Jump to content

cbtb11235813

Vote Enabled
  • Posts

    1,198
  • Joined

  • Last visited

Posts posted by cbtb11235813

  1. 5 minutes ago, marke83 said:

    Still a good point on obeys, even if they're less impactful. I've understood obeys are better this edition overall though (?).

    Obeys are very good. If they are better, it is probably because everything is a (1) actions (even though (1) actions don't actually exist anymore), so even a lowly Bokor can obey something to charge, a right traditionally reserved to the Queen of Obeys herself, Zoraida 

  2. 19 minutes ago, SerZaka said:

    There is nothing also that can prevent your opponent from using the Rapid Fire (and stopping you from using it, as it is Once Per Turn) after obeying a shot.

    Yes there is. "Rapid Fire: Once per Turn. After this model resolves a Action during its Activation, it may discard a card to take that Action again." (emphasis mine). The "during its activation" was added to Rapid Fire and Flurry during the beta to stop exactly what you described.

    • Agree 3
  3. I ran Kaeris in a tournament over the weekend, and I definitely noticed a lack of healing available. I don't have firebranded (waiting to get them without the golem). I brought the medical automaton, but unfortunately only two models in my list were living, one of which was firestarter (who was never anywhere near the thing). The little guy did come in clutch against assassinate healing Kaeris for 8 wounds to deny a point. But, I really want something that can heal the fire golem, who generally gets focused down hard. From what I can see, the only options to do that are Firebranded and Silent Ones, since the golem is neither Living nor Construct, cutting out most of our healing options. Technically you could bring the Duet, but that doesn't seem terribly efficient. Am I missing a model that could do it?

  4. We don't know a whole lot, unfortunately. 

    For Guild and Court of Two, we know there is a 2 player started box coming soon that is Sonnia vs Kirai for some cool Malifaux crossover. From the newsletter that came out this week, the starter will come out some time after Gen Con (4th quarter of the year is what they said, specifically). Rules wise, you could look at Bihn and Thrace (and their Envoy cards) to get an idea of how those factions might play. 

    For Kimon, Three Kingdoms, and the Sandmen, all we know is that they exist. Fingers crossed for some news on those soon!

  5. 14 minutes ago, marke83 said:

    Aside from overpowered combinations, there is literally no reason why 2 master crews shouldn't be strong. Master is just a powerful model after all. I feel 2e mindset is part of the worry. 

    Other than emotional reasons, why 2 master setups becoming the meta should be avoided or banned? As long as there are enough good competitive options within every faction, I don't see the problem.

    Totally agree. Though, I definitely don't want double masters to be the only competitive option. I'm fine with them being really good, as long as they don't totally overshadow single master. 

  6. 4 minutes ago, LCBrules said:

    1. getting rid of an increased charge distance and having "charging" (running) the same distance as walking makes no sense and wastes more time on movement.

    2. reducing the range of most melee abilities means now you have to walk more and you have to get close for combat. Instead of speeding the game up, this has slowed it down even more

    Once again I will ask, have you actually tried the rules? Because it works very differently than you say, now that charge is a (1) action. Take a typical statline in M2e: 5 walk, 8 Charge, 1" melee, and a similar statline in M3e: 5 Mv and 0" melee (no charge stat needed). Say you are 10" from an enemy. M2e model cannot hit the enemy at all and has to spend its whole activation walking. The M3e model can walk and then charge, getting to hit once, instead of not hitting at all. In my experience (and I've played a whole lot of M3E) you actually "waste" actions walking far less than you did in 2e. Add that to larger deployment zones, more tends to happen turn 1 than it used to. 
     

    15 minutes ago, LCBrules said:

    3. Getting rid of the master specific upgrades is the most disappointing thing for me. Now the masters feel very generic and have lost the range of mechanics i could choose to switch between game per game. The Dreamer crew feels completely different, the dreamer lost a lot of cool, fun healing, control, movement abilties and got... a bat? LCB feels way squishier, lost his awesome teeth attack, and his extra attacks with his claws as well as his melee master. Widow Weaver lost her ability to make Teddy's (one of my favorite things) as well as her ranged attack, and now just pushes people further away and spins webs. Titania's Autumn Knights all became generacized and lost the whip abilities, spear abilities, and 2hsword abilities that made them unique and interesting. The Emissary of Fate lost his fun, carniverous plants ability that really matched his theme.

