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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. This pool is possibly really well suited to Molly, I think. I might do something funky like snag some Doxies so they're only worth 1 token. Reva and Seamus seem good for similar reasons, can abuse the tokens a bit. McMourning likes Let Them Bleed thanks to the healing, but I dunno. I think Reva perhaps fit the pool the best out of my usual masters, I'm just not good enough with her xD
  2. Kenny (Noahscape/ironman) and Bryan (personalglitch/pergli) have also completed their games and are now 1-0-1 each. Pergli tried taking Vincent into Asami, but then Asami played a hyper aggressive, low summon playstyle I believe and just completely blew out the game. But I just saw a quick summary on Discord, so not sure. I think there are a few other ressers floating around, but not sure of their user names. So here's round 3! Map Dig Site Flank Public Enemies Let them bleed Outflank Death Beds Catch and release Assassinate Now there is a denial pool if I ever saw one xD
  3. Wowza, this looks SO much better at a glance! Someone else will have to check it for accuracy, but huge leap forward I reckon!
  4. Another victory for Ressers! Scored 4-1, Molly against Titania. A quote from my opponent: I just played hardcore denial and ran away from him all game. I refused to kill anything (except Titania and one Waldgeist) because I didn't want to proc Hidden Martyrs. My final plan if necessary was to run Manos into Molly and stab her twice to kill her so that he had no valid targets to score endgame point on Martyrs... So, needless to say, he was frustrated by the playstyle and I achieved the above quote
  5. I always struggle to move myranda around. By the time she goes beast mode, she outpaces the entire crew. But maybe I should bubble more and give this a go!
  6. I end up spreading out quite a bit, since blood poisoning can be done with move, move blood poison.
  7. My limited experience with initiates is they are excellent damage dealers, card drawers, and survivors. The issue arises when you don't need them damaging stuff. Then they're just a durable card draw engine. A Cerberus is a superior scheme runner (although the initiates work okay if Marcus has spare AP to zip them around). Youll get no argument from me that they absolutely destroy in combat though. Can't wait to try them in public enemies xD
  8. Oh, and Roadhouse's scepticism of order initiates definitely has me thinking. Although I think they might be fine in my original list, they were quite bad in the Mauler list. I think I might try dropping one initiate and an inhuman reflexes and use those ten stones for Cerberus with AP.
  9. Tried a Slate Ridge Mauler in place of Cerberus for leylines (with Roadhouse who was kind enough to give me a game). He played Dreamer. It did not feel great. Every turn I was having to dedicate considerable resources to figuring out how to get the slate ridge mauler into position. Cerberus is soooooo much better, as it just does its thing without support. In leylines it has been suggested I try a rattler, and I likely will (or use some order initiate shenanigans). Cojo ate full health Teddy in a single activation after Myranda moved him forward and then accompliced into him. I still rate Cojo, but am tinkering to find the correct point. However, since his main upside is "2/4/6 damage track with positives to damage flip", I do wonder if I can swap out something else. However, the willpower 7 is pretty much the keyword's only answer to terrifying, so he seemed pretty much a must. Roadhouse and I remain divided on the model xD I think I needed to play its late game better. Ultimately, Cojo being able to give himself focus could possibly be replaced by like a Rougarou + Black Blood Shaman, so I still have access to plenty of positive flips in the crew. As long as WP isn't an important stat xD Myranda didn't really get much done in terms of attacking stuff, so I definitely felt like I was spinning my wheels a bit - protected, serene countenance, disguised, and loads of models around definitely was a tricky thing for my build to deal with.
  10. Hmm... nice attempt, but if I was new to a game and saw this, I'd probably give up. It looks quite overwhelming, as it is!
  11. I don't know if it'll work, but for my next recruitment drive, I'm targeting Magic: The Gathering players. The state of the game is a bit rough and people are open to other games, and Malifaux is basically MTG in wargame form.
  12. If you can find a place willing to host, advertising a starter league could be good and get a few people trying at once. If you can reach even 4 people learning the game at once, that is pretty good. It is easy to advertise as low barrier to entry - we just had people buy a core box + pay $20. That $20 covered ten scheme markers, a fate deck, and prizes. That's quite reasonable to try out the system for less than $100.
