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regleant

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Everything posted by regleant

  1. I saw that as well, but the examples given are strictly "Schemes, Leader, lasting game effects." Nothing referencing attacks. So we weren't sure if it applied.
  2. Here is the situation we ran into: Titania hit mounted Lucas McCabe with Sharp Claws, hitting the Knock Aside trigger. The mounted Lucas model was reduced to 0 health, which triggered the Demise, and the dismounted model came into play. The question we had: after the replace occurs, does the Knock Aside trigger now apply to the dismounted Lucas?
  3. My group looked into this same issue and came to the conclusion that cheating Red Joker is NOT "flipped", so it does not get the Severe +1. Specifically in the rules on Page 9: "If the Red Joker is flipped in an opposed duel, the opposing model may not Cheat Fate. If it comes up in a variable flip that involves numbers (such as damage or healing flips), the Red Joker does Severe +1." So each reference to the Red Joker is a "flip", which means not cheated. Thanks Solkan. Apparently different pages of the rule book have different rules.
  4. Flight. Since Flight is a "place", I find people believe they can use Flight to leave combat. NOPE! You need Agile as well to use a Walk action, or similar ability for a Charge action. Sorry, Nephilim...
  5. Not sure what you mean by this one - removing a marker is mandatory to create a Katashiro. This list doesn't have a way to produce Scrap Markers, so Shadow Markers are required at the 10+ Tomes. But true, you can set a Shadow Marker "within walking distance" so she can advance and create. I'm dumb, so I try to keep it as simple as I can for myself. Totally fair statement. It depends on what problem you're trying to solve, and you adapt from there. If the problem is "Ototo never makes it to combat" then Trained Ninja is great. Mix'n'match the upgrades and see what works best for you. Quite honestly, I rarely, if ever, use upgrades. That's in part because half the time I forget that I even added them.... And the Wokou Raider is an interesting tech piece that needs practice, much like the Crime Boss. The abilities they have are far deeper than what you can see in a single game. Just takes practice. Better luck next game! My honest advice at this point is: Don't change the list, or change 2 models at most. Repetition is the best way to learn how things work. It sounds like Wokou didn't click for you, so that's an easy one to drop and put something else in. Looking forward to the next batrep!
  6. You are right and I'm gonna' edit my post. Shows you how often I use her - or when I do, my opponents just ignore the fact she's there.
  7. Okay! So, ignoring the timer issues, you won! Congrats! Other than the many mistakes both you and your opponent made, and the length of the game.., how did you feel about the list and how the models came together? Was the advice we gave misleading? What did you learn? Because I can't quite make it out, which models were left on the board between you? Without knowing the play by play, I see some areas I can point out: 1) Mistakes. You made them. Your opponent made them. Nobody is going to get all of the rules on every card and on every page correct in their first few games. Accept that, and reread cards and instructions of items that came up to be sure you played them correctly, and learn from them. That's a given and an easy one, and you even called out some yourself. Moving on. 2) Minako Rei: did you remember to put her attachment onto the model that hit her? BECAUSE: If Serena charged Minako and hit, Serena should have had the Karmic Fate upgrade on her, such that when Minako killed Serena, you should have received a free Wanyudo! And I don't see that in your write-up.🤣 Also, don't forget Minako's bonus action is pretty nice. I am an idiot and was thinking of the wrong ability. Minako adds her upgrade when the opponent missed her with an attack, not when she is hit by one... 3) Ototo: Turn 2 Ototo he was smacked hard. Questions I have reading through: Why did he turn and run for healing, when he could have stayed and fought? Ototo gets positive flips when he is below half health, and he could have potentially taken someone out. How did Ototo heal 6? Is there a Tanuki activation that wasn't mentioned? I'm not saying his death could have been prevented that turn, but he wants to be swinging that giant reinforced baseball bat he carries as much as he can. 4) Attacking the Dreamer: Sadly, putting hits directly onto The Dreamer is not something I recommend. As you saw, he can pass off hits, and with Serene Countenance and Incorporeal, he has some great defensive traits. Those hits definitely could have gone elsewhere. 5) Misaki fails Willpower duals: Did you cheat the Terrifying checks? Because at Willpower 7, she has a great chance of overcoming Terrifying on a straight flip, and even better if you cheat. Yes, it burns your hand a bit... 6) Katashiro: From the write-up, even discounting the errors you admittedly made, it sounded like they were your heroes and scored most of your points. Glad that worked out. 7) Misaki: I can't say whether you made mistakes with her, as she is so versatile on the board, you can use her for exactly what's required at the time. From reading through, you used many of her abilities and if anything, that helps you get a feel for how to use her better. So good on you for testing a bit of everything. 😎 Fuhatsu sounds like he enjoyed his life! All that said, I think you won, and could do much better the next time around.
