Jump to content

Lady Justice - Is She a Good Master?


Abbazabba1920

Recommended Posts

I just rashly obtained this box due to loving the way the models look and for the apparent challenge to get her to work. Is she at a disadvantage against most other masters? I know she's "anti ressers" and all, but apart from the no-corpse-counter thing, what kinds of things are great/not great about her?

Link to comment
Share on other sites

I like her very much. She is our best beatstick. She can heal and smash things. And if you play her, you will realise that she is really versatile. She can smash the model right in front of her, or the model on her left. if you have the right card in hands or use soulstones, you can perhaps even smash both!

 

What is not to love on her ? Especially in smaller games she might seem even overpowered.

Link to comment
Share on other sites

I just rashly obtained this box due to loving the way the models look and for the apparent challenge to get her to work. Is she at a disadvantage against most other masters?

 

Absolutely not. She is considered a rather simple Master. Most of her support abilities are printed on the Judge's card ;)  As written above, she is a great beatstick and most crews have serious problems reigning her in before she lays waste to a significant amount of important models.

 

I know she's "anti ressers" and all, but apart from the no-corpse-counter thing, what kinds of things are great/not great about her?

 

Great about her: She kills things dead. Also, and even more importantly, your opponents know that (or will soon learn it the hard way). Thus, they will either stay clear of her or go to considerable lengths trying to kill her first. This lets you influence the state of the board and the actions of your opponent. Also great: her support is done by killing things, which she does anyway. She is also not slow, and not easy to bring down. In my last game against Pandora, she killed a Sorrow, the Poltergeist, a Beckoner and Candy over three turns and survived. She is amazingly fun to play.

 

Not so great: Her defence is middling. While she can take some hits, most opponents will bring her down. She should always try to bring down lynchpin models before that happens. Second, she is not fast. She may not be slow, but once committed to a fight she mostly stays there in my experience. She is more of a spearhead.

 

Hope this helped. She is a great starting Master. Easy to learn, fun to play, with enough nuances to learn later. Also great for your opponent if he's also learning: It's easy to remember what she does, and it's great cinematic drama watching her carve through your crew and trying to stop her. And really rewarding to bring her down.

Link to comment
Share on other sites

Justice is an amazing master, able to take on mobs of opposing models single handedly, and also great at denying your opponent board control and movement.

I ran her 4 out of 5 games at the smogcon singles event, and frankly I'd have been better off running her all 5 games.

She is certainly not at a disadvantage compared to other masters.

Her greatsword - really good and with built in critical strike.

Healing flips - built in. Helps make her an excellent tar pit, able to stick around in combats with most things even when outnumbered

Condition removal - in a nice, big aura. Many masters hate this! No more poison for McM, no fast for Tara, etc.

Speed - with an upgrade to become unimpeded, she can get pretty much anywhere.

High Wp - great at resisting many effects.

Link to comment
Share on other sites

Oh, Franc is a must have for her. Well actually he is a must have for nearly every guild list, but for her he is even more must have

No, he isn't.

Well, yes, he probably is, but I just hate that the first advice for any guild list is "add franc"

She can do perfectly well without him though. I rarely run the two together anymore.

Link to comment
Share on other sites

I think she really wants a Henchman.

 

I wanted to say a good support Henchman, but every Guild Henchman (perhaps short of Samael) is a really good mix of support, damage and staying power. They should all go well with her, and none is an auto-include. Not even the admittedly awesome Francisco.

 

But the Lady is a juggernaut of casually supporting destruction. A Henchman goes a long way in adding support and command abilities and a backbone for the crew when the Lady commits to the fight.

Link to comment
Share on other sites

I just rashly obtained this box due to loving the way the models look and for the apparent challenge to get her to work. Is she at a disadvantage against most other masters? I know she's "anti ressers" and all, but apart from the no-corpse-counter thing, what kinds of things are great/not great about her?

Outside of Freikorps Specialist, Lady J is the only counter to summoning factions that Guild has access to.

 

She also is one of the few models in Guild that can remove conditions.

 

Her upgrades allow her to become more mobile and to put out more damage.

Link to comment
Share on other sites

In the words of a friend, "she speaks to my inner Barbarian."

 

In many ways, she is a guided missile. aim her and things die. I don't know that I'd say that Fransisco is a must have for her. He is very good, yes, but she has other ways of increasing defense, and if you bring Guardian, the double positive on defense and the healing are enough to keep her alive far beyond the point where your opponent will weap. Fun fact: in a melee with Lilith and Nekima, My opponent struggled to keep Lady J wounded.  and she doesn't use tomes, so the armor bonus for the guardian is easy to get. add in some other source of healing, like malifaux child, and she is a nightmare for your enemy.

