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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Yeah, I had thought Jack Daw would be awesome! Do you remember what deployment type you were on?
  2. From a competitive POV, it is probably good if your strengths are focused in one faction (Arcanists going by what you're saying) and weaknesses in another (Ressers). Just don't declare Pandora into Ressers.
  3. Yasssss, glad you had fun (and that you won!)
  4. Also you can just stand on scrap markers to stop them teleporting to them (as long as your base size is 40mm or over), so that may come up!
  5. You certainly know the matchup better than I! Do you have an idea of what you'd bring? One concern I'd have with a mobile approach though is that for Reva at least, it tends to separate the crew. You could easily end up in a position where Dead Rider and Reva get isolated and its her whole team against the two models (easily scoring 4 points off them). That'd be incredibly hard to come back from. One thing I like about a 'castle' approach is that then the entire crew gets to stick together and score.
  6. I don't think Foundry has much manipulative or terrifying, so at that point KI will mostly be for Loot Their Corpse. And I think you'll have enough pressure on corpse marker use already (particularly as the enemy drops lots of scrap over corpses). Shieldbearers are possibly tanky enough as is. But could be very useful to have one with GST to have an option for claim jump/make him unsure which model is claim jumping. Toshiro with the Whisper may save you a high card per turn, so I'd probably start with that. He can also make use of it with his target numbers.
  7. I think the Umbra models spoiled so far don't have DUA, so rules that out? I think it'd be cool if there was a DUA/Umbra master and a something else/Umbra master. Would be neat to have that overlap!
  8. Looks like ES has a keyword overlap! DUA/Umbra. I assume the master will have both keywords.
  9. Oh neat Burning 1 is a neat counter to armor, so hopefully that lines up well! I've never played against Mei Feng before, but I'd probably try something like: Reva + corpse candles. Anna Lovelace Toshiro, the Daimyo Grave Golem Shieldbearer Shieldbearer 7 stones for cache and upgrades. Then you take Claim Jump (Grave Golem) and any other scheme. Could swap in Manos for something if you want to take a scheme on his side of the board. Could also swap in a Lampad for extra burning, but they are pretty weak. EDIT: I suppose Wanyudo can apply burning too! He'll probably be jumping all over the board, but if he wants to stop you scoring he has to come disrupt your claim to the centre. You could even go Claim Jump + Leave your Mark and score 4 points if he avoids you all game (guarantees he will come to you to fight, or he loses). I say this partially based on the assumption of Mei Feng's crew being really maneuverable and hard to pin down, so could be wrong. I also assume you'll win a brawl in the centre, but could be mistaken.
  10. The Dreamer makes a good second master, but it is probably better to take him as your primary master and snag Lord Chompy Bits for free (and access to the strongest NB keyword xD) EDIT: I suspect the same argument applies to the others. They are the cheapest masters, but the most 'free' stones when you include totems/extra Vik.
  11. Check the app, set a game to gaining grounds 1 HH.
  12. Disclaimer: Played less than ten games with Reva, so take this all with a grain of salt. Are you confident you can take him in an all out brawl? Do you know what master they have? My ideal scenario for this pool is taking claim jump if I can dominate the centre (or Leave your Mark). Then if you dominate the centre, the only way he can score points is coming to you or spreading his forces really thin for Spread Them out. This way you can force a "come to me or I win" scenario, which gives you a lot of control over the flow of the game. If you do go this route, Toshiro + Grave Golem are probably going to make a very solid team for holding the centre. Reva will be killing models while keeping a safe distance (especially with grave golem tanking front lines/thrown corpse candles into position). Another thing I like about grave golem is that it is not at all card hungry if you can give it focus, perfect in a shieldbearer crew (although I must confess I've not had a chance to try the combo yet). If you do want to go assassinate, make sure he has a master that isn't too good at running away or you have a lot of resources available to chasing them across the table and killing them. Many people will keep their master ridiculously safe in a scenario like this (for example, I'd take Molly + Toshiro and that is an incredibly hard nut to crack). For Wanyudo/Flesh Construct/Draugr, I'm not sure they are necessary. They are highly mobile, but this seems more like a 'take and hold territory' scenario than a win with scheme runners scenario.
  13. Also worth noting GG0 and GG1 have different objectives for HH, so make sure you know which one you're playing before crafting a crew!
  14. Enforcer brawl is quite fun, but perhaps a bit too fast. Could easily do 2v1 with double rush rules if one player plays two crews. There's also some scenarios floating around on here, should be findable with the search function.
  15. Well, one thing we can virtually guarantee is that all the playtesters would have played with blast markers being removed. Which means Research Mission is not designed with this interaction in mind. Personally I'll be continuing to go with the suspected intention (remove blast markers). But your playgroup is welcome to do it however you like! Just check with your TO before trying to pull it in a tournament.
  16. Although see Mysterious Emissary. It doesn't say it stays on the table, that seems to be implied already (you would think it would clarify if you normally remove blast markers). It very well could be the intention that blast markers stick around. Also note cards call them blast markers, so they clearly are markers. Definitely needs either an errata or FAQ.
