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Regelridderen

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Posts posted by Regelridderen

  1. 1 hour ago, Thatguy said:

    I'm honestly not a fan. Why add all the  marker removal in the last wave of you're going to let a master drop 5+ non-removable markers a turn? 

    Also why doesn't the Artillery Master use the shockwave mechanic? 

     

    1665784368148812.jpg

    Look at Bombardment. He is basically using a variation on Shockwaves.

  2. 19 hours ago, ShinChan said:

    There's definitely a problem of bloating in Malifaux right now. In addition to it, since ES book, that intention of streamlining abilities that came with M3E and was part of the design was discarded. Getting new players into this great game is becoming more difficult, and the old henchman program seems to have been DMH-ed.

    Good point about the ditched design strategy.

  3. I mean, what's the point?

    With the imminent power creep of Titles, factions and upcoming new keywords, what's the point in nerfing the old, when the new are more in a alignment with the original M3E releases than the errattaed.

    I miss my old Dreamer with half a fate deck by T4, Levi is hiding with embarassment in a stable after ruling supreme, Explorers can't appreciate their wins anymore, and poor, poor Colette, Som'er, Shtook and all the rest, who now see themselves eclipsed by their alternate selves.

    -

    I appreciate how hard it is to design games, and Malifaux is one of the best mini games out there, but it seems like old mistakes are just being repeated, for the sake of a quick tug at our wallets.

    I don't buy Malifaux models to win games, I do so to play them. If I wanted pay to win, I wouldn't have looked beyond Games Workshop - and like GW; if game design goes down the drain, so does my interest.

    • Respectfully Disagree 6
  4. 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.

    • Like 1
    • Agree 4
    • Respectfully Disagree 1
  5. 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 ;)

  6. On 9/18/2022 at 7:12 PM, Rengrave said:

    Seriously Wyrd? I just started looking into getting back into Malifaux and since 3E is a thing I figured I should start researching. You just flat out deleted both of my lists. Ramos and Neverborn Lynch. So basically I would have to start over. Everything I have is pretty much invalidated in this edition. What a terrible choice to just remove armies from 2E... I guess I'm just done with Malifaux. Not gonna start another list and find out in a few years time it too will just get deleted from the game.

    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.

    • Agree 1
  7. 3 minutes ago, Maniacal_cackle said:

    New The Dreamer Crew (Neverborn)

    Size: 50 - Pool: 5

    Leader:

      The Dreamer

    Totem(s):

      Lord Chompy Bits

    Hires:

    •   Pandora, Tyrant Torn
    •   Teddy
    •   Wicked Doll
    •     Ancient Pact
    •   Wicked Doll 2
    •     Ancient Pact
    •   Candy

    This could work as well.

    Two beaters, two schemers, two ap, and candy as support is a pretty good combo.

    Can even fast both the beaters pretty efficiently!

    Looks nasty.

  8. 32 minutes ago, jtbk said:

    But, @Regelridderen, you were considering this combo from the outset. What did you think to bring?

    What are others thinking about this pair?

    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.

    32 minutes ago, jtbk said:
  9. 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 🤮

  10. 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.

    • Agree 1
  11. 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?

    • Like 2
  12. 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.

  13. 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.

  14. On 7/14/2022 at 5:16 AM, Pikciwok said:

    The issue I keep encountering is keeping Kade alive. He's soft, high priority target, and Manipulative cannot dissuade focused attempts to bring it down. 

    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.

  15. 9 hours ago, Maniacal_cackle said:

    Testing out Mature Neph with Lucius today.

    Turned his coordinated attacks into min 5.

    Definitely gotta recommend Mature Neph/Hooded Rider for the crew xD

    Also that extra movement saved him a whole action, which was critical. Couldn't have killed Archie without the Mature.

    Explain the min5 coordinated attack again? :)

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