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Found 45 results

  1. Arcane Emissary The Negation

    The Arcane Emissary's 0 action removes an enemy's non-station characteristics i.e. Construct, living, academic, M&SU, showgirl, etc etc basically everything except their rank (Minion, enforcer, master, totem etc). Im interested to hear anyone's examples of how this could be useful?
  2. Yan Lo Toe To Toe

    To help budding and struggling Yan Lo players (i.e. me, total self interest) I thought we could have a bit of an ancestral conflux and pool some experience. There is a pinned thread on yan lo, a pull my finger page, and schemes & stones podcast which cover general lo-ing. These are all great, though ageing a bit. The focus of this topic on specific master match ups for Yan - ambitious, but dream big! The diversity of crew builds, scheme pools, terrain layout in Malifaux is staggering and a core strength of its wonderfully rich and balanced mechanics. However, there are predictable themes and patterns. As much as any master can be, Yan Lo is about identifying and messing with his opponents patterns, save a brother/sister some time and unpick the ones you have noticed. Most enemy masters have a couple of specific ways they ideally want to play, and have common in-theme elements to their crews that can be expected in certain schemes pools (simplify this to kill-heavy, interact-heavy, balanced), or there are powerful 'net-list' combos. Pooling ideas on how to disrupt these with Yan Lo is the name of the game here. The most useful information are the tasks Yan's crew needs to perform to shut down the enemy's game (e.g. remove the slop hauler to gimp the gremlin engine), and positioning tactics required to do it. Go ahead and list tailor, the benefit of this is in highlighting what tools Yan Lo wants against master X, rather than the models themselves, and understanding what options you do/don't have when you find yourself toe to toe with them. I will post links to my battle reports here if I think they demonstrate something relevantly Some ideas to counter these common headaches would be nice: Vik/Yasanori/Langston/Nekima missile Spider/Gremlin/Rat/dog spam Lilith/Zipp/rotten belle kidnap Sonnia/Levi/Wong/Rasputina/Reva/Lynch etc. range Ca blitz Cheers
  3. Hivemind, I have recently run into some trouble with the Guild. Prominently against Lady Justice (probably something to do with Yan Lo). My standard tactics of tying up key models and cutting down the rest have not been working as well. So I write this both to learn and to share what are the Guild's strengths? What are their weaknesses? Here is what I have so far; Guild Strengths: High damage output, Cheap Armor +x, Lots of Shooting Guild Weakness: Elite crews, Guild Keywords: Critical Strike +x, Armor +x, Bury
  4. GG 17 and Us Neverborn

    Ok so the new GG are out. We had some time to look them up and now we can discuss what masters gained and loosed based on each strategy and scheme pool. So what do you think ? Did Dreamer got cuddled ? Did Titania get buffed ? State your opinions here.
  5. 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?
