Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

14 Neutral

About Qracy

  • Rank

Profile Information

  • Gender
  • Location

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hello everybody, I would like to hear, what you think about these models, besides the general Family ability discussion. Just would like to take a closer look at both models: I like Papa Loco very much, the idea, the model... I think, his abilities are quite nice and fit to the lore. The only thing I don't like is his "Use This!" Ability: Either I don't understand what the sense behind it should be? Why can another model use his dynamite, when Papa Loco removes a Scheme marker? I don't get the idea behind this. And concerning gameplay, I find this a way too situational. How often will you use Papa Loco, to remove a scheme marker with an Interact Action? In 5% of all games? Therefore I would vote for changing this ability to something more useful and fitting to the lore. Maybe something like in M2E: "Use this!": Once per Activation. When another friendly non-master models declares an attack action within 3" trageting an enemy model within 8", that model may add a to it's damage flip. Or something more about scheming: "Insane Traps: If an enemy model or effect removes a friendly scheme marker this model has placed, it suffers 2/3/4 damage. This damage flip cannot be cheated." In addition, I would remove(!) the Bravado Ability on him and add Unimpeded and "Used to it": This model is immune to the Staggered Condition and cannot take the Concentrate Action. Because he wears his straitjacket, he is used to being a little bit handicaped and therefore immune to staggered and has no problem with severe terrain. On the other hand, his insanity makes it impossible to take the "concentrate" action. That would in my oppinion fit very well to his lore and on the other hand add a little bit diversification and versatility to the Family crew. Nino Ortega: I think he is a little bit a lackluster. Compared to the Guild Rifleman, which I also could take for 7 SS into a Family Crew, I would prefer the Rifleman, as far as offensive abilities are concerned: Rifleman: 14" +10" Stat 5 (6 vs. activated models), 2/3/5 damage ignore cover and friendly fire, Trigger: Armor Piercing, Ricochet and Execute Nino: 14" Stat 5, 2/3/4, ignore cover and concealment, Trigger: Crit Strike, Tactical Planning and Quick Reflexes. Of course from the shadow is nice for scheming on turn 2, but he has to get "closer" to the enemy and is therefore more in danger of being attacked by himself. And because he cannot ignore Friendly Fire, his effectiveness will drop on turn 2 or 3, because you will have much more engagements on the table. The Rifleman keeps his effectiveness, because he can always focus and shoot 24" into engagements. One option would be replacing the Gatling Rifle by the Gatling Gun: 12" Gatling Gun Stat 5, 2/4/6 damage, Burst Damage: When resolving, the target suffers + damage, Tactical Planning or leave his Rifle as it is but give him Sniper and Expert Shot. I'm missing something like Spotter in M2E on him. Actually, he is just a semi-sniper with from the shadows: Meeeh I suggest: "Spotter": Enemy models within 12" must discard a card to take the interact action. or "Spotter": When an enemy model within 12" takes the interact action, another friendly model within 12" may take an attack action targeting that model, ignoring cover and friendly fire. or "Spotter": When an enemy model in LOS places a scheme marker, another friendly model may push up to 4" towards that scheme marker. If the friendly model comes into base contact with that marker, place a friendly scheme marker into base contact and then remove the enemy scheme marker. I would prefer the first or the last suggestion, bringing some utility to the Family Crew. So what do you think? What is your opinion and experience?
  2. And in addition, I would like to see some asynchronous (story) encounters. Because not everybody is playing at tournaments all the time and I agree, after one year, the strats & schemes we actually know will get boring and repetetive. Balancing is important, no question, but fun may not fall by the wayside. And it will, at the latest after some time.
  3. Qracy

    Are we OP?

    But I think this is a general issue about teaching: If you have Dr. Sheldon Cooper as your physics teacher, you will never get into it and you will resign after 5 minutes. I think introducing someone to Malifaux needs a good balance between puppy licencse and a glance of Malifaux's complexity and deepness.
  4. I really like this idea. Would make balancing in the future much more easier. The only point I am not sure about is, if the totem should be hired, too, or if it still should come with your leader for free. Because think of the free Effigy, which henchman get, if they are the crew's leader. I think the effigy is (often) much better than the usual totem and is a kind of balancing the game, if "only" the henchman is the leader. Then you will have to rework this, because otherwise, you will not often see a henchman as the leader, if you have to buy the effigy, too. Or the henchmen are the onyl models, who get the totem (effigy) for free, masters have to pay....
  5. Ok, but then, if you stone for a crow, you trade one of your soulstones for one of the enemy's card or one soulstones. I think that still is not really a good trade and I would like to know, how many times someone really executed a model with the execute trigger..... BUT, if you leave the possibility of discarding a SS to models, which can use them, that ability would get a little bit more versatile.
  6. I think with the latest release, you cannot use more than one SS for anything. So only one SS for two additional cards, not two for 4 cards etc... Also anything else: Only one Soulstone for reduction etc.. Or am I wrong? Kyle wrote: Page 10, 23, 28, 30, 37: Soulstone use is now restricted to one at a time in all instances. On page 23 you find the paragraph to discard one soulstone for two cards.
  7. Qracy


