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About BimVooDoo

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  1. M3E is more about sinergies between the crews and playing the game with models you like. In Ressers we have lost a lot of summoning mechanics, but this is not a nerf, it´s just that some crews play different. Now i don´t have to summon everyturn a rotten belle with Seamus, but that does not mean i cant keep playing with Seamus, it´s just other kind of game. And i´m glad to admit that counting with only 10 conditions is better than the more than a hundred M2E conditions...
  2. Im pretty sure it is a new Huggy, but the alternative one is so beautiful....
  3. Hello fellow wyrdos, Yesteday i bought the 10T stat and upgrades pack and while i was reading all the cards looking for changes, i got to the reliquary upgrades. And i saw these two. Is this the new look for Izamu and Chiaki? Chiaki looks amazing and Izamu a whole lot more menacing than now. What do you think?
  4. Hello bayou smugglers, I´m running the first oficial M3E tournament this sunday at GTS Madrid Sur. I´m expecting many players come back now that everything is official. If someone wants to come, you are welcome! All details on this FB post https://www.facebook.com/events/1341968279274301/
  5. Im nor rating them so highly but the capability of take the focus out and give distracted without any kind of defense is pretty good also. And they can do it buried
  6. Daydreams are incorporeal, have Lucid Dreams and push nightmares, also they cost 3 ss Alps give negative to dmg flips and they cost a bit more. The Terryfing ones are the Insidous madness and are incorporeal and Terrifying and yes, you need a 11mask, but are pretty cool also. In the beginning of the post you can see the initial crew that contains 8 models with Lucid Dreams that are almost 16 cards in turn 2. that left the dreamer deck with 38 cards. Yes, its random between 3 cards, but those contains a few low cards easily
  7. And is summoneable, 2 ap for each Stitched, and gamble your life ignores terrifying, incorporeal and focus. Yeah, pretty balanced. If anyone does not believe me, i will learn how to play with vassal so anyone can see what i´m saying. But besides this i´m open minded about crew list that can defeat the dreamer, better if the crew list are on Ressers, Ten Thunders, Outcast or Neverborn so i can test them against The Dreamer in tournaments.
  8. Yep, you are right there. It´s not a duel, so if i do not flip a RJ i´m f***** Yeah, i´m aware that with al alpha i can take down a few lucid dream models but here is another problem, stitched together are Df 6, 6 Wd and Armor +1, they are not taken down easily by many models in the game, and the Dreamer can summon them again full HP and the unbury in your face, ready to do the gamble. I understand your opinion of Lucid Dreams, but i just see that the dreamer is cheating in front of me and i can´t do nothing to stop him but killing his models, and that means that i can´t focus on doing the Schemes and Strategy while he can. So, for me, that means a game lost.
  9. In M2E, Gamble your Life was cheteable and also had the backswing in the damage. With same stat, think that if he ties with the other model, the stitched wins. The only models that could win the stitched are the monks as in any kind of duel can decrease the chi to gain +2 to the duel or the enemy cheating a RJ to stop your 13. The backswing has to be there. If not, the damage should not be cheateable and the track worse, like a 2/3/4 and affected by terrifying and incorporeal
  10. It´s a bonus action, and the crew works pretty well as i have said. Maybe there are not 10 cards a turn, but sure they can remove 7-8 cards easily if you don´t take down one or two models per turn and the dreamer does not summon anything else with Lucid Dream.
  11. I agree with your opinion about fiendish gamble, but i do not agree with your last argument. The risk of fliping a BJ is increased, but also increases the probability to draw it and keep it in hand and never fliping it. Also, if you reduce that probability, the statistic says you will flip more red jokers than the other player, and this makes it pretty powerful also.
  12. Hello wyrdos, I had recently played a couple games against The Dreamer and i have only one thing to say: Lucid Dreams is absurdly good. In the last 2 games, with the same crew (The Dreamer, Chompy, 3 Stitched, 3 Daydreams, Serena Bowmand and 1 Alp) at turn 4 and 5, the crew removed 25 cards, not counting with all the 13 that come back to the deck as the stitched used them to Gamble your Life flips. The Dremer´s deck had only a 5, a 6, and all the remaining cards were 7 or greater, that makes the crew almost invincible as all the flips are good or very good. All dmg flips are moderate or severe and the control hand of The Dreamer was pretty good. I think this thing is overpowered and it´s a hell to play against. But it doesn´t stop there. Gamble your Life is unstoppable, being a tactic makes the action skip Terrifying, Manipulative and Incorporeal, as he saves some 13 or 12 removed by Lucid Dreams to do the flip is almost imposible for the Stitched to lose the duel. So the Stitched are a soulstone burner and one of the best minion killer as the stats on the models are ignored also, being just a flip with no modifiers. Hard to Wound can save your life sometimes but against 3 it´s almost impossible. In our game, i lost 3 or 4 models just trying to stop the Stitcheds, and they were not bad models, Katanaka Crime Bosses, Ten Thunder archers, etc... I think Lucid Dreams needs a nerf or at least a rework to make it less powerful. Also Gamble your Life should be reworked, making it an attack action or at least being able to cheat the duel and not the dmg flip.
