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Amateur Contender

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Amateur Contender last won the day on May 28 2023

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  • Birthday 12/01/1988

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  1. You've probably already heard by now that we're soon approaching the release of GG4. The current GG rules favor positioning/killing over scheming. I think there are only two schemes that involve dropping scheme markers without the need for specific enemy/friendly positioning. As for Master, have you looked into the Titled Masters that came out in Madness of Malifaux? They do a lot to change up how specific keywords play. Perdita Neverborn Hunter, for example, can now summon Pistoleros and hand out upgrades making Family much more flexible. Lady Justice Death-Touched lets her crew Bury models with better consistency. It's hard to score when you're not even on the table! I don't know much about Sonnia, to be honest since I don't play her and have never seen her on the table. Lucius seems underwhelming, even when mastered, and I hear nothing but complaints about both of his versions. I've heard that Basse Badlands Sheriff is much better than the original version in this current GG, but haven't seen him in action.
  2. Someone can probably expand on this more, but now there are two versions of every master. When you hire your crews you can choose either the original or the newer (Malifaux Burns) version if the master to lead your crew. This helps your crew respond to threats differently. Some originals masters have been overshadowed by the newer masters and won't see much gameplay for the foreseeable future, though they're still a legal hire.
  3. Yeah, that makes sense. Though, upon further reflection, Gravity Well doesn't seem too limiting of an Aura. If he's in Perdita's face I can always Summon the Pistolero with Perdita or another model in between Arik and the Lil' Latigo.
  4. I was listening to one of our many wonderful Malifaux podcasts in order to learn about other crews when the subject of Arik Schottemer came up. The hosts were under the impression that his Gravity Well ability affected Summons. I did a little digging into it, being a Family player and all. And, to me, it doesn't look like Gravity Well has any bearing with Summoning within Arik's 6 inch Aura. Place, as a movement effect, is always presented with a capital "P" as all game terms start with capital letters. However, in the up-to-date rules manual, Summoning mentions placing the summoned model.... placing with a lowercase "p". I like to err in the side of more experienced players, but I'd also hate to bench the Latigos unnecessarily. Is there any information out there that can expand on this?
  5. Abuela is a boss. She makes the OOA attacks go from painful to downright nasty.
  6. Intersting. What does your default list look like? I'm usually running: Dita 2 Neph Franny Santiago Guild Mage with variations of Pale Rider, Abuela, Nino, and (rarely) Papa Loco.
  7. Correct me if I'm mistaken: If you have two Guild Mage spaced together where their Auras overlapping, any model within the two Auras that discards one card will be able to trigger both Auras. As long as the Mages heal two different models with their Auras, that is.
  8. Woot Woot! No sign of John Watson... I wonder if he'll be released as a TOS model?
  9. I may be wrong, but I believe that the consensus is that the Interact Action belongs to the Enemy player unless the Enemy model is within 2" of a Friendly model with the Exclusive Interview Ability. If you look at the Obey Action it specifically states that the target model takes an Action controlled by this model. Nellie 2's Silver Tongue Trigger also says that target model takes an Action controlled by by this model. So in the absence of the phrase "controlled by this model" it makes sense that the Interact Action is forced, but not controlled, by your Newsie.
  10. I'm having this really wyrd issue (get it?) in the app where none of my favorite models have all 7 Stats. Can we get this fixed?
  11. I'm interested to see what people have to say since I expect to be playing against him. I'll say this; I faced off against him with Lady J 2 and he did not have a good time. This was before Madness was released along with the rest of him unreleased keyword. But her ability to shut off healing really damaged his whole shtick. Perdita's silver bullet trigger also helped fight his healing too.
