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Showing content with the highest reputation on 05/08/2020 in all areas

  1. My first group I ran through the Bad Things Happen adventure in the back of the core book. It was pretty straightforward and by the book, but it was also my first time running the game. For another group of new players, I ran A Malifaux Christmas Carol right at the beginning of this year. I'm a little sad that they solved everything without running into Seamus because I was looking forward to that encounter, but I like that that adventure has so many ways to get to the end.
    2 points
  2. I honestly couldn't tell you. My meta has 3 NVB players and none of them have cracked top 10 recently in any tournaments that I can recall. There was Kharnage out of Texas with LVO, but A) that was before the IR and Nekima nerfs, and 2) it's pretty well noted that he's an insanely good player so that might be an outlier. People keep telling me we're good but I'm only seeing moderate success when people do something like Dreamer/Zoraida. I haven't heard anything post GG1 though.
    1 point
  3. Heya Breachers! I was going to do a post on another virtual table top platform, but I want to play around with them a little more to give you the best information possible. So this week I’m instead going to talk about an One Shot I want to run for my household while we’re all stuck in the house together. Most of them are TTB newbies, despite my ramblings, so I picked a truly wild One Shot to run that is sure to get them hooked. This week we’re going to take a look at Jurassic Faux and what I intend to do to make the most of it for a group of new players! Jurassic Faux the fated join the expedition of Malcom Flanagan, professor at the University of Malifaux. The area of the Badlands where Nythera opened has grown lush with life. This new Wildlands has to be home to creatures the likes no one has seen before. Even better, Flanagan believes a honest to goodness dinosaur, named Malisaurus Rex, is stalking the new forest, and he is determined to bring proof back! This isn’t as clear cut as it seems, as in true Malifaux fashion Bad Things Happen; the rail is sabotaged, and upon arriving at the mining town of Morgan’s Hope, find that the Wildlands have grown to overtake the hapless town. Stranded and low on supplies, the Fated must balance looking for unique specimens with foraging for supplies in the alien forest that has sprung up. They encounter all manner of dangerous and interesting flora and fauna, and the encounter climaxes with a harrowing battle with the Malisaurus Rex herself! This adventure isn’t for faint-hearted Fated! Now, Jurassic Faux is an One Shot that honestly is meant for more experienced Fated, but if you want to adapt it for a new group of Fated, here’s what I’d do. The simplest course of action is to lower some of those Fatemaster Character Ranks. Additionally, adding a few physically inclined subordinate characters can help if your party is light on the “shooty shooty” or “stabby stabby”. Also, talk to your players! Let them know that this is a physically and mentally rigorous adventure, and ask them to make Fated accordingly. For my group, I’m going to give them all an unique motivation to want to do this job, whether by being aspiring members of the Explorer’s Society, wanting to work for the Guild, trying to meet a contact in Morgan’s Hope, or even because they want to study at the University itself, giving them each a motivation will help them engage the adventure with an invested interest. I’m personally very excited to run a group through Jurassic Faux and I hope this post helped you get some ideas on adapting an adventure to fit a party of newer Fated. As always, Jurassic Faux is available on DriveThruRPG here for only $5 USD. Before I get back to online exploits, I want to know, what adventure did you use to get your players hooked on TTB? If it was a homebrew, what elements did you highlight to captivate your players’ imaginations?
    1 point
  4. Good Thread. I just picked up Sonia as my first Guild master. Mostly because I like her models and the ranged/melee flexibility that seems to be there in her keyword. Painting up the models now, I'll let you know how it goes when they see the table.
    1 point
  5. I tried slightly modified recruitment drive. The fated boarded a train in Breachtown to travel through the Breach for the first time. They had no tickets and didn't want to loose all the money in scrip exchange, so they stole tickets. On board, they had a friendly conversation with another passenger about strange new world of Malifaux. I emphesized how stunning the sensation of Breach-crossing is, described views through the window (they are pretty significant: the General Governor's fortress-manor, the great Hanging Tree, and sprawling metropolis of Malifaux City) ... and then Transmortis minions brutally derailed the train on train station. Because it was dark and an attack surprised everyone, I tried to describe some twisted features of the attackers instead of explaining they were robo-zombies. They struggled to get out of damaged train and fought to survive an attack. After the skirmish, I made it clear that the authorities are NOT interested in chasing the attackers in the sewers. The fated saw the monstrocities abducted people from the train station, AND they could not find their point of contact, who was supposed to meet them on the station... As soon as I find satisfying way to play TTB online, I'll make a re-run.
    1 point
  6. I don't think his damage is a big deal. I think it is probably pretty reasonable (and possibly outclassed by things like Molly's card draw + tons of beaters). However, mobility is one of the most powerful things in the game, and Seamus is just on a different level to almost anything else. If all he could do is his damage trick + movement, it'd not be a big deal. But at any given time he has tons of options: Short on useful cards? Use his mobility to scheme. Got some cards handy? Blast away an enemy beater. Enemy schemer wanders slightly away from the crew? Blow it out of the sky. He just feels so insanely versatile. I'll reserve full judgement until I've played more games with him, but it does seem pretty crazy. Archie and Shenlong are good examples of mobility clearly being ridiculously powerful; I wouldn't be surprised if Seamus is next on the chopping block (although I'd hope they buff his crew if so). In particular, the first turn double or triple teleport is feeling just a bit too much to me. He is then so well set up for the rest of the game. And sure, eventually you can pin him down. But if they're spending a good chunk of resources chasing down such a mobile master (eliminating the copycat, etc), then the rest of the crew is probably off winning the game.
