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Found 6 results

  1. Hello there! As a potential greenmlin player I want to ask: which two masters is most difficult to use in competitive tournament? And why?
  2. Hello all and welcome to a new series of posts I'm starting called making the whiskey golem great again. For the last two months I've been using the whiskey golem in almost every game I play in an effort to make you lovely bayou denizens what to put him on the table! To kick it off, this week we'll be looking at crews and masters he plays nice with, upgrades and when to take him. Feedback is greatly appreciate and I'd really like to get some good conversation going on. The first thing I wanna talk about is what masters he synergies well with. In my games I have found that zipp and his crew have a place for the golem and good construct support is a major part of it as one of his main issues is that he isnt a gremlin or a pig so he doesn't synergies well. Earl burns provides easy healing and in all my games he's only died once (and that was due to an Insta kill trigger). I'm also looking into sparks at the moment as I'm sure he would help greatly but unfortunately I'm a student with no job. Somer goes well with everyone and this is true for the golem as well. I have found that using the golem as a screen for the slop hauler has made a huge difference in my games as he usually dies turn 1/2. Having the slop hauler survive till turn 3 means an extra 3-9 wounds from his healing and as we know our bayou boyz like to hurt themselves. I'm very aware that he was designed for brewy but he's one of the masters I don't have yet and again, I have no money. I've also used him extensively with ophelia and zoraida. There are ZERO synergies with ophelia or her crew and is easily outclassed so he should really only be taken in the scenarios listed later. Mamma Z has a few things she can do for him, the first of which is boosting him to df 7 by making him used "fine craftsmanship" or giving him heals through smokey finish. Other than that should only be used in the scenarios that come a little later. An interesting thing is that him being an enforcer means that he has an upgrade slot. The three upgrades I've been testing are Angery drunk, a two stone upgrade that gives him flurry, barrel up, a 0 cost upgrade that gives him a trigger on a Rams and tomes to heal after damaging, and hide in the mud which is a 1 stone upgrade that gives him soft cover all the time. We'll talk about angry drunk first and what's there to say, it's not worth the cost. While the golem does have nimble meaning he can walk then flurry, he really does want to be boosting his df to 7 every turn. I have had some memorable moments like killing a him killing a teddy on his own and murdering a frank but it's not worth making him a 12 stone model because you don't get it off that often. Next we'll talk about hide in the mud. This is one of the better upgrades I've looked into and has been very effective. Df 7 with negatives to hit makes him impossible to shoot. If you anticipate a shooty crew take it, it's well worth the stone. Last is barrel up which is the one I've used the least. It seems to be the best choice numbers wise and it's a zero stone cost so why wouldn't you. It's the upgrade I'm using at the moment just because of the heals which is a 50% chance on every attack by the way. Also, a few of you might mention dirty cheater but he really doesn't need it and others will get much better use out of it. Finally, when do I take him? Unless he synergies well with the leader or crew I'm only taking this guy for a few scenarios. Stake a claim, guard the stash, squatters rights and headhunter are the strategies I'll take him in. The first couple are because if he's fantastic at holding points. I once had a mei Feng wail on him with all of her AP and extra attach triggers and have the golem almost at full at the start of the next turn. He is very durable with a LOT of healing options and let's not forget his defensive trigger which I think is extremely underrated. For those of you who don't know on a built in mask after he is damaged by a melee attach the target must pass a WP duel or end their activation immediately and get +2 poison. You'd be surprised how much it comes up and people will throw a card if it's their first AP. On to stake a claim his nimble makes him a good marker dropper and he can move 6 then drop each turn and as stated above his hard to put down, finally his durability and nimble also helps out in headhunter for keeping alive and snatching those heads. Finally if inspection comes up he is a strong consideration for me and I bet you can guess why. Next time we will be adressing common issues with the golem and work around for them. Well also be talking about bad scenarios and bad match ups. Thanks for reading, I've wanted to put this up for a long but but didn't feel like if played him enough till now. Please comment anything you'd like me to address in future and most importantly what you think about what I've said.
  3. Hey guys! I wanted to ask for your opinion regarding our new beater model. Is it an almost auto include for you? When do you use him? When not? I'm a little bit unsure. He is a great model on it's own - but TT is , IMO, the faction with the most expensive models. So the model count per game is relatively low in comparison to other factions. Am I willing to spend 12 stones then? I could go by the rule: If there is space for him, take him with you.
  4. I think the ability to pass activations by discarding cards is likely to be a very tactical/playing the player aspect to the game. Since it is likely that Abyssinia is outnumbered as a faction, it is likely they could make better use of this mechanic than anyone. My premise is that Abyssinia would look to get up in VP early and pass activations to diminish the opponent from fully utilizing their numerical advantage. When can you see yourself passing an activation at the expense of a card?
  5. Hello fellow Malifaux players, I want to get the discussion started about the seemingly increasing number of people concerned with this games balance. First of all, I find it very difficult to get the right words here, so to make it clear, all stated below is just my personal opinion, I don`t want to offend anyoneand if something is not clear, feel free to just ask - and let`s keep this the most excellent and awesome forum ever by being kind to each other It`s also important that, as I said, I want a discussion, so please just type what`s on your mind So, to get the whole thing started: To me, it seems that for some people the recent erratas started sort of a "cuddle everything I struggle playing against" attitude, and I don`t think that`s for the best of the game. People are shouting for erratas instead of trying to actually win a game, or even without reading through the models stat cards properly... (there are many threads where someone states he`s struggling against this and that, and then I keep on reading and it`s just wrong play on both sides which could`ve been avoided by reading the stat cards thoroughly) There`s also the old tale of struggling with the terrain, where certain crews naturally seem stronger than "normal", but that´s a problem as old as miniatures gaming itself^^ And sometimes, there actually might occur situations where you can`t do something against certain models, but that just means that you have to try your best and play around it, and everyone loses, but players should try to get better by practicing and playing, and not by building themselves a ruleset that just seems more comfortable. (and what happens when eventually everything got cuddled, will there still interesting games to be had?) That`s it for now, that`s my personal opinion, what about your`s? I´m curious
  6. Hi there! I am pretty new to this forum and I decided to share my pretty sloppy models and just rant and rave about my current projects with you guys. This thread will be full of pictures and I hope you don't mind scrolling through the (future) pages to see more of my progress and finished models as I go along. First off I wanted to show you guys my little Seamus crew. I have plenty of additions but these are the first six finished models (definitely more to come). I wanted something really odd and awesome for my models. Seamus, crazy as he is, suggested I use something flashy and bright and he got a real kick out of the idea of walking around in bright orange while on a night's prowl to 'recruit' more belles. (Side note: Here is a tutorial on how I paint undead skin!)