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WWHSD

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Everything posted by WWHSD

  1. Putting these all in one easy to read post. Colette Audience Particiapation (2ss): Friendly showgirls that activate near Colette get the focussed condition. Colette gety a zero action that puts a condition on an enemy minion near a friendly scheme marker that allows Colette to spend their first AP when they activate. Dancing Blade (1ss): Colette can discard a friendly scheme marker to take The Saber Trick as a 1 action instead of a 0. As a 1 action it deals slow when damaging. Saber Trick gets a mask trigger to discard enemy scheme markers. Ironsides Veteran Fighter (1ss): Ironsides gets adreniline when activating. Brass Knuckles gets a ram trigger to heal Ironsides an amount equal to the damage her target suffers before reductions. Union President (2ss): Ironsides can choose not to heal decrease Adeniline at the end of the turn. She gets a zero action that forces enemy models within 8 to pass a Wp 14 duel to be able to target any model but her with an action. Kaeris Flaming Angel (2ss): Kaeris gets 1 action that allows her to push 8 inches and ignore models. Any model she flies through gets burning. Immolate gets a double tome trigger that deals burning to enemies within pulse 3 of the target. Heat Wave (2ss): Limited. Enemy models that start and/or end their activation within 3 of Kaeris get burning. Gives an tactical action that gives enemies a condition that Kaeris can shift burning on to. The condition reduces all duesl totals for the model with it. Marcus The Gods Path (1ss): Limited. Disengaging strikes deal damage. This works like other Marcus limited buffs. The conditions to choose from give Armor +2, +1 Ca, or deal 2 damage to enemies that end their activation inside Marcus's engagement range. Venomancy (1ss): Gives shillelagh a trigger that does an amount of poison equal to the number of crows (I think) in the final duel total. Marcus gets a 0 action that gives the poision condition to all models within 3 of the targeted friendly beast. The wording makes it look like the target beast gets the condition as well. Marcus and friendly beast Henchmen in his line of sight cause enemy models near them to take 2 points of posion damage instead of 1. Mei Feng Rail Lines (1ss): Nearby friendly Foundry members get +1Wk if they activate with 8 of Mei. Railwalk get a mask trigger that allows Meil to take a nearby friendly model with her. Press the Advantage (1ss): Once per activation Mei can declare triggers from a different attack action than what she had taken. All Mei's Ml actions gain a trigger that allows her to Railwalk on a crow and a mask. Ramos Vox Populi (1SS): Gives a zero action that is an attack that turns the target into a peon that can't interact and a 1 action that place terrain markers that are treated as hazardous and severve but only by enemies. Leviathan Power Core (1ss): Gives a condition that increases the range of electrical fire when anyone uses or loses a soul stone. The condition can be lowered by 1 for a plus on a duel, 2 for extra damage on Electrical Fire, 3 for extra Ca, 4 for Fast. Rasputina Enveloped in Ice (2ss): Rasputina gets +1 Wk, Armor +1, and once per turn can take an attack action against an enemy that ends its activation inside her engagement range. She gets a close attack that with a 2/3/5 damage track that can be reduced is the target is slow or paralyzed. It has a trigger that gives slow. Frozen Servents (2ss): Rasputina can summon Ice Gamin off of a scrap marker (needs a 7 of tomes) or an Ice Golem (needs an eleven of tomes and a stone for a another tome). The summons model comes in with damage. Friendly Frozen Heart models get a 0 action that allows them to consume a corpse marker to heal themselves. Sandeep Tutelage (1SS): Sandeep can use a Ca action from a Friendly Academic. Gives a 0 action that makes another friendly model an acedemic and gives it a a + flip to Ca actions. Moment of Weakness (1ss): Limited. Sandeep's melee attack adds burning. Sandeep may be tossed by friendly models. Sandeep's melee attack gets tome triggers to summon Banasuva or to push a friendly banasuva towards his target. Conflux of Mysticism (0ss): The Emissary becomes a Gamin and gets a version of Beacon that allows friendly models to use his Ca actions. Like other Conflux upgrades, this is for the Emissary.
