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Nathan Caroland Nathan Caroland

CapnBloodbeard

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About CapnBloodbeard

  • Rank
    Enforcer
  • Birthday 04/22/1984

Profile Information

  • Gender
    Male
  • Location
    Melbourne, Victoria, Australia
  • Interests
    Malifaux, board games, photography, psychology

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  1. How to deal with McMourning?

    So, one of the masters that's left me the most stumped to deal with has been McMourning. His bubble is just too potent - he hits like a brisk, but it just seems that the moment any model of mine gets anywhere near one of his models, they just end up with Poison + 86, and McMourning seems to heal like it's going out of fashion. I was playing Headhunter against him with Tara, I just figured 'to hell with the strategy, I'm staying as far away from all of them as I can!!' I've only dealt with him twice and staying away has worked well - the first time it was a pack of guild hounds that caused the big problem, while the second time I drew, but I just haven't really had much idea how to deal with him - couldn't really pick off the minions being in the bubble, and healing makes it hard to pick off from afar. I have Schill, Tara, Viks, Levi, Misaki.
  2. So, i'm fairly new to Tara, and still getting my head around it all a bit. I get the Beastie bomb, though I'm still figuring out how to use it effectively. I've had a couple of games where Tara tends to stand around twiddling her thumbs (once where she was left guarding a stash marker, another where my entire match strategy was 'stay the bejeezus away from McMourning's bubble' - hey, it worked!). Although, I need to remember that I really don't want to kill enemy models at range with a buried friendly model - twice I've had Bishop or Lazarus be forced to unbury where I really didn't want them to! I've finding that if she has nothing better to do, handing out fast to her crew is great - although we're just swapping one AP for another. I'm a fan of that ability where she hands out fast to everybody in range. But anyway, I can't seem to get the hang of burying enemy models - especially as, unless I have a death marshal, I can only bury one. But it's the matter of actually burying them - I have to first win the opposed duel, then the opponent fails a relatively easy simple duel. I made a stupid high number of attempts against Ironsides once, even giving her fast for the -2WP, still nothing. So, struggling a bit with that. Death Marshals, still getting used to using them - I feel like having them charge is just leaving them well exposed, unless they can pick off an isolated model (Weirdly, one buried Nellie the other week...) Void wretches I struggle with. Offence is too weak to have much chance of landing a hit, let along burying anything. Handing out slow to enemy models seems to be about the only thing I can manage to do with them. Defence is just way too low, even with incorporeal - especially early in the turn. I played a game recently against 3 Jorogumo and McCabe. Doesn't matter what the rest of the crew was. My Voidies ran across the base line, but with Jorogumo's pushes, corner deployment and their movement, one got there in turn 1. Unfortunately, with 3" Ml, he caught all 3. Meant I had no chance of killing the Jora, because Void Wretches were just fodder for Eat Your Fill. Kept healing all game long. What could I have done there - how do you actually make your void wretches useful? I was torn between trying to dump cards pointlessly to build their defence, or keeping them to protect my other models and to boost their killing power. I figured that i didn't want to have fewer cards in my hand than my opponent without my stats being higher...
  3. Vantage point and the ledge

    Just trying to make sure I understand Vantage points and elevation:- 1) The 'edge' rule. within Model's height of the edge of the terrain, the terrain is ignored for LOS. Does that mean that the model on vantage point still has cover? So, if my Ht 2 trapper is within 1" of the edge, he has cover and no LOS obstruction? 2) Given that LOS is drawn from base to base, if my Ht trapper was 2" or more from the edge, does that mean he has no LOS to anything, and nobody has LOS to him? 3) Am I correct in saying that terrain height is considered to be an invisible cylinder, in a manner of speaking, estimated from the highest point of the terrain? So if a piece of terrain has some varying height but we've said it's all Ht 3, we basically imagine is as a solid block, and any of that blocks LOS? 4) If my trapper is on a vantage point, how does it work if that vantage point also has a Ht 1 wall in front of him? I don't think vantage point rules cover this scenario at all - we just usually play it as 'ignore the wall' because that's simplest.
  4. Wave 5 Master Upgrades: Outcasts

    I like that it's introducing some more variation in how you can play Schill. Nythera could be really dangerous with Montressor. I'm excited about the Vik upgrades. I'm seeing more possibility to send her off down the side after scheme runners early in the game, then she can pop up in the thick of it later. I mean, the fact that Vik of Blood could reappear pretty much anywhere on the board isn't a great thing for the opponent Tara's seems to make sense - just slightly counter the whole 'need to get rid of your hand' mechanic. Good move with the void wretches. Hamelin - I've never played with or against Hamelin, but these seem stupidly powerful. Any 2 rats in LOS drop scheme markers? That is really, really powerful. And the whole thing about moving these plague swarm markers really means there's absolutely nothing your opponent can do to NOT get blighted, which seems a little unreasonable.
  5. Wave 5 new models?

