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Rufess

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Everything posted by Rufess

  1. Rufess

    Zipp vs Ivan

    How do you think about this match up? In one hand Zipp gives out to Ivan attacking him, and he doesn't like being attacked on Wp. On the other hand, Zipp can moves Ivan away from Shadow Marker and prevent him escaping easily, plus the Boring Conversation can be a trouble to all Umbra models because of their low Wp. Looking into the Strategies, Zipp would have superiority in Symbols while Ivan in Turf War. Then how about the Ley Line and Break the Line?
  2. In fact both Jokers do affect all variable flip, which includes but not limited to damage and healing flip. So I do think the damage would be 0/3/2/1/2 by RAW, even though it seems working against the intention.
  3. Daeva is a very decent OOK minion for McCabe in ES. Made to Kill and Clingy really shine with all the Ride with Me and pushing effects from the keyword. Mimic is a good add in the first and maybe second turn to help dropping Scrap. Surveyor is also a good candidate. Life Leech from the Mask is better on him because of the armor, and he can use Price of Progress to ensure the Focused Cleansing for self healing. The hazard aura, again, works well with all the pushing inside the keyword. Botanist is another model that is named a lot when talking about ES McCabe. You just need to ensure with your opponent or TO before game on the difference between removing a marker and discarding a marker.
  4. Or you can put down some bridges which would create critical spots for both side to fight around.
  5. Scrap -> Pit Trap for sure, but Pit Trap -> Scrap is highly doubtful. I mean it does make sense that friendly models are immune to Pit Trap -> Scrap since those Pit Trap are affected by the ability as well as Scrap. My biggest concern is that, however, it brings anti-synergy to the Test Subject, the model within same keyword that is designed to be functional with being affected by Pit Trap.
  6. Sparks has his Scrapyard Mines changed in the last errata to the following: So the question here is: What does the word "these Pit Trap Markers" refer to? Is it referring to (a) only Scrap Markers (which are treated as Pit Trap), or (b)also the original Pit Trap (which are treated as Scrap)? My vote goes to (a) but would like to have a clarification.
  7. Incorporeal and other similar abilities can be pain in the neck for Syndicate to play against. Try to avoid combat with their mobility and focus on the VP, both gaining and denying. All their movement tricks, despite not able to deal damage with hazard terrain, can still move enemies away from the scoring position.
  8. I barely hire the huntsman(like 1 out of 10 games), and I don't see myself hiring the rifleman that much neither. They do have drawing and scheming shenanigans with Yannic the henchman, but other than that they are pretty meh. For the same cost you can have Operative for more reliable card drawing, better range attack and Arson for anti-scheming.
  9. Syndicate is a generalist keyword without much inner synergy. So they can hire any model outside from keyword depends on the match up. Usually I tend to hire tanky/healer model to help Anya survive longer. Mikhail XVI Decent attack and okay-ish durability. He brings the min 3 damage that the keyword lacks of, along with more ping healing. Syndicate can also help him move up with all their movement shenanigans. One little trick is to charge Mikhail into Sovereign, dealing likely 1 damage and then heal it back, to trigger Chronicle abilities from himself and Surveyor. It is useful in the first turn (and maybe the second) to transport Mikhail upward and setup Geode marker. Emissary Maybe the best model within the faction when talking about tankiness and healing. Shielded, Take the Hit, a pushing attack and a healing aura are all the keyword desires. It however can hardly keep up with Anya, while Anya would not want to stay at a fixed point to hand out with it either. You would need a solid plan on positioning and activation order to use it in Syndicate. Lamplighter Range heal is very nice, and pushing can be useful in positioning as well as offensive. Lamp Marker is less effective since Syndicate tends to spread out a lot. It is still handy for scheming shenanigans though. Vatagi Huntsman More hazard terrain is always better. Also Syndicate can trigger Set up the Kill with no difficulty. On the Hunt is valuable only when attacking non-Living models, so they are only considerable when facing certain keywords.
  10. I believe all Bayou keywords can play into Ley Line thanks to the emissary. Swampfiend and Tricksy, as the generalist keywords, should be able to play into any pool and have fair result. The only question is not if they can or not play that pool, but is if there is any keyword outplays them in that specific pool. Infamous, as the fastest keyword of the game, is the king of Symbols without a doubt. They (or Zipp himself) can play Break the Line quite well since Zipp can drop pianos in front of the moved markers. Kin is the best offense and defense keyword so they play well enough in Turf War and Break the Line. The only concern is they may struggle if the schemes are marker-oriented. Big Hat is a tricky one. The nerf to Som'er and summoning hurt them for sure but not as worse as the the GG change. All strategies of GG2 encourage players move their crew forward as fast as possible, which is not a good news to the bubble crews. The only Strategy I would consider them over other keywords is Turf War in standard or wedge.
  11. Had around 10 games with Anya in last few weeks. Just want to share my 2 cents on the keyword. Anya Sovereign Corvis Winston Surveyor Overall
  12. Spider is not bug so your statement is invalid. Though you can still find Skeeter instead.
  13. Allowing multiple bases into one hex cell is quite brilliant idea, though you may want to adjust Strategies and Schemes to better fitting the hex system. Break the Line, for instance, brings 4 impassible markers on the board. According to your ruling now, those markers occupy half of the cell. Therefore a player can place 2 strategy markers into same cell and the opponent can never reach to them for the rest of the game. Also you need to recreate the definition of the center line, where would happen in half of the line is located at the edge in between 2 cells, while the other parts across through a cell. In the same manner deployment zone needed to be redefined as well. The last thing I can think of is LoS. When a model would draw LoS through a cell the occupied by a single 30mm object, how the model determines is the LoS blocked or not? This does affect how cover work and hence can impact all shooting crew in a significant way.
