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Giovanni Canzanella

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Everything posted by Giovanni Canzanella

  1. Seems like I'm the only Basse player that can't get a damn done with him or his crew
  2. I had a fun game last night against a Brewmaster. To counter the poison conditions I took Perdita with this list: Perdita (+ Lead-lined coat) Nephilim Francisco (+ Lead-lined coat) Santiago Papa Loco Nino Abuela Guild Steward Strategy was Corrupted Idols and I choose Claim jump (on the Steward) and Take Prisoner (on Apprentice Wesley). The game ended 4-4 (I scored all the points for Schemes but not one for the Strategy) and I've been VEEEEERY unlucky with cards. A couple of examples: two different turns, Perdita had positive flips on damage, and both times I flipped two low cards and nothing to cheat with. Felt so bad. In my last turn, my control hand was 1, 1, 2, 2, 3, 4. And no, I'm not joking. Finally, I lost ALL initiatives for bad flips and impossible to cheat with the cards in my possession. The Idols were always away from my crew, impossible to chase them. Following all of your tips, anyway, I think I improved a lot my gaming with Perdita and with better cards I would have probably won. Using Tomes to charge Perdita with Focus turned out to be a winning tip and she had at least 1 focus in each Turn (she had 3 in Turn 2, when the low-cards damage flip happened...) In the end, Perdita charged with Focus still managed to kill everything she touched (2 whiskey gamin, Fingers Leong). Nino survived 'til the end providing Focus and Cards for Perdita at each turn. Abuela was kinda "meh", probably won't take her again. Long story short: thanks a lot for your guide! I will try again Perdita with a Rider to have more mobility, which i could have used in this Strategy.
  3. Hello guys! During last game (Tormented vs Mercenaries) , my adversary came out with an interesting problem. He activates Bishop, which was engaged with Montresor. He declares Bishop's Bonus Action Chain gang, which allows him to move a target friendly model (in that case a Midnight Stalker) and then moving Bishop himself up to 3". He does so, and proceed to move Bishop out of Montresor's engagement zone, since the Action is not a Walk Action The rules, in fact, states (pag. 26) Engaged models cannot leave an enemy model’s engagement range with a Walk Action Meaning that, since Bishop didn't actually perform a Walk Action, he can actually leave Montresor's engagement zone without consequences. Is this correct? A move that is NOT a Walk Action can allow a model to leave an engagement zone? Sorry for my bad english, but I hope everything is clear
  4. Such an AMAZING work, sir! Perdita was my first love when I first started Malifaux 16 months ago, but in 3E I never managed to take the best out of her crew. I will surely treasure your tips and I will drink a glass of wine to you once I'll have my first victory with her
  5. Usually yes. She works fine against heavy melee crews (she's excellent, for example, against Ulix's pigs). With her 50mm base and the 3" drowning aura she can easily control a nice portion of the table (excellent for Claim Jump or to secure a Turf Marker). I've tried in the past to take a 2nd Hanged in her place, but the result didn't feel great. Those Hanged requires tons of SS to be 100% effective, and I prefer using just one Hanged and giving to him all the resource needed to dominate the game. But this is just a personal way of playing the crew, I don't think one option is necessarily better than the other
  6. The last Jack Daw list I used in a local tournament: Size: 50 - Pool: 7 Jack Daw Lady Ligeia Montresor Guilty Guilty 2 Hanged - Grave Spirit Touch Dead Outlaw Jaakuna Ubume Game setup : Deployment: Standard Strategy: Turf War Scheme Pool: 12: Claim Jump 11: Deliver a Message 2: Breakthrough 5: Dig Their Graves 4: Search the Ruins I choose Claim Jump (with Montresor) and Deliver a Message, versus a Crossroad 7 list. Game ended 6-3 in my favour (2VP for ClaimJump, 2 for Deliver a Message, 2 for Strat) The Dead Outlaw is HUGE to deny enemy Scheme Markers (I used that twice to give Fast to Montresor), even if his Defense is too low for my tastes. Sadly Jaakuna didn't perform brightly in this matchup, she almost got killed in turn 2 and I had to move her back to avoid give my opponent an easy kill. Luckly, the Hanged and Jack manage to lock down Greed (she was the Leader) and score both point for Deliver a Message, while Montresor occupied the center of the table with the two Guilties and Ligeia supporting from behind. A solid list all in all, but I think that the Dead Outlaw is not always the best choice.
