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Zebo

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Everything posted by Zebo

  1. I think Malifaux Child isn't in a bad spot. 3ss for a versatile model that can improve the crew mechanics is fine. Maybe lose when compared with the Changeling, but Changeling is 5ss out of kw, so a good help to their crew but not very valuable on faction. If the child were only a bit better maybe would be an autoinclude for every list, and also isn't a good thing.
  2. I don't think Run & Gun fits well with the Drachen Trooper, although could be excused by their impetuous behavior. But ignoring cover and concealment helps and fits perfectly with a flamethrower. Even ignoring HtW (make those damn zombies burn!) but that's a whole other thing xD.
  3. About the Drachen Trooper, he has a lot of potential to be a disruption piece for the enemy's game, but is so circumstantial or hard to achieve that ends being, in fact, ineffective. He can move at the enemy, but very little distance and only with an unsuited trigger. He can drop hazardous terrain markers, but again with an unsuited trigger and only after three successful attacks. He can destroy terrain markers, but with a very short range. The best thing he can do is to remove some conditions in friendly models. Agree with the "ignore cover and concealment" Idea. That's how a flamethrower should work. Also, I would change his Flamewall trigger for the Raging Inferno trigger (the same than Kaeris) and probably would add the Burn It All trigger that also have Kaeris. And probably add a mask to the attack stat. About Lazarus, although I missed him in my initial post, he was fine in the Beta before the nerf, so I can't imagine another solution, although Da Git idea of reversing the Grit ability is a good idea, and removes the annoying discard. And, not sure about the Librarian. I always hire one in Freikorps crews, and sometimes she does a surprising good job dealing damage, but as a 7ss healer she really doesn't helps so much IMHO. There's other 7/6 ss models that heals equal or better wirh better support options (although less pure damage output). Not saying she's bad, but really feels a bit meh.
  4. They can be very good, but also can kill your hand in late turn, when you keep those few hig cards/severes in hand and realizes that you must get rid of one just to try to use their bonus (you know, those turns in which you need to make your beaters/schemer go first and your cards starts flying from your hand trying to keep them alive/make them do their thing, then you have like a couple of severes and one 9-10 kept in hand just in case and you must discard one of them for the Engineer... Not very funny. Specially when you don't flip the 5 and you must decide if burning another high card or just let it go. Their attack is not bad, but neither impressive. It's ok for their cost. I keep asking me what sense has the Sabotage ability in them. Any kind of sinergy there, or just wasted ink? Why do you think is Strong? I see him and not saying he's weak, but really can't figure a good use for him, out of waiting for him to die soon so he can be summoned again in the fifth turn.
  5. Yes, sorry. The Grit ability. I suppose some people had some bad experience facing Lazarus and instead trying to neutralize him, they complained about OPity and whatever. Sad, because Freikorps could have 3 really interesting "big" Models to choose, and now Hannah and Arik are almost autoinclude in every list while Lazarus is never hired ¯\_(ツ)_/¯
  6. Ronins are amazing scheme runners that cannot be slowed by engaging them. They ignore armor and can do a quite fair amount of damage for their cost. They're not the Mernecaries's main fightin minions, but their main scheme runners. Lazarus only needs to loose his Demise and gain Rapid Fire as it was in the beta before people started complaining about a 9ss model whose only utility was to shoot shockwaves. It seems that 9ss for a model that puts 3 shockwaves was too much. It could be engaged, as it can be now, but knowing how to face a model is harder than simply complain and ask for nerfs.
  7. I haven't faced Obedient Wretch, but I've played her a few times and really think it is too autoinclude for her cost. Hamelin Lures Twice any model, with some card/ss there, and hits the same target with the Staff, and you have a model with 5/7 blight tokens, injured+4/+5 and a couple of wounds. Then the OW finishes it with insulting easiness. I really like how Tumy Aches works with her, and the Stealth+Manipulation as being almost the same than those in Stolen (the OW seems an Evolved Stolen). So I would go through erasing the Bleeding Disease before the other abilities. I've only played Talos once, so I haven't enough experience with him to criticize, but they didn't gave him Beyond Time on purpose, so I would go another way. What about adding a crow to his hammer? I akso would add to Steal Essence: When resolving, this model heals an amount equal to the damage suffered.
