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Regelridderen

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Everything posted by Regelridderen

  1. I'm always amazed by how Sorrows can really take it with incorporeal and Life Leech. Mine are usually a good source of Stunned, while they just add to the grind, hovering just on the outskirts of the action, bearing down on small scheme runners trying to get around it all.
  2. Everyone seems to agree that Coppelius is a piece of overpriced crap. Saying "he's a nice scheme runner w. Agile and MV7", but haven't got much more to add. I'd say he's a wonderful toolbox, but if you're just using him to run around and dump scheme markers via interact, then you haven't looked long enough on his card. DEFENSE he is a sad DF5 and a good WP6, but more importantly he is Terrifying11, which is great for draining opponents hands, but doubly so for Dreamer, since failing WP brings in more nightmares – which quickly escalates the situation w. Coppelius. And then he's got a nice Regeneration +1 to top it off. So unless opponent makes an effort, chances are Coppelius will survive – and everyone knows octopus-face is useless, so why bother... Right? OFFENSE A stat7 min3 melee attack is usually seen as quite good, but for some reason. no-one fears the Octoface and his eye diet. And I wouldn't even say, that this is his best offense, but his best offence comes under Support. SUPPORT Dreamer's strength lies in minions and numbers, that brings its own weakness, as minions doesn't have much staying power, and struggle offensively vs. Enforcers and Henchmen. Coppelius Unhinge ability mitigates this, as with a Stat6 WP duel, he can deal damage equal to the amount of nightmares with 3" of the target – including himself. Not only that, but this heals 1 damage on the Nightmares and 1 more from their Feed on Fear -ability, AND it will allow you to bring in a buried summon (like an Alp for yet another attack). With the nature of the crew and summons, you should easily be able to get 2-3 nightmares (possible including Coppelius himself) within a model and start dealing damage. Not only that, but through his Frightening Reminder, he's able to get critical models out of melee, give them a slight push into a better position etc. DISRUPTION Scheming is very non-neverborn, and much better than running around and dropping markers Coppelius is much better used with his ability Whispered Truths/Shifting Sands a simple Mask5 allowing him to convert every enemy scheme marker within 3" to friendlies – while handling out Slow to everyone, who don't want it. This is where his Mv7 and Agile can come into it's right, as he quickly leave the huddle, dismantle an objective and then return to do his thing. The combination of Mv7 and Unhinge 8" range allows him to cover an area 15" inch from the main fight, while still being able to put his tentacles on things. - So rather than seeing him as an expensive scheme runner, roaming behind enemy lines. Try to see him as a force multiplier like Serena Bowman, taking your Stiched/Madness/Alps to new heights and making then truly annoying. See his Agile more as a get-out-jail-free card, for when he gets himself into a sticky situation, but get into the thick of it, and get some work out of him. - Discuss..
  3. I love the Dreamer... But I think, you should be wary of getting too carried away with cool enforcers and henchmen. Minions are really great in M3E, and particularly with Lucid Dreams thinning your deck, allowing your minions to hit above their paygrade. Starting out hiring 5-6 minions (+ Chompy and further summons) really gets your deck in shape for T3. For the more expensive models, You already have a big Terrifying beater, so I’d look to support like Serena/Candy - and Coppelius Unhinge ability is bonkers both for Damage and Healing when you’ve got numbers to back it up ( With the keyword everyone Heals 2 ). Then if you’re expecting lots of Terrifying models get Carver or the Rider on the field.
  4. I definitely see the synergy with Kade, the changeling liberally handing out slow, allowing the murder baby to function further away from Pandora by ensuring him crows. But for 5 stones I’m leaning more towards the mobility, resilience and general nuisance, that you get from Sorrows and Aversions.
