Forum: The Resurrectionists
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Thread: going to start molly
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03-08-2012, 04:34 AM #21
Drop the RN. Damage is irrelevant with Molly because you won't be doing any and its far too big and fragile to really remain significant for more than a turn or two.
Crooligans are underwhelming but if you play your cards right, they're fairly powerful models for denial, and can swamp down ranged-focused models pretty well.
Molly Squidpiddge is going to spend most of the game card starved for the suit and numbers she needs so be ready and willing to spend more than one turn using all of her AP popping Gorgon's Tear and Uncontrollable crying and just walking.
If you take the Grave Spirit and hook it up to Molly and take enough Crooligans and manage somehow to produce a couple Doxies, you'd actually be fairly powerful against ranged heavy crews.
Otherwise you're going to be fighting uphill most of the game because nothing readily available to you is hard hitting or altogether durable.
Remember that your Rotten Belles aren't as disposable as with any other Resser leader because it takes Molly 2 Corpse Counters to summon instead of one, so your numbers aren't really replenishable.
Also good luck getting Imbue Vigor, because that's pretty awesome when it works.
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03-08-2012, 04:48 AM #22Fire Walk with Me Rank: Touched
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Just so I understand this correctly. Does the spirit effect only take effect after the first damage flip? Or does it take effect in time (i.e. "on hit") to be of use against the damage flip of the attack that triggered the spirit effect?
I hope that made sense
I'm quite confuzzled when it comes to the timing and resolution of triggers, so I hope you can give me a pointer to how this works. Thank you
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03-08-2012, 04:57 AM #23
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03-08-2012, 10:42 AM #24
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03-08-2012, 11:08 AM #25Cheated Fates Radio
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The best part of molly as leader was it made me really enjoy immortal sybelle. Brought sybelle back 3 times in tie vs viktorias at 25. Molly is an uphill battle but her fun comes from the fact her fluff is great. She could benefit from sue or really anytime of draw mechanic but she doesn't have the ability to hire him by herself.
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03-08-2012, 11:16 AM #26
Wow so much hate for such a small girl. Poor Molly.
Im not going to try and tell you that Molly is an end all winner, becasue her crew selection is just far too limited. But I will say don't get discouraged by her and she is a lot of fun.
Molly has a few advantages that you will need to learn in order to play her.
#1 is speed. Its mask intensive speed, but speed none the less. Work Madame Sybelle and Rotten belles into position and work those objectives. If you any Mission where you can claim 4 points and not lose them (Anything with Evidence comes to mind) Molly can get you there as well as any Resser not named Kirai.
#2 She isn't a chump to Kill. Its nice to have a master who can stand up to a hit with out other models protecting her. Not saying you want her staring down a Vicki or anything, but she will surprise you with how hard she can be to kill.
#3 Wrecks the living. Unfortunate that so little of malifaux is alive, but Molly can force a lot of Morale duels with her AP. Terrifying and Reveal Philip can force those pesky guild guys to head for the hills.
#4 Necrotic Machine. Kill your opponents biggest threat. Thats about what his card says. I usually dont re-summon them since they aren't signifigant and dont leave a corpse when they sac, but they are sooo good.
Molly's biggest weakness is that she has the worlds most limited crew, Including 4 totems she has access to 9 models. And there isn't a lot of ability coverage. The Rogue Necro is require since nothing else in the crew can really deliver a melee punch. Also it leaves behind a lot of bodies when it dies, and it pretty much always will. Sybelle is a must take since she gives you a lot of movement tricks and a belle Alpha strike. But until Molly gets some cheap hitting horrors she will always have trouble.
I would say the absolute most important thing to remember with Molly is that Malifaux is objective based. You can kill everything your foe has and still lose the game. Molly is good at getting objectives, so keep your focus and grab every VP you can.
On a personal note Im not sure why your taking the Student of Conflict, Molly's ap go waste often enough without spending 4 points to make her fast.Last edited by Zephir; 03-08-2012 at 11:19 AM.
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The Following 2 Users Say Thank You to Zephir For This Useful Post:
col_blitzwell (03-08-2012),Hjelmen (03-08-2012)
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03-08-2012, 12:38 PM #27
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03-08-2012, 12:59 PM #28Rank: Touched
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I take the SoC to give the RN fast or some1 else because from what i seen/read the crew need some more ap. It seens like it would help you in almost all games
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03-08-2012, 01:51 PM #29
4 stones is a lot to spend for an immobile AP generator. its going to take you more than 1 AP for the Belles to get it into position if you want to use it each turn.
It's not the worst thing, but is not amazing for four stones.
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03-08-2012, 02:10 PM #30
No doubting the usefulness of an extra AP here and there, but the Necro machine is amazing, the ability to 1 shot any non-master for 2 stones and maybe 1 from your cache to boost the total is a steal.
My necro-machine boasts a hefty resume of Kills; Lelu, Mature Nephlim, Lucius, Executioner, Nekima. (wow i seem to face NB and guild a lot)
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