Jump to content

Maniacal_cackle

Vote Enabled
  • Posts

    7,901
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by Maniacal_cackle

  1. Ewwwww, one thing to note is that anything that makes mindless zombies can't make the zombies without buying Asura. So not sure emissary should ever be recommended for a budget (unless you can do budget zombies). Sloth can be replaced with custom models, but overall don't think it is a good budget recommendation?
  2. It is hilarious that nests cannot do anything without parasite token upgrade, and yet they are still a candidate for best totem in the game xD Mordrake can't pass on conditions or be immortal except with English Ivan, so seems like only a decent totem without him.
  3. New Dr. McMourning Crew (Resurrectionist) Size: 50 - Pool: 7 Leader: Dr. McMourning Totem(s): Zombie Chihuahua Hires: Molly Squidpiddge Rogue Necromancy Nurse Nurse 2 Crooligan References: Flesh Construct Mindless Zombie This seems like a decent list, but don't think it'd have worked against Neverborn (they're too good at killing backline healers xD). Although manipulative is almost decent against them. Maybe for round 3! Can also see an argument to drop a nurse for a necrotic machine and swapping the Crooligan for a terror or rabble.
  4. Yeah, the machine shutting down soulstones and triggers was super clutch xD That said, the nurses could be sweet. But I'd still have to hire at least one Crooligan or minion... Hmmm... Could have been nice having rogue necro, double nurse or something. Worth a try sometime!
  5. Necrotic machine is the best poison totem in the game, which is awkward as neither of the poison crews get it 😜 I think Iggy Pup (Luna/McCabe's totem) might be one of the best - can just pump out artifact upgrades. Chihuahua, soul porter, copycat killer, Ikiryo, lady ligeia, corpse candle all seem quite niche. Research assistant, but not sure it'd be best.
  6. In retrospect, the effigy with fate upgrade was devastating. Last time I faced Makhina, I just camped my base. This time, that was a much less appealing option because then the effigy would upgrade, so I decided to kill it turn one. Not sure if that was the right call.
  7. Another thing to consider is how easy it is to collect combinations of crews: Molly and McMourning overlap on Rogue Necromancy, so can probably be combined into being easy to collect together. Seamus and Corpse Reva overlap on Bete Noire, so are a bit easier to collect together (although also I think they overlap on desirable pools a lot?) Seamus and McMourning overlap because Seamus loves nurses. Von Schtook and Burning Reva overlap on Anna Lovelace. Yan Lo and Everyone overlap on Eternal Servitude. Etc.
  8. Seamus, it depends. If you want to play him when he is good, I'd probably say something like his two main boxes + OOKs & Versatiles. If you want to play him always, you need a carrion emissary thrown in there at the Green level. He can't play every single table without a Carrion Emissary. Dead Rider, and maybe Eternal Servitude are the other main things I'd consider for that crew? But I'm not very good there. EDIT: Oh, and you need some nurses.
  9. Eternal Servitude deserves a special mention - it is full of useful models that any crew can use, making it a good budget option for people who want to play multiple crews. Toshiro is a bit less useful now, but with Manos and Yin, it is probably still good for many crews. Dead Rider is another one that can slot in anywhere. For Molly, I think you're roughly right. Molly + The Lost and you're pretty much set. After that, Dead Rider and Eternal Servitude are highest priority I think, so I'd make them yellow. Call to Madness doesn't even need to be yellow, tbh. For Reva, it depends if you're corpse Reva or burning reva. Corpse Reva: Reva's core box + the grave golem/bone pile box is green, and then Bete Noire's box and Dead Rider are yellow, and I guess the Lampad box can be yellow just because you want the restless spirit (but maybe mention that you can just get an M2E restless spirit/graveyard spirit or whatever). Burning Reva: Not an expert, but I think you want core box + draugr + von schtook core box (for Anna Lovelace) for green.
  10. Went into a 6-6 tie! My list: Molly & Machine McMourning & Killer Instinct (regret taking the Instinct) Dead Rider Archie Crooligan Crooligan 4 stones His list: Titania w/ Ancient Pact Marcus Malisaurus Rex (got flight + armor from Marcus) Serena Bowman Effigy of fate with upgrade I was able to punish his fewer AP, as I killed his Effigy turn 1 and Gorar turn 2. However, by that point he also ground through my Molly & Crooligans - I should have kept them further back, but then would have lost Archie so I dunno. The list was also just a bit too inefficient. I was hoping to steal some of his stones, but didn't end up being able to. Although ultimately I didn't really need any more stones, I just needed more cards xD McMourning is AMAZING in this list, but the card hunger is pretty high since he has to discard to get his bonus. I think I would like this list when I can play a more reserved style, but it is a bit tricky to do it for Wedge. My crew was also so spread out that I couldn't rancid transplant for extra mobility, so that was awkward. Can't think of a better list for the matchup, even knowing his list, though. McMourning was pretty critical to taking out Titania + Effigy, as well as snagging turf war markers for points. Just rendered the crooligans a bit obsolete. I suppose I could see maybe swapping the two crooligans for a rabble riser? But that feels wrong 😜
