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Found 48 results

  1. Google Document with pictures https://docs.google.com/document/d/1pZxHXLWR7OTpe9kNPje9QSInsW4H-YDjTIqiUAjgKdk/edit?usp=sharing Strategy: Symbols of Authority (with "no pickup in own half of board" modification), Standard Deployment Schemes Claim Jump, Collect Evidence (with "may reveal end of turn 2 to score" modification), Charge Soulstone(Marcus/Ma), Search Ruins, and Take One for the Team (Marcus/Ma) 50 SS Arcanists Crew (me)Marcus + 7 Pool- The Trail Of The Gods (1)- Pack Leader (1)- Feral Instincts (1)Jackalope (2)Myranda (8)- Imbued Energies (1)Blessed of December (9)Rougarou (8)Silurid (7)Guild Hound (3) (sucker)Guild Hound (3)Guild Hound (3) 50 SS Gremlins Crew Mah Tucket + 7 Pool - Know The Terrain (1) Old Cranky (4) Trixibelle (8) Francois LaCroix (7) - Stilts (1) Whiskey Golem (10) - Barrel Up (0) Burt Jebsen (7) Rooster Rider (6) Bayou Gremlin (3) (sucker) Deployment: Both teams placed a symbol marker as far from the enemy as possible and behind a difficult piece of terrain on own side. On opponents side, both teams placed a marker in an easy to reach place to try and score turn 1. Turn 1 Mah pushed bayou gremlin and rooster rider down their left flank to make attempt at marker turn 1. On Bayou gremlin activation, he succeed picking up the marker. Silurid activated mid-turn to move upward. Marcus activated to alpha Silurid to pick up marker. Unfortunately, I realize too late I should have stoned for cards. Only card in my hand above 8 (needed for alpha) is a 13 of masks. The 13 of masks was needed to pass the wp duel for the silurid to pick up the marker. Tried to stone for the mask and natural flip the 8 for the alpha. Failed. Cheated in the 13 of masks. Silurid got over to marker and took interact action. Failed the pickup. Took a shot to the face from Golem. Burt took a couple shots at the rougarou and flipped well despite double defensive flips from Myranda. Blast damage on marcus, myranda. I decided to hard commit to the symbol maker, Blessed of December abandoned the right flank and left dogs to their own devices (they are hiding behind the closest structure in the pictures. BoD dropped a scheme marker to prevent collect evidence. 1-0 Mah winning Turn 2 What was supposed to be a game full of leapy shenanigans with the beasty marcus crew turned into a brawl in the at the marker. Due to myranda being damaged, had to sack her earlier than ideal to ensure the cerberus got out. Marcus scored charge soulstone due to cerberus killing golem off of a smell fear attack (rougarou weakened golem early in the turn) and Marcus killing Burt himself. Mah scored charge soulstone off of rougarou and Silurid. Gremlins hard commited to the marker to defend it. And Mah got some damage off on Marcus. BoD runs over to try and take out rooster rider for final soulstone point and fails. Is in range of defend me. Old cranky runs up in range to give gremlins defense flips. Bayou Gremlin runs over and engages all 3 dogs. Dogs fail all 6 disengaging strikes thanks to bayou two card. This fight was lackluster because we both suspected the other was the sucker. 3-2 Mah winning Turn 3 Gremlins red joker the initiative. Mah charges BoD and kills it for last charge soulstone point. Chain activates Francois to finish off Marcus. Game is called 7 - 2 Mah wins. The remaining strat points were given to Mah because the summoned cerberus cannot score strat leaving only the dogs to try and score strat points. No points were awarded for TOFTT because we both identified the opponents sucker. Thoughts We both really liked the ideas of the new schemes and think its going in the right direction. Regarding the strategy, while its a great idea, the placement is always going to be similar. 3 strat markers might be better with perhaps some more restrictions on where they can be placed. We both agreed collect soulstone in its current form is an auto-take. It's a great idea because you can "fake" the scheme by taking a full cache and soulstone use is a new, interesting mechanism in schemes. I suggest restricting who can kill the other models to score. Perhaps only minions and enforcers can actually do the killing while within 6" of a master or henchman. The way its currently worded a beaty master can score all 3 points. I think "Take one for the team" is a good scheme and the problem this game was that we both just didn't choose a good sucker. It probably only needs tuned to cover blood vik. I always have fun playing, but I was really disappointed that my opening move with the silurid failed and I tanked my entire game by hard committing to the marker. Looking back, I probably could have positioned the marker to leap - walk - pick up without marcus' alpha. I never wanted to get into a brawl with this crew - it was built to be fast and hit hard, not tank. Instead, I wanted to spread out the enemy and hope I could find an opening for the marker in the back to make a hard strike while defending my own markers with the summoned cerberus. I would have liked more options to achieve the strat points. The way it currently is, you pretty much have to pick up the marker turn 1 or you end up getting swarmed. A turn 1 pickup restriction may work to prevent this from happening. Anyway, this is only one game so it may not be indicative of all games. I may add more thoughts later. Let me know what you think!
