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Brilliance Laced Whiskey

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Everything posted by Brilliance Laced Whiskey

  1. Reserved space for henchman/enforcers discussion later so it doesn't get so cluttered...
  2. Hello, since other Masters have tactica of their own, I decided to start one for Molly. This is clearly a WiP given that it's only really talked about Molly/Necrotic Machine thusfar... The Forgotten Keyword’s primary ability is called Fading. Fading grants various benefits for discarding cards. Many models have abilities that allow you to discard a card to gain said benefit. It’s easy to forget, but when an enemy forces one of your Forgotten models to discard a card, they then get to use their fading ability. If an opponent makes Archie discard a card, he gets to heal based on the value of the discarded card. Molly’s team as a whole is a bit softer than most resurrectionists. However, she more than makes up for it with countless movement shenanigans. With Molly, you can never assume something is done moving or activating. Combine that with some of the best schemers in the game, any interact heavy strategies/schemes are something she excels at. Molly 1 abilities: Molly is a bit of a support master. Typically I like to have her somewhat in the back of the field, often accompanied by the Necrotic Machine. This is largely a result of her long range abilities, and due to the fact she is relatively squishy. While she has “serene countenance” and “hard to wound”, it generally isn’t all that hard to pick her off. This is why I typically have the Necrotic Machine nearby as he can provide some much needed healing as your opponent tries to pick her off. Her signature ability is “Lethe’s Caress”. Any time an enemy declares an action for a second time in a single activation within her line of sight, they automatically take 2 damage. This is brutal for teams that like to spam the same actions over and over again. The beauty of this is, Molly doesn’t even need to see the first action take place. She just needs to see that model when they declare the second action. This is particularly annoying for models slogging it across the board as they will typically have to move and charge to avoid taking damage. Pay close attention to when your opponent charges in order to avoid Lethe’s Caress, as it is a push action and must be a straight line. Many of her abilities are best utilized mid-late turn, with the possible exception of the first turn of the game. No more is this evident with her “Gorgon’s Influence” ability. This allows her to fill up her control hand to the same size as the opponents. Try and use your crucial fading abilities early on in the turn, before your opponent burns through their control hand, and then stock back up on cards. If you screw this up, don’t worry, Molly has many ways of gathering more cards which we will go into in a second. Molly is often accompanied by the “Whisper” upgrade. This allows her to control her activation pretty well by making sure you can hit your TN’s. Molly 1 interlude: The Necrotic Machine But before we get to Molly’s actions, we are going to want to explore her totem, the Necrotic Machine, who due to his “Accomplice” ability, is often performing a back to back activation with itself and another model. Early on this is likely Molly, though it can be used in tandem with some beaters as well. Given Molly’s relative squishiness, generally I like having the Necrotic Machine nearby Molly mostly due to it’s ability to heal her at least 2 hitpoints in one turn. It also pairs decently well with the rogue necromancy due to how it affects models with poison. The Necrotic Machine may not be the flashiest of totems, but it has it where it counts. Like many of Molly’s models, it can do some real sneaky underhanded stuff to catch the opponent off guard. First off, the Necrotic Machine is significant, and relatively durable compared to most totems with Df5 and armor 2. You can use “accomplice” to activate another model back to back, which also triggers his fading ability which allows Molly to heal 1. Combine that with the “emergency syrette”, which can also heal her 1/2/3. Like I said, I like to have it nearby Molly at the start of the game, out of the enemy’s line of sight if possible, and he focuses and drops a scheme marker. I like to do this in the second turn as well, depending on the case I might need to Strange Behavior it to make it work. The scheme marker is there for one of Molly’s actions, and I like to make sure the enemy can’t see it. Molly can use this marker as a last resort to draw 2 cards if the card gods are not in your favor (we all know how finicky the card gods can be). Depending on how the game is progressing he might run off and do other things such as scheme or assist other models. He’s also a solid choice for Crooligan’s “By Your Side” depending on its board location in the later turns. It kind of serves as a bodyguard for Molly, and I have him react to the battlefield as things progress. Strange Behavior: He can do some interesting things, especially in later turns, or, in the later part of an individual turn. This comes in the form of his “strange behavior” action, which is indeed very strange at first glance. On a 4, the opponent picks up the top card of their discard pile, and if it is a severe or moderate the Necrotic Machine can move 3 inches and take an action. How can this be utilized? Well, here’s a few instances. Is it the end of turn and your schemes fell through? With Strange Behavior he can interact, move, interact. Since his 30mm base is slightly over 1 inch in length, as long as you move your full distance he can drop 2 scheme markers a turn (and not have to worry about having 2 scheme markers being within 4 of each other). You can also get him to leave combat without a disengage, and then interact. Or in pizza delivery, he can throw his pizza a few inches, move, and then push it for the full 6. Or he can throw his pizza, and then the enemies pizza that’s nearby (sorry, I can’t remember the name of that strategy off the top of my head…) Strange Behavior