  6. So I've been playing Malifaux for around a year (well, playing again, its a long and uninteresting story). I play exclusively Neverborn. I'm not a fantastic player, but I'm not a terrible player either. I have no issues playing against any faction, except Gremlins. I really hate people who make casual unbalanced accusations as most of the time its a lack of imagination. In this case though I really struggle to see a pathway to victory when my opponent is a skilled Gremlin player. When I first started playing I heard some people talk about how OP gremlins were, but I also heard others say they were terrible so I assumed a balance there. But after going against them enough times I, frustratingly, am starting to agree that there are balance issues. Being able to buy up to 6 stuffed piglets for 2ss each is ridiculous. Even if ALL they did was given an activation that would be good. But they can deny schemes like Convict just by existing. If you can reliably kill them from range they will run up and tarpit you, and the fact that their explosion on dying is OPTIONAL is even more ridiculous, since you can't even force them to explode by killing them next to their own models. Add in a Pigapult, which is ludicrously low cost for what it does, and you now have 7 activations for 20ss which can deal MINIMUM 3 attacks from 24" away without requiring LoS which have a decent likelihood of blasting. Rooster Riders are ridiculous for 6ss cost models. Combined with the presence of Dumb Luck and Bayou Two Card on most of the faction I don't see what they don't do better than everyone else. High number of activations, essentially 3 ap for their entire faction in the form of reckless, insane damage output for what in my opinion is minimal cost, initiative control, hand control, high speed. So I'm not trying to be a whiner. I just am at my wit's end. I've asked experience players I know, I've asked forums on Facebook, I've asked my local henchmen. How do you beat Gremlins? I've been told to take WP attack models, but on a whole I actually don't find their WP THAT low. I've been told to isolate and kill off key models, but I'm completely unsure as to how to even get close. Manipulative, Mimic's Blessing, and Perfect Camouflage are all basically useless since nothing important on the Gremlins' side will happen before I'm completely finished activating. The only things I've come up with so far are things like Tuco, which can alpha strike the pigapult with Rets Eye from the shadows and hopefully take out a few other models with blasts, but if you lose the deployment flip then that strategy goes out the window, and even if you succeed Tuco for the Pigapult isn't an even trade. Zoraida seems to be a really good master against them. Obey's can make Stuffed Pigs go off, I think, and turn Rooster Riders back on their own with 1ap charges. Collodi could do that too I suppose and could bring Vasalisa along for more straight Obeys. So.... what do you guys have? Considering posting this in the Gremlin forums too. I'm not saying the game is broken, or even that Gremlins are definitely unbalanced, but curious how others feel on the subject and to know if anyone has figured out a way around these issues. I'm very interested in figuring out a way through this problem rather than saying its a balance issue, I'm just becoming exasperated trying to see the balance and failing.
  7. How do you guys run von Schill and the Librarian together? I tend to think von Schill likes to be reasonably far upfield and get in people's faces. He seems to be a master where if he does on turn 4/5 it's not so bad because they're probably spent so many AP taking him down that it's worth it - but he always has a fair chance of surviving, so lately I've been pushing him fairly far upfield (I also take the upgrade that gives him hard to kill, on top of 'shirt comes off', of course). Initially I'd keep vS back to keep the Trapper within 10" for "I pay better", but I don't think restricting vS' movement for this reason is a good choice. Pushing vS pretty far upfield often seems to work well, even though this may mean nobody else is in his 6" bubble. But I've lately been finding the value of Librarian in just healing vS - however, it's hard to keep her within 6" of vS (her healing range), and last time she just ended up chasing vS around the board with double walks. So how are you positioning vS in relation to the rest of your crew to get maximum effectiveness? I feel like his buffing for the rest of the crew tends to be nice but not essential enough to restrict vS' movement. Of course this all depends on the game. Sometimes it just works best to have vS sitting in the middle of the field somewhere shooting fools.
  8. Hello everone, I'm new to the game and have played only a couple of games with my Hamelin crew, which were all nice and fun until I faced the Victorias. Having to play Reckoning against them was no fun whatsoever. In the end I lost 8:6, managing to score 5 points from my shemes, as did my opponent, but only once scoring from the strategy. The no fun part however was not due to losing, but rather due to the feeling of being massively outmatched. Facing a crew with such massive damage output and very powerful and obvious abilities, which also has access to hard to kill condition removall, card and soulstone manipulation etc was quite daunting, even frustrating. Thinking about the game afterwards I could not see alot thatt I could have done differentlxy to change the outcome. So far I only have the Hamelin starter and the brotherhood of the rat box - so Hamelins core crew, with the "The Lost" models awaiting painting. My list featured Hamelin (The Plague, Survivalist, The Piper) Nix (Hollow, Infectious melodies) 2x Ratcatcher Lost Obedient Wretch 5 rats (ended up summoning two ratkings on turn 1) versus Victoria 1 Victoria 2 Johan(na) Student of Conflict 2xRonin Vanessa Freikorps Librarian (don't know what upgrades my opponent used) Strategy: Reckoning Shemes I picked: Frame for Murder, Plant explosives (scored 2/3) My opponent picked the same and scored the same. I'd appreciate any constructive advice on how to play against teh Victorias, without feeling utterly out of control. (I have been plaqying miniature games for over 20 years, so I know that some factions are hard to beat and frustrating at first, but after thinking about it for a long while and looking over their cards, I reallydon't see how in this case...)
