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hahnberger

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    Grand Rapids, MI, USA
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  1. Hello! I absolutely love the app, the one improvement I would love to see would be adding OR logic to the card searching. OR would allow me to view dual keywords much easier (ie Elite/Mimic).
  2. Hello! I've started recording battle reports, check out my YouTube channel for videos of my Vassal games! I play in the MWS, as well as some games with my locals in Michigan. Been putting out 1-2 videos a week so far https://www.youtube.com/user/lobster0890
  3. I think unimpeded would be a huge boost for them, it would make hiding them in a forest much easier, which in turn could help them survive longer
  4. That’s very true! Typically I run 1-2 geryon with upgrades to soak damage and they heal themselves, so I’d imagine you’re just healing up your scheme runners, I suspect that would be enough usually. The need to heal isn’t as urgent since you have so much control over what your opponent is flipping
  5. @Mindbadger His healing is great, but somewhat limited. You have to drop your pillar in the middle of a bunch of markers, and then it pulses out 4". I'll need more games to be sure, but it seems like you're only going to be able to hit 1-2 models with this, depending on how important removing the other markers is. There is also the Avalanche heal. I didn't have an opportunity to use that in my game but it could come in clutch sometimes, although it can realistically only probably heal a model 1-2 points. At least in Old One-Eye, I think Serena is costing you some of the in keyword synergy so I think you can probably drop her. I was in Symbols, and I ran 2 cyclops with ancient pacts, Thoon, The Damned, and 2 Gigants. I think you can definitely cut a cyclops or even just the upgrades for a kaldgheist. I think Euripides is somewhat flexible in hiring. The Damned is almost always hired for me, and Thoon is somewhat situational based on your opponent. After that I hire a mix of minions depending on if I need mobility, beefiness, or utility. If i was to modify what I brought, I'd bring Thoon, Damned, Cyclops w/ ancient pact, Kaldgheist, and 2 gigants (I like lots of stones). I don't think you necessarily need to bring 2, but I haven't actually played them yet.
  6. Good to see the gun does work, I had Euripides too far back my game and I paid for it lol. I have to try kaldgheist in my next game, he seems like he may more potential with original Euripides since he can get shoved 10” up the board. The blood magic is the real deal, it’s so powerful and with old ways it’s really easy to do it every activation practically
  7. I think Nekima is probably the easiest crew to learn for Symbols. All of the models have flight, so picking up symbols can be fairly trivial, and you've got plenty of killing power for Let Them Bleed or Death Beds. Her alt version even lets you drop scheme markers when you grow someone, so things like Detonate Charges are now possible. She still has solid depth, but not mechanically like some of the other options. I think Euripides is one of our best masters for Symbols. That said, he's close to as complex as Lucius. He's got a ton of 2" reaches to protect your symbols, as well as Gigants being able to turn off interacts by certain ice pillars. The Damned has leap and kill stuff thats in the way somewhat reliably, ideally with focus. Gigants also can shattering shove any model to the other side of the board (with setup of course), enabling almost any model to go pick up your symbols. Gigants themselves can be great in the strat bc they have their teleport to ice pillars. Zoraida is also extremely potent in symbols, but I've only played her once with each version due to missing most of her Bayou models. The First Mate is an absolute monster at picking up symbols, as are the silurids, and both Zoraida's can obey them to interact as long as they are in position (old zoraida can move AND interact with them).
  8. Continuing off of Mindbadger, after my first game with new Lucius (I have probably 5 games of old Lucius in gg2) 1. Cavatica has play in both, but to get the most out of Unstable Form, I think he'd be best in old Lucius. New Lucius can go do his own thing while your crew takes care of business, I personally didn't get a lot of chances where I was generating attacks where the plus would be beneficial. With lawyers I was always obeying to interact. His Called Out action works for not just melee but guns also, so I think that would be great for old Lucius with his Hidden Sniper ability when there isn't a melee option available, or someone like Alan Reid who has good ranged attacks. 2. Klaus specifically does a few things. Incessant Questioning feels like it's directly pointed towards Alan Reid and/or the investigators. Ranged staggered with some damage is amazing, but then it also has the trigger to move your 0" melee models into place to actually hit stuff, especially if they're already engaged. Also his Information Exchange can be copied by the changelings to turn weaks into severes for an AP. 3. While my game didn't play out this way, I can definitely see new Lucius popping over to stagger stuff for the investigators, use the bonus, and then go about his business. Planning Ahead can give you suits so thats also great for investigators. Cavatica can boost their hit probability and can stagger at range. 4. Investigators can eat certain markers, but I'm assuming you are talking about the terrain markers. Dorian Crowe can remove 1 marker per turn but thats not always enough. I think the best we've got now is probably some of the alt masters. Swamp Hag might be your best bet.