    The Undercover reporters are great for "Plant Explosives": If an enemy minion planted a bomb on your side of the table, you can unbury him late that turn in base contact with the enemy and that bomb marker. Because he is slow and not insignificant, you can just pick up that bomb marker and send the minion back to it's deployment zone and the enemy can do nothing against it. On less point for the enemy. In addition, you can make him staggered that round, because you don't have to move that turn. After that, you can either walk to the other side of the table and plant an explosive by yourself or blow up enemy scheme marker all over the board. I think he is one of the best anti-scheme-runner you can find. I like him very much. Besides that I can't wait the models to be released, because I love that costume they are wearing....."Hey man, don't mind me, I am just a horse...."😂
  8. But how many times can you use Execute during a game? One time? Two times? Because you need a) enough models with that trigger and b) flip high crows or have high crows in your hand Yes, but as I have stated, often you will have to cheat by yourself, so you trade one of your cards for a possibly lower card out of your enemys hand. Not a good trade in my opinion. That is in fact an interessting point. If you would leave the possibility to discard a soulstone just to models, that can use soulstones, then this ability would be much more useful.
  9. Maybe, but I don't like that the Execute trigger is more a card or SS discard ability that a "real" execute ability. In my experience, you need a tight setup for the execute trigger to work: The enemy at least may not have any cards in his hand, what will be late in a turn. Then you have to attack with your model and need a (high) crow, what is extremly situational. I often needed to have a high crow in my hand to make this work. Often the enemy discards then one SS. Well, that is fine, but not overwhelming. Because I traded my high crow card for that. Or worse, the enemy had maybe on or two cards in hand, then I traded my high crow for one potentially lower card out of the enemys hand. And the situation, that my enemy has no cards, no soulstones and I flip a high crow......that's this one in a lifetime thing I mean...
  10. page 37: Damage timing; "If the model being damaged can use Soulstones, it may spend one here to Block Damage, giving a to the damage flip for every Soulstone spent." I think, because you can only spend one soulstone for blocking damage, it should just be "...giving a to the damage flip for every Soulstone spent." Because this could imply, that you can use more than one. I think due to all new restrictions in the use of soulstones, this addition is not necessary any more, isn't it?
  11. Ok, sorry for that. But i have to admit, that I like the "mistake" better than the one now. In my games, I have often tried to use the Execute trigger, but had not a real benefit. Either the enemy discards a low card from it's hand or a SS, which impact was not that big, because in my meta, most people tend to bring 8-10 SS cache with them. And therefore, the trigger is much too situational to "really" execute a model. For me, it's something like once in a lifetime. Okay, that my be too much, but it feels a little bit like that. And tough, the Execute-Trigger does not primary do, what it is supposed to. I like the idea of ignoring Hard to Kill and e.g. Demise abilities, maybe in combination with +1 damage, so it is a stronger variant of critical strike? And/or switching the damage to irreducable? Would like to hear your experience and opinions on that.
  12. And the enemy has to be run out of Soulstones, what in my experience often not happen before turn 4 or 5 (actually in my meta). Actually, I don't like the execute Trigger as it works right now, because of the availability of bringing 10SS chache, it is not that effectiv in my opinion and often not worth cheating for it. In my games, I did not have any benefit using it, although I often tried.
  13. Qracy


    Actually, I take the Brutal Emissary with Nellie. Combined with Phiona, the undercover reporter and the press, you have enough damage output in my opinion. Another nice synergy is taking the Executioner, because you often have enemy scheme markers around you can use for Trail of Blood. But I agree, I would be nice to have another option within the Journalists; but maybe, Wyrd has something in mind yet, what will be released
  14. What what would we have reached then? Trade the "Single Soulstone Use" only against better Stats? I think to speed games up, this was a good descision, because it affects all Masters and Henchman, so they are all scaled down, what I call a fair solution.
  15. Sorry, my mistake. Must have opened the wrong file.
  • Create New...