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Morach

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Posts posted by Morach

  1. Date: October 27th, 2018
    Start Time: 11:30 AM EST (Registration at 11:00)
    Entry Fee: $10 preregistration, $15 at the door.  All proceeds go directly into prize support.
    Location: Gaming Underground, LLC
    11651 N Main Street, Suite D.
    Archdale, NC, 27263
    Store Contact: 336.883.0086

    The schemes and strategies are below:

    Round 1:
    Ours using Flank Deployment

    • Guarded Treasure (paired scheme)
    • Dig Their Graves
    • Show of Force
    • Search the Ruins
    • Recover Evidence

    Round 2:
    Carver Walks Among Us (Crossroads pg. 320) using Standard Deployment

    • Eliminate the Leadership (paired scheme)
    • Hold Up Their Forces
    • Take Prisoner
    • Take One For The Team
    • Vendetta

    Round 3:
    Ply for Information using Corner Deployment

    • Surround Them (paired scheme)
    • Covert Breakthrough
    • Inescapable Trap
    • Take Prisoner
    • Public Demonstration
  2. 1 hour ago, WWHSD said:

    If you are going to swap out Amina for the Effigy + something else, try a Medical Automaton. It fits the points well and is a great little model that makes your models annoying to kill and is surprisingly mobile due to its Code Red zero action.
    
    I typically run Bleeding Edge Tech on Joss, but it might be worth trying it on Ramos if you are looking for something to replace Field Generator, especially if you've got the Effigy and Mobile toolkit that can benefit from it instead of just the spiders.  

    I've had success with the Medical Automaton in Ironsides' crew, but hadn't considered running it with Ramos.

    It's an excellent point to try Bleeding Edge Tech on Ramos if I've got the other constructs that can benefit from it. I hadn't considered it, but I'll try it out this week!

  3. 18 hours ago, retnab said:

    We should probably keep wording and rules discussions in the rules forum, so as to not confuse future newbies.

    Anyone been playing Ramos lately? What have your lists been?

    I mainly play two Arcanist masters (was on a personal Sandeep ban until the recent nerf) - Ramos and Ironsides. I tend to choose Ironsides into any pool that revolves around a central area, and Ramos when I need to moderately scheme and cover the board.

    With Ramos I've had success using the following:

    Declared Faction: Arcanists  
    Leader: Ramos - Cache:(3)
      Field Generator 2ss 
      Arcane Reservoir 2ss 
      Vox Populi 1ss 
    Captain 9ss 
      Patron's Blessing 1ss 
      Warding Runes 1ss

    Amina Naidu 9ss
      Warding Runes 1ss
    3x Oxfordian Trio 15ss (after the cost reduction)

    Union Steamfitter 6ss

    The steamfitter has been enough to get the summoning engine going on turn 1, and it's a crew that typically lasts to end game due to the amount of slows and pushes included. The spiders run schemes, the mages are there for area denial/control, and Amina can usually keep everyone alive. I've tried running Leviathan Power Core over Field Generator, but it still feels slightly lackluster to me. 

    Depending on the scheme pool I may swap out the Captain for Joss. If public demonstration is available then I've swapped out Amina for the Effigy + another minion, such as Willie or a miner.

     

  4. Date: July 28th, 2018
    Start Time: 11:00 AM EST (Registration at 10:30)
    Entry Fee: $10 preregistration, $15 at the door.  All proceeds go directly into prize support.
    Location: Gaming Underground, LLC
    11651 N Main Street, Suite D.
    Archdale, NC, 27263
    Store Contact: 336.883.0086

    The schemes and strategies are below:

    Round 1:
    Public Executions using Corner Deployment

    • Eliminate the Leadership (paired scheme)
    • Dig Their Graves
    • Set Up
    • Show of Force
    • Recover Evidence

    Round 2:
    Supply Wagons using Standard Deployment

    • Guarded Treasure (paired scheme)
    • Dig Their Graves
    • Hold Up Their Forces
    • Undercover Entourage
    • Search the Ruins

    Round 3:
    Extraction using Close Deployment

    • Surround Them (paired scheme)
    • Hold Up Their Forces
    • Take Prisoner
    • Take One For the Team
    • Vendetta
  5. Where: Three Blind Dice in Winston-Salem, NC

    1151 Canal Street, Suite 103
    Winston-Salem, North Carolina

    When: Saturday May 19th, 2018, 1 PM - 5 PM
    What: Demos for anyone interested in learning the game of Malifaux! I'll provide the crews and terrain, you show up willing to learn and ask questions!