  9. The Executioner tactics

    Last time thinking about Executioner, this model has uniq stats, one of the best df for his damage(all beatsticks like Teddy, Kiljoy, Peacekeeper, etc. have low df - 3-4), Love the job is a great ability and Certain Death is insane vs rasputina, nicodim, dreamer and other models with hard df triggers. And after all - "assasinate" trigger, only MI6 stop me to call him the HtH monster. But, low mobility and no shooting decrease his chances stay alive enough to kill someone. I'm thinking about how use him(and how use him twice a game as he Rare 2). And cant to invent some good combo. Yes, I can take Abuela to add some mobility, or Francisco to add some defence, or even MacCabe to add and mobility and defence. But... I dont know, it's not enough synergy as for me. That why I want to ask how do you use Executioner? )
  10. Help with Sonnia vs Wong

    I played against the below Wong list and I struggled against it. It seems very powerful and seems to do everything Sonnia does but better, and has lots of synergy and some very tough combinations. Could I get some advice on how to build a crew to beat it? WONG with Glowy 1 and Explosive Solutions 2 Lovely Assistant 3 Burt Jebsen 7 Merris 6 Gracie 10 with Saddle 1 Lightning Bug 5 Pigapult 8 3 Stuffed Piglets TOTAL 49 SS What do people think of Wong's force? I'm wondering if it's even balanced. Gracie with the saddle and the Pigapult with stuffed piglets both seem ummm, good. You can fire a stuffed piglet forward 24" ignoring cover and without needing LOS then target it with Wong for mega blasts that stack hugely. Several models get powers to force models to bunch up. Gracie's saddle drags Burt forward for free. Gremlins can generate the extra AP so can easily get the drop on Sonnia and fire first. Anyway, advice please.
  11. How's this von Schill list?

    Here's a list that I took in a recent tournament. Ran it for 6 games, 2 wins, 1 draw (only because I stuffed the schemes) and one loss I built a base list of: von Schill + I Pay Better + Survivalist + The Shirt Comes Off Bishop +Oathkeeper Librarian +Oathkeeper Strongarm Suit + Oathkeeper Ronin Ronin SS Pool - 6 The idea is I almost certainly won't run 2 Ronin - I might swap one out for Johan, Hans, Trapper or a Convict gunslinger, or a pair of Freikorpsmenn, etc. Just depends if, for instance, Disguised will be particularly useful. Upgrades...I tend to feel like Oathkeeper would be more useful than Scramble on a cost/benefit ratio, but depending on the board I can swap that around. I've mainly been taking Bishop for his 3AP which has been good with scheme running, but he might be too expensive for how I'm using him. Resilience is still a problem with the list. Everything except vS and Strongarm can quite easily be taken out within 2AP, and if vS and Strongarm are taken out I have no ranged attacks at all (Ronin with Sh4 are just too unreliable). But really, being outactivated is the biggest problem. Ran a game against Lilith and I just couldn't do anything at all in that game, was out activated and couldn't deliver enough damage to secure part of the board, just got destroyed. That was probably the game where I struggled the most - and worst part is, Lilith wasn't even really doing anything, just chasing down my Ronin. It's still difficult holding things across the board, such as the Convict scheme...or that strat with the 5 markers across the middle......brain hasn't woken up yet...lol. I might post my Viks list in another thread.
