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thatlatinspeakingguy

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Posts posted by thatlatinspeakingguy

  1. On behalf of the organizer, I would like to invite everyone to „Gamble Your Life” – a 50ss fixed faction Malifaux tournament in Krakow, Poland.

     

    Date: 29.02.2020 (Saturday)

    Starting time: 10.15 am.

    Place: Vanaheim store, Lubicz st. 34/6 (inner courtyard), Krakow.

    Entry fee: 15 PLN

    Tournament format: It will be a three round tournament and we will use Gaining Grounds Sezon 0 rules (which means it's a 50ss fixed faction tournament; players may not hire DMH models) with Singles game variant (which means players can't hire Masters not sharing Keyword with crew's leader).

    If you have any questions, just leave a post here or send me a private message.

  2. 8 hours ago, Favilludo said:

    So i have kind of a stupid question here: i often use guilty and hanged together and port the hanged to the enemy side first turn by using his horrifying whispers attack on the guilty with the on your heels trigger.

    So my question is this: is it possible for me to declare the guilty as non enemy, after having declared the attack and flipped for it, thus not attaching the upgrade, but resolving the trigger? I don't think so but i am confused by how freely i can use the "may" in the guilty as charged ability.

    Horryfing Whispers in "enemy only", so if you want to attack your own Guilty you have to treat it as enemy for the purpose of the Action and thus attach the upgrade.

    Hanged and Guilty are used together for On Your Heels on Hanged's another attack - Toss the Noose. 

  3. 40 minutes ago, Bloodymess20 said:

    Is he worth it for his resurrection ability? 

    From what I have read players have polarized opinions on Marshal. I am in the camp "not worth it, especially if you're going to invest 2 ss more in The Whisper". but you should definitely try him yourself. And the reason why everyone talks about Archie is because currently he is the best OOK model (model worth hiring outside his keyword, that is) in the faction.

    • Like 1
  4. 16 hours ago, Mikes said:

    I'll be taking Molly against TT against an opponant who only plays misaki and Shenlong. I'm expecting Misaki, but honestly the guy is a tactical genius and I expect to lose, but accepting that means I can concentrate on learning rather than trying to win.

    If he decides to play Shenlong knowing that you're learning Molly then he's not only a tactical genius, but also a bit of an asshole 😉 And if he decides to play Misaki, than you will have an upperhand, as Molly counters her Shadow Marker schtick pretty well.

    17 hours ago, Mikes said:

    Schemes are Power Ritual, Claim Jump, Detonate charges, Hold up their forces, and dig their graves. Given the above, Claim jump seems obvious, probably on the Emissary.

    What's good about this scheme pool is that 3 of them require markers, so if your opponent has any understanding of how Forgotten works he will be forced to choose the other two - or will try to table you.

    You say that Claim Jump seems obvious, but personaly I can't think of any scheme pool were Claim Jump is obvious choice, as it is one of the hardests schemes to get full points of unless you build your crew around it. In my opinion you need a tanky model and a lot of healing to attempt it, and your list (which is fine, just not for that scheme) lack both.

    I would also go for Hold Up, as it is relatively doable with Forgotten crew and does not require many actions that do not contribute to the proper brawl. But I'm not sure about the second scheme. Power Ritual in Turf War seems risky, as people often keep some model behind to secure turf marker. Ten Thunders will bring some second-line shooters anyway. And if you commit Archie and Crooligans to Power Ritual, who's going to hold them up?

    Detonate Charges is not impossible with Crooligans and can synergize with Hold Up, but otherwise it's another difficult scheme to achieve unless you have some reliable scheme markers generation/manipulation other than Interact action. Dig Their Graves is also doable, so I would consider one of these two.

    Anyway, make your own decision and good luck.

  5. 56 minutes ago, steamboyd said:

    So what is the answer to getting around these aoe mechanics for a hamelin player? 100% genuinely interested in your thoughts. 

    I don't think there is an answer other than making rats Evasive. By the way, I agree with you that if an opponent hires suboptimal model(s) only to counter rats, that's a good deal for you. The thing is that many Keywords have access to blasts and schockwaves without going suboptimal.

  6. 2 hours ago, LexLock said:

    I think that this approach is ridiculous. You choose Hamelin as a master for two reasons, blight and rats, if you let your opponent kill off your rats instead of using them for Pustulent Tumors or forming a Rat King you've come a little closer to losing the game, just like if they kill any of your other models.

