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Scoffer

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Everything posted by Scoffer

  1. Be careful with Angel Eyes. Three long-range shots per turn can be dangerous for your bokor and Zoraida. I'm playing with an Outcast guy from New Zealand, haven't declared anything yet.
  2. Looks like neverborn player doesn't want to score strategy at all.
  3. It's 4 min 2 attacks through Armour, or 2 attacks+Analyze Weakness from Sparks, or 2 attacks + 2 actions of Miner in a pit trap. And 2 actions of a healer. A lot of actions to waste turn one and a risk of flipping three moderates when you don't need them. Still better, than being unable to bury, but not very efficient.
  4. Abd one more important point concerning Miners and C&R in this pool: a smart opponent will give your miners evidence tokens so they will not be able to bury at all.
  5. I wouldn't call a bunch of minions with stat 5 guns a gunline. They have guns and can form a line, but they can't perform enough hits. Maybe I'm just bad at spamming topdeck shots. And scoring full Catch&Release points with a Soulstone Miner looks like a very hard task: you need to score reveal point turn 2 without burying a Mv4 model. It's possible with all that pushes from Mah and Lass, but looks suspicious.
  6. I'm not sure about Ophelia. Shambling Nests can be a real pain for her: sz 1 means no The Bigger They Are bonus, 8 wd with htw make them hard to take down. Nests can block Ophelia crew in deployment and give Nexus time to summon and gain control over centerpoint.
  7. This map is perfect for Ophelia. With no concealing terrain in the middle and very little cover it's the shooting range our Kin deserves. Just let enemies come a little closer before starting to kill them or you'll have to walk too far to pick the evidence.
  8. But push is still horizontal. There is no rule that allows models end push inside impassable terrain and magically teleport on top of it (in fact there was one for Incorporial models in late beta, but it was removed in release). And don't forget about the falling rules: as soon as your model has any of it's base unsupported by terrain or table - it falls (unless it's walking up a climbable terrain). So any attempt to use any move other than walk to rise above the surface will result in falling. You can divide that move into a series of shortest possible "jumps" (in Russia we call such distance "a skeeter's dick long") each resulting in falling. And of cource such jumps will be free for models that ignore vertical distance. So if you are accidentally playing vs someone you never want to play again, you can declare your model "jumping" and move it up and down untill your opponent curses you and flips the table.
  9. It looks like an "all in" list. Warpigs are glass cannons - they run, they kill, they die. Or just die if you lose initiative and your opponent has enough firepower. Without backline engine to bring new warpigs when the first wave dies Ulix runs out of models quickly.
  10. You can't charge up, because charge is a Push and can be done horizontally only.
  11. Ulix needs all Pigs except Gracie (but Gracie looks to cool not to buy one) and Hog Whisperers. I don't like Slop Haulers, but they are in the same box with the Whisperers anyway. For a grow list you'll also need a Bokor and Zoraida, if your meta allows hiring additional masters.
  12. It's some kind of dirty resser magic, there must be a Guild law against it.
  13. Do you use it with Rogue Necromancy just to discard a card and get extra poison without moving?
  14. Well, you don't have 5 stones to waste on saving him most of time. Zipp needs stones for himself, the First Mate needs stones to leap, so it's more like 2-3 stones for prevention. And after that you have no stones and lose your master ( That's how it happens in my games.
  15. It was all about my crazy luck with damage prevention flips. He is not tanky at all, stones are his only protection. Maybe you should have saved some cards to kill him with Student of Viscera turn 3 or finish him with Valedictorian instead of trying to kill Francois.
  16. I haven't met Cadmus yet, but I think Zipp can be the solution. Rush in, steal&kill Meredith to stop the Husk engine.
  17. That's the point - to decide if you really need that attack. I think malifaux will be a much better game with less attacking just because you have an action to spend. I think there should be some for every keyword. In a world where Transmortis draw 5-10 card each turn for just performing opposed duels, every other crew deserves 1-2 card a turn.
  18. I find discarding cards one of the best costs and one of the best design decisions. Malifaux is a game of resource management and cards in hand are one if the main resources. And it's good when you have to actually manage them and decide whether you want to cheat a medium value flip or save that card to pay a cost later. Discard costs make low cards valuable and at the same time tune down all-severe hands. In a vassal world's game last night I had a hand of three queens (a great hand Indeed!). And I had to discard two of them: one to Ambush and another to Flurry. At least it scored me a VP and it was one of the sweetest VPs I've ever scored. I think some additional card draw could be added to crews that struggle from discard costs instead of removing that costs.
  19. But why doesn't it win anything? Where are all that tournaments won (or at least podiumed) by Somer soloers? I've heard about successful Mah players. I've had success with Zoraida, Ophelia and Zipp myself. Seems like we realy need some videos of broken Somer breaking things.
  20. My plan is simple and has two parts: 1. Score points from strat and schemes. 2. Don't let enemy score points from strat and schemes. Why do I want to kill Georgy? How many VP can I score or secure or descore by doing that? Isn't it better to lure him away? Or kill something else? Models in the bubble can be shot from safe distance. Or from concealment. Or from cover (it's not the perfect way, but df7 saves from stat6 shots rather often). There are also models with stealth and models that ignore los - they can't be shot back. Models can be lured, pushed, placed out of the bubble. They can be obeyed to walk away. Big hats can score outside the bubble. But they lose a lot of strength as soon as they leave the bubble and can be killed before they score. That Skeeter+Crier combo is nice, but there is an enemy activation between them.
  21. Let's begin with reading the card properly. Georgy's push is "up to" and "ignoring models" which means you can't get him out of the bubble (if he doesn't want it) and also blocking way with models doesn't help. Go on, please.
  22. This is the last ITC discussion, rulepack should somewhere there
  23. It's once per turn for each Vatagi Huntsman in your crew. But it's only one free attack (or one card) when a model suffers damage from a Pit Trap, even if it's in aura of 3 huntsmen.
  24. I had a super close game with Zipp vs Anya. Won 8:7, but it was all because of lucky initiative flip on the last turn (and two pass tokens). Archivist with ill omens +2 is crazy.
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