  12. Outcasts and GG2016

    I've seen similar threads in the other forums and thought: hey why not here? So as the title suggests, what are the rest of you doing differently for the new schemes? what have you found that works, what schemes are you avoiding, are you still going for the 10 VP finish, or is it more about denial now. In addition to the standard discussions, I would like to hear more of the outcast communities thoughts on the suited schemes (including 'Take Prisoner') as they will be showing up most often, and will therefore have a greater effect on our play stiles. For example, I think that the 'Leave Your Mark' scheme is going to be very hard to get more than 1-2 points out of; The reason being that unless your opponent is playing an elite crew, they will have ample opportunity to both remove scheme markers and simply move their minions within 4" of one or more markers. We could probably get the first point without trying but after the 'surprise' first point, the next one is going to be tough unless you start killing in droves with the vicks, or have great placement with the emissary. I also realize that we have some of the most... diversely specialized masters in the game, and that each of us play very different lists most of the time; even so, I would love to hear about how your results have been for any given master under the new schemes. Also, how has "Inspection", "Occupy Their Turf", and "Public Demonstration" been for the rest of you? Right now I think that Misaki is the only one that really likes the second two no that list, but I just don't know about "Inspection", although that might just be me. Other than that, I have a few random master related thoughts I'd like to leave you with: Since all of the new schemes are now tougher to get the 3VP on, Have your games started to focus more on denial than just "get to ten and try to deny one or two points along the way"? I ask because my thoughts on this are shifting more towards "deny the likely face down schemes, and after they flip them for the first point don't let them get the second." Given the above, does this make Jack Daw stronger in certain situations? He seems to be one of the most scheme dependent masters that I have ever attempted to play. If faced with multiple scheme marker based goals, then Greed seems like gold. same for Lust in 'turf war'/'show of strength' games. Before GG 2016 dropped, I was having trouble figuring him out. Even now I am not great with him, but I would like to be able to see him hit the table more over the coming months and I am hoping that GG 2016 helps because of the "denial" mindset that comes with playing him. (deep and meaningful thoughts would be nice. lol.) Is Hamelin the factions new go to guy on more of the "non killing" and interact dependent schemes? between the obey, and the activation control that he can get things into position and interact/deny areas/drop markers better than most. 'Take Prisoner" is also easier with him than with some others. Thoughts? Assuming that "Neutralize the Leader" DID NOT come up in your scheme pool, what Schemes does Leveticus Like to see? what are you hiring to do those schemes? What If anything has changed? Has anyone/Is anyone planning to play pubic demonstration/occupy their turf with Misaki? How did it go? Can they be accomplished reliably with another master? And finally, where does Tara fit in with the new scheme pool? I don't have any experience playing with her (only against), and I am a little confused as to when I would want to take her for a given scheme pool or even which ones she likes in general nowadays. I think that covers all my questions and thinly veiled conversation starters. so let me know what you think and where you disagree. -Proxy
  13. I often hear people swearing by Howling Wolf Tattoo (and putting it on Vanessa), but I haven't really figured out how to use this one. The few times I have taken it I haven't used it, so I don't even take it anymore. Giving somebody 'Sister' just seems highly situational. It can give melee expert to a beatstick, but that's just exchanging 1AP for another, so highly situational. Aside from that, having the sister buffs on such a beatstick can certainly boost the damage anywhere on the board, but to take advantage of that I'd have to activate the Viks early in the turn which I usually don't want to do unless they're about to get smashed. So all I can see is that it looks highly situational, and being so I can't see that it's worth the SS cost and upgrade slot. I know there's something about not discarding a card to flurry, but given I'd just discard a low card anyway I'm not sure how useful this one is either... So, what am I missing? How is everybody using this one?
