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McCabe

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Everything posted by McCabe

  1. Really surprised how much love Eldrich Magic is getting. I recon its straight up garbage. 😕
  2. His utility range is huge so his speed is less relevant. 8 on his fast and 10 on his heal.
  3. Stat 7 makes it very reliable and studied opponent is super good for card draw.
  4. You realise you should be hard flipping 2/3rds of those cards on average and you just cheat those you fail. You also stone the upgrade crow if you don't have it. That's hardly luck having that all go off. Also I personally take sloth to fast valley not schtook.
  5. Lead the way twice from 2 seperate undergrads is exactly how I do it. And 2 inch hardly stings when the undergrad moves as well. I usually ping Anna, Schtook and Valley twice. It also doesn't even matter that they're slowed because they just BYS turn 2. The threat I'm personally discussing is. 2x LTW = 8, Schtook 2. 10 before activation. With fast and +1 speed she can walk + charge which makes her threat with 3 attacks 23 inches.
  6. I'm really surprised people don't love necropunks. Def 4 sucks but arm 1 hard to wound and 6 wounds for that cost and built in leap. They're one of the best scheme runners in the game. Have studied opponent and entropy- both super relevant. And in a pinch stat 5 with 2 super good attack triggers to finish stuff off. I hire 2 most games. Last game killed a peacekeeper with entropy and game before i killed izamu with onslaughts. What do people expect for 5 points seriously 🤣🤣
  7. It's not luck if you're keeping the cards you need and with those kinds of threat ranges you're going after a piece you're really comfortable killing. She's so consistent- and you can stone for puncture to insure it works. Luck rarely matters for the play.
  8. It is very common to get a kill turn 1 with valley actually. It's not a matter of your opponent messing up- they can't can't just keep every single model out of her range- they'll Jam themselves out of being useful turn2. Valley can threaten 23 inches with 3 attacks on turn 1 and she has flight- there is very little your opponent can do regardless of how good they are. I kill and summon turn one probably 2/3 Games.
  9. Games trucking along as usual! Check out last week - we had 6 casual games going at once. Ask me for a demo any time. Matt
  10. They're both tool boxes that can do almost anything - but they do have some unique answers which make them better or worse. I.e. Albus into mass conditions and Molly into mass armour.
  11. I agree with most of Wraths points on the crew. I will say I often also hire Sloth into the crew - the crew is quite resilient so pieces are rarely one rounded and I find his heal infuriates my opponents and Albus being able to strip the slow for fast with one AP PLUS another point of heal is a great combo, the summons also come in with slow so more interactions there. It also frees up Albus AP early turns by letting sloth hand Val fast instead - I like this cause I prefer to get Albus up and putting on offensive pressure as early as possiblr - he is also only 7 stones and is just great for his points - his lack of mobility matters less when his utility reach is so far. Great in idols in particular. I also think the emissary should be subbed out for the dead rider in some schemes, Anna and Shtook both have auras which can be key in some match ups so making sure they're bubbles are in the mix sooner rather than later can be key too.
  12. As to Val taking off thats exactly what she does nearly every turn 1 for me she kills a model. 1 to 2 lead the ways, fast, focused, speed 6 from totem, so say shes pushed 8 inches- she can walk charge 13 inch and attack 3 times. That's 21 inch from deployment. And she's not alone- that'll usually be late turn 1, allow a summon and her undergrad posse follows in turn 2. It never fail- usually best to pick off a flanking piece though so she doesn't get dog piled
  13. His lighting is free and has no resist. So it's a heal 3 for 1 ap- better than most heals. Also excellent when the model already has slow. I take sloth in nearly every list.
  14. My most played resser to date. Some points. You spoke of soft countering but he hard counters things to. Crews that mass stack conditions get destroyed by admin review. So crews like Mcmourning and Kaeris who stack poison or burning for their crew get stripped and blown off the table with 1 AP. I think BYS is underestimated in this discussion. Undergrads are very strong and so is Anna and the Valedictorian- so BYS plays a huge role in the crew strength when you're always playing 4 BYS ports. As to speed- BYS, lead the way, fast, move along, flight and leaping- the crew is actually very fast when everything is considered together. Crew building lead into another point- people over estimate how much stunned is in the crew. IMO- your core crew is Anna, Val, couple undergrads and often a punk or 2. The other students are fantastic summons and tech pieces but aren't usually cutting it as core pieces beyond one of them. Damage output is also underestimated. Injured is really easy to put out, card draw is massive and puncture is frequent. And AP efficiency is prevelant- made to kill, flurry, fast. well as Anna being randomly 3/5/6? Min damage tracks are deceptive at indicating output- our moderates are great and we hit our moderates easily. We scheme super well too. So incidentally with killing! And necro punk are just excellent. And finally -with mobility, survivability, condition removal, card manipulation, scheming and AP efficiency- Schtook and his crew aren't situation/match up dependant. Infact they're nearly a perfect example of an all round crew you could easily solo at a competitive level.
  15. Hey Perth Wyrdos! Going out with a bang this year - celebrating our overwhelming M3E success with a Christmas themed tournament. It will be a fun event with some fun strats and plenty of other exciting things going on. Date is Saturday 14th of December at Goodgames in Cannington. More details will follow, but pop it in your calendar. Matt
  16. Check out the store- this is just our regular games night down under in Perth Australia- we are loving M3E.
  17. October Update. Malifaux Perth is growing every day - our regular games night Wednesday at Good Games in Cannington Perth is seeing about 4-6 tables of Malifaux going every single week, with several keen players scheduling multiple games for league day - the momentum has been incredible. Lots of them are league players which you'll see on the other event thread, but I am not a participant in the event so am always up for a demo game or two - and you'll get to meet all the super friendly crew down at Good Games as well. Matt
  18. League is kicking off this Wednesday at Good Games in Cannington - we have about 10 players heading down to the store for the first night of the league. Come and join in
  19. Awesome turnout for HH last night. We had 14 in total- it was a blast. And our league kicks off next week.
  20. September Update. Getting heaps of games happening Wednesday night's at Goodgames. You'll always fine me down there so pop in and say hi!! Matt
  21. Hey Wyrdos, Scheduled a Perth Malifaux Growth league beginning the week after our Henchman Hardcore event. It runs for 8 weeks beginning Wednesday the 18th of Septermber at Good Games in Cannington. Join the Malifaux Perth Facebook group for more event info or PM me here and ill get you connected. Matt.
  22. Hey all! We have a Henchman Hardcore Scheduled for the evening of the 12th of September at GoodGames Cannington! You'll find more details on the Malifaux Perth facebook page or PM or post here and i'll message you personally. Matt
  23. I think people just don't like the unknown. I think for a lot of people a message like this much earlier into the delay would have been sufficient in alleviating the frustration.
  24. Update for August - Finally received my Demo event ID so submitted a bunch of demos i've done since M3E release. Players - Find me at GG Cannington every Wednesday evening or PM me to line me up for a demo with yourself or a friend anywhere in Perth. Matt
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