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Frollo the Wordbearer

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Everything posted by Frollo the Wordbearer

  1. About Johan. Don't know.. I'm used to bring him with Ironsides (and M&SU heavy crews) where he has [+][+] to hit AND [+] to dmg, brings a heal for the enire crew and do his other jobs. Here he seems to have less sinergy to not having one (if you don't take the mages). Not sure if the [+] metal gamin justyfies him enought.
  2. At the moment, models i remember: Ramos' electrical fire and magnetism (only on constructs btw) Joss'axe Oxfordian mages' attack Gunsmith's trigger on its gun Shastar V Guard's trigger on meele Soulstone miner's meele Willie's attack Large arachnid's trigger on meele Mobile toolkit's attack (lol) Don't remember other models, but may be.
  3. I don't think so. You can gain the Reactivate condition only once per turn if I remember correctly. I really like Recharge SS on Joss or a tanky henchman/master, especially if i suspect an enemy with a lot of living models and a meele-oriented game.
  4. Sunday at a tournament (went third playing ramos and ironsides) i fell in temptation and bought Sandeep's box. Tried him monday against a club-mate who played Leveticus. I tried this crew: Sandeep: commands, unaligned sage, arcane res (6 ss) Joss: warding runes, recharge ss Kudra: free of mortal.., warding r. Trio of mages Ice gamin Arcane effigy It was outstanding. Basically whiped out the enemy crew having only Joss as a victim (who was FFM, btw). What Sandeep did. First turn summoned a Metal Gamin with [+]s to near models and Non-slow Bonasuva. Big blue gone Frozen Heart with 4 min dam. in his first activation, killing a FFM trapper and on second turn exploded in leveticus, Alice and Desolation Engine faces for 3 damage + burning. Second turn had't the right card to summon, so Sandeep killed the engine with his bolt. Third turn summoned a stationary bonasuva, activated his non-randomize aura and damaged A&D with his bolt (A&D and Ashen core were killed by mages and bonasuva). Forth turn charged and killed leveticus all by himself. His mechanic is awesome, as his abilities are. A 4 ss minion (effigy) using a 2/4/5 non "gun" bolt is terryfing. He gives you an answer to basically.. everything. Pushes, places, interactions, summons, buffs, meele.. really really solid and forgiving (you moved that model poorly? It's a pity you don'have a "lure" on a 4ss model.. oh, right!). Bonasuva is great, even only as a threat or distraction. Ox trio are.. well, Ox trio (probably even better than in a Tony crew). Joss is ridiculos with Ox buffes, turning from a tanky model to a nightmare to play against (HTK + rigeneration is bonkers). Kudra.. is useful. Her (0)s are very cool, expecially the forest. She didn't a lot in this game, basically shooting something, placing a couple of forests and countering a Claim Jump. Not sure the warding rune ss was well spent, but well.. I needed to score Show of Force. Anyway, positively impressed. Cool models (far better than it seemed in photos), cool rules, very funny to play. Byez
  5. Colette can also have a good use out of them. Gunsmiths are realatively punchy models with a good range who can benefit a lot of the Prompt ability (1 extra action + fast if you cheat a ram). They are also minions and can benefit from her aura, when the don't need their (0)s. And.. well, more False Claims from Union miners + a push? Yes, thanks
  6. Tony Ironsides. They're M&SU and M&SU models reaally loooove having Tony near. Her aura passive buff is one of the best of the game, being basically a free focus on every attack action they make.
  7. Yeah, surely we can give it a trie. It's only seems.. situational. If your opponent breaks you eggs too early, if you have a bad hand, if a black joker.. ecc. Just.. don't know. Maybe it's me, but seems.. needing too much things going perfect or being destined to crumble. Of course i don't mean to offend, or being rude. I just don't have enought padronance of the english language. I'm curious to see how it does for you, if you can do a little b.r. Bye!