  6. Date: April 28th, 2018
    Start Time: 11:00 AM EST (Registration at 10:30)
    Entry Fee: $10 preregistration, $15 at the door.  All proceeds go directly into prize support.
    Location: Gaming Underground, LLC
    11651 N Main Street, Suite D.
    Archdale, NC, 27263
    Store Contact: 336.883.0086

    The schemes and strategies are below:

    Round 1:
    Ply For Information using Flank Deployment

    • Surround Them (paired scheme)
    • Covert Breakthrough
    • Set Up
    • Search the Ruins
    • Take Prisoners

    Round 2:
    Symbols of Authority using Standard Deployment

    • Punish the Weak (paired scheme)
    • Hold Up Their Forces
    • Show of Force
    • Take One For The Team
    • Vendetta

    Round 3:
    Guard the Stash using Corner Deployment

    • Guarded Treasure (paired scheme)
    • Dig Their Graves
    • Inescapable Trap
    • Recover Evidence
    • Public Demonstration
  7. 15 hours ago, Baskakov_Dmitriy said:

    From my currently very limited HH experience, cards are a valuable resource even in HH, because you both have 6 cards to cheat fate. This means that while you have more cards per model to defend against an enemy, your enemy has more cards to attack, and vice versa. Yes, in almost every Turn you will have a lot of cards that are too low to use for cheating fate, and the Mages are cool at that. But what if you have a really, really good hand, which also happens from time to time?

    If you have a really good hand, then that's great!  Since I save my few soulstones for initiative flips and damage prevention I'm only expecting to see average hands.  Keep in mind that Howard's Ml 7 and min damage 4 (as you've pointed out below) also makes moderate cards more valuable than the mages.  I'm just hoping to throw more attacks downfield, and use those attacks to slow and push them out of the ring where I can.  In an ideal situation you've got their beater or henchman slowed and out of position, so he'll have to spend his 1 AP moving back into engagement.

    15 hours ago, Baskakov_Dmitriy said:

    Either way, I would normally place my bet on Howard Langston activating two times in a row due to Seize the Day, each time with a new hand, not on Joss+3 mages. After all, Initiative might be reflipped.

    It's why I mentioned the upgrade - Howard going twice back to back will kill something.  Most HH Lists seem to have the henchman, one solid beater/high damage model, and then a couple of cheap activations.  If Howard can eliminate the enemy beater then you've likely just won, as the rest of your models can focus almost exclusively on their henchman.

    One thing to note - Seize the Day also works on soulstone usage or initiative reflips, which helps increase it's value in this format.

    15 hours ago, Baskakov_Dmitriy said:

    Howard needs 1 card to inflict 4/5/6 with Decapitate on Rams. The mages discard for 2/3/4. They have decapitate-esque thing on their (0), but it is not what they are supposed to do normally, and it is not the thing for which they need to discard. 

    I'm not arguing that Howard is far better at taking out a model. I'm stating that my preference, and yours absolutely can vary, is to spread out the power in my list. In addition to having more models that can contribute something besides an activation, I'm also adding the ability to slow/push/burning/ignore armor.  It is a slightly lower static value, but with the volume of attacks (6 vs. 2 or 9 vs. 3) you should still be murdering something, or multiple somethings, every turn.

    In regards to their (0) - it's okay, but not something I plan on using on any mage outside of the one with Blood Ward.  The rest of them severely drop in usefulness once engaged... although you can just push any models you attack (even if you randomize onto the mage) out of the melee so that subsequent shots can hit the target.

    Again - I think Joss + Howard is a great combo in HH. I'm just presenting an alternative that suits my playstyle a bit better.

  8. 3 hours ago, Baskakov_Dmitriy said:

    This is an interesting combo, but you lose 3 SS for nothing, assuming that the Oxfordian trio uses their standard two 0SS upgrades, and taking into account that Seize the Day and Warding Runes cost 1 SS each. Remember that excess Soulstones don't go into your cache in HH, they are just lost, which makes me sad...

    Because the extra SS doesn't go into your cache I also take Killswitch, usually throwing it on the mage with Blood Ward and putting Decoy on the other two mages.  I find that with fewer models the hand limit of 6 stretches a bit further, allowing the discard from furious casting or temporary shielding to be used without consideration.  Even with the 2 extra SS lost I find that this crew hits very hard, and if you lose one model it's not as big of an impact, as every model in the crew is capable of dishing out consistent damage and controlling the battlefield through slows and pushes, while also making Joss immune to your opponent's Slow/Paralyze effects (which can often dictate the success of a given game). If you bring the mages, then you can slow your opponent with their first trigger and use any remaining ones to push your opponent out of the turf war area.

    I reserve my SS for guaranteeing initiative control and then damage prevention on Joss, as any low cards can be discarded through the mages' abilities.

