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Regelridderen

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Everything posted by Regelridderen

  1. A quick question, rather than continueing making pointless comparison between Scamper and Butterfly Jump, wouldn’t it be more prudent to just accept the fact, and then ponder on how/where/when to make the most of it? E.g. one practical use is, that it forces enemies to consider twice, whether they want to cheat something within a 6” radius and then risk being engaged by whatever carries inhuman Reflexes - or it engaging something else down the line. Say an opponent wants to summon a model, but your Nephilim is within 4” - suddenly its a choice. Say an opponent wants to do False Claim, but can’t cheat it without risking Scamper. Say an opponent tries Heroic Intervention, but suddenly theres a chance his target will be out of reach. Or your opponent tries to Disengage, cheats and manages to get a few inches distance to no avail, because of Scamper. Scamper is not Butterfly Jump, so rather than discussing it on those terms, try look to what Scamper does - in the end it’ll do you a lot more good, as you won’t get Butterfly Jump back any time soon. - Also look at it from the perspective of the new Strats and Schemes. Could be it’ll prove a lot more useful within that framework. Cheating can suddenly be a choice between a Scamperer making contact with a Strat marker in Corrupted Ley Lines. Malifaux is rarely won by killing, positioning is much more key to scoring points, and Scamper provides a lot more opportunities for movement.
  2. I love the thought of this. So how would you go about devising a list. How many witnesses? Would you use Vasilisa? Widow Weaver?
  3. Thanks for clarifying @Ogid - I’m fortunate that my NVB Masters are Dreamer, ‘dora and Lucius.
  4. Parker and Rusty are two very amazing models. You’ve got no choice but to deal with them, lest they will have a field day and riddle your crew with bullets. Trouble is, you’ll have to get in their field of fire to do so.
  5. Thought as much... But Euri and Nekima were already taking hits, so is this such a big change?
  6. What do you mean? You get to move, when they cheat Terrifying - and are then out of reach of the attack?
  7. Seamus’ Secret Passage is a ‘place’, which you can’t do with Lodestones. The crew although has plenty of pushes and Lures. And of course, since you can throw the stones 6”, Seamus can teleport into position, do his shooty stuff, while waiting for his crew to pass the Stone - and he can play havoc with an opposing lodestone carrier.
  8. Just noticed that IR Scamper works even if the action isn’t targeting the model with IR, unlike the old Butterfly Jump.
  9. Since we only emerged stronger from the nerf batting. I’d say, it’s time to look at Schemes and Strats, where would you use which Master? Here’s my take - although it’s quite biased, as I only play Dreamer and Pandora. CORRUPTED LEY LINES Favors strong mobility and speed. Personally, I’d reach for Dreamer, Teleporting Chompy, summons and his Things that go Bump, except all that mobility relies on being able to Place models, and lodestone carriers won’t. It could be a time to shine for my next Master; Lucius and his ability to sink orders into particular models. PUBLIC ENEMIES A strategy about killing and denying kills, this time I reach for Dreamer and a horde of Lucid Dreamers. Get that killing and staying power to escalate via LDs, and if you lose a stitched or an Alp, who cares, it’s just 1 bountypoint, and even the first requires at least two. Avoiding 9+ models seems a good idea, but Serena is 8, Chompy is 8, Candy is 8 and do you really need much more? RECOVER EVIDENCE This looks fun, a different version of Reckoning... Again, I reach towards Dreamer, as he can direct so much power towards eliminating one model. But maybe that’d be reckless, as my evidence would be right in the thick of it. Instead Pandora might be the better choice with her Incorporeal minions and ability to concentrate fire from distance and thus deny the opponent points. SYMBOLS OF AUTHORITY Here I hold no doubt, the spiders will reign supreme in removing strategy markers, while the rest of the nightmares can go to town on keepin the enemy from your own. - That’s my take, what’s yours and how do you see the schemes?
  10. Horrible! Pure horror I tell you. Here I was looking to make an Investigator/Mimic list with Papa Loco and tossing Shockwaves all over the board. It would have been a gimmick, but it would have been my gimmick.
