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Showing content with the highest reputation on 09/22/2020 in all areas

  1. when i see " welcome to malifaux" i always remember taylor))
    3 points
  2. The only weakness of Explorers is Wyrd's release schedule.
    3 points
  3. (I actually love just about everything about the lore and mechanics this is just me being one of those pet owners) I've recently got to about episode 64/65 in the breachside broadcast as well as soaking up as much lore as possible. The rats in Malifaux are a bit of divergence from their earthside counterparts. First, their teeth are yellow and not orange/rust. This is due to a excess of iron in there teeth rusting. Any rat owner will tell you that their little snoots seen from under shows the mouth is a little open (exposed to air) when not stuffed with snacks. It would make sense that th
    2 points
  4. Yeah, totally. But also if you flip 6 cards a turn, you have about a 45% chance to flip the Black Joker at least once per game. So there is cognitive bias (remembering the event as more frequent than it is), but also just the event is way more likely than people think it is. If you asked most people to bet on a percentage chance of say a rabble riser black jokering during a game, I don't think they'd pick that high a number xD
    2 points
  5. Watched the Plaag-Kharnage game and here's my scouting report. Plaag is a machine at soulstone use. He started with 2 and used 2 almost every round and always correctly. Don't let his low starting cache fool you. All his models are really hard to kill. Either just tanks or hidden (Colette with buries, Silent one far away behind an ice pillar). Between his expert use of stones and the silent one, and they're own innate toughness: you need to really focus to take models down. Don't waste AP attacking that doesn't ultimately lead to killing (or do useful triggers/conditions). He'll
    2 points
  6. Hey all. I just picked up my first few models (Molly’s crew and the undead chimera thing) I’m a bit confused though. I thought the keywords were requirements but I am seeing some lists that look like they are using models that aren’t versatile or share keywords. Am I missing something or do I just not understand the crew construction rules? Like could I use a tormented model with molly? Or another master? Thanks and sorry for the super newb question.
    2 points
  7. seamus is a magnet for bj, u see 3 cards with whisper and fourth card is bj))
    2 points
  8. I also planned to paint m2e Nellie core box (primed), m2e jurist (primed) and Hoffman with his totem (assembled and waiting for bases ideas), but it seems that my schedule has changed a lot. So here’s the current progress on Nellie, Phiona and m2e jurist. I’ll try to finish this model by the end of September, but real life make some adjustments. So its possible to continue painting of those models next month. P.S. Sorry for low quality photos. Made the on a hurry.
    2 points
  9. And then if you're me somehow end up on double negative (soulstone, hard to wound, tied duel or what ever) and find the 4th card is the black joker....
    2 points
  10. Thanks again for the suggestion. I'm just looking for something to learn with for the moment, as if I end up liking Malifaux (which I'm pretty sure I will!), I will add other crews/factions and such as I play. Hopefully, we can get some more people interested in it as well. If we learn it quick enough, we may also try to get something together for our gaming convention in January. The other guy is a really talented painter, so he wants to do some painting demos as well. I have been an RPG person since 1978 so miniatures games are going to be new for me. Based on your suggestion, I have o
    2 points
  11. I would add the "unbuilt" and even the "still boxed" categories to this showdown XD Btw, I finished this month pledge, the Desolation Engine for 10ss I got it back in m2e when there could be only one, if i get a 2nd one to play it on m3e i would not like it to look the same, so i might kitbash it with other wyrd minis and greenstuff 🤔 I usually like to work on the bases, but this one in particular is from microartstudio if i remember correctly
    2 points
  12. Lol, it's actually true asuming a fresh deck. Well, another reason to hoard that card like your life depends on it when it's drawn!
