! Where can I ask for an opponent?
  21. Well, leaving apart that chasing Wong makes no sense at all, you should have hitted at least 3 times, since Wong has Df 5: Stat 7 + 13 = 20 (Not even with RJ he can avoid that) Stat 7 + 12 / = 19 (Even with the RJ you hit him) That's a total of 9 damage there, so or he burn a lot of SS and had crazy flips (can happen) or doesn't make sense. Anyways, attacking Wong when he can just stone for a or cheat with any that trigger in Df is not a good idea, and he also has Counterspell and most of the time he will have Disguised too. Just kill everything else. Also try Barbados, with Armor +1 and Regeneration, you don't care about failing any Shockwaves from Wong.
  22. I just fell for Black Friday with Mah and I'm re-reading all the topics that include her I have a question about the "Careful Planning", if I cheat for the initiative, which suit applies, the one from the original card or the one from the card I've cheated? Have you find any ways to include Survivors instead of bushwhakers? Do you guys considered to bring some healing? (apart from the BBB situational one) Thanks!
  23. Can I have an address or a contact? I'll be there around the 20th of January and I would love to share a game and some fun
  24. So, any ideas on how Reva and Revenant in general could be fixed/improved? I've come up with this: The Forgotten Death: Allowing her to discard a card to summon up to 2 Corpse Candles, each one in base contact with a different corpse. In this way, she can increase the number of pyre/corpse markers generated every turn. The Unquiet Dead: Add a small move to the Pyre marker, written in the ability itself or with a trigger. So we add move Pyre marker mobility to the crew. New leader ability: I have two options here: 1) Add a clause that says: If this model is the leader, other models ignore the restriction of "Once per activation" of "Spirits in Flames" 2) During the activation phase, friendly models can treat their burning condition as if it where shielded (maybe this needs a better writing in order to not create confusion/weird interactions) Add any of these triggers to Embrace the flame: After resolving, put the target in base contact with any Pyre marker within range (6" of Reva) Remove any number of corpse markers within 3" of the target. The target gains shielded +1 for each corpse removed. I think this abilities help with all the Fire/Pyre/Corpse/Shielded complicate (and not very rewarded) interactions that there are right now. Maybe some models would need to be revisited or adapted, but I haven't played some of them that much (Wanyudo and Mourners mainly).
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