  2. Hey, thanks for reading. I'm new to the game, anticipate casual play, and am looking for advice putting together a Beast-themed Marcus crew. Marcus + Myranda + Beasts, that's all. I'd like to get 50-60ss of models. Inventory so far: just Claw and Fang box + one Dawn Serpent a friend gave me. Could some of your more experienced players may have ideas what works best for synergy? Here is a crew I came up with based on reading some stats. Thoughts? The core (19ss) Marcus Myranda Jackelope Sabretooth Cerberus (may need a second model for Myranda!) The minions (23ss) Razorspine Rattler - backup Waldgeist - blocker Dawn Serpent - artillery The schemers and objectifiers (7ss) Canine Remains - grab objectives Malifaux Raptor - contest scheme tokens Total 49ss Don't have thoughts about Upgrades yet, and am TOTALLY open to suggestions and swapping out. That's just a wild idea up there. Thx!
  3. Yesterday was Spring Down, a 3 round 50 ss fixed faction GG17 event. I secured a pass for the event and drove down with my clubmate joe. he decided to play Collodi whilst I decided that I'd stick with Arcanist, and see how the day turned out. There are no photos, but games one and two were on wild west town boards (different boards, but largely they all seem to be similar) Game 3 was on a dried stream bed board (The one I played on twice in Lost love 5) The event itself was run on Bag o Tools, which means I didn't walk away with all the schemes for each round, so I've only recorded the ones I can remember. I also took no notes so I am missing most upgrades from my opponent. (and expect a few things to be slightly wrong) Game 1 Collect the bounty vs Tara (Darren) Flank deployment Dig their graves, Claim Jump, leave your mark, Marcus (Damage upgrade)(Arcane) Jackolope Shuistarya Guard War Wabbit Luther the Pascha Hare (well rehersed) Boris the circus bear Moleman Hoarcat pride He took Tara Scion of the Void Nothing beast 2 void wretches Death Marshal Aionius Turn 1 I used the jackolope and Boris to give the War Wabbit options where to go. He moved the bulk of his models (Scion, tara, nothing beast, Aionius and a void wretch) over to 1 side roughly where I was heading the bear. I moved Luther that way, and dropped a scheme marker for the moleman to move up and they hid behind a building from the main block of Tara. The death Marshal shot at the bear, slightly hurting it. The Shystar guard pushed the Wabbit towards Boris and then went off to try and start scoring leave your mark. The Wabbit charged Boris, pushing him and making him furious. It also made the scion in range of my second charge. The Wabbit hit the scion and hurt it a fair chunk. Marcus had gone over towards the death marshal. Turn 2. Tara lost initiative despite the bonus flip, so the Wabbit went to town, killing a void wretch, hurting the scion a bit more and and hurting Tara. I was hoping for slightly better, but you take what you can… Tara kicked off her fast aura and attacked the wabbit. I had foolishly moved Marcus to far away to Alpha the Wabbit so I pushed him nearer with the Guard, who also got into position to drop Leave your mark markers next turn. The nothing beast went to town on the Wabbit, leaving near death. Blessed went up and dropped a scheme marker near enough to get me a graves point. Scion kills Wabbit. It does empty hi hand to do so. Boris charges Scion, but fails to kill. Marcus Alphas Boris and this time he kills the scion. Aionius scores claim jump. Death Marshal charges Marcus, but he survives. Tara re-activate kills boris. I score Bounty and Graves, He score claim jump. Turn 3. Void wretch fasts Luther and charges him. He becomes buried. The Horcats charge the void wretch, but leaving him on 1 wound. Aionius goes and kills the buried Luther from fully healthy so I can’t use well rehersed. Marcus goes after Tara, and kills her. Moleman gets a marker near the nearly dead void wretch. Jackolope gets the kill on the void wretch. Guard drops a scheme marker for leave your mark. I score 3 points. Turn 4 Marcus kills the Nothing beast, and the jackolope kills the death Marshal. Aionious drops a mark for claim and a mark for leave your mark (due to his pushing markers action) I score 2 (failed to dig graves) he scored 1 We didn’t start turn 5, but I couldn’t get Aionius and he was the only model he had left, and couldn’t score anything. End score 7-2 The Bear and the Wabbit did roughly what I wanted as tough minions that took most of his crew to kill. I probably should have got more out of them, but it turned out to be just enough. If he had realised he couldn’t bury the scion with 0 cards in and, he might have played turn 2 a little differently, but I think it wouldn’t have made a huge difference as I think the last card he cheated saved something else from dying. I didn’t pay enough attention to Aionius’ damage, it was a lucky severe that killed the blessed, but I should have paid a little more attention to the down sides of being buried rather than just thinking it would be good to have a fast blessed released when I killed something.
