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Made in gb
Deacon



Leeds, UK

The Point of this thread is to have a more detailed account of one of the Ten Thunders Masters as I seem to have stumbled (unintentionally) upon a master I just love



 Alfndrate wrote:
So this is a little idea I had as a way to resolve 1 or 2 issues we seem to get here in this section of Dakka, with the exception of one or two regulars, there seems to be little activity until a new player jumps into the conversation and asks about a specific master. While those threads are still good, a question we often get asked is "where do I go from here?" Malifaux is extremely fluid in it's play, the same list you take for one encounter might be different than another. This could be due to the cards you flip/draw, the strategies, schemes, or even your opponent's play style. So this thread will start us out, and I encourage anyone else to start threads like this for the other factions .


So I've played a few games with Mei Feng lately and would like to put my thoughts on paper about this master and my findings. First a little blurb about Mei Feng.(not my own work, taken from pullmyfinger - Mei Feng Wiki - Crew List)

Mei is a Dual Faction Master who can be fielded as either 10 Thunders or Arcanist, While Mei's abilities stay the same , she has a different selection pool.

Models Available in Either Faction
Fire Gamin
Kang
Metal Gamin
Rail Golem (Special Forces: M&SU Asset)
Rail Worker
Willie, the Demolitionist



As an Arcanist Master, Mei Feng may select her crew from the Arcanist Faction list, as well as any models with the Mercenary characteristic, these include

Arcanist non-Frozen Heart Minions
Angelica
Arcane Effigy (Special Forces: Doll)
Cassandra
Coryphée
Coryphée Duet
December Acolyte
Decoy
Electrical Creation
Fire Gamin
Gunsmith (Special Forces: M&SU Asset)
Hoarcat Pride
Joss
Kang
Large Steampunk Arachnid (Special Forces: M&SU Asset)
Malifaux Raptor
Mannequin
Mechanical Rider
Metal Gamin
Moleman
Myranda
Performer (Mercenary)
Rail Golem (Special Forces: M&SU Asset)
Rail Worker
Razorspine Rattler
Sabertooth Cerberus
Slate Ridge Mauler
Soulstone Miner (Special Forces: M&SU Asset)
Steamborg Executioner
Steampunk Arachnid
Steampunk Arachnid Swarm
Union Miner (Special Forces: M&SU Asset)
Willie, the Demolitionist

In Brawls (which I have yet to play she can hire Arcanist Minions with the Frozen Heart ability, for completions sake I will include the list here

Arcanist Frozen Heart Minions (Brawls Only)
Blessed of December
Ice Gamin
Ice Golem
Silent One
Snow Storm



As a Ten Thunders Master, Mei Feng may select her crew from the Ten Thunders Faction List, as well as Fire Gamin, Metal Gamin, Rail Golems, and Willie, the Demolitionist, plus any models with the Mercenary characteristic.

Ten Thunders Minions
Clockwork Trap
Mr. Graves
Mr. Tannen
Oiran
Ototo
Ten Thunders Archer
Ten Thunders Brother
Torakage
Toshiro, the Daimyo
Wastrel
Yamaziko
Yin, the Penangalan (Special Forces: Horror)


(I know its the Outcast Symbol)

And finally the Mercenaries

Mercenary Minions
Ama No Zako
Bishop
Convict Gunslinger
Desperate Mercenary
Freikorpsmann (Special Forces: Freikorps)
Freikorps Librarian (Special Forces: Freikorps)
Freikorps Specialist (Special Forces: Freikorps)
Freikorps Strongarm (Special Forces: Freikorps)
Freikorps Trapper (Special Forces: Freikorps)
Hamelin
Hans
Killjoy
Lazarus
Performer
Jack Daw
Johan
McTavish
Misaki
Oiran
Ronin
Sue
Ten Thunders Brother
Taelor



Mei Feng, First, she has a learning curve. It's not as extreme as Kirai, but it's up there in complication. I do not recommend just picking her up and diving in to a game; you're going to have to study her card. The amount if triggers she has, and knowing when to use them is the key to unlocking Mei's potential. Every single one of her spells and abilities are amazing. This post is more about her crew than her, but stick around; I talk about her interaction with the crew. I'm sure once I had more games with her I'll be able to write a guide of sorts but for now here is an example chart of Mei's Triggers



Looks simple does it not?


Automatically Appended Next Post:
So as I eluded to in my other thread (By Thunder!) here is my default Mei Feng Crew, 30 Soulstones as that seems to be the current game size that I play with the occasional venture to 25/35.

