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thatlatinspeakingguy

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Everything posted by thatlatinspeakingguy

  1. that's great, but you can choose to play other schemes if you don't have Gokudos or don't want to use them.
  2. Yan Lo doesn't need Gokudos in Resurrectionists, as we can summon some Mindless Zombies for replacement and Manos is already available, so I would say that for Ressurs Yan Lo can be considered complete.
  3. Any combination of the following: Seamus, Molly, von Schtook, Kirai, Yan Lo. But new Gaining Grounds are just around the corner, so you might want to hold off with making any decisions.
  4. I'm pretty sure Molly can be good at both, but in case of RE she will also give up a lot of points due to the squishiness of Forgotten models. Ancestors and Tormented can probably shine in RE, as these are tanky crews with access to repositioning tricks in-keyword. Summoners are usually good at everything, and in RE they get additional advantage which you've pointed out. To score full SoA you need to be able to pick strategy marker every turn from turn two, and preferably without telegraphing to your opponent were are you going to be next turn. Seamus and supermobile crews like Transmortis and Forgotten are going to be strong picks here. Same of Archie regardless of the Keyword, unless he got nerfed in mobility department. Reva seems OK for SoA, but that's probably only if you are commited to play her anyway. Asura and her zombie summoning from the table edge may prove handy. These are my initial thoughs. Can't wait to see entire GG1!
  5. he's proven to be very strong. I would say that if Regelridderen is undecided between Arcanists and Ten Thunders and he likes kung fu (Yan) and working class heroes (Toni) than the best he can do is to buy Mei Feng And that will eventually lead him to Bayou
  6. I think this idea is horrible. Giving models hard counters to other models crucial abilities is just awful and only decreases the amount of crews which are unplayable under specific circumstances. Currently, Ressurs can't play Molly against TT because of Shenlong. Imagine a world in which you simply can't risk declaring Levi, Hamelin or Yan Lo if your opponent declared the Guild. Some may argue that it might be good for balance, but I am sure that there are better ways to achieve balance than saying "no fun for you" to some players.
  7. This question is already answered in the text of Ability, and the answer is yes: Zombie (which is equivalent to corpse marker AND scheme marker at the same time) is killed and does not drop a corpse marker. As for the first question, I am not 100% sure, but I would say that they are treated as Scheme Marker which is ignored for S&S purposes.
  8. Recover Evidence is very similar to 2E Headhunter which was in GG for two years, so I am not very excited about it, although it creates interesting dynamic with Demise: Eteral-ish Abilities. Runic Biding does not seem particularily difficult to me, and playing or bluffing it can result in some awkward positioning from your oppontent. Not to mention that closing enemy crew within the leylines of dark power created by zombies animated by Asura sounds like fun to me
  9. why do you think it's a Ress nerf? Symbols can become Molly's signature Strategy, as Planted Explosives used to be. Also, the value of Lure seem to increase due to the Recover Evidence and Runic Biding. Edit: I feel that they are going to replace all strategies, as new ones have different "philosophy" of scoring: in GG0 you had to put more effort to get each succesive point (kill one model to get first point, two to get second etc.), here you simply have to do the same thing every turn.
  10. Why do you think Reckoning is NOT gone? This is only a teaser, after all.
  11. I appreciate that people take their time to write something up to help newcomers, but is it really necessary to paraphrase almost everything what is on the card in a verbose manner? Having read the paragraph on Tara I feel I have wasted my time. Completely irrelevant reference to Hamelin was just too much for me. Sometimes less is more.
  12. This looks like my default Seamus list, except that I would rather field Dead Dandy instead of two GST. He can turn out to be really helpfull with schemes.
  13. smells like ES-Ress dual to me. although Titania smells like dual too, and she's not, so you can't be sure... Edit: I've just read the wikipedia entry quoted above and I lost my confidence in Umbra being dual keyword. light and dark theme has little to do with death and decay, after all. curious what Umbra's master is going to actually explore. the dark side of things?
