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Rufess

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About Rufess

  • Rank
    Enforcer
  • Birthday 01/22/1992

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    Male
  • Location
    Hong Kong

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  1. Rufess

    Lady Justice issue

    Yes. And the reason Justice having comparable damage even at lower Ml is because the let her cheat in most damage flip. I did not consider this because it was calculating only a single Attack Action from a single model. The Blood For Blood Action is competing with another Action and as well involving positioning. I am not familiar enough with Nekima to ensure if that extra damage is 100% guaranteed to happen. Again it was calculating the damage from a single Attack Action from a single model. If you are curious about the extra attack of Justice or Viktoria, then double the value then it will give you a brief number.
  2. Rufess

    Lady Justice issue

    Not sure why this debate is upped after the final version had been settled. I am having a bad feeling that this topic will be regularly created in the main forum every 2 months even after the official release. After the long period of half of the closing beta and the whole open beta, and Justice still stay at Ml 6, I hold that Wyrd is satisfied with the current state of Justice as a lower value model killer rather than a elite dueler to fight against opponent's elite beater. For everyone who is still missing the past glory and not interested playing the current form of Justice, like me, I would say maybe put her up to the shelf and play others that feel funny to you. Maybe after a year or 2 Wyrd would released a Alt. Justice with Ml 7.
  3. I am planning a crew to bring back the past glory of our henchman all-star team. Hiring Pool Remaining: 11 / Soulstones: 10 Dashel Barker The Dispatcher Taggart Queeg (8) The Judge (11) Lead-Lined Coat Agent 46 (10) Lead-Lined Coat Guild Steward (6) The core of this crew is Steward giving out Focus and Queeg changing it to Fast. Dashel can summon for the S&S, he and Stweard can also heal our Henchmen back from the losing wound on Fast and The Risk of Reason. I might be able to test this crew this weekend if I was lucky to catch an opponent. But I wouldn't mind if anyone here to test it for me
  4. So the beta is over now, what would you guys advise a new player who is starting Bayou? I have purchased the Kin box with Merris. I believe she is the most straight forward master within the faction while having enough power. My second buy would be Zipp, since he is my favorite Bayou master and I want another crew for non-killy scheme pool. He is as simple as Ophelia but may require some experience of Malifaux to play well as a control master. Besides the crew box, I am looking at Big Brain Brin and Bokor. What other generic single models worth taking outside of keyword? I want some tanky pieces, so maybe Mech Porkchop or Gracie?
  5. I want the Peacebringer back. You may want to check the new art out.
  6. Rufess

    Lady Justice issue

    I lover the idea on the previous page that giving Justice a trigger to add a into Df duel until turn end. Put this trigger under Leap then we have the Acrobatic Assault backed. May you please kindly inform me where can I take the exam and earn the professional certification for testing Malifaux? Wyrd office?
  7. Rufess

    Are we OP?

    and meanwhile hitting 7 times in every turn.
  8. Justice may be the most valuable starting master of M3E for the new players. She and her crew are straightforward enough such that you may focus on learning the core mechanism of Malifaux. And once you have enough knowledge of the game and plan to switch to another master, Justice can still be a top-end beater hiring into other crew.
  9. I had once traveled to Japan and had some good games with the community there. Henchman and some players there had made their own Japanese version rule book and GG18. I as well had translated some content to my local language (not the whole rule book though). Wyrd may run some player-base translate program that let players provider their translation and others can vote the most proper one.
  10. I still want a potential 6th turn as an optional rule, like DMH, for players or TO to decide if they want to apply it or not. With the hope of another turn, I could at least fight for extra VP, rather than concede since half of my crew had no impact on the result.
  11. This. Already missing my Super Justice Flagship list and Henchmen Allstar list now.
  12. Rufess

    Agent 46 nerf.

    My experience with him is positive. The Agent dominated a corner and alone earned me about 3 VP and denied 2 VP of my opponent by his own self. I am not sure if he could done the same job in other S&S set. But at least he can be the MVP in certain situation.
  13. Rufess

    Lady Justice issue

    Lenny disagrees with you. edit: Oh it seems that the original version of Gremlin General had not come true. So now Bayou Gremlins are now Df 5 instead of 6.
  14. Rufess

    Agent 46 nerf.

    I am having a game tomorrow and planing on playing Elite crew. The game is Planting Bomb with Power Ritual and Outflank, so my plan is hiring a Executioner as a front-liner and the Agent as a schemer. I now feel positive to have a 9ss super schemer who can do the strategy and 2 schemes and anti-scheming at the same time. I hope I could come back with some meaningful comments after the match.
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