  11. One Stitched is now able to make two Stat6 vs WP Min3 attacks in one turn at 6” range. You can FG one, cheat in another, making them pretty reliable in this as well - you rarely win any important duels on less than a 7 anyways. That’s pretty good for a 10 of Masks. That’s pretty good for 1 stone. I wish, they’d dunked Mv rather than Df, though. I don’t see Insidious Madness competing with these guys in crew creation at all.
  12. No. The effect of flight is only with Walk or Charge actions.
  13. Next up for Pandora will be a couple of games of Standard Deployment Turf War Detonate Charges, Take Prisoner, Vendetta, Assassinate, Claim Jump Which sounds perfect for Pandora. My opponents will be Lucius - who will definitely have some difficulties - and Kaeris, another master I’ve yet to face and knows little of, except that she likes to play around with the Burning condition. So, any advice on facing Kaeris will be gladly accepted?
  14. Summons are always a choice, in general I let the cards decide, the higher the card, the more expensive the summon. I will also prioritize numbers, a daydream might not seem very good on its own, but it is most likely two actions to remove, and as Lucid Dreams kicks in, their attacks become a drain on an opponents, and moving your significant models without the action cost is invaluable. Daydreams - never a priority, but if you’ve got a high mask, get an extra - if only for having a buried nightmare. Alps - a choice, if you’re already engaging an enemy and have other buried Nightmares, as they reduce enemy damage potential, while maximizing their own. Downside - they need help. Stitched - our best tar pit with Df6 and Arm1. And also a fantastic offense with Fiendish Gamble Your Life - a Min3 attack, that won’t drain your hand. Downside - using Fiendish Gamble reduces your deck thinning. Then again it also ensures, that you can get some high cards back into the deck. Insidious Madness - Another nice Tar Pit. But more importantly, they have a WP6 attack, that will bring your other summons into play, and Terrifying 11. They have the potential to absorb a lot of damage and regenerate. And a good choice to save your high rams for. Another important asset is their mobility through Incorporeal and Mv6, as scary as Nightmares can be, as easily they can be outmaneuvered, and this makes a really good case for Madness vs Stitched. Downside - You want them early, and they’re in serious competition vs Stitched. - Your best unbury tool is the Dreamers own Your Nightmare. Hand out Adversary, bring in Chompy and unbury a summon, and this will easily cost your opponent one model, while you got an extra.
  15. You won’t be multiplying your forces with any summoner in M3E. Dreamer is capable 1 Alp/Stitched/Madness Per turn. At best you can add a Daydream to that and with the help of a red joker two alps. Then again, that is quite a lot. Think of it like this, each turn you’re basically taking one activation and turning it into three - for every following turn. Another aspect of dreamers ‘summoning’ is his ability to teleport Chompy from across the table, and his ability to put a nightmare in his place with his bat .
  16. Everything has a beginning and an end – in a soggy 'gator infested swamp. – I can wait for Yan – I've got a bunch of Infinity models begging for some attention – it's more a question of advice, when it comes to playstyle.
  17. So I'm up to a decent collection of crews right now – none of them sees enough game time, and most are just collecting dust, but I like the painting and collecting as well, and I can always dream of putting them on the board, and as I'm just about to finish up my forgotten, I'm ready for my next project. So current collection involves : GUILD Family, Marshalls, Elite and Witch Hunter RESSURS Experimental, Redchapel and Forgotten. NEVERBORN Woes, Nightmares and Elite Stylistically in board games my first choice always involves some badass hero wielding a giant sword, hence my first buys were Family and Marshalls. but one-dimensional play styles like that quickly become stale. I want something, that involves build-up and synergy, where all your pieces plays a part. I mostly want to play within keywords, as the model concepts are half the attractiontion of Malifaux. My playstyle leans more towards the Neverborn, I like Pandoras convoluted and oppressive style, the cascading nightmare of Dreamer, they feel very true to their concpet – and I believe the underhanded tactics of Lucius and his investigators will be a hoot as well. Neverborn however, only seem to play half the game. They're very good at killing, but positioning, laying down markers, messing with markers is just as important. And in a tournament environment that rarely makes it to turn 5, the kill first/win later -strategy is somewhat challenged. Where to go then? I'm looking for some cool concepts and found that I like Arcanists Ironsides oppressed union workers of the M&SU, can't go much cooler than picket lines and molotovs. I'm also a little intrigued by Collette, but probably more the Nightmare creepy circus version of her crew. However the arcanists seems very focused on models like miners and spider swarms that maybe work well mechanically, but thematically lacks personality. My other direction involves the Ten Thunders, Yan Lo would just be a natural extension of my Ressurs and the more Kung Phoo'ey direction of his concept art looks cool, and he has an interesting mechanic that none of my other crews offer. And since everyone loves ninjas, Misaki is an offer, that's hard to turn down. Plus, they offer dragons and Yasunori, that are pretty cool models. They just haven't got a unique Malifaux'ey twist – which might be okay, as I like the whole 80's Hong Kong flick thing. – So with all that said, what's your take and advice?
