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Seadhna

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Everything posted by Seadhna

  1. basically if your opponent is out of activations you get to go twice, then the turn ends this is balanced by allowing commanders to activate multiple models at once, so neither pure swarm tactics nor superelite teams get a clear upper hand this is nice and elegant, but wouldn't work in Malifaux since our models are too complex to allow group activations
  2. @Mason will there be an updated timing chart for duels? At the moment the General Timing callout box is insufficient in many situations involving model death and multiple passive effects from Talents while also creating several unintuitive interactions (such as blasting off a dead model with "repeat" Triggers). In a similar vein, are you planning to introduce something akin to The Stack that MtG uses? Or will the Talent interactions be streamlined enough to not warrant a stacking system?
  3. Wrath of Kings solved the activation control vs elite problem beautifully Too bad the game is kinda okayish at best and the miniature quality is abysmal
  4. enter the Sky Bandits! *queue Mad Dog in a sailor costume rappelling from the Infamy, shotgun ablaze*
  5. This post is so full of logical fallacies I don’t see any reason to argue anymore. Good luck with your games!
  6. You still haven't defined "effective", yet still keep telling me how to play the game (and no, "kill them and scheme later" is not a viable strategy in every match) using vague words like "potential". Define that too while you're at it! Minor notice: it's you who doesn't see Ama on the board. And no, stalker is much easier to kill than a 10 Wd henchman with 6 stones, then 2 more stones, then 2 more stones (rinse and repeat), everyone who has used stalker against a semi-skilled opponent knows that.
  7. Armor 2 + prevention, can’t push or place, they’ll have a really hard time mowing through all that both nekima and Yas will get positively rekt if they alpha this crew
  8. The card draw and SS generation seem okay, but I don’t see them being better than Engineers or Prospectors, especially with the merc tax
  9. Latest brew time! 50 SS Outcasts Crew Parker Barrows + 4 Pool - Black Market (1) - Stick Up (1) - Oath Keeper (1) Doc Mitchell (3) Hannah (10) Anna Lovelace (10) - I Pay Better (1) Hodgepodge Emissary (10) - Conflux of Stolen Goods (0) Freikorps Engineer (6) Obedient Wretch (4) Desperate Mercenary (3) (exported from CrewFaux) it’s very stable and versatile, lots of incidental card draw, decent activation control with Wretch and Anna summons. Both sisters have Armor+2 from Engineer and Hannah copy, which brings your number of tanky models up to 3. I also see a decent exchange Wretch>Desperate Merc for scramble on Hannah if you need to do something in the enemy deployment zone.
  10. Define "effective" please! Is an almost unkillable, Wk 7, Don't Mind Me scheme runner effective? Hell yeah it is. Is making your opponent waste several activations to kill said scheme runner effective? Probably. Is dealing damage in an area that is slightly smaller than a quarter of the board without using AP effective? You tell me. This is a VP game, not a kill-point game, so dunno about awful.
  11. Hidden still plate is reduce by 2, human shield is pass to a friend. And then there’s Marlena too and Doc’s heal Thing is, he’s nowhere near Seamus, but it takes a full turn of wailing on him to take him down completely Schill with Engineer is fun, but his low cache makes him too strained on resources. Misaki just doesn’t do anything for the crew and is not killy enough without positives to damage.
  12. I've stated this multiple times, but by some otherworldly magic he just happens to work in Wave 5 with the Emissary upgrade. His thing is a perfect midrange game: you put out any of the 9-10ss henchmen, push them into position Turn 1 and make them immovable by spending every stone on negatives to damage and prevention. So you get powerful models that don't die, you're strong vs alpha strikes, and Parker himself can do a powerful Hail Mary turn where he attacks 4 times for a total of 10 damage (3x min 2, 1x min 4). Among things that reliably kill Parker himself are Reva (then again she has to mow through 14 Wd, realistically only doing about 10 per activation) and LJ with a joker in hand. He struggles a lot against activation control and summoning, but is in no way our weakest master (that's the Von Schill slot for sure, he's just the same Parker who can't protect his henchmen; Misaki is also strictly worse than both Parker and Viks while being relatively more killy than the former).
