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Defier93

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Everything posted by Defier93

  1. If Brewmaster2 Open the Gourd, then is killed, will the aura go away? If not, why? Is there no rule saying a model’s effects cease to exist when the model is Killed?
  2. I’ve played him 3 times and he just doesn’t fit my style, but maybe I’m just too used to Ivan1 nuking things and summoning Brocken Spectres on top of the enemy. His Upgrades are VERY good but all require a little set up or cooperation/coercion on the opponent’s part: Explosive Turn of Events is a great card drain if it can hit 3 or 4 models. That sets up the card shenanigans you get from Corvis and Winston (OOK). Not that good against Armored targets, but horrendous into bubble crews. The UNRESISTED Obey on Turncoat on any Enforcer or below is silly, but wholly dependent on what the opponent takes. It really screws up Riders. Obey them and have them use all of their Fate tokens on an Attack at a Positive on Attack and Damage (that’s how I read it, at least). The summon on Secrets in Shadow can instantly lock down a scheming threat or shooter, but it’s my least favorite of the three. Seems very unimpactful..but to answer your question, you don’t get a Made to Kill attack because it’s not happening during the Activation Phase. Overall, Ivan2 seems much more focused on disruption and getting into the backfield to scheme while his crew holds the enemy at bay. I think it’s more like playing Colette1 than anything else.
  3. For Ivan2’s Explosive Change of Events, would a model within range of multiple chosen Markers be effected multiple times i.e. make more than one Df 14 duel, taking up to 9 damage if failing all 3? Due to the damage being caused by Pulses, I’m unsure what rules reference this falls into.
  4. Figured that was the case. Corvis has enough Concealing around him to avoid ranged attacks as is. The Goo wants a bit of damage to make use of his Regen, as well.
  5. Are models with Slippery (Corvis Rook and Grave Goo) able to be targeted by non-melee actions from more than base contact? The ability reads as, "This model can ONLY be engaged by or TARGETED by "melee" Actions from enemy models in base contact with it." I assume the intent is being able to not be engaged by models with 1" and 2" melee attacks, but it's not clear RAW. Emphasis on the words that cause confusion.
  6. Been playing the crew exclusively for the past 5 games and my initial thoughts: 1) Surveyors are excellent Minions for 6 SS. Their Price of Progress gives them the ability to very reliably get pushes out on enemy models. Any Hazardous terrain (which they can produce themselves) makes for a lot of "min 3" hits. Extra good if near a Lamplighter whose auras stack pretty well with the pushes to lock down Beaters. Geodes have to be used carefully not to break LoS with Jedza. 2) Lamplighters are excellent movement support and Lit Lamps offer a lot of versatility for pushing Attacks or defensively. They won't top any damage charts, but they always have something useful to be doing. An extra 1/2/3 healing to two models a turn goes a long way. 3) Mikhail is #1 bodyguard and can pretty much be wherever he needs to flex in the bubble. Caught in the Ring REALLY inhibits melee crews. If not any other model, Mikhail must stay in LoS for Jedza for Fragility of Life while he tanks the hits. Entomb shockwaves get really big, really fast given the right crew set-up. Staggered and marker gen come in spades in the KW. 4)The Damned is the Symbol grabber but is valuable enough on his way across the board with his gun. The Old Ways is extremely powerful and something to be mindful of. Failing a Leap action when you flip a blind 5 is a definite feels bad moment. The push on his melee makes him min 3 when around any of the myriad Hazardous terrain producers in the KW. 5) Austera and Twigge, as mentioned earlier, can drop a TON of schemes over the course of the game if left unattended. The gun action really depends on the Puncture trigger, but the spike damage of 5 can be a great payoff. These guys will score you 4+ points a game by themselves. Their Chronicle is one of the better card cycling abilities, especially mixed with Sophie's. That's all I have for now...Will report after the next 5 games
  7. For the Seeker KW abilities, where do the Chronicle effects fall into timing in terms of Attack Actions and Actions produced by Triggers. Example from a recent game: Victoria1 hits Mikhail and gets her Mask trigger. The initial attack hits and kills. At this point, we assumed the Heal from Fragility of Life triggers, Healing Mikhail to 2 and triggering Chronicles because he Healed. Is it correct that the Chronicles all trigger now before the Attack produced from Vik's Trigger happens? Follow-on: because the Healing happens on the opponent's activation, would they to choose the order of your Chronicles? Thanks in advance!
