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Showing content with the highest reputation on 03/25/2017 in all areas

  1. When I started Malifaux some time ago, I decided to buy von Schill and his comapny - it seems a fairly "fist-to-face"-style of playing, learning the rules and getting used to the game. I then forgot about Malifaux because I didn't want to give it that much thought as I should have done. Recently, I painted my company, giving the game another try. And I'm quite impressed how good it is. I realized, it's not the game's fault - it's my fault. I was a bit disappointed with the distribution of luck since I happened to get some really bad cheating hands. But I forgot about soul stones. It seemed fru
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  2. I believe you mean Johan/Johanna here. Joss is a 10 stone henchman with a completely different role.
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  3. I love Rail Workers so much I'm using a pair of them in my campaign arsenal. In normal games I've had Rail Workers kill things like Teddy (in Mei Feng list, with Kang nearby making them immune to horror and granting them additional positives on attack and damage). They are one of the models where you don't honestly need to worry a whole lot about what your min damage is because you have a (0) to put yourself on positives on attack and damage for the rest of the turn. Anything that happens during that turn to give you additional actions/activation carry that bonus. They get a lot of work done f
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  4. Just started getting into Malifaux this week. Just wanted to say from the POV of a new player that this is massively helpful, thanks for taking the time to organise it!
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  5. So both also state printed so in both examples would need to be next to the modle holding the upgrade not the modle benifiting from it
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  6. Nice! Then we can really have fun. Here's my Sandeep crew of choice for the time being. Definitely want to get some 2nd opinions because this fits my play style. Not to take over your thread, but I would love some critiques if anyone wants to tell me where I went wrong on this list. 50 SS Arcanists Crew Sandeep Desai + 7 Pool - Arcane Reservoir (2) - Unaligned Sage (1) - To Behold Another World (1) Myranda (8) - Imbued Energies (1) Howard Langston (12) - Imbued Energies (1) Oxfordian Mage (5) - Temporary Shielding (0) - Blood Ward (0) Oxfordian Mage (5) - Te
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  7. I'm one of those weirdos who knows that it's possible to write on and wipe off cards with dry erase, but don't like to for some reason. I have some of the WMH tokens, so I just use the "blank" ones to keep track of conditions. Lets me toss them onto the field if necessary. "B+(number)" for burning, "P+(number) for poison, etc. Lets me write unique conditions too, if there's something I wouldn't represent with one of those flame tokens or whatever.
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  8. As it turns out both have the "which does not list a model by name" stipulation. So I think the major differences are: Doppleganger- Action, non-leader, Rg:8", Needs a 7, Any (1) Action, with a trigger can have 3X actions/4 with fast Changeling- Ability, any model, 3", Automatically happens, Only Attack actions, only 2 actions/3 with fast Other small points, since Doppleganger's mimic is a (0) she is at risk of BJ flips. Also, if she she is locked into a single action opposed to the changeling which can spend its AP on different actions from the same, or diffe
    1 point
  9. Hey Wyrdos! The 22nd of April we will be running a new tournament at GoblinTrader Madrid Norte (C/Marqués de Lema 7, Madrid), so sharpen your brushes during Easter and come to play with us with fully painted crews! * 50 SS * 2 hours per round * GG 2017 * Fixed faction, variable master * Schemes and strategies will be published the 19th of April * 10 euros fee, all money will be destined to prizes. We will have a tournament kit from Wyrd plus prizes from our LGS
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  10. Amazing! the inside of the robe it's insane!!
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  12. Sure but Tara can potentially ping for slow 5 times, and cause a TN 13 duel each time. It's never bothered me. My way of looking at it has always been "I can get 3 AP from Tara now, but I'll lose the Nothing Beast before it activates and thus lose 2-3 ap anyways". I find that if Tara goes first those first 3AP aren't actually very high quality AP and so I will give them up quite easily. Also, the NB setup lasts 2 turns and if you can catch 3 models in its melee it is amazing. Generally while playing Tara I have 2 goals, get my hand down to 3 in my first activation, get
    1 point
  13. It is for the Hamelin player. But the enemy needs to think in advance, more than against other master... and that is a "waste of time" in my opinion resp. my experience.
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  14. Sit back and enjoy 6 AP per turn? Ranked purely by my personal preference: 1) Molly 2) Reva 3-7) Those unfortunate masters who are not Molly or Reva. May they have our pity.
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  15. Well that would be a universal sprue as most of the factions/races use hats
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  16. I only use Corpse Bloat to actually create a Corpse a few times each game - early in the game after he Back Alleys into the enemy. It's not so much a question of how many people clump around the Corpse Marker - it's more a question of where do you want that very first Corpse marker to be, since you're coming in from 10" - 16" away the first time. You place it in areas where it's affecting 2-3 models or more. A perfectly positioned 3" reaches so much further than it sounds, and most crews naturally like to bubble together to support each other. If everything goes "well", I'm not lo
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  17. Well since you seem to be assuming Brewmaster is already in the right place for his stuff, perhaps Seamus can interact and summon. The as well as him killing a 6ish soulstone model a turn, he is scoring leave your mark, and potentially preventing interference. Or he interacts, shoots and moves to score/deny Interference. Or, one I quite like using, is he kills something, and then corpse bloats to explode the corpse near several other enemy models who are on -2 wp. (Or is he is in the middle of several models, drop a corpse, explode it, and heal up from all the lost wp tests. Hopefu
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  18. You really have bizarre ideal circumstances. They appear to be forcing Seamus to have to move every time, and never even doing his summoning yet never force brewmaster to move. Sorry your argument doesn't persuade me. I'm going to agree with Math, I would rather use Seamus, and rather face Brewmaster to get me good results based on experience. The UK master 2 years ago won the event with Seamus, beating the "overpowered" Leveticus in the final. So Seamus might not be Jamies cup of tea, but can't be ruled out based on results.
