Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/28/2017 in all areas

  1. Looks like you've got your bases covered.
    5 points
  2. and if you give it a dusk stone it evolves into Chandelure.
    4 points
  3. Malifaux rules are now available for free in 5 additional languages: French, German, Italian, Russian, and Spanish (and of course English)! https://www.wyrd-games.net/mfx-rules-and-translations It's never been a better time to get your local community started. All the rules are available as free downloads on DriveThruRPG.
    2 points
  4. OK, with a new venue and a new date, the event is back live again! There are many reasons behind the switch, but the new venue will let me put on bigger and better events. I hope I can welcome as many of you as possible on the 20th.
    2 points
  5. You can defend against Hem, it's a normal attack action. Sure Ca 7 is higher than your typical 5-6 Wp, but that doesn't make it inevitable.
    2 points
  6. Hey Wyrdos! I'm happy to announce a Malifaux tournament at GoblinTrader Madrid Norte (c/Marqués de Lema 7) the 29th of July (Saturday). * 50 SS. * Fixed faction, multiple masters. * GG 2017. Schemes and strategies will be published a couple of days before the tournament. * Fee: 10 euros; depending on the amount of players we will play in the cafeteria or in the bunker. If it's in the cafeteria, 50% of the fee will be used to get a two drinks or one hamburguer for each player, and the other 50% will be for prizes. If it's in the bunker everything goes for prizes. * Painting prize will be awarded to the most outstanding miniature. * Inscriptions will be closed on Friday, the 28th at 12:00 PM. * Three rounds starting at 11:00, 2 hours per match.
    1 point
  7. OK my contribution, first I'll say that liking some of the direction in 5th wave; So the Academic sub-factions: Beast and Marcus - Honestly with the size of the pool he can draw from for range and options Marcus is flush. But I'd love to see Molemen develop as a concept, maybe a Moleman enforcer or henchman. Frozen Heart and Raspy - Really in a good position as many of the models here are well-regarded in Arcanists running well with or without Raspy. Wider range would be nice but questions about what to add, perhaps some mid-point range Frozen Heart beasts like the Wendigo as minions or enforcers in the 6-7 SS range. Perhaps some Blizzard Gamin style things. Like the idea of maybe another Henchman or Master in this theme, perhaps showing a division in the sub-faction as Raspy diverges more and more from agendas her influences (Ramos and December) attempt to place upon this violently unpredictable and disturbed young woman. M&SU and Ironsides, Ramos + Mei to a point - Here I think real development is needed, the range and focus seems scatter-shot, some OK concepts and models but the theme is spread out and does not seem to have the inner-coherence and outer-application of the other Arcanist sub-faction models. I'd like to see more focus on the organisational structure of the M&SU and where models fit, I really like the anti-establishment revolution vibe but think it needs more development. Here would be my second place vote for concentrating a future release. Foundry and Mei - I think this is a Arcanist and TT question and mostly I've covered the Arcanist side above, I'd like more development of Foundary and maybe another sub-faction within M&SU, perhaps another Henchman or some Foundry enforcers. Showgirls and Colette - love the ladies but the Showgirl theme makes expansion tough, perhaps something in acrobatics (but Ice Dancers), Fire has Carlos, maybe sword and weapon displays (Jugglers or Sword-dancers), more development of Orians+++. Colette in previous edition had an M&SU merc buff, I think something which develops her criminal-smuggling (even a TT link, see Orian again+++) concept and also her connection to the wider faction is needed. My third vote for development. Academic and Sandeep - This is the HUGE place for me, really need a wider range of Academic theme and connecting it across the other sub-factions. While I understand that M&SU and worker rights is central as an Arcanist theme (see the breaking of chains) the broken chains are wrapped around a book and about the relaese of knowledge and the power that comes with it to the common man (subject to controls and constraints applied by the wise minds of the Arcanist leadership of course...); this is really one of the central pillars of the faction for me and needs real development, easily the first place I'd vote to expand; So thoughts on expanding Arcanists/Academic faction: Beast Naturalist perhaps an Academic who has devoted their life's work studying and understanding the beasts, fauna and flora of Malifaux, could run as perhaps either a master or a henchman and maybe link to the expanded nature of the Molemen or another quasi-intelligent Malifaux species. A Frozen Heart style hermit Academic, a person who wandered into the frozen mountains seeking enlightenment and inner-knowledge and found something much darker and colder alongside the insights which come from that. Or maybe an Academic expert on storms and weather patterns whose looked too deep into the frozen heart of Malifaux more extreme weather events, so weather-wind-storm related expansion. Also development into maybe creatures of the frozen lands (Marcus link). M&SU/Foundry, more science of the Union and perhaps an expansion on the bureaucratic opposition seen in recent M&SU lawyer which we all are waiting for release August.... Again I'd like to see more development in the engineers and hidden minds working behind the working man in the M&SU. Showgirls and Academics expanded with maybe an emphasis on an Underground railroad for intellectuals and magic-users run from the Star. Develop the 'science' of illusion, a choreographer model, a hidden school for oppressed young women would also really nicely run a women's empowerment (Colette/Raspy) with oppressed rights (Ramos/Ironsides/Mei- also Irons and Mei have a women's role theme) with academic advancement (Sandeep) and fit the Malifaux quasi-time period and societal history I think. A Mistress 'X' school for young girls and orphans of unusual powers and temperaments hidden and supported by the dames of the Star. That is my thinking, its time to free the book.
