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Showing content with the highest reputation on 09/13/2020 in all areas

  1. Aaaand another Tormented model done: Looks like it's gonna be a good month for me, painting wise.
    3 points
  2. My version of the Aversions.
    2 points
  3. I will write a Transmortis guide, guess it's time for something like that to be included here. Give me some time, it will take a bit to distil my thoughts into text.
    2 points
  4. I appreciate the advice everyone!
    1 point
  5. Actually if antipathy from a single aversion triggers mutliple times, wouldn't it trigger infinitly if the model is blocked from leaving the 4" aura? As 0" push is still a move!
    1 point
  6. Fair warning, I'm no expert and haven't even faced Daw myself). That said what you've written sounds right. There's a discussion thread right now about whether Hans is worth his cost. I fall firmly on the yes side, so I'd definitely bring him. Most of the time I find Taelor not worth the cost, but the one exception might be if a scavenger was giving her focus+fast for turns 2+3. I wouldn't bring Freikorpmann unless you have a gunline plan. A Drachen Trooper would be an interesting idea to get rid of staggered. Since he can pulse it out it's a lot more efficient than Johan. Only 1 versatile/ook is very limiting. Ashes and Dust seems really good for this game both its speed to score the strategy and demise tricke to shed unwanted upgrades and conditions.
    1 point
  7. The problem comes when you extend out Hoffman and Mei Feng. I started with wanting to collect Guild, and one Master in each other faction (Seamus, Ramos, Zoraida and Levi). But Seamus wanted some Nico stuff, and Terror Tots were just awesome and... Then we got the cross faction masters, and 10T, and I saw an entire Bayou crew on Ebay (sans Wong and Zipp), and I was in too deep. My name is Morgan, and I'm a Malifauxholic.
    1 point
  8. That was the joke I was trying to make... 😜 Apparently unsuccessfully! How's it been going for you? Any hot tips? Do you use Bete in Retrieve evidence? Shame she can't bury, but reducing 2dg each time is still ok...
    1 point
  9. Haha, don't worry about that; most people will be happy to answer your questions I'm not much into RES, so I'd leave the advice for RES players. But I'm here to tell you there is an ongoing Vassal tournament with a video of a VS game (and VS winning that game). It might give you an idea of how he plays in the table in the hands of an experienced player doing well in that tournament (if you are into whatching other people play): Team Russia #2 vs. Northern Moose Infantry: Aleksander (Shenlong) 1:5 Andreas Söder (Von Schtook)
    1 point
  10. It's quite the opposite! The more people starting conversations, the more lively the forum is. Typically for every person who asks a question, there's dozens of people who follow the thread and get tips from it I'm not too knowledgeable about the crew compared to others here (like Graf), but here's one of his basic tactics for turn 1: If you win initiative, have your opponent go first. Possibly use some pass tokens to delay activating. Use Von Schtook to give an upgrade to the Valedictorian Use Von Schtook to give fast to the Valedictorian. Position Carrion Emissary and the totem near the Valedictorian for bonus movement. As your very last activation, send the Valedictorian in to absolutely smash something (and they won't be able to respond by hitting her with too many things, as most things will have activated. Go to turn 2. Try to win initiative. Use Valedictorian to finish off whatever she was attacking. When she kills something, she summons something, thanks to the upgrade. Continue smashing, making your crew bigger and bigger as you kill them.
    1 point
  11. Been following this with interest. For me it's great that some people like and dislike nekima for what she does, suggests that style is a key part of the game which is one of the things I love about it. Same with Molly, she's probably one of the best masters I've encountered. Card draw, scheming, maneuverability, killing, shes a pretty great package and I hater her 😊.
    1 point
  12. all leaping models in ressers are not so tough(archie, manos, necropanks) and could do only 1 marker and/or interact if engaged; some models like first mate, vasques, stalker, desper live and do their work better; also ressers dont have any non-scheme marker removal than molly, its too bad; thats why symbols is very hard strategy; intel tokens without dont mind sometimes very hard to remove; few irridusible and armour piercing dmg
    1 point
  13. The trick is to buy half the faction and then realize you only have to spend a bit more to have everything Sandeep wants.
    1 point
  14. I think I'm greedy. I saw this and thought: "When are we going to get an albino Henchmen version called El Blanco"
    1 point
  15. It's theoretical for me so far - I played Pandora before Aversion were released. My friend just picked them up so I'll be seeing them on the table soon and have more practical wisdom to share. So I'll report back when I know more!