can also be useful early on in the turn when the enemy hasn’t utilized their control hand yet and there is a 6 or 7 on the top of their discard card pile. Though you do have to be careful, because if they require a lot of specific suits for their abilities, you might be playing into their hand. A 6 of masks is useful for most teams that have models with leap for example. The action also works great if he is alive at the end of the game nearing the last activation. You might not care if your opponent picks up a face card if it means you can potentially move out of combat and score a scheme at the very last second. Lastly, since I like to get him stacked up with focus early on in the game, it is relatively easy for him to dump poison on model’s getting to close to Molly by charging 1 threat, getting poison on him, strange behavioring into another, again dumping poison on them, and then all of a sudden they can’t use their precious triggers/stone due to his “neurotoxin” ability. Thanks to the focus he will likely have a slight advantage. You can combine that with Rogue Necromancy’s poison blast, and really hinder some teams who rely heavily on triggers (don't forget this will turn off their defensive triggers as well). Keep in mind, if you then immediately “accomplice” over to Molly after the Necrotic Machine’s activation is done, that is potentially one more card Molly would draw as a result of “Gorgon’s Influence” ability immediately afterwards. As a result you might want the Necrotic Machine near Molly, at least early on. You then chain activate her. I suppose there is also the “Ceaseless Advance” action, which allows the Necrotic Machine to move 2 and take an action if your opponent has no cards in their control hand during the end phase. You might be able to get off if you can make your opponent ditch some of their cards at the last second. However, it will very rarely happen, and even more rarely will you even remember about it. Molly’s 1 Actions: Premonition: Molly’s bonus action. This action allows any friendlies within 4 to discard a card to gain focus +1 and push 2 inches. Typically I use this action almost immediately on turn 1. Later in the game it’s less relevant as things get spread out, though it can still be useful. Generally this action is intended to utilize the teams fading abilities. 1. Use this to maximize getting rid of bad cards, and utilizing your teams fading abilities . Use it to get Rabble Riser’s focus +2 before they even activate. Or use it on Night Terror’s to get them to slingshot them up the board 7 inches (potentially taking Philip with them since he copies their fading ability). Try and combine it with any number of models and fading abilities. 2. If Philip and the Necrotic Machine nearby and Molly’s been hit hard? Discard a low level card to get Molly to heal up. 3. It’s also a sneaky way to get friendlies nearby out of close combat. Later in the game you can do some unbelievably dirty stuff with it. You can commit your Rabble Riser’s to close combat later in the game, say “Psych!”, move them out of combat with the ability and then immediately Constructive Criticism them so they can run off and scheme at the last second due to the secondary activations. 4. This action is not keyword locked. If you take OoK models, you can give them easy focus without having to waste their own actions to do it. They also get a little bit of unpacking in the process. Lost Knowledge: Does this ability even need an explanation? Remove a marker within 8 inches to draw 2 cards. An enemy scheme marker? Gone. Hoffman’s pylon? Gone. Underbrush marker? Gone. Scrap/Corpses markers that can be potentially used to summon? Gone. This action is also the reason why I drop scheme markers with my Necrotic Machine near Molly early on in the game. If I am desperate, and need cards, the option is there for me. This pairs well with “Premonition” if you ended up discarding a whole bunch of cards during Molly’s turn. Constructive Criticism: This amazing action does several things at once. First it grants a forgotten minion model/Molly a fading ability, and then that forgotten minion gets a second activation. This is stellar for all the obvious reasons as it pairs well with all her minions. You had a crooligan interact, and then move into base contact with an enemy scheme marker earlier in the turn? Get it to remove the scheme marker and then get a second whole second activation to do whatever it needs to. Did a rabble riser fail to take down a flank runner during their 1st activation even with all their focus? Give him another focus and a second activation to take them out. Or, one of my favorites, make sure a night terror with Grave Spirit’s Touch is harassing a master while hindering their ability to cheat. Since it is a Tactical Action, it ignores the night terror’s concealment aura. The terror makes them a nuisance to deal with, and they aren’t going to want to waste their master’s AP on it. They will struggle to target nearby friendlies due to the concealment aura. Disturbing Story: Disturbing Story is an ability I don’t like to use all the time, as I like to lure my opponent into a false sense of security. Disturbing story inflicts up to 3 irreducible damage on an opponent (with a potential stagger trigger) based on the difference of number of cards between their current control hand, and their starting control hand. I usually don’t use this until turn 3 when my opponent is really committing themselves to the fight and spending cards like crazy. You can absolutely nuke some models due to your stellar card hand you’ve built up, and there is very little they can do about it. Nuking a heavy beater for 9 irreducible damage is gnarly, especially when they don’t see it coming. Lastly we have “One More Question”: A solid enough ability. Pairs well when anything in your list get’s into combat, and due to the built in ram trigger, also works well immediately after dual activated her with the Necrotic Machine engaging an enemy and poisoning them. Inflicting “Slow” with 2/4/5 damage? Not shabby. The debt of Gratitude trigger is also a good way to also deal some damage early on in the game.