Mei Feng -- 5 Pool
Emberling [2ss]
Kang [8ss]
Rail Golem [9ss]
Rail Worker [5ss]
Willie, the Demolitionist [6ss]

This is the "Starting Crew" the Rail Crew Boxset
the Rail Golem, and Willie, the Demolitionist.

While not an 'Optimal' Build by any means it does give me the majority of the Rail Crew theme (with possibly the Fire and Metal Gamin included) however for the time being I think that 6 models to discuss is plenty.



Automatically Appended Next Post:


So I'll start with my favourite (at the moment) Kang. I'm in love with this model. Everything about him is amazing, except for his walk. He only has a walk of 4, which makes him slow and possibly vulnerable; but I've got a fix for that. While I can't speed Kang up (well apart from Seismic Punching), I sure can protect him. I link the Emberling to Kang turn 1. Turn 2+ the first thing I usually activate is the Emberling and have it Vent Steam, which protects Kang. After this, Kang can go on a rampage, without being able to be targeted. Practice placing your Emberling with link, due to Kang being a 40mm base, he can be seen through the steam. It still gives your opponent negative flips, but proper positioning of the Emberling can stop your opponent from seeing Kang entirely.

I have also theorised a possible extension to this If I wanted to be super dirty, bring a Metal Gamin to protect Kang. This lets Mei come in with Railwalker and provide some backup for Kang. But at the cost of 13 SS, almost half of my crew gone.

This message was edited 2 times. Last update was at 2013/03/12 08:59:46


   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Thanks. I have been thinking about making a crew with her. I run guild but every now and then I think about jumping to a different master. We mainly play 50 soul stones games.

Mei fang
Emberling
Kang
Metal gamin x2
Rail golem
Rail worker x3
Willie the demolition it's.

That leaves a 6 soul stone pool. Run as ten thunders just to use those different schemes.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in gb
Deacon



Leeds, UK

If you have a lot of guild why not try out McCabe? He is a really fun flexible master that can be customised further by the relics you buy.

I wrote another long section about railwalking but it got lost on the ether somewhere but I dont think you'll need that many rail points and constructs. Maybe drop a Gamin and Worker in favour of a 10T brother and extra SS (they deplete fast when you need to cheat triggers) You could also try out Torakage switch was a Gamin then Railwalker Mei to that spot to lay out some damage then assume a badass pose.

If you want the Arcanist Route I think that perhaps Johann would be a great substitute for Kang as it affords you basically the same thing (abliet Ht 3 IIRC) for cheaper, again adding that thall all important Soulstone Pool


Automatically Appended Next Post:
Ok so I'll try again to post up my thoughts about Rail Walking and the thought process (for me) in regards to this and crew selection.

Now, for those un aware, Rail Walking is a (1) spell that requires a 7+ of any suit to cast and it allows Mei to hop to two friendly constructs or Rail Workers within 5" of each other, obviously models with Large Base sizes such as the Rail Golem and the LSPA benefit greatly from this as it allows slight additional movement resulting in being able to move Mei up to 13" a turn from single action. Most of the time this will be used to either get Mei into combat or in a pinch out of combat as the spell is a place effect and not a move or push. Express Line (Tome Trigger) allows Mei to make an additional stop in the line and in effect allows her to move an impressive 15-20" (large base sizes)

So essentially a list will require 2-3 Minions to allow her to Rail Walk about the board, these do not need to be the fastest Minions in my opinion but rather those with the ability to take a lot of punishment, or alternatively construct a crew who you can obscure with LOS blocking effects (Emberling).

Now my current crew have a bit of a mix, I have the Rail Golem which I plan to use as the 'Offensive' node of the Rail Link having him Roam forward and hope that my opponent clusters together so that I can Rail Walk Mei into combat and start using Jackhammer Kicks, and Tiger Claws to bounce my way around the combat for which I will require a large amount of Soul Stones to fuel. I also have the Rail Worker who acts as a Floating anchor, he is more defensive and will look to get into cover so that I can pull Mei out when (and it is WHEN) I over extend Mei.

Really I just aim to use Rail Walker to transform Mei into a pseudo nimble and Melee Expert.

