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j3diii

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Everything posted by j3diii

  1. FWIW title Lynch in 10T is a fantastic master choice. It unleashes Hungering Darkness by making both him and Lynch 2 3AP. OG Lynch even looks decent in the light of Gaining Grounds 3, but 3AP Huggy and being able to resummon him once he dies is a hell of a drug. Lynch, Dark Bet is a potent way to play that Keyword. Add in a couple of 10T versatiles and it can be extremely flexible. Check out Fuhatshu for sure of you're going to play him. Sorry about Ramos, I'd be disappointed seeing a master I enjoyed and painted up being faded out of the game. At least you can still play him with DMH. Good luck and I hope you can get back into Faux!
  2. https://litko.net/products/miniature-base-bottoms-circular-40mm-magnet-50?variant=6090639933478&currency=USD&utm_medium=product_sync&utm_source=google&utm_content=sag_organic&utm_campaign=sag_organic&cmp_id=14877318151&adg_id=127497138665&kwd=&device=c&gclid=EAIaIQobChMI8_ys4JPZ-AIVgyGtBh3MUg9xEAQYAyABEgJPM_D_BwE I have all of my Malifaux magnetized with the self adhesive magnets this company sells. They are strong enough to hold the Lucky Emissary to a refrigerator, fit every base perfectly and are pretty cheap. I linked the 40mm, but they have the other sized. I do recommend getting the Heavy Duty ones. I seriously swear by these magnets.
  3. In my limited experience with Insomniac I have found that including Widow Weaver (or I guess, Vasilisa) is good with Insomniac, especially if you're already rostering a Stitched Together. A Wicked Doll makes a decent addition too as with 2 AP and a 9 of Masks, it can be killed and the scrap it drops can become another Stitched on turn one. As was pointed out, your opponent can prioritize your weaker Lucid Dreaming models and this can take a toll on Insomniac's core mechanic. Being able to summon more Lucid models to replace the ones you lose is solid with Insomniac. Widow Weaver is also just a great model for scheming in general.
  4. A caveat before I try to answer, I've only started the Faux after last April's errata. I play with a group of guys who got in about the same time. They are competitive and clever opponents and we've all done well in other skirmish wargames on a national tournament scene. We have not yet attempted to play Malifaux at competitive events. I have yet to seriously play against rezzers (tho my main opponent just picked up 6 of their masters, so I will soon!) and my games vs ExS are few and far between. All that said, I have played a lot of games and I have more reps with Nek than my other masters. I am totally guilty of shoehorning a Master into an unoptimized S&S pool just to get experience with said master. FWIW, I only have 5 Masters in Neverborn Nek, Titania, Dreamer, Mama Z, and Pandora; so Euripides wouldn't be an option for me. I like Nekima in Turf War mainly because I have adapted to use her crews mobility to dictate the action into one of my opponent's table quarters. So far I have been able to accomplish this in most games even with Broodmother's first turn slow down. I prioritize positioning before engaging on that strat, often playing cagey until I can get the fight to happen where I want it. As for Broodmother, she's really not all that different from Nekima 1 as far as the crew goes, but you give up the Glass Cannon beatstick master for the ability to play attrition with your minions. Youngs and Tots seem to matter here a lot more than Matures and having more minions means more Black Blood splashes. Leveraging expendable, but brutal minions and Black Blood makes it feel to me like Broodmother does a lot more damage over the course of a game than OG Nekima. It's just less of surgically deleting a key model or two and then doing most of the work with Matures, and more of throwing lesser minions into your enemy and making them pay for dealing with them; then getting more minions. I don't think that Broodmother can hang with traditional summoners in this regard, but she can seriously pressure some elite crews that rely on melee to crush their opponents. I completely agree with your assessment about what an optimal S&S pool is for her, but playing this game optimally isn't as important to me as getting experience with what does and doesn't work. I'm fully willing to go into a game with a bad matchup or s&s pool if I'll learn something about a master, and I will have a lot of fun doing it even if I lose. I'm the kind of player who needs to see it in action to understand why it works, or doesn't. With friendly games, I try not to overanalyze the game until after I've played it. As for maximizing Grow as a strategy to play Broodmother, I feel it can be a strong start for her if the game is one where it's unlikely any action will happen in Turn 1. While Nekima gives up a lot of mobility that first round, her whole crew can make that up on turn two because they are just that mobile. This is especially true on tables with tall, blocking terrain. She often doesn't need to prioritize any more growing for the rest of the scenario with 3 Youngs out, and can instead play as an aggressive bubble; hopefully getting work out of Black Blood, Heyridden's aura, and the crews considerable healing capacity. Hopefully you can understand my perspective. As for optimally competitive advice, I'm probably not that guy who can give the best answers. My advice is purely subjective and not on the same level as serious tournament players. Maybe one day I'll get there. I'm at least playing a lot of games but I'm still master/title hopping a lot. I have two other factions that I'm trying to get more comfortable with as well.
