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CustosUmbra

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Posts posted by CustosUmbra

  1. Yeah, it was because of Rocket launching, grenade lobbing and exploding rats. This universe is not Warhammer, there's too much mess to also deal with Skaven!

    As for Void creatures being beasts.. idk. They are nothing. Even The Nothing Beast is not a beast, because he is nothing, he consists of things not existing.. even when it comes to balance you can't say Wretches or anything Void is trash, because they are nothing. How can they be trash or op, when they are litteraly an empty space?.. sorry, got carried away a bit.

  2. 15 minutes ago, Zebo said:

    What are your thoughts about them? How they perform in your games? 

    I've been using them like scheme runners, but they're not very mobile after deployment, so it's hard to avoid scheme hunters, or keep scoring. They also are not enough tough to hold their position. 

    I'm not saying that they're bad, but I find hard to play them and not losing them on turns 2/3

    They are great candidates for both Rocket Launcher and Hired Mercenary (or how is it called now). Late turn Stat 7 (due to Pursue) RL is great, as is card draw on kills. Though, this tactic limits your use of From Shadow.

    Overall, his role seems to be scheme runner/late turn hunter..

  3. 3 hours ago, Micawber said:

    1. Do I read that correctly that Hannahs "Glimpse the Void" trigger on Ancient Words allows you unbury the buried model 1" next to any of the opponents models without further restrictions?

    2. Siphon Power doesn't specify "other friendly model" so I can siphon power from Hannah (or the Librarian respectively) herself?

    3. Is there anything forbidding me to damage Arik with a blast myself to focus him without action expenditure?

    1. Yes, it's just within 1" of any enemy model of your choice.

    2. Yes, you can.

    3. No, nothing. You can trigger his Kinetic Amplifier off your own grenades, rocket launchers and even from Move or Burn (though the last one will require you to have Slow, Staggered or Distracted on Arik)

    • Like 1
  4. 21 minutes ago, Zebo said:

    Yes, it was powerful, but although it had better stat it also has worse damage than now, and then VS could be te one who shoot. 

    We are in M3E and it's not the same. 

    Von Schill has gained A LOT with Load Up action, he should lose something in exchange, and Wyrd chosed him to lose close combat potential. 

    Exactly. New edition, new role for our dear Schill, and that's great.
    Y'know.. when I first got into Malifaux about three or more years ago and got my first box, which was Schill's starter box, before reading the rules I was kind'a expecting him to be what he is now in M3E. A field commander, who boosts his comrades to a peak performance, while also being a capable fighter on his own.
    And that's the feeling I get from him now.

    • Like 1
    • Agree 1
  5. 1 minute ago, Jingizu said:

    Nice combo :) I totally forgot about Reposition.

    Yeah. Poor Nevers' horsemen suffered a death by a thousand cuts (actually 8) and helped Von Schill TO GET THE HELL OUT away from all Levi's models.

    Popped one of the two Oathkeepers on VS. Charged behind that poor horseman to get away from others' engagement. Proceded to beat and shoot the hell out of him while moving further away. Instead of using the last AP used Finish the Cur to do the same thing and hid in the furthest corner, denying my opponent the Assassination. It was cool. I would miss that nonsense XD

    • Like 1
  6. 3 minutes ago, Jingizu said:

    How exactly did you get 3 :ToS-Melee: attacks and 3 :ToS-Range: for 3 AP? You start engaged, first AP goes for punch, not engaged anymore - you can shoot, and then?

    That was tricky, but possible. Pull -> Shoot -> Hit reposition trigger and move back into engagement -> Repeat.

    Won me a very clutch tourney game against Horsemen Levi...

    • Like 1
  7. 2 minutes ago, Morgan Vening said:

    Umm... Am I missing something? Or are you confusing M2E here?

    Cause Oathkeeper, Finish the Cur, and :+flip on pistol shots, I can't find in M3E.

    Yes, I was talking about M2E, about built-in Pull not being powerful there.

    • Thanks 1
  8. 22 minutes ago, katadder said:

    Built in pull isn't even that powerful in m2e, where he has a higher stat to do it, don't see why it would be in m3e

    Looked pretty powerful to me. 6 attacks per activation without counting oathkeeper while moving your enemy and yourself up to 9": 3 pulls, 3 pistol shots with (+) to duel. Bonus points if you manage to use Finish the Cur.

  9. 1 hour ago, Nukemouse said:

    What support does he offer thats so strong pull wouldnt be fair? Shouting orders is nerfed, his equipment competes with pull for ap and he doesnt have any other great powers. I liked VS in 2e as the "straightforward" master but even there he combined support with frobtline fighting, helping allies finish foes off, draw cards, ignore terror, gain h2k and wp etc. Why cant he have pull, a weaker ability than real beaters when he isnt a full support either like molly or asami?