  4. 2 Qs on Marcus' Alpha ability

    OK 2 simple questions i couldn't find the answer for: - Frame for murder. If i Alpha one of my opponents figures to kill the opponents frame target. Does he get points or no? - If i Alpha my own wild boar, does the wild boar get the +flip for "on edge" thanks
  5. As the title suggests, I have too much spare time and I recorded my work to get a Slate Ridge Mauler to be Winnie the Pooh for my 100 Acre Wood themed Marcus crew. Pooh is the first model I've done for the crew (Like I could start with any other model...) Finished compiling the video and slapped it on Youtube. Here it is
  6. Hi dudes! The next Saturday I'll go to a tournament [Declare faction + 50ss], and someone that knows me a little you can imagine I'm a very very meticulous man xD First of all this will be a hard and long post, if you keep reading assume that, and... if that are the case... thx!!! I'll go to explain all the shit of my head, and if you can and want, I'll really appreciate all the advices can give to me, thx for all blue mates =P I promise a report later if can ^^ I'll divide the post on sections: 1. Introduction 2. Miniatures that i have 3. Better Masters vs Factions 4. Better Masters vs Schemes 5. Schemes explanation 1. Introduction Thats are my opinions for the tournament and masters: Colette doesn't shines vs any faction but she doesn't are bad vs any faction, and she really shines on practically all Schemes, is a solid election for that reason if I doesn't know the enemy Sandeep is a new Master and I can get advantage of that if the enemies doesn't know all his tricks and he is strong like the fucking thunder kebab (Joke of my group of friends xD, don't kill me) Marcus is my better hitter with all of his Alphas for try to win fast and it's very versatile, can give me the oportunity to change hitter Marcus on control Marcus Ramos are a safe election if I doesn't trust on a victory, he can give me time to analyce the ground thanks to his arachnids and go for the victory Raspi doesn't are awesome on Schemes but with a gunline Crew and Ice Pilar can give a mental win before a real win on the adversary, and let me be honest, she is a fucking killer, and if the enemy doesn't have crew he can't score any VP 2. MiniaturesI have these masters: Colette[C], Victor Ramos[vR], Sandeep, Marcus[M] and Raspi[R] And these miniatures: Colette, 3xDove, Cassandra, Angelica, 2xCoryphee, 2x Manequin, 2x Performer, Ramos, Brass Arachnid, Joss, Howard, Mechanical Rider, Johan, 6xArachnids, 2xSwarms, Arcane Effigy, Sandeep, Banasuva, Kudra, 3xOxfordian, 3xSantionated Spellcaster, 2xPosionG, 3xIceG, 1xMetalG, 1xWindG, x1 FireG, Marcus, Jackalope, Myranda, Cerberus, Cojo, Rattler, Raspi, Wendigo, Snowstorm, Essence of Power, Arcane Emisary, Envy, Ice Golem, 3xDecember Acolyte, 3xMoleman, 2xSilent One, 3xRaptor, Mobile Toolkit, Rogue Necromancy, 3xCanine Remains, Dawn Serpent 3. Masters vs Factions The order of Masters it's below the factions with my decisions Guild (M > R > C > S > vR) Marcus and Raspi can hit fast and hard all his masters except Hoffman, if I can kill enemy miniatures fast I usually can get sobreactivating for easy win Perdita is a famous Guild master and didn't want Obey on Ramos for explode to Howard... Resurrectionists (S > vR > R > M > C) Sandeep it's awesome in that match, Ca burn incorporeal and can summon Ramos have a lot of armor and summon too Raspi have Frozen Heart so good vs Horror duels Marcus can get down easy his Masters Arcanists (S > vR > C > M > R) In general they have a lot of armor, the best Masters vs armor are Sandeep and Ramos, and the worst Marcus and Raspi (In the other hand, its really fun Alpha Ramos for explodes Joos and Howard =P) Neverborn (R > S > C > M > vR) In that matchup the best Arcanist hablity IMO it's Frozen Heart and if we add Ice pilars and Paralyze... Sandeep and Colette can do nice tricks here and can give tricks to Arcane Effigy a must on that matchup Again time I doesn't want Zoraida Obey Ramos for explode Outcasts (M > R > C > vR > S) Viktorias are the best hitters in the game, but Marcus really shines here, he can Alpha further and better, can kill his master in T1 and hit hard other Outcast masters Raspi can go to kill Masters too and blast are good vs Hamelin Sandeep and Ramos play's style is on a bubble, and Arcanist faction play's a lot of armor models, solid reason for play Viktorias and if i take this masters probably lost the game on T2 Ten Thunders (C > S > vR > M > R) In that Machup, the best master is a minion... Arcane Effigy it's a mandatory, so much conditions and tricks, and another time the masters can move and do tricks with that model are the best Colette and Sandeep Colette, Sandeep and Ramos can do a crew with Joss and I love cut defensive triggers Ramos and Marcus can do a great Alpha fast on his models Gremlins (R > C > S > vR > M) Wendigo can Devour virtually all Goblins and with Ml8... and Ice Pilars are good cover vs Snipers Again Colette, Sandeep and Ramos can do a Crew with Joss and this is the best weapon for kill the goblins 4. Masters vs Schemes Round1 Headhunter - close deployment (C > S > vR > M > R) Claim jump (C > vR > S > M > R) Frame for murder (C > vR > M > R > S) Leave you mark (C > vR > M > R > S) ---> (C > vR > M > R > S) Show your force (S > R > C > vR > M) Hidden trap (C > S > vR > M > R) Round2 Extraction - standard deployment (vR > S > C > M > R) Claim jump (C > vR > S > M > R) Eliminate the leadership (M > R > C > S > vR) Accusation! (C > S > vR > M > R) ---> (C > vR > S > M > R) Cover breakthrough (C > vR > M > R > S) Search the ruins (C > vR > S > M > R) Raound3 Guard the stash - corner deployment (C > S > vR > R > M) Claim jump (C > vR > S > M > R) Dig their graves (C > vR > S > M > R) Recover evidence (C > vR > S > M > R) ---> (C > vR > S > M > R) Set up (C > S > vR > M > R) Last stand (S > C > M > vR > R) 5. Schemes Headhunter (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model B. A model in base contact with a Head marker may spend a (1) Interact action to pick it up C. Picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. Tip: You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. Tip: From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum Tip: Lures are also great for bringing opponents to your crew for easy killing and Head retrieval Tip: Models To Consider: (Arc) Performer; (Grem) Fingers; (Guild) Guild Austringer, Master Queeg, Nino Ortega; (Never) Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; (Out) Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; (Res) Mortimer, Philip and the Nanny (10T) Mr. Tannen, Sensei Yu Extraction (T2) (Ramos > Sandeep > Colette > Marcus > Raspi) A. Crew 1VP if it has two or mroe non-Peon models 6" of the Marker B. After points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model) Tip: This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's Tip: Tip: movement doesn't make a huge difference in most games Guard the Stash (T2) (Colette > Sandeep > Ramos > Raspi > Marcus) A. Two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline B. 5" from the center of the board in each direction C. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. Tip: Presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability Tip: Also, since players need at least one model in each of two places, there are two areas that need to be reinforced Tip: A single model in either location can be killed or displaced to ruin an opponent's scoring opportunity Frame For Murder (T1) (Colette[Howard] > Ramos[Howard] > Marcus[Cerberus] > Raspi[December] > Sandeep[Kudra]) A. Name non-Peon model like "sucker" B. If model is killed or sacrificed 1VP C. If the enemy model was Master/henchman +1VP D. If its before T4 +1VP Covert Breakthrough (T5) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. End of the game +1VP for each Scheme Marker within 6" of enemy Deployment Zone Hidden Trap (T5) (Colette > Sandeep > Ramos > Marcus > Raspi) A. End of the game +1VP for each enemy non-Peon within 3" of one or more Scheme Markers B. Remove all Scheme Markers which are within 3" of an enemy model Claim Jump (T2) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Scheme Markers near the Centerline B. Scheme scores at the end of each turn after the first C. Need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker D. If you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed Tip: Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn Eliminate The Leadership (T1) (Marcus > Raspi > Colette > Sandeep > Ramos) A. Reducing the enemy Leader below half their Wounds B. Killing or sacrificing the Leader (or reducing them to 0 Wounds) C. Having the enemy Leader out of play at the end of the game Accusation! (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. You cannot target a model that has already activated this turn to give the Accused Condition range 1" B. Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged C. Removing Accused is only a (1) at least D. Only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn Dig Their Graves (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed Tip: Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy Tip: If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea Leave Your Mark (T1) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point Show of Force (T2) (Sandeep > Raspi > Colette > Ramos > Marcus) A. ount the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board B. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total C. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point Recover Evidence (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent B. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact Tip: Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Tip: Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points Set Up (T1) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game Search the Ruins (T5) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board B. Get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table C. Be careful, because Scheme Markers within 2" of each other don't count for scoring Tip: Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish Last Stand (T1) (Sandeep > Colette > Marcus > Ramos > Raspi) A. Get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone B. Need to have fewer models in play than your opponent. Tip: Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring
  7. A couple of months ago a buddy and I began our Malifaux venture. Previously we have been playing Fantasy, 40k and LotR so miniature games are not unfamiliar to us. (I'm not too keen on 40k these days.) Hopefully well get someone else into the game soon as well. (Scheming to start Gremlins to add variation as well as have an extra crew ready for some buds coming over.) Locally our FLGS has had Malifaux on the schedule Saturdays, but I'm not sure it has stuck. But before we take on that route we want to learn the rules a bit better (only 2-3 games in so far). But it's great fun! This first post of mine (here) is actually a celebration of getting my Cojo painted. Toot! (Sorry for the harsh/dim lightning,) (Will be retroactively add the other painted Marcusians soon.) Thanks for reading! /PoisonTail
  8. Marcus, Alpha and Obey

    Hi dudes! Have a big question... when a model fails horror duel in his activation this model doesn't paralizes rather than this model ends his activation... ok... So why i read in other threads you can do 'Obey' in a model to do intentionally a horror duel and loss it, for example vs Ama no Zako and paralize him for devour? I can do the same whit marcus and Alpha vs a Rattler? Thx for all!!! Best regards.