    1 point
  13. While Misaki isn't the tankiest master out of there, she isn't an easy prey either. I'd recommend OP to test her limits. Extended reach and range 2 work as defensive mechanisms that will make most models only able to attack her once, she should be wary of models with pushes, jumps or ways to attack her several times even after wasting 1 AP reaching her (and of course, don't engage unactivated beaters with reach 2!). She also has high defensive stats, so cheating defensively she should be able to at least tie dangerous duels to put the other player at (even with Focused) when needed (and
    1 point
  14. tara is not strong master against colette, because she still has serena and can declare trigger abt leveticus-just stun him, it is not a big deal
    1 point
  15. You get both pushes and I believe you get to choose the order they happen. So if you need 2" to get around terrain before the big 6" push or vice versa you get to do it how you want.
    1 point
  16. I think I'm the most excited to have fun with the dust cloud markers being more utilized by the Frontier and plus the art looks cool.
    1 point
  17. There has been some recent discussion on crossing the metas at large together for a world spanning competition, and it has come to my attention that in addition to regional variance on what is considered strong, there is also regional variance on what is considered a normal game of Malifaux, so I wanted to get a grasp of what ruleset the average malifaux player is playing under. Additionally, while there isn't a poll question for this, what are your thoughts on playing by another set of rules? Would you absolutely refuse to play any other way? Do you find the forbidden fruits interesting but
    1 point
  18. 2nd edition was notorious for chain activation and it was no fun to watch 3 or even 4 models activate in a row and just remove yours
    1 point
  19. Yeah, you get a rat for each Voracious Rats ability.
    1 point
  20. Thanks very much. That’s very helpful.
    1 point
  21. The hiring rules are as follows Choose a faction Choose a leader Hire crew - eligible crew are those that share a keyword and/or are the same faction. If the model doesn't share a key word or the versatile trait, then you need to pay a 1 ss out of keyword cost to hire it. or as the rules state (page 42) Hiring a Crew consists of selecting models and Upgrades. A player may hire any models that share one or more Keywords with their Leader. The total Cost of all models and Upgrades hired by a player’s Crew cannot exceed the game’s Encounter Size. Some game effects
    1 point
  22. It really was best case scenario for me, and I was on a - most duels due to vent steam haha but I used focus/red chapple killer to help deal with it
    1 point
  23. I agree with Ebb, as written, the rules do not allow you to boost the Terrorize Talent in such a way, but it is your game, and you can allow whatever you please. Understand, allowing your player to tweek the rules and enhance their Terrorize ability is going to be very strong. Personally, I would encourage your player to find a more creative way to enhance Terrorize; maybe a Manifest Power that attacks opponents WP, etc.
    1 point
  24. Boosts to Physical Stats should boost Derived Stats, just remember any extra wounds can turn into a deficit when the bonus wears off. You only need meet a Talent Requirement when you gain the talent; once gained, the Talent is permanent, even if the requirements no longer are being met.
    1 point
  25. @astapable lovely skin on those reporters. And good to see all of you getting minis painted. __ I finally started working on this month's Wyrd piece. Built Paul Crockett for Thursday's small painting jam: I've proxied him a few times and I reckon he's pretty neat in a Marcus crew. Definitely on the top of my "I want to field this" pile. Aiming for another 1-night paintjob. Skin and fur, should be fun. Just barely over a week to go, hopefully everyone else is also getting on top of their painting goals this month
    1 point
  26. Wow, that's kind of best case scenario. In fact you don't need Focused for that attack unless you are against to hit or want to bait the other player into wasting an SS: Order 13, RJ, 2; attack and enjoy doing 9 damage.