    Some of this I do agree with you on. Some models did lose some flavor, but at the benefit of having a less dense game. Other things were done for balance. Dreamer summoning a Teddy was unbalanced as shit, god forbid Widow doing it. As for master upgrades, they are addressing that with Titles, doing what upgrades did for alt play styles in a much more concise way. 

    18 minutes ago, LCBrules said:

    4. Needing to spend +1 summon points to summon a character from your same faction seems like a huge deterrent and makes me way less likely to mix and match and try new things.

    I honestly can't figure out what you are even trying to say with this one

    18 minutes ago, LCBrules said:

    5. Paralyze was one of my favorite mechanics and now it is gone. A lot of the new mechanics seem very underwhelming

    Paralyze is widely regarded as the single most NPE thing in 2e, and I'm not sad to see it gone. 

    20 minutes ago, LCBrules said:

    6. Investing in certain crews and characters only to have them moved to different crews with different keywords and/or functionality is disappointing.

    I really feel for you on this one, it sucks. But decisions had to be made to make the keyword systems (which is fantastic) work. Unfortunately you can't please everyone all the time

    • Agree 2
    • Respectfully Disagree 1
  7. In my opinion, M3E is more balanced at release than M2E was at the end. Are there issues? Hell yes. Some things are going to be above or below the curve. Are we going to find things that slipped past playtesting? 100%. But at the very least it is better. The gap between the best and worst master in a faction is far narrower than it was in M2E (especially as an Arcanist)

    • Like 1
    • Agree 1
    • Respectfully Disagree 1
  8. 1 minute ago, Mycellanious said:

    Idk, i took down Chompy early but it took most of my hand. Then my opponent summomed him back the next turn with a single 10. It feels like it was a waste

    Playing the rules correctly will solve that problem. Since Chompy is a Henchman, and Dreamer can only summon Minions, Chompy cannot be summoned by any current game effects

    • Haha 3
    • Agree 1
  9. 5 hours ago, thatlatinspeakingguy said:

    Now, please, make The Drowned an official proxy for Crooligans.

    That would be terribly confusing and definitely shouldn't happen. "No that isn't a Crooligan, I paid the tax for a Drowned"

    5 hours ago, thatlatinspeakingguy said:

    By the way, don't you think that this is so cool and unique that this should be our next master and not just a nightmare crew? It's main offensive mechanic could be burying enemies via 50 mm Riptide markers, from which they could eventually emerge damaged and Stunned or Staggered. Keyword's main beater could be a white necrowhale, swallowing it's enemies and thus burying them too...

    Maybe in M4E :)

    • Like 1
  10. I think it is still far too early to make any real decisions like this. The game is just over a week old (officially at least). Instead of putting house ruled limits on things out of the gate, lets give it 6 months and see what happens. If DMH/Multi-master/whatever else people are worried about are consistently dominating sizable tournaments, then do something about it, instead of limiting some cool stuff just because something seems too strong right now

    • Agree 7
    • Respectfully Disagree 1
  11. I've played a lot of Ramos in M3E, and I really enjoy him. I think I play him a bit differently that most people though. While he can still be a pretty awesome summoner, that is no longer really my focus with him. In my eyes, Ramos is now an area damage master, and damn good at it. He has some awesome summons, but he can do some pretty insane damage by blowing them up. I usually kill my own summons before my opponent can touch them (my record is 30+ damage in a single activation, basically halving a Hamelin crew). 

    My favorite thing to do is bring Mech Rider with SS Cache. She can hand out tomes to Ramos and Joss, relieving a lot of your soulstone pressure. With SS cache she can stone to protect herself while standing next to things that are blowing up, gaining you stones. Between this and Ramos' card draw, it is an incredibly efficient engine. I've played games with this where I am gaining stones faster than I can spend them, and ended the game with 5 or 6 left. 

    • Like 2
    • Haha 1
  12. We must be looking at completely different rulesets. M3E is absolutely an improvement over 2e, and I absolutely loved 2e. The game can now be played without a near encyclopedic knowledge of conditions, timing of actions, and vantage point LoS. What little we lost in flavor we gained in a more intuitive ruleset that plays smoother. Keyword hiring is fantastic, shadow terrain actually works, and like you said, pass tokens are great. Your models didn't get nerfed, the power creep that was so prevalent in book 4 and 5 models has been reset, meaning older models can actually be useful too. 

