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Everything posted by grim_stoki

  1. grim_stoki

    M2E Rasputina

    It seems like she'd be good at Ply, where her mobility isn't such of an issue and her ability to hand out slow and paralyzed would be very useful.
  2. grim_stoki

    The AWESOME Colette (Nop)

    I was referring to Collodi's attack, and that a cast 7 is guaranteed under certain (not uncommon) circumstances. Maybe I've lost track of this "thread?"
  3. grim_stoki

    The AWESOME Colette (Nop)

    Barring an enemy red joker, you're guaranteed a success on a wp 5 model with an 11, wp 6 on a 12. You'll probably be cheating for the suit anyway. You have Corphyee too. It's too bad Assassin's gift is a (2), I think Oiran could really benefit from free focus. My experience with this upgrade is the delayed Obey is too situational to be used.
  4. grim_stoki

    Mei Feng Buff Idea

    I took another look through her cards tonight. Most of her triggers are designed to do small amounts of damage to multiple targets, which in general is a recipe for disaster. Mei-Feng seems to have a bit of an identity crisis. She doesn't do damage reliably enough to be a beater, and her support abilities are not good enough to be a support master. She kinda does two things sub-optimally, and I think that's a tough problem to engineer with tweaks to her card / upgrades. I think you'd see her more if her attacks ignored armor / damage reduction. That way, the 2 damage she is typically doing is actually 2 damage and spreading that around multiple units becomes a slightly better play. It would also make opponents slightly more afraid of moderate damage coming from her.
  5. grim_stoki

    50SS Tournament @ Games Plus, Mt. Prospect IL - 6/23/18

    Count me in
  6. I usually take a single performer to help push Colette around. Manipulative can be a card sink for your opponent. They can really benefit from Colette's upgrade to hand out free focus, as their Hairpin attack has a nice severe damage. Mannequins are a bit more niche. If your opponent has a hard time dealing with armor, they can be a real nightmare. Their ability to throw scheme markers was much better in GG 17 when you could throw a scheme marker right into the middle of an enemy crew for Detonate the Charges. Oiran are very expensive and very difficult to use. It can be fun to get unbeknownst off and make it so a single model can't attack anyone in your crew 🤣 Ice Dancers, funny enough, I tend to avoid in Colette crews. I feel as if it's pretty easy to deal out scheme marker's with Colette and I don't need a dedicated scheme runner. She also tends to be too fast for an otherwise pretty static crew.
  7. grim_stoki

    It's a Small Game we Play

    There are more possible games of chess than there are atoms in the universe. Chess will never be a solved game. Still, expert chess players starting moves are similar, because there are only so many openings in chess which result in a strong position later in the game. Malifaux, and miniature games in general are similar. The opening moves (crew selection, scheme selection) are going to be the similar from game to game. Certain crews and masters are going to give you an advantage. But the decisions that happen after that are far from perfectly known.
  8. grim_stoki

    Models better out of faction

    I don't think you can get that much poison out of it though. The performers really only become valuable if you can get up to poison 4 or 5.
  9. grim_stoki

    Models better out of faction

    I see a lot of people take performer's out of faction paying the merc. tax for the "sip of wine" trigger. It works well with poison heavy crews, which Arcanists lack. I don't think this is a particularly good strategy, but I see people do it.
  10. grim_stoki

    Monday Preview - Mystery Monkey Mischief

    Harambe is out for revenge.
  11. grim_stoki

    The AWESOME Colette (Nop)

    You get a 3" push with prompt as well, so you could potentially push a model 9" before it activates (12" if you have Cas understudy). That feels a bit extreme to me. I'm not sure the prompt nerf hurt Colette so badly as other models being adjusted such that her abilities are no longer cost-effective.
  12. grim_stoki

    The AWESOME Colette (Nop)

    Yeah, that is typically how I play. I agree giving up an 8 is painful, but you need to remember doves get better as the game goes on. I'm not too worried giving up an 8 or a 9 on the first turn especially with AR. Worst case scenario I'm giving up a prompt. Games tend to be a bit slower in wagons anyway, since crews need to do a lot of positioning and pushing early in the game. I wouldn't take them in anything but wagons, where you get two free 3" pushes a turn. They can be a real nightmare for your opponent, with all of the positive flips and defensive tricks. And giving them free focus really helps.
  13. grim_stoki

    The AWESOME Colette (Nop)