  14. While watching me peruse and purchase my collection my ladyfriend got curious and peaked around herself. She quickly fell for Kaeris' wings and the badass women of Malifaux (though echoes the common complaint of wishing they would dress and pose more practically). As a gift I snagged her the Kaeris starter and a box of Hoarcats (because she loves cats). She liked the look and had fun with little sample play sessions, so joined me in making Black Friday purchases. Her choices are primarily based on aesthetics, so aren't traditional. Her collection looks like this: Kaeris Firestarter Eternal Flame 3 Fire Gamin 3 Hoarcats Sabertooth Cerberus 2 Gunsmiths Mechanical Rider Female Firestarter Now, that we are nearly done building our new toys and prepping to play full games she is worried that she will never win. She knows her model choices aren't best-fits and is intimidated by my available options. Thus we get to the part where we need assistance. I ask that you provide input on the following questions: What strat/scheme pools can she do well with? What cool tactics/combos can she pull off with her current collection? Where should she look for future synergies? In our browsing she already has her eyes on the following models (so tactics for them would also be good), but suggestions that fall within the aesthetic she currently has would also be very welcome: December Acolytes Silent Ones Razorspine Rattler Scorpius Also, if it helps in coming up with answers, I currently own: Dreamer, Collodi, Pandora, Lynch, and most of their relevant extras. Thanks everyone! I look forward to seeing what you come up with.
  15. Its been a few months since the last Hoffman get started topic was posted. I have used the Hoffman box components a lot. Hunters, Guardian, and Watcher have become staples in my lists. I've only ever run Hoffman once and I was not impressed. This is what I have so far: Lady J BoxPerdita BoxSonnia BoxMcMourning BoxLucius BoxHoffman BoxMcCabe BoxRamos BoxXroad7 boxStarter KitMetal GaminRyleAustringersExecutionerExorcistRiflemenRoninHansPeacekeeper(On the way)Here are some questions I have: What strategies does Hoffman excel at?What strategies will he have trouble with?What schemes does Hoffman excel at?What schemes does he not like his opponent to take?What factions/masters should I worry about?What non-construct based models work with his crew?Anything I need to know about Hoffman that isn't readily apparent?I've had Hoffman since his release and haven't even painted him yet. Any advice would be appreciated. Also the reason I'm running him is because my group has been down on him lately and I am sucker for an underdog.
  16. Obey - how do YOU use it?

    Pretty simple - how do you use obey? I've only had one game with the Ortegas (and got tabled!! In turn 2!!!) There was one scenario where I was contemplating using Obey - I had LOS to an enemy model who had blast damage and LOS to more enemy models clumped together), but it occurred to me that I'd have to win 2 duels to pull that off, so I figured the odds would be heavily against me on that. So what are the other Guildies using Obey for?
  17. Tactic (removed)

    I have removed this topic because it was incorrect
  18. Guardsmen Trait Models

    Ok so I am not very experienced with guild (and frankly I am terrible at malifaux) but I just picked up Lucius and a few extra pieces, mainly riflemen and executioners. There are not that many things out in plastic that I want to use that seems to be "go-to's" for him ( I dont like to hunt down metal models), namely sergeant and the guardsman construct (cant remember name). So for those models that have the guardsman trait, what are some good includes and tactics/tricks? I have looked up pullmyfinger but it doesnt feel like it has enough info mainly due to a lack of depth with interaction tactics among guardsmen. what good are guild guard with their poor stats? riflemen lists seem very squishy and vulnerable to mele. What can I do as someone who is new to guild and using Lucius to maximize my crew for schemes and strategies, both killy and marker based?
  19. First guild game on a long, long time (since my intro game). Was looking forward to some shooty death goodness. Ran perdita, enslaved nephilim, Frank, nino, and guardian (never used it, wanted to try it out). Against misaki with sidir and a bunch of minions, I ran protect territory and alits, entourage and vendetta and bodyguard were on the table. Somehow I only had perdita (on one wound) and guardian left after turn 2, and they died very quickly into turn 3. Unbelievable. Disappointingly, I didn't kill a single model. I kid you not. Dita couldn't even land a shot until her last activation but couldn't kill misaki. It was one of those games where you think 'how did I do SO badly?' I copped a bit from blasts, and nephilim bled all over dita. I don't think my crew choice was great, but that still doesn't fully explain losing my models so soon, I don't think. My card usage may have let me down, I think I'm prioritizing the wrong things. For instance, I cheated 2 cards early in turn 2 to prevent Frank and Dita getting slow, and dropped my other 2 strong cards in early duels, meaning that for much of Turn 2 I couldn't cheat in defence. I find I often have games where the opponent always seems to flip better and cheat higher than me.... Main reason I took Guardian was to try him out as a tar pit, but he didn't end up getting far enough of my other models to really do that. So, I ended up with Guardian buffing Dita and Frank buffing Nino. ended up with a bunch in the middle. It's possible that I should have pushed the Ortegas out on the flanks and just let Guardian try to waste the enemy's AP in the middle, Ortegas taking shots into the scrum and hopefully staying out of Misaki's Stalking Bisento range. But the flipping...man, my deck was cursed and his was enchanted. I know my scheme choice was poor (didn't have the units to drop that many scheme markers, should have chosen Vendetta given I had Nino), but schemes didn't come into it. I copped a bit from blasts by being bunched up, but still.....
