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Yore Huckleberry

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Posts posted by Yore Huckleberry

  1. "Don't be so proud of the technological marvels the Guild creates ... their power is nothing compared to the power of the 'Faux." ~ James Earl Jones, probably

    Welcome to event number seven in the Malifaux Vassal World Series: May the 'Faux be with You!

    This is a 3-round, GG2 tournament, 50 SS and STANDARD format for Masters (eg., additional masters may be hired using the new April errata step during hiring), with no other special restrictions.
     

    Registration ends at midnight May 1st, GMT - 6

    Round 1: May 2nd – May 9th

    Round 2: May 10th – May 16th  

    Round 3: May 17th – May 23rd 

     

    Registration Link: https://forms.gle/3Rhyvxr8ZMYLaVCg7
    Player Packet: Updated GG2 Player Pack attached below
    Malifaux LFG Discord (central communications and organizing for MWS): https://discord.gg/r4q3mYRX

    MWS Resources:
    MWS Ongoing Rules and FAQ: https://docs.google.com/document/d/1MAzIgYPIJAIJvitegXtiUxSYpe-odMu7DkWiNMLBE1U/edit
    MWS Ongoing Master and Event Data: https://public.tableau.com/profile/malifaux.world.series#!/vizhome/MalifauxWorldSeries2020-2021_16075309651830/MalifauxWorldSeries
    MWS Contact List: https://docs.google.com/spreadsheets/d/1wH_dHwiIad1IvGSk9uY5T0Jl_Zl1EpR5AhAQr4iC05s/edit#gid=1064181698

    Questions, please reply below, or hit me up on the Malifaux Vassal LFG Discord channel linked above, @Ben Jules#4085

    And may the 'Faux be with you!

    MWS Faux Be With You GG 2 - Player Packet.pdf

    • Like 3
    • Agree 1
  2. 25 minutes ago, Yore Huckleberry said:

    I really like the look of Quellers ... and I never bother to put them on the table because we have such better guns ...

     

    I think one issue with Quellers is they want to play forward (8" abilities, 6" barrier to the other world), but they're incredibly easy to tie up in melee and sink their AP. They're decently survivable for a 6-stone model with arcane shield and attuned if you need it. If you mentally bank on using one stone to prevent damage, they're basically a 7-stone model that takes 2-3 hits to drop and brings a good ranged threat. Though again, the trouble is that you could just play Basse and bring an Austringer.

  3. 2 hours ago, Filox said:

    When we get second big bang I hope Guild will be fixed by this time :P 

    I'd settle for a Faction Starter with models as efficient as Outcasts just got!

    If Outcasts have needed cheap guns and stun, Guild will surely be getting a really good deep schemer, right?

    • Agree 2
  4. 6 hours ago, Filox said:

    This Crew is designed to play against Kirai on LLC, so don't expect much from it versus other Masters :P

    ha, I designed it to threaten all the schemes in that pool and potentially deny CLL. Dashel tends towards a certain core with 1-2 beater/utility hires

     

  5. 7 hours ago, trikk said:

    I had a Dashel vs Kirai game. Had the same crew Filox ran last tournament

    Dashel (4SS)
    Dispatcher
    MG
    Lone + LLC
    Pale + LLC
    Steward
    Lawyer

    Took Vendetta (Lone vs Dead Rider) and Spread Them Out. Scored only 1 point from Vendetta because I killed Dead Rider T2 and Lone had his own issues to deal with (Kirai, Ikiryo)

    Ended up 7:3 with basically tabling my opponent T4.

    Off to R3 😬

    yeah, I used basically that crew, too -- I swapped in Brutal Emissary for Pale Rider because I wanted to try a cheeky bury on his lodestone runner in the center, which I didn't quite get off. It was probably a mis-build vs Lady J, as he was able to misposition it with a Domador bury in the late rounds.

