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About Jkkb

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  1. I think it's hard to talk about natural fits in this edition, I think it's more about what you are facing. But to answer that yeah, he fit in quite nicely. It's so far the only time I've used him so I can't say in what other crews he would be good.
  2. I have tried him with Parker. His aura is really good and when using both "Stick Up" and "This Song is All About You" it really drains the opponents hand. Combo that with Rusty for Execution trigger when their hand is empty and they will soon be out of stones or models.
  3. Played a game against Molly last night. Corrupted Idols Breakthrough, Assassinate, Claim Jump, Harness the Ley Line (both) and Detonate Charges (both). I ran Parker +4 ss Doc Rusty Alice Emissary Midnight Stalker Pride Prospector Bandido Molly ran Molly Necrotic Rogue Necromancy Archie Forgotten Marshal Night Terror Night Terror Effigy It ended 5-3 to Molly. I mostly ran this crew to see if it could work, even if Molly was not the best master to test it against. My plan was to drain their hand and stones with Parker and Pride to let Rusty do the killing with the Execute trigger. It worked quite good after I managed to kill Molly in the beginning of round 3. I think what made me loose were a combination of the board being heavily in favor of my opponent. The left flank was mostly closed of for me by a big ruin and there was were all of the Idols ended up spawning and that the Forgotten keyword just felt like a good counter to Parker. Archie in particular was a big problem, I tired to focus him early but he ended up healing to full with a few discards, in the end I killed him with execute late in round 4. Molly was also a problem since Parkers crew felt like they would like to use the same action often (charge +shoot, then shoot) and she effectively denied that for the first 2 rounds of the game. The game would have gone differently had no the Midnight Stalker died before activation on turn 2, turn 1 the Marshal focused and shot him for 6 damage and first activation turn 2 Archie charged and killed him.
  4. Played against Ulix. Strategy: Turf War Schemes: Dig Their Graves, Lay Line, Search the Ruins, Deliver a Message and Breakthrough I choose Search and Deliver and my opponent choose Lay Line and Dig. It ended 6-4 to me. Zipp Earl Burnes First Mate Arik Emissary Iron Skeeter Prospector 7 ss cache Thoughts: Zipp just causes so much disruption. I activated him first on all turns but the first one and dropped pianos and made sure he were triggering WP duels. Since I constantly had pass tokens I could use them both for winning the initiative and usually also had enough so that I did not have to use my cards to get extra pianos. Since the scheme pool were marker heavy I also got a lot of card draw with the First Mate and Earl Burnes running around removing markers. Arik was only there for the availability he brings, also being able to push models away from turf war markers and then claiming them worked great.
  5. Jkkb


    I had an idea that I could copy Weird Device from Scavengers with the child. Then I realized it needs an 11 so I quickly abandoned it! (please reduce the TN of Weird Device to 7!)
  6. Jkkb


    I found some use for the Child to cast Essence Transfer. But thats about it and probebly also the only time I have used that ability since it's frankly not good enough for Leve to spend AP on.
  7. You only loose out on 1 damage if you do not hire Arik, 8 is still a lot. But yeah, it's not cheap, if you hire them both just for this. I don't feel like the interaction between Arik and Hannah is what break anything. It's more a question of do we want to have that high damage in the game? And as Davos said, maybe the real problem will be when you can place multiple blasts instead? Is the problem maybe that Hannah can get access to dubbel suits to easy? Investing 1 wound is no that much since the amount of healing seems to have gone up also.
  8. You are right, don't know what I got the 5 from. I can of course go into why cards could or could not have helped them this time, this time they could not to anything about it. I'm not saying that it is impossible to defend against Hannah, it all depend on flips and cards in hand and a lot of other factors, what I am saying is that it is a easy setup for 9 dmg (or 8 if you just want the crit), and that the dmg tack might be to high.
  9. They could not have used cards, st6 vs df5 in this case. I also used focus to get to dmg. They could have stoned for to dmg and this would help in this case. But this also only helps for henchmen and master, there are plenty of expensive minions and enforcers that can't defend against it. It is an investment but it can still remove an expenesive model with little to no ability to counter play, and let's face it, using the tactic of staying away from her is not really counter play.
  10. After playing a game yesterday I think a possible 9 severe damage might be a bit to much. I totally erased Mei Feng without my opponent being able to do anything about it. Possibly drop the crit and give her some other trigger?
  11. I agree, the one time I used it was when I had brought a Malifaux Child for just that reason.
  12. Focus + stone is not what I consider hitting someone easily.
  13. Are you forgetting the fact that you can't cheat flips? Because there is no way in hell you are hitting with a unless you are so extremely lucky that it should not even be considered a thing to theorycraft about. I mean, you could also say that the just makes it easier to flip a RJ so it's actually a good thing to get it!
  14. Jkkb


    So if you boost and channel, that is 4 damage to yourself, and if you have to cheat it's a high card that is spent on a 4 ss minion (or even worse, a summoned). Now atleast if we say you are using the Dark Powers upgrade you heal those 4 back. But it is still 2 ap from a master spent on killing a cheap minion. Now if we say that it have more then 4 wounds and H2W then you probably have to spend all 3 ap to kill it, because let's face it with it's unlikely that you get a with ML5. Same thing happens if it is something with H2K. Normally I'd say that it is fine that you have to spend AP to kill small minions but Leve right now is in a spot where he (until last update at least) did nothing else beside killing. Sure now he got Blood for Blood but that just means that you want to bring him closer to the action making him easier to engage with low cost minions. What I want for him is not more or easier damage (but sure, ignore H2W would be great!) but more movement options, maybe a push towards a friendly Amalgam model, or something like the Scavengers Weird Device or maybe a place near a friendly Waif. Just something that makes him more interesting and gives a slight bit of mobility.
  15. Jkkb


    Played a game against Molly yesterday, mostly I wanted to try out how Leveticus would be against a crew with lots of H2W. Now I didn't really get to test it since he was engaged by low cost models the whole match. One thing I really think should change for him is to remove 0" on his attack. When Crooligans and Ashigarus can be used to soak up AP since he need to spend 1 AP to move before attacking them it feel kind of silly. Another thing I noticed is that the Servant upgrade might as well be stapled to his card, the benefit he gains from it is huge! Really helped keeping him healthy while still taking wounds from boosting his melee damage. His new Blood for Blood ability was pretty cool and worked well. It helped in keeping both himself and deso alive longer then they would have otherwise.
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