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azgadil

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Everything posted by azgadil

  1. SteamFitter helps with the ability to repeat Brass. SteamFitter pulls in Ramos 11T for instance. Also in a single turn I got it off twice with Stoke. one of the activations was a wild /straight flip - and that’s just unlucky for my opponent. So then I cheated the second re-activate. Lastly had Amina to pull in a target so Joss stayed fairly close to Brass. Set up was scored round three targeting Fransisco (who I am not sure I will ever make my set up target ever again). Opponent played around it very well and except for spiders and reactivate shenanigans I would not have scored. That said SteamFitter again was helpful. (1) Move (1) Interact Scheme. (0) Scheme. My third Scheme required Ramos AP to get the full three points and That’s not ideal. Overall I am not liking Brass Arachnid. I have seen how great Brass and be and I have seen him worthless. There are a lot of “ifs” that made this work. That said the game has some pretty weird swings in that regard (Segway into another thread).
  2. How did the OP find this advice? I am a new player (started in Jan). I tried a few things and here I what I found. Amina didn’t gain value for me as a model until over ten played games(without her). Her triggers and when to use them were a sore spot that after the second game I shelved her for a bit. PS - Amina doesn’t make every list but she is solid and has frequent presence. I purchased all prior upgrades and errata on WarGameVault and between the app - I installed one app on multiple devices. I did not need to purchase the books nor the arsenal or upgrade packs (Broken Promises an exception because it was easily available).
  3. Ramos Player Arcane Reservoir Under Pressure (MVP) Ramos AOE denotate may have been the game changer. Brass Arachnid (4Successful Reactivates) Joss Open Current (MVP) Amina (Turn 1 and 2 Pulls were critical) Imbued Energies Howard Langston (Imbued Energies) Union SteamFitter Ramos won 8-6. Ramos took set up and Under Cover entourage. Scoring six from schemes Perdita took Surround Them and Covert Breakthrough scoring six from schemes. Witch Hunters are very strong and scary. Feels like a three / four ap Model for six stones. They consistently get the redcuced damage because there aren’t many hitters at lower stones. There were two critical decisions that I think made a difference. First is hand management. Carefully choosing to lose a duel so that I won a big one later. (Amina was one shot without activating which I could have stopped). ^Not sure I made the right decision it was critical moment and I chose to let her go. Turn two is way too difficult to describe in any detail. Basically there is a very difficult decision to be made in turn two - kill or ply - we could literally start the same board position at turn two and have many different variations on the game. Great game NickDub PS - lots of good info on this thread.
  4. I have been getting a lot of value out of Amina. Take a damage to protect your beaters from dying. Cast to prevent your beater from dying (This is a bit tricky to set up but can me really cool) Lure. Turn something to a peon. (Many uses). Gain a Soulstone on enemy scheme drop (rarely triggers). Average stats, and attack. I’d say she’s pretty solid. My play style is to put my crew within her bubble and position her in such away where she is a target for their beater. The goal is to counter attack so hard that it would kill their beater model. (That’s what I’m currently trying and I like it so far)
  5. I am skeptical. To give a Mage the following - No AP - discard a 7 to gain fast is great! I do like Bury until end of turn. Everything else is underpowered for a 13 point model. That potential for an AoE slow is good but I’m not keen on a 13 point model spending an AP to slow another model (who is likely less AP). All that said I have noted this and added to my “wishlist”.
  6. I’m not 100% sold on SteamFitter. I’m still exploring and signs are positive. Take this experience as you wish I’m new to Malifaux and new to WarGaming. But I have a tournament history as a chess player and poker player. Malifaux is the first (except for MTG) of many board and card games that I have played that has me interested in a tournament scene.
  7. I use one SteamFitter and he generates the first scrap. Let’s be real here - this is a resource drain - but has some upside in that you have a model who is above average as a schemer and at least he can hit better than an arachnid. I never spend a card on Weld and therefore don’t care that he can buff plate armor. Any turn one scrap marker shenigans - even if not ideal - are a bonus. Combat Medic is irrelevant in Turn One. I have played both extremes of turn one: Dream Scenario - Have two 10+ in your hand and a 11+ Tomb. Activate SteamFitter any time where a ten+ is your grave. Place Scrap. - Activate Ramos. - Activate Brass (give him reactivate and Stoke). - Activate Brass (give Joss and Howard Reactivate). Worse Scenario - You have a scrap marker and two Arachnids, no hand and no reactivates. For now I’m okay with even the worst case. I personally like paying six for SteamFitter as opppsoed to wasting a turn one Joss attack. Or a four point Electrical Creation. Things get fun in future turns where you have more scrap available and can take advantage of Accompliance.
  8. New to the game but here’s what I’ve been playing. Ramos (Comabt Medic, Arcane Reservoir, Under Pressure) Brass Arachnid Joss (Open Current) Howard Langston (Imbued Energies) Amina Union SteamFitter Executions/Leadership Set Up Under Cover Entourage Show of Force Search the Ruins I used a similar list (only traded Johan for Amina and UnderPressure for Leviathan Powe Core) Ours / Guarded Treasure Hold up Their Forces Inescapable Trap Recover Evidence Public Demonstrations
  9. azgadil

