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Angelshard

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Posts posted by Angelshard

  1. I can see the argument. And Lazarus is most definitely on my shortlist for new models to get.

    I'm not convinced about Hannah. Seems a lot for another Ap for collodi.

    What is the doppelganger role in the list and why shadow effigy when you can't give the benefit to everyone? 

    Seems a bit weak as a master only buff

  2. It seems to me that teddy is a perfect friendly target for shadow lair.

    5" reach. Grab can force the opponent to take a terror check you can fail (perhaps even get a smell fear off) or just push the target into a flurry of hugs.

    The damage you take from the upgrade is healed by regeneration.

    Has anyone tried this combo yet?

    • Like 1
  3. So I'm trying out bag of props instead of fated.

    I'm still using a standard list to get to know my models better

    (I started by switching in and out to try and match the strategy and schemes and found out it worked better to just use the same model three times in a row, at least, to understand it)

    50 SS Neverborn Crew
    Collodi + 5 Pool
     - Strum the Threads (1)
     - Bag of Props (1)
     - Breathe Life (1)
    Marionette (3)
    Marionette (3)
    Widow Weaver (8)
     - A Thousand Faces (1)
    Teddy (11)
     - A Thousand Faces (1)
    Mysterious Emissary (10)
     - Conflux of Music (0)
    Lucky Effigy (4)
    Arcane Effigy (4)

    Thousand on teddy gets swapped for retribution, malifaux provides or maybe very rarely wings.

    Weaver swaps for mimics blessing or nexus.

    The idea is that emissary summons in some early changelings and then either goes after scheme runners or throws out hazardous that collodi can walk people into.

    Weaver's only real job is to throw out -wp for collodi and force horror duels with exhale. Also the extra move for constructs can be a God send.

    Teddy is there as he's the only big beater I currently own that can get retribution. 

    I took lucky over brutal as collodi flips so many cards in a turn he usually gets more healing out of it.

    The marionettes are for personal puppet and to run schemes. 

    With strum, weaver and a 2" push they can go 20" in one activation, that is usually enough to set them up for scoring schemes out of my opponents reach.

    This also works if my opponent has an annoying sniper placed somewhere. Simply run a marionette into his face and have it stand there.

    Arcane is for what he always does.

    I've come to love walking people into emisarrys terrain. 

    If you place them in base contact with it after they've activated that's an average of 11 damage. 3 from strings and 4 from terrain and then 4 again when they activate next turn.

    (Edited cause I wrote it wrong) 

    I've considered replacing teddy with an illuminated when I get them.

    So far the only thing I'm afraid of is facing a really shooty list or a Ramos arachnid swarm.

    I play against gremlins, TT, outcasts and arcanist and one of the others is thinking about ressers. 

    Anything you think I've completely missed

  4. Thanks for the answers. It's very much appreciated. 

    The building advantage worked horribly because it was a gremlin lacroix vs shenlong melee. 

    I think I'm going to argue that we should roll deployment before setting up terrain, and then try to give a side of the board an advantage by placing better lanes to center.

    I'm still a fan of the idea that one side is marginally better so the deploy first/choose sides is a consideration. 

    I can see the argument that different crews want different deployment zones, but I still feel an advantage is a good thing to make the decision harder 

  5. I read several terrain guides that recommend you give one table side a better setup than the other, in order to make the decision between deploying last or choosing deployment zone meaningful. 

    This makes a lot of sense to me.

    But I'm really struggling with getting a fair imbalance in zones.

    One of the problems are that none of us have more than a couple of masters and ~20 models yet. So the terrain have to be balanced for all crews instead of us choosing models depending in the board.

    I tried a setup where the three key buildings all had their staircase pointing towards one deployment zone and the other player had to either crawl up or walk around. That turned out to be way too much.

     

    What I'm asking is, do people have some rule of thumb on how differentiate the sides or is it just a question of trial and error until you learn it?

  6. 4 hours ago, KrazyIvan said:


    It's fine for practice in casual games where everyone agrees to it, but in a competitive setting you need to be able to count cards. That is part of the skill of being good at Malifaux.

    Personally I don't think card counting should be a part of being good at malifaux.

    I love the game for using cards instead of dice, giving much more interesting interactions and possibilities for reducing randomness .

    But I also don't want card counting to give an edge in a tactical game where it isn't an essential thing like in poker.

    Especially if there aren't any models or rules that effect discard.

    Also it doesn't take that long to check hos many of a suit of seven or higher you've used. Generally we only see it where someone needs to see if they have used a lot of high cards in a specific suit or how many 10 or higher the opponent have used

  7. That is our reasoning.

    On top of that we have two players who have a hard enough time keeping up with the new rules, so putting card counting in too seems an extra disadvantage.

    I know it would be different in tournements. 

    The main thing was wether or not it could impact play on some model or rule we don't know about/have missed

  8. My group have recently started playing malifaux, and we're loving it.

    One of the only issues with the game I've had is the closed discard piles, as some in our group are a lot better at counting cards than others.

    It can give a pretty big advantage if you know what cards have been used in a turn while the opponent can't really remember more than a joker and a couple of high cards.

    So we've started playing with open discards. 

    Also as you already have premeasureing and the only other hidden factor is your hand it doesn't seem like there is a reason to have closed discard piles.

    Is there something I've missed about this?

  9. Right, I'm so used to my only non-puppets being henchmen. 

     

    If it works in this activation, could collodi strum, give it +3 damage with my will and have it hit something for a 5/6/8 damage spread with plus on attack?

    Not sure it's all that effective use of 4 ap on a master, but it could be a nasty surprise.

  10. Thanks for the reply☺

    1. I know it requires an 9 of masks or better. I was just thinking that a changeling  throwing out final debt would be a nasty surprise.

     

    3. Probably me misunderstanding the rules but if you make a model take an action doesn't it carry trough until it finished it's activation? And someone else activating it doesnt count as it's activation? Otherwise I've been playing wrong cause I've given a model defensive trough collodi and then twisted it and it was only when it it activated that it lost defensive.

  11. Just started playing malifaux with my tabletop group. We switched from warmahordes. We've only played a few games, but we're already hooked.

    I got collodi as my first master an plan on getting lynch and lucius next to use as stepping stones into guild and ten thunders. 

    I do have a couple of questions I haven't been able to find through search.

     

    1. Am I right in assuming a changeling can use final debt from lynch? And can three use it one time each plus lynch's own use for four attacks?

    2. I've been using collodi to hit people and then controlling an Ap to walk into emisarrys hazardous terrain and purposely failing the duel. This is legal right?

    3. I've been considering using blood wretches for collodi as I feel I miss some hard hitting minions. I know I'm getting illuminated with lynch, but I was thinking of using twist on s wretch to raise its damAge to 5/6/8 then accomplice it, take fast for an additional damage and charge for insane damage. Am I missing something since I haven't seen any mention of doing this?

    4. Can a wicked doll give it's healing plus buff to an undamaged model? Was thinking it could combo really well with collodi's twist for +2 on duels for a minion.

     

    Sorry for the long post

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