  8. Don't really like Rail Golem in a Ramos' crew: too tome hungry. AND killing the brass aracnid seems a pity. It's cool having it ready to reactivate someone else even in later turns. In addition I think you're really too hand-dependent. Without a perfect hand you'll be in trouble, probably. Imho, of course
  9. Mei was my first arcanist master. I've found an orange firestarter in a raptor's box last year and tried him a lot with mei. I found using him to set Rail Golem on fire and do schemes, mostly. Then i tried him without the golem and with a gunsmith, setting thing (snipers) in cover to fire to make the bad girl with the gun explode them. It worked well. I've never managed to set things on fire for Mei to charge, thought. I always found better things to do with him (schemes in fact). I don't think using a 7ss henchman's activation to prepare the enemy for Mei is worth the investment, honestly. She hasn't all that damage potential against the single enemy to justify it. AND it let your opponent know Where you want to send Mei and gives him time and the opportunity to react. I think Mei's role (other than Steam Vent) is to threat the piled-in enemies, where the firestarter hardly could make the difference (setting on fire one model when there are 3.. well, ok but meh). Here the tiger's claw really shines, even without [+]s. She has a huge threat range, just with a porkchop's doulbe walk she reaches 22-24" on the charge. Really good mess with your opponent's moves. I just bought arcane effigy and going to try it a lot. This should be a way to really put burning and stress opponent's hand efficently, giving the amount of attacs mei could make. Lots of attacs, lots of burning (or discard). Sound juicy! Ah, the upgrades! I use nearly every time Sismic Claws, Arcane Reservoire and Seize the Day. Given her "anti-sinergy" crew (2 railworkers and/or Har Worker stress your hand a lot) i really need the seventh card. Seize gives you the opportunity to make a storming attack late in the turn and have a good probability to have the first activation in the next turn, giving Mei more attacks AND a way to excape opponent's retaliation (2 activations chaining attacks and the last one to railwalk away). Well, that's it for now. Sorry for the poor english, i hope it's understandable. Bye!
  10. I don't like very much Hank with her.. well I think he's quite indipendent and strong on his own. A little too fast to stay in her bubble. He's decent, thought. HPM isn't really super effective on a Ml7 4/5/6 dmg. On the other hand Joss is amazing with her: 4 damages ignoring all common defenses is bonkers and the ward bonuses on him.. god, soooo sweet. And he's sooo tanky.. just love him. Until now the Rail Golem didnt seem to me the best beater cause its tome hungriness was in conflict with Toni's.. but now, with the errata, he's starting to shine in my mind. Speaking of medium class beaters i like gunsmiths, johan and mages a lot. All of them can beat something 3 times, and with HPM they hitting power reaches scary levels. It's card hungry of course, but with all those positives you'll usually need to cheat less than normal crews (and you'll have a use for every card in hand).
  11. Ciao fazza. I've never played nor needed the arcane emissary with her. It is useful only in an "adrenaline centric" crew. Usually i play her as a support, abusing HPM and You looking.. Toni isn't that good at punching thing, in my opinion. She could be devastating given optimal situations (killed a full health Barbaros in one activation once), but.. well too situational to count on her brass punches. Arcane emissary is good and toolboxy, but has the drawback to not have the M&SU characteristic. 10 ss in one model are really a lot for a model who doesn't receive Toni's best ability. Imho, of course. On the other hand, the errata is tempting me to create a more adrenaline based crew for her and in this kind of list the emissary surely has its place.
  12. I'm curious about the Ironsides' crew composition. Do you remember which models your oppo played?
  13. I've pinned them, Somer's skeeters and every model with their "syndrome" in my collection (as Howard Langston). If you have a way to hide (in Hank's model i've used a broken aracnid under the model) it will be even better to see
  14. I'd use two Skeeters over Old Cranky all days of the week, even more if you want to give suits around. I'd remove the piglet from the crew and give Gracie her Saddle, Burt Dirty Cheater and Somer Dirty Cheater and Can o' Beans (so you'll have 4 0 actions to use throught the skeeters). Alternatively you can think of giving Trixie her big good gun (with rams given out by skeeters she can do a lot of hurt). Saddle for Gracie is a Must for me. It gives Somer or Burt mobility and make them not use AP for walking. Better use it for Burt, as Somer can be pushed by gremlins with Loudest Squeel.