  5. Pandora and Candy might not need support from Kade and the bear, but Kade really appreciates getting a guaranteed suit from Pandora and have a Misery aura push trigger his Pounce. Getting hit by 3 executes or coordinated ‘bear claws’ really puts a drain on an opponent, and hitting your opponent hard is the murder baby’s best defense. - When it comes to Strategies, I think, Pandora has a lot of adaptation options, dependant on opponents. After hiring the guaranteeds Pandora, Candy and the Poltergeist. For Reckoning, look to the execution’ers Kade and Carver. Once resources are drained, you can go to town on the hard models, enforcers, Henchmen and masters. Also do not underestimate the staying power of Sorrows. Incorporeal and Life Leech goes along way - a min. Dam3 model will most like ly need at least three actions to take it out. For Turf War where killing is equally important, make sure your crew has some mobility via Iggy/Sorrows, to get out from the central brawl. For Idols you need a combination of initiative, big bases and speed. Ancient Pact upgrade plus versatiles like Hinamatsu and Hooded. The pact gives you initiative bonus to decide, where the idols spawn, the big bases can cover the idols and stop enemies from interacting. Once you determine where the idols drop, you draw opponents into their demise. For Plant Explosives I let the minions dominate. Sorrows and Aversions Incorporeal gives mobility for bomb drops while their Misery allows them to affect fighting from a distance. The beaters need to hold the tide of, but actual kills are less relevant. - When it comes to tailoring to an opponent, I look mostly to the beaters. Will Terrifying be an issue, then Carver and the Rider will be more relevant than Teddy/Kade - Ruthless is great, but the keyword in general has more synergy with Terrifying of its own draining opponents hands. If Armor and Demise abilities are dominant, then Kade/Carver will have a field day with the Execute trigger. For schemes I generally avoid those involving scheme markers, and take those that let me profit from the things, the crew already does best. namely killing and pushing opponents around.
  6. Dora’s ability is limited to friendly woes, and still demands a discard... So I’m not sure, how you’d go about generically handing out suits. And I’m not sure, how to have enough cards with the proper suits for discarding?
  7. Malifaux is quite complex with tons of options and synergies, that might not be apparent your first few games. So what have been your heureka moments? My latest was figuring out Baby Kade. Using Pandora’s Despairs Influence to give the murder baby a built-in crow trigger, just makes him that more lethal / resource draining. While realising you can use Misery to move opponents into/in his engagement range to trigger Pounce.
  8. Playing either Dreamer or Pandora, I can surely say, that every loss I take is purely because I’m a crappy player.
  9. He upgraded the Effigy to turn into the emissary His crew was Collodi, Vasilisa, Hinamatsu, Stitched, Brutal and Hodgepodge Effigy, Bunraku, changeling and 4 Marionettes.
  10. I’d mostly look at her for Reckoning and Turf War. Scheming isn’t her strong side, but she’s got Iggy to blow up opponent markers. I wouldn’t say, she lacks mobility, there are plenty of pushes and incorporeal troops. And models like Sorrows can be deceptively resilient via Life Leech and incorporeal, they can really stak up some wounds - as long as they are kept away from high end beaters. Pandora is really great at disrupting the opponent. Once they get in contact with her, they are hit with a combination of Slow/Stunned, that renders them useless, while they waste away from Dam1 pings. The bigger opponents fall, as their attacks are turned against themselves. Most deadly is her resource drain, as she forces tons of WP duels to drain a hand, and once an opponent is drained, Pandora has a field day. Activation order is imperative with her, as Defense on your best models comes from manipulative, so you want to get those in position via pushes and effects from other models.
  11. So the fight went down. I ran Pandy, Polter, Candy, Carver, Kade, Iggy, Teddy and a Sorrow - I probably should dumped one of the beaters for a Sorrow/aversion, pushing people into a ditch seems like a great way to deal with enemies. The board spanned a raging river of severe terrain, a couple of natural bridges creating two bottlenecks. Kade & Teddy grabbed a couple of bombs and hit the northern bridge, where they faced off vs Hinamatsu and a Hodgepodge Effissary for 5 rounds, while the puppets managed to drop a bomb and score a point of Ley Lines - through broken and cheating abilities. At the southern choke point, Candy, Pandy, Carver, Iggy and a Sorrow fought the good fight. Candy throwing some great temper tantrums and pushing puppets into the river left and right. Sadly due to 4:5 hands being horrible, I was never really able to push through, and I learned the hard way, that not having an engagement zone can be detrimental. End Result was a 4 - 5 loss, 3 points from Explosives and 1 from Deliver Message. Great Lessons Learned I had some fun with Despairs Influence on Kade, Carver and Candy. My timing was off, but I see its worth now. I finally got the regeneration synergy between Kade and Teddy up and running - while Teddy’s terrifying finally work as a Defense. I generally had horrible hands, at max getting one severe in 4 out of the 5 turns. Luckily the crew can drain an opponents hand fairly easily, while making use of moderates and wreak cards. So my opponent only managed to kill Kade, while all his schemers just wasted away in despair - just a little too slow for me to capitalize on it. But most important of all, I learned never to dump a bomb, when my model isn’t able defend it.
