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Showing content with the highest reputation on 07/06/2018 in all areas

  1. 3 points
    A long time ago in a 40K forum far far away, I maintained a unit tactical resource library. Once per week an existing model/unit was chosen (often at random) and debated by the forum, with a reference list developed over time. Much like PullMyFinger, this library also contained discussions and nuanced tactics provided by the forum, readily updated for new models and new interactions. Great for new players to reference, wizened tacticians to double check interactions, and easier to search than the Forum's actual search function. Would my fellow Bayou inhabitants like me to maintain a project for the Gremlins? There's so much I don't know about this faction, and I'd like your input! If so, I'd like to start the conversation via the honourable Iron Skeeter If you think this is a good idea, please respond below! How do you play the Iron Skeeter? Do you play it? What kind of schemes/strats/masters/interactions? Do you love it or hate it? Favourite plays? Pie in the sky ideas? Reliable uses or things to avoid? Constructive only please! P.S Yes, I include a few extra "U's" in some words here and there...
  2. 2 points
    You want to start rolling wound counters?
  3. 2 points
  4. 2 points
    So Ive just started playing and I'm looking to buy my first figures. I'm leaning really heavily into buying Nellie's box, but Im not sure what else I should get with her and how best to play. Other guild masters I'm interested in are Lucius and Lady Justice.
  5. 2 points
    For me it is rule of cool when I start something new but I tend not to use anything that is not fully painted, ascetics first and could not care if it sucks in game. So why do you want to start out with Nellie, is it the idea of running around saying bad things about people to drown them in their own tears. Maybe it is the play-style of the crew or simply the ascetics.
  6. 2 points
    Way to miss the point. If you were going to latch on to something irrelevant I would have bet that it would have been that the selection of game piece in Monopoly makes no gameplay difference. "It doesn't particularly matter whether or not Father Reinhart is better than Heather Granville and Zoe Ingstrom and that Brandon Jaspers is the worst because it's unlikely that anyone has played the game to the extent that small imbalances will make much of a difference." There, now it's way more modern but will probably make way less sense to anyone reading it. In a board game being played by 3-5 players, balance issues aren't a huge concern. Most people never play the game enough to figure out the really broken combos and even if they do, in my experience, whoever is winning usually becomes the target that all of the other players team up against.
  7. 2 points
    Honestly, I think the errata here won't make a huge effect on the experience of the "amateur " player. They can still play exactly the same list as they used to in largely the same way. And for nico you just have slightly fewer cards and fewer wounds on a your summons than before. For sandeep it's just rembering to worry about people cheating damage against you, and very occasionally failing a beacon action that would have worked before. They have more to worry about with the release of new models and a new gaining grounds every year because they will change their game experience more than this errata.
  8. 2 points
    Gonna have to disagree, pretty strongly there. I think there is a fundamental disconnect in your post between how Malifaux is thought of, and how it actually plays. And to be clear I don’t think it’s on you, I think it’s a common misconception. The issue is the disconnect between master AP and how they use them. I would argue that, actually, giving up a master AP to make something fast is actually more often than not a better action to take than if the master just took an action itself. Yes, there are factors that could upend that, range, resource requirements, targeting restrictions, but in general I’d argue the proposal that actually giving out extra ap is one of the strongest actions any model can have. Not only on masters, but especially on masters. The reason for that is that Malifaux is at its most bedrock, fundamental, a game of resource management. You have a limited number of resources in AP and cards. You must do the best job you can during the game to spend those resources to buy victory points. At the same time also spending them to prevent your opponent from buying more vp, either by actually preventing their ability to buy vp, or to spent your resources to deny them more than you spent. So the ability to directly “give” another model your resources is stupidly powerful because of how efficient it is. AP in Malifaux become better and more useful to more you have. Consider this, imagine we had a model with a melee attack stat of 26. That would mean if this model attacked a model with Df 7 and that attacked model flipped or cheated the red joker, this imaginary model could flip anything except the black joker and still hit, and cheat the dmg. Now imagine this model was properly costed for that ability but they had 1 ap, how often do you think the model in question would get hired? I know the analogy breaks down pretty easily given all the unknowns of the rest of the model and rules, but it is a helpful example to illustrate how the actions a model can take in themselves are not in and of themselves predicative of usefulness to winning the game. So saying giving their AP to another isn’t really a master level action is