Jump to content

Flippin' Wyrd George

Vote Enabled
  • Posts

    342
  • Joined

  • Last visited

Everything posted by Flippin' Wyrd George

  1. But that's another TN6 to hit I guess it just comes down to differences in meta. I will try Cassy again though!
  2. That's correct, you do have to remove the burning. Luckily the steamfitter has 1 spare AP and every significant model in the game has an ability remove the burning, so you're good to go! With regards to the discarding the cards Cassy is discarding one for her protection anyway, and top decking a 5 isn't out of the question. Carlos isn't using stunt double every turn either and discarding enemy scheme markers can be useful too. I can see the warding runes argument too if you hire the mages, but in GG18 there are some games where you don't use scheme markers at all so have space for it. I don't like to use practised production if I can help it, but that's mostly because it's playing malifaux on easymode and it could use a harder nerf.
  3. I agree that the meta has shifted to tankier models, but stand by my statement that Cassy is no longer the force she once was and as such, I dont like to hire her. I dislike that she "has" to be your first activation most turns as well to get her defences up, otherwise she drops. I play in a very tough meta and, unfortunately, nearly all of the crews have +ve to attack in some shape or form so Cassy is almost always underwhelming. Just a thought, if you're going down the armour route, why not take Carlos? He is then psuedo armour +3 after activating and with the ability to heal the amount of burning he has (which he gains fairly easily). He has the same kind of mobility Cassy offers (arguably better as your opponent cant disengaging strike the 4" push) and can use his engage 3" to protect himself further by forcing engage 2" models to walk. I've used him before and found him disgusting! PS: what is RSA an acronym for?
  4. Yeah this works too, though if what you're targeting with the nuke isn't dead pre-burning anyway you're in trouble...
  5. I still take frozen heart models, but mostly because I like to play in theme and there is still a lot of synergy. Wendigo, Ice Gamin, Snowstorm are autotake, second ice gamin is useful and at that point you have so much synergy with snowstorms (0), the ice gamins +1 dmg aura, sub zero on FH minions and ice mirror (still useful) you may as well go full FH... if your entire sub zero crew except snowstorm is ending their activation after 1 melee that's a HUGE deal I find! I haven't really considered taking non-frozen heart models as I've never really seen the need... the crew I hire usually does the job. 50 SS Arcanists Crew Rasputina + 6 Pool - Cold Nights (1) - Enveloped In Ice (2) - December's Pawn (2) Wendigo (3) Snow Storm (11) - Sub Zero (1) December Acolyte (7) Union Steamfitter (6) Ice Dancer (6) Ice Gamin (4) Ice Gamin (4) This is my standard list but the steamfitter, acolyte, ice dancer and second ice gamin could be swapped for pretty much anything I guess? Always helps to have a second gamin for the (0) tho! Steamfitter and ice gamin can make use of a shitty hand while putting armour on snowstorm or the acolyte (armour +1 acolytes lol), and the fitter should be drawing a decent card into your hand as he does it so there is almost never a need to stone for cards unless you're setting up the ultimate nuke and the hand you've tailored just won't cut it. Remember you can use low tomes to cycle cards with overpower on pillars or the +2 armour action (wendigo or otherwise)
  6. Enveloped in Ice Decembers pawn Cold Nights I don't tend to use ice mirror, or shattered mirror, mostly because if you declare a trigger off of them it isn't at full power and with snowstorm and other models in the crew she is mobile enough to get a straight shot herself Also, Cold Night's discard for +4 defence to an action is the best bit of that card! if an opponent focuses or stones for a trigger, or whatever, with a decent card you pretty much guarantee it will fail at game changing moments
  7. I love cassy but have found with wave 3/4/5 there are just too many models with +ve to attack for her to be a viable option any more.. she drops like a sack of anything vs +ve's without getting through most of your hand and cache. Weld metal plate armour goes someway to protecting her but for 8 SS there are other options
  8. To claim markers? Wind gamin, firestarter, ice dancer, sandeep crew, Langston, molemen, medical automaton. Basically anything mobile Moleman in a Grab and drop Kaeris list is very lols