  8. For Sophie's Chronicle ability, if you have no card to Discard, do you still get to Draw? It doesn't seem like the Discard is a cost.
  9. With Grave Goo's Trail of Goo, terrain is treated as Hazardous (Damage 1 and Poison +1). In the case of terrain that is already Hazardous, would the terrain GAIN the Damage1, Poison1 trait? So would nonspecific Hazardous becomes Damage2,Poison+1? For something like Hazardous(Damage1,Injured+1), would it become (Damage2,Injured+1,Poison+1)? Follow-on: would Jedza pulse attack apply all of those effects or just the base Hazardous effect of the terrain?
  10. Her ability to swap Markers for scrap and scheme (or stones) really makes Research Mission a breeze for pretty much every revealed crew thus far. Dust, Scrap, Webs, Shadows, etc. means I'm going to have to make a TON of custom tokens for her to eat haha.
  11. Hope they drop an FAQ on that movement bubble. I would assume if you walk out of bubble into something Impassable, it'd be considered an illegal placement and the model wouldn't complete the move?
  12. I definitely like Alpinist into a lot of Master matchups and for more theatrical terrain. Suddenly your sniper walks straight up onto a 4" roof? Sick, if I'm reading that right. The auto built in triggers are really good into our current GG strats/schemes. He can be VERY disruptive for a 5 SS model. As for Jessie, I like her utility as a Versatile and her synergy in KW. More Scrap for artifacts and free cards never hurts. Removing opposing markers of any kind is also great considering the low cost of doing so. If only we got the Bellhop cards in this preview, as well 😭
  13. If Serena Bowman is Stunned and uses Bottle of Painkillers on herself to remove the Stunned, will she still have 2 actions left or does using the Bonus Action before the Stunned is removed count against the limit?
  14. Question came up on Lynch's Friendly Handshake melee action when used against Friendly models. Tracking the action says "may" so you don't have to, but how would you reveal the top card for Lynch and the Friendly? My thought is you would choose the order because it is a simultaneous effect. Don't know the practical use here, but could come up (if you want it to).
  15. Have been Theory-fauxing with her for a bit but haven't had a chance to get her on the table. Like others have said, if there's a good Zombie target in the crew already, there's value there. The LOS requirement for Mindless losing Insignificant makes the ability very table and Strat/scheme dependent. Not an issue as models need to have some downfall, but I think the tricks available with it are fun enough to give it a shot. More often than not, I'd rather take Emissary for Mindless summoning, but all models are worth trying. If nothing else, she looks fun to paint and convert a la Michonne from The Walking Dead with some swords from Viktorias 😁
  16. A question popped up in the Resser chat on Lures. Couple things: 1. If the Lure target is Base to Base, can the Target be moved 0", triggering Pounce on a Rotten Belle? (I think yes) 2. If BtB, can the target be moved around the base of the Belle? I think no, given moving in any direction except directly towards the center of the base would technically be moving away, contradicting the Towards and Away rules (pg 15 CRB)
  17. Hey all, looking to pick up some models to get my Bayou filled out. Looking for the following: Trichi: Backdraft models ( Popcorn Turner, Cooper Jones, Whiskey Gamin x2) Tanuki x2 Akaname x2 Tricksy: Sparks LeBlanc Soulstone Miner x2 Swampfiend: Spawn Mother + Gupps Adze Sooey: Ross Jepsen (alt Slop Hauler) PM me if you have any to offer! Shipping would be to Washington, USA.