  6. Had a fun game in round 2 vs Craig. He ran Lady J and I ran Dashel. We both denied Vendetta (after both taking it with the Lone Marshal), and I think I need to seriously up my discipline about not taking named-model schemes -- I looked back and I'm under 50% completion on Vendetta in the MWS. Anyway, we fought in the center, because it's CLL, and we each got 3 strats. He got the endgame point of Claim Jump in with the Judge, while I used Heave on a Brutal Emissary to toss his newly-upgraded Emissary into my backline for the reveal on Take Prisoner. Tie game, 4-4. Some decent double-severe on neg and red joker timing flips killed off the Lone Marshals, and Lady J's healing vs Dashel's model attrition kept the game pretty close.

  7. 10 hours ago, Maniacal_cackle said:

    Hahahahaha, I am totally going to forget this when I use one of Resser's like 4 projectile attacks and then be SORELY disappointed that my mega-hit-of-doom does no damage.

    .50 caliber flintlock round flies straight through .51 caliber hole!

    • Haha 3
  8. 15 hours ago, Maniacal_cackle said:

    From memory, you actually have a ~20% chance to hit moderate on double negatives, so you're going to see it a lot in any given game.

    The other reality that people forget is that when a player chooses to take attacks (say; into hard to wound or without focus) that flip negative, the player knows what’s in their own hand and discard pile and whether they’ve seen their red joker. It’s never happening on the base odds of a 54-card deck’s ratios of weak to moderate to severe.

  9. 15 hours ago, Maniacal_cackle said:

    From memory, you actually have a ~20% chance to hit moderate on double negatives, so you're going to see it a lot in any given game.

    I calculated that particular shot using the actual data of weaks and moderates left. It was just under 18%

  10. 16 hours ago, trikk said:

    Well, mine hit your PK for 7 :D

     

    But my Melissa KORE in her first game in 3 turns had 2 RJ damage flips, 1 moderate on double neg, 1 moderate on single neg) so I guess it's those damn Gatling Guns 

    It's definitely the gattling guns. I had Mel hit moderate on double neg a few games back to drop a Jorogumo end of a round, and it probably swung the game by 3 points.

  11. 4 hours ago, belorey said:

    Misaki 4 - 1 Nellie

    2 Symbols                    1 Symbols

    2 Breakthrough           0 Sabotage

    0 Claim Jump              0 Claim Jump

    Despliegue.thumb.jpg.3c8e2048dc005691d5acb56d31e24676.jpg

    This is how we deploy and how we put the symbols.

    TURN 1 (0-0)

    We start doing our first movements, Misaki push Fuhatsu, and i push Peacekeeper with the Printing Press, before i activate Steward to remove the burning, he goes with Fuhatsu who moves and kills Steward in a single shoot (Critickal strike + a high card). Then i activate PK and Rider shooting him, he spend SS to prevent so he remain at 3 wound for the end of Turn 1.

    895697989_Turn1.thumb.jpg.e05925992bca8710af82f9f29160d82b.jpg

    TURN 2 (0-0)

    We flip for initiative and he wins (my best card was a 11 so he wins initiative flip) he activates Fuhatsu, shoot Rider and deal RJ for 7 damage, discard a card for rapid fime and give another 3 damage to kill him. At this point i thought seriusly to concede the game. I have my PK with burning and neither Rider and Steward for some healing. I decided to finish the game aniway, so i move PK and charge Fuhatsu, also Nellie moves and make Ototo slow and charge Hukster for 5 damage. Misaki attacks PK but between the Armour and Shielded survives.

    1158444394_Turn2.thumb.jpg.0aac927b34733325606acd69ce0f34ea.jpg

    TURN 3 (2-0)

    Peacekeeper kills Fuhatsu and charge Ototo, then Nellie gives him Slow and ping more damage for all the markers, the HtK saves Ototo 2 times. He heals 4 because of Juggernaut and more with Tanuki. Misaki charge to Printing Press but it survives. The Hukster with one wound pick the Symbol and the other one makes Breakthroug.

    860626457_Turn3.thumb.jpg.072ea5b40662c7ddbd70fec180545ff9.jpg

    TURN 4 (2-1)

    Field Reporter unbury withing the Tanuki and get a Symbol. PeaceKeeper has slow, but with his Flurry let Ototo with one wound, it was an enemy scheme behing him and in the turn 3 I pushed Ototo a bit but we finally decided the PK cannot see it (it was very close to) so at that point Ototo heals 4 with juggernaut + other 1 between Tanuki and Shang. The Emissary Charge and kills PK and Misaki still trying to kill Printting Press but he survives and discard a card to heal 1.

