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touchdown

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Everything posted by touchdown

  1. It just occurred to me that a Vik + a Rat is 13 stones and thus would be eligible for Hidden Martyrs. That could be fun to either take and get a point if they kill your non-leader Vik or to just hire the rat as a bluff so they don't kill your Vik while she does her thing
  2. That's a good point, I don't think that's intended and hopefully they clarify. However, it wouldn't *prevent* scoring the scheme. You could kill the summoned model(s), and the 2nd point is still scorable.
  3. I think the Aionus changes will be the most controversial. All the other nerfs seem like they make sense. It was too easy to disengage with Alyce and still get 2 shots off
  4. Yep, at the end of the game Alyce had 10 burning lol
  5. I tried the amalgam crew to a reasonable success. My crew: Rusty Alyce Marlena Webster 2x Necropunks Opponent Popcorn Turner Cooper Jones 2x Whiskey Gamin I won 5-3. 3 points from plant explosives 2 from assassinate. He got 2 from plant explosives and 1 from assassinate. He was just doing some testing with some models he doesn't get to use very often (the whiskey gamin in particular are very cool looking but he doesn't have Brewmaster). I picked Vendetta really stupidly with a necropunk against Cooper. Just assumed I wanted to kill that model anyway so it would be a good target. Absolutely should have picked one of the gamin. He deployed mostly to one side, while I did a symmetrical deployment. I should have put the vendetta punk on it's own, drop the explosive marker and then go hunting for vendetta, but I did the opposite. I also didn't play Alyce well, he kept trying her up in melee with Cooper who kept having 2 shielded. Marlena is actually really good in this format. 8 wounds, armor 1, and a self heal that cycles a card is pretty tough for this format. Withering away came up twice, preventing him from healing. I got Teddy Help to trigger 4 times I think, one of the reasons I got assassinate. Steadfast protector didn't come up as much as I expected. He was able to work around it (we had a lot of scatter terrain so I couldn't push easily). Soul tether is also more handy than you might expect in this format for preventing assassinate. Although that would be better if there was an external source of healing. I could see an argument for replacing 1 necropunk with a scavenger. I also came within 1 point of hitting a whiskey gamin on a black joker flip for attack The necropunks worked exactly as expected. Got me my explosive markers and after that, ran around making things suffer from entropy and landing a few random attacks. Also since my opponent was doing a lot of burning, did 2 assists. One each on Alyce and Marlena (preventing the 2nd assassinate point, and making him spend more AP to put Marlena down on turn 5). Overall, armor was super nice against a tri-chi crew. Since he was trying to burn and poison me to death, on some models it was preventing 3 damage a turn (attack, poison. and burning all procing separately). I should just avoided Cooper, using Alyce to take his gamin out early and using pit traps to try to force Cooper to take long routes and thus not taking shielded.
  6. I feel like I'm missing something. Why do you want to limit the number of models you have for recover evidence? More models = more AP = more chances to kill a token model or pick up an evidence marker.
  7. Hans can do it from 24" away. You don't have to endanger any models
  8. One of the biggest reasons to take Hans for me is that he can generate pass tokens so you can safely send the Viks in at the end of the turn (and just having your Viks unactivated will change how your opponent plays)
  9. models and alternate abilities are going to be added, right? Wyrd still wants to sell stuff
  10. I don't think Arik needs any boosts no matter how small (there's way to get attacks outside of activation so yes giving him the bonus action increase without making him activate would matter)
  11. So'mer is a little harder to learn than some crews because he's a summoner. So you need to build a crew and decide during battle which extra models you're bringing in. That said, if it appeals to you I'd say go for it. Malifaux is not a simple game so I wouldn't say there's any easy to learn crews. If you're having trouble figuring out what crew to put together, just ask in the faction forum, people are more than happy to help you.
  12. Do you feel like you got value out of Soldier for Hire on the Viks? I feel like it's kind of a trap take. Sure they're really fragile so it seems to make sense but I think I'd rather have the stones for damage reduction or hitting triggers (or even card draw). Even worse though is I think it gives a false sense of security, they're still pretty easy to kill but it makes me play like they're tougher.
  13. In my experience if you think a crew is cool, you'll figure out how to play them more often than thinking a playstyle fits you and convincing yourself they're cool (of course if a crew is both that's easiest).
  14. I Taelor is worth 9 stones in a vacuum, but she's not worth 10 and she's rarely worth bringing in mercenary because there's zero synergy (I guess once every 5 matches you'll line it up so she can hit something after a Vik with That One Counts as Mine), and she doesn't bring much the Viks aren't already doing for you. I don't think they can fix the latter problem with errata but versatile could at least let other crews use her. Or change bloody fate to good for a laugh so there's real card draw.
  15. I guess the idea is that Taelor has 4" of extra move per turn, but I don't like her either. She doesn't bring anything to the Viks they don't have. I wouldn't be opposed to making her Versatile. I do hope mercenary gets a henchman who actually interacts with the mercenary keyword at some point though.