    I strongly urge you to actually play the game before writing it off so derisively. Hundreds of people play tested this game, and the general consensus is that it is an improvement. Maybe it actually is

    • Like 2
    • Agree 16
  13. On 6/21/2019 at 4:24 PM, Clement said:

    Following up on this, we tried the 4-player scenario "Kill em' All" and it was kind of a blow out.   It doesn't feel "fair" to the Gibbering Hordes player especially (eating an egg clutch to go to glory gets your opponent 2 VP).

    Anyone have a different experience?

    When we played this at Adepticon (not an event, just a pickup game with Matt watching to laugh at us) we just didn't count GH eating friends for points

    • Agree 1
  14. 1 hour ago, NicoWZ said:

    Hello everyone.
    You talk a lot about rules and translations, but I would like to make a comment about miniatures ...
    I suppose that the M3E figures will be of the same type as those of "The Other Side". Molded in a flexible plastic and assembled completely. It will be difficult to eliminate the molding lines and almost impossible to make transformations!
    I am sad about these changes!

    This question is asked about once per day, and the answer has always been the same. TOS plastic is for TOS, and Malifaux is staying with the same old Malifaux plastic we know and love

  15. 5 hours ago, LexLock said:

    I'd lean towards Titania/Nekima/Euripides because they're pretty in your face

    I will second Nekima. Yes her crew can beat face, and that might not be the most fun, her crew is very easy to understand. They run forward quickly, little things grow into bigger things, and they punish you for trying to melee them. There isn't much else going on, barring them hurting themselves for black blood. Very easy for a new player to grasp, and learn how to play around (shoot weak things before they can grow, block charge lanes to important things with cheap things, etc)

  16. Additionally, while Ramos is DMH, you can absolutely still play him. He is not allowed in certain tournaments, but if you're just starting out that may not really be an issue. Ramos is my first love, and as long as there are rules for him, I'll be playing him, and all his many legged mechanical friends

    • Like 3
  17. 27 minutes ago, extremor said:

    So would you prefere doomseekers over ecb?

    To some extent that depends on your opponent. In general, yes. The are more versatile if you don't know what you're up against. But, if you think your opponent will be heavy on titans, then ECB are fantastic. Ideally you just take both :)

  18. 2 hours ago, extremor said:

    First of all: Thank you for your help!

    What is it about the Doomseekers? The stats seem fine, but why do you think they are strong?

    My thoughts on the Yarazi were: 1. they are fast and don't need portals. 2. They can be thrown at the enemy without hesitation since they get respawned. 3. Strentg 4 in charge sounds great to me as well as the retreat-ability. 5. I love the minis 😄

     

    @cbtb11235813

    I don't play Horrors. Do you mean the Warped? If so, why don't you play them? I thougt they were quite potent since Strengt 4 + piercing sounds great to me!!!!

    @retnap

    I will consider taking 2 Titans. ;-D sounds like a great plan to me!

    Yes, I was thinking Warped but typed Horrors for some reason. You are correct, Strength 4 with piercing is quite good. In fact, everything on their card looks good. I really don't have any explanation as to why I don't like them. Every time I've put them on the table, they haven't pulled their weight for 9 scrip. I should probably go and give them another shot. 

    As for Doomseekers, for me it is the flexibility. For one, 12" range + portal jumping means almost nowhere is safe from them. If you just can't get into range, they can summon breachlings, which can do absolutely devastating amounts of damage. Translocation Ritual is incredibly powerful and can really save you when you've made a positioning mistake or sent something too far forward (this is going to happen to a new cult player. Getting in the correct slingshot rhythm can be tough, and this gives you a convenient way out). They have enough different things to do, they can always do something significant. Finally, I think area damage is king. I've had a single Doomseeker unit wipe 3+ fireteams in a single activation because of area damage. They make the cut every time for me 
     

  19. Personally, I don't use horrors much. I've got most of the cult units though, so I've got plenty of other options. If you're trying to avoid a bunch of purchases though, they will do fine. For the remaining points, I would strongly recommend taking a look at Doomseekers, one of my personal favorite units in the game. 

    Adeodatos and Horo make a good pair, and they have very different jobs that can help support your company. 

    One thing to keep in mind with bringing Yarazi in, since they are not Cult models, they are not able to use Portals. What makes you want to bring them?

×
×
  • Create New...

Important Information