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Regelridderen

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Everything posted by Regelridderen

  1. Looking back, Wyrd's approach has so far always upped the power game with new releases. In M2E, the release of new master upgrades, saw a discard of the old, and the release of Sandy The Harbinger of M2E End Times caused for a complete reboot of the game. Now they pair this up with model sales – in what was previously just upgrade cards is now awesome models – which would be cool, if it wasn't for the blatant money grab of pairing up random masters/factions. - I welcome this newfangled format of not accepting models, until they've gone through a proper playtesting and found suitable for the meta. It's a nice way of telling wyrd not to wreck our enjoyment of the game, and it's good business practice, as if we the players see Wyrd taking a dump on us, we're more likely to cut and run, rather than recommend it to our friends. If we wanted shoddy rules for great models, we, as a community, wouldn't look beyond GW games, but it just so happens that Malifaux is a great offer on both rules and models.
  2. Just having read the master card, I see a one man army, that will fit nicely into a lot of crews.
  3. I agree with MC, Daw is really intensive on your Soulstone Cache, as there are lot of important triggers, you don’t want to miss. You’ve also got 5 models to compete for those stones and high cards to win duels - JD, Monty, Sybelle, double Hanged. That’s easily a weakness. - In my experience, it is less the quality of Terrifying, but the abundance of it that drains your opponent. I’d focus more on the Sybelle’s Beckoning Call, than her aura. Daw is a slow crew that needs it’s sheananigans to outwit the opponent. So in the end, I’d probably choose Sloth over Sybelle. But do try it out, make it work and make us all proud
  4. Well… good bye. Have a great life. It’s a shame you’re missing out on 3E, it is by far superior to 2E - and you’re still able to play with Ramos and Lynch.
  5. Nice to see that Witness is coming out now. And unlike the Malifaux Burns expansion, I really appreciate that we aren’t getting any rules unveiled far beyond release, and won’t go through a year of proxies - or just waiting for our new toys to come out. So bravo.
  6. By gawd, was it june last time I painted… Here’s a little new stuff from my first love; ‘dora.
  7. I wasn’t considering Widow Weaver - too much a drain on the hand with two summoners already, and I rarely run her without Bandersnatch. I was considering something like : Insidious w. AP - healing, scheme running, card draw. Wicked Doll w. AP - For Luck Thief and scheme running, first turn adversary/fast on Candy. Candy - the least resource intensive model in the game. And with fast, she’s got 23” range for on your feet for T2. 9 Stones - But I think the schemes/strats will require more mobility in general.
  8. I imagine your playbook somewhat like this. Dreamer hands out shielded to chompy and teddy, then summons some stuff. Pandora turns shielded into fast/focus, stuns an opponent to bring out a nightmare and summons a woe from the stunned opponent. At which point, you’d be 10+ stones ahead. I’d hate to see that at Aros con 🤮
  9. So what’s your favourite and most feared multi-master combos?
  10. I’m going to a double master tournament, and wanted to keep things fairly simple - as I’ve got little room to practice. So I was looking at bringing OG Dreamer and Tyrant-torn as a couple and would love your experiences with them?
  11. Pandora was my first master. She takes some time getting used to, understanding the synergies and timing in putting out conditions and choising between pushes or ping’s. She is also the ‘master’ at handing out Stunned, which is arguably the biggest debuff in the game. She’s not very fast, but when opponents get into her ball of death, they feel depression, as they’re drained of actions. It is also one of the cheapest crews in the game. You can have plenty of fun with her core box and a teddy.
  12. Had a wonderful game with Performers vs Infamous the other day and thought, darn, those were underhanded. So I though, why not make a list of crews according to playstyle. E.g. MOST TRICKSY (ANNOYING) Infamous, Journalist, Performers MOST OPPRESSIVE (ARSEHOLE-Y) Woe, Tormented MOST UNDERHANDED Elite/Mimic, Swampfiend, Honeypot, Chi and Gong etc. What’s your take?