  7. So far, I only played Tormented and Bandits, and beside the fact that Outcast upgrade are kind of "meh" (not useless, watch out, but forgettable) the only thing I would correct is the cost of Dead Outlaws, tuning them down to 5. Even into a Tormented crew, they are not the smartest pick: their low Def makes them such an easy target, and on the top of that, their attack is far from amazing. I still don't understand why they cost 6 (sure, they have Run and Gun, but still doesn't justify the cost. Low their cost to 5, or raise their Def to 5
  8. See? Im REALLY quite the noob, even after one year of playing Malifaux Anyway, tournament will be happening this Saturday, I hope to give you some juicy report next Monday.
  9. And since I'm quite the noob, only 48 hours after the game Im thinking that simply, I could have choose NOT to declare the Critical Strike trigger, when I flipped the damage...but well...
  10. Hans wasn't supposed to be the killer. The bandido was supposed to score. It was just bad luck
  11. After reading your reply, I gave Hans a try yesterday. First turn, he 1-shot a Lost Love from Kirai's crew. Ironically, Lost Love was supposed to be my target for Vendetta. I just wanted to soften him a bit before landing the "coup de grace" with my Bandido on Turn 2 (LL was the only valid target for Vendetta, trust me). On a double negative flip, I flipped 3 Severe cards, and the Critical strike did the rest. Very unlucky. But now I can definitely see him working fine in a Vendetta Scheme and I will definitely bring him into the Tournament. Thank you sir, a glass with you!
  12. Very good point! I will definitely do this Yup, I don't like it too, but the other viable option would only be "Detonate charges" that sounds very hard to accomplish, even with the Bandits having easy access to lots of Interact. This just scares me so much. Mmmh, never considered using Hans over Sue, honestly. Why would you think he performs better? Sue is still a Bandit after all, and I can use Parker "Bandit raid" to give him an extra shoot, thing I can't to with Hans. I think Sue would be better, but feel free to convince me
  13. I'm using Jack Daw a lot lately, especially into Outcast, but I see that you already got a lot of answers here, so here is my 2 cents for you In my opinion, for the best possible use of Jack's crew, you will need at the very least 5 SS (I normally take 7, since I use my Hanged a lot for his Triggers). 1 Hanged is usually enough (with Servants of Dark Powers upgrade, it' a must) and you definitely want to take at least 2 Guilties with you. Dead Outlaws are great if you want to mess with Enemy's Markers (discarding them and giving out Fast condition to Montresor or the Hanged). Jaakuna is definitely worth considering, against Melee-oriented crews (i.e. she works fine against Ulix's Pigs. My opponent never dare to send those fatties close to her). Midnight Stalker is a good option if you need a good Scheme runner, but personally I never used him; I've found Jack doing alright even without him. I used the Drawned a couple of times, they are ok and worth considering against a heavy melee crew. Keep your Crew well clustered together, and Ligeia close, to drain your opponent's hand. Once your opponent has no cards left, you can start attacking with Montresor and Jack Daw, using the Execute trigger; this is the main reason to have TONS of SS with you. With Jack and Montresor, you always want to have Crows in your attacks to trigger the Execute. This will force your opponent to burn his SS just to defend...and once his SS are over, is basically GG for you. Careful though, because Jack Daw is not immortal, and sending him straight into the flay can result in a premature dead for him. Have fun
  14. Hello everyone! Im preparing for a tournament, and in my second game I will have the following setup: Deployment: Wedge Strategy: Plant Explosives Scheme Pool: 1: Detonate Charges 8: Power Ritual 7: Take Prisoner 10: Assassinate 13: Vendetta For this, I have 2 different list available (actually I have three, but one of them is Jack Daw Outcast, not the best guy for Plant Explosives) List n.1 Pool: 3 Leader: Parker Barrows Totem(s): Doc Mitchell Hires: Bandidos x2 Mad Dog Brackett Wokou Raider +Servant of Dark Powers Hodgepodge Emissary The Midnight Stalker List n.2 Pool: 3 Leader: Parker Barrows Totem(s): Doc Mitchell Hires: Bandidos x2 Mad Dog Brackett Sue Hodgepodge Emissary The Midnight Stalker +Servant of Dark Powers Are those lists decent enough? What Schemes should I choose? I don't think I want to drop the Midnight Stalker (he's just too good for Plant Explosives) and I would consider choosing Power Ritual and Vendetta (I think Sue is great in this case, thanks to his Positive Flip and Critical Strike on his Attack). Maybe I should consider a Convict Gunslinger or two? Then, who should take the Explosives? I was thinking giving 2 to the Midnight Stalker, 2 on bandidos and 1 on Mad Dog I'd love to hear your advices. Thanks in advance!