  3. If you go to his page in the website, there is an option for Wyrd to email you when it's back in stock.
  4. I like teams that require a bit of set up to get the ball rolling, so I am a big fan of Jakob 1, even if I'm not all that good with him. Stacking brilliance on the enemy, harassing them with auras, nuking them with succumb to darkness, is a fun puzzle to solve. It can be really hard to get everything in place, but if you get Jakob firing on all cylinders it's a sight to behold. Everything is slow, stunned, and people are exploding. But man, triple action Huggy is just so much fun to use... it's hard to resist his brilliant charms.
  5. To quote a space cowboy, "I swear by my pretty floral bonnet, I will end you." I can also only assume it is the last thing Parker says his enemies.
  6. Well, since this topic is stickied, and I just posted this elsewhere, I figured I may as well post it here. It's somewhat repetitive, but whatever: Parker: Have Parker be as front and center as possible, so as many bandits as possible can draw line of sight to him. Get bandit models in position of scheme/strategy points, preferably before utilizing Parker. Parker is the world's greatest distraction. I tend to throw him headlong into the enemy, fairly early on into the game. Why? He has 14 wounds, defense 6, access to stones, and a solid amount of healing. Get him just out of 2 inch engagement range of the enemy and got to town with his six shooters. Parker's version of "drop it" is "highway robbery". It has "after resolving" on it. That means any tomes he flips guarantees the enemy will drop a scheme marker even if the duel fails. With every marker dropped, the stats on his six shooter get better. With a built in plus flip, he has a decent chance of getting a tomes on any given shot. You can also cheat in any level tomes from your cheat hand to get the enemy to drop a scheme marker. If he damages an enemy in the process, great. If not, that's still fine as there is a decent chance they dropped a scheme marker as well. If he damages them, use the bandits in position to discard a card to interact so they don't have to waste their actions on their turn. Then at the end of Parkers activation use "Cashing out" to replenish whatever resources you've wasted so far this turn. I tend to be a little conservative with my cheat hand, so I mostly cash out for soulstones because I am very aggressive with Parker, and he's going to be drawing a lot of heat due to how I am using him. Those soulstones will be to reduce damage that is coming Parker's way or put enemy's at - flips. I've had opponents waste turns with their centerline to take him out, just to lose out on countless actions they could have been far more productive with. I've had him generate 10-12 stones a game, which ain't shabby. Pearl: Pearl usually is between Parker and Mad Dog for low level healing. I am usually a little more cautious with her and relegate her to support, though her dust cloud shotgun blast ability can be very useful at times. Parker and Mad Dog usually are fairly front and center, and she is between them. Remember, Mad Dog can heal from not only eating the scheme marker, but I he's close enough to his blow it to he'll marker and whatever it removes, he can heal from that as well. I also like Pearl to put an enemy scheme marker in my backfield at the start of the game that most model's can draw line of sight to. This is important for abilities that push friendlies towards enemy scheme markers like the bandit raid ability (being used by the Malifaux Child who can copy it as I don't like Parker wasting his actions for bandit raid). Just be aware, having an enemy scheme marker in the backfield can backfire depending on the scheme's available. Mad Dog: Mad Dog strike's fear into the enemy, and they will try their hardest to put him out of his misery. Generally I am always using one of my own models to drop a scheme marker to give him fast. Between his normal activation, fast, and the Malifaux Child giving him Bandit Raid you can dole out some unbelievable punishment. His skillset is pretty obvious. I try to go late with him late in a turn so I can then immediately continue the punishment at the start of the next. Using Bandit Raid with the Malifaux child, and the enemy scheme marker Pearl left in the backfield, you can pull Mad Dog out of close combat while getting him to shoot. Sue: I tend to have Sue paired with someone that can give him fast, and run him somewhat between the flank/center. Typically it's a dead outlaw, or sometimes the Malifaux child copying a dead outlaw. Either way, I find Sue and a