  5. You are missing Ancient Ritual on the Black Blood Shaman. It's a front of the card Ability which pulses out Focus to friendly Nephilim in 2" after a BBS moves and ends that move in base contact with a Corpse marker to remove for the cost. One Sz 1 Nephilim may receive a Grow token instead of the Focus. The trick here is that a unit may not benefit from Ancient Ritual more than once per turn, so you have to space out the Tots in order to have more than one get this token. Edit: This is a very recent change to the Black Blood Shaman that is less than a month old. It was in the February 2022 errata.
  6. I’m happy to be making my first thread in these forums after just under a year of playing, and it's about one of my favorite masters! Since the errata I have had four opportunities to play with Broodmother. In my second game I noticed something about the BBS Ancient Ritual wording. Ancient Ritual is after a move. Any move. The BBS' Fly with Me, a Charge action, heck even the Replace if a Tot were to grow into a BBS will trigger it. It doesn’t even have to be the Active model so a Mature's FwM carrying a BBS, and even a Lure/Bring it can trigger this Ability if there is a corpse marker in base contact with the BBS at the end of the move to pay the cost. This was probably obvious to many players when reading the Ability, but it took me two games to pick up on it. Hopefully I’m passing this info on to someone else with this post. The BBS February 2022 errata is certainly a big nerf, but after understanding this wording I wondered if there was any way to exploit Ancient Ritual with Broodmother. My reasoning is one BBS can pulse Ancient Ritual many more times in a turn than Blasphemous Ritual could, and it can hand out a Grow token to a Tot each time. If the units it is affecting are spread out, one BBS can grant grow tokens to three Tots in a turn. It could potentially even do more, but for the sake of this post I will stick with three as it’s already complicated enough. To experiment, what I did was unpack a few variations of the crew in Vassal many times to see how it panned out. What I came up with is this framework for a Broodmother crew. Big Demon Mommy (Neverborn) Size: 50 - Pool: 10 Leader: Nekima, Broodmother Totem(s): Blood Hunter Hires: *Corpse producing Nephilim* Black Blood Shaman Ancient Pact Terror Tot Terror Tot 2 I found that with this base I could reliably summon one more Tot and grow all three into Youngs on turn one. That's +13 Stones of solid units right off the bat. It takes some careful spacing at deployment, and planning of the BBS' route, and six corpse markers generated on the first turn. This requires one more unit on top of this framework that can make a corpse marker. Noxious Nephlim, a second BBS, and Hayreddin all work to create or drop the sixth corpse turn one. My typical list adds Hayreddin, Nox and a Mature with AP. it shakes out like this: Blood Hunter coughs up a dead guy near a Tot. Nekima uses Blood Has Been Spilled three times to generate corpse markers near where the Tots are and one of them must summon a third Tot with the New Brood trigger. If Nek doesn’t have the cards she needs, she can afford to Bloody Banner trigger one or two of them for the card cycling to fish for what she needs; or just to improve the hand/mill bad cards. The BBS activates and through some combination of Move + FwM and typically a charge it will end its movement next to all three Tots in succession, in base contact with a Corpse Marker, and give a grow token to each. One of it’s moves will probably need to be a charge to punch a friendly unit with a Mask to drop a Corpse marker near a tot. One of the tots will need one more Corpse and Nephilim have several models who can do it. My go to is a Noxious coughing one up. Then activate each Tot and Grim Feast the second Corpse Marker nearby and they will all have 2 AP to spend as Young Nephilim. One must be a little careful with them as they are only going to have 4 wounds until they get healed or regen and very mobile beaters can destroy them if they are positioned poorly. Two of these can still interact with Strategies, but I tend to use the summoned one as Yolo McSwagger. The obvious downsides are that this limits the crew’s overall mobility turn one, eats a lot of AP, it usually eats a Master’s entire activation, and the Youngs will not be at full health. I also don't think it works for every deployment or Strategy, but for deployments like Corner or Standard and Strats like Turf War; I think it can be good. I have no idea if it’s truly competitive, but I have had some success with it so far and it’s been a fun way to play Broodmother. I hope someone finds this helpful, and I’m interested in any critical opinions.