  9. Hi folks, After a long hiatus, "Play It Like Beatdown", my blog about playing Malifaux badly, returns! In the olden days it was pretty much all about playing Marcus, but recently I've mixed things up a bit and started using Kaeris, plus I've got Sandeep on the way too. So if you want something to read which is certainly not going to make you the world Malifaux champion, why not stop by? https://playitlikebeatdown.wordpress.com/ Enjoy Dave/sssk
  10. Sold... Thanks :)

    Hey everyone, Hijacking on of my old posts again! I have VS crew all built and upainted + Hans and a Strongarm suit again all built and unpainted Outcast general upgrades Arsenal deck and also the Wave 4 upgrades for outcasts: I am looking for the Marcus crewbox any condition and any extra beasts you have to throw in! Cheers for reading
  11. tl;dr: I have too much time. Need advice on starting crew. ------------------------------------------------------- Foreword: I have very-very small game experience, but I read some rules and did some research. Also, I'm sorry for my bad English. But I hope this does not cause any inconvenience to you. Now, Malifaux is a complex game - there are many unique rules on models, there are different combinations of win conditions, and players build their crews specifically for that conditions. In short - it's pretty hard to comprehend all possible combinations of schemes, strategies and models, from the beginner's point of view. My current goals are: - to understand different schemes and strategies - to collect number of models, that can be effectively used in as many possible combinations of Schemes and Strategies (SnS) as possible Aesthetically, I like "nature" theme of Malifaux. I.e. beasts, plants, etc. But I'm willing to convert things as necessary. And after some thought, between Marcus and Zoraida I chose Marcus. I'm not planning to invest in all faction or even different faction masters from the start. At least for now. Therefore I will present you a Wall of Text and ask you for your opinion on it. Where am I wrong? What have I missed? What should I pay attention to? Etc. And most importantly - I look forward to your advice. -------------------------------------- Wall of Text -------------------------------------- Purchase plan ------------------------------------------------------------------------ "Claw and Fang" box "Blessed of December (1)" box "Canine Remains (3)" box "Waldgeist (3)" box "December Acolytes (3)" box "Raptors (3)" box - I'm not sure "Dawn Serpent (1)" box - later ------------------------------------------------------------------------ Noob thoughts on Strategies and Schemes ------------------------------------------------------------------------ i.e. what I'm planning to take with what schemes and strategies and why I'm buying those models Always (almost): Sabertooth, Blessed, Myranda Usually: Jackalope Questionable choices - Raptors and Dawn Serpent - Raptors - against snipers and weak backfield support - Dawn Serpent - if I'll need shooting and\or blasts Strategy Plan: * Turf War, Extraction, Guard the Stash: Defensive Marcus, Waldgeists * Reckoning, Headhunter: Aggressive Marcus, Acolyte, Rattler, no cheap models, no totem * Reckonnoiter, Stake a Claim: Aggressive Marcus, Canine Remains, Acolytes * Squatter's Rights, Interference: Aggressive Marcus, Canine Remains, Acolytes Schemes Plan: * A Line in the Sand: Aggressive Marcus, Waldgeist, Canine Remains, Acolyte * Distract: Aggressive Marcus, Waldgeist, Canine Remains, * Breakthrough: Aggressive Marcus, Canine Remains * Assassinate: Defensive Marcus * Protect Territory: Aggressive Marcus, Waldgeists, Acolyte * Bodyguard: Aggressive Marcus, Acolyte, Myranda as a target ------------------------------------------------------------------------ Skeletal crew ------------------------------------------------------------------------ Aggressive Marcus: Trail of the Gods, maybe Imbued Energies (for Fast) instead of 1-2 other Upgrades Defensive Marcus: The God’s Domain, maybe Imbued Protection instead of 1-2 other Upgrades Other upgrades: Feral Instinct (spare SS), Hunger Cry (against models targeting WP) [3] - Marcus (Def\Agr variation) [9] - Myranda (Imbued Energies for cards) [9] - Sabertooth [9] - Blessed of December [2] - Jackalope [:: Total: 32 +\- 1 ::] + models chosen for schemes\strategies