    1 point
  7. I think this is the thread people are thinking of:
    1 point
  8. 08/04/2020 - Brewmaster vs Mah Tucket Deployment: Corner Strategy: Corrupted Ley Lines Schemes: Vendetta Assassinate Claim Jump Hidden Martyrs Runic Binding Lists: Brewie + 12 Cups of Coffee + Apprentice Wesley Fingers Leong Cooper Jones Whiskey Golem Moonshinobi + 2 Gremlins in a Ghillie Suit Tanuki Akaname 5ss Mah Tucket + Little Lass Big Brain Brin 3 Bushwhackers 2 Soulstone Miners Lucky Emissary 2ss Result: Brewmaster: 5 Corrupted Ley Lines 3 Assassinate 1 Claim Jump 1 Mah Tucket: 8 Corrupted Ley Lines 4 Vendetta (SS miner on the Moon Shinobi) 2 Assassinate 2 Summary: First turn, my opponent concentrated with all the Bushwhacker that deployed from the shadows and kill in 1 shoot the Apprentice Wesley, the Akaname and the Tanuki. At least the Akaname managed to spread some poison and dropped a scrap before dying. The map was "Mausoleum" from Vassal and it was a shooting practice for the Bushwhackers full of traps. The Whiskey Golem had to go though some traps but did managed to kill a Bushwhacker and almost kill BBB before dying. Brewmaster took care of Mah before dying. My opponent, with his last action of the game and a lucky damage flip managed to deny my the 2nd point of Claim Jump. The Emissary basically just run around touching the Strategy markers with the Lodestone. I tried to prevent him to score the last point of Corrupted Ley Lines trying to push the Emissary away from the marker with the Moonshine Dispenser, but none of the two attacks (one of them focused) managed to hit the Emissary. Impressions: It was my first game with Brewmaster and I made some noob mistakes, but the crew looks decently solid. There are a lot of small and squishy pieces and the crew doesn't generate soulstones or cards (apart from Fingers, which requires a lot of setup), so it's difficult to keep everyone alive, specially if the enemy has some long-distance firepower. I should have brought the Mechanized Porkchop to provide some concealment, but I wasn't expecting 3 Bushwhackers.
    1 point
  9. Starting painting my Neverborn Marcus crew... basecoating things in black is overrated since I heavily abuse multi-stage washes... so did Marcus in pastel Easter yellow and Hayreddin in pale bone for a change.
    1 point
  10. 3/4/6 damage, Range 2", Stat 6, with triggers to gain Focused or pulse out (up to 4" away) high Mv duels for Slow, and a bonus action to move 3" is lacking? Part of his appeal is also how difficult he is to put down, healing 2 or 3 when he Activates, HtW, unmoveable, Demise (Eternal) and potentially giving Stunned when opponents Activate. I've yet to be disappointed with him.
    1 point
  11. Hi there! I built de Dawn Serpent recently, and was trying to figure out how to hold it in a base while flying. At the same time I wanted to give my pending "last blossom" crew a "sakura vibe". This week i decided to get a wiggle on and figured out how to do both and I wanted to share it here. It has nothing to do with my pledge for this month, but the serpent's basing got into my head and had to try it out. I'm still up for the painted jorogumos. Gotta figure a way to paint pale skin that looks good...
    1 point
  12. A small step towards fielding the Last Blossom. LOST IMAGES - SORRY
    1 point
  13. Hi there! Sorry for the delay @Caedrus! here are my April models: * Manos proxy (9SS): * Dead Dandy (2 x 4 = 8 SS) * Crooligans (3 x 4 = 12 SS) * The Forgotten Marshal (7 SS) * Night terrors (2 x 5 = 10 SS) In total, 46SS.
    1 point
  14. I use acupunture needles to pin small parts of my models. At first I hated it but I got used to it and now do it nearly every time.
    1 point
  15. Oh, but also can't forget that part of it will come down to tournament structure. Neverborn's most powerful master, Dreamer, is extremely difficult to play in tournaments for being so slow. Even if the Dreamer player is fast, the huge number of models and end-game power of Dreamer means opponents may be playing slowly (having to take extra time to think through all their options).
    0 points
  16. For my faction, Necropunks are tempting, but I'm going to have to go with Gracie. Every time I've seen Gracie hit the table she's been a monster that took way more than her 8 stones worth of pain to put down. Armor +2, Hard to Kill, 8 wounds, two different methods of healing, Ride With Me and Reckless, and Delicious Bacon on top of that. So in short she's a 50mm base that can't be tied down in melee, can take 3 actions, can go sit in a chokepoint forever, and is nigh-impossible to kill. One of the absolute gold standards of 8 soulstone models. Talos could stand spending a few years at Gracie school learning how to be a real model. I'd love to chuck Benny into the "WTF" pile because seriously, WTF (and double WTF if you're trying to use wanted criminal and praying your new 10 soulstone, 8 wound model lives and gets in range of anything) but I won't. Instead I'm going off the Outcasts path into Arcanists. Ice Dancers are performers! Did you know that? They can, um... interact with Ice Pillars. And make new Ice Pillars. And do absolutely nothing for the showgirls crew at all. I'm not saying they're great for Rasputina, but why would any Colette player ever bring them? Oh and by the way, do yourself a favor and don't bring Wanted Criminal. It's one of those things that works better on paper than it does in real life. And it doesn't work particularly well on paper. Sue and Mad Dog often have better triggers to declare even if they hit the suit, and only Parker's Highway Robbery is a consistent source of enemy scheme marker drops. And the range is anemic, 6" is not the bandit crew's preferred fighting distance. It's one of the worst ugprades in the entire game. If you really want the effect, take a Bayou Smuggler. I'm not sure why, but hey, 4 soulstones for a Bayou Smuggler is a deal.
    0 points
  17. I think Iggy is a great mix, He adds extra use of burning for Wildfire and adds extra conditions for Woe. Probably helps that he is self sufficient in most ways.
    0 points
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