    1 point
  8. Assuming Ironside, Marcus and Colette orientated expansion. Note first, for Colette you really need to be able to field the Doves, they are simply to useful in her crew not to have as an option, I'd check the forums secondary market here to find what you are missing. Also Marcus is really an Arcanist outlier, the beastmaster has a huge range of options outside faction and has minimal synergy with M&SU, Frozen Heart, Showgirl and Constructs which feature heavily across our faction. Its not that he can't run with many other non-beast Arcanist models but that he usually has a better option and many of those options are outside-faction so have then no utility in non-Marcus Arcanist lists. Ramos box is an amazingly useful addition, with Joss and Howard you get an excellent tank-y model and a premier killing threat respectively. In addition the arachnids are useful little buggers. So this is an excellent addition to your Arcanist collection. In particular several models in this box run well with Ironsides and Colette. Four Frozen Hearts models (Rasputina's theme) work with these masters well to some degree; December Acolyte is an amazing model for its points and flexibility, well respected and can find a place in almost any Arcanist list, particularly solid in Colette crew. Blessed of December is a fast and dangerous Beast affix model so excellent inclusion in Marcus crew and as an Arcanist beast is a shape change option (and a popular one) for Myranda. Silent Ones are Arcanists basic in-faction healer and run well with any crew just for that ability, in addition they have some nasty tricks in a Colette crew potentially. Ice Dancers are a Showgirl Frozen Heart, lowest on the list for what you have but still a great slippery scheme runner and synergy with Colette. Other great models: Carlos is a Showgirl affix has Burning synergy, henchman, and is getting a reputation as a solid tank-y model with respectable speed and damage output. Angelica is a Showgirl enforcer and commonly comes with the upgrade 'Practiced Productions' stapled to her card, this makes a useful model an opponents nightmare and works so well in Malifaux with the focus on scheme markers and in particular is a godsend for the Raptors (below). Arcane Effigy, cheap little construct which provides Burning and incredibly useful condition removal, its cheap, can scheme run, is surprisingly durable. Excellent model. Arcane Emissary is a big fast smash mouth model and with its auto-upgrade choices it runs well with each of the Arcanist masters, expensive to field but always deserves a look in. Mechanical Rider is an excellent choice, summons, speed, durability (especially late game), used to be the near undiputed best of the "riders" but now Yasunori exists. Still an exceptional model and worth considering in most Arcanist lists but especially popular with Colette. Wind Gamin are superb, fast and slippery scheme runners, they are incredibly useful in many current scheme/strat (GG 2017) pools. These models are nearly an auto-include in some playing lists and one of two models I think cause the most anti-Arcanist angst in other faction forums. Need to have for competitive Arcanist list construction options. Which brings me to the other Arcanist model which induces outside-faction rage, the Raptors... their cheap to field, hard to kill for their points and useful to irritate and deny opponents in many ways, for their points incredibly useful. Note they can't scheme run by themselves (but in faction options can bypass this) and low damage output (but OK for soul stone cost). They are Beast affix so I'd include these little flyers in any list consideration but with what they bring to the table they are a Marcus list auto, can't think of a reason the beastmaster does not include one in 90% of lists. That is the, what I would consider 1st tier Arcanist only takes now others: Johan is a merc with M&SU synergy and is great in Arcanists and truly a 1st tier choice for Ironsides crew. A huge range of out-faction Beasts run with Marcus (truly huge, he is nearly a sub-faction himself) and as identified the Neverborn models Silurid and Waldgiest are particularly noteworthy. The rest of the Arcanist range also is obviously useful but the above constitute the models I'd honestly look at first.
