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Cyranoinlondon

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  1. Thanks guys. There's quite a lot to consider there. Hans is a model I've never come across (believe it or not) but a quick look at his actions makes it clear why he's popular! Once I've got a list done I might share it here, or, if you're really unlucky I might post some Batreps. Thanks Cyrano
  2. Thanks for the heads up. Both of you seem pretty relaxed that young Ms Cochran can handle almost any scenario. I'm a bit surprised by this. I've only just bought Nellie so I have no table time with her but my first instinct was that in the more directly brutal missions - eg Turf War - she might not be tough enough or hit hard enough. That's why I was thinking of taking a complementary master. If that's not right I can use the whole 100SS to build variants for Nellie to run, which might be more efficient. Francisco, Emissary, Effigy, Bishop and Austringers are models I have. The Hunter might need to be proxied as I don't want to buy the Hoffman box for a single model. Thanks Cyrano
  3. I'm going to play in a league with two basic rules:- 1. You have 100SS as a pool from which your crew may be chosen for all games. 2. You have two masters from one faction for free. As I understand it games will be at the 50SS level. 0 cost upgrades are allowed but cost 1SS to go in the pool. I've just got Nellie and I want to use her (though why I'm crazy enough to try and learn a master whilst playing in a competitive league I've no idea!). I've got 3 other Guild Masters - Lady J, Perdita and Sonnia. I've got their crew boxes plus a few bits and pieces but I'm open to buying stuff. So who'd make a good tag team partner for Nellie? Which of the other 3 ladies covers the territory where Nellie struggles? And are there any auto-includes for the pool (eg Debt to the Guild x 3, Strongarm Suit)? Finally, one query on Nellie. If Nellie hires a Merc using Embedded, can the Merc take Debt to The Guild? Thanks Cyrano
  4. As it says in the title; I'm just looking to find out if anyone has used these minions and whether they add much to the Guild's arsenal. My first impression, just from reading not playing, that they were pretty lacklustre unless you had to deal with Ressers and the Belles. Edited to correct my typing!
  5. That explains it. I very nearly went to GenCon this year but it is a bit pricey for a jaunt from the UK and I had the impression it was 90% board and computer games, neither of which really float my boat. Sounds as if I was wrong about that. I have the Ripples of Fate book on pre-order so hopefully I can start using the new models (in proxy form) then. Thanks C
  6. I've seen comments about Nellie and her crew on here but they puzzle me. When I look at Wyrd's webstore they are not even in the upcoming models. So are people using proxies, and where are they getting the card stats? Thanks C
  7. Thanks for the replies. Looks as if the advice is to take Perdita with Trick Shooting. As non-campaign upgrades cost 2 scrip for each SS point that will use up my 14 scrip (Perdita for 10 and Trick Shooting for 4). I don't want to waste the 6 scrip discount I get on new hires so I want to pick up a 6SS model as well. I'm thinking an Austringer rather than a second Death Marshall just to increased the crew's flexibility. Any contrary thoughts? Thanks C
  8. I joined an 8 week Shifting Loyalties campaign to learn the game. Week 4 is up and I have completed a Bounty so I can buy a Master. Most of the other players are in the same position. But I'm not sure it makes sense. My current Arsenal is:- Judge with + flip on ml and enchanted weapons (ignores armour etc) Franc - with + flip on Sh, Wade In Emissary Ryle with + flip on ml and upgrade that increases range to 14" Death Marshall Nino Effigy 2 Hounds = 62SS I have 14 scrip to spend plus the 6 scrip discount on the first non-Master hire (6 because of the Outpost I've built). My first thought was Perdita, Nephilim, Papa. But now I'm not sure because we've agreed to cap games at 65SS. Masters have a notional cost in the campaign of 15SS, and if you have one they have to lead the crew in all subsequent games. So if I hire Perdita I'll almost always find I'm leaving one of my 'big 4 ' (Emissary, Judge, Franc, Ryle) on the sidelines or I'll be short of activations and/or scheme runners. On the other hand I don't hire her I'll be running up against crews with Masters using only henchman and enforcers. So any sage advice for a new player? PS. I have 2 other Masters painted up, Lady J and Sonnia but no experience of playing any of them yet.
  9. Thanks to everyone who has chipped in. So if I have absorbed the info correctly:- 1. Guild Guard are really only good at a few very specific schemes. 2. You need to pick your crew to match the schemes and strats (and presumably the opposition) once you know what they are. So I need to expand my model collection pronto to give myself options. This is very different from my usual approach which is to build a straightforward army then learn to use it by playing it repeatedly. 3. If I need to complete schemes that require a fair amount of movement then hounds and watchers are good. 4. If I want to block fast moving opposition runners I should concentrate on shooting them down (good job I picked up the Ortega family!) or be prepared to send something nasty after them (eg Hunters or even a character model with a movement trick). 5. There is clearly another source of schemes that I'm missing. Some have been mentioned here that I can't recognise (exhaust, convict labour). Where is that? 6. My shopping list is now - Austringers, Hounds, Serjeants, Pale Rider (he looks really cool), and maybe the Hoffman box (I don't fancy the synergistic feel of his playstyle, a bit too much like Warmachine for my taste, but the Hunters and Watcher seem to be good additions). That sound about right? C
  10. Well thanks for the replies. I must say given the frustration I've read here about how Lucius plays he wasn't at the top of my shopping list! I did read the PullMyFinger wiki, but perhaps hadn't given enough emphasis to the 'poor offense and movement'. I'd rather hoped my scheme runners could frustrate my opponents' runners rather than having to depute other resources to the job. And I'm not sure I agree they can be a nuisance when their primary attribute appears to be that they die as slowly as they move. So what is our primary scheme runner for things like Breakthrough and Power Ritual, and how do we counter fast-moving scheme runners from other factions? I'm interested because in my first few games against equally inexperienced players my Lady J crew (with the Brutal Effigy replacing her totem) did well. On one occasion I eliminated the opposing crew entirely! But lately as the game size has increased to 50SS I'm struggling to compete because I'm being given the run-around. I faced a straight out the box Tara crew plus Aionus last week, and I couldn't get near it. Thanks C
  11. So I've only just started with Malifaux. I got a Lady J box, added a Brutal Effigy and all was good. I then bought 2 Guild Guard. Nice models, enjoyed painting them. I thought they would be cheapish activations and decent scheme runners. But they do nothing. They are too slow compared to opponents' runners (Void wretches, Terror Tots, Insidious Madness), you have to Focus to have a decent chance of hitting with their gun so even 2 together struggle to shoot things down, and generally the 8 points for a pair seems a lot for little return. (And I assume that running 1 on its own is a bad move as Patrol seems like the best thing on their card). So how do people make them work? Do they need to be supported by other models and does that in turn push you to use them only with certain masters? Perdita's box is on the painting table, will they do better with her? Would I be better off just using hounds - cheaper, faster? Thanks C
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