  17. To be fair to OP, those callout boxes are still part of the rules. But seems like one of those situations you have to accept the rules aren't perfect and just go with the clear intention (drop it as a marker, but remove it). Malifaux breaks down a bit under minute rules-lawyering.
  18. I don't know Yan Lo that well, but some thoughts. Toshiro does much better with corpse marker generation (so he can summon). Although I hear he isn't great in Yan Lo crews, I'm not sure of that claim. If you're in public enemies you might want some of the killer models of the crew. Izamu especially seems good (and his reliquary gives another model armor). And Manos cannot be overlooked. I think it is okay to take costly models with Yan Lo in public enemies as the crew is so durable, but not sure.
  19. Played the pool! I had my crew from above: Molly + Necrotic Machine Dead Rider Toshiro, the Daimyo Archie Rabble Riser Gravedigger Crooligan 4 Soulstones He had: Zipp + Earl The First Mate Mancha Roja Gracie Merris LaCroix (for scheme marker placement, very effective). Mightnight Stalker 7 stones or something, can't remember. I won by a pretty big lead (declared me the winner early in turn 3). MVP: Necrotic Machine. This guy has so many uses, I'm still learning them all. This time I used Neurotoxins + accomplice a beater. Attacked Mancha Roja to put poison on, then accompliced straight into Dead Rider with the idea that he wouldn't have time to move away again and I could kill his Mancha (no nasty defensive trigger, no soulstones due to Neurotoxins). I ended up flipping the red joker for damage with the machine as well, making it massively overkill. Toshiro... The Ashigaru were a bit useful and really soaked some hits, but definitely felt like he and the Gravedigger were not doing that much during the game. I wonder if a grave golem in his slot would have been more relevant? Rogue Necromancy could have been a good choice as well (and combos well with Necrotic Machine). It was an extremely maneuver-based game, with us both taking Breakthrough and Vendetta. So Archie, Dead Rider, and the Crooligan served me well. We did have a brawl in the centre though (I think we both assumed the other was on Leave Your Mark). The rabble riser was surprisingly relevant, dishing out more than its fair share of damage. Definitely liking it for a 6 stone model in Public Enemies. Archie's card awkwardness was very frustrating, as usual, but can be worked around. Often meant I didn't have a card for other things (like cheating the Dead Rider's TNs for example). I also kept messing up Molly's positioning. Hard to balance between LOS for Lethe's Caress and movement for relevant abilities. I definitely would like more ways to get her moving around the table, every one of her actions feels massively impactful.
  20. @Graf, nice. I especially like the low bounty token availability, and the GST tech to make necropunks ultra tanky (and still only worth one token) is neat!
  21. @emiba, interesting point about not using flurry, i don't think I'd have spotted that! Also stoked to hear the flanking worked so well!
  22. @Speedguyjp, interesting setup! For Reva, I'd be wary of the Wanyudo going out on its own. Its an easy two bounty tokens if they can catch it, so maybe be careful if they're an alpha strike crew (Titania, Nekima, Archie, Valedictorian, etc). For Seamus, I have only played him a few times but I find that he doesn't always have to have the corpse marker - he is still a 4 AP master and ridiculous. Especially if you're using him for scheming part of the game, he can set up scheme markers super far away, get in position, etc. So could try using Seamus and not running the emissary forward too quickly? Plus he starts making his own corpse markers pretty quickly! Breakthrough is basically an automatic point with Seamus, and the two points could be doable if you're willing to use him a bit to scheme. Could be a good backup option if the enemy is proving difficult to kill.
  23. I think yes to the first part, but the second part makes a difference. If you discard for all then push for all, it is all based off initial position. If you discard and push for each model one by one, P&N can move closer to a model before it discards.
  24. So I'm against Zipp, and I'm running: Molly + Necrotic Machine Dead Rider Toshiro, the Daimyo Archie Rabble Riser Gravdigger Crooligan 4 Soulstones For a Toshiro list with scheme markers involved, I'd prefer a 5 stone cache but couldn't find another build I liked. Half the models are only worth one bounty point each, and Toshiro's summoned Ashigaru are awfully hard to kill for just one bounty point each. Dead Rider and Archie give quite solid killing power, but the rest of the crew shouldn't be underestimated. Toshiro ensures minions near him are scary. I've had Ashigaru take down mature neph before! And of course Crooligans represent a mini missile if called for. Zipp is hard to assassinate unless you're using willpower duels, so I'll probably lean away from that one. Scheme marker ones in general are tough against Zipp, but leaning towards Leave Your Mark to force him to come to me to score. Either Vendetta or Breakthrough to follow on top of that I think. Mayyyybe assassinate for one point. Open to any suggestions, though!
  25. Hmmm... So if I understand this correctly, you're on the other side from Solkan. So probably best to write it off as still ambiguous until we get another FAQ!
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