  20. Von Schill... I Can't Seem To Get It.

    Hey everyone, as the title sugests I have been having some trouble with playing Schill. He seems super simple to play, but once I get him on the table he does average at best and doesn't seem to do enough to justify playing him over another master. He tanks reasonably well but still crumbles under a couple of turns of moderate guild shooting or he gets hit with something like a teddy, or die to burning and mass attacks. the augmented jump is really really good and it did everything I ever wanted it to. The issue there is that I went too deep to hit the sweeter targets like guild riflemen/austingers and then got swamped and had many multiple weak damages take him down after he got in. I used to try to send him charging in to kill two to three models over two turns before he gets shanked, but then I'm down a master while the rest of his boxed set gets tied up by four point models or killed by the surviving master/heavy hitters. I then played him back in the mid-field in a shooting/support role and he did well over four games and did well melting small things like scheme runners once or twice but it felt lack luster and had me cheating more than I thought I should.(That might have something to do with some lucky flips) I should probably mention that these games have been using most of the box contents against guild (sonnia, lady j), arcanists (ramos, kaeris, raspy) and outcasts (Levi). played a good mix of all 4 basic strats. after about 10 games I feel that I should have got a better handle on this guy.(usually it takes about 5 before I feel like I have a solid grip on what style they want to play like) My impression at this point is that unless im playing guild (And think that Sonnia is likely), I dont really want anything other than probably the trapper and, situationally, the specialist for point defence with scheme marker removal and other fun triggers. everything else in that box seems overcosted by about half a point for what I want to use it for; which is either running schemes or killing/tar-pitting key models. Most of this is a comentary on the hired guns box seeming to be better with other masters than with Schill himself. (Although I am warming up to the specialist as he removes all sorts of counters and the blasts with burning are pretty sweet) So I guess what I'm really asking is: what do you run in a Schill list? How do you use Schill? (forward&agressive/ Mid/Backfield shooting support/ Engage at Will 0 action support) What Combos/Synergies with other models have worked well? for what strats? Thanks for the replies in advance, -Proxy
  21. So this thread keeps popping up, I thought I'd try to write up something to help you getting started with Nicodem. At this point you have probably bought the Open Graves boxset. So you have Nicodem, Mortimer, 3x Punk Zombies and the Vulture. Let's start with that assumption. Good buy, Nicodem is absolutely the boss and you are within the righteous faction of Malifaux, good for you. Nicodem is a toolbox to no end. What you need you get. Nicodem can be played in different ways, the most obvious being the Summoner he is. Do remember though, that you have the option to summon, it's not mandatory for you to summon all the time. Giving out Fast is a superb ability. To heal your models is also amazing. Slow your enemies? That is golden. He recycles cards like no one's business. Gives out to attack, defense and to damage (with an upgrade). So simply put: he's the King for a reason. You are probably wondering where to go next? What to get for him? Well let's start breaking that apart. You might want a big beatstick? That you can support, give flips to, make it even better than it is. Very solid options are: Beatsticks: Izamu (my personal favourite). Very solid Enforcer and a good carrier for Decaying Aura in a Nicodem list. Give him fast and he goes up to 4 attacks a turn with to attack and to damage built in with ml6 that are unpreventable, that will make some seriously dead models. Rogue Necromancy. Has already built in to attack and damage. Nicodem can give even more of those for him. Also Fast for this monstrosity is quite terrifying. Also Nicodem can heal him to keep him with his Three Headed rule so he keeps on getting those flips. The Valedictorian. Our beatstick henchwoman. Sold in the University of Transmortiis