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Distruggiuova

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Posts posted by Distruggiuova

  1. 33 minutes ago, Fixxer said:

    I missed this, apologies above.

     

    Seems like a few posts went up at the same time. 😶

     

    I get what you're trying to do, all kept cards would be shuffled back in during the end phase. You'd lose access to the kept cards only during that turn. 👌

    You shuffle at the end of your activation the card you put aside.

    I don’t like the new ability though, it’s too complicated and they know it :) 

    • Like 1
    • Agree 2
  2. 1 hour ago, Bluefyr said:

    ... Misery aura is a 4 inch conditional move if you give stunned out you get to move 2 inches... it seems too small to be useful most the time. ...

    I read it as if you move the target 2”, is it wrong?

    edit: I think the new Woes synergies really well with each other now, I don’t get why you are negative, if it proves to be underpowered after a couple weeks of testing it’ll be adjusted (more damage maybe?) but now it’s a control crew that doesn’t totally invalidate half the enemy’s crew with a bonus action from 6 ss models. It doesn’t seems weak to me.

    re-edit: 

     

    • Agree 1
  3. 8 minutes ago, Ajatros said:

    A player in our group was playing Wong the other day, and we found out it was rather easy for him to stack 5 glowy tokens and a damage on stuffed piglets, fling them with a pigapult killing them and causing TN17 shockwaves that deal 2 damage and give injured. This is in addition to any shockwaves caused by the pigapult attack. It just seems to be too powerful, and could be mitigated by restricting the stuffed piglet's demise ability to only be triggered by an enemy action.

    I disagree with your solution, I don’t know if it’s too strong as it is now but the Stuffed Piglet main purpose is to blow up so restricting the demise ability won’t work imo.

  4. I just bought her box and I’ll try her vs Pandora with Emissary, Gracie, Trixie a couple bushwhackers and either Burt or a third Bushwacker and Inferiority Complex on someone. I’m a bit worried about stun and Pandora herself shutting down my beaters too easily but I should be able to outscheme her with 2-3 bushwackers in Cursed Idols I hope :)

  5. After another game with Ophelia, mostly in theme plus Burt, I feel she really need some card draw.

    I think Sammy may be mandatory with all the discard actions we have, I’ll try her next time but it may not be enough, the Lacroix Raiders could use a buff and become her card drawing minions imo.

  6. 1 minute ago, Kharnage said:

    Page 30, soulstones used to enhance a duel are used beforehand. 

    Oh, I see it now, I thought the timing part was only for the flip effect.

    Enhance a Duel: Before any cards are flipped in a 
    duel, a model that can use Soulstones may spend a 
    single Soulstone to add a + to its flip. It may also 
    spend a single Soulstone to add a suit of its choice 
    to its final duel total. If both models involved in the 
    duel can use Soulstones, the attacker declares its 
    Soulstone use (or lack of use) first.

  7. 3 hours ago, Kharnage said:

    I find that it's much harder to do this consistently than you think. "A simple crow" sounds cool, but often high cards in general are being saved for Nekima's activation, since with the focus she can get from a BBS and how much mileage you can get out of her generally, she eats every card that can guarantee a hit, and blindly stoning for a crow in hopes that Hayreddin hits is not good stone use, IMO. Additionally, other than having black blood and decently good defensive values, Hayreddin is kind of a squishball. Losing 2 HP a whack is not a small sacrifice, and you *have* to suffer the damage rather than stoning out of it to splash. Killing things to heal with Mom's Proud aura is a consideration, but often Hayreddin and Nekima aren't close enough to make this work for me, because they're so mobile. 

    You can stone to add a crow after you flip to hit in M3E I think

  8. I don’t like “Bigger hat then you” not because it’s UP or OP (or neither) but cause it’s totally passive for the Bayou player, it gives the opponent an annoying thing to consider (save a pass token to drop OR use all your good cards and drop the last one, depending on the turn) but I’d prefer something we could actively include in our strategic thinkin’.

  9. Terrifying and after succeeding trigger means that the opponent is going to cheat to prevent those abilities and she’ll damage them from Misery more often then not so it’s not too bad imo.

     I played against her yesterday, she died but she performed very well.

  10. I think inhuman reflexes may be a bit over the top, especially on melee beaters like Nekima. I think the problem is Butterfly Jump added to SS users with other defensive tech, turning it into a push should be enough to balance it imo, or making it a trigger (built in for some models who rely entirely on it), or changing the timing to after taking damage (to enable different approaches like push/lure)

    • Respectfully Disagree 2
  11. I don’t like the kamikaze feeling of “Make me proud, boy”, gremlins are supposed to be expendable, yes, but where is that pulse coming from? They aren’t stuffed gremlins! I’d probably change it to something like “Somer shoot the gremlin, generate blasts as if enemy and friendly remaining Bayou Gremlins gain buff till end of turn”

    purely from a fluff standpoint, I have no experience with Somer yet

  12. Ok, so here’s the report!

    Deployment

    I planned to shift all my models to the right side of the board since it was quite open terrain wise compared to the left side while scoring Harness the Ley Line and preventing Outflank and Claim Jump so I deployed my first half (Ophelia, Francois and 2 Young Lacroix) centrally, ready to shift thanks to the youngsters.