  7. I've played her twice. Both times I mostly took the list Andre describes in in s&s ep 189. I still consider myself pretty new to the game so I like to netlist when I am trying something out for the first time. My first game was a rules disaster where I misplayed. The second game went a lot better vs Anya and at the end of turn one I had upgraded a BBS to a Mature and got a summoned Tot to a Young. So going into turn 2 from corners deployment I had 2 Matures, Nox, Hayreddin (AP), Young, Changeling (AP), Broodmother and Blood Hunter. It felt like a really strong start with a lot of scary and mobile models on the board. I drew into heat from the Bloody Banner trigger and was able to tank Anaya with a Mature because of the cards and Combat Finesse. I'm pretty sure we were playing Turf War and the game was close, but I was able to win it in the end 8-6. Doing Spread them Out with this crew felt good. In hindsight, I'm not sure that the Nox was worth it. He broke up a pair of Chain Ganging Surveyors with Bring It so a Mature could eat one, but that's not anything that Hinamatsu couldn't have done. I guess he did contribute to the Bloody Banner draw that put some excellent cards into my hand. After that he was just a midfield beater that didn't accomplish much. I didn't use Last Memories much and I missed that Regurgitate procs it. I also didn't use Rancid Smell and I did have an opportunity in the middle of the game where it could have been useful for keeping some hate off my Catch and Release Mature. I also didn't use the Changeling for it's intended purpose of growing a Tot to a mature on turn 1. It still felt useful as an Ancient Pact vehicle and getting that extra draw from Dark Bargain. Broodmother is very fun to play. I can't wait to get back to play her again, but I just took a dive into the Bayou on the BF sale, and now I have some murdercorns that need to see the table. Also I finished building Insomniac, Yume and finally got the Bearly Together. So my next games are going to be about trying something else new.
  8. Yeah, this was the issue. I couldn't bonus action Concentrate because I activated the Samurai too early and he had to walk to get a blast on Hoff and the Peacemaker. Hit once for severe, but armor really toned that down. Unfortunately I kind of got locked into my activation order by my deployment and wanting to go late with Rollins. Once I figured out the PwT chain I needed to do, it wasn't really possible for me to get him last. I'll have to pay more attention to the Samurai's placement next time. I was too focused on making sure I got the draw from the Corpse Curator. My hand was so bad turn one I could have used all of the help.
  9. So I just played this deployment and strat last night with Rollins vs Hoffman. We had a similar pool, but I chose Death Beds and Spread them Out. Here's what I ran, my opponent allowed me to proxy a Corpse Curator and then promptly regretted it. A lot of the new enforcers are really good, but man... the Corps Curator in Rollins/McCabe is super good. Rollins Iggy Pup Elli Patti Samurai Cherri Huckster Corpse Curator 6 Stones Game finished Rollins 6 to Hoffman 5. The Huckster was ace for Death Beds. The Ramones were able to get me the first part of Spread Them Out and 3/4 Strats, I would have had the 4th, but my opponent got off a great slow on Patti and I Black Jokered a RWM to leave engagement with Elli. Rollins did a bunch of murdering with Time Worn Blade which was really good versus Augmented. He killed Hoffman rather than grab the strat the Ramones couldn't get (probably a mistake in hindsight, but killing Hoffman saved me a bunch of trouble), the Mech assistant, and a Hunter. This is the first time he's done that much work with melee for me. In hind sight taking both Spread Them Out and Death beds together was a bit difficult because it required so many schemes down. I probably needed another Huckster, but I wasn't going to miss the chance to run the Curator. He was a rock star too, lots of passive card draw, but his fast activations let me get out a 50mm Poison Terrain token and punch a Peacemaker with it, stacking 3 poison in addition to the damage. The poison killed it. He was also able to keep a Hunter from engaging Cherri so she could shoot at Hoffman out of cover after an Analyze Weakness. If your opponent will let you, and you want to, the Corpse Curator could be good for moving Karen's (sorry that's our nickname for Kaeris, she has the haircut and everything) Pyre markers. You can get condition removal from the Mask, but using it for that means you cannot pass it along and get more Fast activations. Still, I think this may be the artifact you want to pull out on turn one and pass around for Fast activations just to be able to give it to someone to stop burning on turn two. Additional condition removal would probably be a good idea. I'd recommend Jessi too just for her marker removal and she's good for Death beds, but it looks like you'd have to proxy. My typical 1st turn is Iggy digging scrap, using it to make an artifact, and then get a bunch of fast activations by passing it around. On Flank deployment, you are likely to have some ranged attacks with Samurai after they RWM. Having them fast is really helpful as you may get the opportunity to drop multiple blasts. If you want to drop scrap for card draw, I'd use the huckster's False claim early with the Inflated Worth trigger and then make sure he can't get wrecked because he won't be Manipulative. There are other options in keyword too like Jessie but the Huckster just brings a lot for it's cost. The Corpse Curator is pretty fantastic for Looted Supplies. I do like the Crypto vs Karen. FWIW, I tried the Mirror for card draw, but then forgot to Focus, or didn't have the AP to Concentrate. I was only able to get like two cards from it all game. I'm going to have to practice with it more.
