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Rathnard last won the day on May 13

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About Rathnard

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    Professor Pink
  • Birthday 03/19/1982

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  1. Actualy Guild is fine in this regard. There's nothing about the faction that that implies humans only. Rather, they're all characters aligned with the Guild organisation as a whole. So robots and other non-humans can justifiably considered "Guild". The same can be said for Neverborn, Ten Thunders and to a slightly lesser extent, the Ressers and Outcasts. Arcanists get a bit tricky since alot of the characters are M&SU, not technically Arcanist. However since the M&SU is basically a front for the Arcanist organisation then you can justify them as being Arcanist-aligned... even if the characters don't themselves realise it! (Mind you, a case can definitely be made to split the M&SU away from the Arcanists into their own faction...especially considering some of the recent developments in the story. But that's for another thread).
  2. What can I take with sonnia for schemes?

    Austringer? Deliver Orders should make them pretty good at getting scheme markers where you need them.
  3. Oh yeah, ditching Factions would definitely not be a simple thing. It's more of a mad-cap idea that would require alot of work to iron out any issues.
  4. Damn @Omenbringer, and here I was just suggesting a name change for the faction! Personally I agree that the game is due for an edition change, both to re-balance the model range wholesale and clear up parts of the core rules. Naturally, that'd also be the time to think about changing Faction names or messing with other aspects of the game. Regarding Factions losing their distinctiveness, I agree that it's been happening with successive waves, but I'm undecided as to how "bad" that really is. Delving into new styles for each faction can keep things interesting for players, for instance the Domadors (sp?) giving limited access to Resser minions for the Guild. Stuff like that makes me want to go back and try Masters/Factions I might have long since lost interest in, and that can only be a good thing IMO. That said, I personally like the idea of further restricting crew hiring pools, both to open up design space and to maintain tighter control over a given Faction or Master's playstyle. Splitting all the factions in two was an idea that I've pondered and seen discussed. In the case of Gremlins you divide them into "Bayou" and "Gremlin" Factions, with the model range being in one of the two (or occasionally both, dual-faction style). That would allow stuff like the Gremlins retaining a "random" theme (Bayou Gremlin style) while the Bayou Faction models are more uncontrollable (pig-style). The other idea I recently had was to almost do away with Factions altogether, and restrict Masters to hiring models with specific keywords. For instance Ulix would get Pigs while Ophelia would have to stick with LaCroix. Then you'd allow for limited hiring outside that starting pool, Merc-style. So Ophelia could hire a pair of Slop Haulers if she really wanted, possibly with a 1SS merc tax Anyway, none of this is up to me, so I guess we'll have to see what happens with a new edition, whenever that new edition comes along.
  5. Friday Preview - Doomseekers