  12. Why are Bayou Gators not Beasts?

    I love the Bayou Gator models but do not play Gremlins or Zoraida in Neverborn. Why are they not Beasts for Marcus? Is there a fluffy reason that I am not aware of? If Marcus finds himself in a swamp do their reptilian brains counteract his magic? Please share any stories you know of that can shed some light on this dark corner of fluff Would they be too good with Marcus and for the sake of rules this has been omitted? I don't see them in play often or praised to high heaven on here - the consensus I gather is that they are "OK." Marcus can already get Silurids and the Spawn Mother/Gubbs who are NB Swampfiends, and the majority of Gremlin pigs. Is Zoraida jealous and hogging all of her gator friends? Running a Marcus Swampfiend crew would be exciting to see. Hire in McTavish as a mercenary to replace Myranda and you'd be set. Getting some justification for this omission will help stem my crocodile tears.
  13. I bought the Marcus crew box recently and figured to get used to it I'd play in a local Shifting Loyalties Campaign with it. But, looking into it, most of the Beasts I normally take aren't Arcanists, and with only starting with Myranda I won't be able to bring them along. Would Arcanist beasts would people recommend I use? At the moment I'm thinking Rattlers and maybe Cojo for a bit of longevity. I'd take the sabretooth as Myranda's 'change into ' model rather than hiring it in, (especially as I only have 1). Unless I go really aggressive with it and kill a few things in the thick of the enemy crew before its taken down then I warp Myranda into it bringing out the threat again. But this would mean it would get 'injured' for the campaign. Any thoughts?
  14. Marcus + smell fear crew

    Hi guys, im very new to malifaux but not wargaming in general (joining you guys from vadious other games which shall not be named). For my first master i was looking at Marcus and spotted that a few beasts have the smell fear rule and the upgrade pack alpha(?) gives it to other models too. So, my question to you all is how could i build a crew a crew that takes advantage of the smell fear rule as much as possible and is it actually worth trying to do? thanks guys, any advice is appreciated
  15. Marcus "Defend me"

    I was wondering, the Defend me text states, a beast within 3" suffers the effect of the "Attack" instead, I would like to know what exactly constitutes an attack? MI and shooting? Casts? Anything that deals damage? Pushes and pulls? Thanks for reviewing my question.
  16. Scorpius (book 3) with Marcus

    So I have read book 3 and thinking about starting to play Marcus (among 2 other masters ). I was thinking that Scorpius would be great to cash on the poison conditions caused by Razorspine, the zombie dogs or Rouge necromancy since he can cause Paralyze with its 0 action. However Scorpius seems like a minion that could be shredded in a single activation and it is rare 1 (you could bring it back with Myranda but there are better targets for it). It leads to my problem, namely the Wk4 of Scorpius. It would mean that if I want to charge with it I have to stay in the open (8 threat range) and die horribly. Or during the activation move 2 and use 0. I read most beast and arcanist models but can't find a solution (push + accomplice for example) to gap this problem. Anyone has advice or experience with Scorpius and how to use it with Marcus?
  17. My first Malifaux crew

    Hey folks, So, my good friend roped me into Malifaux via a combination of constant peer pressure and excellent demo games at House of War (Ringwood, Victoria, Australia - if you are in Victoria and have the time or inclination, I high recommend going to visiting these sweet peeps! Facilities are second to none.) My girlfriend helped me cave to his pressure by buying me the Marcus Claw and Fang starter set for Christmas. To my surprise, I had a great level of enthusiasm for completing and painting these models to get them onto the table. Marcus was the first model that I completed of the crew. This was a significant moment for me because he represented the first model I have ever fully completed - I have 3 40k armies, 2 WFBH armies and an Infinity crew. With his completion began the relentless march of churning out beast after beast for my crew pool. First was the entire box contents, followed by a War Pig, then some old school Night Terrors, which were then followed by Silurids and Waldgeists. Lastly came the Canine Remains (who may be my new favourite model after the Cerberus, following their turning of the tide against a Dreamer crew for me). Now, I will profess that I am not the world's greatest painter by any stretch of the imagination, but the completion of these models makes for an important chapter in my gaming career. I feel like I need to express my love for this wyrd little game of ours (see what I did there!). It is the only game that I have felt myself wanting to continue painting and getting the models completed and I love the zaniness of the games, so much so that I am entering my first tournament in March and hope to have my second crew (the wonderful Toni Ironsides) ready to go for the grand occasion - although she will struggle to force Marcus off the table. So, without further ado, I present Marcus and his horde of homie beasts...