 

I still find her one of the least interesting masters in guild, but she is a very good choice in most games.

Link to comment
Share on other sites

Outside of Freikorps Specialist, Lady J is the only counter to summoning factions that Guild has access to.

 

She also is one of the few models in Guild that can remove conditions.

 

Her upgrades allow her to become more mobile and to put out more damage.

On your first point I need to quote yoda "no, there is another"

It's sidir.

Lots of summoned things come in wounded - often quite severely. Since summoned models come in slow, his tactical action (1) empty the magazine with its "cull the weak" trigger on a ram means 4 damage to them. It is perfect of killing spiders.

Link to comment
Share on other sites

 

She also is one of the few models in Guild that can remove conditions.

 

 

I'd like to point out that Guild as a faction is very good at removing conditions. It's a very good ability which should not be spread too far in my eyes. Thus, during the beta every time someone proposed it for an additional Guild model, I argued against it. Off the top of my head, I can think of seven models in Guild that have this ability in some way, plus Mercs. I don't think another faction has as many condition removers.

 

This doesn't have much to do with Lady Justice, though. Her condition removal pulse is situational, but potentially very strong. I think that is an agreed upon fact.

Link to comment
Share on other sites

I just started Malifaux about 6 months ago with 2nd ed and Lady J. I think that the biggest thing I learned with her since then is that her upgrades really make a huge impact on how you play her. For example, the Implacable upgrade is one of my favorites. The ability to lock everyone within 2" down is great, especially against models with a 1" melee. I find her to be very good at killing but if you can scare your opponent with her potential damage, she quickly turns into a huge piece of board control and forces your opponent to either deal with her or run, leaving the rest of the crew to drop schemes and score on the strategy.

Link to comment
Share on other sites

Thanks for the replies all! Just a little spooked by some of the other masters floating around there. So, generally speaking, is she better at the forefront initially, or is she better played as "clean up" after other models engage. I played a couple games last night and found the scales to be a bit lackluster as it almost forced me to inefficiently use ap to use abilities in order to burn cards. Other crews tend to go through cards about as fast as I do, so I found I was only able to draw cards without regularity. Positioning of the scales coupled with accomplice would probably be the key to this, but does require a bit of planning, naturally. Sue also seem like he'd be amazing vs. rezzers. The big issue I've been having is the whole having 3-4 lures going off against a high profile unit of mine before getting pounced on by the rest of their crew, so sue's - flip to CA seems like it'd be a good bubble of protection.

Link to comment
Share on other sites

Oh, Franc is a must have for her. Well actually he is a must have for nearly every guild list, but for her he is even more must have

 

Franc is only good if the people you are playing with are new to Malifaux. In an environment full of veterans he has a very very low life expectancy to the point where I'd just consider him to be a 8ss punching bag. Think of him as training wheels for your master. Once you learn how to pilot your master you should dump him and pick models that dont rely on your opponents being bad to be good. 

Link to comment
Share on other sites

scales is good if you really want to push pine box - making death marshalls Wp7 goes a long way when keeping things buried.

 

as for getting the card draw, you could just announce the scales as first activation of a turn, go defensive with it (ditching a low card) and then use its ability to draw a new card as you'll now have less than the opponent.  An occasional rush of magic to filter cards is not a bad thing.

  • Like 1
Link to comment
Share on other sites

scales is good if you really want to push pine box - making death marshalls Wp7 goes a long way when keeping things buried.

 

as for getting the card draw, you could just announce the scales as first activation of a turn, go defensive with it (ditching a low card) and then use its ability to draw a new card as you'll now have less than the opponent.  An occasional rush of magic to filter cards is not a bad thing.

 

Oh that's nice :D

Link to comment
Share on other sites

Outside of Freikorps Specialist, Lady J is the only counter to summoning factions that Guild has access to.

 

She also is one of the few models in Guild that can remove conditions.

 

Her upgrades allow her to become more mobile and to put out more damage.

 

Taelor is a pretty damn good counter if you ask me and everybody has access to her  ;)

 

Ramos summons an Arachnid "Welcome to Malifaux!" Smack!

Seamus summons a Belle "Welcome to Malifaux!" Smack!

 

She's tonnes of fun, durable and hits like a freight train!

Link to comment
Share on other sites

Taelor is a pretty damn good counter if you ask me and everybody has access to her ;)

Ramos summons an Arachnid "Welcome to Malifaux!" Smack!

Seamus summons a Belle "Welcome to Malifaux!" Smack!

She's tonnes of fun, durable and hits like a freight train!

But Nico can res them and chain activate them with immunity to slow. D:

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