Jump to content

What's your idea you can't wait to try?


4thstringer

Recommended Posts

On January 31, 2017 at 8:32 PM, Gnomezilla said:

No kidding. I like + to attack when I am rolling out multiple attacks per AP.

Got to field the four-swarm Hoffman list last week, but it got badly bogged down on terrain which I laid out myself. Such a disappointment to have all four Ml7 swarms having to walk! One of them got to delete one of Titania's knights, and she did not appreciate four scheme marker removal pulses per turn, but I underperformed badly. :(

I would like to revise my previous report. ;)

When I am not stupid about movement and the enemy is still a melee crew, this works wonderfully. I had to restrain myself to space out the kills for Dig Their Graves. It lacks reach--7" threat ranges all 'round--but if you can live without banging heads together turn one, it has its place.

Bury and Unbury (Hoffman scoring Dig Their Graves vs. Tara immediately retrieving the heads for Headhunter)

Hoffman: Field Mechanic, O.S.A., Arcanist Assets, 7ss

Mechanical Attendant

Guardian

Steam Arachnid Swarm x4

Link to comment
Share on other sites

On 1/31/2017 at 9:41 PM, 4thstringer said:

Hmm I want going to take the arcanist assets but you might be onto something. 

Im supposed to play tonight.   Rolled Hoffman,  So the specialist should get a tryout.   Schemes are Random encounter generated with CrewFaux
Deployment: Flank Deployment (12)
Strategy: Guard the Stash (Crows)
Schemes: 
  * Claim Jump (Always)
  * Frame For Murder (Rams)
  * Dig Their Graves (Crows)
  * Show Of Force (3)
  * Hunting Party (4)

And I think im going to try

50 SS Guild Crew
Hoffman + 5 Pool
 - Arcanist Assets (1)
 - Field Mechanic (2)
 - On Site Assimiliation (2)
Brutal Emissary (10)
 - Conflux of Amalgamation (0)
Freikorps Specialist (9)
Papa Loco (7)
Death Marshal (6)
Mobile Toolkit (3)
Clockwork Trap (2)
Clockwork Trap (2)
Clockwork Trap (2)
Clockwork Trap (2)

 (exported from CrewFaux)

If I end up playing a second time I'll do the lucius deistro emissary build and fill out the list  with a rifleman firebase.

  • Like 2
Link to comment
Share on other sites

4 minutes ago, admiralvorkraft said:

Why the traps? They don't activate, and (iirc) they aren't even constructs for you to order around...

 

From what I can see the idea is to bury the specialist, then hold this + sharpen the emissary, then spam blasts from Machine Puppet (w/ fast trigger) and the Emissary's own activation.

Clockwork Traps are great in crews with a lot of blasts like the above or w/ Sonnia because they have solid armor and are completely disposable, so if you randomize to one you can cheat your cards to make sure you get some big blasts, and chances are the armor +2 on the trap will keep it alive.   I honestly would consider taking a Pathfinder, his 0 action to relocate existing Traps can help toss them into the enemy crew and make them harder to avoid, in addition to summoning replacements if you keep the tomes in hand.  

  • Like 1
Link to comment
Share on other sites

So tried both of those ideas tonight.   The specialist list didn't manage to blast much but did take out half of Lucas, the effigy,  sidir and sensei yu.  My opponent gave up at that point (bottom of 2).  It was a forest filed board and the traps really jammed up my opponent.   He spent a lot trying to kill my traps,  But for some reason didn't take hunting party.   My main lesson was plus flips for damage on emissary with Hoffman pumping extra attacks is amazing. 

 

In my second game,  Emissary with diestro was a killing machine,  hitting moderate and severe all over the place. The thrall died first turn to mei, letting mr hit a 7 damage severe with a rifleman on mei.    But the cards were with me second turn, allowing the emissary to survive meis charge and kill mei in return.  Diestro in emissary,  in a three inch  bubble was amazing,  and I was able to clear the board.   I had ffm on emissary both times as insurance, making the second game 7-6 at the end. 

  • Like 2
Link to comment
Share on other sites

  • 2 weeks later...

I played Hoffman into a fixed master tournament. Simply couldn't resist. Met Viktorias round two and therefore did not get a round three. Still totally worth it.