boxset, which is a very solid buy for Nicodem because then you can choose to summon the exact weapon you need as all the students are tailored to counter Constructs, Living or Undead threats, so you can wait to see what your opponent brings to the table and then summon a counter, beautiful. Valedictorian hits hard, is very durable, fast on it's own. Just make it worse for your opponent by giving her Fast and keep her even longer on the table with the healing. Everybody loves flips too. These are 3 solid options for a beatstick role. You want and can afford to bring one from the get go. Remember Decaying Aura to make things worse for your opponent. Support: Then the Support models. Nicodem can afford to bring more of these than others, so let's start with a few options on this department. Nurses. I rate these models as one of the best models in the game and my Nicodem always has one. Two? Some people use two, I never use more than one. What they do is make your beaters even worse than they are with +2 to damage, they can paralyze enemies from leaders to peons, everything with a very solid ca6. They also make everyone a scheme runner when in need. Or make your opponents on :-fate on all duels. Just solid gold for 5ss. (Sold separately but they also come in the McMourning boxset, a very good buy as you get a Flesh Construct, two of these, a Canine Remains and Sebastian. Plus one of the most fun masters in the game, McMourning.) Chiaki. Removes conditions, heals, pushes enemies, is durable. Synergizes very well with Nurses as you can Full Heal and Paralyze your own models. Say Nicodem or Izamu is at very low wounds. You full heal it with a Nurse and paralyze it. Then you take Chiaki and remove that Paralyze. Voila. Full wounds. (Sold in the Yan Lo boxset. You also get Ashigarus which are good minions.) Rotten Belles. Depending on schemes and points you have to spare these are solid gold. They cost 5ss so you can hire one from the get go or summon it in game if you see fit. You should get these though, they are another model that is among the very best in the game. (Sold separately but you find these in the Seamus boxset, where you get 3 of these, Sybelle who is a very very good Henchwoman too, as well as Seamus who is one of the most fun masters again in the game). Henchmen: Well you get Mortimer with Nico and he is just solid gold, one of the best movement tricks in the game for you whole crew basically with right positioning! Chatty to prevent and disrupt enemy schemes and Corpses to fuel the Summoning engine. Corpse bloat is a great upgrade for him to get even more out of him. Sybelle is a cheap and a very solid Henchwoman. She has amazing triggers with her upgrade and she becomes even worse with Fast which Nicodem as mentioned gives out like Candy. (sold in the Seamus box set) Toshiro for even more Fast, flips and support for minions. He is quite durable too, he hits quite hard and brings even more support. A solid consideration. (sold separately) Summonable minions: Now we get to where Nicodem shines. He just brings a solid list to the game from the get go and from there he builds it even better. Good go to minions that you will most likely like to summon is: Hanged. Seriously these are absolute monsters on their own, with Fast even worse for your opponent. You won't be making friends with these bad boys but you will be wrecking face. I wouldn't ever hire these with Nicodem, ever, they cost 9ss and you can summon them very easily, solid buy. (sold separately) Punk Zombies. I wouldn't hire these either. They cost 7ss which is a lot and they are quite easy for Nicodem to summon. Also they have Hard to Kill so they won't suffer from low wounds all that much. Solid solid summons. They hit hard as well. The Students. I mentioned these already but they are very solid to counter what you see on the other side of the table. Very good. I wouldn't hire them again either, because you never know what you will be facing and they are quite easy summons again. (Sold in University of Transmortiis) Mindless Zombies. These guys will be doing a lot card cycling and activation control. You take Maniacal Laugh and Undertaker upgrade, laugh up the corpses to Zombies and then start summoning out of those Zombies, so while you summon you also draw cards. Yeah. (sold separately in a 5 box.) Flesh Constructs. They have a ton of wounds, they