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Kihraxz

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Posts posted by Kihraxz

  1. On 2/2/2018 at 12:52 AM, Ludvig said:

    Unless you ply very late in the turn they could kill your Tanuki as well. They're 5 wounds and have no defensive tech. They could make a good trap for someone charging in headlong trying to finish your crew but that tactic seems iffy in a game of ply. My games so far have been lure or shoot focused to thin out rhe enemy crew before anyone can ply or pull in a lone sucker.

    They have a Df Trigger ("I'm a Teapot") to place 3" from the enemy. They heal themselves and others. And you feel like it, take Terracotta warriors for Ancient Protection. They have the definition of defensive tech. 

  2. On 3/14/2018 at 5:23 AM, Adran said:

    Mages have a much worse close combat presence than acolytes on average, although if you really want close combat presence in 1 mage it can be ok.  Acolytes will always apply the slow, and can also cause card discard. The Mage can cause slow but is then not using the other trigger options. 1 on 1 the Acolyte is well worth the extra stone over the mage. If you are hiring 3 mages, and so getting them cheaper, then they are better, but you are having to dedicate 1/3rd of your crew to 1 type of model, which is its own risk. One of the biggest downsides to the mage is its slower speed. It can take several AP before it starts affecting the board, the from the shadows on the acolyte means that it can be having an affect right away. 

    The fact the acolyte can operate a lone is a strength in many situations, where as the mages want to be in a large block of them and at l.east 1 other model to feel you are getting full value of of them, which can be fine in  hold the middle games, but is less use in spreading out games. Before temporary shielding existed you never saw mages being hired. and even now mages seem to only exist in hires of 3. This suggests to me people don't value them at 6 stones, but they are a very good 5 stone model, suggesting they are probably worth slightly over 5.5 stones in power levels. 

     (0) Ca 6 1/2/3 that gives SS or 2/4/5 dmg or assassinate vs (1) Ml 5 1/4/6+ Slow. with possible hide in shadow  and as you said Mages will travel in groups so i'm getting at least 1 tome probably 2 tomes. The higher SS model is less accurate lower/same min dmg, same average damage and less options. In terms of speed; sandeep and collette and Kaeris and ironside all have movement tricks and their both ranged unit's its a moot point.

    The reason people take 3 is to min-max It is literally because they are powerful that they aren't taken only one at a time. As was discussed they are powerful together and have a multitude options and support play (which hasn't even been discussed).

    Worse still is that they are so comparable. A 7SS model should crush a 5(.5) SS model every time. And as has been noted. That is not what is happening here and this is compounded by looking at either subject in a group. And if mathematical fact isn't good enough for you then I guess we're done here.

  3. 1 hour ago, skoatz said:

    Mages only give out slow on an after damaging trigger.  Henchman and Masters can stone to prevent gaining slow.  Acolytes give out slow more consistently as the slow effect is built into the attack.  Acolytes can also deploy just about anywhere on the table and they're immune to horror duels and paralyze which is good against ressurs and neverborn.

    I think they both have their uses, so I wouldn't say one is inherently better than the other.  Outside of Sandeep or Ironsides crews, I lean towards December Acolytes more than Oxfordian Mages though.

    So to my understanding you're saying that the two models who are functionally 1.5 stone apart can fill the same slot have similar if not the same functions and one will work even better with 2 masters vs 1. Not accounting for the fact that mages get better with all M&SU SS users AND have have greater Close-Combat presence if only marginally, while Acolytes have the advantage in only specific situations.

  4. Hello Malifaux Community!

    Let me tell you about the wondrous, astounding, Bad Thingiest league you'll ever see!

    If you are the please stop by your local Games Kastle and tell them you would like to sign up for up coming Malifuax League or sign up on line at the Malifaux@Games Kastle Event Page (https://www.facebook.com/events/410680692708346/)

    Starting on March 21 and Ending on April 25. 

    And Remember cheaters always prosper.

     

     

    Friendly League Packet.pdf

  5. 3 hours ago, balgor said:

    I still take acolytes over the mages, imo they are the best range model we have.

    Why's that? Their shoot value isn't better. Acolytes aren't faster Wk. they both give out slow. and it's a 2" range difference and the acolyte is a pure independent while Mages boost each other and Warding Runes and are 5stone cheaper. I don't know the english ideology of Malifaux so I'm curious about this. 

  6. @yanlosbeard  having played against Yan Lo and Played Yan Lo (in both factions) I found this. Yan Lo is incredibly good at anything that does not require killing, especially Armor.  So if you are looking for an compliment for Yan Lo's Schemes you need look no further than Reva (who doesn't care what you take in your crew) or Seamus who gains the benefits of many of the spirits available and Chiaki and Yin. (Datsue Bae. Hanged etc)

    If your are looking for a Crew overlap. Kirai would be your best choice as she makes use of Izamu (as you said) and Chiaki. 

  7. Hi All,

    Kihraxz here I will be hosting a Tournament in San Bruno, Ca detail bellow.

     

    Tournament: Stalking Bisento GG17

    Date: 6/24/17

    Location: Heretic Games

     442 San Mateo Ave,

    San Bruno, CA 94066

    Start Time: 11:00 am

    Estimated End Time: 8:00

     

    I hope to see all the locals and as many new faces as possible.

    Thanks,

    Kihraxz

     

     

     

  8. I also think a lot of our models are undervalued and like to find interesting ways to use them.

    Units that I find are undervalued.