    1 point
  27. Some of this is a Local Meta question. Do your opponents always bring in marker removal when you declare Savage? If you are already finding that they do that, and are removing a lot of the pillars already, then you are probably not going to get the best out of Frozen trophy (actual value may vary). If they don't do that at the moment, then you have a much better chance of getting amazing value out of that Trophy. M3 has very few ways to make models miss activations, so the ability to "paralyse" a model with a single duel as a secondary effect has a lot of potential. Its not always
    1 point
  28. his crew is very weak too; the master is great, but not his keyword; but comparing to non-master schemerunners(even necropuncs) he is not so good; it is easy to deny his jump-just place or push him out of terrain; some cover, high def and card brokes his shot; if the redchappel killer was not only for duel but for dmg too, it was much more better and just look at lord cooper)) seamus of healthy man)) and just 1 up in explorers brokes seamus as dmg dealer))) so imbalance faction
    1 point
  29. yes, sure; in seamus crew only he can kil and schemerunning, so if he cant kill any model because of - flip for dmg and prevent, he would try to shemerunning, but he is not so good at this work
    1 point
  30. I'm a big fan of lists, that are effective, simple to use and have a fixed (or almost fixed) sequence of activations on the first turn. I call them "round four lists" - because you can pick such a list in the morning of the second day of a big event after all that "socializing" that occurred yesterday, and play without forcing your brains to work. And I proudly present a round four list for Zipp: Zipp4(Bayou) Size: 50 - Pool: 5 Leader: Captain Zipp Twelve Cups of Coffee Totem(s): Earl Burns Hires: The First Mate Francois LaCroix Twelve Cups of Cof
    1 point
  31. I agree with @Alcathous, he is niche, 20% take. You should already be putting focus onto Savage models anyway, it stacks incredibly efficiently with The Old Ways. Adding Intuition on top of that enables you better card manipulation in order to try to consistently hit that severe 6 damage. However, he competes in this role with Geryon who are cheaper and better beaters with min 3, the same Focus/Old Ways tricks, better triggers (Frozen Trophy aside), and extended reach. Mv 6 looks attractive, but realistically you have better scheme runners OOK, and you can always use the Gigant Post
    1 point
  32. You missed Porkchop's Vent Steam, which is one more hazardous damage )
    1 point
  33. Same effect will refer to same instance of the same ability, I believe. This is for abilities that chain activate several models (like the Dead Rider's bonus action). I'm unsure of an official ruling, but it is pretty clear to me that the rules intention is you only get one extra activation. If you use accomplice once, two models in a row have activated in a chain activation (aka, 'this way').
    1 point
  34. The lures/take by the hand definitely helped since he needed to dedicate atleast two models to score a leyline since he would need something to Magnetize I believe is the name of the ability, to reposition or toss the stone to score. He got 3 since his crew can still just walk out of engagements, or have other ways to push but it started being a problem when he only had 3 models XD aaaaaand he got spread them out early since his crew is just so fast until you start taking away some of the models. He had the early VP lead, which I expected but then Seamus killed Rider, Kang, 1 Gamin and a Survi
    1 point
  35. Thanks again! I am looking forward to learning how to play!
    1 point
  36. So that'll give you 25 stones for your first game. On Misaki's side, give her Ototo + 2-3 Torakage and it should be roughly right. 2 Torakage is 22 stones (bit of a disadvantage), and 3 would be 28 stones (bit of an advantage). Won't be perfect but should be good enough to learn the game
    1 point
  37. Bernadette is the totem for basse. In general a core box will include a master, totem, henchman and 3 minions. There are some things that don't follow that rule but a lot do. There's 4 types of models in malifaux Masters - leaders + can use soulstones + get 3 ap a activation Henchmen - almost masters can lead crews + can use soulstones Enforcers - unique models who aren't enforcers Minions - non unique models Past that there's also totems. Totems are free to hire along with their master + you can't hire them outside of the associated master. They may be hen
    1 point
  38. I ended up playing Seamus vs Mei this week, it ended 7-4. We called it at the end of turn 4 since he only had Mei at 2hp, Metal golem and a gamin left. It was Corrupted Leylines, with Hidden Martyrs, Assassinate, Leave your Mark, Spread them out, and let them bleed. I took Leave your Mark and Assassinate while my opponent took spread them out and leave your mark I believe? Was a good game, but seamus went on a killing spree as usual 😛
    1 point
  39. Shinchan's suggestion is probably a good one! Another consideration is just picking up some versatiles to round out the crew, like a Pale Rider. Pale Rider is pretty great in most Guild crews from what I hear (although it was nerfed recently). Personally I find it more fun to start out in keyword, though, so something like a Trapper box and a From Above box would give you 45 soulstones. With upgrades and cache you'd be set, and you could play around with a few options. So would be a good way to start if you're just going for a crew that feels Frontier-y. But also check the Guild foru
    1 point
  40. I agree with your assessment. I've had decent luck with a doppelganger lure, who I also like for copying a Cyclops' ice pillar ability T1 if I have a 4tome. The missile option is the least good in my opinion, because that isolated model often isn't worth the resources or is just as easy to kill as it is to turn into a popsicle.