    My desire to finally get these models is only slightly tempered by wondering when I'm going to find the time to paint them.
  6. While I absolutely agree that 10-T archers need a buff, I feel like you missed the core of why they're currently unplayable. It's true that they're ridiculously fragile, easy to counter and hence overcosted for what they do, but the main issue is that they're a sub-par shooter surrounded by in-faction shooters who are far superior in almost every way. It's not just the Katanaka Sniper that the archer competes with. It's the Pathfinder, the Samurai and even the Austringer and Rifleman (with McCabe) that completes for the same space as the Thunder Archer. All of those other models have something that makes them stand out from the rest, something that gives you a reason to take them in the right circumstances. However all the Archers have is Blot the Sky (which isn't that great, even with the upgrade) and the ability to ignore other models and shoot into engagements, neither of which is worth the price tag. If the archers were 5SS then I think they'd be at least worth considering. At 5SS they'd be a fragile, yet cheap shooter who can support your crew from behind your lines, which gives them a decent niche in the otherwise competitve world of 10-T shooters. Yamaziko...she might be fragile but I think she's alright for a 7SS Henchwoman. Min Damage 3 is pretty boss (especially for 10-T) and the discard from her "Tactics" action is brutal when combined with an Assassination-happy Misaki. I've taken her with Misaki before, and I'd gladly take her again. High River Monks are sadly just a mess. They offer nothing of note beyond MAYBE putting Burning on models Mei wants to hit. For 6SS, an okay damage dealer just isn't enough, especially in a faction that excels at having versatile models with multiple roles. If I was to try and fix them, I'd probably draw from Carlos Vasquez's/Shenlong's rules and do some of the following; - make them immune to Burning, then gain Armour equal to their burning condition - Give them Shenlong's lightning kick, complete with 3" melee range and possibly blast damage. - Give them Carlo's Flaming Fists attack, complete with 3" range and triggers to spread burning or remove burning from the Monk for extra damage. If nothing else, I think the 3" range would give them an interesting niche, and make them super-annoying to attack once they charge in.
  7. So a bit of late night thinking when I should be doing other things - do you think the Gremlin faction should be renamed? The naming of the Gremlins Faction has always been a pet peeve of mine. Purely from a rules perspective it causes a bit of confusion when rules start referring to "friendly Gremlin models" - does it mean models with the Gremlin characteristic, or anyone from the Gremlin Faction? I think the community generally agrees it's always the former, but Gremlins are still the only Faction with this potential issue. On top of that, you've got the fact that the "Gremlin" Faction isn't really just Gremlins. You've got the pigs and Zoraida of course, not to mention an increasing number of swampfiends (First Mate, Bayou Gator), humans (McTavish, Bayou Smuggler), and even the occasional curveball (Akaname). So while the Faction might still be primarily filled with Gremlins, to calling it the "Gremlin" Faction no longer represents who they are as a whole. As per the title, I think my favourite replacement name right now is to name them after their common home - the Bayou. Right now the Bayou is the only thing that unites every character in the Faction (at least as far as I can recall), so it seems fitting to name the Faction accordingly. Thoughts?
  8. So another possible clue I missed until now. The Emberling (Mei Feng's Totem, back in Book 1) has an ability called "Spawn of the Ember Dragon". It might be a bit of a stretch, but do you think this could be a link to the other half of the Tyrant, Dragon?
  9. Oh damn, you're right @Carecalmo. And here I was, thinking I was so smart for picking up on it. post has been edited to erase my shame.
  10. Beginner Misaki

    Personally I'd recommend Samurai, Mr Graves and either the Obsidian Oni or Low River monks. Samurai give you some great shooting and tempt your opponent into cheating to make them miss (very handy when Misaki has her discard or die "Assassination" trigger). They're also pretty tough and solid in melee, so there's very little not to like about them. Mr Graves provides another melee beater, plus he can help push misaki into position to save her walking like some kind of chump. Obsidian Oni pair really well with Samurai (they can heal them easily, plus they're decent at both range and melee), and Low River Monks are good support models who also offer healing, but additionally condition removal and scheme marker placement. They're also very cheap in SS, so well worth having. There's other great options for Misaki or Ten thunders in general, the common ones being Tengu, Yasunori, Lust, Sensei Yu or the Shadow Emissary. But despite what some might say you don't NEED them to have a good Misaki crew. Most of those are also pretty expensive or come with other models your friend might not want, so there's no need to rush into buying them.
  11. Broken Promises Fluff Discussion

    If you're after more background on some of these characters then the TTB books can be a great source for it. For instance the Bandersnatch has an entry in Under Quarantine (IIRC) and the Autumn Knights get a pile of extra detail in Nythera. I know it's not exactly what you're asking for, but I thought I'd point it out nonetheless.
  12. UPDATE TIME! With the recent release of TTB 2nd ed, Broken Promises, yet more TOS info and the Homefront campaign I've gone through the original post and updated the entries accordingly. The TTB core rulebook in particular is a great source of info on the history of Malifaux and the Tyrants. I think most of the Tyrants/characters have been updated to some extent, the biggest ones being Shezuul, the Dragon/s and Witness. There's also a significant development for Lingxuzi, - I'm pretty sure I've figured out his identity in Malifaux.
  13. Broken Promises Fluff Discussion