  13. Time to bring out the magic, as I brought Mr. Cooper (Colette) to face off vs the Infamous Zipp. Schemes & Strategy Carve a Path in Standard Deployment Secret meetup, Sabotage, Vendetta, Assassinate, Spread them out THE TABLE Two large forests dominated the right flank, and three giant rocks the left. The middle was a circle of standing stones, that someone (Zipp?) had crashed a vehicle into the center. TACTICS - MR. COOPER A simple tactic, overwhelm and out-activate the opponent. While dumping scheme markers across the field. I’d aim for punting my markers across the left flank that was void of severe terrain. I shunned Vendetta and Assassinate, Zipp can be such a pain to catch, so why bother, and Vendetta… is always harder than it seems. I pondered to try out Secret Meetup, but Presto-Chango was my only way to dictate positioning, and with my plan to concentrate on the left flank, it seemed iffy at best. So I ended with Sabotage (big rock in Zipp’s deployment) and Spread them out. Mr. Cooper + 3 Flying Monkeys Carlos Baritone Lola The Firestarter w. Magical Training. Saboteur w. Magical Training. (Expecting to counter Spread them out / Sabotage) 2 Coryphee TACTICS - ZIPP An even simpler tactic; be obscenely obnoxious via 12 cups. Split the crew to either flank, both with a marker to punt. Score Vendetta and Spread them our. Zipp w. 12 Cups + Earl Burns Merris Lacroix Burt Jebsen Iron Skeeter w. 12 cups Bo Peep Vendetta vs Firestarter. Flying Piglet THE GAME Round One the two forces faced off, the performers a little hesitant the Coryphees slowly punting a marker each while trying to focus. Cooper did a nice unpacking sending Carlos and himself upbthe board, but when it came to Lola he BJ’ed the Presto-Chango. The swampies sent the skeeter and Merris up towards the center to face off vs the circus while Zipp zoomed in from the right to dump pianos and block the carnies’ path. The First Mate and Lola exchanged blows at the center line, but to little effect - before the mate outsmarted Lola, and leapt to kick the marker from a Coryphee’s wooden hands. On the other flank, The Firestarter descended from the heavens and burned Earl to a crisp, only to be met by Bo. Round Two Bo tried beating up The Firestarter, but failed and the Firestarter then turned to fry up the piglet. This meant no one would be able to punt the bayou strat marker across the center. Burt charged and tried to kill the Firestarter, but he held on. Zipp charged into the Performer back line, holding up Cooper, a Coryphee, The Saboteur and a Monkey. Meanwhile the First Mate tried beating up the other Coryphee, but failed instead the coyphee managed to punt the strat marker to Lola, who sent it further up along the table edge. Carlos held up the Iron Skeeter and Merris in the Bayou backfield, slowly pounding away at the Skeeter with his Baton to keep it and Maeris Distracted and Burning, while he kicked the other Bayou strat marker out of their reach. Score 1 - 0 (Strat) Round Three Burt killed off the Firestarter, but still couldn’t pass the strat marker across the center. Bo started scheming to build up Spread them Out. Meanwhile Lola managed to punt the Bayou and Performer strat marker back into the Bayou deployment zone. Handing out Distracted to the skeeter in the process. Carlos brought the skeeter down to 1 wound, and with burning it would die at the end. Not before it managed to block Cooper’s path with the second strat marker, when he finally escaped the chatty and boring Zipp. The Skeeter had a final surprise to Cooper, when it blew up on his face. The first mate started putting out scheme markers, chased by the one Coryphee. While Merris tried supporting him from the melee, but the saboteur blew one up - before Zipp realised he had to kill him. Score 2 - 0 (Strat) Round Four Things were heating up, the pressure was on on both sides to score some points. Zipp was throwing a wrench into the Performer plans with his simple presence, Burt finally got the Marker across the centreline, while Cooper punted the second Performer marker into the Bayou deployment zone. Merris red jokered damage on poor Carlos, who wasn’t prepared for to blow up as well at the end of the turn, killing him off. Lola dumped a couple of scheme markers to score sabotage, while Bo and the first mate set up Spread them out. While the two Coryphees worked hard to be a nuisance to Zipp and the Mate, but generally wanting to avoid hitting them and allow them to disengage too easily. Score 4 - 2 (both scored the strat, performers scored Sabotage, Infamous Spread them out) Round five with Zipp the only model on the bayou table half, Lola had no problems scoring Sabotage, Zipp killed off one Coryphee and threw some pianos to secure a scheme marker, but hadn’t taken the mannequin into account that wrecked the piano. Yet Cooper was left with the choice between scoring Spread then out and removing the marker, he chose the first. Bo and the first mate scored Spread them out and Bo revealed his Vendetta against the Firestarter and then the game ended, while Burt punted the strat marker into the performer’s deployment zone. Final Score 7 - 5 (both scored strat and Spread them out, Performers Sabotage and Infamous Vendetta) Awesome, annoying and really schemey game. 12 cups was a gamechanger, as the performers were setup to use their bonus actions for mobility, and boring conversation hit hard on the low Wp crew. The firestarter was a bit of a Dark Horse, but really put a wrench in the Zipp crew with the two kills, if he’d gotten an extra activation, he’d been the man of the match, I don’t know whether he’s worth it, but he worked to his purpose.