Dead Outlaw work well together, as Sue's pistols are very strong. They work as flank clearer's/schemers. Or they pick off loose ends. Stalker: The Midnight Stalker avoids enemies and jumps around the enemy backfield scheming, leading the enemies on a wild goose chase. Try and always have a masks card available for his leap. If the opportunity shows up to take out a 4/5 point schemer in the process, go for it. Doc: Have Doc behind a building or terrain fairly close to Parker or Mad Dog if possible. That way if things get too hairy, he can jump them quickly to safety if they get too close to death. Otherwise he is in reserve, waiting to help friendlies should things fall apart. I have him hug cover, moreso than most. Most healing will be coming from the emissary. Emissary: The Hodgepodge emissary should be fairly self explanatory. He heals. Drops scheme markers. Causes you to move faster. And his upgrades are stupid good. Give floral pretty bonnet to an ally that will be interacting when Parker damages the enemy. Regen +1 is good for Mad Dog. Companion is good on Parker/Mad Dog/Sue if any said combination of models are close to each other as you can just delete a model with a back to back activation with them.
  7. I had to wait a few months before I was able to get mine. I was looking for it last October-ish, and didn't see it in stock until January-ish. He's a very popular model for Outcasts, and sells out very quickly.
  8. South in Kent at Game Kastle they would have regular Malifaux days on Sundays. I would call them and check if it is still going on. Avoid the area after dark if you can't get parking immediately outside the door. Its not the safest of neighborhoods. I recommend you also check the Malifaux discord to see if there is anything closer.
  9. Being wrong is an artform I mastered in elementary school. And middle school. And high school. Then college. And, well, now. It's an ongoing process. But dang, we're only scratching the surface? Well, I'll keep on trying... My buddy was telling me about a whole bunch of things that were book references, but since I'm unfamiliar with the books it all went way over my head.
  10. On the Discord, several people smarter than myself got these. I removed my incorrect assessments and updated them here (I'm sure there are many more corrections to be made). Cornelius Basse's name is a reference to Bass Reeves, a slave turned Marshal on the American Frontier. Somehow with Parker Barrows I only realized half of his name pulls from the Barrows gang from the Great Depression. As it turns out, his full name is a reference to the Barrows gang and not just half of it. Bonnie and Clyde are possibly the most famous American outlaws in history. Their last names are Parker and Barrows respectively. I thought Gibson Dewalt was a potential reference to Mel Gibson and Dewalt tools. I mean, it may still be, but far more likely his name is a reference to the comic book author Walter Gibson who created the character "The Shadow". I thought Desper Laraux was an Assassin's Creed reference with hints of Arsene Lupin, the famed French Gentleman thief. As it turns out his name is a reference to a similar character from the show Psych named Desperaux, played by Cary Elwes. I believe Pistolero #3 pose is one pulled off by Antonio Banderas in Desparado. I cannot say that for certain though, it's been many years since I've seen it.
  11. I think I can muster a few more. Georgy and Olaf, particularly Olaf's mask, resembles that of Ned Kelly, famed Australian Outlaw. Squealer's mask resembles Immortan Joe's from Mad Max Fury Road. Most people might think Hard Knock Life comes from the Jay Z song. A musical variant pre-dates that, and the term actually comes from Annie the Musical. Even prior to that it was said by Alan Shipnuck in 1967. Barbaros' Macuahuitl is named after a Mesoamerican wooden club with Obsidian attached to the side. No Rest for the Wicked is a slight alteration of a Bible Quote. The Dead Man's Hand is an infamous poker hand, containing the Black 8's and Aces, with an unknown fifth card. This was supposedly Wild Bill Hickok's hand when he was shot and killed. The hand has lived in infamy ever since. Edit: Forgot Gremlins! They were a way to explain issues on Aircrafts in the early 20th century. Famous examples of Gremlins involves a Twilight Zone Episode "Nightmare at 20,000 feet", starring William Shatner early on in his TV career. Many examples of Gremlins, like the movie series, have subtle ties to technology. I am tempted to watch Gremlins 2 again just to see if anything on Brin's card references the movie's "smart" gremlin.
