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Everything posted by LexLock

  1. The thing about pointing out problems in playtesting is that there will always be defenders of the status quo regardless of how over/underpowered a model/upgrade is, so you need to get enough of a consensus to drown out the people who think that everything is balanced by default. It's harder to convince people to make changes than it is to keep things the same and even during a playtest people are very cautious about questioning balance and tend to assume that whatever is released must be at its intended power level already.
  2. Their gun has great triggers that can really cripple important models from a pretty long distance and unlike most cheap things they can take a hit because they have HtW. At least one is good in parker to give Sue or an OoK beater fast, although I think a Scavenger is better as a support model, even for 7ss.
  3. Trust me, the designers don't have to try to make a model bad, it's a natural part of the development process in a small game like this. Balance doesn't have to be perfect, but obviously bad models are a good candidate for changes that breathe more life into a game and let people feel like they've got their money's worth. 3E as a whole has problems with cheap models that can die in 1 AP, they almost invariably aren't worth hiring. Perhaps this can be fixed with a later GG but there is still a lot of room for balance changes due to the power disparity between cheap models. At the end
  4. Maybe build in a free chain activation to Pack Mentality? Go with one and then go with another, then your opponent discards a pass token. Pretty strong, but I really don't see another way for cheap models to see play without being super over-tuned like Necropunks/Crooligans.
  5. Shastar Vidiya Guard suffer from the same problem as a lot of expensive enforcers/minions, they can be killed too consistently by high-tier models. The fact that the Shastar don't have stones or Hard to Wound makes them fodder for the sorts of models that they (being slow melee beaters) are probably going to be facing. Now, what can make the SVD decent at range (and therefore sort of survivable) is the silly but unfortunately RAW FAQ that Wyrd put out to nerf Nekima last year; which states that the "Another Model" wording in triggers always refers to the model whose card the trigger is wr
  6. Use Lawyers to stack focus+shielded on Agent 46 and the Pale Rider, both with Lead-Lined Coat. Copy the Rider's gun with 46 and go to town, switch to Melee if anything gets close. Lawyer's tome trigger on Obeys should take care of scheming and Lucius gives AP to 46 and Lawyers.
  7. I think you'll find that deck thinning ruins the Stitched. Who cares that you can get a slightly higher average card on turn 4/5, if you Lucid Dream out face cards wherever possible and then use them with your stitched they become disgusting. Playing with an extra hand made entirely of high cards is way better than slightly improving your deck for the turns where you (as a summoner) should be strongest anyway.
  8. Maybe give her the Exorcism trigger on a and give her some healing with a Trusty Flask action. Increase the stat on Bring It so she has a shot at using it against enemies. Finally change Welcome to Malifaux into a once per turn ability that works on out of activation moves and places, now it works on all summons and functions as a better pounce that she can use on an enemy she lures in (which sounds hilarious to me). Mercenary wouldn't really have a way to abuse megapounce but some of the other keywords could, so limiting it to Once Per Turn seems necessary. But that all s
  9. Was Nekima's box delayed? The Nephilim box has disappeared from the Upcoming Releases page and they aren't in store. Must have been a problem with production, kind of a bummer. Ah well still plenty of stuff in the sale.
  10. That's pretty much what they do, there are some focus spam shenanigans with Black Blood Shamans and you can combine that with Angel Eyes and the Doppelganger to make a gunline and Hayreddin can do some summoning but mostly Nephilim are just alpha strikey. Lelu and Lilitu would be interesting if they were less... bad. Nekima her self is pretty much a straightforward beater, she can spam the Fast Food trigger on her Hurl Corpse action to grow some Mature Nephilim but that tactic is inferior to focus spam.
  11. I think you'd be best served taking the Guild Steward, a Spelleater and the Pale Rider for a pure blaster Sonnia build; sure, that's half your list but those models are pretty good on their own and Sonnia becomes decently scary with that much setup. 2-3 focused blasts on turn 1, yes please. I'm glad Sonnia's getting some focus generation in keyword but they definitely should have baked some friendly mobility into her core keyword (or not given her Mv 4 lol), Witchling Stalkers and Thralls are both missing actions and the Witchhunter keyword really wants some friendly movement (that works
  12. You can cheat/flip the Tome on Sonnia's defence or the Spelleater's attack which makes not relenting a decent idea.
  13. LexLock

