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Aemaru

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Everything posted by Aemaru

  1. I ran Moly, Necro, Nani, Archie,forgotten marshal, croliganx2, rabble riser, night terror, effigy on turf war. List was really not optimized at all for turf war ( many little minions) but I was facing Rasputina and it helped me a lot. Took outflank and harness the leyline. I put the crooligans in Raspi quarters of the table not to have my strategic markers fliped I discovered that Nani who seemed a bit contradictory on her card (manipulative + boring question which need to be activated + aura which need movement to be in the right spot) was much more logical than I thought when I played a night terror with it. With Molly's premonition, she healed thks to Archie, repositionning 5" thanks to night terror and start to be much more interesting being placed and keeping her manipulative to be in range directly to use one more question or her abilities. Without night terrors I had some difficulties to find a place for her but now I feel like it's a weird but good henchman. Versus Rasputina suddenly, you are able to draw more than 6 cards a turn (wiping out ice pillars) and it makes a huge difference !
  2. Noob question but Molly can also remove ice pillar markers with her ability lost knowledge ?
  3. How do you manage heavy armored crew like hoffman for instance ? I saw few solutions like emissary, sparks leblanc, warpigs , rami lacroix but outside these solutions not really comboing with trichi is it possible to handle heavy armored crew with burning + poison + slow ? what are your experiences against that kind of crew (one or two players in my meta play hoffman ^^) ?
  4. Can you expand a little bit your thought ? I’m noob but I don’t see how
  5. I would be interested to read your list and your feedbacks for this tournament !
  6. Do anyone have some example lists of what he play for each Scenario ?
  7. Thank you for the responses I tried one time mad dog with Tara vs Raspi and he was quite a beast ! He killed the ice golem in one turn wipe out some ice pillars... there are some good things in outcast and recruiting maddog or malifaux child, i think I’ll start that way in bayou you have many stealth that might be interesting but I don’t own them yet which caracters in the Keyword do you use the most frequently ? I don’t think I’ll take more than one iron skeeter for example. mancha roja and wrestlers looks very nice ! Merris LaCroix too... What do you think of this kind of list ? With maddog / mancha roja New Captain Zipp Crew (Outcasts) Size: 50 - Pool: 7 Leader: Captain Zipp Totem(s): Earl Burns Hires: The First Mate Mancha Roja Merris LaCroix Flying Piglet Iron Skeeter Wrastler Malifaux child or something like this New Captain Zipp Crew (Outcasts) Size: 50 - Pool: 4 Leader: Captain Zipp Totem(s): Earl Burns Hires: The First Mate Mancha Roja Merris LaCroix Flying Piglet Iron Skeeter Malifaux Child The Midnight Stalker
  8. Hi ! I want to start zipp, he looks very fun ! i usually play against guilds crew, vik crew or raspi. Which are all pretty killy. Do you have any tips ? do you prefer zipp in outcast or bayou ?? What are the differences ? I don’t know very well bayou so it’s a bit hard to figure that out
  9. Problem is people telling the opposite are credible too we go for something like my interpretation versus yours and that’s a nonsens
  10. No one from wyrd never answer this ? It’s absolutly absurd to leave something like this without a clear answer given it might reproduce with many other profils ... in my case the answer was like « yes both activate so your guy dies » or « no so he can activate 3 times » the impact is huge !