  8. Trying not to respond until I see the rest of the game.
  9. One more question: what is the advantage of False Claim in the Huckster vs a simple Interact action? Net result seems to be 1 Scheme marker on the board for scoring. is it the additional distance gained? Is it the Place (so can be within 4” of another)? Is it that she can do multiple times?
  10. Okay another question - while the applications of the Timeworn Blade are obvious, when / how do you use the other artifacts? Do you just use them for the Fast bonus, or are there situations that you really like the benefits provided?
  11. How does this apply to Molly? Molly punishes you for taking the same action twice. If you Charge (and attack), then make a melee attack, do you suffer from the 2nd attack? The way you've described it, I think yes.
  12. Thanks guys - I think I found it under the Charge action, where it states "It may then take a melee attack action that does not count against it's action limit." And holy crap, I never thought to apply this to hazardous Terrain. Mei Feng just got a lot better!
  13. Specifically, I am looking at McCabe. Trample: This model can move through other models Make Way!: After resolving an action in which this model moved through one or more models, those models must each pass a TN 13 MV duel or suffer 2 damage Bull Whip: Target suffers 2/3/4 damage, then Push this model up to 2" in any direction So if I Charge a model and pass through it, what is the order of operations? Option 1: Move McCabe Make Way triggers Make attack Bull Whip 'push' triggers Make Way triggers again Option 2: Move McCabe Make attack Bull Whip 'push' triggers Make Way triggers at the end of the Charge action and associated triggers, because it's all 1 action
  14. I bought the McCabe Nightmare Box because it looked cool, but otherwise had no intention of playing him. Damn Wyrd for their cool alternate models! In looking through the cards, and the 2 different keyword write-ups, I realized that at a tactical level, I have no idea how it works. The list clearly needs Scrap / Corpse markers to work. Is Luna's once-per-turn action really the only way to accomplish it? Do you use Luna to keep the artifact with "Luna Give" to go to someone else, or do you use Rollins to create and pass the artifact? Do you cycle the artifact around the crew or leave it on one model? Do you full-court press forward, or sit back and shoot? Just overall curious at a very tactical level how the list works. For reference, I am currently looking at a list containing: Lucas Luna Sidar Rough Rider x2 Huckster Desper Samurai 4 SS Seems like a lot of use for "Ride With Me" and I can get everyone (literally everyone) well up the field Turn 1.
  15. Do you have any other Miniature gaming experience? I played 40k long ago, and came from Warmachine and Guildball before picking up Malifaux, so it was pretty easy to adapt to. For someone without such experience, the learning curve is certainly much steeper - you should spend more time on getting the rules down, scoring points, and seeing what models can do, and less time focusing on winning a game. I think the heuristic is that new players lose the majority of their first 20 games.
  16. I have done this once before, but not for the assassination angle this called out, It ended up happening against Titania, and I even forget if I won or lost. She basically stood in the middle of the board with her "Come at me, bro" toughness and I cried. I did it with Minako Rei because Katashiro's mobility is phenomenal. That said, it DID throw my opponent off his game quite a bit to have my guns so far up the board.
  17. Interested to read the batrep! Also I just started playing Youko and she is not easy to play effectively, but those Geishas are worth their 4 points! That said, you didn't really say if you were new to the game, so I am going to assume you are and ramble on a bit more. Regarding strategy, I tend to be a much more 'macro' thinker, meaning my game plan is 90% settled once I approach the board and make the list. Only 10% of the plan is impacted by what actually transpires. For me, the prep-work and planning gives me something to work towards. Other people are much more flexible and micro-players, better able to move based on what's actually happening on the board and respond quickly to the opponent. That's not me.... what I lack in quick wit, I try to make up for in deep thought. You gotta' find what works better for you. In a pinch, don't forget Ototo can create Shadow markers. Don't forget Shadow Markers give Concealment to your models, which protects against all of those Willpower duals. One last thing I forgot to mention - the majority of games I've won, I've done so after suffering more losses than my opponent. When things go awry, like Ototo wanders too far forward and gets eaten, keep focused on the goals you want to achieve instead of say, petty payback by having Misaski appear to kill the model that just killed Ototo. Killing models before they activate will get you further ahead, and put your models in safer places.