hopelessley blind to how good that actually is. The more actions any one model in particular has, the better that model is going to be. That was a major point of concern in the changeover to 2e. In Wyrd’s own explaination for some of the problems with 1e, they pointed to the overprevelence of models with extra ap. In 1e at a certain, relatively low point cost, if you didn’t have nimble, or casting expert, or melee expert, or instinctual you were just a garbage model. That was not only because it increased the general pool of resources a player had by taking it, but also because the actions a model has become more useful the more ap they have to spend. If you have a melee beater model they become even more of a monster if you give them fast. If they aren’t in combat it increases their threat range to put pressure on models that would not have otherwise been threatened. If they are in combat with something, giving them an extra ap makes them better by increasing the likelyhood they will kill or cripple the model they are engaged with, and even possibly having ap left after killing it to pick up a head, or move to lock out interacts in space, or to move to engage or threaten other models. For support or scheme based models it’s the same thing. If your leaping scheme runner is engaged, giving them fast allows them to still use two interacts by leaping, interacting, walking, and interacting. Or it could allow them to get to targets they wouldn’t have been able to normally have gotten to. Consider giving a model with a 6” walk and nimble fast. If we assume they deployed 6” forward, that means they can be in the opponent’s standard deployment zone on the first turn. That’s because giving out ap is iterative work enhancement. Consider how much of the game is spent in trying to make sure the models we want to do actions with spend as little of their own actions doing things other than what we want them to be doing. How often have you heard people complain that it feels like they are wasting their model’s ap if they have to take a walk action. How often are we using lures to pull models closer to or beaters so they don’t have to spend their AP walking to the target and can just use them to attack. How often are we hiring models to move our other models around so they can use their ap in a more efficient way. All of that is encapsulated in actions that give other models fast. The true power of a master doing it lies in the fact that it allows that model to have a greater board presence than they actually would normally have. If Nico gives fast to Archie, it’s like Nicodem just took an attack action that is ml 6 min dmg 4. If he gives a walk action to a crooligan he allows it to interact, walk, interact -activate Always On The Move, and place 5”. If he gives fast to a model he just summoned inside his Death’s Whip Aura, and he has Love thy Master in the crew, his newly summoned model can activate immediately after his activation ends and go with 3 AP. Consider even if he summons a punk zombie on one wound in that situation that punk zombie could charge a model and then attack them again for 3 total attacks. It could flurry and then attack a model it was summoned into engagement with for a total of 4 attacks. It could slice and dice 3 times, and all that before you even got a chance to take an action to kill the zombie. And critically all of that work compression occurs without Nicodem needing to be in any of the areas affected. He doesn’t need to be engaged with whatever Archie is engaged with to make that attack, as he would if he had a melee attack instead. He doesn’t need to be up the board where the crooligab is to give it more ability to successfully do its job. He doesn't need to be where the corpse marker is located, just close to it, to make his summons absolute nightmares. And he can do all three of those things from the same position on the board. That is not weak by any stretch of the imagination.
  9. 2 points
    It was because pork chop the pig wasn't old enough 😁 not because I looked like this
  10. 1 point
    Ok so I love the gremlin faction and recently went to a charity tournament that had 28 players . I dressed in dungarees wore a straw hat and boots and carried a 🐖 under my arm (yes I'm that mad) I ran the following list in 2 games just for fun 50 SS Gremlins Crew Somer Teeth Jones + 4 Pool - Family Tree (2) - Can O' Beans (1) - Do Over (1) Skeeter (2) Skeeter (2) Slop Hauler (5) Piglet (4) Piglet (4) Piglet (4) Piglet (4) Bayou Gremlin (3) Bayou Gremlin (3) Bayou Gremlin (3) Bayou Gremlin (3) Bayou Gremlin (3) Bayou Gremlin (3) Bayou Gremlin (3) Game 1 strats✓=schemes I took Deployment: Flank Deployment (11) Strategy: Ply for Information (Rams) Schemes: * Surround Them (Rams) * Covert Breakthrough (1)✓ * Undercover Entourage (5) * Search the Ruins (8) ✓ * Public Demonstration (13) Game 2 strats Deployment: Close Deployment (14) Strategy: Symbols of Authority (Masks) Schemes: * Punish the Weak (Masks) * Set Up (3) * Hold Up Their Forces (4) * Take Prisoner (9)✓ * Recover Evidence (11)✓ I won both games and my opponents didn't know how to stop me . Yes I summoned as and when my numbers dwindled but out activating my opponent played a big roll I won 9v4 game one and 9v7 game two So going into the 3rd game the strats were very killy and being in 5th place overall I wanted to win so changed to a more serious but still fun list for game3 50 SS Gremlins Crew Mah Tucket + 4 Pool - Manifest Destiny (1) - Pit Traps (1) - Stilts (1) Old Cranky (4) Trixibelle (8) Rami LaCroix (7) - Dirty Cheater (1) Swine-Cursed (7) Survivor (4) Survivor (4) Survivor (4) Survivor (4) Survivor (4) Game 3 strats Deployment: Corner Deployment (10) Strategy: Public Executions (Tomes) Schemes: * Eliminate the Leadership (Doubles) * Dig Their Graves (2) * Inescapable Trap (6) * Take Prisoner (9)✓ * Vendetta (12)✓ I won the 3rd game 7 to 4 finished in 2nd place (won a root beer whiskey Golem)and helped raise £500 for charity . I honestly believe you don't have to run set models in set lists to have fun and even do well. Sorry for the long post but wanted to post this being as everyone is moaning about the errata on Sandeep and nicodem and gremlins are just that much fun whoever and whatever you run