McCabe's saber warden is lovely. Hoffman's targeting systems warden is egregious. Min damage on a ram card should not be soulstone cost, minus one. :huh:

  • Like 2
Link to comment
Share on other sites

42 minutes ago, Ludvig said:

Looks::+fate:+fate:+fate

Gameplay: hmmm...

 

2 hours ago, Alansonchik said:

Lady J

- badge of office

- last stand

Judge

- Flames of the pit

and 6 Death Marshall

50pt

I want to hear how this goes.   I definitely have opponents who hate the dm, and I hope this is against resser.  But a crew like the viks would eat this crew for lunch. 

Link to comment
Share on other sites

37 minutes ago, Nukemouse said:

I already got to live my dream. Put 4 clockwork traps on squat markers and have McMourning make them interact to claim them.

As impressive as that is, its also wrong :P

McMourning makes the model it injects dump a scheme marker, not do an interact

Unless you mean Austringers ;)

Link to comment
Share on other sites

2 hours ago, Mr Janje said:

As impressive as that is, its also wrong :P

McMourning makes the model it injects dump a scheme marker, not do an interact

Unless you mean Austringers ;)

Guild McMourning has "On order of the governor's secretary... I love saying that" that let's a friendly model take a (1) interactict within 10". One of the best action names in the game... unless you're pressed for time :D 

  • Like 2
Link to comment
Share on other sites

12 minutes ago, Ludvig said:

Guild McMourning has "On order of the governor's secretary... I love saying that" that let's a friendly model take a (1) interactict within 10". One of the best action names in the game... unless you're pressed for time :D 

There is ALWAYS time to cackle maniacally when you're On The Clock (and getting PAID for it)! :D

  • Like 2
Link to comment
Share on other sites

Getting to try the Sonia witch hunters with counterspell aura tonight.   Should be fun. 

 

50 SS Guild Crew
Sonnia Criid + 6 Pool
 - Counterspell Aura (1)
 - Cherufe's Imprint (1)
Malifaux Child (3)
Witchling Handler (8)
 - Disrupt Magic (2)
Nurse Heartsbane (8)
 - A Debt To The Guild (1)
Witchling Thrall (9)
Witchling Stalker (5)
Witchling Stalker (5)
Field Reporter (4)

 (exported from CrewFaux)

Considering a switch out of papa for either nurse hb or the handler. 

  • Like 2
Link to comment
Share on other sites

Ended up switching to a more elite crew with 2 thralls,  grimwell, nurse hb with the upgrade, child and a stalker. 

Won 8--1.  Would have been 9 or 10 but my opponent red jokered a damage flip to kill my inspection nurse hb with a katanaka.  Killed  everything but a dismounted Lucas who was the frame target.  The anti cast auras didn't matter much but the thralls were a pile of tanky goodness. 

  • Like 1
Link to comment
Share on other sites

I've I've done 6X Stalkers but yet to play:

Sonnia Criid
10X Witchling Stalkers
 

1 hour ago, 4thstringer said:

Ended up switching to a more elite crew with 2 thralls,  grimwell, nurse hb with the upgrade, child and a stalker. 

Won 8--1.  Would have been 9 or 10 but my opponent red jokered a damage flip to kill my inspection nurse hb with a katanaka.  Killed  everything but a dismounted Lucas who was the frame target.  The anti cast auras didn't matter much but the thralls were a pile of tanky goodness. 

In my experience Grimwell makes the best Disrupt Magic carrier.  Undervalued upgrade IMO.  Telling my Neverborn friend he's at a triple negative CA flip is priceless.  For this reason Orderlies often see their way into my lists.

 

To answer the thread title, I'm really looking forward to playing a Lady Justice Bomb next week for the first time in my campaign.  My Gimmick Bucket list: Have two models Back in the Box for a double delivery;  Turn 1 assassinate;  Actually pull off a Severe Riposte W/ Lady J; actually find a use for the Lone Marshall; Sh 7 Ryle.  Black Joker Attack Flip then Red Joker Damage.

  • Like 2
Link to comment
Share on other sites

@CiDevant You can only take back i the box once per turn so you would need to play Lucius and copy it with a dopplegänger or changeling. I have thought about it too but it's hard to guarantee out-activation so you aren't just feeding your opponent prime targets. You don't want them to appear spread out over several activations.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information