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catbat07

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Posts posted by catbat07

  1. Widow Weaver, 2-3 changelings and an expendable model (ideally Serena, but a depleted also works. However, because of how many ways this can go wrong I suggest taking both).

    Widow weaver activates and shoots the expendable model twice, causing it to make two horror duels, which it will fail, drawing two cards. 

    Changelings activate, copy the weaver's shoot and shoot the expendable model twice each netting 4-6 cards. 

    You may have to keep some low cards in your hand to cheat down.

     

  2. 22 hours ago, hydranixx said:

    Your core model pool is good enough to work for now. Rogue Necromancy, Belles and Doxies are all really good with Molly. Nurses are flexible and overall they're good, but I think they do less with Molly than they do with most masters. I wouldn't worry about getting Nurses in a hurry unless you wanted a second master.

    The first thing you should get your mitts on is all the additional generalist upgrades and Molly's 2 new upgrades from book 5. If you have them, great, if not, you can print them off by photocopying them from the book they come from. In particular you'll be wanting 2 copies of My Little Helper and Haunting Cries (for Phillip and the Nanny) as these do not come from the original wave 1 & 2 releases.

    In terms of a crew list to practise with, something like this will give good results:

    Firstly, add 4 Soulstones to your Cache so you can run the maximum 7 Soulstone Cache. A big Soulstone cache is important for any summoner, doubly so for Molly since she's usually very aggressive so she might need to use them to stay alive too.

    Molly with 7 Cache
    Forgotten Life (1), Back On The Job (2), Take Back The Night (1).

    Phillip and the Nanny (8)
    Haunting Cries (0), My Little Helper (1)

    Rogue Necromancy (10)
    My Little Helper (1)

    Crooligan (4)

    Rotten Belle (5)

    Rotten Belle (5)

    Dead Doxy (6)

    Necrotic Machine* (2)

    The crew is well rounded and should be capable of scoring most schemes as well as being decent at denying most of them. 

    *If you don't own the Necrotic Machine you could swap out a Belle for a Punk Zombie, but I honestly find the Necrotic Machine well worth his minuscule cost. He's worth converting, trading or buying. He's not only the cheapest Minion in the entire game, but he also boosts your entire crews movement and has a super cheeky 1/1/6 damage track with really cute triggers.

    This. People always say bring sybelle with Molly, but far more useful is Mortimer. The infamous mortimer, molly and two rogue necromancy list can be used to great effect.

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  3. New Misaki is no joke, as being able to hit for 11 with one attack is pretty insane. The fact that she can now attack something for 9-15 and hit other models within twelve inches, ignoring everything, for 2-6 damage is pretty powerful. Add in recalled training and sensei yu, and you have a master that will hit four times a turn at a max of 11 damage an attack (which is not that hard to get to), ignoring the fact that models could be within 2" of each other, and also ignoring everything but soulstones. As I said, she is not to be trifled with.

  4. As an avid Collodi player, I feel that nerfing Collodi's attack would do very little. While strong, it is often just less powerful than his obey and I find myself using that instead. You could give the obey a target number to work, or remove the positive flips, as this would allow players a lot of choice when choosing how to play Collodi.

  5. 4 hours ago, FableWright said:

    Standard turn would be Vasilisa walks, brings a Stitched 6" up the table, 0 actions to walk another Stitched 4" up, then takes a second walk to deliver that upfield. Marionette runs up and drops a scheme marker to draw her back. Marionettes attack Collodi a few times to push him upfield, Collodi might spend 1 AP having Vasilisa walk up a third Stitched, focuses to give the all stitched Focus for one attack on their turn (either Gamble to minimize the risk of killing yourself, or Game of Chance so the Stitched can Gamble with the second AP and have the assurance of a high card to cheat in), and then has 2-3 AP to just have the Stitched Gamble at +flips or hamstring enemy beaters with Pull the Strings.

    From there, I'd find some good utility puppets (Coryphee, maybe Bunraku), then Lazarus after Coryphee, then Mysterious Emissary and Changelings, then various other wants (Grootslang, Performer/Marionette package, Illuminated/Beckoners, whatever).

    I peronally prefer using fewer stitched together and obeying them lots with collodi and a wicked doll.

     

     

     

  6. On 07/10/2017 at 8:34 AM, Rayzthedead said:


    I also hear ppl talk about Laz with Collodi? is this a good tech or just cute?

     

    He's fine, it's just that most Collodi crews have way better options for the same SS cost. Like two marrionettes and an effigy. As far as effigies go, you're going to end up wahting them all, as they all have interesting uses in different situations. Carrion against ressers, shadow against anything that shoots, and lucky if you're running the infamous stitched together on three/four cards combo.

  7. 2 hours ago, HydroMog said:

    cant say much for dreamer, but it seems like he would be the best bet for that pool of models. pandora wouldnt do much unless you decided to go the paralyze route. and collodi is nearly useless without some form of puppetry going on.

    I would like to refute Collodi being useless in any situation, as even without his merry crew of puppets is our strongest master. remember that he can essentially paralyse two things every turn, and get some action advantage out of them. 

    That being said, Dreamer is probably better in this situation.

  8. I haven't actually read the upgrades, but from what's written above I don't see myself taking the melee attack. The amount of situations where I would want or need a melee attack are few and far between. This is mainly because Pull the Strings is amazing, and he can consistently put out 12 damage at range, ignoring cover, while giving out conditions. The doll summoning would be pretty good with a widow weaver.

  9. Philip and the nanny is really good in most summoners as the utility they offer can swing games. From extra card draw with a necropunk to messing with enemy schemes, Philip is definitely a strong piece. Of particular note is his synergies with Kirai, as the Take Back the Night upgrade along with his inbuilt card draw allows you to gain significant card advantage for his cost.

  10. 9 hours ago, Adran said:

    I honestly think much of the primordial magic love occurred during rulebook schemes and people never bothered looking elsewhere even when he doesn't do what he was hired to do anymore. He isn't bad, and still worth considering in a crew, but I honestly believe if people were to start playing Lilith or Pandora now with a fresh mindset, there would be a lot fewer primordial magics sold because he isn't better then their totems. I can't comment on gorar, I haven't seen it enough or used it myself but I know a lot of people don't like it.

    An interesting viewpoint, and now that I think about it, you're quite right. In most scenarios the Prim magic is a 2ss activation with RoM, while the cherub makes it easier to accomplish schemes, can move around enemy models, and can put hazardous terrain down. For only one stone more, I feel that the variety that gives you will be much more valuable in GG17.

  11. Ah, Ressers. Quickly becoming my favourite faction, the good 'ol zombies are full of interesting combos and tricks. However, in the competitive GG17 environment, they're gonna need more than that to survive (probably). So what are some of your favourite lists to bring to tournaments? Of course they can vary depending on strats and schemes, but is there anything similar to the Molly/Mortimer combo?

    Would love to hear your thoughts.

  12. It sounds like you're building one crew very specifically and trying to combo just the right models. Stop it. Malifaux isn't a game where you can do that, and instead asks players to adapt to changing schemes and strats. If there are any balance changes, they are most likely for the good of the game, and as far as mech rider is concerned, wyrd have done that perfectly. 

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