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gertermit

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Posts posted by gertermit

  1. 2 minutes ago, Scoffer said:

    I'm terribly disappointed with the new conversion rules. A lot of great conversions, created for M2E, are now illegal for GG events, because they were built off of other Wyrd models, not the models, they were intended to represent. 

    And also the rule itself is not clear and causes confusions. What part of the original model I must use to make my conversion legal? Is the head enough? As long as we usualy recognise other people by the face. Is the headless body ok? Body is the biggest part of the model. Is any "well known" part of the model (like Joss's steampowered hand) legal?

    Respectfully agree. Previously conversions was about art and inventiveness. What details you should add to your model to make it recognisable as a character you want to show? What features make the character and what can be changed.

    Now it's about reposing.

    • Agree 2
  2. 1 hour ago, Fixxer said:

    With a crew that has so many pushes and scamper on every card, its easy to move a model that has already activated out of engagement. Either your model (scamper) or theirs (lure, horrible hollerin) and at that point your bushwhackers should be getting shots off with their 14" gun.

    Yeah, should pay more attention to that possibility, thanks!

  3. I think, there are two ways:

    Firstly, they may help Mah fighting with enemy - make them stronger in melee, or make them ignore friendly fire, or smth like that.

    Secondly, make Pit Traps more usefull - let Bushwakers push Pit Trap markers, like Kaeris, or make them create Pit Trap SUDDENLY, when an enemy model in 6 declare a walk action (as for me, that would be very fun and cool :) ), or anything else

    • Like 1
  4. 20 hours ago, Fixxer said:

    Do you have specific questions? What is confusing you? Perhaps the community can help you find the role of each model in the faction. Where they might be useful in terms of S&S. 

    Well, I don't see a good universal teem for Mah.

    Mah's idea - to go forward and to beat the opponent's models. But there are only roosters who can create attacking pressure. Brin and Trixiebelle are marvelous, but they are supporting models. 

    Other option - to play using Pit Traps a lot, but you need to fill your crew with Bushwakers. And what will you do with them further? They don't ignore friendly fire, when they shoot into engage. They place Pit Trap near you - that means, you're waiting the enemy to come to you - but they can't suppress melee beaters.

    And I don't see how to use the synergy with constructs effectively. In-keyword are only survivors, test subjects ang soulstone miners. Mostly schemerunners. 

    To say the truth, I played Mah not much for now, and I definitely should try more, but now it's not clear for me (except the roosters :) )

    • Like 1
    • Agree 1
  5. 48 minutes ago, HipsterWhale said:

    My question on mah is also when do I trigger the ability. After the model is moved. Or before. 

     

    Agree it's could have more clarity. 

    Ttiggers that do not specify a timing are assumed to be After Succeeding Triggers, so it definetly after the model is moved.

    • Thanks 1
  6. I found out recently that Mah's Horrible Hollerin' wording is a little bit confusing. It says "models within p3" without clarifications within p3 of this model or of the target?

    For example, Som'er's Make Me Proud says "Models within p2 of the target" and Brewmaster's Shower of Booze says "Models within p2 of this model"

     

  7. 3 hours ago, I'm a Teapot! said:

    I'd vote for moon shinobi and bremaster himself getting the good old drunken gremlin kung fu as a unique ability as their main thing. 

    Right now brewie is a beatstick with resource expensive min 4. Drunken Kung Fu would make him really unique. (Instead of drunken strengh and maybe with a poison synergy)

    I respectfully disagree with the idea that Brewmaster should get the old Drunken Kung Fu. He has his own possibilities to deal damage (and we're talking about a lot of damage) with much more intresting mechanics.

    • Agree 3
  8. 6 hours ago, Scoffer said:

    Obey without a suit is too much for a 5ss model, not every Master has it. 

    As for Criers, I think they should be 7ss to benefit more from Bully (maybe switch cost with Good Ol'Boy). Their Distraction aura is great, they can attack cheap enemy models with a very good chance to make them slow, deal 2 damage and then obey (or hit once again).

     

    That's cool! Criers would have their place in the crew - to counter opponent's scheme running minions. And they will do it with a great and interesting mechanics, not just killing them!

    It's adorable! Two thumbs up!

  9. 20 minutes ago, trikk said:

    Simplifcation and nerfs are not, in any way, connected. You can simplify a model without nerfs or you can nerf a model without simplifcations.