    I'm a Barbie Girl, In a Barbie World, Life in plastic, It's fantastic! You can brush my hair, Undress me anywhere, Imagination, Life is your creation,,, --- So for a story that was the arguably least impactful on the Malifaux lore, the Guild story was actually one of my favourites this book. I enjoyed it purely for the the character interactions. Stuff like how Perdita and Hoffman share a degree of social ineptitude, or the contrast between Lady Justice and Nellie. The only disappointment for me was Lucius's bit, which didn't really seem to add anything and felt a bit tacked on at the end. Yeah he's grumpy about no longer being in charge of everything, we get it. Maybe there's more to it than what I read, but it felt like a let down given the rest of the tale. The Resser story was my favorite. It was a big plot development for McMourning, but I also enjoyed the element of wackiness, especially with McMourning trying to convey the imminent camel attack and the trio's increasingly chaotic plan to foil it. Nicodem is one of my least favourite characters, but his role as the "straight guy" was an excellent contrast to the utter insanity of Saemus and McMourning. But the best part was the climax of the story, where McMourning regains his mind for long enough to choose between fame and fortune or creative insanity. That, to me, has made him a much more interesting and engaging character. Ironsides is my favourite Masters in the Arcanists, and her story only further cemented that. I loved her portrayal in this one, and I might be in the minority but her choice to betray Ramos felt justified given what she got in return. Sure, as we all know from history equal rights, universal sufferage and emancipation was not the end of America's problems, but she doesn't necessarily realise that and even if she did, it's still a major step forward on an issue she clearly cares deeply about. Anyway, the story was cool, and not just because Ramos (the other Master I don't like) got his ass thrown in prison! The Tyrant reference was cool too - I'll be interested to see where that eventually leads. The Neverborn story was another good piece. As one of my favourite Masters it was a little sad to see Zoraida just fail at everything, but I can see it's necessary for her character development. Having someone who just knows everything gets tired, so I hope this low point for her will eventually lead to some real growth later on. Lilith's imprisonment has some interesting implications too - the possibility of her becoming another undead master later on is intriguing. The only real disappointment was the absence of Pandora. I know not everyone can be in every story, but I'm very curious as to where she and her Box has wandered off to. The Outcast story, ugh. I'm very sorry to the author but I didn't like this one at all. To me, the whole thing felt really contrived. It doesn't make sense to me that these VERY different groups would just decide to set up their own town in the Badlands. Sure, I can see Von Schill and the Mercs doing it. Possibly Parker and Tara although that's really stretching it. But Levi's got a legitimate business that he's been running for years, and Hamelin surely cares more for the ruins of Malifaux City and its high population density for His plagues. But the lowpoint for me was the reason for Jack Daw coming to this new town - Parker's going to steal the Hanging tree? Really? Like I said before, it felt really contrived. Not only that, but the major plot point, all the Outcasts joining together, feels like an erosion of the Faction's identity. To me, the Outcasts are defined not by their unity (like other Factions) but their independence. They might occasionally work together out of necessity (or money), but each group is otherwise an island - beholden to nobody, with all the strengths and weaknesses that entails. Clearly the folks at Wyrd have a plan with this, either in terms of plot development or in what they want to do with the Faction in future editions (or both). But it nonetheless doesn't sit right with me. The one shining moment, though, was Karina. I swear, that girl just makes everything better. The Gremlin story was...alright. I absolutely love that Lenny became Gremlin General but I'm still confused as to how it all happened. As I read through it sounded like all the tribes had decided on Lenny, in their own ways. But then it's a 3-way tie between Lenny, Ophelia and Brewy? I just kind of struggled to understand how that matched up with the previous 2/3rds of the story. Other than that it was a fun read - Gremlins always make for good reading in that sense. Finally, we have the Ten Thunders story. To be honest I don't feel strongly about it one way or another. It was a good story, but I've been expecting Misaki's coup for a while now. It would have been nice to see more from at least some of the other 10-T Masters though. They all got a cameo (aside from Brewmaster) but as has already been said, this really was the Misaki show.
  14. What's your idea you can't wait to try?

    Just one at the moment; Nellie, a printing press and 11 Field Reporters. I call it the Malifaux Press Corps.
  15. Expanding A Lady Justice Crew

    IMO, the best three early buys for LJ would be; Death Marshall Recruiter: Has so many amazing synergies with LJ and her buddies that it's not funny. Austringer: The shooting is neat and adds some nice zone control, but you really want him for the Deliver Orders. It helps your crew get scheme markers down where you need them. Executioners: They can be a little squishy, but hit like a truck, can charge in from quite a distance thanks to their 0-cost upgrade and can remove nearby scheme markers, which is important for denying points to your opponent. They also help take pressure of Lady Justice, since they're way too dangerous to ignore once they're in melee. There's alot of other great options for LJ that have been already mentioned by others, but these three would be the first I'd grab.