hit quite okay but the best thing here is Devour. Which synergizes very well with Nurses Paralyze trick as they can insta kill models with Paralyze with a Ca6 and a (sold separately, but recommend getting the McMourning boxset) Rotten Belles. Board control. Get the enemy where you want and dispose of it. Just solid minions really. I can't speak highly enough of these. (sold in a 3 pack, recommend getting the Seamus box though) Scheme runners: Now we get to one more section I'd like bring out. You can bring these from the get go if you feel like it or summon them in game. Another good thing with Nicodem. Do note that the runners you summon can not interact the turn they are summoned in. Summoning sickness and all that. Canine remains. These are solid little critters with Nicodem. They can dig up corpses, do schemes, harass the enemy and when they die, you summon something even more worse out of them. Just very solid. (sold in a 3 pack) Necropunks. These are amazing. Among the very best of scheme runners in the game. With leap and 2 AP naturally that go to 3 AP with Nicodem giving them Fast. Well they do schemes like no one's business. (sold in a 3 pack, not available in plastic atm) Crooligans. Very good scheme runners too. (Sold in a 3 pack as well as the Molly boxset, good consideration to get the boxset again) Totems: Here we have 3 options really. Vulture. Nicodem's own little totem who is very solid indeed. I don't use it that much myself actually. But he is solid. Also a fun trick is to use the Vulture as a mobile pod for Undead Crowning to have the to damage where you need it. The Eyes and Ears that the Vulture has is a really potent and cool ability. Also for fun you can use the Vulture to carry around Mindless Zombies and drop them to enemies. Graveyard Spirit. This little bugger is very good with Izamu giving it armor 4. Armor 4 is no joke on a model such as Izamu. Haven't tried this one yet with other beatsticks but I've seen it used with a Rogue Necro and it was pretty annoying to face. (sold separately) Malifaux Child. Even more Fast for your models. (sold separately) There we have it a start of a Nicodem crew what you might want to consider and get. I will be updating this a long the way and I'd appreciate feedback and thoughts how to better this. Nicodem might be a bit expensive to start with as he likes to have a lot of models. But he is an absolute blast and well worth the money and time you put into him. You can always PM me for more info and if you want to talk tactics or ask questions or post them here. Cheers for reading, it was a long read but I hope it helped a bit with your struggle!
  22. Focus and you

    Some questions for all of you more experienced players. when do you use focus? why? do you usually aim for one good cheatable flip or multiple (-) flips. I am interested in the decision making process used to determine when you focus and when you don't. -Proxy
  23. Blog - Abnormalifaux

    HI just a bit of a plug for a Blog which I and a few of my friend post stuff about Malifaux. Let me know what you think. http://abnormalifaux.blogspot.co.uk/
  24. I've got a couple of games coming up where I can see the 'pult being really useful (namely vs Levi and Sonnia), my problem is fitting it in the crew plus it's ammo tends to leave me very few resources left to complete strats/schemes. Vs Levi, I'm thinking of using it for Waif hunting so the normal Sh 6 min damage 2 piglet shots will be what I want. Vs. Sonnia, I see the 'pult going for her early game so the Sh 5 min damage 3 stuffed piglet shots should be ok. So what do you folks do to mitigate the cost or do you just accept it and build the list around the 'pult?
  25. I'm looking at picking up the Pathfinder and Clockwork Traps soon because it looks cool in both aesthetics and gameplay. I'm thinking the Traps will work well for cramping my opponent's play (making certain areas of the board hard to navigate safely, applying Slow to models), while the Pathfinder will be nice for cycling cards, shooting, and backing up the Traps (resummoning and shifting them next to unactivated models). Does anyone have any play experience with the Pathfinder and Traps in TT? I currently have the Rail Crew, but will be picking up the Thunder in a while, and am strongly considering McCabe's box as well.
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