    He deployed everything on the centre-left side behind a big LoS blocking building.

    I deployed everything on the right side except Rami who was central near a forest (he had Inferiority Complex upgrade so he could target the Doppelganger without penalties and gain focus when moving).

    Turn 1

    Nekima won initiative and went first generating a Pass Token. He shifted slightly to my left flank but he mainly focused on dropping and consuming corpse markers with his terror tots, the shamans attacked the tots and did quite a bit of damage but then they healed back almost completely, Nekima hurled a corpse (probably the one dropped by the pig) who was consumed and healed back the tot providing a growth token, then he activated and consumed a second token growing into a Nephilim.

    I started with pulling Ophelia, Francois and Pere with the Young Lacroix and equipping 2 Weapons on Ophelia and 1 on a Young, then Pere dropped a scheme marker on the central line and everyone else did walk-concentrate (so Rami had Focus 2). Francois used his bonus action and Ophelia’s Strike Team ability to move further towards my opponent as an expensive but resilient bait.

    The Doppelgänger ended his activation behind a wall ~20” away from Rami on the opposite side of the forest.

    Turn 2

    Nekima won initiative again and went first and activated the totem dropping a corpse, I moved a Young Lacroix and pulled Rami inside the forest. He activated something else, maybe a shaman and then Rami used both focus (sniper and + flip) to deal severe damage to the doppelgänger, scoring Vendetta. Another Young Lacroix pulled Ophelia past the centre of the board equipping her with the third weapon and then got lured by Lilitu toward Nekima. The effigy moved and planted a second scheme marker, then Nekima moved, charged and killed the Young Lacroix and charged again missing Francois.

    I activated Francois, Gremlin Menace on Nekima to close the gap and debuff her with Adversary (Kin) (and we totally forgot about it the rest of the turn 😅) but she Butterfly Jumped so he was again engaged but not engaging, he moved and then I realised I couldn’t Flurry since it needs to follow a melee action 😭.

    He moved, consumed a corpse and charged Francois with a terror tot for some light damage and then it turned into a Young Nephilim.

    Ophelia went next and shot with hooch Igniter on Nekima, putting on fire both her and the Young Nephilim, but Nekima jumped away. I discarded the upgrade to give Burt fast and a token and then shoot with the Tar Bomb twice, dealing some more damage on Nekima who jumped out of range with the first and killing the Young Nephilim with the second.

    He shifted some more stuff toward the left side of the board dropping 2 scheme markers on the central line and healing the doppelgänger almost to full and hiding him behind a blocking building. I moved and charged Nekima with Burt and then missed the shot with my last action after she jumped away leaving her at 2 or 3 hp. The Young Nephilim who evolved turn 1 moved and charged Francois leaving him on 1hp thanks to HtK (he took at least 3 damages from black blood when Ophelia shot Nekima and killed the first Young, does Black Blood trigger if the model died that action? We played it so).

    Raphael terrorised the Young nephilim away from Francois but he had nothing left to shoot so he focused or shifted somewhere, at this point we knew it was the last turn so it didn’t matter.

    The last Young Lacroix pulled Pere away from the previously dropped scheme marker so he could move and drop a new one more then 4” away ending the turn.

    End

    I scored Harness the Ley Line and 1 for strategy, Nekima had 0 points but she was ready for third turn with +2 initiative, Francois on 1hp, 2 scheme markers down for Harness the Ley Line and a doppelgänger, a shaman and a terror tot on my left flank looking in good position to make it to my deployment for Breakthrough.

    I think I could’ve won thanks to the advantage in Strategy but it was far from a forgone conclusion.

    Opinions on Ophelia’s crew

    Ophelia was a workhorse but the MVP goes to the Young Lacroix, they saved tons of actions for my expensive models, they are a real force multiplier in a ranged focused crew.

    I had to use Pere as a scheme runner instead of running him to the front line so I can’t really value him, Merris would’ve been better in his role.

    Raphael was underwhelming as far as synergy with the rest of the crew, Burt was much better close to Ophelia thanks to her chip damage. He’s probably better on his own on a flank to hunt scheme runners but he’s quite expensive for that.

    Francois was a good sturdy bait this game, his 1” melee range kept him from pulling his weight vs Nekima but I liked how resilient and scary he is for the opponent.

    That’s it for now, I’ll add some comments on Nekima and her nephilim as soon as I can!