  11. 1 point
    Good PMF News: PullMyFinger Wiki lives! The amazing Dan Miner has moved existing content off the rapidly-disintegrating Wikispaces site and onto another site. Sad PMF News: Users didn't migrate! If you want to update it, please please please go to this page to create an account: http://pullmyfinger.minercreations.com/index.php?title=Special%3ACreateAccount But! It definitely needs a lot of love and management, and a lot of newer models don't have entries. Come log in and update! I haven't been doing a lot of keeping up with newer models and strategies, so I hope that people who know more and are more active are willing to take up the torch. Thanks everyone! Ted/Hateful Darkblack P.S. I'll update URLs and post more soon.
  12. 1 point
    An unboxing and review of the Flying Piglets...more pictures, rotational views, assembly tips, etc. can be found by clicking on the link... http://gmortschaotica.blogspot.co.uk/2018/05/unboxing-malifaux-flying-piglets.html
  13. 1 point
    Just been watching a lot of Penny Dreadful and am now watching Frankenstein Chronicles. Amazing setting for Malifaux! They even have a Resurrectionist faction in there! Anyone else know of anything similar? Also, has Wyrd considered approaching Netflix and selling/sharing the Malifaux IP wi them? Just a thought!
  14. 1 point
    I was going to make a crack about Yin being a singularly terrible choice due to mass of viscera putting Nico on flips, but then I reread it and saw it was enemy only. Her stock in a Nico crew just went up a bit. Pity Nico crews don't generally get a lot of use out of her WP trickery though. Either way, good catch that. Hayreddin I think is a much more "dangerous" choice. I won't say "bad" because it's possible to play around it, but I'd be VERY nervous putting him near "castle Nicodem" since messing up his positioning will likely mean the death of everything you love.
  15. 1 point
    She hadn’t brought any weapon. The moment the door rattled aside, Alyce flung an abomination off of her shoulder and darted in immediately after, shouting. Leveticus caught the squirming thing in midair: a metallic worm of vertebrae and springs pinned beneath the skull of a Malifaux child, a girl. Marlena recognized the Guild child, and screamed. Alyce glanced down, saw Marlena sprawled on the floor with her arms still shielding her head against the anticipated gunfire, and broke off into a scream of her own. The abomination was flung down as Marlena was dragged to her feet. Alyce let go of Marlena’s dress, flexed her metal fingers—and clawed the girl hard enough to knock her into the wall. Alyce pivoted, her second strike erred high and barely cleared the falling abomination. Leveticus shrank before it, no, he was leading her to overextend, grasping her bloody wrist and pulling Alyce into a clinch, tiny teddy leapt and clawed at the abomination, and over it all Alyce kept on screaming, curses distorted by rage— Marlena scrambled for the door on all fours, dripping blood from the reopened bullet wound, with tiny teddy half a step behind. She didn’t even get to the shop door before the pain of breathing got to be too much to bear. When Marlena sank to the floor gasping, tiny teddy burrowed itself under her arms until she recovered enough to secure a grip upon it. Now it had carried her some streets away, halfway up rude stairs cut into the side of a brick and natural stone embankment, where it was quiet and she could stop and think. Tiny teddy scraped like a cat at a wooden frame affixed to the brick, shredding layers of advertising posters thick as book’s pages. The inquisitive child dangled her legs over the side of the stairs and watched the breeze catch the ragged ribbons of print and whirl them down onto the roofs of the lower streets. To go back was absolutely unthinkable, it was obvious as the wall behind her, a dead-end. But to go on...She reached up, grabbed hold of the fat iron tubing which shored up rotten brick, and leaned forward to inspect the city. From horizon to hilled horizon she could see nothing but Malifaux city, the flat smudges of the river and the occasional air-car line cutting the skyline, but no sign of a single train track. Where were the stations? Where were the boarding-houses with tidy old landladies, like they had stayed at on the way to Malifaux? Where did mercenaries go, when they did not have a kitchen, and coffee for talking business? “...They’re mercenaries, aren’t they?” she asked tiny teddy, which stopped tearing at the posters to listen. “Howard and that other guy.” They had come to Leveticus’ shop, and talked business. She couldn’t see more than a fraction of one of the scrap heaps (cracked pipes of many gauges on top, underneath and never referred to by name some ‘necrotic’ pumps both functional and broken, plus jars of fluids to fill them), but she knew that was one place in the city where Mister and Missus Webster might someday visit. Marlena twisted away from the cityscape, hid her face in tiny teddy’s fur, and wept silently for awhile.