    1 point
  41. It seems to me that separating the Talents out like this increases character variety, and gives the creators a lot of design space, so personally I'm all for it. As far as giving the player access to more instances of things like "Bulletproof", I think that it would usually be better to add these as General Talents. If you do happen to be looking for ways to make a Gunfighter more "shooty" I would recommend taking a look at the Boomer and Marksman Pursuits (Into the Bayou and Above the Law, respectively). In fact, this might provide a good example of what I mean by character variety.
    1 point
  42. So I had an idea of taking Grootslang, Waldgeist, & Bushwackers in my crew and just layer the table in terrain markers. Not something to take vs other Bayou or Outcast, but fun none the less.
    1 point
  43. You can always waste a good obey with a crow to make them fast and walk. Or take two, obey one to charge another and hit with a ram for a place, then obey the second one to hit and place the first one. If you have a nice piece of severe terrain near your deployment, they can go really far this way. As far as a silurid can leap without masters help )
    1 point
  44. I often take waldgeists, but that is admittedly because I love the models and they are some of the few that I own. Against crews that rely on movement effects against your models they can be quite disruptive to your opponents plans thanks to their Planted Roots ability. Their attack action triggers all impede your opponent's positioning, whether it be to apply slow, staggered, or just flat out place them in an unfavorable position. I like using the Heave trigger to feed models to Bad Juju so he can use his actions to murder rather than move. Or to daisy chain the pain (oh man that's
    1 point
  45. Ty for the answers! Mv6 is better than 5, but I don't see it as a big plus taking in count I don't see many ways to put that in good use (atm at least). Charge range threat is 7, but I'd had been more excited with Movement 5 and mele range 2 than with Mv 6 and mele 1 tbh. My thoughts exactly, everyone can remove the pilar as an interact action isn't needed; even the lamest engaged insignificant model can do it. And versus Euripides the other player will include tech versus Ice Pilars; which could make hard to make good use of it. But I suspect this ability is going to be m
    1 point
  46. You mention an app - is it for free? 😉 I very much liked the first episodes. A big plus for me is the length. I don't often have the time to listen to much longer podcasts and it's always not easy to recall all that's been said if you pick it up again a week later. The one episode where you discuss the rules questions about double terrifying test I like your discussion but I really missed your opinion an that matter. If you do something similar again please share your thoughts how you handle it your meta. As a beginner I still struggle with positioning and movement in the f
    1 point
  47. For Misaki, I'd take Core and Archers. Cheaper and you have enough things to play around. Minako's box would be better when released. I would left Wokou Rider at the end. Samurai, Tanuki and Crime Boss are pretty useful before Wokou. I haven't experience with the others sadly.
    1 point
  48. Hello again Malifaux world, it's Friday and you know what that means? Another lunchtime battle report, this time the match up is Dreamer vs Basse. Hope it is enjoyable and of coarse any feedback is welcome. Thanks for checking it out https://www.youtube.com/watch?v=9bwMeOaMMZM
    1 point
  49. I have to agree and also share that I have found the legendary difficulty of assembling the models has actually been a large impediment to getting folks to try the game
    1 point
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