  9. In theory, yes, but you should be picking up any 10+ of masks for overpower as soon as you see them rather than waiting for jokers. Or 12/13's of anything if you see them appear. That one card can bring two successful AP with raspy
  10. Would just like to put my 2 cents in on this upgrade. For me, if you are running an aggressive raspy list its an autotake. Sure, it doesn't always come up, but what it does allow you to do is plan an activation in the knowledge that there is next to no chance of failing certain actions. Infact, you're at more of an advantage of hitting hard. Take for instance a straight shootout vs a master. As a calculated player, I would rarely throw a blasty master vs my opponents master if I cannot guarantee the kill with 2 attacks (4 with stoning for a mask). However, with Decembers pawn I now can guarantee a 3 attacks (or 6 with a mask, no prevention) going through with minimum damage 3 (ice gamin). That's 18 dmg assuming all are weak. Add in that additional factor that you may flip a joker for 6 dmg and double blast of 5, she will just about melt any crew. It is a hyper aggressive scenario and you can often go through your entire cache in one activation, but the rewards are almost always worth it.
  11. The child copies flaming halo on positive to give burning to Howard Langston, then uses low time to trigger action again giving burning on Slate Ridge Mauler. You now have flying Howard Langston & Mauler that drop a scheme marker at the end of their activation. Very mobile, very good. Or he makes two other models burning and Kaeris draws two cards. AND he can heal with spare AP if needed. Not bad activation for 3 stone investment. For me, hiring child has has taken Kaeris from a poor never used master to useful in many situations because you have easy cheap way to get the crew going
  12. Probably why I hadn't considered it haha She has a (0) on her card to remove burning from all models within 3 and draw as many cards as models that removed burning, up to a maximum of 3.
  13. Had not consider this! That could give some amazing card draw and grab and drop shenanigans turn 1
  14. No other Arcanist master can offer you that level of positional control. It is very easy to say you can swap the master out and it's still a good crew (yes this is true) but Kaeris brings a lot of subtle unique plays which when all added together make her a great master. No one walks away from a game against Kaeris thinking "wow, Kaeris really bossed it today". But this is her subtle beauty, she enables your crew. You can effectively move an enemy model within 8" of its starting place very very reliably and offer flight to any immobile members of your crew. The ability to give tanky/beatstick models a scheme marker in base contact at the end of their activation is massive as well in certain pools - no AP or (0)s wasted to scheme run. Shes very very efficient but has to go releatively unnoticed to get the best out of her, in my opinion. Also attacking willpower with ca7 is boss in many situations!
  15. Funnily enough I do the exact opposite style, but for the same reasons haha Zipp only has so many cards/stones to protect him. Mostly he will take down one or two models with him, but if you hit Zipp at every available opportunity he only has so many cards and stones to burn to defend duels, get his defensive trigger and prevent damage whilst also being aggressive. And a Zipp with 6 wounds and no stones will be a lot more hesitant coming in, and a lot less effective, than one with full wounds and a plethora of resources. I was lucky enough to drop a Zipp first activation of the game last tournament rd3 with Perdita. He is definitely killable ( though its definitely not easy), you've just got to force those resources out of him.
  16. So I am currently running this with Kaeris and having a lot of success, Just wondered what peoples thoughts are? My activations with her are generally card draw, pushing enemy models with blinding flame or triple walking to grab and drop something useful out of position. For instance vs Ulix she picked up old major to bring him into my crew for public demo, then he was finished the following turn. I'm also trying Blade and Claw but in two games haven't found the opportune moment to cast it. Kaeris - Grab and Drop/Seize the Day/Blinding Flame Malifaux Child Joss - Open Current or Bleeding Edge Tech/Imbued Energies or Howard Langston - Imbued Energies Angelica - Blade and Claw Cojo - Well rehearsed Slate Ridge Mauler - Circus Bear Moleman Medical Automaton or Arcane Effigy Plus I can fiddle with upgrades to fit an extra moleman, hoarcat pride or union miner should I see fit for 9 activations. The list is surprisingly tanky with lots of hard to kill, options to heal above said hard to kill, and generally easy access to schemes. Any one else given Blade and Claw a go? I can see it catching a lot of opponents out T2 onwards.