  12. Alright, first off, I apologize for taking so long on something I promised much earlier. Unfortunately, the game I was able to play with the new Cav crew was only a two rounder. Not only was I playing a new crew, but opponent was playing Shen Long 2 for the first time as well. We also stopped frequently to read over the new FAQ and Errata. So my experience was very limited. Crew: Harold Tull, Artillerist Walking Cannons 1&2 Kings Wall Louisa Fusi John Watson Rocketeer Sapper Guild Mage with LLC 5 Soul Stones Deployment: Standard Strategy: Cursed Object Schemes Chosen: Breakthrough, Set the Trap I think the biggest hinderance to this crew was how timid I was playing them. Going up against a Master/Crew I've never seen on the table before is a bit intimidating, especially with a crew that I (and most nobody else) haven't played before. As a consequence by the middle of Turn 2 the crew felt stalled out. Like an automatic truck that wants to move, but the driver was too skittish to give it the gas it wants. The main idea of the crew I had, and I think most people can agree, is to send the Kings Wall and Doc Watson up the middle (or where ever the bulk of the enemy crew will be) and just act as a tar pit. Harold probably wants to be just outside of engagement, raining down pain and confusion. Louisa Fusi seems like she wants to act as a delivery service for the Kings Wall Turn 1/2, and then either go off scheming, bringing weaker enemy models into the tar pit, or weakening potential Tull victims with Soulstone Flare. Gertrude and Ethel help you when you're low on cards mid-turn. The Guild Mage does what the Guild Mage does best in a crew that wants to pitch cards. The Rocketeer and Sapper were kind of hard for me to pin down role wise, but they looked like they wanted to be off to the side and do their own thing. Harold Tull: I think I played him too timidly and kept him literally 9.9999 inches away from his target. This is silly. Why limit yourself with just one target, when you can be closer and have many targets? Especially when 3/4 of your Actions are Enemy Only. Especially when you have 1900's Iron Man and a Medical Prodigy Bulldog protecting you. Even so, I think his back of the card gives you an idea of what he wants to do. And he does what he wants to do pretty well. Starting with You Have Your Target not only handed out Adversary, but also pulled in two other models towards his target. Two shots of the MFGL had all three enemy models on life support and forced my opponent to completely abandoned his strategy to heal them up. 12/10 would recommend. King's Wall: Theres's not much to him. He's awesome. Just be sure to get him in the thick of things as soon as possible. John Watson: He would have shined brighter if he was up close and personal with the enemy. However, I felt like I had to keep him back a bit, helping Louisa Fusi take care of a slippery monk trying to score on Breakthrough. He's definitely a good support piece, with an answer for a lot of stuff. I would love to see him get a second Trigger on Medical Tools that hands out Staggered, helping Tull with his Rain Hellfire ability and keeping people from running away from the King's Wall or Assault Markers. Maybe that's a bit greedy of me though. If you set him up right he can have four AP. Louisa Fusi: When I was playing her I was confused about the Hop On Trigger for Claim the Land. It felt like it wanted to act like Ride With Me, targeting a model before you move and placing them in base contact with you after you're done with your movement. But it also reads like Louisa moves first THEN she places a model within 1" of where she ends movement into base contact with her. I opted for the former interpretation, not wanting to accidentally cheap my opponent. But now that people are talking about the Cavaliers the general consensus seems that Hop on is another Ride With Me. With that being said, she could have been more helpful shuttling the King's Wall into combat early game. Outside of that....boy is she fast! All Terrain, 6" move, a Bonus Action to move AND Interact. With all that and help from Tull and Watson, she netted 25 inches of movement in one turn. Ethel and Gertrude (Walking Cannons): I activated these in the middle of the turn to pick up weak cards I had already discarded so I could pitch them again. Recalibrating was nice to move Assault markers closer to enemy models that had already moved. They weren't really close enough to get use out of their healing ability though. I feel like they're too useful for their card drawing abilities as well as upping the TN for Bombardment to risk getting close enough to heal. Sapper: Unfortunately he died pretty early on thanks to my opponents Four Winds Golem. Rocketeer: I used him as a scheme runner. 6" move with flight, why not? If anyone has any other ideas on how to use him, please let me know. Guild Mage: As far as OOK Models go, I feel like the Guild Mage is a gimme for this crew. Not only does it heal when a model discards a card, which this crew wants to do, but it came in clutch removing enemy scheme markers and denying the opponent from scoring their schemes. I would consider other OOK models that hand out stagger and interact with all the friendly scheme markers being dropped. I wouldn't go heavy on OOK models though, since a lot of Cavalier Actions and Abilities are Keyword locked. Overall, this crew was fun to play with and I look forward to fielding them again. I definitely misplayed them and didn't see their full potential on the map this first time. Hopefully this is helpful to those looking to run Harold Tull. Any insights or recommendations would greatly appreciated!
  13. Thanks friends, someone in my meta was nice enough to make them for me.
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