  11. Hello It s just to have a certitude i had several different answers yet i play Tara and i buried a guy with fast condition. so at the start of his activation i choose to unbury that ennemy model near a model engaged with Tara. do the Tara ability « ennemy models with fast start their activation within 4 suffer 2 damages » activate ? If « start of the activation » is viewed as a phase i think it should works. Second question : those 2 damages, coming from an ability are reduced by armor even it’s not during an Attack action ? thank for your answer
  12. Do we know when this new box could be released ? Because now everywhere the crew is out of stock and i’d like to start that crew
  13. Headheck Tried it during open beta ... . Wyrd have tried many many differents versions during the beta and now it's playable but so much complexity to perform simple actions... I think this master is only here for those who need making hyper complexes equations to perform a 1+1 addition. well it's way too complex to use for what this mental charge bring you back (spoiler : nothing particular)
  14. Another game against Vic sisters Another pretty straight, strong destruction oriented crew. In my meta people like to go forward for the efficiency : easy brawl, heal, very good mobility and let's go. Scenario was Reckoning Schemes were Harness leyline, outflank, power ritual take prisoner, and deliver a message. My compo was this time : https://m3e-crew-builder.herokuapp.com/m3e/index?crew=f--Resurrectionist:l--Molly Squidpiddge--Grave Spirit's Touch:s--50:n--New Molly Squidpiddge crew:r--Necrotic Machine--:h--Philip and the Nanny--:h--Rogue Necromancy--:h--Archie--Killer Instinct:h--Rabble Riser--Grave Spirit's Touch:h--Crooligan--:h--Crooligan-- I ran into problems choosing outflank and power ritual which seemed on paper easier to perform but next time I might avoid this too appealing choice (ritual and outflank go obviously together) I was a bit greedy, sisters were on range after their initial push but I strongly shoul not fall in that trap on my first turn I rush with Archie lost him by the end of the turn, after surviving to all sisters. Sisters were a nightmare with the one healing the other. I discovered the power of disturbing story allowing to avoid shielded... but the hard to kill on top of that make them really hard to kill. Against the vic i'm seriously considering to hire Sloth to counter their healing. Regarding this 8" healing ability, in forgotten we have only access to grave digger 2" heal, carrion 2" heal and necrotic 2"action. The rogue necromancy as a great survivability with a good regen boost. Do we have some other healing sources I missed ?? Result was 3-3 so a tie if I planned better my last turn not bringing a crooligan in the middle of the melee for nothing I should have score one more point with outflank. (molly was able to push and go at 8" of the good corner and the crooligan to teleport there and move move) With 6 cards in hands it was easier ^^ Molly : save the game and was really good. With a one more question she make my opponent remove one crucial scheme marker preventing him to score the second point for dark ritual. one question : with constructive criticism does the minion only able to reactivate (way i play it) or does he reactivates instantly ? I use her Lost knowledge and I feel to start playing her more correctly. Her upgrade was not necessary i think Necrotic Bidule : I missused him but his Ceaseless Advance (push 2" + action at the end phase if the opponent has no card left) is really good ! (is it possible at that time to re use its bonus action ? I think it is but...) Archie : Ok he's not invincible. next time I'll be more carefull with him. He made so little impact for his points. Rogue necro : Big piece of meat not subtil but survivability ok. Not a great mobility. I missused it and inverted its role and the one of archie : I sent it on the flank to stop 2 little minions but i should have sent archie because of leap ! he could have make a good come back in the center melee. Once on the flank he took too much time to come back. Rabble Riser : The upgrade giving him Terrifying was just fantastic ! the other two upgrades were not good use but this one was worth it ! Terrifying was a really good defense. With Nani combine it was really hard for him not to fail one or two actions... He tried to depop Vic sister so he missed and when initiative would allow him to achieve one vic sister at 1 life point my opponent drew a red joker for initiative ^^ so he died, she regen etc. No luck but it was interesting for the points. Molly was able to make him reactivate. Crooligans : still gold and fun to play !! they might be a little cards consuming but they are excellent ! Nani : Still pain in the ass as long as the opponent doesn't come to get her. 2 actions of a sister and no more nani. Her bubble is really great but when you do not play her quickly you loose that defensive bubble and even with manipulative against good melee profil Nani dies too quickly ! But the boring conversation is powerfull !
  15. I forgot prey on nothingness trigger... but as many attacks were at range 10" or more was not a good way to deal with it.. Focus is REALLY strong adding a flip positif on both duel and damage flips...
