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Shakyor

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Everything posted by Shakyor

  1. In ressers: Maybe like Molly 2 with full on crooligans and night terrors or Mc2 with no marker creation and just a lot of gassers and guild autopsies. (no canine remains, they are probably to strong with amputate or killing chihuaua)
  2. Hmm okay i see what you mean, have to try it. Though i guess i probably just dont value redundancy as much then xD
  3. I see, but what do the doxies actually do besides walking next to people? Do you really need 2 for getting scarlet tempation? I love doxies too, but I often find 2 a little awkawrd. Because seduction and fancy cane are a little underwhelming and seduciton definitely negatively scales with having more of it.
  4. What makes Doxies attractive in your mind in Molly?
  5. Okay listen guys, he has played some guys we are past this. I am not really looking into input of whether we should do it this way or what other way some think we should be doing this instead. So we are not really interested in henchmen hardcore or such. The open kimono thing is given regardless.
  6. Oh this actually sounds like a cool mix of models and quite fair. Could also work on symbols of authority. I mean I can also just tell him to watch out for movement triggs and manos aura to catch huggy.
  7. So lets go through our masters: Mc1+2: Both good choices I feel, dynamic games, not too oppresive. I think there is some condition removal in TT i could give him. Jack Daw1+2: Both terrible for the other player and too oppresive. Kirai Ankoku1+2: Also feel this is too early, lets do this some other time Molly1+2: Both fine I feel Reva 1: Yes, Reva 2 is probably too weird. Schtook 1+2: Too strong and frustrating Seamus: Punishes Mistakes too hard. Yan Lo: Again too Oppresives. So I feel, either Mc, Reva or Molly probably.
  8. He basically wants to not worry about list building and just focus on the game for now. Maybe Molly is a good call as well though! She is pretty unoppresive xD
  9. Hmm I think he knows what he wants , so i prefer to stick with his wishes. I think this is exactly the level he is looking for. He basically just wants two competitve lists were expected win ratios should be 50/50 with equally competent opponents and figure that game out and not feel like he already is at 30/70 just because of list building. (For example taking no rutheless models into jack daw or something. But I actually think it is pretty common in Malifaux.) Of course I also dont want this to be a volatile game where its over in t2 with one alpha strike. So I wonder what is a fun encounter. Right now I am considering playing Mc2 against him, because he is fun and not a steam roll master and seem like its fair into jacob. Maybe something like Turf war? It seems like something Jacob 2 would be attratice to me as a TT player? Because between Gwyn, Jacob and Leader Hugg the crew seems really tanky and mobile enough for turf wars.
  10. So I am just not a ten thunders player - so a copy of a post I posted over at the ressers forum to seek an experienced perspective from you fine people. So something a bit different - I have a friend who really has a good strategical mind and kind off got off malifaux because he said the upfront cost in time investment was just too high. Especially crew building. He found it pretty frustrating having to read basically his and the opponents entire faction, to properly prepare for a game. Now you can say, he can just start playing with the models he has and learn from there. Sure , but to him (and i understand) it was frustrating when he felt he already lost at crew select because he took obviously terrible models into the opponent, or the opponent had an obvious strategy he cant answer but should have been able to. (Stuff like taking ruthless into jack daw) So he asked, to maybe learn the game and the factions, if I could just prepare fun games where I write both lists which are close to a competitive setting, but written like two competent players would have created them in reality. So he can just focus on understanding these two lists, the encounter and how it all interacts. I think that is pretty fair. So I am considering what would be best. He already played Jacob back in the day, so I think of just taking him since he has the models and spent some time understanding him. So what would be fun game between any resser master and any jacob version which would be realistic in a tournament setting in your opinion? Maybe even with some interesting ques for a game plan for him.
  11. So something a bit different - I have a friend who really has a good strategical mind and kind off got off malifaux because he said the upfront cost in time investment was just too high. Especially crew building. He found it pretty frustrating having to read basically his and the opponents entire faction, to properly prepare for a game. Now you can say, he can just start playing with the models he has and learn from there. Sure , but to him (and i understand) it was frustrating when he felt he already lost at crew select because he took obviously terrible models into the opponent, or the opponent had an obvious strategy he cant answer but should have been able to. (Stuff like taking ruthless into jack daw) So he asked, to maybe learn the game and the factions, if I could just prepare fun games where I write both lists which are close to a competitive setting, but written like two competent players would have created them in reality. So he can just focus on understanding these two lists, the encounter and how it all interacts. I think that is pretty fair. So I am considering what would be best. He already played Jacob back in the day, so I think of just taking him since he has the models and spent some time understanding him. So what would be fun game between any resser master and any jacob version which would be realistic in a tournament setting in your opinion? Maybe even with some interesting ques for a game plan for him.