  12. Kitty has always been my star player. She doesn't look flashy glancing at the card, but I've eked out many wins solely because her. I get her to dump brilliance all over my models at the start of the first turn of the game. I rig the deck in the process, and make all my models fail will power checks with all the bad cards I have. Usually at the end of the first turn I got a fancy card hand to abuse. Then she runs free to harass and scheme as needed. For whatever reason, many of my opponents are wary and hesitate to approach Huggy, even when their models could shred him. It's made him a good area denier, and shockingly good last minute schemer when needed. Mr. Tannen is the best hidden martyr you could ask for. He can, and will die. And while he is alive your opponents will despise every second of it. Lynch 2's Huggy is just stupid good. And fun (for you).
  13. Hi everyone! I was curious about what everyone's favorite single looking Malifaux model is, as well as what Master/Keyword you think looks the best overall. For Keywords, I think this will be tricky. Mr. Cooper has always been a favorite of mine, along with Collette. 2 edition Lady J and company was one of the first lines I ever was introduced to with this game, and has always stuck with me. The Death Marshalls have always been a favorite. Brewmaster, Nightmare Nekima, and Mary Bonnet are also in consideration. But if I had to pick one, and only one, it has the be the Clampetts. Every single time I saw a new model in that line it had me grinning like an idiot. The Clampett's Bally-Hoo Bucket, Fisherfolk, Sir Vantes, Uncle Bogg, and of course Aunty Mel, are all just pure gold. And I say this as someone who has not actually seen the models in person, but seeing as the artwork is always on point for the models, it's hard for me to pick anything else. And if I had to pick just one model from Malifaux, and only one model from Malifaux, it would be, uh, I'm going to have to think on it. I'll get back to you on that.
  14. Mine finally downloaded all the Madness stuff once it successfully downloaded all the pre-Madness of Malifaux stuff (minus Ravencroft who it downloaded with everything else when I reinstalled it). It wouldn't continue onto the Madness stuff until it got everything else.
  15. I've used it on the spare abomb or two. But yeah, unless you can get to the enemy with full health (unlikely), the desolation engine just isn't very good. +1 df or +1 mv would certainly help.
  16. Alisson Dade’s “The plot is afoot” is similar to Sherlock Holme’s “The game is afoot.” Jin Baccara reminds me of DJ Steve Aoki with glasses ready to bust out some Michael Jackson moves… could just be me though. Oro Boro is based on the Ouroboros, the snake eating its own tail, and is often a symbol of renewal. It dates back to Egyptian mythology, except here it is a lizard. Von Schtook’s card references Delios and Illios. Delios is the name of an island where Apollo was born. Ilios means “Sun” in Greek. Paper Tiger has an ability called 7th Fold in the Page. This is a reference to how it is impossible to fold a regular piece of paper in half 7 times. Nellie’s “Lesson’s of Ephraim Wade” is possibly a reference to fiery English theologian Ephraim Pagit. Miya’s “Dreams of the Red Chamber” could be a reference to the Red Room from David Lynch’s Twin Peaks. Many characters would dream, or even enter the Red Room, where nothing was ever quite what it seemed. Damian’s “Die Thou, Unsung” ability is presumably the name of his Runic Blade. It follows the naming conventions often associated with Executioner Blades. Harold Tull’s MFGL resembles the BFG from the Doom games. Unfortunately you will have to use your imagination for what the names are short for. Harata’s “Haka” is a reference to a Maori war dance. Good Ol’ Boy is a reference to rebellious young rednecks always getting into trouble. The most famous are the Dukes of Hazard. Young LaCroix's "I need an adult" is something taught to American children. The term was made very popular by Family Guy.
  17. It is not a move from a general action, so he would not move with him. He would move from things like Charges, however.
  18. Did you think I was finished? Not even remotely! I was listening to a video on the history of batteries and a name came up, Michael Faraday. He is a scientist who set the foundation for harnessing electricity, whose name influenced the Faraday Collar for the Broken Spectres. Neil Henry is named after folk song hero John Henry. Harrison Frodsham is named after two things. The first is John Harrison, a British Clockmaker. The second is British Watchmaker (and then company) Charles Frodsham. The Clampett's "Ogopogo" trigger is a reference to a first nations equivalent of the Loch Ness monster in British Columbia, Canada. The Hermit's have an ability called "Seashells by the swampshore". This is a reference to an English tongue twister, "She sells seashells by the seashore." Now say that 10 times as fast as you can. Another one of the Clampett's model's has an ability called "Not my first rodeo". This is just an American way of saying "I've done this before". Linh Ly's "A New Cry From a Broken Heart" is the English name of a famous Vietnamese story. I'm sure the story keyword has a million other of these hidden in their cards. Uncle Bogg is a reference to the crazy uncle everyone has in their family, at least in the United States. I have no basis for this, but I think there is probably a healthy dose of National Lampoon's cousin Eddie in there. Edit: I forgot Scavenger's Weird Science. The ability is likely a reference to the 80's comedy of the same name.