    1 point
  9. @Nathan Caroland is being a wicked tease. My guess (hope?) would be that there's some news coming in the near future.
    1 point
  10. I'm hoping that wave 5 will come with fun upgrades and maybe new crossover. Some limited upgrades could change the way some masters have been played so far. For example, it could be the opportunity to get a killy Kaeris or maybe a schemy Rasputina. Wyrd could create new factions by allowing some crossover. For example, Hoffman could take part in the M&SU faction or Sonnia would belong to a mage faction.
    1 point
  11. Most Gremlins have an acute sense of where they stand in the pecking order of things and generally try to avoid danger. They're not necessarily good at avoiding danger, but they try. It's usually when alcohol gets involved that the real stupid comes out. Gremlins have litters of around twenty at a time, and of those, only a handful survive to reach adulthood. Most of the really stupid or foolhardy ones meet an untimely end early on, baring luck or the assistance of a (generally apathetic) adult. As a result, most Gremlins would probably realize just what the bounty is about (if only because they hear the adults complaining about it) or at the very least realize that the Guild tends to shoot them dead when they can. That being said, drunk people (and Gremlins) do stupid things, and a Gremlin might not get the whole story and think that something else is going on.
    1 point
  12. Hello Phinn, I'm flattered by your post. Offcourse it's ok, under the condition that when they're finished you share your work . Great to know that it inspired you. Greetings, Joachim.
    1 point
  13. @Joachim, I really like how you painted wings of your Will o' the Wisps as those of a Monarch Butterfly. Would you mind if I used your idea for my Will o' the Wisps, please? I came up with few ideas myself but they are all inferior to yours.
    1 point
  14. First, the default Malifaux Caveat. Its not a fixed list game, you are encouraged to build the list to adapt to the strategy and schemes. But assuming you are building on a budget, there are a few good beast boxes to look to. In faction , probably my favourite beast is the Blessed of December. Whilst I might consider 2 cerberus at times (I occasionally field 3 in 1 crew) most of the time you would be better off with having 2 slightly different options than 2 of the same, so I would buy a blessed before I bought a second Cerberus. It also gives Myranda more choice when you switch with her. I prefere Silurids as scheme runners over Canine remains, so I would suggest them. Waldgiests are a good durable minion, and a solid choice for what is sometimes a fragile crew. With the above listed buys I would only consider using Malifaux raptors in games of Interference, and so they would be low in my buying list. (Thanks @Nikodemus for spotting my error) And 1 final point. Upgrades can be really strong. I find Marcus' 2 Limited upgrades are probably 2 of the most powerful upgrades in the game, and can not think of a good reason to not use one of them. The one I use depends on how I want to play him. His other Upgrades can change his play style hugely, and I can easily argue points as to why 4 or 5 of the general upgrades are a good choice for him. So My Buy list would be (In this order) Generalist upgrade deck Blessed of December (Personally I like the twisted alternative sculpt of Luther the Pascal hare, but it will cost you more as you have to buy the Hare and the tortoise box) Waldgiest Silurid (You might want to look at the Zoraida box which comes with 3 of these, and also plays really well with Waldgiest) Generalist upgrade 2 deck Canine remains.
    1 point
  15. Remember that he has spent 2 Master Ap to summon it, so 6 damage from 2 master AP is not so tough (And I very rarely see 6" buildings, lo its probably 3 damage on its first activation) . (and when he goes wisp style, look at removing them quickly if you are worried about the doll) Not all boards will contain Ht 3+ buildings in good spots. Whilst I'm not saying build a board to screw up his game, you may well find that some boards will favour some tactics that don't work on others. Armour and soulstone prevention will still apply.
    1 point
  16. Looking at them from the top, both of them stick out maybe 5 mm. The one lower to the ground could be moved within its cylinder by removing some of the insert I guess, but the straight one (#2 in the instructions) have the one bend opposite of the drill tip so I think it would take more work to get it completely inside the cylinder.