  18. Final repose isn’t about Justice severing kharmic ties, souls or astral bodies in some wyrd magic-Mumbo-jumbo-hoodoo-way. Its simply the effect of Justice going all paranoid berserkerist and running every body through a meat grinder to avoid their ressurection. She’s just a blind chick with a katana after all.
  19. My Dreamer faced Misaki this weekend. She charged, fluffed her attacks and suddenly faced an alp, Serena and Chompy - and two annoying little Daydreams. Suffice to say, Misaki burned a few stones before she could run off into a Shadow.
  20. I agree, my hardest games with dreamer has been against fast and mobile crews. And yes, the little innocent boy with the cricket bat is bait. You aim for him, you're going to get stuck in a bad way. He'll throw Chompy in your face, along with a new summon, grant you Adversary, hand out Shielded to his cronies, then whack you with his bat and suddenly be somewhere else after throwing a big Teddy in your face. So after hitting a small boy, you're easily facing off vs. 3 nightmares, all with +flips to their attacks. Now on the other hand, if you catch Dreamer on a bad foot. If you've got the focus or the built-in +flips, then hitting him does take its toll. Cards for Protection is cards, that aren't used for Teddy's flurry, or cards that aren't available for cheating those little utility actions, like pushes and heals. And although alps and daydreams aren't big expensive models, then they do cost stones and actions to replenish – and newly summoned daydreams won't carry Ancient Pacts.
  21. 1 Yes, the Dreamer is very forgiving, when you reach turn 4-5 and your weak cards are gone from the deck, and you’re sitting with 10 models vs 4. Trouble is all those activations takes time and a routine. Its hard to finish a game within tournament restrictions. 2 Coppelius is great, unfortunately you need to resolve the action before triggers - so if you kill the target, the summons will have no base to contact and will stay buried. 3 You’re missing reading the gamble your life action on stitched and fiendish gamble. This along with Df 6 and Armor +1, the stitched have true staying power, and a good damage potential. However alps are not bad to any degree. 4 Scheme markers are a neverborn weakness. We kill, then scheme. Models like Coppelius, Poltergeist, Iggy etc. are good at denying schemes however. 5 the Dreamer is easy to kill. Just focus, give him adversary, etc. If he is discarding cards to transfer damage, he is giving up his best resource, while losing his models. His best Defense is not to be engaged, or his crews ability to move its members around. 6 Reckoning is good for nebervorn, but not as much nightmares. The Dreamer relies on summoning minions, and although stitched and insidious have decent staying power, they are still minions. Plant Explosives is also a great strat for our spiders - Widow Weaver and Bandersnatch. 7 Basically every scheme that doesn’t involve scheme markers are good for nightmares. Teddy excels at Take Prisoner, Serena loves Claim Jump etc. ADVICE Get the full crew for Dreamer, you don’t need more. Although, there is nice synergy with the Woes - Candy and Baby Kade - so Pandora might be a nice second master. Always bring enough Stones to guarantee masks for Summoning and Your Nightmare.