    Oiran: Oiran provide amazing road blocks and Wp support. I always take 2 against Neverborn and Outcasts who charge a lot and Where Wp tests are prevalent
    Fermented River Monks w/ Brewmaster or Shenlong; the ability to reactivate every turn deal 4 min damage and attack Df and Wp is crushing. and shenlong and Brewmaster make this plus healing possible add in a Performer and you can kill anything in the game

    Fuhatsu: I only use him with Close, Flank Deployment but he can hold an entire area down by himself

    Tengu are great flankers or great at playing the mid field when you play super aggresive crews.

    Archers are great in Guard the Stash where they can hide and screw with your opponents day or with Mei who can take metal gamin to make them Df 6

    Yamaziko is a good back up for crews with to cover the rest of the crew in a similary way.

    Torakage: Ideal for flanking where they can "Intercept" any give Scheme Runner and run their own schemes.

    I have not fouind a use for High River Monks or Bunraku as they don't do anything another unit can't do better.

    • Like 2
  9. Hello All,

    There will be Demo's at Heretic Games in San Bruno Every Tuesday After 6:00PM to 9:00PM

     Games Kastle Fremon every Monday after 7:00 PM to 9:30PM

    and Game Kastle Fremont will also be hosting impromptu Demo's on Sundays.

    For quickest contact please reach out out at any of the following Facebook pages.

    I am also happy to demo at Game Kastle- Santa Clara or Mountain View with 1 days notice.

    https://www.facebook.com/groups/148757625322037/

    https://www.facebook.com/groups/345847638935041/

    https://www.facebook.com/groups/1406604709577082/

    https://www.facebook.com/groups/679190835520350/

  10. Yo,

    These may appeared already but these are great ways to Shut Down Viks

    Specific Answers:

    McCabe and Guild Riflemen

    Yan Lo and Ashigaru

    Disquised Misaki and Oiran

    Asami and Obisidian Oni


    Remember to Take Anna Lovelace. She Provides 2 things that shut down Viks a Tie up Model and preventing Places which is the way Viks leave engagement

    This was the Lists I made to Counter Outcasts to a high success (3-1 win ratio). Swapping out Aionus for Anna or Sloth would also work.

    50 SS Ten Thunders Crew
    Misaki + 5 Pool
    - Disguise (2)
    - Misdirection (2)
    - Recalled Training (1)
    Shang (3)
    Aionus (13)
    - Hidden Agenda (0)
    - Equality (1)
    Samurai (8)
    - Favor Of Jigoku (0)
    Katanaka Sniper (7)
    Oiran (5)
    Oiran (5)
     

    General Plan Against Viks. Kill Vikki B with Misaki (using Recalled Training) and then enjoy your day.

     

  11. Hivemind,

    I have recently run into some trouble with the Guild. Prominently against Lady Justice (probably something to do with Yan Lo). My standard tactics of tying up key models and cutting down the rest have not been working as well.

    So I write this both to learn and to share what are the Guild's strengths? What are their weaknesses? 

    Here is what I have so far;

    Guild Strengths: High damage output, Cheap Armor +x, Lots of Shooting

    Guild Weakness: Elite crews, 

    Guild Keywords: Critical Strike +x, Armor +x, Bury 

     

  12. 22 hours ago, Yvarre said:

    Yan Lo with Brutal Kakkhara and Bone Ascendant + either Senseii Yu or Emissary (doesn't say non-leader?) giving him fast = 2 8" placements and as many attacks as there are enemies in 2" of him each time.

    This is more than 2 models, but: Shen Long + Peasant witnessing a Miracle generates an extra peasant and a scheme marker.  Toshiro uses that scheme marker to give out free focus to all minions within 6", I believe. This is a free start of turn action for Shen and a zero for Toshiro.

    McCabe with Badge of Speed + Austringer can generate 2 out of turn interacts within 18" of the Austringer- great for Convict Labor, Mark for Death...  Really, though, reactivate is just bananas on alot of minions.

    I really like Sensei Yu with Wandering River Style and Izamu with Recalled Training-  10" push, fast- 4 attacks with 3/4/5 damage with + to attack and ++ to damage- will take out at least one model, can fairly easily take out two, depending on what they are.

    I love all of these. I have not used Yan Lo yet but this makes a lot of sense. 

    I had not thought of the Austringer one. That's crazy.

    I love using Izamu as a missile. Do you use it in certain situations or just when you want something dead?

    On 6/4/2016 at 5:41 PM, Rathnard said:

    Yeah, I'm well aware that the 4dg ignores armour. That's why your opponent wants to cheat the flip. ;)

    Tannen can drain cards better, but he also needs to be in the right place at the right time to do so. So he's great in games where the crews bunch up, but less so in games that call for mobility and spreading out, which is exactly the games i take Misaki for. In those cases the Samurai's 14" range and killing power work great for area denial and mowing down the cheap minions you tend to see.  

    Basically then, I feel that the combo value of Tannen doesn't usually outweigh the Samurai's additional "synergy" with the strategy and schemes i actually take Misaki for. :)

    Largely I agree Samurai definitely has more use with Misaki overall and agree Tannen is a place and time kinda guy. So do you not use Misaki in Turf War/Extraction?

  13. Hi Everyone,

    I am compiling a list of combinations and synergies for the Ten Thunder and was hoping you of the Forums would have some input. Please only list 2 models in the Ten Thunders Faction and explain how they interact. Include any upgrades, or specific scenarios where the combo would be useful. 

    Thanks 

     

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