  9. Red caps can trail of gore the turn they are summoned so that’s one potential use for them
  10. I just played a game last night on Vassal, Euripides Old One-Eye against Misaki, Fractured. The pool was: Flank Symbols Breakthrough, Research Mission, Let Them Bleed, Bait and Switch, Hidden Martyrs Crews were: Euripides, Old One-Eye Primordial Magic Thoon The Damned x2 Cyclops w/ Ancient Pact x2 Gigants Misaki, Fractured Shang Ototo Jin Baccara Minako Rei Katanaka Crime Boss x2 Torokage Turn 1 Euripides avalanched a bunch of savages forward, which was great for unpacking since they just ignore everything when they push. I should have moved him up further though, there were several times where my savages were out range for getting runes and using Hepatomancy. Jin popped out on a Cyclops that had moved up, and put himself in a fantastic position to shoot darts at my guys and land shadow markers, which ended up being huge. Misaki is able to place enemy's close to shadows, so he kept moving my guys off of the symbols they were trying to protect. Also, Misaki was able to bury Ototo with 2 focus and pop him out on the bottom of the board, where he one rounded The Damned, which really hurt my scoring potential. Euripides, Old One-Eye's Hepatomancy was AMAZING when I was in range to use it. I looked at his top 2 cards and dumped tons of severes before he attacked me or I attacked him, it enabled me to use old ways KNOWING that I would block the hit, forcing him to cheat or the attack failed. This kept up several models way longer than they normally would have. It gave me so much card value I had to intentionally focus on cheating my good cards to make things happen bc I was generating so much value I forgot about my hand lol. Also Euripides new bonus action can remove any number of ANY kind of marker to increase the heal. I didn't realize that until the end of the game, but with my opponent running research mission, I probably could have drastically shut down his scoring potential by using that ability more strategically. Regarding his rune generation, that happens a lot. Every time you old ways OR take damage in combat you get the runes. Turn 1 I was not really able to get any, but after that I was getting a ton. There is no restriction on getting runes (there is a max of 3), but you can only use the blood magic once per activation, so typically I would use blood magic right when I was attacked to fix my opponent's cards against them for both attacks, and use old ways to gain the rune back. Finally, Aetheric Gaze seems like it has real potential, being a solid gun that can bounce off of pillars. You can also use his bonus to place a pillar in the ideal location before you shoot. I tried it several times this game but not to any great effect. On the most recent Third Floor Wars there was a Savage deep dive (patreon only currently). I decided to try double cyclops to try and make sure there were still plenty of Ice Pillars on the board, but that was probably 1 more than I needed. I do remember how I used to like the cyclops though, and they will make my lists in the future. They are great for utility: they can block off strategy markers with their 2" melee, and place pillars 12" away. Gigants as always were amazing for me, their ability to teleport to ice pillars 8" away was how I was finally able to catch up on strategy points. I probably should have brought a Geryon to deal with Ototo and generally wreak havoc. Also there was a point where I could get Thoon into Minako Rei and her Katashiro. I always think frozen trophy with him. In this case however, I had to attack the Katashiro bc Minako had another one nearby in case I trophy'd anything, so I should have just used my focus to hit it for 6 damage and kill it outright.
  11. When I played him, I brought 6 lucid dream models bc I also tried it Lady Yume. My thinking was that you want 6 cards removed from the game, Yume using one of those to draw. I was drawing new hands often twice a turn, but didn't have enough non-support models to fully utilize all the great cards I had. 5 lucid dreamers seems optimal to get him to teleport and do things turn 1. If you don't think the enemy will be on your table half turn 1, maybe going 3-4 would be enough, accepting that his turn 1 is probably just pushing stuff around.
  12. Hello! I'm running another tournament, this one is a large sponsored event that used to run Malifaux but we're bringing it back! There is a $40 ticket that pays for rental of the venue, still looking into prize support. Event is 10/9 (Saturday) starting at 9am, all skill levels welcome! No crew restrictions, 50SS GG2 event. I'll keep updating the FB event with more details once I'm made an admin. FB: https://www.facebook.com/events/816456865927414/ Ticket page: https://store.michigangt.com/product/malifaux-tournament/ I'm also trying out Longshanks for this tournament, here's the link: https://www.longshanks.org/events/detail/?event=4173
  13. Hey, I'm hosting a tournament in Grandville, MI on 6/26, come on out! All skill levels welcome, check out the event for full details https://www.facebook.com/groups/501840100400572/permalink/881466992437879/
  14. I agree with the above suggestions. I've been experimenting with Euripides second master. With intuition and old ways, he has a lot of utility without requiring high cards, and his high health pool and teleporting bonus trigger can often keep him kinda safe. He brings a lot of disruption to the table, blocking LoS and giving cover to your crew while dropping tons of shockwaves.
  15. I'm thinking puppet Dreamer could be a possibility. Also black ice Euripides would be cool, maybe making his pillars harder to remove?
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