  12. I mean I think the best way is to think about it the other way, what does hard to wound not counter. Efficient min damage. Hard to Wound is only good against Focus and stuff because it does not let the person cheat still. But having - - instead of - really does not do that much mathematically. So just do a lot of efficient min damage. Min Damge 3 is good, onslaught is good, ping damage from auras is good, conditions are good, shockwaves are good, blastmarkers are good, hazardous is good etc. Stuff like making damage based on conditions is also good! Think about it this way, preventing max damage focused strategys is literally the ONLY thing hard to wound is good against. (which is unfortunately one of the best strategies) So all of this true, until you reach Transmortis and they have armor as well ... xD
  13. Just wanted to report that by now I have played alot with Gwisins and love them. You cant pick them always, but they have a lot of uses which can feel almost unfair. They are as expected excellent where the Opponent wants to Alpha Strike you. I also like them when I want to play with models aggresively as backup. Especially Reva 1 and Seamus 1+2, but even whenever I pick dead rider. I really really like putting GST on them, the healing ist great but giving them a sensible bonus action is what makes this really really sweet. The terryfing is a bit of a nonbo, BUT when they cost 8SS is actually not so bad giving the opponent basically no incentive to play them. Actually playing them as pairs with another take the hit model can also be really really great against the right pool. Two Gwisins with GST and something like Sloth can make for an extraordinarly unkillable crew.
  14. I actually thing its great story telling to not always make everything perfectly clear. Sometimes just being intrigued is better than having an answer which can ultimately never live up to your expactations. I think Mollys Fluff of being a nosy journalist who asked uncomfortable questions and now follows through as an undead telling the stories of those forgotten in the machinations in malifaux is great. The Forgotten Marshal could be so much, a Marshal being lost on a dangerous assignment. Maybe a deserter shot by his peers. Maybe someone who looked a little to closely into Lady Justices past. All great stories.
  15. Haha - jesus havent played her a while and just went from memory and a quick glance of the card giving advise. Of course you are right. I never actually missplayed that one though I am pretty sure, just remembered that artillerly nuking inside a pyrer marker was a pretty good go-to move and then tried to figure out what is all happening when you do that.
  16. Oh wow, did not read that part then! Seemed so obvious from the wording to me, now that I read it again I am not so sure though. You are probably right, since Take the Hits starts with an "after an enemy model targets", so that point could very well have passend when the gwisin becomes the target. Look at me scamming my opponents. Still think Gwisin with GST is pretty worthwile in Reva 1 though.
  17. Could just be that ressers are most fun and good player are catching on
  18. Oh another one of my recent Favourites Gwisins with GST, they are a really efficient model. GST gives them a really good bonus action in reva 1. Since she is a minion the regeneration and terryfying 11 are pretty okay too! (They have to take the terrifiying test AFTER take the hit!). They fit well in Reva, since passing hits around is generally strong and it is a versatile which plays nice with pyre markers. They also synergize well with Draugrs, although I still dont quite see the upside if you put all the work in to make them not terrible. I mean people act like they are these glass cannons with amazing offensive potential, if only they could realize it consistently. But honestly, even their offensive power ist just not that great for 7ss
  19. I think it is best to consider Reva 1 a flex pick. Two of the most importants tricks with her: 1.) Charge and then use her Melee over 10 inches aways. Basically a run and gun and makes her a really efficient schemer/anti-schemer/flank-dominator in a lot of games. 2.) Use her to artiellery fire from a pyre marker, this will get you one burning per actions and one burning, which she can use to get a + flip for the next action. This can give her (in theoreitical ideal circumstances, which happen regular enough for me though) - 3 plus flips min 3 attacks at range, a bonus action (Grave Spirits touch is actually great on reva 1!) and 4 Shielded. This can actually make her a tank in a clutch with her 2" engagement. To your other questions: I would stay away from draugrs, in my opinion one of the worst models in our whole faction. They just die without doing anything. Lampads are great though and can do a lot of work. Shield bearers are pretty awesome. As Maniacal has said Anna Lovelace and Dead Rider are great with her, I also really like Toshiro with her, especially in shield bearer/lampad heavy crews. Personally I think Bete Noir and the Grave golem are cute and fun, but not "strong". Grave golem really needs you to carefully consider what you wanna achieve with him, usually preventing the enemy from scoring by being in awkawrd places and binding models. The key really is remembering that the only efficient thing about the grave golem is how inefficient it is to attack him. So force the opponent to do that. If you play second Masters, McMounring 1 is a really fun second Master with her.
  20. After my last game with Molly 2 I really wanna experiment more with parade of the dead, if i get the right opponent and pool I think I wanna play a list centered around abusing 2" engagement range. The nephilim plus toshiro seem like a strong start for this, consdering how to go further with this. But the idea basically being to to have lots of 2" and using parade of the dead to always keep as many enemies awkardly engaged as possible.
  21. Totally, I think she just impressively that the Forgotten Keyword was by the amazing Malifaux standards a missdesign. The set of available fading abilities is just way to awkawrd, especially in those important early turns. And without desirable fading - all the fading interaction is just kinda awkawrd. Especially since it is one of the few keywords where the key word ability uses itself on important models (molly 2, phillip and the nanny) which makes the pool of good stuff even more awkawrd. Also the keyword really is missing a strong Minion, but of course they destroyed that design space with molly 1.