    1 point
  17. Hilarious. Of course you could have some fun with a Bokor marching a host of (un)dead Gremlins in to collect the bounty on all of them. Gives a whole new meaning to 'sell his grandmother for the right price', doesn't it? I picked up 'Into the Bayou' yesterday and on my initial flip through the book I think I'll like it a lot.
    1 point
  18. 1. Yes, all conditions can be removed unless they say otherwise. There's no rule that forbids removal of Sewn Fate. In particular, it is removed automatically if the Voodoo Doll leaves play or takes the Hem action again. 2. Yes, there is no restriction on hemming a model that was already hemmed by an old Voodoo Doll. It is also not considered the same model when it is resummoned. 3. Yes, all damage on the doll is transferred to enemies with the Sewn Fate condition, regardless of the source. The only exception is that it doesn't transfer any excess wounds if it takes more damage than it has wounds left - if it has 3 wounds left and takes 5 damage, the hemmed enemy will only take 3 damage. It's worth remembering that you need Line of Sight to summon even if it doesn't specify in the action or ability, so Zoraida/Wisps will need to be summoning the doll in a position with LoS. Also bear in mind that the Wisps have a range restriction and must be within 10" and LoS of Zoraida to copy the doll summon action even if they can start anywhere due to Hexed Among You
    1 point
  19. Any gremlins ever try turning themselves in for the bounty?
    1 point
  20. June has been a difficult month for me work and health-wise. Still, I managed to paint these for a total of 26 soulstones. Big Jake was meant to be my entry in the ongoing painting competition but I got snowed under with work and I missed the deadline... More pictures (less blurry ) can be found on my blog.
    1 point
  21. Any of them works fine. Just pick the one you like the look of. You can technically use any standard 54 card deck (you need the jokers) for now, but you'll have to do the suit conversion yourself. A lot of standard decks have identical jokers also, but a marker fixes that right up.
    1 point
  22. Wong is a solid choice. He is a good all-rounder. And his box is pretty good. Macha Roja isn't quite cream of the crop but he isn't bad and has his niche. Lightning Bugs are amazing. And Wong's totem is fine. One weakness with the box is that if you put all the models in it to the table, you're going to run out of cards really quick. Mancha Roja is extremely card hungry and Lightning Bugs are as well. And Wong likes high cards, also. When expanding somewhere down the line, note that Wong likes, among other things, these things: Sammy LaCroix is a good Henchman who can hold Wong's Limited Upgrade Ooo Glowy so Wong can take Gremlin's Luck. She is versatile and not very card hungry. Burt. Everyone likes Burt. The ultimate Gremlin crutch. He is stellar. With Wong he makes a great recipient of the Magical Condition and can group enemies up. And kill them dead dead dead. Gracie is also very solid and the third in the original theme. She can haul Wong around so he can focus on blasting. Maybe even Focus on it, if you know what I mean. She is extremely durable as long as the opponent can't ignore Armor. Stuffed Piglets and Taxidermists. Stuffed Piglets make great targets to blast Wong's blasts off of. They are also really cheap activations and generally awesome. Taxidermists can make more of them. Taxidermists are also solid in melee. Quite squishy, though. Old Cranky. The other Gremlin crutch. Even comes with a crutch! Combos really well with Wong and Sammy and with everything else, really. Stupid good. There's nothing wrong with Wong's own totem but Cranky is just stupid good. Swinecursed turn into absolutely horrific killers with Wong. They are really, really scary. Squishy, though they heal well.
    1 point
  23. So I had this idea a while back and I've used it in several games with Mah, Somer, and Ophelia. Get two Bushwhackers and Lenny, 1st turn use Bushwhackers to push forward 10 inches, then double walk Lenny within 3 inches of them. Bushwhackers have an ability which let's them take a free 14' inch shot whenever a friendly gremlin misses a shoot action at the cost of two wounds. Since they only have 6 wounds to start, it's usually not useful as they only get two and then die, but Lenny reduces that damage by one with his aura, which means we can use the ability alot more. The best use I've found for this combo is giving Somer masks with do it like dis, then missing shots with the Bushwhackers over and over, which allows Somer to push a crazy amount for free. I've scored full points undercover entorage with Somer starting turn 5 in my deployment zone with this. I've also used it to deny tail em' really easily. It's a bit expensive at 21 stones, but worth it if it's the right schemes. They're also decent snipers. It's not as effective or worth it in Ophelia and Mah, but still fun.
