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Endalaus

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  • Birthday 09/12/1986

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  1. As far as images, if you go to the wyrd store, most of the released models images are shown on there. You can browse all the products and get an idea of what all the model renders look like. As far as learning about the different factions and what's what, there are a few resources I would point you towards. http://pullmyfinger.wikispaces.com/ - This is a wiki site dedicated to summaries and tips to just about anything you'd need to know in the game. I'm pretty familiar with most things Malifaux and I still get on there to browse from time to time. It doesn't blatantly say all of the rules, but it'll give you some general ideas of what does what and some synergies and stuff to theorize with. Second, would be to get the rule book if you can afford them. There are 4 of them at the moment, but I am always looking through them to get ideas and research cards and factions. After a game it's one of the first places I go to take a look at things the opponent brought that may have surprised me. I like to see what it was that got me and how I can go about countering it in the future. Third, I'd say to get in touch with your community. As a Houstonian player, we have multiple outlets online to go to not only for tips and tricks but organizing game times etc. within the Houston Community. Some basics for you would be, A Wyrd Place and The Guild of Malifaux Groups on Facebook. Those are moth awesome resources as well with most people more than happy to answer any questions you might have. Lastly, I'd say the Wyrd website (Malifaux link) has some pretty good basic breakdowns for each faction as well as each master's card. This could give you at least a basic idea of what the box has and what strategies and stuff they employ. For the schemes, there are 2 options for you. Download the CrewFaux app on android device. They might have apple, but I am not sure. This app has all the schemes and strats for GG2017 (the current tourny ruleset) as well as list building capabilities. Or go to http://www.wargamevault.com/product/201615/Gaining-Grounds-2017-Strategy-and-Scheme-Deck - and you can purchase the GG2017 physical deck. For addons to the Perdita box, I would start with the Brutal Emissary and Abuela. After that, I'd probably look into something like Pistoleros, or even the Nellie master box set. Reporters are very good for scheme running, and Nellie is actually another really competitive master. So you'd have some versatility in list building. Generally you're going to hear things like: Austringers, Sonnia Box, Brutal Effigy, Peacekeeper (maybe). There's honestly so many options.
  2. Aionus is one that when I first read Nellie I really wanted to run. Haven't gotten the chance yet, but I am looking forward to it. Ran with Strongarm Suit, McTavish, and Johanna last night to good success. I'm thinking about switching in Hannah for Strongarm and seeing how that goes. So far though McTavish does some work.
  3. Wanted to throw in that I got some playtime with McTavish in a Nellie crew and he was definitely a solid pick. Being able to move to a Corpse, Scrap, or Scheme marker was extremely useful and with the ability to get a free attack out of it, I was easily able to get up to 3-4 shots a turn including the Fast from Nellie. The ability to shoot things that are engaged as well as ignoring cover, made him very useful. I had debt to the guild on him as well, which should be used on the first turn you think you'll get 4 shots off. I made the mistake of holding on to it too long and never getting any use out of it, but it's definitely something with potential.
  4. If you're looking to bring in KE units you'll be building a little differently than if you had kassa as KE and brought in abyss units. Example: as KE, kassa would probably target either a steel legion squad or mech infantry and rock 2 kings hands. The other approach will be all abyss Titans, something like dual dreads and steel legion or mech infantry, but the units brought in from KE will serve a different purpose. If I had to pick though, it would be something like dragoons or grenadiers. They both have synergies with Abyssinia and seem like solids picks all around. Just my opinion.
  5. @Aaron pretty sure we were on the exact same wavelength right now lol. Just posted a video literally a minute before you on A Wyrd Place.
  6. Something I am picturing. There's really a lot of different ways to deliver KJ, but this is what I was thinking about. 50 SS Guild CrewNellie Cochrane + 4 Pool - Embedded (1) - Misleading Headlines (1) - Delegation (1) The Printing Press (3)Brutal Emmissary (10) - Brutal Conflux (0)Killjoy (12) - A Debt To The Guild (1)Papa Loco (7) Ronin (6)Austringer (6)Clockwork Trap (2)
  7. That doesn't surprise me. Yea she's for sure a master that plays a bit more glass cannon and once opponents realize that with little effort she can fall pretty quickly, I think people will see that she's not over the top.
  8. I think right now I am, 2-2-1 with her. 10-5 Win vs. Sandeep. 4-9 Loss to Sandeep. 6-1 Win vs Sonnia. 6-9 Loss vs. Pandora. 7-7 Tie vs. Reva. That's where I am currently. I've lost her in the loss vs. Sandeep, but it was on the last turn. Other than that, no I have not lost her, but I've also played her more back line than up in the thick of things.