    • Like 1
  13. Battle Report Form

     

    What Version of the Playtest Documents were you using? 1.31
    Strategy Reckoning
    Scheme List Breakthrough
    Harness the ley line
    Outflank
    Assassination
    Claim Jump
    Time & Rounds Played 3 hrs - 2 rounds
    Final Score 3-0 (soon to be 3-2)
    Forum Name Distruggiuova
    Leader Ophelia
    Crew List Ophelia - 6ss
    - Young Lacroix
    - Young Lacroix
    - Young Lacroix
    Francois 9
    Raphael 8
    Burt 8
    Pere 7
    Rami 6
    - Inferiority Complex 2
    Lucky Effigy 4
    Strategy VP Scored 1
    Scheme 1 & VP Scored Harness the ley line 1
    Scheme 2 & VP Scored Assassination 1 (Rami on Doppelganger)
    If you could play this same Encounter again, what would you do differently? I’d take Merris and drop Raphael and maybe the upgrade on Rami, swap Assassination for Breakthrough and focus on scheme markers placement
    MVP model (and Why?) Young Lacroix - they allowed easy repositioning for any model that needed so (special mention for the Effigy Aura that allowed the Young Lacroix to reliably use their positioning action without draining my hand)
    Forum Name None
    Leader Nekima
    Crew List Nekima - 7ss (we played as 5ss, bad math)
    - Inhuman Reflexes 2
    - Blood Hunter
    Doppleganger 8
    - Ancient Pact 2
    Lilitu 7
    Black Blood Shaman 6
    Black Blood Shaman 6
    Terror Tot 4
    Terror Tot 4
    Terror Tot 4
    Strategy VP Scored 0
    Scheme 1 & VP Scored Harness the ley line 0
    Scheme 2 & VP Scored Breakthrough 0
    If you could play this same Encounter again, what would you do differently? I’d try a more aggressive list with less focus on the growth mechanism
    MVP model (and Why?) Nekima - she did it all, throw corpses to Terror tots to feed them, charged, killed, charged again, then moved all around the board when focused thanks to Inhuman Reflexes (Butterfly Jump paired with 2” melee is brutal for the opponent)
    Concerns and/or Confusions? It was our first game of M3E so it was quite slow but the rules were extremely clear and any doubts were quickly resolved reading the rule book, the M3E seems very noob friendly and that’s great.

    I think Ophelia’s upgrade aren’t all on the same spot as far as power goes, the trash cannon in particular is, well, trash unless you absolutely need those extra 6” and even there you’ll probably prefer to do something else.
    Additional Feedback? The bigger they are is a really thematic and fun addition to Ophelia’s crew but Sammy doesn’t work right now, she’ll need an update.

    The nephilim grow mechanics seems to be perfect, a hefty action expenditure if you choose to focus on it with a great reward or a nice bonus if you go for a more straightforward and aggressive crew
    • Like 1
    • Thanks 1
  14. I just played my first M3E game with Ophelia and it was a really interesting crew with lot of movement options and some weaknesses to 2” melee ranges (Nekima with Butterfly Jump is a nightmare if she can move to engage your shooters or 1” range beaters).

    Overall neither of us felt weak or had problems with OP models, maybe butterfly jump could be changed to a trigger (in-built for models who rely on it, not for Nekima XD) or a push to allow counter play but our experience with Malifaux is limited so it may be fine as it is

  15. Basically we got stronger offense (everyone but Raphael’s gun), weaker defence but easier access to shielded.

    Thematically it looks nice and I really like the new Bombs away ability on Merris, it seems she won’t use it exclusively for scheme markers now.

  16. 17 hours ago, touchdown said:

    I think Hans didn't kill Francois, but brought him down to 1. I think the Emissary may have finished him off, but I can't remember if it was the same turn on the next one now. I think it was the same so probably I lose that point.

    Either way you would’ve scored at the end of Hans activation so it doesn’t matter if Francois was alive at the end of the turn

    thanks for sharing your thoughts, I’m desperate to try M3E but my friends are slacking 🤯

  17. 17 minutes ago, BornOnTheBayou said:

    Is it only Wong that can hand him glowy tokens?

    He gains a token and fast whenever he’s damaged by a friend, he should be able to throw his grenade every turn considering all the friendly fire occurring in the bayou

  18. My complaint with Feud and Flinch is that they’re uninteractive, not that they’re bad. I’m excited to hire Sammy and Burt cause their Hard Knock Life ability is fun to use comboing well with dropping Ophelia’s upgrades, Ricochet or blasts.

    Flinch is good but we can’t control it, Feud is situational and it feels its limitations (kill AND higher cost) are excessive. I’d gladly lose Feud on every model to a 4/5/6 ss healer similar to m2e slop hauler

    make it more interactive! Like I do something with a model and benefit another, that’s fun to plan around ;)

    • Agree 3
  19. 1 minute ago, CustardBomb said:

    Why cant you score reckoning turn one? I didnt see anything about it in the stratagy description. Kr is that just a blanket rule now?

    Pg42 Gameplay paragraph: no player may score a VP on the first turn

    • Like 1
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