    Oh, pull is fair. As long as you spend resources on it. Yes, it isn't built-in. Yes, damage track isn't mind-blowing, but is pretty solid. But the ability to place enemy model 5" to then blast it with probably focused Rocket Launcher to hit as many models as possible from our basic troop should come at some cost, be it mid-high masks or soulstones.

    Shouting orders got nerfed, yes. Does it stop you from safely getting one extra Focused per model Turn 1? Not really.

    Arsenal upgrades are great, even if some of them are situational. Is it a problem? No. You don't spend a single SS to get them and have a variety of nice triggers along that.

    And with that whole package comes his quite awesome rifle with nice damage track that ignores HtW.

    • Like 2
  10. 1 hour ago, katadder said:

    They could give them a keyword ability by giving them their freikorps armour back ignoring blasts and pulses.

    Also be nice to have the mask trigger built in to VS arm again, especially as it's stat is lower

    More like -1 dmg from blasts and pulses.

    Built in Pull would be too powerful, especially since VS is no longer dedicated to combat. If you want a reliable access to such powerful trigger on a support-ish Master, you should be willing to spend resourses to get it.

    • Agree 1
  11. Strategy: Corrupted Idols
    Schemes: Harness the Ley Line, Dig Their Graves, Power Ritual, Deliver a Message, Vendetta
    Time/Rounds: ~2 Hours, 5 Rounds
    Final Score: Family 5:4 Obliteration

    CustosUmbra, Crew:
    Tara Blake - Leader - Servant of Dark Powers - 2 SS
    Karina - Servant of Dark Powers - 2 SS
    Aionus - 10 SS
    Scion of the Void - 6 SS
    The Nothing Beast - 9 SS
    Talos - 8 SS
    Void Wretch - 4 SS
    Pool - 9 SS
    Schemes: Power Ritual - 1 VP, Vendetta (Scion vs Papa Loco) - 1 VP
    Strategy - 2 VP

    (Unregistered), Crew:
    Perdita Ortega - Leader - 0 SS
    Enslaved Nephilim - 0 SS
    Francisco Ortega - 10 SS
    Santiago Ortega - 8 SS
    Nino Ortega - 7 SS
    Papa Loco - 7 SS
    Executioner - 9 SS
    Death Marshal - 5 SS
    Schemes: Power Ritual - 0 VP, Vendetta (Papa Loco vs Talos) - 2 VP
    Strategy - 3 VP

    Thoughts: Obliteration
    Obliteration currently is a solid crew with high mobility and offensive potential.
    - Stutter Time - a great bonus action and is easily applied for all the offensive/defensive/mobility/activation control purposes. It forces your opponent to Cheat to deny you summons/attack bonuses, which leaves him vulnurable to Glimpse the Void. If you put Fast on a model, which hasn't activated yet, it makes your opponent to activate that model first instead of any other, because otherwise you'll both unbury your Summoned model and deny his model's fast.
    - Glimpse the Void - may not look impressive at first glance, but, like Stutter Time, its effect is unpleasant enough on both activated and not-activated models to force your opponent to cheat this trigger's duel. Noone wants their beater/buffer get eaten in the Void or get unburried near a scheme runner, faraway from combat.

    - Tara and Karina - this game Tara died a total of three times, comming back to live thanks to Karina. Tara is insanely survivable especially against shooting. First activation is usually spent on attacking and summoning, at times on inflicting Fast and taking it away to buff your burried models. Second activation is spent on making sure your crew has resourses to unbury. Found it more benefitial to activate Tara in the in the middle of a turn, when some of the opponent's models have already activated. At first I thought that Karina is too fragile to support Close Combat oriented crew, but the amount and quality of support she brings more than makes up for lack of survivability and offense. She helps unburrying your Summons and burried models, provides healing and an occasionaly shoots low-def models. These two perform really well with Servant of the Dark Powers upgrade, mostly because of Herald, though Unnatural Vigor is fine too, if you manage to land a shot with Karina or hit a bit too hard with Tara.
    - The Nothing Beast - big, mobile beater with hight damage and some utility. Was mainly used to unbury in the middle of a big fight and hit things, which he did well. Lack of inbuilt Tomes on its attack or ability to spend Stones somewhat reduced his potential efficiency, but it did well.
    - Scion of the Void - second edition in a row, she's weird. Low initial damage track makes her work best with Talos, who can reliably bury enemy models. Karina's healing helps her use Mark of Obliteration more often. Didn't get a chance to use Hungry Emptiness, though there are some potential uses for it.
    - Talos - sturdy, hits hard, has a reliable bury action. In this game he finished off buried Perdita with his Bonus Action for 4 damage (Severe damage + Leeching Strength)
    - Aionus - was maily used for his Sever Timeline as a reliable unbury action. Tick Tock is a fun attack, with the ability to both inflict Fast/Slow and remove it for extra damage. Delivering a final blow on a burried Fast model to then transfer Fast to a friendly model feels great.
    Question 1: Can you inflict Slow/Fast and remove it with trigger during the same action?
    Question 2: Is Sever Timeline supposed to have TN? It seems to be too easy to unbury friendly models with it.
    - Void Hunter - top-tier summon for late-turn activation. Very mobile, pretty hard to kill and is well worth a SS and a Severe card to summon. Can't wait to see what they look like.
    - Void Wretch - not sure if it's worth to hire more than one at the moment. Will probably get summoned if you can't summon a Hunter. Otherwise, a well-performing scheme runner and one more source of reliable Glimpse the Void trigger and Stutter Time.