  16. 1 point
    How much does having the flips for Df from Nico help in getting really low Df totals?
  17. 1 point
    4). It is still a model flip. It says (SRB pg 53) the "model spends a soulstone to make a damage prevention flip." I know it also says The Player flips a single card but it is using it interchanging. 5) This one I think is not the model flipping. So no
  18. 1 point
    No, sorry, I’m a resser player and I’m on board and totally supportive of 1 wd summons.
  19. 1 point
    The thing I love about TTB is the way you can combine immuto. I think using reduce AP with tradition magic is about the only time this combo would make any sense - otherwise you would just be raising the TN for no bonus. I don't think there is anything in the rules suggesting you can't use this combo though. It's a powerful combo for spells that don't need many alteration Immuto's, but very expensive otherwise. I think most offensive spells are generally best with lots of alteration - increase range/damage etc. Which I think balances the combo a bit. Sorry for slow response.
  20. 1 point
    I think it should depend on the kind of game you want to play. If you players want it to be more difficult hide TN's If you want your player to be heros who can more easily or strategically overcome things then tell them everything and see what they come up with. A more realistic but more diffcult to use system might be to allow skilled players to know their TN's. EG if you have skill 3 in Martial Arts, the character is more likley to be able to just how good their opponent is than someone with skill 1 or 0. Skill 5 would be very profficient character and would certainly know how difficult a given situation is. Personally I would probably go with 2. It's not really letting players 'cheat' unless they succeed
  21. 1 point
    I was really surprised seeing how much Nicodem was toned down. I know that there are players here in Kraków who were waiting for the errata to start playing Nicodem, so we will probably figure out soon what is he good at now.
  22. 1 point
    I don't play gremlins so can't cpntribute but this sounds like a great idea!
  23. 1 point
    Like how you snuck the death marshal in between the Guild Guards as though we wouldn't notice it. 😀
  24. 1 point
    He's also got one of the most AP efficient heals in the game with Decay. It shouldn't be uncommon to reverse 3 AP worth of enemy actions with 1AP worth of decay.
  25. 1 point
  26. 1 point
    Did Cthulu actually rise from the deep after you typed that or does that only happen if it's read aloud?
  27. 1 point
    I agree, I fail to see how a nerf or errata ruins the game for an amateur player just because he plays rarely and happen to play Sandeep (in this case). I have a feeling the arguments and points aren't really getting through? To each his own, I suppose. Malifaux is still the best and most balanced game I've ever played and it's true very few board games are this balanced (as WWHSD explained), but we rarely notice because we don't play the same board game 50 times a year, as we do Malifaux.
  28. 1 point
    Honestly I'm a rubbish person to answer this. I have too many models and will happily build obscure mixes to try them out. My advice is to play what you have, see where you struggle, and then look for ways to deal with that problem. And that probably means the purchase order for you would be different to mine.