    I feel Colette doesn't deserve the garbage designation she's given. She is certainly not optimal, but I find her to be reasonably competitive especially in Wagons where handing out 0 AP is very helpful. I think the key to Colette is building a crew around her that takes advantage of some of her unique abilities: Handing out 0 interact actions for wagons / headhunter Giving glass cannon type models reactivate, where the sacrifice isn't too bad as they will probably die anyway Models that benefit a lot from doves, or using doves to disrupt enemy crews that rely a lot on positioning. Handing out free focus to showgirl minions This is what I normally take: Colette AR, CC, AP Cassandra PP Joss 2 Coryphee Performer. I'd like to try swapping the coryphee for ox mages at some point
  14. grim_stoki

    Iron Scorpius choices

    Sandeep (duh) Ramos (I like him for killy strats and schemes) Marcus (Good all around Master) Ironsides (Good all around Master) Kaeris (I have more experience with her than Raspy)
  15. I'd say it's on life support. We had a solid group of 4 -6 guys and gals that came out every week, but we've been slowly loosing them: 1 had a kid. 1 went back to school. 2 moved away. It's too bad because after Adepticon I'm really jazzed to play more Malifaux 😢
  16. grim_stoki

    Oxfordian Mages: A Power Struggle

    Elemental bolt is really good because the trigger is basically built in with resonance. If you change the suit of the triggers, you need to spend a card to hit the status you want. I feel that would weaken the mages too much. Basically, making it so the trigger can only be declared once per turn means you can only slow one model per activation. I feel like that is fair.
  17. grim_stoki

    Oxfordian Mages: A Power Struggle

    Mages feel like they are in a weird space, where they probably are a little too good for their cost, but at the same time changing one thing would make them borderline unusable. They feel a bit like Ramos in that regard. Maybe you could make it so Arcane Bolt can only declare one trigger per turn? That means you could get slow or windblast, seems pretty fair to me.
  18. I think it has to do with inter-faction balancing. Resurs are the "summoning" faction, so naturally their summoners would be better. The comparison shouldn't be Nico vs. Ramos, but Nico and supporting crew vs. Ramos and supporting crew. There, I think the comparison is a bit more even.
  19. grim_stoki

    Freikorps Specialist and Ramos

    I think this is only useful if you can remove it off multiple spiders, which requires a card (8 of tomes) or a card + stone. Hold up their Forces seems like a good scheme for this trick.
  20. grim_stoki

    Lets talk about the Flaming Angel in the room

    I've been doing a lot of theoryfaux with Kaeris recently. She's an awesome model with a really unique set of abilities, and while I don't think she'll be a tier 1 master, I think you could throw a lot of opponents off. This is the crew I've been toying with: Kaeris Grab and Drop, Blinding Flame Kandara, Mantle of Flames Carlos Howard Practiced Production x2 Union Miners x2 Fire Gamin The idea here, is you use the miners to hand out burning to Howard (or anything else you want to go airborne) instead of Kaeris. The frees up some of her AP to do fun things, like set your enemy on fire or push around gamin/miners with blinding flame. I think miners are better than people realize. False Claim is now usable, and works well with Practiced Production. Their melee attack gets a big boost from the 2" range, and with the + flip to damage you stand a decent chance of getting a severe 5 damage, possibly 6 with crit. strike. Both Kandara , Carlos and Gamin can hand out burning to the bad guys relatively cheaply, boosting Kaeris's damage output. I find him to be way too fragile. Even reckless isn't very useful, since most of his actions are kind of crap. He's basically an expensive wind gamin that doesn't do anything when he dies, which is always
  21. grim_stoki

    Common Sandeep Mistakes.

    You can only beacon one of Sandeeps actions once per turn. You can cast via beacon as many times as you want, but they have to be different actions.
  22. grim_stoki

    Need Advices on Sandeep

    This is the Sandeep list I've by toying with. I want to swap Kudra for the Valedictorian once I get the model: Sandeep Arcane Reservoir, Unaligned Sage, To Behold Another Cassandra Smoke and Mirrors Kudra Free of Mortal Shackles 3 Oxfordian Mages Wards and Temp. Shielding. 3 Wind Gamin You mostly want to sit and shoot with your mages and Sandeep. Cassie and Kudra / Valedictorian and the gamin provide you with some close up muscle if you need it. You likewise have a bunch of movement tricks between Sandeep, the gamin and Cassandra. Cassandra can understudy the mages, and the mages can cast arcane storm, so you have a lot of options per ap.