  10. I agree 100%. I tend to use the RwM on the Ramones as their bonus action pretty much every time. Especially if I have a Samurai in. Oh man! I haven't gotten enough games in to realize this interplay with the Mirror. That's fantastic, thank you! I'm still on the the learning curve when it comes to Schemes, Strats, and unit picks. Thanks.
  11. Rollins is my favorite master. I'm pretty new to the game, started playing in April of this year post errata, so I don't have that many games with him in yet. Take everything I say with a shaker of salt, because I'm still probably missing out on some nuances of the game that more experienced players would know. In my defense, I'm getting there and play with a pretty competitive group of players. One thing I can say is that Adventure Awaits is the lubricant that makes a Paid with Trinkets chain work super well. A 4 to toss isn't bad, but it's not as reliable as doing it on a 2. I feel like a big part of Rollins' early game is getting a lot of Fast activations and leaving the Artifacts on the units who can use it best the next activation or round. I have found that Ride with Me, especially with Samurai in tow, often precludes Patti and Elli from participating in the PwT chain unless they are the end of it. This means you're limited to Rollins and Cherri reliably passing the Artifact to the Samurai. Rollins doesn't usually want to use his AP on creating an artifact though, so you're probably going to have something like Iggy Pup to dig it up, pass to Cherri, Cherri activates and then passes to a Samurai, activate Samurai and at the end toss to the second Samurai, and at the end he will possibly want to toss it to Rollins depending on which one you dug up. Iggy Pup is probably essential with Carry the Goods to deliver the artifact the distance as you are likely to have the units spread out on the map. This is a road map for a likely first turn, but the PwT chain is harder to maintain as the game progresses. So in your list you do not have a source of scrap generation other than Iggy Pup, who will probably be using the scrap he gens immediately to make an Artifact. For this reason alone I would suggest adding a Huckster. This all changes when we get the Corpse Curator, as I think he's going to damn near be an auto-include in Rollins crews. There are a lot of other reasons to take Hucksters based on S&S too, they are a crew defining unit IMO. The LSM doesn't have much synergy with Rollins (not a Minion or Wastrel so can't get an artifact) so I'd probably be looking to switch him out. The additional scrap allows for much needed card draw from Looted Supplies, which if you end up having to cheat 4+ on "Take This!", you will desperately want. Looted Supplies is not a crew core mechanic Rollins can afford to ignore IMO. Also having scrap down gives Iggy Pup and Rollins more freedom in later turns to get more relics into play if you need them. Overall I think your list is probably bringing more firepower than Rollins needs, his crew feels much stronger in pools that allow him to disrupt and scheme. That said I absolutely love the theme for your crew, it feels very much like something off the set of the movie Sucker Punch, which is why I got into Rollins and 10T in general and how I intend to paint them. When I run him, I tend to take a Samurai too. Another unit I like with him is an OOK Katanaka Crime Boss. Laugh Off is huge in some pools, they are a Minion, have synergy with Hucksters, and bring unresisted model movement with Thunder's Territory. I also feel that they really hit the Mad Max aesthetic of a Rollins Crew. It's worth mentioning again that the Corpse Curator is probably going to be in nearly every Rollins crew going forward after this week. It's also worth mentioning again that I'm not a veteran of Malifaux (yet), just a veteran Wargamer who's played a couple of games with Rollins Black and has put a lot of thought into how I'm going to play him the next time. I started this game with 7 masters across two factions and I have been splitting my reps between them. Rollins is hands down my favorite though. For those of you who ride horses, yes this is McCabe. Plebs.