  29. 1 point
    @Terry Bailey Sr, I agree with you about no one liking their favourite models to be downgraded. I specially feel bad not for the competitive players but for those who play not so often, with just one or two masters, without using their ful potential. I play Nicodem, not regularly but enough to feel I have lost options, making him not the best option in most situations/matches, but I think this is actually good for the game (I am privileged as I have also McMourning, Seamus and Reva to take his place in the right games). I think the erratas are some of the best ways to adress this balance problems, in both ways. The Lucius changes, that made him a completely new master, were actually good, giving the players options for a model that was under the common power level. I think models that are way above it (or simply have developed styles that do not play as intended) should be treated with the same attention. I think a Viktorias/Levi rat spam or a Nicodem summoning and card engine are not fun to play against and usually could be unstoppable, making it necessary a tonning down. You speak about the importance of playtesting, but I am shure this company does an intensive playtesting, inside the house and, as we have seen on the last book, even outside, with the community as a whole. As we can see, something that seemed fine when released, after some time under competitive play, was discovered that was not completely "on the right place", and it is discovered because the whole community starts to play regularly with this, and searchimng for the best possible combo. Even the community playtest is not perfect, as we can see that Asura Rotten and the Kentauroi (the models that make Nicodem the monster he is now) have gone through it. Also, I would like to remind that, even as many models look very strong on paper and seem umbeatable when first appear, many times the Meta or the practice show that it is not the case. Many players were complaining about how strong Kirai was and, with the 4th book, the first screams were about how broken Reva was. Now, both masters are one step behind Nicodem (a master from the first book), but another master complained about his strength from the same book (Sandeep) kept beating everyone until now. Time and perspective can show many things, and sometimes a player needs to accept that maybe what he does not enjoy can benefit the game as a whole. Malifaux is a game, so no one is ordering anyone to play and accept the rules. If a community is not happy with the changes, they can keep playing without the erratas and I think Mason, Kai or any Wyrd employee will never enter through the door and steal their minis. They are trying to make the game the best they can. Hope not being very confusing (not an english speaker myself) nor attacking anyones oppinions (it is not my intent but the subtile ways of a language can pass through me). Trying to express my oppinion and justify my point of view, but I understand that there are others that can think otherwise and have their own reasons.
  30. 1 point
    It might be the people that I typically play against but it's rare to not be dealing with some sort of annoying trigger or to need to deal with models with Hard To Kill. The thing that I like about Joss is that he doesn't really need cards to do his thing. He's usually on flips to attack unless I get him too far out from Ramos and because of his relatively flat damage track I rarely worry about doing more than tying Defense flips. He's sturdy enough that I usually only cheat Defense flips against non-damaging effects. The 3/4/4 damage track isn't usually an issue because it's got a high minimum damage and ignores so many defensive abilities.
  31. 1 point
    It is my understanding that she will.
  32. 1 point
    You can't compare Malifaux to a boardgame. A boardgame doesn't have rules for 500 different models in 7 factions + core rules to take into account when balancing everything. It's a lot faster (and more sensible) to nerf Sandeep than to make everyone twice as good to keep up with him. Veteran players won't whine about Sandeep, they know he was too powerful. Som new players who suddenly has to rely on skill and play Sandeep more wisely, will probably feel the world is unfair. Wyrd is doing a remarkable job when it comes to balance. Of course things will slip through, it's a huge game that only gets bigger but I like they correct things like these.
  33. 1 point
    Apologies, I posted this in the June thread by mistake. Here is my pledge for July - going to put Guild down for a while and get some Yan Lo reinforcements finished:  Sun Quiang for 8ss 2 Goryo for 14ss My final and seemingly unfinishable mindless zombie for 2ss So; 4 models and 24ss. I'm secretly hoping that I'll finish these and get some more at least started this month. Have a great month everyone.
  34. 1 point
  35. 1 point
    Is that the summon that auto ends the game and all players are ejected from the room?
  36. 1 point
    So are you btw! Glad some people try fighting against the salt!
  37. 1 point
    An unboxing and review of the Alternate version of Lazarus...extra pics, comparison and rotational views and assembly tips can be found by clicking on the link... http://gmortschaotica.blogspot.co.uk/2018/05/unboxing-malifaux-alternate-lazarus.html
  38. 1 point
  39. 1 point
    This update fails to address the fact that Nicodem still has "Living" on his card.
  40. 1 point
    Well, I admit I spent the minimum time possible on the monk ^^ For the little demons (Akaname) I've painted a light basecoat and went with many green/brown/red washes, while they were not dried. They were fun, fast and easy to paint ! @Burnin' Coal thank you ! @Caedrus well, yes... Those sceneries are the best !!