  18. The new year has begun, and I´ve been busy with #TOMB3! In this post I will show my painting progress, and rant on a bit on random topics that are Marcus related. First off I noticed that Marcus has another theme, besides from beasts. Namely butts! I think this is the crew for which I painted most butts. Second, it;s lovely how much painting variation there is in this crew. Everything is so unlike the others, so I had lots of experience painting. Trees, frogs (silurids), hairy beasts, less hairy beasts, etc. I really like it. The model I am most proud of, is my Rattler. I think she turned out very pretty, and its the one model in my entire collection I spent most time on. The colour scheme is really striking! Another thing I really liked to paint where the silurids. I did them in a froggy painting style. As I painted the two seperate they have a bit other tone/colour, but I am growing fond of that! Then the Waldgeists. Really loved them too! Tried to paint glowing eyes, which didnt work out too well. I think they look really forresty Again I painted these in different tones; not every tree is the same colour after all! Another MVP is the Cerberus. In game she is THE beast of the pack. There hasn't been a game so far where the opponent wasn't suprised at how good it is. I love her, and also because she is painted in the colour and pattern of one of our cats! I did my best painting the eyes, and after doing that for this model I vowed to (at least try to) paint all the eyes on my models from now on. It gives so much character! Well, for me those where the highlights of painting this crew so far. Now onto the models I had less fun painting. Molemen: I really like them ingame, and they are little ugly models. Just as I like them, as I want them to look like naked molerats. Who are ugly as well. Think these turned out quite nice! Painting Marcus I wanted to do a really dark skintone. I couldnt get a foto showing it well, as I feel the picture somehow turned out too dark. Still I think it could use more highlights, but I couldnt get them right. After trying for some days I thought I might as well keep him like this. Painting dark skin is hard! The Jackalope is a funny little model! I googled some nice inspiration, and think I got an original painting scheme which looks pretty. He;s a funny thing. One game he killed a Death Marshall on the charge on turn one Myranda is a bit of a bland model imo. She has nothing interesting going on. Just a squatting lady in an ugly robe. Rushed the paintjob a bit on her. Ingame she is amazing though! (unless turned into Cojo, then she dies the same turn or the turn after). Then the Blessed and Cojo. They are the same category for me: unfun to paint. I found that this style of model (furry but bulky) is something I don't like to paint, nor am I any good at it. I am really eager to try out the Blessed in game. She should be amazing! Cojo on the other hand... I don't like his paintjob, the chest on the model isn't right this way and there's an ugly blotch at the backside. But I am going to paint other stuff first before I might repaint him. Trying him out a few times in the games now I feel like I will almost never field him anyway. So there's lots of pictures! Lots of fun to paint, and learned a lot, improving my painting schemes. For the games I played: I tried to make the other limited upgrade work for Marcus. You know, the one that doesn't give +3Wk of +2dg. Well, every game (5+) I wished I had taken the other upgrade, sadly. But even then I won! Some things I learned include: don't engage a librarian with Marcus. That thing strips all suits, and that makes it really hard for him to get away/be really effective. Marcus also is quite squishy, so I used a lot of soulstones for damage prevention with him. Cojo seems plain bad, and the Cerberus is insanely good. The entire crew is fast, which is a nice switch from Ressers as well! In a week I will attend a tournament here where I want to try out my Marcus, so we'll see how he does in a competative environment Comments and feedback are more then welcome! I want to learn to paint better, mostly, and have a Rogue Necromancy and last of the molemen, silurids and waldgeists primed up. Also a Dawn Serpent to round up the beasts. I feel my Marcus pool is quite complete then. Thanks for reading!
  19. Trouble Facing Marcus

    Hey gang, I am learning Arcanists after spending a lot of time with the mercs in the Outcasts. I am learning Colette and have had some problems with facing Marcus. His beasts are fast and hit like a truck, he himself is blazingly fast and a hell of a beatstick with being able to stack bonuses (at the cost of extra Tomes), not to mention the debuffs after he tags my things as Beasts with Ca8 or random other things like Malifaux Raptors. Myranda's Skinwalker + Malifaux Raptor also makes things like Entourage, Bodyguard, or enemy-zone marker schemes extremely difficult to stop. It does seem like most killy Beasts are glass cannons, but things like the Sabertooth or Blessed have Leap so getting the alpha strike or locking them down is very difficult. Your thoughts?