    The simplifications come from the fact that the Malifaux community is dying because the amount of people that want to read 200 unique cards to not get stomped each game is very small and it's pretty card to convince people to start playing.

    You don't need to. a lot of players just know their crew and ask about the opponent's crew just before game. It's enough to play, to have fun, even to participate local tournaments. 

    You should know all the cards to play strictly competetive. But this is "hard-to-master" part, it must be difficult.

    • Agree 1
    • Respectfully Disagree 1
  10. I don't see problems with Vics. They're killing maschines, but this is their only option. And they're pretty easyly conterplayed. 8 wounds = a couple of moderate damage from any strong model. Wp 5 - you can lure them wherether you want them to break their positioning. There're a lot of options how to play with Vics. 

    Just don't try to go straightly to them if they're not activate yet ;)

    • Agree 3
  11. 25 minutes ago, HipsterWhale said:

    I would agree upping them to 3hp 3 points and significant makes sense. 

     

    Especially if their triggers are almost all very bad. 

    Then Big Hat playstyle will crush. Bayou Gremlins for 2ss fit pretty good in Somer's crew after the last update.

    • Agree 1
  12. I didn't read it but i like it (just kidding)

    What's interesting - how Kaeris boys maintain Burning condition? Are they had to hit each other? I see Firebranded, and Piro markers for now. Other ways? Is it complicated, or Burning is just what happend when you play Wildfire, and you don't need to pay a lot of attention?

    What amount of Burning points your models have during the games? Kaeris has Armor, so, to suffer 2 damage from Burning she must have Burning +7 at least. I don't believe she needs immune to it.

  13. I think, without old-style kung fu, Shinobi are purely scheme runners. They wouldn't last long in battle. But fot sceme run you may take Lighting Bug for the same cost! Bugs have Fast and can operate with markers.

    I thing, that Shinobi should have the previous version of kung fu and cost 7ss. Like Wong's Swine-Cursed.

  14. I don't see them playing out of Somer.

    Even if you add them keywords of other master, they would be quite useless. It would be interesting only for Zoraida and Ophelia. I'd be glad to have a reason to hire one or two in any master's crew, but now they aren't worth to hire even in Somer's crews.

    • Agree 1
  15. 17 hours ago, Da Git said:

    Why is her bonus action good at the end of the turn? You need unactivated models to shuffle cards back into your deck.

     

    10 hours ago, Karych said:

    It’s a mistake, at the end of activation. 

    Thanks, guys! Corrected the rep.

    • Deployment: Flank
    • Strategy: Turf War
    • Schemes: Search the Ruins, Dig Their Graves, Power Ritual, Assassinate, Take Prisoner
    • Played 3 hours, 3 turns.
    • Final score: 3 (Youko) - 2 (Perdita)
    • Attacker: @Karych

    Youko (1ss), Chiyo Hamasaki, Bill Algren, Kabuki Warrior, Charm Warder, Effigy (+Effigy of Fate), Misaki Katanaka, Shang

    Turf war - 2 vp; Assassinate - 1 vp; Search the ruins - 0 vp.

    Perdita (5ss), Francisco, Santiago, Nino, Abuella, Pistoliero, Monster Hunter x2

    Turf war - 2 vp; Assassinate - 0 vp; Power ritual - 0 vp.

     

    First turn

    Karych: I deployed models rather aggressively and hoped to attack my opponent on first turn just after Youko would have done everything she wants. Some things didn’t work as I planned. Firstly my opponent destroyed Misaka’s Shadow marker. Also he attacked Youko heavily. So I had to heal her with Shang and Bill instead of moving Bill and trying to kill enemy models. 

    Gertermit: I deployed as a defender, so the first half of my opponent's crew was already on the table. I deployed Perdita, Santiago, Nino to give them a warm welcome. Abuella and Pistoliero were nearby. Abuella to help young'uns and Pistoliero to go to the corner to place a Scheme Marker for Power Ritual. The rest of my crew was on the another flank in the case my opponent deploy the rest of his crew there (spoiler: he didn't).