  2. I'm assuming that the new McMourning upgrade is 1SS. McMourning (Guild) with On the Clock and the new upgrade allowing beasts to be hired. (2) Sebastian (Resser) (7) Dawn Serpent (TT) (10) Razorspine Rattler (Arcanist) (7) (or Kudra for the same cost) Gupps (Neverborn) (4) Librarian (Outcast) (7) Burt Jepson (Gremlins) (8) That leaves you with 5SS to pick up some upgrades with.
  3. I wonder if it will be worth bringing a Raptor and Myranda with Pack Leader or if that's just too gimmicky.
  4. McMourning being able to hire academics and beasts should open up a few more options here.
  5. Being able to use her 0 action to get placed into base to base with an enemy within 6 before anyone attacks her is awesome. When I played her my biggest issue was getting her where she needed to be if no one was smacking her.
  6. Works nicely with Immolate to get Kaeris the plus flip to attack and damage.
  7. So Myranda + Bette Noir are probably going to be a thing, right?
  8. McMorning just turned into a gateway to Ressers and Guild for Arcanist players.
  9. McMourning has all sorts of schenanigans with posion, right? Kudra gets 4 poison dealing attacks on a charge and the Poison Gamin and the Scorpius are both beasts with poison.
  10. I might get some more info after the convention events settle down but here's the two for Ramos: Vox Populi (1SS): Gives a zero action that is an attack that turns the target into a peon that can't interact and a 1 action that place terrain markers that are treated as hazardous and severve but only by enemies. Leviathan Power Core (1ss): Gives a condition that increases the range of electrical fire when anyone uses or loses a soul stone. The condition can be lowered by 1 for a plus on a duel, 2 for extra damage on Electrical Fire, 3 for extra Ca, 4 for Fast. I think Vox Populi is really cool.
  11. If someone sent me pictures of the upgrades I would happily paraphrase them in a post.
  12. Sandeep vs. Von Schill (8/14/2017) Deployment: Corner Deployment Strategy: Extraction 3/3 Scheme Pool, Claim Jump, Frame for Murder, Accusation (Oppnent scored 1), Show of Force (I scored 2), Hunting Party (I scored 2) Me: Hunting Party, Show of Force Opponent: Frame For Murder (Freikorp Trapper), Accusation Terrain: A couple of hills, a building, some severe terrain, a hazardous pool, lots of scatter. My Crew: Arcanists Sandeep (Command Another Plane, Unaligned Sage, Arcane Reservoir) Carlos Vasquez (Warding Runes, Stunt Double) Kudra (Free of Mortal Shackles, Warding Runes) Oxfordian Mages x 3 (Blood, Nemesis, Well Rehearsed, Temp Shielding on all) Metal Gamin Wind Gamin 6 Stone Cache Opponent’s Crew: Outcasts Von Schill (Oath Keeper, The Shirt Comes Off, I Pay Better) Student of Conflict Ronin Performer Desperate Mercenary x 2 Johan Freikorps Trapper Freikorpsmann 7 Stone Cache My opponent deploys first and chooses the top right corner which forces me to deploy behind a building with almost no clear lines to the center and a few tight bottlenecks for my models with 40mm bases. He deploys his trapper about at foot outside of my deployment zone. The rest of his forces are spread out along the front side of his deployment zone. I deploy 2 Mages (Nemesis, Well-Rehearsed), Carlos, and a Wind Gamin to the left of the building towards the front of my deployment zone. Kudra, Sandeep, the third Mage (Blood), and the Metal Gamin go to the right of the house. This game is being played as part of an achievement league, to score an achievement point my opponent reveals his schemes to me after I deploy. This week there is an achievement for killing the opponents Master with a minion that’s worth a nice chunk of points. Scoring that is more important to me going into this game than scoring my starts and schemes are. The Metal Gamin is down at the bottom just out of the picture. The Wind Gamin behind that little bridge I think was a mistake. I had originally put him on the edge of the deployment zone and then realized that I probably needed to put one my slower 40mm base figures there. We started before I realized that I hadn't actually placed him. Turn 1 Score 0/0 My opponent wins initiative and has it trapper take two shots at the Nemesis Mage. The first shot strips Temporary Shielding, the second forces me to use Well Rehearsed leaving the Nemesis Mage with 1 Wound. The Nemesis Mage