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nomadicXnightmare

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About nomadicXnightmare

  • Birthday 10/11/1983

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  1. @Jinn Makes sense and pretty much aligns with my initial gut feelings. My thought of using a Moleman with Hidden Martyrs is thankfully non-dependent on mutations, but still may not be worth the 'investment' of having 4ss effectively hide all game. I haven't tried Hoarcats, and I might still give them a shot, but I likely wouldn't give them mutations simply because I can't get them back unless a model dies. A Corrupted Hound or two I feel might still be worth testing out in NB, but that's a discussion/experiment for another thread. So for the time being, if I'm looking to save some stones on "cheap" keyworded models, Paul and Order Initiates are really the best options I have. At least potentially when not considering faction specific beasts. I know we just got the errata, but it makes me want to submit Molemen as a candidate that seems pretty much useless and could use some love.
  2. Getting back to Marcus after spending the bulk of M3E running Outcasts, and overall I've found the crews I'm building are rather top heavy/elite. Reading this thread there's a lot of good advise regarding the big beaters and mid-costed models, but I'm trying to see if taking some chaff is even worth doing. What are peoples' collective takes on the Order Initiates with the cost decrease, or even lowly Molemen? At 6ss, Paul is obviously worth it in conjunction with beefier beaters. Plus actual shooting. Order Initiates seem like good self-reliant scheme runners/flankers or maybe dedicated hunters of other scheme runners. Being able to cycle mutations themselves appears solid. Where do Molemen fit in? At 4ss I don't expect a lot, but they still feel very 'meh'. Are Hoarcats that vastly superior for +1ss you'd never consider taking a Moleman? I was debating coupling one with something like a Cerberus or Rattler for Hidden Martyrs - basically park the guy on the back field until the last turn. Otherwise I can't see a dedicated use for them. Talking NB Marcus for a second, I was taking a very hard look at Corrupted Hound - 3ss significant, regen 1, Sz1 models are nothing to scoff at for scheme running purposes. Thoughts?
  3. Can't speak to power shifts, but I just played my first game of GG1 on Monday taking Marcus into Asami. I fared pretty well - 6 to 5 victory. Leaping models are obviously still reeeeeally good into Symbols. Catch and Release worked out exceedingly well, especially when your chosen model has Deadly Pursuit to counter end-of-game engagement.
  4. February update! Only change this month is I am shifting my regularly scheduled game/demo night to Mondays at Heroic Gaming, while Thursdays at Giga Bites Cafe will be less frequent. I am still available for demos by appointment, so simply send me a message!
  5. A little late, but better late than never with the post! Georgia Malifaux is hosting a Grow League beginning Jan. 20th, which will run for 4 weeks - ending Feb. 17th. If you're not familiar with the format, you declare a faction and begin week 1 with 35ss to build your crew each game however you like. You progressively increase from there; you get 40ss during week 2, 45ss at week 3, and finally a full 50ss for week 4. Perfect for new players learning the ropes or veterans building up a new crew/keyword! During the league you can play games against other league participants, earning achievement points and scoring raffle tickets for games played. We'll have a drawing at the end of the league for some amazing prizes AND an award specifically for whoever wracks ups the most achievements points! Achievement Point (AP) scoring is as follows: +1 AP for each new opponent played during the league (no limit). +1 AP the first time you score at least 1 VP from a Scheme (13 AP max). Ex: the first time you select/score at least 1 VP from Assassinate during the league, you gain 1 AP, but the next time you select/score from Assassinate, you do not gain AP. +1 AP the first time you score at least 2 VP from a Strategy or +2 AP if you score 4 VP from a Strategy (8 AP max). +1 AP for playing at least one game during the league with a fully painted 50ss crew - scorable only during week 4! Note, you will earn 1 raffle ticket for each game played during the league AND for each AP earned! So play as many games against as many opponents as you can! You can play your league games at ANY local game store at any time - simply report your games by posting your results (and pictures!) to Georgia Malifaux's Facebook page and/or a league event page (the event page should repeat at the beginning of each week). Make sure to note any AP earned - we'll keep a master spreadsheet to keep it all tracked. At the conclusion of the league we'll have a 50ss "cap-off" tournament - likely Feb. 22nd. Details and venue will be announced as we get closer to the date. League entry fee is $10, which will cover the entirety of the league's 4 weeks of play. Alternatively, participants can donate unwanted, complete boxes of Malifaux minis in lieu of the entry fee to add to our raffle prize stash! Please visit https://www.facebook.com/events/590756551777255/ for more information.
  6. Just like the title says, if you are looking for Malifaux demos or general casual play in the Atlanta metro or surrounding areas, I'm your Henchman! I am pleased to announce I am available to meet at the following venues: Giga Bites Cafe - 1851 Roswell Rd, Marietta, GA 30062 https://giga-bitescafe.com/ Heroic Gaming - 4651 Woodstock Rd #205, Roswell, GA 30075 https://heroicgaming.net/ I am regularly at Giga Bites on Thursdays (which is also their dedicated Malifaux gaming night), but I can make either shop virtually any evening by appointment. I will update this thread each month to advise of specific days I will not be available. Feel free to visit Georgia Malifaux's Facebook page - https://www.facebook.com/groups/georgiamalifaux/ - where you can also solicit for games/demos in the area.