  19. As the title asks, what drew you to your favorite masters in the game? Did the rules speak to you in some way? Or did you simply like the models? With my very first master, when I was still looking into the game, I wanted to pick up a team that played into the game's Wild West themes. As a result I gravitated towards Parker, Basse, and Jakob Lynch. In the end I thought a gambler just felt a little more interesting then your classic gun toters. He reminded me a bit of the movie Maverick. Plus, when you have a deck of cards at your disposal, I figured a gambler could give me some decent card advantage. I did end up getting Parker shortly thereafter, but that was by complete accident. I ordered something for Malifaux, and instead of getting what I wanted, a Parker core box came instead. Rather than deal with the hassle of fixing everything, I just went with it and accepted I was meant to play him. Then we have Molly Squiddpidge. I was randomly looking up Malifaux models and came across the Molly Pirate Nightmare edition box. When I saw it, I knew I had to get it. At first I didn't even think it was for Malifaux (though it was clearly Wyrd's work), as I didn't know what a Nightmare edition was. I had just assumed it was for a different one of their games. I got it, only to find out the crew counted as Molly Squiddpidge when it arrived. After I had gotten somewhat used to the game, I was looking into getting an Asian themed faction, but I had never settled on who. Near the top of the list was Shen Long and Yan Lo. What sold me on Yan Lo in the end was the concept of the Ancestors influencing the team. Then I learned Yan Lo starts the game off as a frail old man, and basically ascends to minor godhood by the end, and that concept sealed the deal. So how about you? Got any interesting stories behind how you got your teams?
  20. I think a lot of this speaks to a larger issue with some of the keywords. With Levi, he has a keyword solid enough that I am willing to take just about everything within the keyword as I can find a use for it one way or another. While I think Alyce is slightly underpowered (I would give her +1 move, and maybe another trigger on her gun, and/or a melee trigger to throw enemies into her pit traps, something like that), I don't think she is unusable by any means. His team as a whole is pretty reliable and functional. Then you got Mad Dog, who definitely feels like an 11/12 point model that costs 10. Then compare him to the rest of the Bandit keyword. Apart from Pearl, and maybe Sue, the rest of the keyword is basically mediocre at best, and is largely a heaping pile of garbage. If you nerf Mad Dog, the Bandit keyword has what exactly? Also remembering the the fundamental rules concerning the Bandit keyword don't really work. Nerf Mad Dog then you just have a broken keyword, nearly through and through. Same with Lucius. Lawyers are the best models in guild, and are just 6 stones with good ol' Lucius. While I don't think his keyword is complete trash as he is intended to be hard to use, and can really work well if you know what you're doing, a lot of people don't see it that way. If they nerf Lawyers he has what exactly? Alan Reid? Changelings? You may as well just shelve the team at that point. Elite/Mimic is a team mostly consisting of situational tech picks that aren't very useful outside of specialty. When you're team is this squishy, it can be hard to overcome. Comparing Lucius to some of the Malifaux Burns stuff feels like ocean-wide gulf of effectiveness (edit: I meant to say between Lucius 1 and the Malifaux Burns stuff... Lucy 2 is quite good) Then look at Euripedes 2. Everything on his card is stellar. However, his team is one of the harder teams to use, and greatly benefits from the master. Nerf Euripedes 2 and the team goes back to struggling, unless they re-evaluate the other models of the team. Preferably they would nerf the stronger stuff, and buff the weaker things, but Wyrd has to work with limited time and resources. Is there even a correct answer to this type of problem?
  21. Look, I'm just saying that if we compare him to Rambo, or 80's Arnold Schwarzenegger, he's fine. You could even say average. You hear that, Wyrd? Mad Dog is average... when compared to Rambo. Plus, you could say it's the opponents fault for taking models against him. It negligent. Dangerous even!
  22. I also agree that Mad Dog has clear weaknesses and shouldn't be nerfed. I also say that out of pure desperation because I mostly run in keyword and I don't know what I would do if my anti-armor away. If they nerf Mad Dog, please in the name of all that is holy take a look at the rest of the bandit keyword in the process.
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