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About Qracy

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  1. I have not played Nellie yet with her new rules, but to me, the concept of the crew is not, what I expected. Nellie was one of my two favorite masters in M2E and I would appreciate, if the playstyle turns a little bit back more to that direction. I don't like the new "Exclusive Interview", because of it's restrictions in placing scheme markers within 4". If you want to use it more than once per turn on a model, you have to remove scheme markers, what is nonsense, because you want to have as many scheme markers as possible for the other effects of this crew. I liked the "Drop it" Trigger more on their Attack Actions, which would make "Reveal Source" much more effectiv. Then you could give something like Subterfuge: When an enemy Scheme Marker would be Dropped within a6, this model may discard a card. If it does so, a friendly Scheme Marker is Dropped instead. to them. In addition, if you want to give Nellie a little bit back of M2E, you could change the Trigger of "Reveal Source" a little bit: "Could this be… Betrayal?!": Choose an unengaged, non-Master enemy model within 6" of the target. The enemy chosen model pushes 6" toward the target and takes a Action against the target, controlled by this model. That would give Nellie the possibility to push e.g. also Phiona towards the enemy and take an attack action. In addition, I would build-in the in "Reveal Source". Then you would have the good old Nellie/Phiona engine running again. And please give Sharp Wit back to the Field Reporters. I mean they are a 6SS Minion...Look at e.g. Rotten Belles for 5SS....
  2. I really, really hope, that you are right. I have also opened a thread to that topic in M3E Open Beta with a photo comparison between a "new" model and an old one: The Scale of M3E Models Because otherwise, from an aethetic point of view, all old models would get useless and all the time I have spent painting them, would feel like wasted time. From my point of view, that would be something I would not have expected from Wyrd and remembers of the behaviour of the branch primus some years ago. I really pray for the scale not to change and would be glad, if we get an official statement to that...😉
  3. May I bring up my thread again, because Kyle has given the perspektive to rework the family keyword and I would like to speak about Nino and Papa Loco, because I think they really need to be reworked. So what is your opinion on my ideas and/or what ideas do you bring in?
  4. 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?
  5. 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.
  6. 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...."😂
  7. 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.
  8. 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
  9. Qracy


    Maybe I am blind, but nothing changed on the stat card for the printing press? I think this is a mistake?
  10. Qracy

    Agent 46 nerf.

    Yes, I think that is the best suggestion I have read so far. I agree, that would be fine and you can leave his DF at 5.
  11. Qracy

    Agent 46 nerf.

    I like the change, too, because he kept something of his uniqueness. He is a glass cannon, but I agree with @trikk, that there is al little quantum missing in his defense. But Finesse (in this case the ability, not the playstyle 😋) would be an option, too, as a bonus action. Therefore you have to decide, if you use Mimic (in most cases for offensive reasons) or if you use his bonus Action for Defense. So I would leave him at DF5 but give him Finesse, what fits to his style in my opinion. That can easily be countered by Focus or he can be attacked easily with non- Abilities.
  12. Qracy

    Are we OP?

    In my opinion, you cannot declare a whole faction of being OP just because you have three (or maybe four or five) strong models or one crew, which is strong at distance. The only reason, that would allow to speak of the Guild is OP is statistics: If we have an empiric size of sample of game results, that is representative, and Guild is overall winning more matches than the other factions, then you could speak of the Guild being OP. In all other cases, there might be single models or abilities, that just have to be reworked.
  13. You are free to do so. But there is a chance of 7/8 that he will pick another master. I have started a thread in the general area, maybe we should continue there...
  14. Master declaration is before hiring the crew, so if you declare Hoffman, your oponent has still chosen his master. If that master really has "ignoring armour" (are there so many???), I would call that bad luck. And how many factions have multiple Henchmen with "ignoring armor" ? I'm not sure, but in the end, you maybe have one model on the table, which has an "auto" ignore armor, but at Soulstone cost, what in my opinion would be ok. And then, that will be your "problem" to solve during the game. But that is what I call fun: Having a solveable problem. I have to keep my models away from this guy, or kill him fast or make him slow or whatever..... Because there should also be a drawback of armor. It is the same with models with High DF but low WP or the other way around. If you attack a high DF model with a WP attack, that model will have a problem, too... I have started a thread in the general area, maybe we should continue there...
  15. I agree with the problem but not with the solution. Because to me, I get the feeling that in the end of the open beta phase, there are only Stat 5 models left and everything is homogenized. I would prefer an adaption of the "ignoring armor" models / abilities, not being build in to the attack action but being moved to one / or maybe two triggers, so that you have a 25% or 50% chance to ignore armor. What also would be much more realistic, because if you penetrate armour always depends on several variables, where you hit an enemy, in which angle etc... That would, in my opinion, reduce the stone-paper-scissors effect but still leaves armor in a counterable but valuable place. Because this has nothing to do with the original topic, I will open a thread in the general OB forum....
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