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Zebo

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Everything posted by Zebo

  1. Condition removal and lack of Ruthkess is, indeed, a Outcast weakness. This discussion comes around sometimes. And every time it returns, I'm glad of playing Freikorps almost by defect. Yes, Freikorpsmann is the only model with Ruthless, but also is one of two models that can do damage 7 on ranged attacks. Also Freikorps are the kings of blasts and shockwaves in Outcast, so they don't need to target a Manipulative/ Terrifying model to damage it. And they are the best crew to remove conditions in Outcast. So happy with that xD.
  2. Well, in my insane mind I don't mind at all how is built Hamelin, but I've would preferred to optimize Rat's Blight, and increase a bit Rat Catchers summoning (for example with a , wich is already in-built in their attack). Feeling that Hamelin's crews doesn't need rats at all feel weird.
  3. Then, as I was afraid, the main source of Blight are the same who benefits the most of it (the highest Bleeding Disease stats, thought) I think it would have been better designed if some models stack Blight and others exploited it, like Vermin being the best source of Blight and humans more focused on summoning/buffing vermin or taking advantage of Blight on enemy models.
  4. What models would you say are the better to put Blight on enemies?
  5. Really sorry for the necromancy, but need to know. They're specialized in what? I'm trying to figure why they can do for Bandits and Infamous.
  6. In fact it could be possible. You just need to play with Torment +Aionus versus another Jack Daw crew. The opposite Daw could put Curse of Injustice on your Aionus. Would be a game unforgettable xD
  7. I'm not sure in being so specific in organizing the information. I mean, I'm already speaking about the specific function/gameplay of the Master inside it's crew, along with the crew's playstyle, overall shenanigans, strong and weak points. But there's not always one signature ability. Some crews can have more than one (Amalgam has Entropy and Unmade), some crews has none (Freikorps) and some relies almost more on actions (Obliteration's Sutter Time) or triggers (Obliteration Glimpse the Void or Bandit Drop It). It's information that should not be skipped, but would make each entry huge. I want to avoid to explain rules to keep the guide short. That said, it's still far from being finished. The most I know is about the Freikorps, and sure there's people that can explain them better than me. I've played Mercenaries and still am lost about them. Same with Amalgam and Bandit (I want to avoid as much as possible theoryfaux). With Plague, Tormented and Obliteration, the few I understand from their rules (here I'm falling in theoryfaux because I have no real experience) and your help. And with Infamous I literally have no f*king idea what I'm talking about xDD Please S.O.S
  8. Forget about Deutchland, we are now all Malifaux citizens.
  9. Sorry, I was improvising. I feel it in my fingers I feel it in my toes Freikorps is now the best crew All over Malifaux They kill you with their long guns They crush you to the ground They treat your hits like wind breeze They run you over around. You know they'll win you, they always will. The ground is sown with corpses of their enemies. They're your perdition, they will be your end. So run away, away from them. Better?
  10. I'm trying not to enter into individual models capabilities, or specific interactions or tactics. Also, when I speak about interactions and shenanigans I mean things like all Bandits benefit from scheme markers, specially enemy scheme markers, and almost any Bandit can drop them. Or Tormented models spreading Staggered or Cursed Upgrades for other Tormented to benefit, or some Obliteration models providing Fast or Burying enemy models to improve the rest of the crew, or some Plague models spreading Blight and others exploiting it... Yes, Librarians can heal allies and push them, and the Engineers protects other models... and that's all. Freikorpsmann can't do anything for their folks, Scouts activations has no benefits for their mates, Specialists can end some Conditions, and that's all... Freikorps has not an specific mechanic
  11. Thanks. Edited to add what seems to be the main weaknesses an challenges of each crew.
  12. So I'm gonna sing my love song to the Freikorps They can do A LOT of focused damage. They can do TONS of nukes They can be REALLY tough They can become fast AS HELL They can disrupt your opponent's play with the Land Mines, their places and pushes, or destroying your opponent's markers. And they are funny to play.
  13. And probably that's not gonna change anytime soon. EDIT: Although I must admit I didn't remember that Engineers can now heal every non-minion Freikorps, and that's certainly huge.
  14. An that's why it's cool to have other players giving advice. I've never played with Obliteration or faced them, so not realized they can be hard to take down.
  15. Not at all. Freikorps is, compared to the rest of the crews, quite stronger than they was in M2E. More important for me, they are A LOT funnier to play than in M2E (previous 5th wave). There's things that I dislike of them, of course, and I'm not gonna ignore those.
  16. I can do it with the crews I know the most, but need help with the others. Never thought Obliteration crew were specially tough, not versus attacks neither to other effects.
  17. Just curious. Anybody agree with my comparison between Tormented and House of Haunted Hill? That was my first impression with them.
  18. With so much healing you mean the Steam Trunk and the Librarian?
  19. I wouldn't say that 4 of 10 models is an insane amount, specially if 2 of them need to discard card and the other two suffers/makes damage. So many discard and so few draw really hurts Freikorps.
  20. Zebo

    Resculpts ?

    I have no problem with the new sculpts, is the fact that now I have a misogin version of the models 😠
  21. Zebo

    Resculpts ?

    Probably, Leveticus's box is gonna drop Abominations in favor of Scavengers, and I Suposse Abominations would come in a box together with a Desolation Engine. I must make a appointment about new sculpts of Robin. I must accept hotty prostitutes with katanas to represent disguised bodyguards, but now I have to play swordwomans in underwear instead the new sword-cowgirls.
  22. Yes, Hannah can be quite tanky, although I have lost her several times when facing serious models. Who has proved to be a reliable tank to me is Arik. I think the meta of this edition is becoming the resource control crews. If your hand is drained you have little chances to win, and if you can easily replenish your hand, you have the control of the duels, can trigger easily and have a great advantage. In the other hand, crews like Freikorp with no way to add suits, so many discarding taxes and so few card drawing, may play face to face with killy crews, or mobile crews, or summoning crews... but put them versus crews that control the cards and they will struggle.
  23. And that's the end of the discussion xD
  24. Just thought. Could be Aionus a perfect fit for this crew? I mean, not sure how many ways of turning allies Tormented, out of Curses, but even with Curse of Injustice, when tormented, this model could put fast on 3 Guilty, bury them and then unbury in the face of enemy models. Sounds like a lot of disruption. When Tormented, he can treat Guilty as enemies and bury them with Glimpse the Void, what implies that they unbury at the beginning of their activations at 1" of an enemy model, wherever it be. He can also give Fast or Slow to any enemy model buried at 8" of him, so easy fast (Guilty considered enemy). With 2 actions can do (turn) damage and bury 2 Guilty. Then use Sutter Time to trigger again Glimpse the Void on another Guilty. That's 3 Guilty with Fast that are gonna unbury at 1" of a enemy model at the start of their activation.
  25. Thanks, I forgot the many pushes and extra moves that Bandits can display. But about the Obliteration, I know the rules but Not really at all the utility and modus operandi. They kill, runs, tank, disrupts...?
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