  13. If that something is taking symbols left and right, or placing claim markers, or making a large portion of the board severe, or engages shooters, or hits low Df models with a 3/5/7 track.
  14. Do you know a lot about Russian meta and its competitiveness? Have you played many games with Parker? Hope we meet at ITC next year, I’ll show you some style.
  15. SS prevention and negatives to damage. She also has very high Wp which is key in certain matchups
  16. Well I’ve won tournament games at top tables using both, so yeah, probably worst in faction.
  17. I probably see too much non-Ml attacks in my meta! Ama no Zako with Scramble is amazing in Parker: she can tank, she can stone for suits (that aura is great), and Wk 7 is glorious in Symbols, Stake and Ours
  18. I usually assume opponent is going to hit if they want to (there are a lot of high stats in the game), so having Df 4 with HtK is not too shabby. Also HtK saves a model from damage spikes like moderate on negatives or a RJ, whereas high stats don't.
  19. I do believe 10ss enforcers are a very risky investment since they either do something when you don't have suits, do a lot when you do, or die because none of them are both survivable and impactful. In my experience, the best defensive ability to have for a model with no SS prevention is HtK, and at 9-10 ss only the Emissary has it. Sure, Strongarm gets the Schill aura, but then you either lose activation control big time or don't get emissary, and without regular shirts VS is basically a Swift henchman. So my biggest gripe with Bishop and Strongarm is that they are extremely vulnerable to any sort of control while naturally attracting it (Slow strongarm is just a piece of meat, Slow Bishop is just an expensive Freikorpsmann). My gripe with Laz and SA is that armor reduction is very common in a lot of factions which makes the premium we payed for Armor +2 a little too much. For 9 SS I'd always pick Sue with Return Fire/Scramble for the utility and beatdowns (worst case he draws me a card and has more survivability than Bishop, best case he does good damage at range), for 10 SS it's Emissary without competition, 8 SS is the utility slot, so Marlena/Stalker/naked Sue/Scramble Johan, 7 SS is the "leftover points" slot, but Johan and Flammenwerfer have their niche uses, and Convicts are okay-ish despite being slow. EDIT: looked at Gunslinger stats again. Yeah, they're in the Bishop and Lazarus and Talos category of "I was born to do great things, but will die horribly", so probably the worst enforcer in the faction.
  20. none in the 9-10 ss slot, for sure but for most other models I see at least some use oh, and I forgot the staple of overpriced underpowered beaters which is Killjoy
  21. she can't, but the Emissary has Instinctual and can discard its own upgrades with It Was Only A Loan to draw a card.
  22. what if the board is set up well and things are in cover?
  23. Latest brew time! Haven't gotten to try this, but looks very promising. Parker Barrows + 4 Pool - Black Market (1) - Stick Up (1) - Oath Keeper (1) Doc Mitchell (3) Hannah (10) - Scramble (1) - The Bigger They Are (1) Wrath (9) - I Pay Better (1) Hodgepodge Emissary (10) - Conflux of Stolen Goods (0) Freikorps Engineer (6) Desperate Mercenary (3) Desperate Mercenary (3) So, Hannah under Engineer is a supertank. With Hannah and Engineer we play at 8 cards, we have 11 cards turn 1 without using SS, a 6 and a 7 lets Hannah copy Emissary's action to attach Monkey Paw to the Emissary itself for an emergency card draw mid-game. That's the core I'm inclined to bring every game. Then we have Wrath: with SS he's going to not die horribly immediately, plus he buffs Hannah's damage to min 4 against upgraded models (and with IPB there's a good chance for a moderate 6 with a blast 4). Plus he can heal himself, has baseline Wk 6 for Job's Not Done and positives on a charge. I really think he might be playable in this crew.
  24. Yes, the master is still soul tethered if Marlena dies.
  25. His Wave 5 limited upgrade is so good I stopped playing Bone altogether. So it’s either in-faction or Iron with just Terracotta to swap upgrades and maybe Arcane Effigy.
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