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belorey

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Posts posted by belorey

  1. Against Hoffman you need anti-armour tech and focus on the target, because if you don't kill the model the keyword had a lot of healing. If you can Lure or Obey a model outside of his Bubble can be "easy" to kill It.

    Anyway i see is very hard to kill Hoffman models if he want It to survive so better if you Focus on VP and try to deny his VP.

    If you make Hoffman spend actions healing (for irreductible damage) instead if using his Overcharge tactical action means you are doing a good job.

  2. 29 minutes ago, Higgybeans said:

    Then I made the misplay of the century running my Pale Rider forward in the attempt to give everything burning and some irreducible damage..... and I discarded my ram in the activation before instead of the tome. (And didn't flip a ram myself).

    I never go too aggressive with Pale Rider untill T3. The only reason to go on T2 is:

    1- I have the last activation of the T2.

    2- I have 6:ram+ in hand for Revel in Conflict.

    3- I have a high card to secure the initiative on T3 to do it again or run away with him.

  3. 18 hours ago, SEV said:

    7 - Eliminate, eliminate!

    At the beginning of the game secretly choose 3 enemy non-leader models. Reveal : at the end of the turn if the 3 chosen models had loose health this turn, gain 1 VP.  End : if the chosen models have been killed, gain 1 VP.

    I would change the Reveal to: At the end of the turn if 2 of the chosen models had loose health this turn but still in play, gain 1 VP.

    So you must kill 3 models but you must damage 2 (not kill them) to score first VP.

    • Like 1
  4. I played yesterday round 3 and i won Hoffy 6-1 McM.

    My crew was:

    Pool: 5SS
      Charles Hoffman
      Mechanical Attendant
      Melissa K.O.R.E.
      Howard Langston
        Lead-Lined Coat
      Mobile Toolkit
      Medical Automaton
      Phiona Gage
        Lead-Lined Coat
      Guild Steward

    Against:

    Pool: 7
      Dr. McMourning
        The Whisper
      Zombie Chihuahua
      Sebastian
      Rafkin
      Rogue Necromancy
      Flesh Construct
      Kentauroi

    Deployment:

    I choose top left becouse i think it was better for hidding because of the frog on the middle of the board and i have no boxes to move around on T1 so i have free movements.

    I choose Leave your Mark and Claim Jump with Melissa KORE, so i was thinking of take middle of the board and protect her with Phiona and Medical Automaton (that worked pretty well this game).

    IMG_20210320_134532.thumb.jpg.4677d0aece40ad7df9b2fddc653bb38b.jpg

    Turn 1:

    I began with Hoffman giving Fast to Howard, Phiona and Melissa, then i moved concentrate with all of them, and move to the middle. I used Phionas Bring It to move Hoffman 6" toward her, then all the support models move behind my three beaters taking the right positions.

    My rival star giving all poison he could to all his models and move around the sz3 building and climbing it to be on position. Kentauroi and Flesh Construct moved to the other side of the building and McM was on the stairs of Sz2.

    Turn 2: (0-1)

    He won the initiative so he activates Kentauroi and Ride with Me to let McM on the middel of the frog, then Kentauroi charge to Melissa, fail first attack (1 dmg from the charge) and charge again for a minimun damage (1+1), so i used Medical Automatton abilite and discard a card to place Melissa behind him.

    IMG-20210319-WA0038.thumb.jpg.91810443ecf43f2e3b757723bda5869b.jpg

    Then Hoffman give Fast to Howard and Melissa and heal Phiona making her armour irreducible. At this point, i had all my front line within 2" of Phiona to protect them from McM attacks. He moved Flesh Construct and drop a Scheme on the middle for LyM and move all his models waiting to activate McM.

    I shoot 3 times + :ToS-Fast: with Melissa against Kentauroy and i missed all of them so no damage at this point. I was scared McM charged against Howard so i used Phionas Bring It to put McM on melee and i give it some damage. Then i charged with Howard and i used Vent of Steam to put McM on Hazardous. At this point McM had 5 wounds left so if he moves to attack other model than Phiona he was going to loose AP and take damage, he had no cards on hand so he run back with him to get some healing.

    At the end of the turn i move my support models healing Melissa and giving focus and shielded on her. And he used his totem to heal McM up to 9 wounds. He move the Necromandy to the middle, ready to attack my models in next round.

    He score 1 VP from Leave your Mark.

    Turn 3: (1-1)

    He gains initiative and activate Kentauroy, moves back and takes McM for a Ride with Me At this point he has Necromancy, McM and Flesh Construct on the middle with Kentauroy activated close to them. Hoffman gives fast to Melissa, Howard and Phiona. I Shoot 3 times with Melissa and finally killed Kentauroy and ping some damage for blast on Necromancy and Flesh Construct.