    Thoughts: Family - WIP
    Tough as Nails - wow, this ability is great. Mostly an equalizer for turns, when Family starts losing models, boosting survivability of the rest.

    • Like 1
  12. For example. Dreamer summons a Stitched Together. The Stitched gets hit with Glimpse the Void and fails a duel.. Does now Obliteration crew get to unbury that model when it activates, unless it unburies with its Summoning Upgrade?

    • Like 1
  13. Got to play Tara against Ortegas earlier today. Used to be underwhelmed by her game mechanics in CB, but I guess this game opened my eyes?

    I like how at 50 SS she's able to hire all of her henchmen and enforcers, buy 2 Upgrades, 1 Void Flea and still have 7 SS to spend during a game.

    Her summons are so damned consistant. Spending a stone for tomes and a Severe card feels like a bargain for such great models as Void Hunters. Unburying summons wasn't a problem either, since I had Fast on enemies to spare and Aionus+Karina placement ensured that I get to unbury them where they're needed.

    • Agree 2
  14. I understand that Trunk looks disappointing, but you should really look at it not as support piece, but as free gun platform/satchel charge, which occasionaly supports your crew. Hell, even Grenade belt is good on him.

    Also, don't forget that Grenades can screw up enemy schemes on trigger.

  15. 6 minutes ago, Sol_Sorrowsong said:

    Although I will say, 3 health and df/wp4 does not lend itself towards survival.  I kind of wish it still had df6

    Yeah, getting Df 6 back would be great.. or not. Depends on how you look at the situation. If you manage to get this riding bomb within 3" of 2-3 enemy models, your opponent would wish this chest wasn't so fragile.

  16. 8 minutes ago, Sol_Sorrowsong said:

    Great story, I never thought about modeling the freikorps suit in the trunk as an actual dude in the trunk, but the idea is hilarious!  Additionally, I hope this doesn't get patched, because I really like the idea of the trunk tossing grenades and dropping mines, let alone using a rocket launcher. :D 

    Oh. I've always assumed it was a guy sitting inside and handing over gear to others. Silly me XD

    There's also one more use for Steam Trunk when equipped with Mines... use it as a satchel charge in a critical situation. Throw it towards the enemy with Von Schill and shoot it with someone else... all in a single action!

  17. He's been laughed at since the beginning  of his career as Freikorps. No wonder, who would take a guy in a chest, whose only purpose is to hand out fire extinguishers and medkits seriously?

    Even his boss felt bad taking him on missions, because others would giggle behind poor chest rider's back..

    Not anymore. He's sneaked some of the deadliest gear into his chest, and it is his time - not to giggle - but to let everyone hear his maniacal laughter!

    WARNING! This is not supposed to be a 100% or even 40% viable way to play this guy and only exists for fun.

    Game plan:

    Turn 1. Activate Steam Trunk. Spend 1 AP to get a Rocket Launcher. Spend 1 AP to reposition yourself. Bonus action: Focus from Von Schill. 

    If that movement isn't enough you can either throw Steam Trunk with Schill, or instead of getting Focus and Rocket Launcher equip Rocket Boots, use leap -> discard a card to change it into RL + you have 1 more action. Chose wisely.

    What's next? Activate later in the turn and follow these simple steps:

    1) Fire a Rocket Launcher

    2) Are there scheme markers that need removing/guys to blast with Shockwave? Get grenades. No? Get boots and leap closer.

    3) Whatever you did, get a RL again. Fire off. If there are enemy beaters around, you should then equip Mines.

    There are enemies 4-5" from each other and within 6-7" from you? Shoot RL, get 'Nades, and then equip mines. Or if you're low on cards, just strap mines on yourself and charge (!!!) closer to them.

    ...

    It was a terrifying sight. There was a madman flying around in some kind of chest, firing rockets at everyone. And he was getting closer. But as it got closer, it became clear, that it was harmless at such close range. James started to laugh, but his partner froze in horror. "He got explosives!", - he shouted. But it was too late. The driver of the weird chest jumped out and ducked for cover. A distand gunshot of a Freikorps Scout's rifle and the explosion of the vehicle were the last things these poor guards experienced...

    • Haha 4
  18. 1 hour ago, Rufess said:

    Would it be too much if Tough as Nails works like damage reduction by SS?

     

    And add SS reduction on top of that? So you might get two 1/2/3 flips + Focus? Too much.

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