  22. I agree, ancient pact Daydreams are great for cycling your hand - I only took them in the second game. I must say, I’m a fan of Candy and Kade/Teddy into Dreamer. Candy will always have a detrimental effect on an opposing crew along with her strong Wp attacks. Kade bringing Lure7, Teddy healing and mobility. So they both enable Dreamer to bring in his Summons. I was less a fan of Octoface, and would probably go for Stitched or Insidious some other time to help thinning the deck. Candy can do, what he does and better + her being with a summoner allows her to go last. - And yes Misaki was a blast. I so missed Pandoras Poltergeist vs all those Shadow Markers. And the speed was phenomenal. And the hilarity of hitting her with Adversary nightmare and have four models just stomp her, until she disappeared back into Shadow was so thematic.
  23. You nailed it. It was a case of too many baskets and not enough eggs Dumping the rider for a couple of sorrows - or Carver - would have made more sense. I wouldn’t deem Sorrows a liability right away. They’re deceptively resilient, as they escort your beaters, incorporeal and life leech combined with an attention stealing Teddy does a lot.
  24. TOURNAMENT RECAP So I just returned from a tournament, and wanted to give a quick recap. I didn’t go all woes, as just playing Pandora has made me yearn from my first ‘love’; Dreamer. Although, I actually wanted to solo Seamus to try him out, but didn’t get my Archie done. So here goes. First turn was Standard Reckoning vs. Von Schill. I’ve never faced the Freikorps and expected a beating. I went for Assassinate and Baby Kade had a Vendetta vs. a Librarian. My crew : Pandora - I didn’t want a summoner into Reckoning - Poltergeist, Rider, Teddy, Kade, Candy, Serena. Vs. Various shills. It was a whoopin’. I managed to score two Reckoning points, but never got close to the Librarian, and even though Teddy and Kade ended up with Vin Schill himself, my hand never gave them the punch, they needed. Heck, even Pandora died from really poor hands. And my opponent just played better, and were good at using shockwaves to drain what little hand I had. Second turn was Corner Plant Explosives vs Misaki - another master I’d never faced before. I went for Claim Jump w Serena and Breakthrough My crew : Dreamer, Chompy, Serena, Coppelius, Widow Weaver, Bandersnatch, 2 Daydreams w Ancient Pact vs a plethora of Ninjas, Samurai and a big turkey-horse. A great game he was surprised at the speed my spiders, so he sent Yasunori and a paper deamon to catch them in their corner. He killed the widow Weaver, but a summoned stitched and the Bandersnatch ripped the turkey-horse apart, then the paper deamon and the scheme marker it had dropped - this flank, manage to dump 3 bombs. Misaki causes some mischief with her lightning, before she killed off Coppelius, then after which Dreamer, Serena, an Alp the two Daydreams and Chompy ganged up on her, unfortunately only beating her within an inch of her life, so they continued to kill off the whole Ninja crew apart from the totem, score Claim Jump and dump a couple of explosives. And score breakthrough. Unfortunately we only got to Turn 4, and it ended 6 - 7 to the Ninjas. Final game was Flanked Turf War vs Sonnia - finally a familiar face - and I went with Breakthrough and Assassinate. My crew : Dreamer, Candy, Coppelius, Chompy, 2 Daydreams, Teddy Kade. A fun game, but unfortunately the day had taken its toll on us, and we only made it to T3, where my opponent were under tons of pressure. Teddy and the Rider had a tough fight - and staggered is horrible vs Where’s Teddy. Chompy tried killing a little sorcerer with no luck for for two rounds without landing a single blow, not even when it disengaged. Candy managed to set Sonnia on fire, and engage her with a daydream and insidious madness. But I messed up my objectives and Candy didn’t show her full potential. Coppelius killed off his totem and fought the peacekeeper. But the score ended 3 - 3. - A great day with tons of beatings. Boy did I miss the Poltergeist vs. Misaki. And my poor Coppelius never really proved himself. I found, that I loved Candy and Kade in Dreamer, but I really need some expertise with that crew, if I’m to finish a full 5 rounds - especially since T4 and T5 is when the little boy gets really good.
  25. Its definitely something to mess around with. The pools are pretty killy with Reckoning and Turf War.
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