    1991166964_Turn4.thumb.jpg.172cb071183790f9c3fb355de333795a.jpg

    TURN 5 (4-1)

    He wins the initiative so i cannot score the second symbol with Reporter, so i try to get a scheme from Tanuki to let Reporter do his bonus action but Emissary hide that scheme and Ototo get the symbol Nellie was protecting. If i won the initiative the game would probably finish 3-2 but, you know, bad things happen. 😂

    1528368260_Turno5.thumb.jpg.d7ce2f6c83dd81904fdfa1ccf9e88d1c.jpg

    CONCLUSIONS

    If i should activate Steward before Fuhatsu (i was going to move behing the building and remove the burning from PK) the game should be completely differente. The way he killed my Rider in the first activation of T2 was hard too. But i'm pretty happy that without those 2 models i keep in the game and i didn´t lost very hard.  

    I think you fell into a bit of a trap with symbol placement; against Hucksters you need them to be in open spaces instead of the usual wisdom of "blocking" access near terrain. I DO like your "forward" symbol with Nellie guarding it; if you had been able to remove Fuhatsu that might have been very strong!

  12. Just now, Filox said:

    That's because you didn't let me get any initiative entire game!

    Hey, you gave ME the pass tokens by killing my fine upstanding steambots! ;D

     

    Seriously, though, @Filox was a great opponent and great player, and even made time to play in the late hours of the night to accommodate our time zone difference.

    • Haha 1
  13. Just now, Filox said:

    It was to denial your Research Mission as well, :P

    Yeah, my sneaky robot didn't sneak very well, haha. I should have burned more pass tokens at the end of round 4 and then double-walked him in for the reveal point. I had a few bad plays in rounds 4-5, and my round 5 hand just didn't help me any.

  14. I played the opposite side of this game, and it was an interesting matchup.

    Against Perdita I stayed away from the Watcher-bomb strategy for symbols, as I expected that Perdita could simply shoot them off the board unless I kept them in a Phiona bubble, which could drop my hand fast. Instead I opted for a Hunter to grab an early symbol off a flank (which succeeded from Initiative turn 2) and a Riotbreaker to toss across a Research Mission point, looking to double a center game with Claim Jump and a slow bubble advance. I was looking to weather the alpha and take a narrow denial win. I took claim jump on the mech attendant, looking to sneak in late.

    With attacker status, I chose the right side for the ability to stage my bubble behind the dense forest and force Perdita to come farther forward, which essentially worked out, although he sent the Brutal Emissary into the forest to tie up several models with 2" engagement. Melissa was able to take several focuses and power tokens in round one and then move into the forest to take pot-shots, but didn't do serious damage to anyone.

    Round two I cheated to win initiative and simply walked my hunter forward and claimed a token. Perdita shot it dead later that round, which left the riotbreaker standing as a decent guard for my closest symbol. His Monster Hunter shuffled towards it and hit moderates on negative, leaving it at 2. Francisco charged into Phiona and Joss to tie them up, but I healed everyone up with Hoffman and power-transfer'd Joss out of engagement to walk him across the middle at the end of the round to my blown apart token and dropped a scheme marker near his symbol to score Research Mission. 2-0, Hoffman.

    Losing the riotbreaker post-Blown-Away was fine and gave me a pass token that helped me win initiative rounds 3-5. In round 3 I literally walked Joss to a symbol and picked it up then power transfered into base contact with Perdita, which led to a sub-par Perdita activation where she had to disengage twice before shooting at him. He died top of round 4, blowing up Abuela in the process. 3-0, Hoffman, with Joss dropped to 1 hp (6 power tokens for demise) in the center. Francisco was sitting at 2 hp and burning and ticked down to one.

