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AngelRogue

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Posts posted by AngelRogue

  1. So I did end up playing the trio of bultungin into a Family crew. I definitely learned the lesson the hard way. I was still able to get the win, but the bultungin went down fast as soon as they left cover. At first, it actually seemed like it was going to work. For the first 2 turns, I moved them as the very last activations in the crew, and they were able to get right up on Santiago. At first, I was able to use the Old Ways effectively to stop them from going down. Then I was able to toss Santiago around for 2 activations to remove his focus and shielded, but then my opponent was able to A Por El some extra shots my way and they just dropped. Luckily, the 3rd was able to score me a point for Symbols and even take out a pistolero before it croaked. Though the crew was very fast, I definitely felt I would have been better served with the Rex or Emissary, than the 15 stones on Bultungin. 

    I also think that if you can keep the bultungin moving as the very last activations, that maybe more use could be got out of them.

     

  2. I'm not looking specifically for killing power, or even any thing in particular. I'm just throwing around ideas on how to get something out of them. No one ever finds anything if they don't go looking. I'm not claiming there is anything there. I just enjoy a good conversation and hearing everyone's ideas. Be it on using the models or improving the models. I'm sure there have been plenty of models that were thought useless until someone found the right combo to do something with them. But then, I don't know that for certain and could be totally wrong. 

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  3. Cool ideas. To do least amount of change, wouldn't it be better for them to touch on the current ability? Such as a change in timing of it, and perhaps a cap so that it can't be abused by other crews with the same? 

    Just curious what touch ups would bring the model to the table more without unbalance.

  4. If the rest of my models are mostly trying to tie up and reposition my opponent, I don't think the amount of stones spent scoring matters, if it is scoring. But my experiences are limited in opponents, so my opinion has little weight. Lol 

    Would the pack mentality be too strong if they had removed the during their own activation aspect? 

  5. I totally understand choosing Nekima. But there are at least 2 things that I think might be able to make them worth it as beaters. I could be, and probably am, totally wrong. But they do give 3 more underbrush at the start of the game. Also, it is 3 models with decent damage with triggers to give each other an extra attack. So just by shear amount of duels, I think it could be useful. I'm probably wrong, but that's why I am asking the more advanced players for their opinions on them. 

    Just from what all you have said so far, I am considering running the 3 with a knight. Let them scheme and engage scheme runners. Or I may keep them behind Titania to attack anyone she engages. This would be more likely if I am using her to go scheme. If and when these ideas crap out, I'll be able to move on from it. Lol

  6. I've had them and put them to the table before. But never together. Have always had a hard time not using my emissary, as he's just such a cool model and puts in some work, and I almost always keep 2 knights and Aeslin. Sometimes 3 knights, just because I enjoy them and tend to slow roll. But lately, I have been playing vs Molly a lot and spend a lot of time looking at the crooligans. I know that the bultungin in no way get as much out of their card as the croolies, but I see them in a similar, but different, light. Partly because of  forage and part due to hit potential. And being move 6 means they could try to avoid a lot. But it may be just me thinking/wanting it to be a thing. Lol

  7. I didn't really think of that. That could definitely be a negative. But do you think attacking like that would also be affective to drain a hand, if all goes well? Progressively harder to beat attacks. If you aim them at something at the late part of a turn, especially if you can out activate, it sounds potentially hard hitting.

    I haven't tried Titania 2 yet. I was thinking of waiting until I could have the model. But she looks fun 

  8. So, even with it only affecting during activation, would it be worth it or affective to hire all 3? That still is a high chance to hit, should something in their way needs to be killed. And a stat 7 towards toss in the mud makes it easier, if needed. 

    I plan to still try it, to see. But I was curious about other people's opinions and experiences. 

  9. I get that if you bring 1 bultungin into a Fae game, it will most likely get squashed if it comes into contact with enemies. But has anyone tested the Pack Mentality and hired in all 3 into a minion heavy Fae crew? I'm thinking of testing it in one of my next few games, as it seems like it could make them possibly a worthwhile hire. If I can keep all 3 together, that is a potential Df 7 Wp 6 with a Mv 6. They wouldn't be able to put out extra terrain after the start of the game, but there is a potential Stat 7 attack with a 2/3/4 damage, as well as a stat 7 Toss in the Mud. I see them as a very lethal trio of scheme runner/blockers. Thoughts? Experiences? 

  10. I would like to point out that the Fae are not actually slow. As much as people like to say they are slow, what they really mean is most of Fae's walking is average and that Titania herself can outpace them. In actuality, the slowest Fae are waldgeist with the walk 4. But if you walk and ambush, it becomes 7 inches. Ambush should be fairly easy to keep set up with markers. So then the "slowest" fae is slow at 5 inches of walk.  

    Additionally, with placement of underbrush markers, you should be able to somewhat slow down your opponent, which makes sure that your Fae should still be able to be the first to or across the centerline, if you want to be.

  11. 2 hours ago, Ogid said:

    Ty for the insight

    I think this could be where we see it differently. I don't see it as paying 5 SS but as paying 1 extra tax for that model to fit a role in the crew (debuffer) that crew doesn't have that well covered. There is really no difference between including a 9 SS model for 10SS than including a 4SS model for 5SS. It's the amount of OOK models included what matters in the end.

    I'll definitely try them out eventualy.

    I have wisps but I don't run them with Titania. Not when I can hire the effigy with the fate upgrade for 1 more SS than a wisp. The cheat face down bubble and lure more than take care of what you hired the wisp for, and after it changes to an Emissary, you get beater damage with a long range attack that creates hazardous terrain. And the Emissary and bultingun both remove conditions. 

  12. Recently, I ran a game where I decided to use living fae vs Lady J. To get the waldgheists up the board quickly, I started with 2 underbrush markers just 4 inches out of the deployment zone. This allowed me to move my waldgheists up to the underbrush and use ambush to get the extra 3 inches. Yes, this means not having those 2 underbrush blocking lanes for your opponent or near an objective, but that is made up for quickly by getting a waldgheist closer round 1, and still leaves an action for creating more underbrush. 

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  13. I've been playing Titania since closed beta and just recently really thought to question a couple of things.

     

    First, are Underbrush markers able to be removed by Molly? My main opponent plays Molly but we have not treated Underbrush as removable. 

     

    Second, do underbrush markers count as terrain for Search The Ruins? I have played it as not terrain, as I think it makes Fae super cheesy easy on this scheme. But I can see the argument that underbrush markers are set as terrain, too, and could count as long as the markets are on the opponent's side of the board. 

    Thoughts?

  14. Why would the lack of fast make Neverborn lack luster for you? You said Neverborn is for you, but if fast is what makes you happy, you may be better in outcasts or something. Not trying to turn you away from Neverborn though. See, Neverborn generally don't need fast because our gameplay isn't very straight forward. Fast is good, but Malifaux's nasties like tricks. Such as placing terrain to slow the opponent and putting ourselves at positives, or surprising the enemy with something popping up in their face or pulling and pushing things out of position, or even using their own models to score our points. There are a lot of things that Neverborn do that really doesn't need fast. So, though this doesn't answer your question about handing out fast, I hope you see that the faction isn't lack luster due to one ability.

  15. I'm of the opinion that start of activation is, "I activate Collette" and then you resolve effects associated with her activation. During the resolving her effects, she is placed within the aura and takes no damage. My reasoning for that being that "at the start of her activation " she was not in 6" of Hamelin. She was only in unburied after her activation was declared, which would put it after the timing of "at the start". She would have to have been within the aura when she was chosen to activate, which is not possible.

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