    1 point
  16. I'm more or less and exclusive Foundry player, so ask me w/e. Things that super annoy me that havent been mentioned yet are A) Armored constructs. The crew can struggle against armor and their Hazardous doesnt affect constructs so they lose their ping damage. B) Moving me away from Scrap Markers. The crew can correct, but it takes time and effort. They have low movement so if you pull them away from Scrap it is fairly easy to trap them. The Hole in the World trigger has been used against me exactly twice and both times it lost me the game. C) As Adrian touched on, Obeys wreck this crew. You can Obey my models to use my Focus and consume my Scrap to hurt my own models.
    1 point
  17. Caedrus, checking in! Greetings, fellow painters. I hope that, wherever you are in the world, that you are safe, well and happy. In fact, here in Australia, it's RUOK ("Are you OK?") Day, where we encourage everyone to ask those around you if they are OK, in terms of their mental health. So, in that spirit, I hope all my fellow painters are OK! My apologies, folks, it's been a crazy time for me of late. In fact, one of the reasons for this (if you'll forgive a personal anecdote) is that Caedrus is now Dr. Caedrus! Woo! However, onto far more important things - painting! This month, I had it in my mind to complete Arik Schöettmer. However, this guy is clearly turning into a multi-month challenge, as I'm doing quite a bit of sculpting modifications. Here's a preview! So, I decided to change my plan to something from here: With Hans being my preference. However, life had other plans. I built Hans, I pinned his legs, I inserted him into a cork, and then the tiny grey figure flew out of the cork, onto the perfectly-matching grey floor of my garage, never to be seen again. Oh well, better order one from Wyrd and have a little weep as I look at the postage to Australia. So, this month is looking like some (slightly modified) Engineers and a leftover Freikorpsman as my pledge. Wish me luck! Onto the topic of hosting the Challenge in 2020. I'm deliberately not going to comment (at least not yet) about different ideas for 2021, because I don't want to influence anyone who might want to give an opinion. I have an opinion, just not yet to be disclosed. @Diddick: I'm not going anywhere 😁. I still have way too much to learn, and I'm having way too much fun here. @Purple Mist: Your comment made my day ☺️. It's very much my pleasure to take part in this wonderful community. @Gloomy: My sincere thanks for offering to run the Challenge. I can't wait to see what the future holds. Take care of yourselves, everyone, and keep putting pigment to plastic! Caedrus.
    1 point
  18. As promised, here is my first update for September: Really enjoyed painting creepy Ligeia.
    1 point
  19. I was thinking about this some more, Hounds could gain a new ability, fetch, where they can move a scheme, corpse or scrap marker with them when they make a walk action. This would give them some utility, and could be paired with insignificant to stop them being schemed on, but make them a useful tool for other scheme runners. Combine that with making them versatile, and my two pack mentality changes, and I think it's a winner? Quite a hefty change though...
    1 point
  20. Also, I wasn't too sure about how much variety there would be in The Explorer's Society when they were first announced, but my concerns were clearly misplaced. Wyrd are absolutely killing it.
    1 point
  21. Showgirls/Performers have always been some of my favorites as well, since we were on the topic. While not as obviously iconic as Seamus' "dead hookers" aesthetic, I think Team Colette has consistently been some of the best and most interesting sculpts every edition. They're flashy and daring (for the setting's time period) but I've never found them to be overly sexualized or tasteless. Beyond that you have very fun lore; Colette has a lot of things she's juggling, from the truly fun angle of dazzling even Guild eyes with real magic skillfully made to look like sleight of hand, to the varying demands and dangers of smuggling for the M&SU/Arcanists. Beyond the burlesque dancer look, I think the crew is one of the most tightly-knit and empowering of them all. In many, arguably even most, keywords the Minions are as faceless in the lore as they are to us on the tabletop. But things are different at the Star Theater. From the Master all the way down to the basic Minion, the lore has always emphasized the bond between all the performers. A troupe of women (and Carlos!) banded together to obtain the wealth and freedom they'd otherwise be denied on either side of the Breach. Let's jump all the way back to Cassandra's 1e profile; "Colette is protective of all of her girls. Cassandra protects Colette."