So with that in mind I have a revision to my 30SS Crew

Ten Thunders Crew - 30 - Scrap

Mei Feng -- 8 Pool
Emberling [2ss]
Rail Golem [9ss]
Rail Worker [5ss]
Rail Worker [5ss]
Renegade Steamfitter Johan [6ss]

Or if I want to play with my Willie (this is Wyrd's fault...expect a lot of these jokes)

Ten Thunders Crew - 30 - Scrap

Mei Feng -- 8 Pool
Emberling [2ss]
Rail Golem [9ss]
Rail Worker [5ss]
Rail Worker [5ss]
Willie, the Demolitionist [6ss]

This message was edited 4 times. Last update was at 2013/03/12 21:51:23


   
Made in gb
Deacon



Leeds, UK

In regards to the floating anchor of the Rail Worker, I have been thinking about the inclusion of a Metal Gamin as the Defensive anchor of the Rail Line. He can also be used aggressively and can support Mei with a (0) Charge action should be able to keep pace with her while she is bouncing around the field

   
Made in gb
Deacon



Leeds, UK

Tried a box set Mei Feng vs Misaki last night as well as a few other small scale games.

No Bat Reps in the usual format as it was more me trying to figure out what was what and how to write this up so that people can try and get a grip of the crew

I had destroy the evidence and picked the Ten Thuders scheme of 2 dual faction personalities and her own connect the line scheme.

I didn't get a chance to see Kang do very much - Misaki killed him on turn 2 before he could activate. He looked like he might have promise, but is a 4 walk beatstick. I like the potential he offers to living lists with the cb boost, but that plays against Mei's Railwalker spell wanting Constructs. In all honesty I can't truely judge his worth from the game, but he didn't do anything that Johan or Taelor couldn't have done.

Railworkers were ok. They did well against the tokarage thrown against them. They did nothing to Misaki over several attacks, but were able to take a reasonable beating. Armour 2 defence trigger is certainly a handy use for a low tome. Their weapons were quite handy. Whilst the other uses are situational, I'm never going to object to a paired weapon . That is has those other uses makes it even better.
They have the advantage of being living for Kang, but still usable for railwalker. Not sure I'll normally field 3 of these, they are a little slow, but they certainly have a use. And if I put down the rail golem, he is going to love those extra burning tokens.

Emberling. Its an armoured Spirit, with a good df. It has arcane resevoir, and mei will love that extra card. Link can help it be where you want it to be. Having a vent steam supporting a group of people could be very handy. I think there are 4 possible spells from magical extension - a melee spell, railwalker for movement, burning counters to models in a Vent steam aura and an area push.
I can see me using it most of the time I use Mei. Its probably more use than an essence of power or a student of conflict. I wish it were a construct, but you can't have everything.

Mei Feng was a powerhouse in this game for me. She railwalked into Misaki on turn 1, and went past her to kill shang, a tokarage and Ototo before comign back to finish off Misaki. to make the best use of her, and there was a lot of dithering over what manner of attack I wanted next, and what I wanted to trigger. I also forgot half her rules.
She isn't as fast as people first thought, especially from the box. She needs a construct to have got there first. But what she can do is re-deploy well.
I felt dissapointed if I didn't do at least 6 things a turn.

Her personal scheme was very tough, but I covered the first half of the board in the first couple of turns, and spent the last two running to the far end of the board to make the connection. I feel a faster model in her crew would help here, and if it is rail walker targetable even better.
One thouight that has come to me, is that she would team up with Colette very well in a brawl, with a manniquin linked to Cassandra and a corephyee duet as well as all those doves.
Otherwise you need to pick a focus. Whilst I like her scheme, its pretty hard to do and you almost need to pick a crew just to focus on that.
She can go for a burning theme with Kaeris and the rail golem.
She can go for construct heavy to make the most of her railwalker. I'm not sure which constructs I would pick, but there is a wide enough range in Arcanist (or Ten Thunders)
colours to probably fit your aim.
Kang probably wants to go in a strongly living list, probably with Union miners and Johan.

I ran Kang with two railworkers and two miners, as well as other stuff, against Nicodem. Thanks to the miners, I was able to pull of a companion Alpha strike at a key moment, decimating my opponent's crew, and nearly toppling Nico. He was able to bring out a ton of zombies, but he could not escape from Mei and the miners who just kept after him, finishing him off in the following turn.

The main reason I bring this up is because Kang facilitated much of that success. He was able to put up his cb boosting aura, and killed a flesh construct, giving all living a positive twist. Once this was done, a railworker dropped two dogs, another dropped a punk zombie, Mei and a miner mangled Nico, and controlled his objective. Without the boosts from Kang, I'm not sure I could have put on as much pressure as I did. He is definitely a worthwhile piece if used correctly. And Mei is not as Construct dependent as people seem to think

I think the miners and the Rail workers are comparable to some degree. The Workers have a little more versatility, and some more survivability in some situations, although the miners do well just by not being there. As for the spiders, in this case I would have to say no, spiders would not have been better. With the spiders I would not have been able to get off the alpha strike, which really is what handed me the game. Without the alpha strike, I would have been subject to his activations and taken significant damage as well. The alpha strike allowed me to go through about 60% of his crew, cards, and stones before he could do anything, as well as set up some things to improve my own durability.