  18. Hey all, looking to faction swap for the new edition. Have the following Guild all for sale or trade for certain Gremlin crews. All are in various states of building and paint. Looking specifically for Somer, Ophelia, Brewmaster, Ulix, and Zoraida crews. Also willing to buy those crews outright! PM me. Guild Half of M2E Starter: Dr. Grimwell Nurse Heartsbane Orderly (x2) Hoffman Crew and extras: Hoffman Mechanical Attendant Hunter (x2) Watcher (x2) Guardian Mobile Toolkit Ryle Peacekeeper Howard Langston Ryle Steam Arachnid Swarm Lucius Crew: Lucius The Scribe Guild Lawyer (x2) Guild Investigator (x2) Doppelganger Changeling (x2) Captain Daschel (New Master in M3E) Crew: Master Queeg Executioner (x2) Guild Guard (x4) Warden (x2) Mounted Guard (x1) Guard Sergeant (x1) Guard Rifleman (x3) Guild Hound (x4) Nellie Crew: (painted) Nellie Cochrane Printing Press Phiona Gage Allison Dade Field Reporter (x3) Sonnia Crew: Sonnia Criid Purifying Flame Samael Hopkins Witchling Handler (x2) Thalarian Queller (x1) Witchling Thrall (x2) Witchling Stalker (x6) Lady Justice Crew: Lady Justice Scales of Justice The Judge The Jury Domador de Cadaveres (x2) Guild Marshal (x3 + 1 Limited Edition) Lone Marshal Perdita Crew: Perdita Ortega Enslaved Nephilim Francisco Ortega Nino Ortega Abuela Ortega Santiago Ortega Papa Loco Monster Hunter (x2) Basse Crew (unreleased, new Master in M3E, but these models work for him) Guild Pathfinder (x1) Clockwork Trap (x4) Guild Austringer (x2) Versatile Models: Pale Rider Brutal Emissary
  19. Anyone know if the module will be updated anytime for Malifaux 3E?
  20. Has anyone tested the synergy between Jack Daw and Benny? My thoughts here are that Benny's built in Crow on his blade means against models with Firing Squad, you're at min 4 damage. Min 5 if you take The Bigger They Are (but may want to just spread the wealth with a Rare 1 upgrade). I'm just theorycrafting as I wait for most of my models to come in, but that seems like a pretty brutal alpha into an expensive Henchman or Enforcer. Anyone have any other secret tech with Daw and unconventional models with him?
  21. Happy New Year! Hope your enbibing and merriment met all Guild standards and regulation!
  22. My apologies, good catch. Scoring started Turn 2, as per usual. Game still ended Turn 4 with score at 3-0 to me (2 Strat, 1 Show of Force, primed for 3 Covert points and able to deny him all his markers for his Covert).
  23. Just finished the game with the final list above, making the discussed swaps (Nix and Effigy for Midnight Stalker and 3x Rats). I picked Show of Force and Covert Breakthrough. Opponent played Raspy w/ Imbued Energy, Shattered Mirror, and something else, Blessed of December, a Silent One, a December Acolyte, Wendigo, and 2x Ice Dancers. He chose Dig and Covert Breakthrough. Game went like this: Turn 1: He moves everything up and drops markers right next to my deployment, so I know he has Covert Breakthrough. He jumps Blessed up to a Pit and removes it. I durdle behind cover, make a ton of rats with Stolen and the Wretch and summon 2 Stolen, then make a Rat King, then cycle into a Catcher and Rat. By this time, he's done activating. Of note, Raspy moves up mid-field behind a forest, within engaging range of Midnight Stalker. I misplayed and jumped him at start of activation instead od start of turn, so I doubt he would have done this. I move Stalker to engage Raspy, Wendigo, and Silent One through the woods. He uses his last AP to gain Defensive 1. Benny runs across the board with Oathkeeper to engage an Ice Dancer. Ice Dancer had dropped a Scheme Marker. (2-0) Turn 2: I realize I messed up the Stalker rule, so I jump him around, still engaging everything. With Raspy engaged, he tries desperately to get her out. The Double Negatives from Midnight Stalker are EXTREMELY annoying for him. Raspy finally get out and shoots a couple times for minimal damage. Benny and the Ice Dancer flail at each other. The Blessed jumps around and