  8. Which models do you think needs to be fixed the most? Lately, we've been discussing about the utility or usefulness of some models, and I really would like to know in which models more people agreed to be tuned up or down. My thoughts. Winged Plague: those are some of the worst 4ss models in the game. Poor attack, poor resilience, mediocre mobility and no support to their crew. 4ss models are a bit hard to design because if they are not specialized in some role, they en being plain bad, but this models have the profile of a specialized model that does something really useful, and because of that they are poor in all the other things, but without doing anything good, only the bad side. They could improve their mobility with some bonus action like Fly With Me, or maybe increase their blight generation with some kind of pulse like Drink Spirit. I would go through a Drink Spirit-ish pulse with Reposition Trigger in-built. Obedient Wretch: this could be (and is IMHO) the best 5ss model in the game. The damage that this model can do is simply overpowered. I would erase Bleeding Disease from this model, would turn down the Tossed Rat damage to 1/2/3, quit the gun symbol, add a crow to the Stat and add the Black Dead trigger to it. So she could be doing up to 3/4/5 damage to a model with blight, which keeps being amazing for a 5ss model, or could be summoning rats from enemies, but no more auto 5-8 damage because yes. Desperate Mercenaries: those are side by side with the Winged Plague in the race to be the worst 4ss models. They seem supposed to be long range support for their crew, but their Rapid Fire ability is waste ink in a model with a weak 1 ranged attack. Change their damage to 2/3/4 and they would become useful. Or change the Rapid Fire for some other thing that actually helps them to support from range. Yes, a 1/3/5 focused shot is nice, but having to discard a card to maybe do an extra 1 damage doesn't feel right. Those three models are the ones I think need changes the most. There are others that are not exactly bad, but a bit of help wouldn't be a bad idea. Taelor: a painful niche model. She needs too many resources to be really helpful in a crew with 2 ss/cards hungry masters. I would like to see some synergy with her crew rather than give her drunky abilities, as some people are suggesting, but it's not easy. Drachen Trooper: they simply are not worth. As an 8ss model, they seem capable of a lot of disrupting (they can set models on fire, move enemy models, remove conditions, remove markers and place pyre markers) but in the end all those effects are quite situational and hard to achieve. As the only model in the crew causing burning, you can forgot about the Pyre dropping (he must shoot twice the same target before being able to use that trigger). The Mass Hysteria is an unsuited trigger, the marker removal is very short ranged, and the damage is unimpressive. Its Flamethrower could have the same triggers than the ones in the Conflagration action from kaeris (Smolder, Raging Inferno and Burn It All) along with the already Mass Hysteria. Maybe add Mass Hysteria to their Move or Burn action. And it really would be interesting if he could remove all non-pyre markers with its bonus action, instead of only the destructible markers. Hodgepodge Effigy: since it didn't seem at all as the best Effigy, it doesn't makes any sense that ours is the only one with Df 4 instead of 5. Von Schill: I'll never get tired of asking to return his weak 3 damage in a gun with so mediocre trigger. Change the My Loyal Servant trigger for the most easy and intuitive Mend. Student of Conflict: not sure why, but I can't do this model to actually do nothing really interesting in my games. The Mercenary crew is so mobile that she ends too far behind unable to actually do something, although it could perfectly be my lack of ability. Maybe some trigger on Covetous Cravings to move (Reposition, You're Comin with Me, etc…). Something like Analyze Weakness would make of her a good support piece capable of doing else more apart from exchanging actions with allies. Big Jake: not exactly a bad model, but Unexpected return should point that the new summoned Big Jake counts as the original for schemes and strategies purposes, as it looks like should be.