  14. Could you elaborate on "recent tournament placements"? I am really curious, as the only one I heard of was LVO, where Reva was played in one round. I know it sounds like I am sceptic about your hype for Reva, but that's not the case - I am always excited to hear that someone made underperforming crew work!
  15. Just to be clear: as I said a post earlier, the problem with ubiquitous versatiles in my local TT meta is not pertinent to every TT master, but to four: Shenlong, Misaki, Asami and Youko. Not sure about McCabe, as I played against him before Hucksters were released, so options were naturally limited for my opponent.
  16. I think the problem is twofold. First and foremost, there is a flaw in a way internal keyword synergies in several TT crews are designed. The logic of keyword synergy is that a model can be a suboptimal choice in vacuum, but optimal if taken with other in-keyword pieces. Many TT keyword synergies are simply not so rewarding and it's enough to take 10-15 ss of in-keyword models. The second problem is what TT versatiles are. In two factions I play – Ressurectionists and Outcasts – versatile models are mostly support pieces, niche picks or Midnight Stalker In TT probably too many versatiles are very effective beaters who do not require much support to work (Samurai, Lone Swordsman, Fuhatsu, Yasunori; the last one is TT equivalent of Riders, so that's understandable). So if you don't need more than 15ss of in-keyword models for your master to work, why would you bother with your not-so-good keyword models if you can hire strong versatiles? Just to make it clear: I am not for nerfing TT versatiles (except maybe Minako, but this needs to be supported by TT players in the first place), as that may harm the factions performance and limit the number of viable masters. I am for making stronger synergies within keyword. That, however, is a bit difficult after the game has been officialy released.
  17. First of all: Welcome to Malifaux. Here are my two cents to the sound advice you got from Adran: As for Arcanists, Mei Feng, Colette and Sandeep are all strong and very different in terms of gameplay. There is some overlap between Mei and Sandeep in terms of models, and Colette seems to be better using mostly out of keyword and versatile models [edit: although Coryphee duet is a must], so there seems to be no wrong starting point for you. Powergaming-wise, it would be probably best to start with Sandeep or Colette, as they have both steep but rewarding learning curve. However, Mei needs less purchases outside her core box to be functional even in small games. You have classified Mei as a schemer using terminology from the linked article, but I would rather call her a beater. I would also argue that her crew can be viewed as an equivalent (tout proportions gardees) of MTG ramp deck, as you will overwhelm your opponent with speed and quantity of attacks from turn one if you follow my purchases guide. Speaking of which, Metal Gamins and Metal Golem, Neil Henry and Steam Arachnid Swarms would be my first picks after Mei's core box. Gamins and Golems can be used with Sandeep, and Swarms are awsome in any Arcanist crew.
  18. Most often I want to get activation advantage on turn one. So I start with Crooligans droping scheme markers and focusing and I activate Molly before I activate my beaters. It's most often one reactivation and two draws, as Molly needs to discard to reactivate and to push with bonus action. Nothing special, to be honest.
  19. Bernie Bros are coming to Malifaux to put an end to the corporate greed of the Guild! Medical Automaton for all!
  20. Power Ritual in Flank Deployment shouldn't be that difficult. I would probably hire Nanny as the other anchor for Croolies. I was rather thinking of Yan's action The Treacherous Paths, which will hopefully let me isolate the target. Yin could work as well, although I'm not sure I would hire her. Edit: by the way, is that for a real tournament? or it's just your own concoction for theorizing's sake? i'm asking, because that second scheme pool is so evidently skewed towards Molly...
  21. there are many things to disagree with, but what I find the least persuasive in your argument is the pricing of master's third AP.
  22. I think that Ten Thunders are the greatest failure of the Keyword system. Some combination of Samurai, Lone Swordsman, Fuhatsu, Minako and Tanuki, with occasional Emissary makes a cornerstone of every Shenlong/Misaki/Asami/Youko list I have battled so far. And it's not one player's preference, as there are three TT players around. So I would like to see that problem addressed somehow, but I doubt anything will be done with that, as that's not a game-breaking thing but rather an example of design failure.
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