  15. Hello guys. I had a nice and fun game last night with a Parker Barrows list, against Ulix. This was the setup: Deployment: Corner Strategy: Reckoning Scheme Pool: 9: Outflank 6: Hold Up Their Forces 3: Harness the Ley Line 11: Deliver a Message 4: Search the Ruins I chose Outflank and Harness the Ley Line, my opponent want for Outflank and Deliver a Message. My list was pretty much a standard Parker's crew. Parker Barrows Doc Mitchell Bandido x2 Mad Dog Brackett Wokou Raider (+ Servant of Dark Powers) Hodgepodge Emissary The Midnight Stalker 3 SS VS Ulix Turner Penelope Old Major Slop Hauler The Sow Lucky Emissary Gracie Wild Boar 2 SS The final score was 6-2 in my favor. The Midnight Stalker took control of one corner of the table, killing the Wild Boar (in Turn 3), assuring the Outflank and dropping 2 Scheme Markers for Harness Ley Lines. On the center, Mad Dog blasted the the Sow away with 3 attacks (one Red Joker cheated for maximum blast damage), together with a freshly summoned Piglet and forcing the entire Ulix's crew to step back. However, 2 bandits were lost in the process, killed by an unstoppable Gracie. Parker, Mad Dog and the Emissary took full control of the center line, dropping huge quantities of Markers to score Haress the Ley Lines. On the other corner, the Woukou Raider held off the Lucky Emissary until Ulix arrived in Turn 3 together with the Old Major and a Slop Hauler, but it was too late and the Wokou was still alive, even if totally blocked in the corner. We called at Turn 4, after Parker shot the Slop Hauler in the butt, and what was left of Ulix crew was still trying to kill the Raider. My opponent scored 1 VP for Reckoning and another for Outflank (Lucky Emissary on one corner, a Wild Boar on the other) On a side note, the Doctor even prevented "Deliver a Message" for my opponent. In Turn 3, a War Pig charged into Parker, dealing 4 damage but thanks to Doc's ability "Bedside manners", I placed Parker in base contact with him, away from the Pig. No Interaction was possible at that point and the Pig died to Mad Dog's shotgun. It was my first game with the Midnight Stalker, and my second with the Wokou Raider and I must say that they are both incredibly good to score Outflank: the enemy is forced to send at least 2 good beaters to stop them, while Mad Dog and Parker take care of the center, both almost immortals thanks to the Emissary and the Doctor. Second side note, I can't find a reason to use the Prospectors with Parker. They are good, sure, but nothing that Parker himself can't do: he can easily delete enemy Scheme Markers and collect Soulstones ("Stick Up" and "Cashing out"), I find redundant to have a Prospector in this crew. Sorry for bad english ^_^
  16. I fear there will never be a concencus until Wyrd gives out an official answer to this. If we can't agree on the rule, we can definitely agree that this rule is open to a lot (maybe too much) interpretations.
  17. Being rude won't make your statements right. Have a good day
  18. I fear you miss the point. "Finger of the trigger" only allows actions. If Perdita is engaged, she can't use , instead she will use , so you can't use "Finger on the Trigger". Gunfighter won't solve the problem, because Gufighter will let you use a action...which is no use for "Finger on the trigger". At least, that's how I see it Exactly this.
  19. This is the correct interpretation. I had the same question some time ago and one of the mod stated that you can't use Finger on the Trigger when you are in melee, since it requires to take a action.
  20. I find myself ALWAYS struggling a lot with Perdita, and my list is exactly like your (beside the Monster Hunter, usually replaced with Santiago). Would you be so kind to tell me how can you make the best out of this list?