  14. Both Cooper and Ivan have awesome synergy with Lamplighter, so you may want to have a look at Jedza. She and her Seeker keyword cannot help you out strategy like Symbol so you may put them on the 4th priority after Anya/McCabe/Basse
  15. You cannot talk about Lovecraftian crew without mentioning Dreamer and his Nightmare keyword. Check out Widow Weaver, Coppelius and Insidious Madness. Another crew you would like to have a look is Tara and her Obliteration. You can find tentacle monster and hounds come out from void to hunt people playing with time. As for the Assassin Creed model, the closest one I can think of is the Midnight Stalker from the Outcast faction. His lore and outlook fit the theme the most (not his playstyle though). We have other "assassin" like Agent 46 and Corvis Rook, but they are more like Hitman. You can go to the Crew Builder and search for the model's name to see its artwork.
  16. @Whut Fair enough. I think we play Seeker in a different way because of local meta and playstyle. I play them very cagey and in bubble. Most of my games they will get into position during turn 1/2 and stay there for the rest of the game. Hence the Lamp Marker is prefect for me. Mikhail and Emissary sitting at the center with a Lit Lamp Marker is just brutal. While it is true that we have access to some great healing (Jedza, Mikhail, Emissary) and movement (Jedza, Surveyor), Lamplighters can move and heal a model in a single action. Beside of them I can only think of Jedza, Rough Rider, and Winston who can do it with a non built-in trigger (well, not a barrier to Winston though). That means they can move a model into a Chronicle aura and heal it to trigger that Chronicle. Damned, Austera and Sophie are usually staying away from the core bubble, with Unnatural Glow their Chronicle are more easy to pull off. And it is the only active healing beside Jedza that can cast in a relatively long range. Healing 1 is not good but sometime it (plus the move) can save you a model, especially like Mikhail and Emissary who have Hard to Kill. If you don't mind to burning your deck, you can have both the Lamplighter and the model being healed use the [+] from the Lamp Marker to set up the opposite duel to avoid accuracy modifier in the healing flip. And don't forget their utility outside of the Lamp Marker and Unnatural Glow. Their 2" melee range is always good to lock enemies from Interacting. And with the Shimmering Lights and their own Chronicle, they can hand out at most Distracted +2 to an enemy in a single use of Unnatural Glow, at the cost of healing that enemy for 1. Which may sometime change the game. I am not saying they are way better than our Enforcers, aka Austera, Grave Goo and Tannenbaum. But, imho, those Enforcers are more situational and should hire based on matchup, while Lamplighter is more general and their tool is more close to the core mechanism of Seeker. Maybe you can give them more chances. btw, still waiting for you review of Syndicate
  17. Dropping and Creating a marker is not considered moving the marker according to the rules. You can find it at Markers, Drop and Create section, p28 of the latest digital rule book.
  18. The errata does fix the resolving action part, it just doesn't touch the moving part. So, unlike the previous "Another" issue, I cannot say if it is or not against dev's intend with 100% confidence. I am currently maining Anya so it will benefit me a lot if I can push an enemy to a Geode Marker to ping it a damage. But I think I will just play RAW, i.e. no damage, until the next errata.
  19. The latest errata had changed the Hazard Terrain rule. Quoting from the document: The question here is that does the change applies to the whole paragraph, or does it only applies to the second part? To rephrase the question more clear, if a model is moved(or pushed/placed) into base contact but not within a Hazard Terrain, will that model suffers the Hazard effect?
  20. If I was hiring them I would mainly use them as a walking terrain for Jedza and Grave Goo. They are surprisingly survivable due to easy access to Shielded and the fact that opponent would not willing spend recourses on them. And forgot the Hard Slam. Dirt Nap is a better attack in lots of the case. You can attack a full health enemy or enemy within 6" of Jedza to reverse the healing to damage. Or just heal an enemy to trigger all your Chronicles. Just be aware enemy using them to against you. During my last game playing Kin against Seeker, Ophelia was managed to pull off some serious attacks with her Clean Up Duty upgrade, putting Injured +2~3 on every models in Seeker's crew in the first activation.
  21. Players, base on their local meta and playstyle, may have very different opinions and ratings on the same model. To me, Lamplighter is an auto include because of the well matched between Lamp Marker and the bubble nature of Seeker keyword. Plus that Unnatural Glow is a easy button to adjust a model position and trigger all Chronicles effect in one single action. They are also highly considerable in certain keywords outside, like Apex and DUA. Moorwraiths on the other hand, have the lowest value within the keyword. They are not bad for 4ss and have some great synergy with Grave Goo. Seeker however is very tight on SS thanks for their decent mid-high cost Enforcers. I think they might shine if GG3 is more friendly to low cost minions.
  22. Rufess

    my memo

    Version 1.0.0

    14 downloads

    my memo on malifaux
  23. I have decided the crew to play after the starter box release Size: 50 - Pool: 4 Leader: Bo Peep Totem(s): Lucky Effigy Effigy of Fate Hires: Fluffernutter Ruffles Stumpy War Pig Iron Skeeter Rooster Rider
  24. you can shuffle deck as an observer by right clicking the deck.
  25. Oh right. Have no idea why I thought it was a replace effect when I always refer Von Schtook as a summoner master. Should check more carefully before posting.
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