  17. This is untrue. Jamie's masters list (and possibly nationals) was entirely a summoning engine. He starts with no beaters or scheme runners on the table - purely an engine, And he smashed face with it. The one game he changed it in nationals and masters was the final of masters, where he swapped from the summoning engine to hiring belles, and he lost that game. Nicodem is easily the best summoner in the game played correctly. Not unbeatable though,
  18. Cheers for a great event Lee, really great venue and terrain, enjoyed the day thoroughly I liked the charity raffle & use of honesty box, think this went down really well. Also table service for cups of tea was great! Only real negative I have is my own choice of lunch haha. we went to "The Bakery" in Sheppherton centre and they honestly do the worst sausage rolls and baked goods I have ever eaten! Would love to see some more events run here, it clearly has the space to fit 50 players & more, it's just getting them down
  19. Non-Arcanist new. Something I haven't tried at tournaments before, should be fun!
  20. Looking forward to this! Think I'm gonna put my Arcanists away for a while and try something new
  21. Lately, controversially, Kudra. She fills the student of all role very efficiently. The 50mm marker is very useful placed next to impassible blocking terrain, also for blocking LoS for enemy synergies. The fact that she can stone for a ram while copying arcane storm (beating), or stone for a mask for 6" place (scheme running), then discard a card to regain the stone is very very tasty. She brings academic synergy to the oxfordian mages which is huge for them. She is d6 which means she is fairly hard to hit, and even if she is hit, she will draw a card (who doesn't love card draw) and can then stone dmg and discard to regain the stone. Obviously you can only regain the stone once per turn, but you just chose when to do that wisely. Not to mention the 4 AP on the charge is mental And also butterfly jump. Haven't found a situation to use it with Kudra, but its an amazing ability which will catch opponents out! I previously thought she belonged in the bin, but after a few games of using I am beginning to realise the versatility she brings to the crew. An auto take? Maybe not, but definitely one worth considering. She is only 7 stones after all.
  22. I've been thinking it for a while and, after using them for at least 50 games with varying masters, I feel comfortable to say that 3 mages for 15 stones with the new upgrade in a Sandeep crew is way underpriced. They are amazing! Hired alongside other academics, and using the Commands upgrade that gives aura 3 positives to attack a single oxfordian mage can move an enemy model 18" out of position, or 12" and give it slow (apply dmg along the way)! That's mental. They are very hard to drop with arcane shield and the upgrade that allows them to discard a card & upgrade to reduce the dmg by two, and this can be used efficiently to shut down after dmging triggers. They can all ignore armour, and even regain you soulstones! Should the stars align (and it often does due to the push mechanic), 3 mages can generate you three soulstones a turn! This barely tips the iceberg. I could write a whole tactica on them given the time Is anyone else of similar opinion. Don't get me wrong I love my arcanist filth, but I also like balance in a game and these models feel a little under-priced...
  23. We've had a dropout for both days. If anyone wants a weekend ticket drop me a message!
  24. I agree that a low standard for other events is appropriate, particularly if we want to grow the scene! I am just disappointed that the highlight of the competitive Malifaux calendar, which hosts plenty of experienced players all of whom have been in the game for way over a year, does not have a painting requirement. I disagree that Masters is all about winning - it should be a show of the best the game has to offer and be something for hobbyists to aspire to. Malifaux is a hobby and not just a game, after all.
×
×
  • Create New...

Important Information