activates, and borrows Sandeep’s 6 inch place to move into range of the trapper while staying within range of the Well-Rehearsed Mage for the extra book. I needed to cheat in a mask. He discards a card for Furious Casting and proceeds to miss all three attacks. My opponent starts to move his models towards the center, keeping them behind cover. I activate Carlos, walk him forward, drop a Pyre Marker as far forward as I can, walk towards the center, and then place the Pyre Marker on top of the Trapper. The Trapper passes the walk duel and moves back behind the marker. When I had decided to use the ability, I thought that I was going to get to determine where he pushed to bring him off of the hill and closer to my crew. I ended up using Carlos’s action to provide blocking terrain for the Trapper to hide behind until the end of the turn. I can’t remember the order that the rest happened but my opponent and I continued moving towards the center, I send my Wind Gamin up the side, Sandeep stones for the suit and summons a Wind Gamin near the middle into sever terrain and behind cover, with the + flip to attacks upgrade. Sandeep summons Banasuva as close to the center as he can giving him the added range but immobile upgrade and damaging the Wind Gamin. Von Schill uses all of his AP to get onto the hill near the bottom center. Banasuva tries to hit Von Schill will Sandeep’s ranged attack with the push and misses. No one scores. Turn 2 Score 0/0 I win initiative and move my Wind Gamin to engage the Freikorp Trapper. I cheat in a high mask to leap so that he can move far enough. It turns out that was a waste of both a card and an activation because the Trapper can discard for a push while engaged, which he does and then takes two shots to finish off my Nemesis Mage. My Well Rehearsed Mage discards to furious cast and hits the trapper twice but misses all of his triggers, leaving the trapper at a single wound. Von Schill uses his Stand and Shoot action to attack Sandeep, Kudra, Banasuva, Metal Gamin, Wind Gamin, and Blood Mage. Banasuva and the Blood Mage are the only ones that take damage. The Blood Mage furious casts and pushes Von Schill down the hill towards the center of the board. The Performer lures my Wind Gamin (the one that had engaged the Trapper) puts 3 wounds and some poison on him. Carlos does his zero action for a push and another +1 Burning and charges the Performer killing it in the first hit after adding damage from his burning condition. A Desperate Mercenary moves up and takes a shot at Banasuva and misses. Kudra charges Von Schill and hits him several times leaving him with a stack of poison and some damage. Von Schill burned a few cards and soul stones during her attack is still about half wounds. I can’t remember which models my opponent for the rest of the turn but Banasuva tries to pull Von Schill into his 3 inch melee range and fails causing his remain 2 AP to be wasted. Sandeep teleports closer to Von Schill and gets the + flips from the Wind Gamin. He attacks Von Schill with his ranged attack and does severe damage. Von Schill spends the last of his stones to reduce the damage. Because I want to kill Von Schill with a minion Sandeep uses his next action to summon. I’m out of cards so I stone for a mask. I flip the Black Joker. I try to summon again spending a stone for the suit and flip a weak card. I leave the attack buffing wind gamin where it is and do something useless and unmemorable with my Metal Gamin. The poisoned Wind Gamin dies. I think I pushed Kudra into scoring position for Extraction. We both score Extraction, I score Show of Force and Hunting Party. Turn 3 Score 3/1 Von Schill burns Oathkeeper and takes off the shirt and flips a Black Joker on his healing flip. The resulting terror check paralyzes my Blood Mage, Metal Gamin, Wind Gamin, and forces Sandeep and Kudra to cheat to not be paralyzed. Von Schill pulls a leaping charge to put down Banasuva which is followed by another leaping charge to take down Carlos. The Well-Rehearsed Mage uses Furious casting to finish off Von Schill. I get all excited about scoring the achievement. I don’t realize until I started writing this battle report that Mages are Enforcers. Now I’m sad. A Desperate Mercenary moves in and Accuses Kudra. Kudra uses Sandeep’s teleport to get unengaged and removes accusation. The