    Flesh Construct to Melissa giving me some damage and poison around with the Projectile Vomits. McM moved and charge to Howard, he used focus and Critical Strike on the duel and give me 6 damage on his first attack, so i used again Mecial Automaton abilitie to put Howard away from him. He had an AP left and no place to go and nobody to attack so he concentrates.

    I heal Howard to 5 wounds to use his grit (executioner) for free, and i charged to McM. At this point he has 2SS left and McM had 9 wounds and 1 card on his hand. I make 4 attacks, using my powet tokens for positive, first attack i made 3 damage and he stone to prevent 1 (7 wounds left), next attack i deal 3 damage and he stone the black joker (4 wounds left), the third attack he had no stones, so when i get high card he cheat with RJ to make me fail. I take my last attack and we tied, so it was a :-flip:-flip and i had luck and deal medium damage to kill McM. After that i used Medical and Guild Steward to heal Howard to 6 wounds.

    End of turn, i score 1 VP from Public Enemies (Melissa KORE killing Kentauroy).

    IMG-20210319-WA0041.thumb.jpeg.2bb570c72f417eb4455844aed83dbba3.jpeg

    Turn 4: (4-1)

    I won the initiative and Hoffman go first, he Overcharged Melissa and Phiona (and deal 2 damage + 2 injuried to Flesh Construct and 1 damage + 1 injuried to Rogue Necromancy) and Heal 3 wound to Howard Langstone.

    McM totem run close to my crew whilst Necromancy attack Phiona. Raftkin and Sebastian move and drop schemes for LyM. Phiona killed Flesh Construct and Melissa moved twice to middle and drop a Scheme. Howard charge to Necromancy and make 4 damage to him.

    At the end of the turn i scored 1 VP from Claim Jump (Melissa), 1 VP from LyM and 1 VP from Public Enemies (Howards 3 points from killing McM).

    Turn 5: (6-1)

    He disengaged with Necromancy and charged to Melissa trying to kill her, i stone to prevent damage, then i charged with Phiona and kill Necromancy, he charged with Sebastian and put Melissa with 3 wounds. I activated Hoffman, move and use his :ToS-Fast: to push toward Phiona and spend 2 powe tokens to heal 6 to Melissa (up to 7 wounds again). He used Raftkin to drop his third scheme. I moved Howard and use the trail of gore to remove an enemy scheme and we left the game because we cound´t score more points.

    SAVE_20210320_150152.thumb.jpg.6306f72c7b8b3941178d356fede054c3.jpg

    At the end of the turn i score 1 VP from Claim Jump and 1 VP from Public Enemies (Phiona´s 4 points from killing Flesh Construct and Necromancy). 

    • Like 5
  5. 52 minutes ago, Thatguy said:

    I think that alternative costs are good, but I'd do them in a crew by crew basis. 

    Like a lot of Bayou stuff basically uses wounds as an alternative resource. Tara uses fast on opponent's ect. 

    I don't think I'd spread it everywhere, but I think it can open up more design space. Like crews that have great card draw probably don't also need an alternative resource. 

    I think It could be an option on keywords with no card draw. If Bayou had no healing, using wounds as alternative resource would be very hard to do. 

    • Like 1
  6. 8 hours ago, Scoffer said:

    I find discarding cards one of the best costs and one of the best design decisions.

    Malifaux is a game of resource management and cards in hand are one if the main resources. And it's good when you have to actually manage them and decide whether you want to cheat a medium value flip or save that card to pay a cost later.

    Sure but when you desing a model you must think on all the keyword and belance all of them so if you give Deputy to the model with the worst shooting stat on the keyword (Frontiersman), and if the keyword has none card draw and he need a potential low card for Sand Worm unbury or a Dust Marker.

    You are creating a model with an useless abilite and a potetial Soulstone overrun. So finally you are not going to hire him.

    • Agree 1
  7. 1 hour ago, Higgybeans said:

    I'm going up against ressers this weekend. And I have literally never played against them before in any edition of the game! (Theres no resser player in my local somehow.. )

    Who looks good on this map? What sort of plans should I be going for/wary of?

    Me too, i have no expectations so i would advise you to choose your favourite Máster or wich one works better in this pool.

    LJ models can ping too much damage on undead models, that could be a good option.

    • Like 1
  8. I think we can play almost any Master in this table. I played Nellie two days ago against Mah and worked pretty well.

    Sonnia, Justicia, Perdita and Basse are good in Public Enemies and Hoffman's models are very hard to take down if they don't have nothing against armour.

    I hope we can do a good job on round 3.

  9. 18 minutes ago, hydranixx said:

    I love the theme of pretty everything that you've suggested as concepts, but I think this action is absurdly powerful against low WP models.