  13. I just realised Rougarou might be worth considering as well. A bit behind the Grootslang in terms of health and engagement range, but has hard to wound and can charge while engaged (with IR). A Rougarou with IR & armor & horns would be a pretty serious beatstick. Perhaps something to pull out in those slower games.
  14. I've heard good things about Adze, so need to experiment with it more for sure. Grootslang does look like he has some serious upsides over Cojo (one of the big ones being that he is 2 stones less). 2/4/5 isn't *that* different from 2/4/6. And the ability so self heal is pretty sweet, AND 2" engagement range is the main thing I am annoyed that cojo doesn't have. So 100% putting this on my list of things to try. Cojo also has the double focus bonus action which is pretty big (not to mention really useful triggers), but I imagine Grootslang is worth testing for sure. I've seen this and will likely try it, but I find Initiates are a bit too squishy for a combat upgrade (if I send them running into danger, they'll die. I prefer to just keep dancing away from danger). But maybe I'm being too precious with them xD I find a single Cerberus is an amazing scheme runner, especially into something like Symbols where you can avoid the fight. Haven't tried it on Break the Line yet. And then often there'll come a time when I happen to have two high masks in hand, and then Cerberus swaps to kill-mode. Sure, it dies after it charges in, but if it gets 4 attacks in for 12 damage total, it has done its duty and is allowed to leave the battlefield xD Do you not find that your upgrades get 'stuck' a bit when you pop out 5-6 first turn? I find with the card draw I can easily get at least one 4+ of masks, but am willing to stone for a second. I'm hesitant to also use Marcus' third AP, but maybe I should just do it xD What's a list look like for you? Yeah, she activates and puts on an upgrade while she has none, then Marcus does it
  15. Although thinking about it, swapping Cojo for 2 beasts messes up the chimeramancy's on turn 1... it feels really good to do Cerberus, Cojo, Jackalope, and then 2 for Myranda. Merits testing for sure, but perhaps the answer is to have a beast + a versatile/OOK model... BBS + Scorpius might be a good combo, for example.
  16. Well, I've managed to get some games in with Neverborn Marcus, and I regret ever betraying the faction. It is one of the most fun crews I've played, and it feels extremely potent. It is early days, of course, but I'm in love. Here's the list I'm running so far: Marcus & Jackalope Cojo w/ inhuman reflexes Myranda w/ inhuman reflexes Cerberus Order initiate w/ ancient pact Order initiate w/ ancient pact Feels extremely solid, but I feel like Cojo and both IRs are optional, freeing up 14 stones (probably two of Scorpius, Bandersnatch, and Adze, though I don't like hiring Bandersnatch as much because it removes an option for Myranda). Here's some of my thoughts on why the crew is so awesome, focusing on the advantages of Neverborn. Order Initiates & Ancient Pact This is probably one of the biggest ones to me. I often rate Ancient Pact as one of the best upgrades in the game. Granted, as a card-draw + activation control master, the upgrade seems basically custom made for me, but getting a crew where you can fit two ancient pacts is major upside. It is even more powerful in a Marcus crew, where winning initiative can mean TWO full activations before your opponent responds. And the crew doesn't suffer for it - on the contrary, having a reason to fit in two order initiates is just fantastic. Cerberus really has places to be, and I'm not sure I want Ancient Pact on it as badly since it dies more often. But the Initiates with Camoflage are the perfect carriers for the upgrade, drawing two cards during their turn. This card draw + hanging around Marcus ensures Marcus is powerful at every stage of the game. Initiates are devastating in combat, so having some around that Marcus can reposition, charge with, or even accomplice into is just wild. And to top it all off, they can have a built in heal on their attack. Just super, super solid models and I'm glad the crew has an excuse to run the full two. I imagine it is a bit harder to justify 2 in an Arcanist build. Myranda and the Neverborn beasts. Myranda is my favourite thing about the crew, to be honest. I never have an activation with her that feels trivial. On the contrary, I often wish I could transfer AP to her, as she is so impactful with everything she does. She is a super mobile healer (that can accomplice into others to ensure they live to make use of the healing). But I rarely pull this off as she is so busy. She's an excellent scheme runner, since she cannot be engaged thanks to her wild shape (technically you can do it in some situations, but if she has inhuman reflexes she can shift into a Rougarou and just charge out of combat). If I want to do burst damage with an enormous threat range, doing 6 damage with Rougarou is pretty trivial. Horns on a Rougarou is just so good! Also a good form defensively if you know you're going to get hit but need to rely on hard to wound to prevent them from hitting too hard (such as when you're in butterfly jump mode and they only get one hit). If I want to do gatling gun fire at close range, transforming into Bandersnatch delivers that. Which is the big reason I'm hesitant to hire the Bandersnatch, since it closes out an option for Myranda. Adze offers some utility I haven't quite figured out how to use as a transform yet (although hiring it seems very appealing). I've also not used a Grootslang yet, but it offers some clear advantages in some situations. Same goes for the smaller stuff like Nekima's totem or even Wisps, potentially. Razorspine Rattler is one of my favourites, though. Constriction is a niche ability, but super good when you need it, which is exactly what you want for a shape-shifting option. Unimpeded + deadly pursuit also means it gives good mobility options for Myranda. And of course, there's a million lists you could build with these models. So far I'm limiting myself to transforming Myranda into them at the right time, and it is absolutely wild. Inhuman reflexes I forget about Scamper every time, so I'm not sure what I think of this upgrade yet. I think it is good, because it essentially gets you one turn ahead on your upgrades and getting Butterfly Jump from Wings is no longer an absolute must... The ping damage is also... Okay, but I prefer single big charges that wipe people out (hitting for 6 in Rougarou form or with Cojo). Cojo can of course charge multiple times in an activation, so once I get the hang of him, it may pay off extremely well. Just waiting until I know what I'm doing to judge this one. Small Cache A lot of Arcanist lists I see run with a cache of even 10 stones! They just have to feed an endless amount of stones into their cerberus to keep them alive and useful. One thing I love about Neverborn Marcus is that you can get so much done with so few stones. I love that the Cerberus is so useful, yet so expendable. Well, that's it for now! I just wanted to share some of my enthusiasm and why I think the crew is awesome. I'm nowhere close to playing the crew at a high level, but I imagine in a hundred games or so I'll be a force to be reckoned with 😜 What do you think? Do you think I've got Neverborn Marcus all wrong, and there's some better way to play him?
  17. The damage is resolved separately (see page 34 of damage timing). For each model, you progress through the steps, and then at step 6c (after killing step), you get to draw a card. Since Bounty Hunter does not specify a limitation (such as once per activation), you get to do this each time something dies. Long story short - you can draw a card for each
  18. It is definitely a move effect by the rules, but does it count as moving 'through' hazardous terrain? Although of course to a degree I'm just being silly. I'm just pointing out the rules don't really work with the errata, and it wouldn't be the first time they haven't done an errata/FAQ perfectly. To me, it seems like the rules as intended is that base contact is supposed to count for movement and actions. Originally this didn't matter (there was no impassable hazardous terrain when M3E was created, but explorer's introduced it). So to me it makes sense that the rules didn't quite mesh with the base contact issue, and they attempted to errata it to fix it.
  19. Ah, perfect, that solves that one. What about the moving 0" issue (i.e., if you move 0 inches while in hazardous terrain and not from your own action, do you take the hazardous?)
  20. Well, typos happen all the time, but then if we're doing that and applying the wording literally... Then you only suffer hazardous when you move 'through' hazardous terrain (aka, if someone places you in hazardous terrain, you don't take the hazardous, correct?)
  21. My personal theory is that when editing that section, they didn't think to remove the word through, and it should say:
  22. The flip side is - if only 'moving through' terrain counts, does placing into hazardous terrain count (such as if someone throws you with a trigger)?
  23. I like it, although I don't know much about Kirai. I had assumed she would be more the sort to have a 7 stone pool? Does it not matter as much since she has protected?
  24. One Viktoria is declared the leader (which is open information), so you always know which Viktoria counts.
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