  20. Got my first game in ever as the dreamer last night. It was a ton of fun, probably the most fun I have had playing as Neverborn.Corner Deployment Extraction Schemes were Deliver the Message, Body Guard, Protect Territory, and Spring the trap. I opted for Bodyguard on the Hooded Rider and Deliver the Message, both unrevealed. My list:Dreamer with Dreams of Pain, Otherworldly, and Wings of DarknessTeddyHooded Rider with Ret's Eye3 Day Dreams1 SilluirdHis list was Marcus with God's Domain, Arcane Reservoir and I can't remember what elseSabertooth Cerberus with Imbued EnergiesMiranda with Imbued EnergiesJohan with Imbued EnergiesJackalope2 Canine RemainsTerrain was kind of relevant, but kind of not. We had a river going down the middle to the left. There was a house close to the river and a bridge on both sides of the house. The marker was on the inside of the river with the house blocking it in. Whoever got that corner was going to have a huge advantage as the other corner had limited options to get around. We flip for deployment and he gets that corner. Great.He deploys the Cerberus on his left far flank with one canine remains and jackelope on the left side of his deployment. Marcus, the rattler, Myranda, and the other Canine Remains were centrally located.My deployment was Hooded rider on the left (there was a row of houses to navigate so I can flank) with teddy ready to run across the bridge. The sillurd was on my right part of my deployment. The dreamer was centrally located with the nightmares in a triangle pattern around him. My starting hand had 1 11 and the rest were below 6. Ok, no problem! Stone away and strike out. I get nothing but low cards. This bums me out a little, but I'd rather filter them now, I guess? The first round was interesting. I managed to use a stone to give myself positive flips on a summon flip and summoned in the twins with one lucky high card and cheated in the other, both healed to full. On my right, he threatened a Sabertooth to my teddy. He traditionally gets super lucky with the Sabertooth (he got like 8 attacks one time) so I am a little hesitant of it. We do a little dancing, but no engagements. The hooded was B-lining up the left side. Turn 2: I won initiative and cant remember the order of things, but I managed to get one stitched in and gave fast to the twins and moved up with the dreamer, being careful of my waking. The hooded popped one canine and the non-slow summoned stitched (because I hit the trigger) gambled and destroyed the other canine. This was good because it means I could start out activating, but he had more peeps around the marker to move it. I still got my strat point, but he moved it back to his corner a little bit. Not good. I managed to snag Johan with a lure and teddy brought Johan down to 1. He also got the drop on my teddy and took a big chunk out of him, but he managed to stay alive. Turn 3: I won initiative and finished Johan promptly with Teddy. His cerberus leaped over Teddy and got to deliver a message to Dreamer, scoring 2. Those keeping track, that makes it 1 to 3. I summon some Insidious Madnesses and rush the objective. I do a big chuck to his Rattler with my Rider as we dance back and forth. He isn't able to make a lot of the damage stick on the rider at this point. Dreamer also gave one of the twins fast, so Leilu activates, Lures myranda into the river (causing hazard damage), and double Whispers in Blood. Lelu then goes and takes a huge chuck out of Cerberus. He doesn't kill him, but he is hurting. I have more guys within the objective due to spamming Madnesses and get the objective to move back.Turn 4: He wins initiative and tries to put some damage on Lelu, but black jokers one and whiffs on the other. I leap my silluird into base to base with Marcus and do my own Message UPS. I finish off the Sabertooth and lure Myranda up more and do some major damage to her in hazardous terrain. He pops Myranda and summons out a Cojo. He is able to clear some area with his push, but it was a desperation move. I am able to do some major damage to him and keep him in the river, bringing him down to 1. The Hooded rider finishes off the Rattler. He is down to Cojo on one wound, Marcus who kills the silluird, and is Jackelope. Turn 4 ends and I reveal my other scheme. After asking if I have a way to heal the Hooded to above half wounds (which dreamer can do and could do easily), he says good game. End of game score was 9 to 6. he got 3 strat points, 2 points for Deliver, and 1 for protect territory. Turn 5 would have been me getting the last strat point. Things I have learned:Summoners are dumb. I hate playing against them. After playing AS one, I see the appeal. They are dumb. Dumb dumb dumb dumb. OMG dumb. There wasn't a lot he could do really. Maybe bring some deploy from shadows stuff to engage me? I dont know. It was rough for him. He had a blast, luckily. I didn't overwhelm him any one turn, but was able to stop him. Had I not rush the objective turn 3, he would have been able to just run back and camp points.
  21. Starter with some beasts?

    Hi all! I play Marcus, but i need to buy into another master to have some more maneuverability. I would like to get another faction, which one has some good beats that can run with Marcus?
  22. (Beware!) The Beast Within

    Greetings all Firstly the idea of this thread is not to discuss the 1982 Horror title of the same name but rather gather some thought and opinions on my intended Marcus crew selection for an upcoming tournament in October. As far as I know the tournament is going to be fixed Master and as of now I do not know what Strategies and Schemes will be available in each round. I choose Marcus due to the large selection pool that he has available, however I want to limit myself to a grand total of 15 models to cut down on carrying space and also to give me time to get accustomed to using these models before the event starts. So here is what I am thinking of bringing so far Marcus Jackalope Myranda Cojo Sabretooth Cerberus Canine Remains Canine Remains Dawn Serpent Hoarcat Pride Razorspine Rattler Moleman Moleman Silurid Waldgeist Waldgeist Hopefully this gives me a variety of models that I have available to me (minus the Moleman and Silurid currently) that I can play with and grow accustomed to that will allow me to compete in a variety of strats and schemes
  23. Marcus finally finished

    I finally got around to finishing off Marcus to complete my second fully painted 50ss crew! Here's a few more looks at Marcus and his furry friends! I hope you all like it!