    With a 10" reach, you get to 

    • Place a model 3", possibly straight into Severe/Hazardous, or just over a wall/into Severe so that the model is no longer relevant, or into base contact with its own Scheme Markers/ destructible Terrain Markers, so that it then;
    • Gets pseudo-obeyed to remove its own Markers, or just Walks somewhere where it becomes even more irrelevant (possibly walk into Severe/Hazardous).
    • Summon a significant model into base contact with it if you hit a :ram, which at this point can easily be 18-20" away from Sigmund, which is an insanely long distance to Summon a model.

    Granted the stat is only 5, but if your opponent has mediocre WP, which is common on many beater models and in some cases entire crews, you still probably win with a good card, and if that happens to your WP 4 beater essentially making it irrelevant for 1-2 turns, that's gonna be a pretty big NPE.

    I'd probably look at increasing the Stat to 6 but reducing/altering its raw power a bit, by applying some combination of:

    • Reduce the range of the action and/or the Place.
    • Or remove the Place entirely.
    • Or change the General Action effect to just be a straight 4" push in any direction rather than a General Action.

    To be clear, I adore the theme of the action itself (and the Master concept as a whole), but I think this specific Action does way too much to low WP models, struggles against high WP models, and flat out doesn't touch masters, so it could be NPE at times for both players. 

    Yes, maybe remove the place and increase the Stat to 6/7 is better option.

  10. 7 minutes ago, Cedar said:

    My mistake - it should be stat 6, so it would work on 8. It's situational soulstone gain and I think something like card with value of 8-9 should be enough.

    Yes i was going to edit my post to suggest a stat of 6 too. I really like it, i would like to see this keyword on table and play with them. 

    • Like 1
  11. 2 hours ago, Cedar said:

    Tactical Actions:

    :ToS-Fast:...Embrace of Death (RG: :aura6”, STAT: -, RST:  -, TN: 14): After an enemy model with Staggered within range is killed, add one Soulstone to this Crew’s Soulstone Pool.

    :ramWarm…: Friendly models within range Heal 1.

    :tomeCold…: Enemy models within range must each pass a TN 11 Mv duel or gain Slow.

    :maskBenevolent...: One friendly model within range may end one condition on itself and move 2”.

    :crowHarsh...: Enemy models within range must each pass a TN 12 Wp duel or gain Injured +1.

    I like because outside of Dashel nobody can get SS on Guild, but withot Stat means that the only way to get this is with the RJ right? very hard to get, first the RJ, the you must be able to give Staggered to a model and then you must kill him within 6" of Sister Sprosser to get a SS.

  12. 26 minutes ago, Harlekin said:

    Besides the fact that you might slightly over exaggarete a tiny bit, this might not be a bad thing. 

    Hahaha sure is a exaggeration but i think the people can understand the point. Am i right?

    I'm agree that a balance is needed between killing and scheming. I'm playing with Nellie and i know what It means to add OOK to get some damage on the keyword. But i don't want neither to forget that 2/3 of the card's back are Attack Actions and i want to use too to smash enemies. 💪

    • Like 1
  13. 2 hours ago, Adran said:

    What if all schemes were this hard to score? If It's not taken at the moment because other schemes are easier, then you can just make all schemes that hard. 

    If the game becomes a duel between two crews dropping schemes in a exactly point to make a perfect position without any need to attack each other to score VPs, or even worst, if spend PA on attacks makes you loss the game because you have not enought resources to move and interact to score those hard VP. Then this game will change from a wargame with models to a eurogame with models.

  14. 3 minutes ago, extremor said:

    I come from TOS and I really like the scheme. Maybe if there are more like that and scoring gets more difficult in every way...? But that’s not a wish I have but a direction the game could evolve to 

    I don't know how it works in ToS but in Malifaux nobody takes It because is sooooooo hard to score. So you are giving a strong advantage to your rival.

  15. 25 minutes ago, extremor said:

    @beloreyWhat if the schemepool would change and there would be way more schemes to score „near“ but depending upon opponent models (like runic binding)? 
    I think most crews I read about that need nerfing are brutal and flexible. I would love to see more control then beating. 

    Runic Binding noooo please. I think is the worst scheme of the game. Very hard to do and need too many resources. 

    But maybe an Strat that you need to take control of them and defend from enemies. So if you are B2B at the end of the turn you score 1VP. It could be 1 50mm marker and you must deploy in the midle of your side of the table. They must take control of yours and you have to take control of the opposite.

  16. On 3/8/2021 at 5:52 PM, belorey said:

    I would let 1 killing strategie and few schemes based on kills because there are some factions that don't have the mobility. So they cannot score easy moving around but are good killing enemies.

    @extremorthis is what we were speaking at first page of the post. And the quote is what i think.

    As a Guild player outside of Dashel minions we have no mobility for schemes all around the board so thats no fair. 

  17. 5 minutes ago, Plaag said:

    rattler, scorpius... bad crew)

    Yeah, i don't know why we don't ask you before we play or even how to play our games. Looks like your style is the only way.

    Anyway, do you come to this Guild topic only for this?

    • Haha 9
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