Ep. 2: Molly2 - Bat Country

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  • Опубликовано: 18 ноя 2024
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Комментарии • 10

  • @gloomy8708
    @gloomy8708 10 месяцев назад +3

    Don't forget Molly 2 has Arcane Reservoir, so 7 card hand

    • @MalifauxShenanigans
      @MalifauxShenanigans  10 месяцев назад

      ...I absolutely forgot and will now sit in the corner of shame 😆

    • @gloomy8708
      @gloomy8708 10 месяцев назад

      😂

  • @bulwarkgaming4693
    @bulwarkgaming4693 10 месяцев назад +2

    I came here for Molly, stayed for the crack

  • @dougbrecher5677
    @dougbrecher5677 10 месяцев назад

    Great job! Keep'em coming!

  • @dougbrecher5677
    @dougbrecher5677 10 месяцев назад +2

    Crack-Bat ... what a list. Hahahaha.

  • @BeardMinis
    @BeardMinis 6 месяцев назад +1

    My favourite thing about all this nonsense is that it is all entirely in keyword

    • @MalifauxShenanigans
      @MalifauxShenanigans  6 месяцев назад

      I really love in keyword play. While a lot of the combos I call out on the channel hire OOK, in person I mostly just do KW with the occasional few versatile models

  • @SamSal-w3q
    @SamSal-w3q 9 месяцев назад

    This sounds like a straight up un-fun play experience for your opponent, it is a terrible thing to do outside of your Lgs buddies. But, that said math-ifaux your heart out.

    • @MalifauxShenanigans
      @MalifauxShenanigans  9 месяцев назад

      Yeah, a lot (if not all) of the combos I'm digging into would fit squarely into the LGS buddy play :D That said, I do have mixed feelings about this shenanigan for the reason you called out.
      On one hand I did try this at my LGS once and caught my opponent off guard. You're right, he didn't have a good time, and I retired the bats because we're there to have fun.
      Oh the other hand, I think this is much LESS unfun if you are familiar with the game plan since it's moderately easy to counter:
      1. 6 wounds with Concealment being the only defensive tech isn't too tough to take out. Force the Molly player to spend their resources. Some of the complex discard timing the way things play out require them to have 2 cards in hand before they get the card draw benefit, which might catch them off guard if the circumstances are right.
      2. If they bring the Forgotten Marshall to build/rebuild the combo, then the summons come in already hurt and it's easier to take them down again. Plus this is more resource strain on the Molly player since the Marshall doesn't have a free way to get the suit for summoning (grumble).
      3. Line of Sight requirement for both Molly and Philip can be blocked by shoving a fat base in one of their faces, which they don't overly enjoy in the first place, especially Philip's Def4. It might even be more effective to focus blocking LoS to the bat instead TBH, since Molly's attack moves you.
      I enjoyed the test and had a good time with it when I ran it, and there may be other opponents at the shop who I'd play this into and have a different result. Making normally benign minions into liabilities and threats is a playstyle I enjoy.