  12. So my opponent has now declared Collodi.
  13. Exactly, I count it as a , that through the nature of another ability, can be treated as a . Treating means, that it retains the attributes of the original state, while abiding by the rules of another. So yes it exists in a state, where it is both. You might be right, that it cannot be used in the situation from the nature of being a at its core, but this only means, that it can never be used at all, as you cannot activate it, and thus cannot treat it differently.
  14. Exactly. But again, try to read the ability, because you quote it wrong, which means, you're probably not reading it right
  15. And you completely miss the point on Gunfighter. Read that ability again, then again and again, until you understand it.
  16. Which makes no sense, as your argumentation completely invalidates Gunfighter. Gunfighter allows 'dita to treat her as a . It does not substitute the with a , nor does it give her a new separate ability. Following your argument means, that 'dita would never be able to attack while engaged, as her is still a . - Again the only point where 'dita wouldn't be able to use Finger on the Trigger would be, when she is/becomes engaged by a model with 2" engagement, as she cannot use her from the nature of being engaged, and she cannot treat it as a , because it is limited to a 1" range.
  17. Thanks for all the great advice so far. I just noticed, I’d written Wedge, when its supposed to be Flank.
  18. I’ve just arranged a game, my opponent hasn’t declared master/faction yet, I myself will go with Pandora, as I need some practice with her. The Strategy is : Plant Explosives, Flank deployment. The Schemes are : Search the Ruins, Harness the Ley Lines, Deliver Message, Hold their Forces, Dig their Graves. So my question is; how would you approach this as a Pandora player?
  19. I’d say, she can shoot, because Finger on the Trigger allows her the shoot action, and Gunfighter allows her to treat it as a claw action. It doesn’t convert the Shoot action into a Claw action, it just allows her to treat it as such, meaning it remains eligible for Trigger and bypasses the limitations for Shooting. The exception would be, if Perdita was engage from outside her 1” engagement meaning, she could neither shoot, nor reach with her claw attack.
  20. My own favorites are Dreamer and ‘dora as well. Thematically, as well as how they perform on the tabletop. Dreamer in the way, that he is building up to become a true oppressive nightmare through Lucid Dreams. And ‘dora in how she is just depressing, as opponents get dragged into Misery and Sorrow and slowly wastes away. And of course because Teddy is a defining model for both.
  21. With all the awesome options available, I’d wonder, who is our most popular masters. But also why do prefer to play your favorites?
  22. Yeah, but distracted/burning/injured might not be the biggest worries, especially not, when you face a crew, that likes to hand out Slow, Stunned, Adversary etc. - or maybe you’ll just see a point in removing enemy conditions like Fast or Focused. Of course, its not relevant in every matchup, but it’ll have its place in others.
  23. If that’s the case, and you’re dead-set on Seamus, I’d go for Yan Lo, as he you can get twice the mileage as a 10T Master.
  24. You’re naivité is cute. Don’t worry, you’ll end up with a ton of Masters, regardless of your current budget. With that in mind, go for the models, that makes you want to paint the most, as nice models makes for the best of games. Secondly, if budget is an issue for you. Start with ONE master, play a ton of games vs a variety of Masters and opponents and learn the game. Then make your decision to buy from a more informed position, on what playstyle, that brings YOU the most fun. In my own experience. I got 4 Guild crews and 3 Ressurs before I found out, that I’m more of a Neverborn player. And you won’t get that feel, until you get some games under your belt.
  25. I don’t think anyone claims him to be unkillable. Just arguing, that if an opponent wants to get rid of him, it’ll take some effort. Providing random scenarios, like Molly two-shotting him at six wounds says nothing about his resilience in general, only that if you face Molly, you need a little more caution, than when facing Perdita. But thats why you declare Masters before assembling a crew.
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