  41. 1 point
    @Caedrus I already admire your effigy, it's the most Arcane bookpuppet I've seen in many moons. For me, I'm pledging Yan Lo's box and 3 Gaki as the next batch my friend has commissioned, and Brewie's box as a birthday gift for another friend. For me, I'm aiming to move ahead with Lazarus (finally) and finish up Marlena with a few touch ups, then maybe get to Serena. If I get especially lucky, may finish up Vintage Haemlin and Shang, and figure out how to get Lobo on on his bike. Might tweak a few things as GenCon looms closer. It's hot outside, let's stay in and paint!
  42. 1 point
    Caedrus, checking in. For July, my pledge will be a single Guild Guard (of which I have nine in real or proxy form), at 3SS. I have a ridiculous amount of stretch goals, including finishing my Arcane Effigy: ...and I took a little time to break out the airbrush for the first time in two years, to do some prep work: ...and did some Arcanist airbrushing as well! I still have a lot to learn! Have a great time painting in July, everyone! Caedrus, out.
  43. 1 point
    Should have some team t-shirts ready for the tourny.
  44. 1 point
    There is no right answer to this, everyone is different. Personally I would suggest you get 2 master boxes and you just pick the boxes on what masters you think look cool. You then can learn to play with what you own, and decide from their how to expand. There are several peoples building on a budget articles, which you might find helpful. I think there is one in an old chronicles, schemes and stones podcast has done several shows on it, and I think we have several threads on the forums, but they may be pre nellie but at least give ideas.
  45. 1 point
    Is this a secret teaser to show that Horse Puncher is the next Commander? Can't wait to get the minis in hand, we're so close!
  46. 0 points
    It's great play with their masters for years, and after see them nerfed. Who doesn't like this?? Who does't like a new comic styles for models?? Too boring this game as it was before... Can we remove maybe cards? And starting play with dices? Forgive me for this sad joke.. :( A worried player
  47. 0 points
    The Cheating Fate mechanical more or less requires the PCs to know the numbers that they're aiming for in order to work in any sort of satisfying way.
  48. 0 points
    As for Iron Skeeter - there are some ways I use him. Most obvious way - Franc slingshot. Late in turn 1\2, Skeeter transports Franc ~14" ahead, and gives him fast. Then, Franc with 4 AP charges opponent master\key model. There is even specific list for that: 50 SS Gremlins Crew Somer Teeth Jones + 4 Pool - Family Tree (2) Francois LaCroix (8) Trixibelle (8) Burt Jebsen (8) - Dirty Cheater (1) Iron Skeeter (6) Iron Skeeter (6) Banjonista (5) Bayou Gremlin (3) Bayou Gremlin (3) It works wthis way: Somer draws 9 cards(2 Survival of Fittest + 1 Banjonista) for killing and summoning new gremlins. You can kill 1 more, if you need more cards, but 9 + 2 for SS + 6 in initial hand is quite Ok. Bayou Gremlins give you 5 chaff activations(2 initial Gremlins, +3 summoned.) Then you activate Banjonista(Pushing Gremlins 2" ahead). Then Trixie, to "lure" opponent models away. In the end, we have this order of activations: 2 bayous, Somer, 3 more bayous, Banjonista, Trixie, 2 Skeeters, Franc+Burt. You have 8 activations before you even start attacking. Then you fly Burt and Franc ahead. You have 12-18 cards in hand, so you will most certanly have needed tomes. Then you charge Franc and Burt, both with 4 AP, to the enemy lines. With good cards in hand, they can kill alot of models, if you choose wisely. But there should be at least 6" between them at the end of your turn. Turn 2 starts, you take new cards +2 for SS use, you cheat initiative with Trixie, activate Burt, then Franc via companion. Both have Reckless and 3 AP to kill even more opponent models. That combo can be devastating, if you do it rigt. And it's quite hard to counter. And, as you can see, Iron Skeeters are the reason, this combo exists. As always, sorry for my broken English.
  49. 0 points
    I'm rarely in a place they can focus and hit, but I think if they spend focus, that's prime stone time to counter it. I do agree that's the worst situation now itw has gone.
  50. 0 points
    Dropping one of them does sound pretty bad, I hadn't really concidered that. Your plan probably makes more sense. Bonus points to @HadjiMurat because I read the shorthand for the electrical creation as "el creación" which makes so much sense considering Ramos is a spanish/portugese name. I guess everyone just got that bit wrong in apparently english-centric Malifaux when he got there. Thanks for that, it has improved my day.
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