    Not just that, but it means Schill will do really well sticking in theme too! Can't remember anything about the Engineer....
  6. Outcasts and Headhunter

    Bishop is good at headhunter. Problem is you don't want to stand back and shoot - but if you can get them to come to you, then that's a positive. At a recent tournament I played Tara, there was headhunter, and my opponent was McMourning. My entire approach was just to stay as far away from his crew as I possibly could. If neither of us scored on Headhunter, that would have been fine by me - because with the Resser Hard to Wound and their general resilience, I could never have outkilled them - and with all the dishing out of poison I didn't even want to get in the middle of them. Fortunately, my other schemes were a marker based one, and frame for murder. So keeping my models well away did not hurt me at all. In fact, it's amazing how little Tara and my Nothing Beast did. And tactically, that was a sound choice. Don't engage opposing models if it won't help you. Instead I tried to stand back and set up a trap. The other thing I did was find an isolated model I could outnumber and kill. Burying can help - bury an opposing model then make them appear where you want them - away from the rest of their crew. Big engagement ranges can hep stop those interactions. Being out activated can sting here - because you don't just need to kill, but you need to have enough AP left to take advantage of it. Long range shooting may not help. Being able to shoot into engagement is great. Because that increases your chance of having a head marker near your model. I ditch the trapper on this strat (because for once, I don't want to kill a model that's still in its own deployment zone), but I might be Hans instead - or anybody who has casting so they can help my engaged models. Oh also, don't forget - it may not be a bad thing if your models die If something is about to get killed and the next AP is yours and you have a nearby model who can pick up the head marker, let it die! Even cheat down to lose if you have to, if the opponent has already cheated (or not), and especially if weak damage would kill the model. It's like having frame for murder on everything.
  7. How you use Specialist?

    Ugh, Adran is right. Thanks for pointing that out
  8. How you use Specialist?

    This. So handy if you're facing one of those goddamn annoying dirty Neverborn masters who likes to distribute damage around so nobody actually dies. Just blow everybody up EDIT: No, blasts do not ignore incorporeal.
  9. How you use Specialist?

    I feel like if you know that the enemy is coming to you, then he'll shine. Especially with something like turf war. And especially if you're facing high numbers of weak models, and/or incorporeal.
  10. 2 Q's - Recover evidence, red joker

    Well you can't remove friendly scheme markers as per the rules - but these are evidence markers, not scheme markers. And friendly to my opponent. So I can't see either way in the laws how these work. We played that the crew friendly to the evidence markers cannot pick them up.
  11. 2 quick questions:- 1) Recover Evidence. An enemy evidence marker is placed in base contact with chosen models. Given that it's an evidence marker, not a scheme marker, does that mean my opponent can take a (1) interact to remove the marker (it's friendly to my opponent)? 2) Red joker on damage and Crit strike. Is this doing damage once or twice? I mean, with crit strike, am I doing (Strong + 1) + (Weak + 1) damage, or (Strong + Weak) + 1?
  12. How you use Specialist?

    I ran him last week - turf war against Neverborn, so I really just wanted his blasts. He's probably in his element if he doesn't have to move much, but he is a seriously overpriced model, and even situationally he's not the 'perfect' model for a scenario - a 2nd librarian would probably do better, to be honest. Ignoring cover may be good in the right match.
  13. Forced target switching on furious casting

    My reading is that Furious Casting is an action that takes 3 x Attack Actions. Normally when takings these sorts of actions, if you have to randomise for shooting into engagement, you'd randomise each time, wouldn't you? Thus it follows that each attack is the attack action, not furious casting as a whole. Thus, they get deflected individually. I don't think the Furious Casting requirement of being against a single target causes any problems for redirecting to a legal target
  14. Viktorias - beginner questions

    I've been considering this idea as well. Using them to obliterate the scheme runners may not be a bad thing - especially as Vik of Ash does have a decent shoot as well. Depends on the strat/scheme pool though if this would be effective or not. Why are you running a Ronin with them? I suspect this sort of tactic probably lends itself well to using the Malifaux Child for the buffing as he doesn't need to be anywhere near anybody to do so - although LoS can be an issue in this tactic.
  15. how to speed up the game?- just practice?

    I find that games can easily be over 3 hours in casual play. How do you get faster? Well, the chit chat does need to cut out a bit in tournaments. Just a little. But my advice? - learn the rules as much as you can. Flipping through the rulebook and holding up play wastes a lot of time. If you need to check something, try to do it when you're not holding up play - learn your cards. You don't want to be sitting there reading your cards trying to figure out what to do next. Know what your models can do - Make a decision. We can waste a LOT of time umming and ahhing over whether the model should be 1/4" this way or that way, or whether to cheat or not, or who to activate, or whether to run up or stand and go defensive. If after a few seconds no choice is apparent, then they're both as probably good as another. After all, if one path was that much better, you'd know this already. Make a decision, take the risk and see what hapens. - Following from that, know your strategy. Your models should have jobs - and follow this through (remain adaptable though). If you know the job of your convict gunslinger is to shoot the master, then you already have a good idea of what they're doing on a turn - but check anyway, just in case there's something better. But having a job helps you figure out what you want them to do - have some crew lists beforehand. Here, we always know the scheme/strat pool first. So I'll take a rough crew list, but keep a couple of options open depending on board and opposing faction. But this saves a lot of time of choosing a crew at the start of the game. Don't forget you can choose your schemes after the crews are revealed.
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