    1 point
  22. Not to mention, even a cursory understanding of vaudeville theater would make any of the sculpts not only thematically appropriate, but even tame.
    1 point
  23. C) Slap the deck out of their hand and play 52 card pick up!
    1 point
  24. In answer to the first point, you would be in the right to still do your butterfly jump (and such like). Your opponent can't just skip through decision steps, although as said, there is the cavate that you should try to not spend too long on these choices. On the second point it gets a little more complex. In most games, I'd happily say that yes it was possible to reach it. in friendly games I might go through how to do it before I did it, but in a tournament I would be a little less forthcoming with the information. If I truly thought my opponent was trying to gain unfairly by it, then I might go as far as to answer yes, and then tell them a way I could do it, allow them to try and stop that, and then do it the way I intended anyway. I have had a situation where my opponent asked how far I could move my crew, and I explained all the abilities I had, but all he wanted was a maximum, which I didn't know. (It was a first edition Rasputina crew with Snowstorm that had the ability to move modes into base contact with snowstorm who could them push them on again, so it wasn't a straight forward calculation, and had different answers depending on if you wanted to know how far I moved the whole crew, or how far I could move the Ice golem). An open information game does not mean that you have to tell them how to use that information. Sometimes, in the interest of speed you might want to tell them some extra things, but you should not have to tell them all your plans. If they refuse to play until you tell them, or spend a long length of time trying to work out how, then call the T.O. over.
    1 point
  25. Not to mention tons of abilities to reposition enemies, the ability to self bury models for lodestones, etc. Symbols are pretty hard to lock down with melee (you need 2" engagement range to do it, spread all over the map). But Ressers can use Toshiro to summon Ashigaru on them which gives awesome coverage. And of course Molly has basically everything you listed as necessary for a good crew xD
    0 points
  26. Not everyone has to have access to all tools but work well with the ones given to them, I personally don't want a simmetric game where every faction has dopplegangers of each other good models or tech... and in fact RES has some crazy tech not that common in other factions and a lot of Masters in a good place. I don't think they are in a bad place scheme wise... if the main comparing point is Colette, then everyone is bad at scheming. Archie, Manos and Necropunks aren't squishy by any strech... Necropunks are point by point one of the best schemers in the game, avaliable OOK and summonables by Schtook (who also has other shenanigans to drop scheme markers btw). And RES has also a lots of good movement tech... A few crazy things they can do taking in count schemes from the top of my head: Yan-Lo can make that his 5SS minion get replaced by very powerful henchmans, now those henchmans are the targets for schemes like Vendetta or Catch and Release. Turn 4 or 5 Yan-Lo can score take prisioner with his 8-10'' push very easily (and Yin is also very good for that). Tough crews and also very good bubble crews to control the center in pools with Claim Jump and Leave your Mark. Let them bleed is hard versus them, not only the faction is hard as nails and have good healing; but also summoning a few zombies in obscure areas is enough to make almost impossible to score the second point of it versus them. Research Mission is easy with so many corpse markers and the emissary creating coffins. A lot of fast/jumpy/by your side models, some of them with good punch, to score things like Breakthrough, Sabotage or Spread them out. Also Seamus... who has a ludicrous ranged attack, but also in practice 4 APs and Secret pasage to drop 2 Schemes per turn. And consuming a corpse marker he can ignore limitations of actions... with the right set up he may drop a scheme marker/pick intel while engaged (and Seamus may make schemes that declare particular models very tricky to play versus them) I'm sure the faction has their weaknesses as every other one, but the worst faction? I really doubt it.