tries to hit Midnight Stalker to no avail. Hamelin summons more Stolen and Obeys Stalker to get his Plus Rams Condition (+4 Rams!!). More rats are made with some lucky Crow flips on the Wretch into the Rat Catcher. Another Rat King is made, which gets Reactivate. After Benny takes a hit from the Dancer, he summons a Rat. The Rat King runs across the board, Reactivates, then moves and eats the Scheme Marker to attack the Dancer. Stalker goes, re-engages everyone, then swings and kills the Silent One with a min Damage 6 hit!! I score Show of Force and Strategy. I move a Plague Pit up into the big mess in the middle of the board. I score Strategy again (3-0) Turn 3: I jump Stalker around, continue the Rat Engine shenanigans. The Rat King kills the far Dancer, eats another marker, then walks closer to his deployment. The Blessed jumps out of melee and leaps into Sue and Hamelin and straight up mercs Sue. He pushes away from the mess. He was close to a Pit and gets up to Blight 6. Hamelin turns around and Bleeding Diseases him twice, killing him. Benny is Obeyed to drop a marker (close enough for Covert) and move closer to Raspy. He summons 2 Stolen. She gets out, shoots into Hamelin and gets him down to 1 wound thanks to stones. She pops both Stolen with a lucky blast. The resulting rats combine with some from before to make a second Rat King. The other Dancer runs to engage the Stalker. The second Rat King gets Reactivate, walks up to the Dancer, then kills her with some lucky Overwhelm triggers. I move Stalker back to engage Raspy again. Benny charges the Silent One next to Raspy and does a little damage. A rat melees Raspy for some extra Blight (she ended up at Blight 7 next turn). Turn 4: Stalker jumps away to get ready to deny some scheme markers. Benny is engaging bith Raspy and the Silent One. Rat King drops a marker in his deployment. Silent One kills a Rat and tries to kill Hamelin to no avail. Benny kills her and does a damage to Raspy. Raspy gets out of melee and shoots Hamelin for the moral victory. He survives at Hard to Kill, dies, eats a Stolen, then gets hit down to Hard to Kill again. Hamelin responds with 2 Bleeding Diseases to drop her. Opponent concedes. Thoughts: This game took ages because I had so much going on. The mistake Turn 1 had me feeling terrible, as having Raspy tied up from Turn 2 on really made the game one-sided. I could've gotten the Stalker over to her eventually with some Obeys, but it was a big misplay. To be fair, we'd never seen/played the model, but I should really read my cards.. Besides that, the activation control meant he barely had any targets for all his shooting, which was really good. Hamelin seems really painful to play against. That said, I had fun trying him out. Hopefully, I can try him in a less killy scenario so I can use more variety in my models. Midnight Stalker is an auto-include for me from now on, though. Definitely MVP and hard to dislodge once he's in there. Any comments/tips welcome!
  24. I'll swap Nix for 3 or 4 Rats to really get the engine going and hope he wastes AP on them. I may look at another Enforcer to keep enough upgrades there for Show of Force. Maybe swap Nix and the Effigy for Midnight Stalker and 3 Rats?
  25. Appreciate the reply, Ludvig. You raise some good points. I'm looking at something like this, expecting Raspy and playing for the long game: Hamelin w/ Piper, Pits, and Survivalist 7cache Stolen Benny w/ Infectious Melodies and Oath Keeper Nix w/ Hollow Sue w/ Return Fire Obedient Wretch Hodgepodge Effigy Iffy on maybe taking Useful Vermin on Hamelin to get markers down for Dig. Also considering dropping Hollow on Nix for something else. How useful is the no blast aura, in anyone's experience? I like Sue for the Minus Flip to Casting and Return Fire is there for Acolyte's trying to ruin my day. May drop Effigy for a couple starting Rats, but I do like The Mist to help my early advance. Thoughts?
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