  22. So which titles for von schtook and yan lo are dominant? They all seem strong in my experience, although I am guessing Yan Lo 2 over 1 and Von Schtook to be pretty even. (Honestly both are great). McMourning is just sooooo curious to me, probably it is my local meta then and me just being in too small a pond, never really experiencing top table play for myself. On paper and when I am playing he just FEELS so efficient. His Summon, in my opinion is super great, desperate plot is many actions in one (great move, poison, situation dependent marker removal and great upgrades just short of mccabes ones (i mean flurry really changes rogue necromancy and kentauris, which are preemptive heal.) Also his scheming is exactly strong enough to what matters in the current pool in my opinion. I mean stuff like banking a scheme marker and then triggering it yourself by shooting your own model in the right situation is often all you need to score with little counter play. The only thing which plays worse than I thought is plastic surgery, but even there using the accomplice of the chihuahua often worked for me. Is there any way I could get my hands on the original data, I am actually a data scientist in real life and maybe I can make some quick magic happen with some of the tools I have lying around (no promises)
  23. So after all the game was actually really lame unfortunately due to a mix of the arcanist player being unexperienced and the cards just deciding this was my game to win. I had 5 severes on my start hand and he jumped Anna Lovelace across the Field with Mei Feng with a real bad Hand. Because of gravity Well it is of course hard to follow up. He inefficiently tried and got his best models in a death blender of the two hanged and anna. To make matters even worse I naturally flipped a red joker for damage 3 Times in the first 2 Rounds (one black joker for hanged) - which resulted in stuff like a Hanged casually one shooting Neil henry before he activated round 2 (2 Damage toss the noose, 6 damage redjoker drag them down on a - - -. After the second round I had killed Neil Henry, Kang and the totem and scored Strategy, Bait and Switch on the Iron Golem and the first part of Assasinate (Mei Feng was at 4 with no soulstones. He only accomplished to bring one hanged down to 2 life and killed on summoned crooligan. We called it at this point: What I learned though: I underestimated Molly 2, her movement stuff really IS great. Especially the discard a card to move 3 is AMAZING. I mean that is almost being fast for a lot of models. Also her parade route is such a great ability, both for support or offensively. Chucking people into terrain can be almost the same as killing them for game impact. Also Bait and Switch is so easy with her, definitely a scheme to look out for with her. Also thank you maniacal, her interaction with hanged really is through the rough. She supports them with movement - passive as well as first parade routing them, then charging them for 8 inch push is really strong. But they also support her really well, staggered makes parade route op (and it much easer to destroy the ability of models to take part of the game. Most models lose a whole turn or more if they are staggered and parade pushed. Also they add card draw. Anna Lovelace really is great. She is and always was one of our best henchmen in isolation. Additionally she just has SO MUCH KIT against foundry, that to be honest, right now it seems really hard for me to find arguments against always picking her against foundry with every single resser master in every singe matchup. Forgotten Marshal without Whisper is probably too incosistent, sucked arse this game. I mean he really needs to summon a rabble riser turn 1 early enough, that you can utilize the heal of the necrotic machine for him to feel good. ( I know I am alone with this, I still like rabble riseres xD) Hanged where super amazing, GST does seem really strong on them though. Archie was quite unimpressive this game. First round run/jumped to a symbol. In round 2 he smashed it and wanted to jump charge, but black jokered on the jump and could do anything. Pivoted to guard duty for one symbol as a result, which meant he did nothing all game. Not really his fault though. In general I think i agree with maniacal. Molly 2 is good and she is SUPER fun, lots of stuff i wanna test with her. None of it within her keword though 😕 Also her having so much forgotten only stuff on her card, makes her just a little awkawrd. I was thinking if she could be a good second master, and the answer is she might be fine in jack daw or mc moruning. Then again, I dont really play 2nd masters oder know people who do, but it is hard to see her as the best choice with some of the best second masters like Kirai 1 available to us.
  24. Wow - did NOT see that coming. As a Resser player who has won some local tournaments, I am a little shocked. I always knew they were strong - but international data a couple of erratas back suggest them to be underperforming and I honestly would have thought ES to be completely dominanting. Any Data on what models and types of lists stood out? Any obvious critiques of the data - higher percentage of top players / pools obviously benefting ressers / rules constraints? But with this many games I am doubtful. The masters sound about right though, I thought for quite a while that Kirai is overrated. She feels so powerful in games, because she clearly would win most endless games. But it is hard for her to meaningful score in those 5 turns compared to other top picks. Also I have for a long time suspected that Reva is much better than her reputation, especially Reva 2. Was she played more than 1? I also felt that Jack Daw was way underrated. I wonder that Seamus 2 is not played more, he is definitely strong as well. The only thing I find surprising is that McMourning is viewed as weak, especially 2.
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