    M2E Ramos

    Combat Medic on Ramos has been pretty sweet! I mainly use it for accomplice and rarely for the heal. Turn 1: Unlikely to be used Turn 1 and it seems a stretch to come up with scenarios where I would. Turn 2: Assuming scrap is in play. Ramos summon as your last action. Chain into SteamFitter. Turn 3-4: Summon Three Arachnids around an enemy. Their defense is reduced by three. Attack with Ramos twice. Chain into a Construct Beater and have them attack the same model. At minus three that is likely one dead model. That chain should result in a dead model. Turn 5: Niche cases to get in position and block some scheme movement.
  10. I am pleased to hear! I find her very difficult to pilot. What tactics and crews are getting results? I haven’t tried playing her as a full support master so that is at least one playstyle I can explore.
  11. Ha! I missed that! Very promising. Thank you!
  12. Where have you heard details about the backdraft box that inspire optimism for Kaeris? From what hat I have seen this is all speculation around “Fire Golem” and assumptions the Fire Golem will breathe new life. ... is there any fluff or concrete evidence Fire Golem and the BackDraft Box are going to buff /improve Kaeris?
  13. After a few play throughs this is just not great. While It’s really fun when you pull it off - I’ve watched 12 point models just sit there and take up space cause they can’t cast anything. Kaeris is going to sit on the shelf for awhile. She is why I chose arcanists (loved the sculpt - who doesn’t love a steampunk angel?) but at this point she seems nearly unplayable.
  14. Well played Ramos. Did you ever cast Vox Populi?
  15. When Sonnia places a blast marker due to blast (pyro Keynes is) and the blast is two inches away from the original target does the original target still take damage even when none of the newly placed blast markers don’t touch the original target?
  16. Updating this thread to remind all that the current rules (recent as of March 2018) Cards that have been flipped, cheated, or discarded are moved to the top of that player’s Discard Pile face up. ... When a player moves multiple cards to the Discard Pile at once, she does so in whatever order she chooses, but must show all players what cards are being moved. (Page 14. The Discard Pile).
  17. My intention is not to compare to Marcus. It’s to share a combo and control play style game for Kaeris players that doesn’t require a dedicated Crew to build upon (although it can certainly help). She is adding burning to enemy models that start within three and another if they end within three. With Heat Exhaustion they are less likely to move out of Engage and this can tie enemies down effectively as well as put a point or two of burning. There are a few things I initially like about this upgrade path. 1) Kaeris’ damage is on the low end. This combo gives her a control option. 2) Much of it is not depdentend on enemy duels. 3) She doesn’t need any burning support to make this happen and can run a full host of “good stuff” crews. 4) It’s a five stone upgrade path instead of six. Who else is testing out Heat Wave? Has any one tried three turns of negative duels with a single Heat Wave? Others?
  18. Wicked is not needed I don’t think. Immolate has a built in positive to the attack flip (not a trigger) when the target is burning. Since The enemy will gain burning when it starts its activation for being within 3 of Kaeris the attack flip is gained as part of the melee attack.
  19. One thing I have been testing is using Kaeris’ Heat Wave to lock down multiple models using the Heat Exhaustion condition. To start I use the following upgrades: Flaming Angel, Heat Wave and Seize the Day. My goal is for three models (no less than 2) to have minus two to all (ALL) their duels and two damage each. ... there are variations on this combo. Incineterting Swoop (1 AP. Ca 6 TN13) over two, three or more enemies. You must fly over them so Swoop gives them each an uncontested Burning. Be sure to end your Swoop within 2 of the enemies you really want to lock down so they are engaged. Cast Immolate on your primary target. The goal here is not to damage but you want to trigger Spreading Inferno (see Flaming Angel upgrade). In addition to any damage the trigger will give Burning to all models within 3. For the third AP you have choices. I personally prefer Damaging multiple enemies using Accelerant becuase it’s not an opposed duel. Afterwards cast Heat Wave (Ca 7 Tn 12) which also does not require an opposed duel. Reduce their burning to zero and maximize their Heatstroke. Now they are minus to their duels for the whole turn. They can’t likely walk out of disengage and any duels have an increased difficulty. Initially I think this is strong vs summoners but I haven’t tested fully. During their activation they will gain a burning or two from Intense Heat. I am currently trying this with Seize the Day so I can repeat this process. The goal here is to use Kaeris to lock down at least two models while the other models go about scoring for you. Engaged Tarpit Swoop (not opposed) Immolate Accelerant (2 dmg not opposed) Heat Wave (Not opposed) Ranged - Keep enemies within six Flaming Halo Immolate (trigger at Pulse 3) immolate second target (trigger at pulse 3) Heat Wave
  20. Am I correctly inferring from the replies that this game requires experience to set up terrain in a fun and balanced way. My reason for writing is to share that terrain is a barrier to entry and may prevent our group from gaining the experience needed to reach a balanced and fun game play. An initial set might be helpful. Its a two fold issue to have auch free reign to create our our terrain at this stage; 1) it’s time consuming to set up. (We don’t have a guide but we know bad terrain creates a bad player experience so we spend a lot time trying avoid a negative experience) 2) unbalanced game states can create a bad awful.
  21. What are the recommended new player terrain lay outs? Is there a detailed ruling on how to build terrain? -ie Player one puts one piece. Player two puts one piece. Repeat alternating placement until both players pass. What are the communities thoughts on making all terrain with height greater than zero impassable (or obscure with height zero)? Or can the community provide a clean way to manage the following; vantage point, avoid many odd climbing scenarios and other markers placed on/near objects of greater than zero height. Thank you for those who contributed to terrain placement suggestions on PullMyFinger. I now ensure that terrain does not prevent scoring, such as avoiding terrain that covers a wide area in the center which might make it impossible to score in some thing like turf war.
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