Trapper focuses and tries to shoot Kudra but she discards a card to move out of his line sight causing the attack to fail. The Blood Mage attacks and kills the Desperate Mercenary. The Ronin charges and kills the Blood Mage. I’m not sure what I was thinking but I have Sandeep summon a Wind Gamin, using his last stone for the suit. I can’t remember what else I had Sandeep do because I thought that the store was going to be kicking us out soon enough that we weren’t going to make it to round three. The Freikorpsman accuses my new Wind Gamin. The Wind Gamin tried to leap and fails. He tries to disengage and fails. He uses his last AP to attack the Friekorpsman. My paralyzed models get unparalyzed. We both score Extraction, I score Show of Force and Hunting Party. My opponent scores Accusation. Turn 4 Score 6/3 Turns out we have time for another turn after all. Kudra charges the Ronin trying to score Hunting Party. She deals a Red Joker for damage on her final attack which I am disappointed to find out deals Severe+Weak as hit instead of two hits that would have avoided Hard to Kill. The Ronin flurries, cuts down Kudra, and then commits Seppuku so that my Mage can’t kill her. At that point we call the game. The only Minion that my Mage could kill is the Trapper which would end up scoring a point for both of us and he doesn’t have anything that could accuse one of my models and make it stick. We both score Extraction. Final Score Score 7/4 The deployment challenges I had really messed with my head this game and I made a series of bad decisions throughout the game. Making the most out of my deployment is always a challenge for me. Having a challenging deployment makes it worse. I probably should have had my first Mage focus and cheat in a high card on his attack to pull the Trapper out from behind cover instead of thinking that three attacks would be enough to power through the negative flip. When summoning Banasuva early I should probably with the have used the upgrade that keeps him from cheating but that makes him immune to slow. That way he would have actually been able to do something. I should have also held off on Banasuva’s activation more when he isn’t going to be able to do anything other than borrow a ranged attack from Sandeep. I took the big smashy Gada upgrade on Sandeep but never hit anything with it. I should have probably used him more aggressively to deal and soak damage since he isn’t a model that can score either of the schemes that I took. I did nothing at all with my Metal Gamin. He ended up getting stuck behind my models and severe terrain. I probably should have just sucked it up and had him trudge through it or go the long way back around.
  13. The final beta version of them seemed like they'd be awesome with Ramos but you'd need to take Combat Mechanic to keep picking up the high tome that he used to summon.
  14. When Marcus is controlling a model is he able to spend their upgrade cards? If he uses Alpha on Johan and Johan has Oathkeeper can the Marcus player decide to discard Oathkeeper at the start of the Alpha activation? If Marcus uses Alpha on an Oxfordian Mage that has Well Rehearsed equipped can that Mage decide to keep a model that is friendly to it alive? I'm imagining the Mage attacking a target, stacking some burning, attacking again and reducing the target to 0 wounds, and then using Well Rehearsed to keep the target alive, only to have it die from burning at the end of the turn.
  15. Some sort of clay probably would looked better but I've pretty much been using what I had laying around in my garage. I had considered using joint compound that I use on the bases but duct tape seemed like it would probably work. I don't hate the results, I'll just have to see how well it holds up.
  16. So how do you determine exactly where a model was when a trigger occured if it's already been moved? Do you resolve effects that were triggered on a model that was removed from play between when the effect was triggered and when the the effect would be resolved? It seems like it's easier to handle resolving effects based on the game state that exists while you are resolving the effect than it is to determine all possible effects that could trigger and gather all of the information needed to resolve all of the triggered effects at the time that the effect was triggered.