  7. Awesome! I really appreciate the heads-up - helps me plan my gaming excursions for 2020. I definitely want to help out as a volunteer when/where I can, but out of idle curiosity will Wyrd be incentivizing with convention entry/badge costs? Absolutely not an issue if that's not the plan. Figured it'd be worth an ask
  8. In my experience, I think there are 3 key elements to a good demo: 1) Keep it basic, 2) Keep it flexible and 3) (arguably the MOST important) Keep it fun! I usually run Henchmen Hardcore rules for most of my demos - keeps the model count down (Henchman plus I'll use 3 of the same Minion for ease of learning rules), it gives the feel of a full game without being one (using actual strats/schemes that will teach some more complex rules like Interact, etc.), yet still designed to wrap up in a relatively short timeframe. I also like giving the person I demo for choices, so they feel more involved. For example, my 'set' demo crews are Taelor w/ 3 Ronin and Mad Dog w/ 3 Banditos. The first question I'll ask is whether they prefer ranged or close combat and let them play the Bandits or Mercenaries accordingly. This isn't set in stone though, as the experience of the player influences things heavily and I let them have a say in their experience. I've demoed for folks who have never played a tabletop wargame in their lives, so I've offered to drop things down to a super basic 2 model "kill the other guy" encounter just to teach fundamental concepts. For more experienced wargamers, sometimes they want a full 'tournament level' experience right out of the gate, so I accommodate. The whole idea is to hook people into the game, and if they feel as though they have options/control, even at a demo level, more often then not they walk away wanting to get more involved. Lastly, making things as light-hearted as possible is the way to go. If I owned Bayou, I'd probably run them exclusively for demos, just for the humor factor. I would also encourage you to pull your punches to an extent - steamrolling a new play is the quickest way to lose them. I'm not saying let them win, but don't capitalize on their mistakes or don't always cheat in a card when you normally would. Say you happen to flip a Red Joker on damage, maybe sheepishly say "Ok, this is a good time to talk about Jokers... " and then move on as if it hadn't been flipped. Good luck with the demos!
  9. It looks like rain... What better excuse do you need to come back out to Giga-Bites Gaming Cafe in Marietta, GA for another 3-round tournament?!? Play for fun and earn those USFT championship points! 50SS - 3 rounds - Fixed Faction - Dead Man's Hand allowed. Prizes will be awarded for 1st through 3rd overall standings AND we'll have an end-of-tournament raffle! Bring a crew and a good attitude, and let's have some post-Halloween mayhem! $5 entry fee - please per-register on Giga's website to ensure we get enough table space (and elbow room)! Facebook event link!
  10. When you haven't played a game in so long...
  11. SUNDAY, SUNDAY, SUNDAY! August 11th, Malifaux is going HARDCORE at Vendetta Games in Dahlonega, Georgia (11 S Grove St, Ste 800, Dahlonega, Georgia 30533)! Henchmen Hardcore that is! Do you love to play Malifaux? Did you jump into the game during the 3rd Edition launch? This is the perfect event for you! Henchman Hardcore is a variant of the Malifaux 3rd Edition core rules, designed for faster play with a smaller, Henchmen-lead Crew. All rules are as written for Malifaux 3rd Edition with the following alterations: - Game Size is 30 Soulstones. Player’s Crews are fixed for the event and cannot change. - Only Henchmen can be chosen as a Crew’s Leader. - Leader's Cost are not treated as 0 when hiring. - A Crew’s Soulstone Pool can never exceed 3 (any excess Soulstones are discarded). - Player's have a maximum hand size of 4. - All Crews must contain exactly 4 models, no more, no less, and cannot change throughout the event. - Leaders have an Action limit of 2 instead of 3. - Models cannot be Summoned. If a model would be Summoned, the Summon effect is ignored. - The Helping Hand ability listed on Effigy models is ignored. - VP from Strategies may be scored during Turn 1. Scenario and Schemes are predetermined: Deployment: Wedge Strategy: Plant Explosives Schemes: Vendetta & Assassinate. You'll play over 4 Rounds for the chance to win some awesome prizes/loot! $5 entry fee at the door. We kick things off at 1:00pm! Come join us for some HARDCORE Malifaux fun!
  12. Malfaux M3E Demo Day @ Vendetta Games! We will be demoing the new edition throughout the day, and there will be space available for pick-up games too! For every demo or casual game played you'll be entered into a raffle for amazing prizes! Come join us and learn about this awesome game from Wyrd Miniatures! When: Sunday, July 21st, beginning at 12:00pm Where: Vendetta Games, 11 S Grove St, Ste 800, Dahlonega, Georgia 30533
  13. I would argue that you shouldn't look at it from quite so negative a standpoint. Think about it this way - if you go through the conversion process you're going to end up with a crew that is unique and distinctly yours. At the same time, you'll have the opportunity to play a Master that technically hasn't been released yet at GenCon. I fail to see a downside here. Granted, converting an entire crew is a significant amount of work, but you could end up with a crew that's truly special that you can be proud to put to table, rather than as a 'simple proxy'. The crew will still be 100% legal to field moving forward, so you'll even have the opportunity to chose whether to purchase the new models or stick with what you have, only supplementing as you need/want. I'd say go for it!
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