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50 SS Enforcer

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Posts posted by 50 SS Enforcer

  1. 37 minutes ago, Maniacal_cackle said:

    For mcmourning he still has all those defenses, they're just spread over more models.  And the auto fail thing feels more like a quality of life thing? It is still easy to stack poison if you want to.

    Also four of our masters at least have easy access to card draw beyond the Whisper. Was there some level of card draw you were thinking of competing with?

    A few are busted,  like Perdita, but I don't think any faction should have something as strong as her xD

    Funny you mention Perdita, that’s who I’m thinking about playing the majority of my games with. My local meta only use crews that have built-in plus flips, or massive amounts of card draw. Any and everything that don’t have those fall apart. It’s not worth my time for my one game a week to not have card draw or plus flips. We only play stuff that can alpha strike or can take an alpha strike, no other play styles are available with the players that we have. No one is going to branch out until card draw is represented in those other types of play styles. The resurrectionist masters that I want to play are effectively dead to me in my meta. How it’s currently played against Resurrectionists is: Cheat against the eight flips made against me in a turn to Either win at the duel or get a negative to damage, then naturally flipped better due to low defenses on Resurrection us models and passively win the game through flipping cards with lower differentials. This leads to taking only things that have defense six mostly out of keyword stuff and I find that play style to be very boring. Especially when nine out of 10 games I play are against 10thunders. I was really hoping for some resurrectionist buffs to help that specific factional matchup better because that’s a majority of the games that I see, the fuhatsu nerf Was a step in the right direction but more things need to happen on the resurrectionist side.

  2. I’m a little upset that the poison stacking got harder so we effectively lost two defenses at the same time:

    I no longer have multiple upgrades to ditch for damage reduction AND because I didn’t attach multiple upgrades my poison on said models is lower because not as many desperate plots on them. Without the field testing ability, I feel this is going to make the crew paper. Flask of formaldehyde on rafkin and Sebastian needed to be auto failable by friendlies. This is a regen crew that no longer regens. Also not enough ressers were touched in the errata so I’m quiting the faction. It’s just not fun to compete with the card draw of other factions. 

  3. Doesn’t manos just do absolutely everything she does but better? Discount manos? Any interactions I’m missing? I’m always disappointed in this model especially in keyword. 2/3/4 even with crit strike is meh. If she had pouncing strike sure, but idk, she feels like she wants to be killing to me. 

  4. Bete is an 8 stone enforcer that I’m not entirely sure what to do with, she feels like she wants to be killing models, but I’m not sure she does it well in keyword. She seems like a mess. Maybe this topic would do better in the errata, but what do you feel bete noire’s purpose is? And does everything else do it better?  

  5. What I’m looking for is a step in placing terrain on the board, if a ram or mask is flipped hazardous terrain is generated within 10 inches of the center point. I think it shouldn’t be up to the players whether hazardous is there or not when building a board. One player is always going to want it more than the other player based on what faction they play. It’s up to both players what that hazardous will do, it could be a distracted healing fountain, an itchy distracted forest, lava pool, barbed wire, poison gas cloud, whatever, all that matters is that it’s generated roughly 50% of games. 

  6. 16 minutes ago, Azahul said:

    I try to have at least some hazardous terrain on about half the tables at local events. Sometimes these are spiked fences that do damage as you climb over them, sometimes it's as simple as ruling a patch of swamp is Hazardous (Staggered) instead of Severe terrain as it bogs you down, and sometimes it's very silly stuff like a sacrificial stone where you perform Blasphemous Rituals so is Hazardous 1 Focussed 1. I think making the hazardous pieces relatively small, and hazardous blocking terrain is a bit less impactful than hazardous terrain you can walk on, so they're good ways to encourage acceptance with your community.

     

    I have been wondering if I could get away with a healing pool or fountain at my next event that was Hazardous -1 😅

    I would add both positive and negative traits to hazardous things like this so the go to abilities that ignore terrain wouldn’t be considered. If a piece of terrain did hazardous 1 focus 1, would you want to ignore it or not? 

  7. So I’ve noticed over the last 7 years of malifaux that nobody and I mean nobody (except my local meta after years of imposing this) likes to declare stuff hazardous. Why isn’t there a ruling where there has to be a certain number of hazardous pieces of terrain on the board? Or when going over terrain, defender chooses a suit and when declaring terrain traits, if they flip that suit it’s hazardous? I’ve declared forests as having itchy leaves and are hazardous distracted +1, I’ve put poison gas clouds on lava boards, I’ve made some super fun boards, but 99% of other boards I’ve seen are so bland. Having the option to declare whatever you want as the hazardous is an absolute joy this edition and nobody goes that route at all. I’ve also started giving terrain the trails cannot be ignored so that it’s a problem for any model regardless of front of the card abilities. Why are the rules clear as mud on what needs to be on the table when declaring terrain?  

  8. I think in every outcasts game I’ve played I think I’ve taken upgrades 0 times. In every neverborn or resser game I’ve yet to play a game without an upgrade. 
     

    to me soldier for hire would be one of the best upgrades in the game:

    flurry

    rapid fire

    minion ability:

    bounty hunter

  9. I think I would be more happy to put Archie on the table if he had a way to flex into his 6 severe more easily. It’s really sad that there are more native 6 severe on ranged models than melee and this one might as well not exist if you can’t gain focus. I’d like to see puncture added to his triggers.  The mournful memories needing a 7 feels like a wad of spit sliding down my face compared to how good Archie used to be. 

  10. It is a bit strange that Philip and the nanny doesn’t have hard to wound. If this model could stay on the table longer I’d happily take it more often. Manipulative is the worst defensive ability, unless it’s candy. Serene would be better, but for lore purposes I completely understand manipulative. 
     

    its just getting hard to defend defense 4 the faction into all the card draw the game just got, especially with how little there is in ressers. Using the focus pulses defensively is no longer a thing since the focus cap, especially because our attack stat is average and can only tie at best most of the time. 
    I really don’t want to be forced into super friends again like 2nd edition, but the keyword synergy in 6/8 masters isn’t there enough to hire strictly in keyword. 

  11. @Maniacal_cackle I agree, I play two complete factions, and dabble in another 2 and by far ressers are hurting for the most cards when played in keyword.  
     

    We already lose defense/willpower duels because of low stats, our hand gets depleted from target numbers, and then when we are attacking, hopefully our focus pulses make it so we can beat or match their defensive stats and get around the first negative. This only works on 2 attacks now that focus has a cap.

    While I absolutely love love love the distracted focus change, ressers certainly lost a crazy amount of power with the change. It was a delicate balance of getting more ap back via focus on your crew, but if you can’t front load it, the straight up card draw to cheat is certainly better. I truly think this faction is the hardest to balance. Having a low defenses faction is hard, it’s just hard watch things elsewhere to have higher defenses, armor, AND enough card draw to cheat defensively, offensively, on damage, and be able to cheat some target numbers.  Hard to wound is fantastic, and I love it, but not getting hit because high stats is usually better.
     

    Also PSA: stone for a negative to damage, especially on already tanky things. This is way better than stoning for prevention on models with swigy damage (2/4/5 or 2/4/6 or 2/3/6 and things that have crit strike), not only can you prevent damage after if you need to, you also prevent more than a stone would have in most cases. The moderate to weak is the same as stoning and getting a moderate flip, it basically gives you a better statistical average, and you can save cards to hit back. I’ve watched quite a few recorded/live games, and it kills me every time. 

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