    This. People tend to oversimplify the role of rats and persuade me that I should be happy that they trade their AP into my cards. But that's not the whole picture - rats are a fuel of Plague mechanics, and if they can take them down effectively - by means of blasts, pulses, shockwaves or trampling over them (McCabe) - they are by no means helping me as a Plague player. Card draw is a consolation, not the goal of summoning rats.

  7. Am I the only person who thinks that giving Malifaux Rats Evasive will improve the performance of Plague crews (both in terms of competitiveness and lenght of play - no more 10-minutes-turns-because-you-need-to-figure-out-how-to-minimize-the-loss-of-your-rats-from-ubiquitous-blasts-and-pulses nonsense) without breaking the game?

    • Agree 1
    • Respectfully Disagree 1
  8. Relating to the topic of that thread: the thing which I dont like the most is the irreducible damage on masters' attacks. I do understand that some anti-armor tech is necessary to keep armor in check, but why on earth prevent ss reduction as well? I though that irreducible damage was universally acknowledged as one of the main offenders in previous edition.

    Sure, it may be argued that irreducible damage is not a problem per se: Molly has it, yet no one complains about that. So maybe Shen and Levi can keep theirs on the expense of something else. But I would rather get rid of that concept entirely, if I could.

    Speaking of Shenlong: as a Ressurectionist player I find Drunken Kung Fu to be the main offender. In general, it counters specific masters and, in Ressurectionists, whole keywords just way too hard. I like the thematic side of Drunken Kung Fu and I think it will be not only more balanced but also more fluffy to change the text of Drunken Kung Fu into "When this model performs a duel, it treats all... etc". This change should be combined with the change to irreducible damage trigger: I suggest changing it into the "ignore Armor" trigger. Thus Shen can still use his Distracted trick and counters Serene Countenance, but Masters who rely on it are not doomed, as they can defend themselves with soulstones and Shielded.

    Just my two cents.

    • Respectfully Disagree 1
  9. You want to know folks where does this anti-Archie sentiment comes from? People are confused that Ressurectionists finally got models worth hiring! But seriously: the only tweak to Archie I find acceptable is rising his cost by exactly one, yet I don't see how it will make the game any better. KingJocko's comparision of Archie to the Jenga tower is probably the most accurate thing that was said about him in this thread. Pummeling him into fine mist will not make Shenlong any less scary, if you know what I mean.

  10. 14 hours ago, jimr0880 said:

    Great, I really like the idea of playing elite so that’s good news. So this works well for molly because she can draw the cards quicker to ensure the heavy hitters have a good chance of doing what’s required? 

    The main reason it works is that Molly can reactivate her cheap minions and thus outactivate her opponent (activating heavy hitter(s) only when her opponent has nothing - or at least nothing relevant - to activate). And if you manage to win the initiative next turn, it means you get two consecutive activations of your strongest beater.

    • Like 1
  11. Hard to kill is not a big deal for my Seamus, at least as long as I can reduce opposing model to HtK in one focused shot. What I don't like to see on the other side of the table are: models able to use soulstones (and high Cache to actually use them), models with 6 Df, models which grant Cover, models which apply Staggered combined with models that can push me far from blocking terrain.

    As for counterplay, I have only one advice which hasn't been given yet: never let yourself cheat your last card if you have no soulstones left. That's the moment of weakness I am waiting for to promptly eliminate any model I fancy with assasinate trigger on my melee attack.

    • Like 2
    • Agree 1
  12. I have hired Sloth several times in Jack Daw's and Molly's crews because he looked good on paper and I didn't like him at all. He's slow and his actions turned out to be less relevant than I anticipated. Probably Ride with me is the way to fix his mobility, but then Molly stays where I deployed her. I don't say he's bad, but definitely not my style.

    • Like 1
  13. 24 minutes ago, Trample said:

    Charge a Night Terror into a Samurai as the first activation of round 2 or so and ping it for 1-2 points. It will die at some point, but hopefully require the Samurai's full activation to do it. If Molly is positioned right it may cause him another point of damage. Later in the turn get Molly in range (walk, dead rider, something) and get a couple of Disturbing attacks through for 6 damage. Likely dead Samurai.  Molly is really good at closing models out like this. 

    And she's also dead next turn, as she's now most likely within the range of other enemy models with access to free focus (I don't want to sound pessimistic, but that's how my Planted Explosives game against Misaki looked like). I think it may be better to take advantage of terrain and of the fact that they can't do Planted Explosives just by shooting at you from distance.

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