  16. YEs a mistake I think it was worst for me than for Dashel ^^ .. I mssed the molly Lost knowledge ! When playing a new crew there are so many things to learn to play it right ...
  17. Thanks for the advices On my compo : Against Dashel, when she came at range, Nani was just gold with her abilitie to inflict 2 damages to those ennemy focusing, countering the ability of Dashel. Ennemy within 6" take : Chatty (no interact without discarding can be avoid but seems a bit disturbing), "He's starting to make sense..." (Focused = 2 damages), and Boring conversation (Every non walk action = TN 10 Wp) She is a really good (allowing to bring some tools to counter some of mollyweakness) She won't go in rampage but put a protection bubble which can be interesting Archie took good care of the pale rider ... even with his so big damages reduction archie beat him to death ^^ the combo Archie / Killer instinct bring my several soulstone and was good. Rabble risers made it but I think there was may be better to do with them. with 12 points i think I could have something better. Necrotic machine was really good too On gameplay : I went out of cards very quick with the crooligans etc , even with molly given we played with a 5 cards hand instead of 6. I was very handicapped by this.. I think I need to manage better my hand. I tend to burn easily all my hand thinking molly will replenish it but it did'nt turn like this (maybe because of the 5 cards hand bug ^^) I exposed too much Molly and forgot i could reduce damages with soulstone. She would have survive turn 2 then with grave spirit and maybe the game would have been a bit different. The reactivation ability is great ! The deploiement was corner so breakthrought was a big mistake i think ... I usually play infinity so I need to practice
  18. It was plant explosive and i miss choose breakthrough and hold them There was detonate, harness the ley line, deliver a message two things i noticed : unbalance between shoot and closecombat crew on open field and invocations are really powerfull with minions costing 9 or 8 ss ^^
  19. The guy chose Dashel which with all the focus etc was really hard to play against.. call in reinforcement with minions costing 9 or 8 all guys getting focus bypassing my defensive abilities. His compo was dashel dispatcher executioner riffleman pale rider death marshall recruiter guild steward guild hound The terrain was really open and i played a really non opti compo like molly/archie/nani/2x rabble/ 3x crooligans i missed some opportunities and some game mecanics which would have helped me (i forgot to reduce damage on molly with soulstones for example...) but i feel my compo was really the problem as I tried to play the core box... any thoughts about what i should hace played ? I think forgotten marshal might have been a good choice and maybe asura (to summon and realise some objectives) rogue necro or maybe manos ? another question : when molly or nani inflict 2 damages with an ability does these damages are reduced by ennemy armor ?
  20. I heard it but in term of composition the guy rely heavily on elite troop like rogue necro and emissary ... but i don’t own them yet ... neither for crooligan.. As english is not my native langage i might have lost some details throught the process .... I ve got in stock : manos / mourners reva crew /draugh /lampad etc Molly crew box Alt seamus I then can proxi some guys maybe death rider or rogue necro but against lady j ... New Molly Squidpiddge Crew (Resurrectionist) Size: 50 - Pool: 5 Leader: Molly Squidpiddge Grave Spirit's Touch Totem(s): Necrotic Machine Hires: Archie Killer Instinct Rogue Necromancy Carrion Emissary Crooligan Rabble Riser Grave Spirit's Touch References: Mindless Zombie Walking Dead something like this ?
  21. Thanks for all the answers ! I bought Miss feasance cause i like the mini but it might not make it with molly.. I didn't catch the free action limitation... Are Rabble risers worth it ? And Does Manos is interesting for a Molly composition ? I'm so noob at this game I think I'm going to face LAdy Justice any advices on how to play molly ?
  22. ok i don't own them yet but i'll plan to purchase them Better crooligans or night terrors first ? I would say crooligan but not sure ...
  23. Wow you're fast to respond The question was about integrating seamus in the crew to get some punch to the composition ..
  24. Hi ! I'm a beginner and was thinking at a compo like : Molly Necrotic machine Seamus Archie Philip and the nanny Rable Riser x2 What do you think about this ? Thanks
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