  17. I finished a couple of more pieces of terrain. The bush is made from steel wool what's been spray painted green. The tree is a wire frame with duct tape for bark. The branches came out looking okay but I probably should have wrapped the duct tape tighter than I did. I used some green lichen for the foliage and it was kind of a mess. I tried spraying it with PVA glue but a couple of squirts got the lichen heavy enough that is started drooping an breaking off. I had better luck hitting it with a couple of coats of hair spray while pushing it into place. After the hair spray set I hit it with a misting of PVA and it seems to be pretty solid now. If I ever need to do a bunch of trees I'm going to find a different way to do it. I'm thinking of maybe using some steel wool, hit it with hair spray and dip it in some flocking powder.
  18. Are you taking To Behold Another World on Sandeep so that your summoned Gamin can grab the head the turn he's summoned?
  19. Mostly boosting the activation count to make up for bringing some of the more expensive models that I have while being able to get some scheming done for myself or to mess with my opponent's scheme runners. I really like the idea of Blade and Claw on someone like Joss with quick disposable beasts that can either take his place to keep a target engaged while he goes to deal with something else or that he can swap in for to deliver a kill hit.
  20. I'm leaning towards either Guild Hounds or Canine Remains. The Guild Hounds will do a better job of cheaply boosting the number of activations and can work as anti-schemers. Caninie remains are a bit more expensive but can scheme independently or provide some nice debuffing and utility for the rest of a Marcus crew. I probably need to eventually pick up some Raptors but I can't really see using more than one of them in most cases.
  21. I'm looking over some options for Marcus and looking towards what Beasts I may want to add. I figure that if I do my thinking out loud in a post someone will probably mention something that I hadn't considered. 3 points Malifaux Raptors - Can't drop scheme markers and don't count towards a lot of schemes. - They are good at engaging models to deny scoring. Can end up anywhere that they are needed at the end of the turn. - All Arcanists can use them. Guild Hounds -Being minions allows them to count for scoring in some schemes and strats. -Paired they can stop being insignificant -Fast anti-schemer (16 inch threat range against an enemy near a scheme marker) -Works with Guild, McCabe, Lucius Corrupted Hound - Being minions allows them to count for scoring in some schemes and strats. - Paired they can stop being insignificant. - on out of activation actions has synergy with Pack Leader. - Black Blood can do a bit of extra damage but is some that needa to be accounted for since it will affect friendly models. - Works with Neverborn Night Terror -Being minions allows them to count for scoring in some schemes and strats. - Insignificant - Easy to hit but can be tough to kill. - Can interfere with shooters and scheme runners. - Works with Ressers 4 points Molemen -Minions and significant. - Can be tough to kill and shift. -Normally slow but can use friendly scheme marks to move quickly. - All Arcanists can use them. Piglet - Minions and significant. - Forced triggers and charges make them kind of unreliable for scoring and denying points. - Works with Gremlins Gupps - Minion and significant - Leap that works on any Mask. - Has some additional synergy if Waldegeists or other Siliurids are in crew. - Works with Neverborn and Zoraida Canine Remains - Minion and significant. - Can make give targets the Beast keyword and lower Wp - Reduces Df of nearby enemies. - Works with Ressers and Levi
  22. That trick is a bit of a double-edged sword. Amina makes it so that they don't drop a head but she also makes them unable to collect heads at the same time. It is kind of hilarious if you've got a model that you know is going to die though.
  23. You're right. I thought that she swapped upgrades with a Gamin but she discards an upgrade to take an upgrade from a Gamin or discards and upgrade to attach one pf her limited upgrades. The last I saw she applied burning +1 when she took damage from an attack and one of her upgrades gave burning +1 to any target she damaged during her activation.
  24. So do people treat a model with Catalyst as immune to Catalyst or do they ignore that the model has Catalyst when it is the model itself that is activating?
  25. I'm kind of working through this out loud to see if it makes sense. You've got McMourning and Sebastian. They are both in play and more than 8 inches apart. McMouring has the Poison condition. McMourning activates. It would appear that McMourning qualifies as an "Other model with the Poison Condition" for Sebastian's Catalyst and McMourning is within 8 inches of one or or more models with Catalyst (himself). It seems like he's met all of the conditions for Catalyst to trigger its effect and would take a point of damage and reduce the value of the condition by one.
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