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Barrin

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Everything posted by Barrin

  1. I have quite a hard time to understand, why anything like that exists. Malifaux is a complex game by itself. Proposing anything like this, claiming that you don't know much at the same time, seem confusing. That time would be better spent, if you rather used it to learn and play the game. Don't wanna be rude, it's just a quick observation.
  2. The Kurgan is awesome solution for unfavourable deployments and tables in general. I just played him in guard the stash setup where I was forced to start in a corner deployment with a forest covering good 2/3 of it. Beeing able to automatically place Euripides 2 out of it and having up to 5 uses of avalanche was a huge help right from the start. Movement tricks were useful tool for that strategy, I could place my models into right positions and even push the oponents outside of them. Moreso every model with Frozen vigor can push to him at the end of activation while within 6". Fun trick: The Damned is a savage/seeker model, so he can treat Kurgan as a terrain marker. (with free action activated) By taking slam general action, he's able to place him within 1" of himself.
  3. Important notice though: 1) You have to publicly reveal the cards, not just look at them. 2) If you choose not to discard any of these two cards, you have to put them back in the original order. You cannot swith them.
  4. Hey there, fellow savage! your crew build is not exactly bad, quite the contrary! I run Euripides, the Old One-Eye and his savages almost exclusively as my tounament choice. He's versatile pick with strong brute force board presence, surprising mobility (thanks to incorporeal, pushes and mainly Avalanche) and counter scheming potential (Absolute zero). Geryons with inhuman reflexes are your key area holding beaters against melee crews. You just need to learn when to use runes and old ways. (see my older post above) Ice pillars are not really that crucial. On the other hand, you seem to lose a lot by not including at least one Kaltgeist. He can be damaged with Absolute zero for one more pillar and healed imidiatelly. Your unpacking first turn strategy might differentiate, depending on your plans (you didn't write anything about game setup, which is always important). In general, you want to pulse 3" movement out of your Kaltgeist, Shoulder rush your Geryons (with tome triggers for focus +2) forward and move the others, helping yourself over difficult terrain with Avalanche. Don!t forget, that Gigants can "teleport" themselves to ice pillars. And not only that. Your list is basically an "ultimate Thoon freezing alphastrike" setup. You can Avalanche your Cyclops, walk with him, make an Ice pillar somewhere near to 20" form your deployment, teleport incorporeal Thoon over there and bury some careless flanker with last activation. In general, Thoon is often to gimmicky though. On the other hand, buy the Damned for sure. If you'd like to experiment a little bit, you can grab Kurgan or Candy for some fun tricks.
  5. Almost everything you can find about SAVAGE keyword still works here. Sadly, the original Euripides just makes heaps of ice pillars and nothing else. The old one eye shines with the blood rune mechanic as mentioned. Important is that you can use them once per activation, but it often means that you can use them on almost every activation of the game and even when you're not interacting with oponent in any way. Depends if you're standing in the middle and plan a bit ahead. (10'' bubble is a lot though) Don't be afraid to use it on your deck. You can dodge same nasty surprises and fish for suits. Geryons are staple... I play two of them almost every time. Extended reach is well worth it by itself and they offer even more in a nice angry package. Inhuman reflexes upgrade is even nicer on them now when you can "rune" a bad card for oponent, force him to cheat and scamper away. Damned is another great capable killer and scheme runner. You wont regret getting him. I feel that one Kaltgeist should be enough, but you can consider even two of them. They are nice Hidden martyr target but even a small tarpit (armor with incorporeal is surprisingly resilient) or scheming minion. Ignore his melee attack, use him for pushing your models, as mobile pillar to make more with masters fast action and try objectives. Geryon can shoulder rush him really far away for free so take advantage of that. I strongly recommend getting Serena Bowman. She might be nerfed, but still very strong. Healing and condition removal is something SAVAGE lack and want at the same time. Your hard to kill crew will be even tougher with her. Cyclops are great situational addition if you want to do any sheme with markers at the close proximity. Gigants are surprisingly strong shooty minions with some neat teleportation tricks. I would like to use Lyssa and new better Bultungin more often, they are really tough to squeeze them in over Kaltgeist though. Sadly, Thoon, the only SAVAGE henchman, makes more work existing then actually beeing in play. People hate receiving his frozen pillar trigger, but that's all. Geryon is better bang for your SS bucks most of the time.
  6. Great work! It's great to see some love for Euripides and his gigant crew. I'm really looking forward to trying him in a real (not virtual) game soon. I'm surprised that you rate the Cyclopes so low. They have low defense for sure, but they are so versatile and great schemers! (...and awesome models too!) I'd like to test your suggested listbuilding tips anyway. My "special take" on a super mobile and annoying list includes this: New Euripides Crew (Neverborn) Size: 50 - Pool: 5 Leader: Euripides Totem(s): Primordial Magic Hires: Thoon Cyclops The Damned Black Blood Shaman Vasilisa Mysterious Effigy Effigy of Fate First turn, BBS gives focus to the whole crew. He gets a free action from Vasilisa, grows to mature nephilim, she goes in front of the crew to still add 1'' movement to others, drags the effigy with her and interact for scheme marker. Whole crew (now with two focuses) does it's things. Thoon can move 14" anywhere with incorporeal. If it's possible, Cyclops casts pillar (Thoon's intuition helps greatly). Euripides teleports up the field and block oponent with as many pillars as possible. The Damned run and leap forward. Effigy lures the mature to the scheme marker and moves up. After first turn, you should have most of your crew near the center line, with full focus, oponent partially blocked and all set up to ativate Vasilisa, pull the strings again, let her fly with nephilim to the Effigy and move both of them up the board again. Oponent should have enough problems caused by crew being in his face. You wanna end your turn moving the Effigy into engagement. Third turn, oposing crew should get staggered from puppets, Euripides and Emissary attacks against movement, creating more and more obstacles. Cyclops supports from behind with "autostagger". I tested the first two turns several times and it can be surprisingly consistent. Is it worth it? I hope so. Seems fun anyway. I played a full game with Vasilisa and BBS only and it was viable. Needle and thread is a serious threat (😀) with staggered all over the place. Even with small Wicked dolls. Ugly? Gigants are one of the aestethically most pleasing crews in whole Malifaux and my reason to play Neverborn in the new edition. 😉
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