  13. Hello fellow wyrdos, We have another M3E tournament on GTSur. All the information here: https://www.facebook.com/events/348393872692283/ We waiting for everyone to come!
  14. Saludos habitantes de Malifaux, después de la Semana Santa viene la hora de bajar las torrijas. ¿Y qué mejor forma de hacerlo que dandole a M3E? Con la beta de M3E finalizada, llega el momento de coger los cambios y darle en el primer torneo de formato estándar de M3E en GTS. Y sin más dilación aquí os dejamos las Bases! BASES INSCRIPCIÓNEl coste de la inscripción será de 10 euros y será destinado íntegramente a premios.Mínimo numero de plazas: 8.Plazas: 16 .Se seguirá el Gaining Ground 2018 con las misiones de M3E, que podéis consultar en el post del foro.ELECCIÓN DE BANDASLas partidas se jugarán a 50 SS.Se declarará una facción al inicio de torneo y de ahí se escogerán los líderes para cada partida. RONDASSe jugarán 3 partidas y cada ronda tendrá una duración de 2:30 horas.TIPO DE DESPLIEGUEEl despliegue estará definido en los encuentros.ESTRATEGIAS & INTRIGAS > RONDA 1DESPLIEGUE: Flank DeploymentESTRATEGIA: Plant ExplosivesSCHEMES:1 - Detonate Charges2 - Breakthrough7 - Take Prisioner9 - Outflank11- Deliver a MessageRONDA 2DESPLIEGUE: Standard DeploymentESTRATEGIA: Turf WarSCHEMES: 1 - Detonate Charges5 - Dig Their Graves6 - Hold Up Their Forces9 - Outflank13- VendettaRONDA 3DESPLIEGUE: Corner DeploymentESTRATEGIA: ReckoningSCHEMES: 6 - Hold Up Their Forces7 - Take Prisioner8 - Power Ritual10- Assassinate11- Deliver a MessagePRE-RELEASED MODELSSe permitirá el uso de miniaturas que aún no estén a la venta, representándolas mediante una miniatura de tamaño parecido y con igual tamaño de peana. Es obligatorio usar las cartas de la beta actualizadas esa semana.PUNTUACIÓN Y EMPAREJAMIENTOSe seguirá el sistema TP/DIF/VP explicado en el Gaining Ground.HORARIOSApertura: 10:15.Partida 1: 10:30 a 13:00Partida 2: 13:15 a 14:30Descanso para comer: 14:30 a 16:00Partida 2: 16:00 a17:15Partida 3: 17:30 a 20:00Entrega de premios: 20:00Si hay partidas en curso cuando se acabe el tiempo de la ronda se terminará el volteo de cartas en curso y los puntos de victoria serán los que haya en ese instante.Se darán avisos cuando quede una hora de juego, media hora, quince y cinco minutos. Para los jugadores que lleguen tarde, su rival habrá ganado tanto los volteos de despliegue como de iniciativa.PREMIOSTendremos kit de torneo oficial y habrá premios para los tres primeros clasificados. También realizaremos sorteos de lo sobrante de lo recaudado.
  15. Agreed, Bete Noire is a good model with a high mobility combo. Also with Seamus killing it´s relatively easy to place anywhere, and charges for free...It´s pretty cool. About Sybelle, i use her with Seamus a lot. Here i read that has not sustain. She´s a henchman, so she can use prevention. Also has Terrifying 11, which added to the Scarlet temptation of other Redchapel models it´s almost imposible to pass, also htw and gains focus 1 if an enemy is lured towards his 6" radius. She has nice triggers, 3/3/4 track that with his Critical gets on 4/4/5 in the worst case, can get blasts and can push enemies off... Beckoning call is a nice Lure and the undivided atention makes the whole band a bunch of resistent bastards. Also she can disengage Seamus with a bonus action. She´s pretty good in my opinion.
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