    On the first turn I attacked Youko very aggressively.Pity, I can't score first vp for assassination on the first turn, cause she had 5 wounds remained at the end of the turn. Pistoliero went to destroy shadow marker, cause you don't want Misaki to unburynear your models. Although it didn't help well on the Flank Deployment :) Misaki unburied on the edge of her deployment zone and killed Pistoliero. One Monsterhunter made a Strategy marker friendly. On the other flank Francisco, another Monsterhunter and Nefilim started their travel to the second Strategy marker.

     

    Second turn

    Karych: I started with Youko and my opponent had 1 or 2 cards left at the end of my activation. Then I attacked Perdita with Misaki. We scored 1 vp from strategy. 

    Gertermit: Attacked Youko, left her in two wounds, decided not to kill her to score 2 vp for Assassination instead of 1. I think I made a mistake here, cause after that I loose my advantage and needed to play in defense. Francisco and Monsterhunter made another Strategy marker friendly.

     

    Third turn

    Karych: I killed Perdita with Misaki and Charm Warder. And I scored 1 vp from assassination. Also we scored second vp from strategy.

    Gertermit: I made a third Strategy marker friendly, although it wouldn't help me, cause I didn't have resources to keep it safe during the rest of the game. I had a possibility to place a Scheme marker in the corner with Monsterhunter (Francisco walks, discards a card, Monsterhunter makes a Walk; Nephilim walks twice, pushes Francisco; Monsterhunter pushes to Francisco, walks, then places a marker), but I hadn't any cards in my control hand and didn't succeed with Monsterhunter's bonus action :)

     

    We played rather long and the store where we played got closed. So we didn’t play the whole game. 

     


    Some thoughts about crews. 

     Karych:

    Youko Hamasaki. 
    She is a nice master with lot of utility. She is rather fragile. She has amazing actions Blackmail and her bonus actions are great. But Blackmail range is rather short. She needs to be close to opponent to use it and in this case she dies rather quick. Her ability that makes opponent’s control hand smaller is very powerful. 
    Bill Algren. A very good tank and nice damage dealer. Only 1 thing is bad. He can’t heal himself and in case of having no healing models in Qi and Gong it’s very bad. 
    Kabuki Warrior. 
    I didn’t like this model. She tends to be near the enemy but doesn’t have survivability. May be I didn’t understand her. 
    Charm Warder. 
    Great model. She can use Chi, she has amazing bonus action. Everything in this model is great. 
    Chiyo Hamasaki. 
    Good totem. She has nice abilities and actions. She was killed rather fast so I can’t say a lot about her. 
    Shadow Effigy. 
    Effigy is good but I didn’t like the upgrade. It’s too slow but I don’t think that it needs update.
    Misaki Katakana. 
    She is amazing second master. She has nice damage, a lot of mobility and good defense. Also her bonus actions is great. It helps a lot at the end of the
    activation
    Shang. 
    A very good totem. He can heal and he has arcane reservoir. Maybe it’s a good idea to increase his cost. He is too good for his cost. 
    Some thoughts about Perfita’s crew. 
    Family is very nice. They have very good damage, they are rather quick because of bravado and have nice defense. They are not ultimate and they don’t suck. They are in a middle.

     

    Gertermit:

    I like Ortega's crew. They're full of simple synergy, the're good in fighting and the're have possibilities to positioning. They look strange after reworking, with all this focuses and pass tokens (its good to have them, but you're waiting to see some interesting mechanics with them in this crew).

    Playing versus Youko was strange, cause you're playing without your control hand at all :) It's not lethal when you play for Perdita, she has focuses and soulstones, but it would be a real pain in the ass when you have crew, that needs some cards for important casts or tactical actions.

    I have really strange feelings about Focused, that you can't spend on simple duels. It's more difficult, and I don't have problem with that, but it also more random. A model that can't use soulstones has no opportunity to improve her chances.

    • Like 1
    • Agree 1
  16. 16 hours ago, Kyle said:

    This is the change that will be made in the update:

    Launch into Space: Once per Turn. Remove target Corpse Marker, Scrap Marker, or Scheme Marker. During the next Start Phase, place the removed Marker in this model's LoS, not touching terrain, then all models within :new-Pulse:3 of any Markers placed by this Action must each pass a TN 14 Mv duel or suffer 1 damage.

    thanks!

    another question - "models within :new-Pulse:3 of any Markers placed by this Action" - means markers that were placed exactly this turn (one or two for trigger), or any turn during the game (that's a lot of markers)?

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