  12. I'm super new at this still so there is probably a disconnect between my tactics and competitive level game play, but I was using the Bandersnatch in my last game to boost Alps until after they activated.
  13. Being relatively new myself I can tell you that Dreamer is not an easy learning curve. It wasn't until game 5 or 6 with him that I even felt like he was all that viable in my hands. I cannot give any advice regarding Sandeep as I don't know him nor have I faced him in a game. Teddy backed by Serena Bowman should be able to deal with burning and attack the beaters in template though. If Serena activates later, she can just remove the burning and heal the Nightmare bear. She's also tough enough with her demise to be in the thick of it. Also, I have found Copper really difficult to play. I need a lot more experience with him for certain because I do think he can be good, but have you considered Widow Weaver/Bandy (or both) for scheme running? They are cheaper and the ability to no-flip drop Web Markers and no-flip place in B2B (not even an AP) is pretty stellar for mobility and scoring schemes. It could also get you around the fire markers easy. Anyways, good luck. I think you just want to get more games in with Dreamer and take your lumps until it starts to make sense how to play him. I finally just had my first game where Dreamer really clicked for me. Played Ivan in corner deployment Break the Line and scored 6-7. I misunderstood two things about the game that absolutely prevented a tie, and maybe the win. FWIW, this is the list I used in that game.
  14. Thank you very much for replying! Some great food for thought and the specific answers for S&S is extremely helpful.
  15. I just recently got into Malifaux and this is my first post on these forums. I've played maybe 15-20 games, combination of Vassal and table, at this point and I'm still just getting my footing when it comes to schemes and strats. I have 4 complete masters in NB Nek, Dreamer, Dora, and Titania with all the versatiles and some ook. I have also picked up 10T with McCabe, Lynch, and Misaki. I started playing everything post April errata, and the tactica and podcasts I found for McCabe were all out of date. Sorry for the intro, but I thought it was warranted to establish myself as a new player, and probably clueless about some parts of the game. I'm fortunate that the group i'm playing with mostly has the same level of experience, but we are also competitive gamers and have done well in the Infinity scene on a national level. We're picking up the game really fast and so far I'm absolutely in love with the Faux. I am unreasonably excited about my Rollins Black crew and was thrilled to see this thread get some more posts. I'm currently trying to get more reps in with my Neverborn masters as were going to have a house event competition later in the month where there will be two other 10T players so I want to mix it up some. I have only played one game with Rollins at this point. That said, I'm pretty sure he's going to be one of my favorite masters and see a lot of table time. So I have some questions and observations, I'll probably make my own post at some point, but this thread seems like a good place to start. Correct me if I'm wrong, but doesn't the Crypto's Antique Timepiece also activate Paid With Trinkets on the artifact upgrade, so if the upgraded model had already gotten Fast at activation start it could get Fast again for it's next activation if it had received the Artifact that turn? This probably isn't reason enough for the Crypto, but it can help if you want to keep the artifact on a unit, don't want to make a new one, or win ini to go first with the model being Fast next turn. I've been looking at using him to Instinctual Response trigger on Jessi to copy Archeological Dig and get Scrap + Stone twice in a turn, but it seems too AP intensive and Hucksters really do make Scrap much more easily. Probably not worth it. Could you identify which schemes you think he's good at? Maybe which Strats too? Opponents he may struggle with? Correctly picking S&S or masters to go with pools has been one of my bigger hurdles so far. I think I know which ones he's probably good at, but I'd love to hear your opinion. I'm curious what you typically run with him. In my one game, versus Von Schill, I had a very hard time doing any damage at all but was able to keep the score close and if it weren't for 2 Black Jokers at bad times it probably would have been an 8-8 tie, it ended 6-8 and I made some major mistakes that Rollins' speed was able to make up for. I also hit a BJ on an artifact toss, trashing a Paid with Trinkets chain, and hobbled my 1st turn plans.
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