    0 points
  27. I played Hamelin into Colette on Corrupted Leylines. I think the scheme pool was Take Prisoner, Vendetta, Runic Binding, Spread Them Out, and Breakthrough. I went for Take Prisoner and Vendetta, my opponent went for Spread Them Out and Breakthrough. The game went down to the line, I was losing 4-5 going into Turn 5, but at that point I had 23 models on the table including 10 rats and I was able to pack them in deep enough around my opponent's models to make it physically impossible to get where they needed to go. Ultimately out activated him, lured the Mechanical Rider away from a Strategy Marker with Hamelin, and managed to score my schemes and the strategy for a 7-5 win. I ran: Bungelosenstrasse (Outcasts) Size: 50 - Pool: 0 Leader: Hamelin Totem(s): Stolen Stolen 2 Stolen 3 Hires: Benny Wolcomb Nix Obedient Wretch Malifaux Child Rat King Rat King 2 Prospector Prospector 2
    0 points
  28. Played Henchman Hardcore, we ended up drawing 4-4 HH Arik (Outcasts) Size: 30 - Pool: 1 Leader: Arik Schöttemer Hires: Freikorps Engineer Freikorps Engineer 2 Freikorps Librarian Before the match I was actually thinking that Hannah was strictly better for HH. Arcane Reservoir and the ability to copy strengthen armor or healing energy seems better than Arik. I still think that's true, but I really underestimated diving charge. Arik was able to get through a large swamp and saved me an AP going around a building. It's an ability on the card that's easy to forget. Opponent played First Mate, Iron Skeeter, Flying Piglit, and Gracie. Arik spent turns 1 and 2 hunting down the Skeeter and Piglit. While the rest of my crew fought Gracie in the middle. On the other flank, First Mate hopped around dropping explosives. I had a bit of bad luck on turn 4, black jokered a healing flip on Arik (who had been burning from the Skeeter's demise). If I flipped any other card, I would have won 4-3. I also keep being un-impressed with the Librarian. In addition to black joker on the one heal I took, she missed 2 attacks on Gracie (more bad luck, gremlins tend to have low WP but Graice is 6) when I was really counting on getting 1 card draw, and her lack of engagement meant my opponent was able to pick up the strategy marker she dropped.
    0 points
  29. Ha! I said in the announcement thread that I want to run a TtB game based on Tremors now.
    0 points
  30. The potential for enemies to use them as a speed boost is annoying and like it probably should have been a May abilitiy, and the model does seem overpriced. Antipathy raises a few questions for me though. I don't think it can double trigger, because it only does the movement after a action (not after other abilities)???? It hadn't occurred to me that scatter could trigger antipathy giving upto 6" push though, that's pretty cool
    0 points
  31. If all the female models in Malifaux were dressed provocatively, then I could see the point, but a crew of what are basically burlesque dancers dressed like burlesque dancers is a) thematically appropiate, and b) perfectly fine within the context of the range.
    0 points
  32. I find it quite amusing that you say so while overlooking the remark about Seamus' girls. I maybe have spoken with 3 women about Malifaux, not exactly representative, but the general consent was that because of them being Zombies and Seamus bein a crazy Murderer (an understatement, I know), it's more of a cool horror theme, with the tasteless dresses fitting quite well to it. Performers on the other side were rather disliked. I mean that they work as prostitutes isn't even that much of a big deal (Qi and Gong), but the choice of clothes. You can dress revealing and sexy while also looking classy, badass, dangerous, sinister, strong, but the ones they wear look just cheap and tasteless. I know, it's a silly complaint, never took it serious myself, still, Performer is one of the Keywords I am rulewise most interested in. No harm done with complaining a bit. 1st Edition looks fine but has too much of another artistic (?) style, not to mention where should I even get them from? 2nd Edition is likely my favorite, the Showgirls look a bit stiff (and one is missing), but they look more like arrogant classy girls looking down on the guys, I like that image for them a lot better. Cassandra ist still rather naked, but with a far better pose, and Colette looks quite badass. Getting them should be possible, but will likely cost me twice as much and it would be more of a compromise - I don't exactly love the 2nd models either. Still, Performer are together with Mercenary the resculpts I dislike the most. Nightmare Edition has this really ugly clown and the models don't really fit the rules in my opinion. I don't think there are any boxes with more then one Nightmare Edition so far? I would be happy about another one. Something like well-dressed Gentlemen seducing the upper-class ladies for example.
    0 points
  33. Performer models look absolutely fine to me - follow the aesthetic perfectly. Trixie and Olivia on the other hand ruin tricksy and wizz-bang for me. With Mah, you can escape it, but Wong needs his totem! As said above Winged plague don't feel like they belong. Grave golem seems a fairly lazy sculpt - I'm fairly convinced I can make something better myself (already seen better models made by others). Geryon similarly just looks really boring. Pigapult being a tiny sprue in a giant box, and priced as such is also an issue. Opening that up after forking out for a 'large' model is not a good feeling! (And then having to put together the head of the gremlin from three separate parts - what a joke!)
    0 points
  34. Focus on the things you like. You will be happier for it. Good luck.
    0 points
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