  9. I think she's above average for sure. I don't think she's anywhere near V1 Hamlin, but she's definitely on the higher end of the curve, or at least I feel that way. Downside to her is that she is extremely squishy. She has no def/ wp triggers and the only real way to keep her alive is through SS and out ranging threats. The Killjoy thing you referred to is something I've been messing with and IF enemy is playing Reva as well and doesn't protect her, she will be dead first turn, Unless my flips are terrible. I play her about 6" to 8" out from deployment most games and that's the furthest she gets, unless she's doing a last turn scheme or something.
  10. I tried something silly / fun at a tournament last weekend that I thought I'd share. I had been thinking about it for a while, but wasn't sure if it would / could work or not (ranges, etc.) but I have been able to pull it off. Reva with Blood mark and Guises. Those are both musts. I also used Litany for my game. Vincent with Deal with Death and My little helper. Killjoy with Decaying Aura. I also ran Anna, and 2 shield bearers. The idea is to deliver Killjoy to whatever model you feel deserves a fitting demise. You can do it first turn before your opponent has even moved a model. If it just so happens that his master is left with nothing in front of it, then you've got yourself a potential first play assassinate. The game plan is to do the following: Place a corpse candle at 9" away from enemy model. Activate Reva, pitch a card to summon CC at 5" away from Reva. Use Reva's (0) to place her next to CC. Place her to the side so if you push the candle it doesn't run into her base. Cast Blood mark on far away candle. Have it push 5" and use it's (0) to make opponent pitch a card or gain + flips. Either way you're still good to go. CC Dies and drops a corpse marker on the side closest to target enemy. Place Killjoy on other side. Use blood mark on other CC to push 5 and use (0) to draw a card and pitch a card and chain activate Killjoy. You have 1 AP left to either move again or make an attack at a model within 3" of the deeper Corpse marker. Killjoy immediately activates and charges for (1). Hopefully, you'll get at least 1 successful onslaught trigger, but for the most part you'll have a good chance of wrecking whoever you're targeting. They can't stone to prevent any of the damage either. The downsides, which there are plenty of.. you need: 8, 6, 6, and a card to do it all. You hopefully won't have to cheat all those flips, but it's possible. Secondly, Killjoy is a sitting duck after he does his business. If they don't manage to kill him though, his next turn he should be able to heal back up a decent amount and continue his rampage. All in all it was something I had thought about and wanted to try and actually did. Now as far as how it went... Killjoy slaughtered a Carrion Emissary t1, and died after the rest of the crew picked at him. So not a great trade SS wise, but ate up a lot of opponents activations / options. Bette is also a lot of fun in the same way, but she doesn't pack the same initial punch that KJ does. I will still use her for sure though.
  11. Emissary could deliver Loco to an enemy scheme marker if they happen to place one on the other side of the field.
  12. Aionus- has decent dmg track, can hit even harder with slow and fast on target and with debt hits even harder for a turn. He can have up to 4 ap with fast. He's got some scheme manipulation as well. Anna- has rush of magic, area denial, a good range attack with good minimum damage. Hannah- arcane reservoir paired with Anna and printing press means youre drawing 9 cards a turn and discarding 1, before using ss. She's got a pretty decent meLee attack as well and can copy ca actions from aionus and anna. All of the's models I feel would benefit greatly from having fast as well.
  13. I'M just going to list some combo's I am interested in: Burt (debt) - Gracie (debt) - McTavish (debt) Aionus (Debt) - Hannah (debt) - Anna (Debt) Ainous (D) - Hannah (D) - Phiona (D) Hannah (D) - Strongarm (D) - Anna (D) Other expensive models I'd like to try out: Bishop (D) , Killjoy (with clockwork traps)(D), Sue (D) Cheaper Models: Johan (D), Performers There are other models I am sure would be great as well, but these are the one's I currently have to pull from. So some limitations.
  14. Maybe not exactly as you put it, but what about something like using a wind gamin's push to re-position big blue when it has the command in (no moving) or something? Would that work? I'm no Arcanist, but I am not opposed to coming up with neat tricks.
  15. Many of the corpse counters that were used were towards the center of the table. Maybe favored more towards the enemy deployment side of the middle. She walked up and cast Muahahaha. With an 8 inch pulse it has a pretty decent range. It was unable to hit a 5th marker as it was behind a forest, but I didn't have to over extend her to make use of Maniacal Laugh.. There really wasn't a lot of setup other than oh there's a cluster of corpses and I'm not in any danger of getting to them or facing any danger once there. Let's try it. She did get attacked the following turn by an Oxfordian mage and he red jokered damage, but that was it. She prevented 1 by SS. The following turn she was able to use her heal trigger to heal back up a bit so she was in no way in any real harm. The opponent also didn't have a whole lot left on the table at this point. Or at least heavy hitter wise. TL;DR: I played it safe and when an opportunity presented itself I used it. I got 4 Mindless zombies out of it. Not sure if that was worth 2ss but it felt good.
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