  15. One thing that I observed is that Mei's crew tends to be meele focused and do not bring a lot of firepower. I tried with discreet success Th firestarter + a Gunsmith. The burning from Firestarter helps Gunsmith and Mei's attacks and he's great to run schemes. He's good to bring Bleeding Edge or Powered by flame in a heavy construct list. All this burning sinergisez even with railworkers' (0) action and/or railgolem (giving him burning 2 with Firest on the first turn usually is sufficient for the game). The low damage potential of firestarter's and railworkers' attacks are good even to give Fast to the gunsmith. The latters' Shovel faster! Seems perfect, dealing 0 damage to a non-burning gunsmith, if you ave a low ram to cheat. Like spooky_squirrel says I find Mei Feng's crew card hungry, and I always buy the Arcane Reservoir or her own upgrade that gives you a card when she kills someone. The first one is more solid, thought. My 2 cents
  16. I'm not a great expert of the game, neither a very good player i suppose. I usually play in Arcanists Mei and Ironsides. My Mei plays very construct heavy crews with at the core Mech Pork, emberling and 1-2 railworkers. The first one is a really amazing toolbox: walk 6 is esactly the range of Railwalk, and the passive aura that gives + to attacs in charge seems done esactly for her. He just gives Mei a 20" ish range with a good number of attacs (well, the usal: the more weak enemies, the more attacs with positives) when needed. Usually I start the fisrt turn double walking him and railwalking Mei on him putting a double Vent Steam (against shootyand casting crews, of course). They can be a ong range menace, switching "style" on the fly. Putted the emissary on the table with her only couple of times and did a good job. The extra "super scrap" is good for her mobility and control hand, the passive aura adds more att.s and he's just very solid. Tried sparks once and didn't find him amazing. He's situational with his aura, doesn't give great hitting power nor resistance. His fast-(0) needs a really big hitter to make the difference, i suppose. In my next game i'll try to use him to perma fast-ing Hank. Sparks could be a good "hard workers" (the "precise" upgrade) vector, even being only ht1.
  17. Seems that I need to read more carefully some rules ? Well, fortunately i didn't have the time to use them wrongly
  18. Yeah, that was.. implicit. Joss is known for durability. That said,I tend to play Toni more as a buffer and less as a tarpit, and she usually survives the games with a lot of wounds remaining. Maybe is dicted by my meta, where usually people tends not to play iper aggressive. But we are a real young malifaux gruop, time will tell. Anyway, what you Ironsides-lovers brothers think about our master in the new GG? I had just read the new scheme a little but the impression is to shift my playstile to a less killy one. I'm now super excited to try Union Miners. With their new shiny card they seem the perfect tool for a lot of marker schemes, starting from the Claim Jump. It seems to me that this scheme is like built around their ability. On the paper one Uniom Miner can just do Claim Jump every turn with a 1 AP, and that's seems to me the most AP-efficent and reliable way to do it. I'm sorry for the probable errors, but english is not my languague Good day and happy new year!
  19. I think any model that has an interesting (1) action cuold be quite great: roosters, piglets and war pig have a (1) charge and that's great. Even models with a good gun option and models who can apply conditions to the doll should be fine (Mc tavish and Merris come to mind). Imho
  20. I don't have nor play zoraida, but played against her one or two times. She seems quite fun to play. Don't like at all the models in her box, thought. Ophelia's box has a lot of very cool and good sculpted models (the children are absolutely too big, thoungh) but I didn't enjoy her playstyle: too straightforward for my taste. My 2 (useless) cents
  21. Merris: Walk 5, fly, reckless, 0 action "discard a card and place a scheme marker". I have to buy her ? Raphael: walk 5, very durable, very good gun to kill other scheme runners. A solo-piece
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