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  19. If that's how your meta play, then that's going to make him less good. No counter to that, unless you learn to build arcanist crews that don't use armour (which is a perfectly easy thing to do), and alter your own meta. You can take advantage of his slowness and use the metal gamin to give him protection from metal. Then the anti armour models your opponent has hired aren't going to be anywhere near as much use (and if they go after the metal gamin, they are probably in range of the Golem, who will make short work of them).
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  20. Terracotta Warriors Pretty basic paint job, and probably the wrong color for terracotta, but I wanted them to match the pavers I use on all my bases. I considered making parts metalic, or have paint pealing off them, but in the end its nice to have a very simple paint job once in a while. Akaname There is more varaiation in the colors than these photos show, not as much as I'd like on the two brownish ones. The green one is my fav.
    1 point
  21. I believe the gremlin faction actually has several friendly pushes so there is ple ty it can do to get out. The gremlin player also chooses if they want the pigs to explode on death so try can juat choose not to do that. I still think going after the ammo can be a good wayto handle it. @Erik1978 There is nothing sayi g that every board should have a sweet pigapult nest. I tend to set.up boards that are terrain heavy in the centre to block sniper LoS but where the deployment zones have very little cover so a model that crosse the center line or sets up in a dangerous position can see
    1 point
  22. Indeed we will need to wait and see. Without knowledge of what they are thinking for wave 5, if they were looking to just do some minor changes and if I were suggesting I would do the following: Add a clause to Feast of Fear that allows the healing or removal of one condition but not both for a failed wp duel. Increase the shooting stat to a 7 or alter the once per Turn clause to only be used once successfully each turn so he could take multiple shots but only connect once per turn. Remove the no interact clause from Back Ally. Many masters now have low cost place/teleports, tha
    1 point
  23. Umm that's not really true. With a once a turn ability on his attack he can't afford to miss, and with a 6 in the attack stat he can't even generally guarantee the strike reliably, which forces him to attack the lowest defense model possible unless you are willing to lose an entire master activation if you miss. A 6 attack stat is definitely decent when you can attack multiple times, when you can attack once it's less decent. Again because it's a once a turn ability if you score a weak dmg it's pretty much like you scored 2 hits with a min dmg 2, which would be respectable if he had
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  24. Ok. The Secret Plan was Joss -Open Current 1ss Steam Arachnid Swarm 8 ss December Acolyte 7 ss Steam Arachnid 4ss The idea is to use the DA's attack and Joss's (0) to Attack the opponent's Hand. (These models do great damage as well of course) Then use the Steam Arachnid's Latch on ability to drop the target's df by 1. This all sets up the Steam Arachnid Swarm to hit its baked in Ml trigger to keep making attacks at -1 Ml. It worked great. I went 3-1 with +6 Diff placing 2nd of 14.
    1 point
  25. The color scheme isn't very original, but I really like how Sidir turned out. One of my faves.
    1 point
  26. If you bring the 2 Acolyte crew, your opponents will curse your name, ancestry, and progeny for 7 generations. Seriously, that is evil in HH. Go for it.
    1 point
  27. Even if you pass all the TN's you're asking yourself to make, what do you do if your opponent asks you to pass duels from his stuff? A single model with Terrifying is kind of scary if you have no cards left. What do you do if @mojopin hires a crew full of Terrifying models? Your list could be quite fun and it could absolutely ruin someone's day, but it relies so heavily on an amazing control hand. I just don't see you getting that amazing control hand on Turn 1 to ensure everything succeeds. I find that the more actions and effects you can work with that don't ask you to flip cards, the
    1 point
  28. 1 point
  29. Hu, forgot about this thread, sorry :-/ I'm participating in the painting challenge and wanted to show you the Gremlins I have so far:
    1 point
  30. I have yet to play a HH game, but whenever I do, I'll try this crew I'm in love with: - Toshiro the Daymio (Leader, Cache 4SS) - Izamu the Armor (10SS) - Komainu (5SS) - Komainu (5SS) Lots of resilience, damage dealing, sinergies (Komainus giving out slow with Ml6 and ...), and overall, quite "fluffy"
    1 point
  31. That friday was so busy and I forgot to upload the second recruiter( This guy was much more difficult than the previous one. I did a huge job with owl on that mini, especially under his coat, sculpt blindfold and repair that tiny-tiny skeletons hand which snap when I tried to clean it up =_= This model takes a lot of time, but I'm very pleased with the result))
    1 point
  32. Here's my attempt at a 4-player ruleset. I don't think I'd actually play a 4 player game but hey, theory is fun. Always corner deployment. Initiative and deployment order simply go from highest to lowest (choose to reflip from lowest to highest). Any time that you would require a single opponent to do something, it's first the target of the action if applicable, otherwise the next in initiative order. "Diagonal" refers to the two centrelines that can be drawn in a 2 player corner deployment game. A specific crew's diagonal is this line starting from the corner in their deployment zone up to th
    1 point
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