  14. There aren’t really any crews that do ‘passive’ damage in a way that you can win on it. They do so in order to increase pressure on the opponent, but not as a means of a direct kill. It’s usually too much of an investment and too easy to dismantly e.g. piling 7 poison on a model only to have or removed in a single action. Pandora2 is probably the best at ‘death by a thousand paper cuts’ with abundant pushes and easy access to put burning and poison on models, while neutering their actions.
  15. I like using a mindless with Toshiro. Move it up the board. Turn it into an Ashigaru and move again.
  16. I used to have problems keeping Kade alive, when I looked upon him as a murder baby. Yet, when I started seeing him as a little utility baby, things got easier. His main shtick is to move Teddy up the field and heal him, while Lure’ing targets into the fluffy murderers death bubble. Early turns I use his tricks to bring Candy/Pandora/teddy faster up the field. IMO the most important trick in a dora crew is to get Candy into the opponents midst t1.
  17. HH is a great format, but not all crews are equal - just like not all crews stand an equal chance in all combinations of strats and schemes. And as has been pointed out, had your opponent figured your onetrick pony out, you’d likely had had a much more difficult time.
  18. Explain the min5 coordinated attack again?
  19. So I wanted to get Lucius on the table, while dusting the saw dust off Cooper and his Flying Monkeys. Schemes & Strategy Corrupted Ley Lines in Wedge deployment Breakthrough, Catch and Release, Claim Jump, Spread them out, Detonate Charges THE TABLE A couple of bonfires and drifting clouds of smoke among ruins and a couple of dense forests. TACTICS - LUCIUS This was one for the Dishonorable. Plenty of terrain to jump around, changelings to juggle the ball, and then use Alan Reid and his Investigators to make a staggering ball of death. Dishonorable w. The Scribe + 9 stones Alan Reid - Claim Jump 2x Investigator Guild Lawyer False Witness - for Detonate Charges 2x Changelings TACTICS - MR. COOPER Simple, abuse the superior mobility and speed of the performers. Distract the lawyers with a good fight and dump a ton of scheme markers in their back field to score Spread then out and Breakthrough. Mr. Cooper w. 3 Flying Monkeys and 6 stone Baritone Lola Carlos Vasquez Coryphee Duet Angelica Durand Ferdinand Vogel THE GAME Round One the two forces started unpacking, Lucius forced the initiative on the performers who sent their monkeys up the field. The lawyer started a chain effect ordering the False Witness to make a False Claim, then having the two investigators examine the evidence, pushing themselves and Alan Reid into the center. Cooper sword tricked Alan into the ground, so Lucius tried engaging Cooper, but the circus master vanished in a puff of smoke. Other blows were exchanged, yet no blood were drawn, except for when the Coryphee Duet charged across the field and killed a poor scribe. Meanwhile Angelica and Vogel advanced on one flank, Vogel scoring a Ley Line, while a Changeling did the same across the field. Score nil - nil Round Two Cooper returned in the centre, pulsing out distracted and placing himself to stun Lucius and an Investigator. Meanwhile the False Witness and another Investigator killed off a Coryphee, avenging the poor Scibe. The two changelings scrambled to get the ball into the centre, while Vogel passed the ball to Angelica and went to join the scrum in the middle, where Carlos and Baritone Lola did their worst trying to set people on fire. Lucius got assisted off his Distraction, but the Stun really hit him and the Investigators hard. Not being able to pulse out Staggered put a damper on their damage output. Yet, still the amount of scheme markers secured the first Detonate Charges. Score 2 - 1 (Both strategy points and Detonate Charges) Round Three Again Cooper stole the initiative, and set up to neuter the Investigator, Reid and Lucius, but the little brave Changeling