  16. You could save a stone with Sue who has Crit Strike built in for min 3 and 12" range and +flip lets you essentially ignore friendly fire. Just as effective in melee (maybe more with his auras). I think it depends if you want blasts, ignore armor or plan to use Life of Crime
  17. Has anyone tried Kandara for card draw? Add an Essence of Power and a couple Ice Gamin or Golem and you could get quite a few cards.
  18. You can't reform but you still get a very fast model with good stats and still get the replace with ashen core
  19. I think it's fine if unbury doesn't trigger it, they have extra hoops they have to jump through so it's probably fair. But thematically it does feel like it should summoned or replaced
  20. Played a game with: Mad Dog Bracket Sue Johan Bandido I got a little lucky with both my opponent's list and my flips but I just shot him off the table. Bandido dropped a marker for Bracket and using fast he killed his Whiskey Golem in 1 activation. In Wedge Deployment, Johan's slowness isn't a big deal. Sue and Johan locked down the middle while the Bandido and Bracket took one side. He had models on the other side but once he dropped a couple strategy markers he couldn't do anything else. I shot a little too well not getting the 1st point for Vendetta or Assassinate but ended 6-2 so I can't complain. 1 SS seems fine for this crew. Bracket has the trigger he needs built in. So you're probably just doing a damage reduction once. Generally, Life of Crime seems even more useful in HH. With both crews having essentially the same and equal number of AP moving one from a 5 stone model to a 9 stone model is huge. Two other lists I want to try: Rusty Alyce Marlena Webster 2x Necropunk Great scheming, great at anti-assassination. Marlena's self heal is good so should be able to limit vendetta to 1 point, and excellent anti-scheming. Spend those stones on Execute and really stretch your opponent's 4 card hand Montresor Hanged 2x Dead Outlaw A really tough crew with solid synergy. Won't be able to outrun the other crew but I don't think they'll want to fight you. Also Pride seems really good in this format as anti opponent having cards.
  21. She's a fast machine for Hans. In keyword efficient at that. One problem is mercenary doesn't need many more ap. Only remotely worth it for Vanessa or Taelor. Either needs a movement trick to keep up so you can spend 2 ap to give another model 1, defense like butterfly jump or quick getaway, or something like gains cover if a friendly model with greater sz is within 2"
  22. Pretty sure you have to decide if they're an enemy or not for the entire action, but I could be wrong
  23. Played my first 50 ss m3E Size: 50 - Pool: 6 Leader: Viktoria Chambers 6 Totem(s): Viktoria Chambers 4 Hires: Vanessa Chambers Hodgepodge Emissary Ronin Ronin 2 Big Jake Bishop Opponent had: Som'er Lenny Sow Zipp Taxidermist 2x Skeeters Stuffed piglit Match was: Flank deployment Reckoning I took outflank and dig their graves as my schemes. I made some play errors. Didn't notice Skeeters were insignificant so I couldn't get dig their graves off of them, and I sent Bishop in way too early after using his bonus action to pull Vanessa closer to the center line. I should have used his challenge on the Sow and played keep away. We had to stop at the end of turn 3 due to time (both of us are having to still unlearn m2e so we're slow). At that time I had 2 points from reckoning, and 1 from Outflank. I was virtually guaranteed the end of game point for dig their graves but the first was going to be hard. 2nd outflank was 50/50 and 3rd reckoning was unlikely. He had 1 reckoning point. Probably wasn't going to get a 2nd and was likely to get 1 point from each scheme. Overall thoughts: Ronin are amazing. Got outflank on turn 2 even after he tried to disrupt one corner with Zipp. Ronin got out of his engagement with the activate move and double walked into the corner (minor misplay on his part, he used Boring Conversation but I didn't need to drop a marker). Made him spend like 5 master AP to get to and eventually kill the Ronin and I still got a point. There's a lot of complaining about how the Viks aren't good enough killers anymore and it's true they can't dice up masters and models with a lot of defensive tech, but they are absolute bullies now. Just use your speed to hunt down weaker models or wait for mistake by your opponent and get them both in against a tough model. I'm not sure how to use Big Jake. In a crew of fast vulnerable models, he's even more vulnerable. I had a play to use unexpected return to score the final outflank point but I'm not sure it was going to work Used Bishop over Taelor because I wanted 1 more ap and no competition for stones with the Viks, and I used him really poorly but I'm not sure I like either option. I feel like getting Hans and trying to get pass tokens so you can safely send in the Viks would be much more useful. Also any activation where you can stay away from you opponent and make them come to you benefits the Viks The Emissary is great, he's just a subtle small improvement to the rest of your crew happening all the time. +1 mv on Viks and Bishop is almost silly
  24. I'm having this problem too. I have like 4-5 copies of some crews and they just re-appear if I delete them
  25. In my defense they're hard to find. Nothing in the official store or wargame vault. No links from the m3e page.
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