  11. With leap, she should be super fast (you just have to cheat a mask or ram and stone for the other suit). So for example if someone is 19" away, you can walk, walk, leap + sudden strike trigger (attack), then attack again. Both attacks will have your + flip to damage since you didn't charge. Or your maximum range, leap + 2 walks + charge = hit something 24" away.
  12. It'd have been a very different game with pre-nerf, 16" presto chango Colette... XD
  13. I feel that, to a degree, you can replace stones with card draw and/or positioning advantage. I don't think Seamus or Molly were attacked a single time during that game (although if he had understood my crew better he might have tried to smash Molly). Also, neither of us realised the doves were immune to pulses. So I gained 3-4 stones between Rider killing two doves and crooligans stealing stones I think. So the list actually had more stones than I could use, since half the time I had the suit in hand or on top of the deck that I wanted anyway xD I think at one point my hand was 13/13/12/12 after starting out with a single severe card in the initial 6 xD
  14. I believe it is in the discord in the maps section. Or possibly tournament pairings.
  15. Note there were some struggles with the app updating. If Colette isn't move 5 for example, the front of the card may not have updated (even if the back did). If you have a fresh copy of the app it shouldn't matter.
  16. One thing also worth remembering is how good masters are at doing strategy markers. You can move 1-2 strategy markers on turn 5 when your summons are probably irrelevant at that stage anyway. With Dreamer I've always felt that summoning is a bit optional after turn 3, but now feel that is doubly the case.
  17. How are you going with the series, @Pergli? I caught part of your practice game against Reva today, seems like Von Schtook feels very different?
  18. If someone asked "what's the target number on your ability?", that would make perfect sense to me.
  19. Your argument makes sense, but also this FAQ increases the ambiguity in my mind. Now we have: An explicit statement that you CAN walk vertically along climbable terrain. An explicit statement that you CAN'T use this to push over terrain. No statement about other movement. So they fail to include movement in the 'stuff you can do' category, but they also fail to include it in the 'stuff you can't do' category. So the same problem remains - why use failure of inclusion as evidence when failure to exclude is not evidence (given that there is a rule that says you can move along climbable terrain). Hopefully it gets addressed in an FAQ someday, but until then I suppose we'll all have to play walk-only.
  20. I think the idea was the distraction buff would be that for Colette, but I don't think it is quite there. My overall impression of the distraction buff is that it is a lot weaker than it appears (since stacking distracted is still pretty hard in most crews).
  21. Oh, they may not have put it in the FAQ, but there's also a rules channel to the discord server, and if you ask that question there you get the answer (that it is walk only). Alcathous early in the thread is one of the TOs, so his responses will tend to be the same as the VWS.
  22. This is true, so the case of lure is pretty clear-cut, you can't use it to climb (and from memory you always have to measure base-to-base, specifically a particular point on each base for towards/away). Worth noting that the rules say a few things: You may move up and down climbable terrain. You may do this with the walk action. It doesn't say you may ONLY do this with the walk action. Your base has to be supported (although it doesn't define what counts as supported). But I suppose we won't get an FAQ for a while, so we'll just have to make do with whatever interpretations. I know the vassal world series has ruled it this way, so it's the way I'll be playing (that only walk can climb). My impression of the rules is that they were all written at different times (since there have been many drafts of the rules and they're updated at various points), so redundant and otherwise confusing text does arise.
  23. My feeling is it is better to consider the section specifically about the climbable trait, rather than a section that is only mentioning in relation to a hundred other issues at the same time. If the rules were really intended that you can only walk up climbable terrain, why would they put something that says you can move up and down climbable terrain? They could have easily just put the word 'walk' there. So in my view you sort of have to ignore the climbable terrain section (which says that you CAN move up and down terrain) to interpret that only walk works. Another point is that the movement section basically says "you fall down if you're not support by the table or terrain." I would argue that if you're using climbable terrain, you're supported during the move (since climbable terrain explicitly allows you to move up and down it), but you stop being supported by climbable terrain the moment you stop moving (because climbable terrain doesn't allow you to be supported once the move is complete). So I think the 'any movement (of the 'model moves' variety) works' is actually consistent with both sections of the rules, and MORE consistent with the climbable terrain section (which in my view is the more relevant section).
  24. Well, it doesn't explicitly say that is the only way to go up climbable terrain, and the definition of climbable terrain says: So without an explicit ruling elsewhere, I'd lean towards listening to the climbing rules (aka, you can move vertically up and down along its sides).
×
×
  • Create New...

Important Information