  18. Because it's Flank deployment, and if you want to have a wild time testing some limits of the keyword, try: Misaki Shang Ototo w/ Trained Ninja Minako Rei Fuhatsu w/ Trained Ninja Crime Boss or Wokou Raider Tanuki 6 SS Schemes: Research Mission Breakthrough (super easy to achieve with Flank deployment vs. Spread them Out for Misaki) I'm not saying it will win..., but it will give you a different perspective on the game. Individually, it will be: Strategy includes: Focus more on the schemes, and less so on the strategy. Let him come to you, and spot-remove at your leisure. You do not want to let him get ahead on the Strategy, and each starting model will have a token. Henchman-heavy and many SS should make his life more difficult. Each turn, place a Shadow Marker 3" away from Minako Rei to consume and create Katashiro. These are optimal scheme runners who can get anywhere they need to be on the board and score. When they inevitably die, they will hopefully be on the opponent's side of the board creating Scrap markers. And hey, you have Research Mission and it just got a lot easier. Also note, creating Katashiro will help you with the 3-required models to score the End condition. Fuhatsu just wants to be a turret as much as he can. Try to situate him on Turn 1 and allow him to provide covering fire. Since it is a Scheme-heavy pool, you know your opponent will want to drop Scheme markers. Having the Wokou Raider on your board means he can eat markers the opponents drop with Ever Changing Winds + Life of Crime. Or if you're feeling cheeky, use A New Horizon. Alternatively, the Crime Boss has unexpected mobility with Shadow Markers and Thunders Territory. The Crime Boss has a higher Willpower and can do a little better up in the mix with Defensive tech. Also don't forget Protection Money... Ototo likes Trained Ninja so that he can actually make it to combat and murder things. Tanuki is the only model I put into every list. Healing is nice, as is passing out Focus. Misaki is great spot-removal or scheme runner, depending on what you need at any given time. Just remember with Minako consuming Shadow Markers, you'll have fewer options available throughout the game. On the plus side, if there are no Shadow Markers in play, she just appears in the deployment zone with no movement penalty, and FLANK gives lots of options. Anyway, not saying that this list will win. But this is the type of craziness to think about as pieces come together. 6 SS is probably fewer than I would run (I have an SS addiction), and between summons and damage reduction, you may be able to remove Trained Ninja from someone and run 8.., but most people would call me crazy for that. Lastly, don't forget about Trail of Gore. Kill Lord Chompy Bits as soon as the opportunity presents itself.
  19. I've done this match-up several times with mixed results. I will have to post more later. But if I were you, I'd take Research Mission and Breakthrough, because Misaki produces Shadow Markers AND the Evidence markers are dropped. That means you only need to place a Scheme marker strategically to score... not to mention the plethora of Corpse markers that will litter the board to make it even easier... Model-wise, I don't know what you have, but Ruthless is key. Bring Fuhatsu or another Ruthless Versatile if you can. Ototo is important, despite him being a great target to fail Willpower duals and bring in his summons. List what models you have access to, and we can go from there. Last, Regeneration is irritating. When you decide to go in on a model, go all-in. Ensure it dies.
  20. Honestly, I just want GG2. I don't even care what it is, just want a change.
  21. If you have a Schemy-Scheme pool, where you expect your opponent to drop lots of Scheme markers, they are invaluable and earn their points back. I get less mileage out of them, otherwise. They are still great models, imho.
  22. For me personally, I do like dropping an early Scheme marker on my side of the board just for the versatility and having the option available to me to Ninja Vanish, though usually to get out of a bad situation than to gain distance. Torakage are deceptively soft and easy to kill (in my experience) and don't like being tied up in combat against tough opponents. I've used it less so for a Misaki Surprise, but that's mostly because it's a harder situation to set up. Sounds great on paper, but very difficult on the tabletop.
  23. I think I'm one of the few people out there who hates the Thunder Archer. He has no way to free himself from melee combat, and in every game he does all of nothing then dies. I expect more out of an 8 point model. Though it's likely "user error", I never get any work done out of them. Mei is fine in Ten Thunders. She is likely better in Arcanists, but that line of thinking doesn't help the problem we're solving for, now. I picked up Mei only because of the Nightmare box and had no intention of playing her, but once on the table, she became one of my favorites to put out there. I'm not going to dissuade anyone from her (or Yan Lo) simply because the other faction's build is better. Keep things positive! Good to hear about Lone Swordman! Too bad I already have 3 Samurai... I wonder if I can find a single model somewhere, as he does look fun to play.
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