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Amateur Contender

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Posts posted by Amateur Contender

  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.

     

    • Like 1
  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. 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? 

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  4. 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.

    • Thanks 1
  5. 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. 

  6. 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!

     

     

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    • Thanks 4
  7. I don't know if The Jury has a place with the post-errata LJ2. She seems to value models that have some form of card draw. But I loved taking her in a my  pre-errata LJ2 bury heavy list. 

  8. 19 hours ago, Paddywhack said:

    Now that the book is in the wild, has anyone been able to get in any games with Cavalier?

     

    No...

    I've started to really hit my stride with Family. Thank TBM Perdita was untouched during this errata. 

    But I do have a fellow player whipping up some Cav proxies for me! Soon....

  9. I'm starting to see two different cards for Thirty-three. 

    I managed to snag the model up when it was first released. The card I have has Pine Box as the first Attack Action. This is also reflected in the builder app. 

    Some people are showing cards where the first Attack Action is Torn into the Void. 

    My first thought is that these new cards are the updated ones, but it doesn't look like Wyrd has put anything official out yet. The new cards don't have the standard Errata Print at the bottom either. 

     

    Is the general consensus that the new card with Torn into the Void the correct version? 

     

    *Edit*

    I'm happy to play either one! I just don't want to get too used to playing the wrong version and having to re-learn or cheating my opponents by fielding a broken model. 

     

    Has anyone looked for or found any other discrepancies in the newer models? Since my Thirty-three matches the one on the app I doubt I'll be able to cross reference any other of my titled masters or the models that came with them. Someone please confirm that they left Perdita 2 alone! 

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  10. 16 minutes ago, ShinChan said:

    I don't play Dita, but I've played against Dita2 more times that I would like to xD

    He's pretty straight forward. In a map with a bunch of blocking terrain, he can just move around dropping scheme markers exactly where you need them with little effort while the rest of your crew scores other points and murders the enemy.

    Also, it's not a big deal if you lose a 6ss model after he did his job.

    I can absolutely see him exceling in a map lousy with Impassable Terrain. 

    One thing I overlooked is his Black Market Arms Trigger: That's two scheme markers AND an attack AND a 2" move for Sly.

  11. On 11/28/2022 at 7:24 PM, 11Anthonyc said:

    I haven't directly hired a Monster hunter into my crew. Every game I've played I've been able to Summon a Pistolero and Replace it with a Monster Hunter.

    One thing to think about with your Pistolero is that it may not be beneficial to upgrade them to Monster Hunters when you get the chance. When you replace a Pistolero the Upgrade Card gets Attached to the Monster Hunter, triggering all that fun text at the top of the card. This means your new Monster Hunter will get Slow and Shielded +1. It may not be worth it if your model needs that extra AP to move somewhere or to interact. 

  12. 17 minutes ago, ShinChan said:

    Sly is pretty good.

    Obviously the Pale Rider is going to be more versatile, but it also costs almost double 😅 Sly can operate outside of Dita2's bubble and he's really difficult if not straight up impossible to pin down.

     

    It sounds like you've had a good experience fielding him. Are there any tips or tricks when it comes to playing Sly? Or is he just straight forward and I've completely misunderstood him? 

  13. Pale Rider is awesome. I don't think you'll find a guild player who would say otherwise. His Ride With Me can help get Francisco where you want him without using up his AP to move. Those triggers are buh-rutal. Being able to hand out mass damage/heal without saving throws is a game changer when turn 3 comes around. He tends to attract a lot of aggro because of this, but that will only give the rest of the crew breathing room to do what they wanna do. Obviously Stun is his worst enemy, so be wary of crews that easily hand the condition. 

     

    If you haven't already, you should check out the Harlefaux show. This have a nice deep dive into the Family. 

     

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