    Zipp in OC

    11ss for eight wounds worries me, better hope they don't have too much armour ignore. I guess Earl can heal him given he's a construct, which makes it a bit less of a problem and you can't really put a price tag on Gravity Well in the right matchup.
  14. Spam Stitched Together and then use Lucid Dreams to sculpt a disgusting hand for them to play with, then bring Widow Weaver to resummon them whenever they die. Because of Arik's Gravity Well and Freikorps generally high WP you're going to be having some trouble actually getting your summons on the table, maybe bring Hinamatsu for her speed and 12" lure, then try and hit something with low WP. If you want to be really cruel bring Zoraida as a second master for the hand refill/stat 7 obey. You can also use the scrap generated by the Voodoo Doll dying to summon Stitched with Widow Weaver.
  15. The Spelleater seems very good for stacking focus on Sonnia and I think that'll really help out her blasting, the only thing she's missing is some real card draw and then I think she'll be a real threat.
  16. Blight is definitely unfun to play against, it always feels bad gaining a token or condition that you can't remove and once a model has 4+ Blight it feels like it's already dead. The reason Plague isn't OP is that its keyword models are squishy and bad. Rats, Winged Plagues, Rat Catchers and arguably Rat Kings are just plain bad at scoring VP. Rats do nothing because they're 2 costs, Winged Plagues are perhaps the worst 4ss model in the game and die to anything, Rat Catchers are almost good but they die to anything and are slow AF. Rat Kings are amazing against mediocre crews but bec
  17. If Hamelin had a tankier crew or if model spam wasn't so bad this edition he would be a lot more powerful. Unfortunately/fortunately the Pass Token mechanic does what it's designed to do and Hamelin will lose initiative turn 2 and assuming you have decent models you can pick one of his squishy things to kill or, if you get the opportunity, kill a bunch of rats and get activation control. Hamelin is one of those masters that is almost broken. The Blight mechanic is disgusting this edition (unremovable tokens are just unfun to play against) but Hamelin's crew is slow, squishy and doesn
  18. I think the biggest problem with Pass Tokens is that they allow you to auto-win initiative. One of the weaknesses of cheap models is being easily killed before being activated and if your opponent is sitting on a bunch of Pass Tokens on turn 2 or 3 they can easily capitalise on that. Activation control is useful, but it is most useful on turn 1 (for avoiding/initiating alpha-strikes) and on turn 5 (for scoring/denying pivotal VP from end of game schemes). Turns 2, 3 and 4 I find that I care about initiative way more than activation control because I'm usually getting in the thick of
  19. You vastly overestimate how much thought and perfectionism goes into the design of this game. That isn't even a dig at the developers, there are just way too many interactions and cards to fine tune them to such a degree with such a small playerbase and design team (relative to say... videogames). I'd give even odds that Youko's obey could only do bonus actions accidentally and they just left her that way because it's not like anyone was losing to her in the Beta lol.
  20. Puppets are a great keyword and now that Collodi is DMH Hinamatsu is the only way to hire a lot of them in the same crew. To really take advantage of the Puppet keyword you really need Vasilisa to hand out staggered at the start of every turn, then in faction you have Stitched (OP AF... again) and Wicked Dolls/the Effigy, I'd only hire the Wicked Dolls if you are also hiring Widow Weaver for summoning. Out of faction the Coryphee Duet gives automatic activation control and a lot of AP and the various Effigies are small and tanky enough to be perfect for Vasilisa's stagger ability. Ov
  21. Don't hire Aversions, they just don't do anything for the crew, replace them with Sorrows and really pile on the ping damage. Against a ranged crew you really want to get in their face with Candy and Pandora. Candy has On Your Heels as a trigger on her bonus action, so she can get in there pretty easily at the end of turn 1, but Pandora doesn't really have movement tricks. The most important parts of Pandora are her Mood Swings aura and her bonus action pulse, her main attack is inherently subpar because you're at best using another master's attacks minus triggers and that sucks but
  22. I think she was hated for her ability to put a bunch of almost unresisted (one duel) conditions and damage on models at super high range with the Voodoo Doll. She turned from annoying and clunky to scary and BS when Will 'O the Wisps were released. This edition she has some 2e Raspy vibes with drawing range through her own models, which I know from experience can be quite frustrating.
  23. Arcanists Banasuva's "Lord of the Elements" seems like it should say other friendly elemental because as it is now he can give orders to himself. The "Fade Away" trigger can be declared while buried just for the damage reduction (are they fading away from the Void/Box and reappearing from a meta-void?), the place this really hurts is against Colette because it seems like anti burying crews would be a natural counter to her, but she's still crazy tanky. Guild Augmented's "Transfer Power" action looks like it should say other friendly construct, as it is they all pretty muc
  24. Just hope to get masks, you have a decent chance with two Ancient Pacts (although you don't want to go with the Rougarou before you've given Titania focus because it'll be pushing her up 12"), you don't really need to worry about consistently growing the Matures turn 2 because they're really just backup for Titania. BBS can also just fly off and do schemes pretty respectably provided you've thrown enough of a wrench in your opponent's crew that they won't just be killed. The main reinforcements for Titania is Killjoy, who is similarly hard to put down and has a spooky damage track with fo
  25. The Whisper would help with the crews card hungriness, plus double intuition with Tara would be gross.
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