  9. The problem I find with this is that Barbaros feels like a mix between Taelor and Bishop, and giving Shove Aside to Taelor would only increase that. Trusty Flask + Too Drunk to Care would be interesting, althoug I really would like to see maybe some interaction/buff to other Mercenary models. Something that helps other models in her crew or that makes her take advantage of her allies.
  10. Maybe, but without something like that, Trusty Flask in Taelor would be like having to beat a duel with TN to heal 0/1/2. Probably the worst healing action in the game. Another option could be Drunken Kung Fu ¯\_(ツ)_/¯ Nah XD. I would prefer for her to go another direction, or at least her "alcoholic" Thing to not be Trusty Flask. For example, she could have Beer Goggles and the trigger Shower of Booze both in her Hammer and (specially interesting) in her Bring It (they charge, gets poisoned and then must decide if discard a card or gain a negative to their attack). But still would miss some bonus action.
  11. If you're gonna give her poison, at least give her something like Drunken Strength, although I really don't like to direct her to be a drunk. She indeed needs a bonus action that helps her each turn, not only when wants to get rid of a condition.
  12. Arik wouldn't only force the new summoned model to be placed in their deployment zone?
  13. Maybe, but I like to play Mad Dog (almost a must with Parker), Sue (my favourite character), at least one Bandit and at least one Convict Gunslinger or a Wokou Rider. If I add to the mix one valuable prospector, there is only 13ss left, and the Emissary feels too much. I could quit the Prospector, but I dislike the idea of plating with no Bandit, and regards my attempts to prove the crapiness of the CG, he use to perform more than correctly.
  14. I feel Emissary takes too much stones from my crew, so I feel hard to include him. I like to play a lot in keyword, and after picking the most "characteristic" Models plus the models I like, there's no room for a 10ss support piece
  15. Didn't thought about this, but seems a really nasty trick
  16. I like to hire a Malifaux Child along with the Prospector. Appraise is one of the most interesting actions the Child can copy.
  17. Another with Midnight Stalker is in Tormented Crew. He can put Adversary (Tormented) on the Guilty and Teleport to them with On your Heels.
  18. I like the idea of improving their blight generation, but wouldn't reduce their cost for this. Improving their attack stat, adding some blight pulse, or more pasive ways to put blight on enemies would be fine for me.
  19. In fact, the Donkey actually push 3" Instead of 4", but also drops a Scheme marker instead doing 2 damage, so... Donkey Rider is Best Rider. Also, Gremlins has Georgy & Olaf, TT has Yasunori and ES has Patty and Ellie Ramone, so Riders for everyone.
  20. They would be actually good. But I doubt Wyrd take that direction. In fact, I actually doubt Wyrd makes any changes on them.
  21. Mmmh... No, I don't think so. 6 WP doesn't sound better than 2 for me.
  22. Agree with you. My point is that this isn't bad, this kind of difficulty should be the standard for every summoner in the game. Not snap your fingers, cheat a high card and summon a 8-9ss model, as they can do now. Make them look for corpse markers, or some kind of tokens or loops. Make summoners life less easy. And Dashel is OP
  23. Well, it could go different paths. I would like to see their scheming improved. Fly with me could be the way. Maybe with some funny trigger dropping "rat bombs" XD. My preference would be improve both mobility and blight spreading. Something like: Infected Blood: after this model suffers damage from an action or trigger, each non-vermin model in 1 gains a Blight Token. A tactical action that spreads blight in (Drink Spirit style but less ghostly and more pustulently). This could have the reposition trigger. For example. Disgusting Splatter 3" Stat 4 TN 10 This model may suffer 1 damage. Non-vermin models in range must each pass a TN 13 Df duel or gain a Blight token. Quit the range from The Plague Spreads. So the Winged Plague can push up to 6" Towards any enemy without blight tokens in LoS (then the tactical shouldn't have Reposition Trigger, maybe). This way they could be a bit better scheming, without achieving Gupps/Crooligan/Necropunk levels, and really worth it giving out Blight when engaged.
  24. That's why I said completely within 8"
  25. Why? Dashell can summon up to 8", so he only needs to be completely within 8".
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