Forum: The Resurrectionists
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11-13-2011, 10:37 AM #11Whippersnappers!
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I would not burn the cards or soulstones casting reanimator to bring in a canine remains.
As mentioned above, if you were a big fan of Crooked men, they would give more utility. Punk Zombies are also fantastic with bolster. I am also trying to learn them better, but a crooligan might be fun. Also, later you mention wanting to use hangman's knot on the Hanged to draw someone closer. If thats the case, consider summoning a Belle instead of the dog. Lure has a greater range and with the belle's +4Ca bonus, has a better chance of success.
Basically, I think almost anything you could summon would be better than the dog.
Was the intention that the dog would be getting corpse counters back to nicodem that the flesh construct was killing?
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11-13-2011, 07:28 PM #12
Yes that was the plan, also the Canine Remains have a Trigger that reduces defenders WP by -2 until games end. Pandora and her group are very WP heavy on their attacks, and so far I have seen that WP tests are pretty much her groups 'bread and butter' for dealing mass amounts of low wounds.
This leads me on to the using of the Flesh Construct (but I fear I have either misread, or read too much into, his ability).
Immune to Influence: Ignore effects that require the use of Wp when defending in a Duel.
Have I read too much into this ability? Am I correct in thinking that the Flesh Construct is pretty much immune to any effect of an attack that has Rst: Wp? For instance Project Emotions, or any of the other Rst: Wp abilities/spells/duels that a Pandora-led group constantly casts? Would this also work against Pandoras own ability of dealing a wound to a model within 12 inches if they fail a Wp duel? Again, I fear I have read way too much 'power' into this ability. If I have done so, then I will be taking a long hard look at the list I have proposed to use.
Cheers.
DF
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11-13-2011, 10:06 PM #13
You are correct!
Sadly, Pandora strips that ability from all models within 12" automatically.
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11-14-2011, 12:39 AM #14
Say what?! Looks up card... sigh. Well that changes that then... New list.
Nicodem
Grave Spirit
Mortimer, The Gravedigger
2x Canine Remains
Crooked Man
The Hanged
Try to exhume with Mort, Reanimate a Belle with Nico, Buff everyone with Nico, Use Belle &/or The Hanged to 'lure' someone if in range, attack with the canines.
Cheers
DF
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11-14-2011, 01:45 AM #15aka Johnny Rank: Extremely Wyrd
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As you seem to be a fan of the Hanged, maybe consider picking up Jack Daw as well. By actually running it in a Rezzer crew, you're less prone to the drawbacks that you'd face if you hired the Hanged through Jack's ability instead.
I've played against a Seamus crew with both Hanged and Jack Daw. It wasn't a fun match. I believe I only barely scraped by on VP due to Deliver a Message. As you're still not using Strategies and Schemes (which is a good move at first and I highly recommend it), you're limited to all out annihilation of your opponent's forces. Good combinations of ranged attacks, or spells that pull enemy models into your range, coupled with resilient models that can take as much of a beating as they can dish out will serve you well.
Although flavor-wise Mortimer is paired with Nicodem and Sebastian is paired with McMourning, there's nothing to stop you from running Sebastian as your dog factory while Nicodem brings in the better models.
Don't overlook using a pair of Vultures to extend Nicodem's range on spells. I've very nearly taken out McMourning turn one using Decay through Magical Extension and / or Eyes and Ears (as they were not engaged in melee). The only thing that had saved him was a lucky red joker flip from spending a soulstone for an extra card. Any number less, and I'd have finished him off. Spamming a spell may be cheap, but it's oh-so-effective when need be. Besides, nothing seems to break an opponent's morale more than losing their master that early in the game.
If you're still playing without terrain, paying attention to and being good at judging ranges is paramount (despite what may have been said about it not being an essential skill for Malifaux). Having an open field with just the Ht of models to provide any obstruction to LoS can be a terrifying game, indeed, especially when facing down models with long ranges (16"& 18" or the Pigapult's 24").
If you are using terrain, judging range is still important, but using the terrain to your advantage while making it work against your opponent is key. If your LGS doesn't have terrain or TerraClips, get creative with inexpensive items like cardboard or styrofoam. Any terrain is better than no terrain at all.Last edited by i_was_like_you; 11-14-2011 at 03:14 AM.
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11-14-2011, 09:40 AM #16
Jack Daw - Check. Will add him to my next order.
I played my game this afternoon using the above minis. It was great. Crooked Men *big thumbs up*. The fear alone of their Cave In spell is enough to turn a players attention to them. That freed up my The Hanged and my summoned Rotten Belle to Lure in and Hangmans Knot a Sorrow to death in one round and in another to Lure in and Whisper From Beyond yet another Sorrow. In the end, Pandora was dropped by a Cave In, taking Severe damage from a 5 (3x Blast) damage flip. Boosted Canines took care (eventually) of Candy, and a summoned Flesh Construct working with a Lure'ing Rotten Belle, tag teamed Baby Kade to take him down.
When things work... DAMN!! This Nicodem group simply ate through the Pandora group. But I'm not silly. I know I was very lucky this game.
As to the above post...
Store has scenery (as do I at home). I actually have a dedicated gaming room with a 6'x4' tabletop and a 8'x4' Gaming Cabinet that I built, with help from the wife.
Estimating ranges is not a strong ability with me, but I do my best. Still getting my head around the idea of a 3'x3' gaming surface. Been playing on 4'x4' or 4'x6' for too long.
I am slowly looking into all the different possibilities with the minis I currently own, and can't wait for my next order of goodies to arrive.
Cheers for all the help/assistance guys/girls.
Cheers
DF
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11-15-2011, 04:38 AM #17aka Johnny Rank: Extremely Wyrd
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Glad to hear it went well. Seemed like a fairly well rounded list. Sounds like you rounded it out even more with the models you summoned. Yeah, when everything goes right, it can be amazing. Other games you wonder who took all the cards higher than six out of your deck. I watched a guy at one of our LGS get stuck with the black joker on important flips, three turns in a row.
Have you been using the Crew Creator that Ratty made?
http://malifaux.com/Crew.php
It's amazing for whipping up crew ideas. It's even very smart phone friendly. Got a new idea for a crew and don't wanna lose that idea, plug it into the creator, click text, copy paste it over onto a memo so you have it for later.
3'x3' is so limiting some times. We've worked on our crew until we think we've got it just right to handle anything. Then our opponent is playing a Speed Racer crew like Colette or Collodi, and they just achieved half of their VP in one turn. Great, just great. Oh, look, now they're eliminating any models we get near our objectives...
Power Ritual with Colette is an automatic 2 VP. Those Cories are just too fast. Taking Kill Protegee has proven to be a good way to balance that out, as Cassandra has died against me in every game I've played against Colette. Usually in the first few turns.
So far I've been fortunate enough not to have had to face down Collodi, but that time will come.
But I digress.
It's handy to have quite a few good crew builds ready for a range of opponents, strategies, and schemes. If you know you're facing a fast crew, consider having your own fast crew ready to go, or maybe one with enough staying power, which, with Nicodem, rezzing more models into the fight should offset our terrible losses early on.
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