    Round 4 I again got initiative (2 pass tokens helping) and started with a fast Melissa, using my only other severe (the RJ) to kill Francisco and then walk/charging into his 2 hp Monster Hunter, but missing on a positive (probably should have just committed to killing the MH, which was in a position to score multiple points, even if Phiona had to tank Frank's activation). In response he killed Joss with Perdita and blew up Abuela in the process. He was able to pick up a mask with his Guild Lawyer and obey Melissa off the Monster Hunter, who was then able to pick up his first symbol -- I believe the lawyer also got the trigger to drop a scheme marker across into my deployment zone. The Brutal Em tried to disengage from Phiona (to go look for claim jump reveal), and at the end of round 4 I shuffled my mech attendant in, but he was able to scare-Perdita forward with his totem just far enough to deny my claim jump reveal. The Monster Hunter survived a positive-flip punch from Hoffman at the end of the round, then used deadly pursuit to sneak into my deployment zone and claim breakthrough using the symbol the lawyer had him drop. 3-2, Hoffman.

    Round 5 I gained initiative but had an 8 as my highest card in hand. I should have played hard denial with Hoffman by walk-walk-charging the Monster Hunter, but instead I tried to tie up the brutal emissary again to prevent it interfering with my claim jump and research mission possibilities. Hard denial there would have forced his Brutal Em to decide between a symbol point and (unknown to me) a claim jump point. I had discarded the black joker, so if Hoffman had been able to hit the Monster Hunter, the game would probably have ended in a draw. He was able at the end to obey Phiona off of the Brutal Emissary, and then walk-charge with it to hit Melissa (who he thought was my CJ target) and splash damage onto the Mech Attendant (who actually WAS my CJ target), although Perdita had already dropped the attendant below half health. 4-3, Perdita.

    • Like 1
  15. 20 minutes ago, Maniacal_cackle said:

    March has some brutal terrain as well :(

    Though crazy big sight lines, so shooting is an option.

     

    TO: "This packet presents lots of challenges for the opposing crew."
    Guild: "Have we tried shooting them a lot of times?"

    • Haha 1
  16. 1 minute ago, Maniacal_cackle said:

    I main a denial master and I'm definitely feeling this!

    However, I think three 3-0 records will be enough to qualify for the invitational, and that will be Swiss I believe? So Guild may be well positioned for that.

    Our most direct denial masters (Lucius and Nellie) are not showing particularly strongly. Hoffman is denial to some extent -- it's inefficient to remove his pieces, and he has some scheme eating shenanigans. It seems more like this tourney at least is showing attrition wins?

    • Like 1
  17. 1 hour ago, Maniacal_cackle said:

    I'm trying to find the same data for ressers, but just see master and event tabs. Any help navigating? :)

    I pulled these back into an excel spreadsheet because I wanted this particular format showing matchups.

    You CAN go to the events tab, sort it by faction, then sort it by round, and get all of our scheme selections, which also allows you to click over and get each game.

    Let me talk more to the data guys ...

    • Thanks 1
  18.   W D L
    Lady Justice 5 1 2
    Hoffman 1 1 3
    Dashel 0 2 2
    Sonnia 2 2 2
    Basse 0 0 1
    Perdita 2 0 1
    Lucius 0 0 1
    Nellie 0 1 0
      10 7 12

     

    In simple total, we won 10 games as a faction, tied 7, and lost 12 (one game is anticipated to go unplayed within the tournament timeframe). Guild players finished fairly stratified across the field of factions. Lady Justice, Sonnia, and Perdita showed strongest in this tournament, including some decisive wins, while Hoffman and Dashel, often considered reliable generalists with some strength, showed a bit more poorly.

    Reviewing our total field of games, Guild often wins by slimmer margins, and there were rare occasions when a Guild master scored BOTH points on schemes, which may represent faction scheming weakness or competitive tournament denial. It would seem to be the most significant question for us to answer as a faction: how do we start putting up both scheme points?

    Finally:

    Full event results can be found here:

    https://public.tableau.com/profile/malifaux.world.series#!/vizhome/MalifauxWorldSeries2020-2021_16075309651830/MalifauxWorldSeries

    With the ability to manipulate the data to approach a number of questions!

    • Like 1
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