I've been playing around with the idea of a living M&SU crew ever since I learned about Kang, and will look to start putting it on the table once I purchase and finish up my miners. The addition of the rail crew seems to be what the crew needed. It hasn't had any table time yet, so I'm not sure how it will fair in many situations yet, but should be fun to play.

So general findings so far

Kang is a lovely melee piece. I can't advocate his "you can try..." trigger enough. I like to save up those high masks for this rather than Mei, as whacking someone in the face with a shovel/hammer during their turn is hilarious and powerful (the best combination). I think I'll be linking the emberling to Kang in turn 1, and then (1) seismic punching him forward, (1) floating in front of him, and (0) vent steam to hide him (and others) during the advance. Then when Kang wanders forward, the linked emberling will bounce with him to continue his consealment. A first turn method which is intreaguing me (depending on the strategy etc) is to set up a train of Kang-Emberling-Mei. Then seismic punch - walk - seismic punch with mei, and seismic punch - float - link with the emberling, so Kang is 9" forward before he's even activated. Hopefully that'll let him get stuck in sooner.

Willie is amusing, and can be pretty nice for his blasts. He seems to be public enemy number 1 though, so doesn't survive too long, and also has no actual synergy with Mei. Perhaps a metal gamin would help to protect him, but when I'm choosing crews, I tend to put him in because he's amusing and a distraction, rather than because I'm actually expecting him to achieve anything. The psychological area control of dynamite markers is pretty good, and being able to target stuff with no line of sight is also pleasant. Needs more investigation.


   
Made in gb
Deacon



Leeds, UK

Ok so i have made a few purchases lately and have decided that I would try and run the following Living M&SU themed Mei Feng Crew

30SS Scrap

Mei - Cache 8
Emberling - 2ss
Rail Worker - 5ss
Rail Worker - 5ss
Union Miner - 4ss
Union Miner - 4ss
Johan - 6ss

I know that I am 1SS over my Cache limit but for the time being I am happy to save it for a strategy reflip if neccessary

20SS Sideboard

Rail Golem - 9ss
Kang - 8ss
Speampunk Arachnid - 3ss



I was also donated the Kaeris Boxset (leaving Hobby, something to do with Wife and Children) so I figure that I might just add Mei and The Emberling and make my enemy feel the burn

35SS

Mei Feng - Cache 6SS
Emberling - 2ss
Kaeris - 8ss
Fire Gamin - 4ss
Fire Gamin - 4ss
Fire Gamin - 4ss
Gunsmith - 6ss
Gunsmith - 6ss

This message was edited 2 times. Last update was at 2013/03/21 14:56:08


   
Made in gb
Deacon



Leeds, UK

Carpe_Jugular wrote:



I was also donated the Kaeris Boxset (leaving Hobby, something to do with Wife and Children) so I figure that I might just add Mei and The Emberling and make my enemy feel the burn

35SS

Mei Feng - Cache 6SS
Emberling - 2ss
Kaeris - 8ss
Fire Gamin - 4ss
Fire Gamin - 4ss
Fire Gamin - 4ss
Gunsmith - 6ss
Gunsmith - 6ss


Well while the idea in principle works, once I lose the Gamin (which i do want to do to spread damage and accelerate this with Kaeris) I lose the biggest advantage to Mei (Rail Walk) this was evident in a game where I lost my Gamin by the end of turn 3 (damn shooty guild- Lucius). I feel that this was still a valid attempt and a valid tactic although I potentially need to swap a Fire Gamin for a Metal Gamin to provide Mei a defensive anchor or a companion to join in combats. Which makes the list look like:

Mei Feng - Cache 5SS
Emberling - 2ss
Kaeris - 8ss
Metal Gamin - 5ss
Fire Gamin - 4ss
Fire Gamin - 4ss
Gunsmith - 6ss
Gunsmith - 6ss

Anyways the point of this latest post is that I have put some thought into some of the Arcanist beatsticks/fast minions/board control pieces and made a few purchases namely

Mechanical Rider
Corephyee Duet
Oiran (Lure is up there in the top 3 spells in the game)

This message was edited 1 time. Last update was at 2013/03/26 12:51:09


   
 
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