  21. Dang...I'm 100% sure it was a Mature Nephilim. My opponent didn't have cards on table, he used the game app, so I never got the chance to actually LOOK at his cards. What a huge mistake by me... Honestly, this is one of the MANY weird things my opponent did during the game. That could be a mistake in good conscience...or a deliberate try to cheat. I'm not so sure anymore, but thanks a lot for pointing this out. Next time I play against him I will be more attentive, too many things went weirdly wrong during that game. To be honest and fair, he DID engaged Mad Dog with his Mature Nephilim, but thanks to my Scheme Markers, Mad Dog gained Fast at the start of his activation. This way he had time to disengage and fire 2 times at the Nephilim (that got killed by the Woukou Raider in the same turn). Hayreddin was the next victim of Mad Dog's shotgun (already damaged by Mad Dog's blast), so there was nobody left to hold Mad Dog, except Nekima herself, too busy dealing with Parker. Totally legit...but after he saved my Woukou (and the game with it), I'm pretty sure I will use him in EVERY game, from now on
  22. Yes, the Wokou Raider survived with just 1 Hitpoint, incredibly but true. In Turn 2, I had to cheat a 13 on initiative to bring her out (she had a Scheme Marker next to her, so she was Fast). She regenerated 1 hitpoint for the Hodgepodge Emissary and once she was away from the fray, the Emissary took good care of her with a double heal: in the end she recovered 6 hitpoints out of 8. I loved the Emissary SO MUCH in that moment. Him and the Raider were definitely the MVP this game. Indeed that was the plan...that's how I lost all of my Scheme Runners 🤣 I definitely underestimated Neekima's damage, that was just too much for them to handle Well, it happened that the Woukou Raider had to be defensive, since she was the target for Vendetta, I couldn't expose her without risking. Then, as I said, the 2 Bandidos were dead and so was the Prospector. Basically I had no Scheme Runner available by Turn 4 Unlucky flips didn't allow me to trigger a single Trigger Finger in the whole game, incredible that might sound. Turn by Turn, Mad Dog just walked forward , shooting his gun at everything in sight, until he managed to reach enemy deployment zone in Turn 5, uncontested (he was full life and with Vitality Potion upgrade on him...honestly only Neekima could have stopped him). That's exactly what happened. Resources -and luck- were deplenished very fast in first 2 Turns. Holy Dark Mother...I keep forgetting this!!! This means that the game actually finished 3-3...which is pretty consolatory.
  23. Ok, so the game didn't go as planned. The guy used Nekima and I lost 4-3 (I scored 2 points in Reckoning and 1 in Breakthrough). The other Scheme was Deliver a Message, no VP for that. My list was Parker (+Wanted Criminal)Doc MichellMad Dog BrackettWouku Raider2 Bandidos ProspectorsHodgepodge Emissary Even if I lost, I'm frankly happy how the Bandits managed to hold off the demons. First turn, 2 adults Nephilim and Hayreddin charged right into the Wouku Raider to score Vendetta. But, thanks to the Hodgepodge Emissary and Mad Dog Brackett, the Raider survived (I didn't imagine he could survive to such a furious attack). I managed to take down an adult Naphilim and the Henchman by Turn 3. Sadly though, all of this fight took all of my resources, cards and SS and I found myself pushed tight into my deployment zone, which madetty hard for me to score Breakthrough. In the end, my opponent had to use Neekima to score 1 point of Power Ritual while Mad Dog ran all the way across the field to score 1 point of Breakthrough. I lost 2 Bandidos and the Prospector, he lost 2 Adult nephilim and the Henchman, which honestly is an unexpected result. Nekima was NEVER in fight, except with the Prospector that died before he could score Deliver a message. After that, Nekima was always too far away from me (and he moves so freaking fast) and I didn't want to risk Parker to score the Deliver a message. All in all, I'm not that mad about the game considering what I was facing (for the records, I never faced a Nekima before, so I had no idea of her mechanics with the Corpse markers...otherwise I would have take good old Sue). Poor choice of schemes by me: the Nephilims are just too fast to allow me scoring Breakthrough. A last word about Prospectors: are they really THAT good with Parker? Good old Parker is not that hungry for SS, and honestly those 3 extra SS I got from the Prospector didn't really swing the game in my favour. I found myself regretting not taking Sue.... I probably used the guy poorly, having him behind a building next to Parker for 3 turns, doing nothing but generating SS, before Neekima flew over him to eat him with one single attack (a lucky flip and a Focus). I would love some tips on how to correctly use those guys in the future.
  24. Thanks a lot for your precious advices. I was indeed tempted to take Sue for extra fire-power, and leaving out the Emissary. Then, I've thought tha Hans might be an interesting choice to deny my opponent Breakthrough or Power Rituals.
  25. Hello guys! As in the title, I would love some tips & advices for my next game. This is the setup: Standard Deployment Strategy: Reckoning Scheme pool: Detonate charges, Deliver a message, Breakthrough, Power Ritual, Vendetta I don't know what faction I'm going to play against, but I will probably bring Jack Daw or Parker Barrows. Honestly, I think that Parker and the Bandits could be more efficient in this setup, but still I would love to hear your advices for the Schemes and the lists for both Jack and Parker. What would you choose for a game like this? If I should choose Parker, I would probably go for Deliver a Message and Breakthrough and a list like this Parker (+Wanted Criminal) Doc Michell Mad Dog Brackett Wouku Raider (+Servant of Dark Powers) 3 Bandidos Hodgepodge Emissary 4SS No idea about Jack Daw though. What do you think?
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