    If you allow the enemy to go first on turn one, then you can typically have something in range for a mage to furious cast on your first activation.  Repeat for each activation until Joss goes last to move into position.  Turn 2 activate first and have Joss remove one of your opponent's key model.  I haven't seen many HH games go to turn 3 without one side having a significant advantage, and this crew focuses on being a gunline that controls the flow of the game while leveraging Joss as a resilient beater.

    With the above being said, I think Joss + Howard is a proven combo in henchman hardcore. Personally I'd rather take Seize the Day to have Howard go twice back to back instead of using Imbued Energies for Fast, but your mileage may vary :).  The Arcane Effigy is a solid model, and removing Slow/Paralyze from a model can be key.  Due to the limited number of actions, Slow on a single model typically removes 12.5% of your turn, and the ability to mitigate this is necessary.

    The toolkit is an okay choice, but I think you're looking for a decent model at 3 SS due to the upgrade, and either upgrade will likely provide more value than upgrading the toolkit to a 4 SS model.  Meaning I think it's an okay choice for your remaining SS because of the upgrade that you're able to get because of it.

     

  9. I don't think this is a bad crew.  The typical HH crews I've seen involve either Joss, usually with Howard Langston and and a pair of Metal Gamin, or Snowstorm with a December Acolyte and Silent Ones.  Between Joss and Howard you should have resilience + killing power.

    I've personally had success using Joss with the Oxfordian trio, and attaching Warding Runes and Seize the Day on Joss.  I think Seize the Day is an excellent upgrade when your opponent only gets 4 models, almost guaranteeing the last activation of round one and the first activation of round two.  If you want to run your list I'd consider it over Imbued Energies, as you could have Howard activate back to back (end of round one, start of round two) to almost guaranteed remove one of the enemy models.

  10. If anyone is in the piedmont area (Winston-Salem, High Point, Greensboro) of NC and interested in a demo game feel free to let me know!

    There's a regular community of Malifaux players that meet at Gaming Underground (11651 N Main St Suite D, Archdale, NC 27263) every Wednesday night, and I can be available as needed on other nights for other regions of the piedmont. Hopefully I'll see you there!

  11. What better way to start the New Year than by meeting new friends and subsequently defeating them in glorious battle?  There will be a 3-round 50ss tournament using the Gaining Grounds 2018 packet.

    Date: January 27th, 2018
    Start Time: 11:00 AM EST (Registration at 10:30)
    Entry Fee: $10 preregistration, $15 at the door.  All proceeds go directly into prize support.
    Location: Gaming Underground, LLC
    11651 N Main Street, Suite D.
    Archdale, NC, 27263
    Store Contact: 336.883.0086

    The schemes and strategies are below:

    Round 1:
    Ply For Information using Standard Deployment

    • Surround Them (paired scheme)
    • Covert Breakthrough
    • Dig Their Graves
    • Search the Ruins
    • Public Demonstration

    Round 2:
    Ours using Corner Deployment

    • Guarded Treasure (paired scheme)
    • Undercover Entourage
    • Inescapable Trap
    • Take One For The Team
    • Take Prisoner

    Round 3:
    Public Executions using Flank Deployment

    • Eliminate the Leadership (paired scheme)
    • Set Up
    • Hold Up Their Forces
    • Recover Evidence
    • Vendetta

     

     

  12. The text on the Mechanical Rider's new version of Arcane Ritual currently reads:

    Quote

    For each (tome) in the final duel total...

    As is it seems that these scheme markers may be placed 2" away from the target with only a single tome, which doesn't seem to be the intention based on the initial text in the announcement.

  13. Hello, everyone.

    I've recently started playing Malifaux and had a question come up regarding the timing of After Resolving vs. After Damaging.  Essentially, the defender had a trigger to push after resolving, and the attacker had a trigger to push after damaging.  The player controlling the attacking model wanted to know if he could push to follow after the defender pushed away.  Looking through the rulebook I see the following on Page 32:

    •After resolving: These effects happen after Step 5 regardless of who wins the duel.
    •After damaging: These effects happen after Step 5 and only if the target suffers 1 or more damage from the Action. These effects are resolved before the damaged model is removed if it was killed by the damage.

    Step 5 in this instance refers to the step in the duel itself.

    We also see a note indicating that the Defender's trigger is resolved first.  So far this seems pretty clear cut, but the thing that's confusing me is when is damage applied?  From looking on page 37-38 it seems that damage is applied during Step 3 of the Attack, "Resolve Results."  My questions are below:

    1. So would the `After Damaging` trigger occur during  Step 3 of the attack (still after Step 5 of the duel), and then the `After Resolving` trigger would occur after Step 3 of the attack?
    2. Is `After damaging` essentially the same as `After resolving`, but with the condition that the target must have suffered 1 or more damage?  Meaning they take place at the same time, and if two triggers occur simultaneously the defender's is resolved first?

    Apologies for overcomplicating this, and thank you in advance!

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