    1 point
  24. Thank You My plan is to build narrow streets with many buildings. I'm not a tournament player and the people I usually play with don't mind the amount of the terrain. BUT: I must not place everything on the board :-P There are no terrain updates from me :-/ Currently I'm painting some miniatures. I still have an unpainted Misaki crew and plenty Outcast models and because my painting motivation is quite high, I think that I'll paint some more time. So maybe in autumn or so I'll continue with the further buildings :-) Here some quick-shots of my recent miniatures:
    1 point
  25. Big Jake submission for Total Testosterone painting costest
    1 point
  26. Even though that is the classic move, I would argue that both Wong and, especially, Zipp are also possible directions. Wong is a bit similar in playstyle to Ophelia but Zipp is really different and his box gives you an excellent Schemer and the Iron Skeeters work superbly well with the Kin.
    1 point
  27. I use him with Mei Feng, admittedly in Arcanists but it works with Ten Thunders as well. Generally turn 1 Sparks makes Mei a construct, then Laz copies Vent Steam or Railwalk as needed.
    1 point
  28. The other thing the emissary moving up himself does is gives you something else to threaten with for when they concentrate on Lady J.
    1 point
  29. Id kill for Hoffman to have an offensive ability that at range just wrecks constructs (and construct like models). Like he does in literally every hoff story.
    1 point
  30. Ok, ressering is thread. My group at this point truly believes mctav and Burt are the devil. Fast reckless burt with debt will always trade up, and McTav alpha strikes most crews super effectively. Those two and johan would have a permanent place in my nellie list with debt if I wasn't such a list adhd player.
    1 point
  31. I honestly would like to see Mah errated. Imo she needs to be a bit less card destructive and would like to see her really focus on positioning to flank your opponent while she tries to troubleshoot based on what you need her to do Mah abilities keep do it right unless need more card space, if so remove. Change Get off my land: to "After determining Initiative, this model may discard a card to push all friendly models (including this model) in 3 up to 5" in any direction. Add resourceful: Once per turn When this model discards a card you can draw a card. Change Chores (trying to make all suits at least situationally good) : same : same : Once per activation Enemy models that deal damage to friendly models with a attack suffer 1 damage : Friendly models heal 1 damage attacks Giant Wooden Spoon: : After damaging push enemy model up to 3" in any direction and this model up to 3" in any direction : After damaging draw a card : Attack ignores armor and hard to wound (upside the head): After damaging target must pass a TN10+dmg DF flip or gain slow horrible hollerin': keep unless need more card space, if so remove tactical too much makeup: keep let mah handle this: keep aim for the sore spots: Now lasts till start of next activation Little Lass (increase cost to 5) -remove Get Off My Land -remove peon and insignificant and make into a minion -give her bayou 2 card change medium wooden spoon to same triggers as Mah change aim for the sore sports to same as Mah Add dolly making time (CA 5: TN10): discard a card to add that suit to all of this models and a friendly leaders duels within 6
    1 point
  32. Hey all just got a box of Unstitched... Update on the cached link, some of the puppet stats (teddy) are not visable anymore. Wish they would re release the puppet boosters and fix the broken links on the web page. Cheers
    1 point
  33. An oversized toad could fit it! Toads are famous for loving swamps and similar habitats, one of their peculiarity is that they secerne poison as a defensive mechanism and there are none at the moment in malifaux. So it could be an enforcer, maybe with unimpeded, a defensive triggers which can deal poison +1 after resolving (somewhat similar to whiskey golem's one), and perfect camouflage. Than it should have a good melee attack (since tri-chi lacks of some beaters) with something like Ml5 and 3/4/5 (or melee 6 with 2/4/6 and poison+1 builted in) and a slow trigger plus maybe another one (can't think of any which could be nice) and also a tactical/attack action similar to the pine box of dead marshals, that consist in the toad eating the target and spitting him at the end of the activation/turn/next activation (would be funny if it would start maybe at 7 for ht1 models, 6 for ht2 and 5for ht 3 etc, since the bigger they are, the harder they are to gobble up ), maybe with a ram&mask trigger that says "give it a taste" which allows a damage flip. And to finish it off probably leap as a 0 and some healing (amphibious tend to have good regeneration).
    1 point
×
×
  • Create New...

Important Information