assisted them. While Lucius pumped all his energy into avoiding Stunning strikes, but to no avail, he only managed to put two wounds on Vogel using a full activation. Meanwhile Carlos had a good round, saving a red joker for flame breathing the guild lawyer, splasing damage on to a changeling, witness and investigator. And the three fought to stay alive through assists and shielded. At the end of the round, both investigators had died, along with a false witness, both changelings were down to one wound, and so were the lawyer, while Reid were below half, so unable to score the second Claim Jump point, and he hadn’t even scored the first. The performers lost their second Coryphee and the replacing Mannequin, while the first Mannequin and Angelica started dumping scheme markers, while Angelica moved towards her third objective. Score 3 - 4 (Both strategy and Performers scored Breakthrough and Spread them out) Round Four things were looking grim for the Elites, while the performers started to doubt, whether they were able to produce the 6 scheme markers and get the final two objectives. Lucius finally won initiative and through sheer luck, he seized the moment and used his claw and a lucky severe damage flip to rip out the heart of Cooper. While blocking LOS between Reid and Baritone Lola to score Claim Jump. Carlos and a suicide bombing Flying Monkey killed off the lawyer and a changeling and then ran off to scheme along with Angelica and the Mannequin, while the second changeling ran desperately with the ball towards a third strategy marker. Score 4 - 5 (Claim Jump and a third strat point) Round Five Lucius messed up, scared that Lola would burn the changeling to a crisp, he killed the clown making it impossible to score the second Detonate Charges. Instead he then jumped to meet Angelica. He couldn’t touch her, but he made it impossible for her to scheme. While the changeling scored the third strat and Calos and the Mannequin collaborated on Breakthrough. Final Score 5 - 6 (Strat and Breakthrough) - AFTERMATH A great game, after getting dominated by Cooper in turn 2 and 3, I didn’t imagine that the Elite stood a chance. The use of assist to rid models of Distracted and Burning was key to surviving. Cooper did play the better game, but was too ambitious about the amount of scheme markers he could get out, while Lucius underestimated the dangers of bundling up, between flame breath, exploding monkeys and Coopers Showstopper. MAN OF THE MATCH Angelica did amazing, she isn’t the most popular choice, but she was instrumental in scoring 5 out of 6 points. On the Lucius side it’s a toss-up between the two changeling, the False Witness and the Lawyer. The false witness distraction aura and handing out adversary was key to dealing with the coryphee. The changeling and lawyer in turn were key to keeping everyone alive. - I’ve fallen in love with the combination of investigators/witness, but it just doesn’t work for me beyond the initial unpacking, and I never succeed in abusing the garotte/stagger combo. I think, I’ll have to look to the puppets to get some more staying power and a stable source of staggering.
  20. Well, I’m looking forward to getting him painted up and on the table and seeing for myself 😊
  21. Both of you @Paddywhack and @Maniacal_cackle seem to focus on his Why hello, Love -ability, but I’m already enjoying that with Seamus. I just have a hard time seeing how Sebastian’s use of it is that much better? Especially to merit losing out on the .50 and Hidden Passage?
  22. Seems like an interesting character, but also very bubbly and while not having the tools to go beyond the bubble like Seamus.
  23. I like Kade/Teddy. They can do some spectacular things, like this : Kade Lures in Rusty Alice - giving her slow and pushing off a bridge over an acid lake. Getting fast he follows up by hitting her twice - getting masks and giving Teddy coordinated attacks. Alice found herself at 1 health in a pool of acid 😎
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