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Minion

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Posts posted by Minion

  1. Pretty sure there hasn't been an in-depth review of Malifaux on the D6G yet. In fact, I was just listening to their year in review episode (#44 -- as always, totally worth it), and they commented that they planned on doing a detailed review, but they were waiting until they could do it justice. Sounds like they love the game, though.

    The Brew City Gamers have spoken about Malifaux a bit on their podcast, too. In Episode #40, they had an interview with EricJ.

  2. There is of course also the bag of 100 zombie dogs from the Zombies!!! boardgame but they're quite small. You'd probably want to model them as small packs with 3-4 of them on a 30mm base but it could work alright. Still, you get a heck of a lot of dogs for the price.

    Actually, I think the dogs from the Zombies!!! game are pretty much spot on for size. I use them, and the tops of their heads come up to about hip height on McMourning's Nurses, or about elbow height on Sebastian. That makes 'em taller than any canine my family has ever owned, but not ridiculously huge.

    The big downside to the Zombies!!! dogs is that they're all in exactly the same pose. I've tried to get around that by a) hacking off limbs randomly, and B) doing interesting things with their bases.

  3. Interesting. I've always been warry of 3 way games, as in every other miniature game I've ever played, 3 way games have always ended up with one player taking out another, and then the 3rd player clearing out what's left. I don't really see what would make that different in this game.

    Maybe the turn limit? I've found in my games of Malifaux so far, the six(-ish) turn limit has played a crucial role in who wins the game -- there really isn't too much time to mess around before going for your objective. Last game but one that I played (against sprue's Gremlins) lasted 7 turns. If it had ended in the 6th turn, sprue would've won. If it had ended in the 8th, I would've won (most likely). As it was, it ended in the 7th and we landed a draw. Speaking with absolutely no experience myself, maybe there isn't really time for one player to sit back and let the other two duke it out?

    I'm looking forward to playing some multi-player games -- so much of the fiction in the rulebook looks to me like it's describing games with more than two factions involved...

  4. My only issue is what has been stated, the rules are scattered through all the fluff, and while this is normal in the WarMac supplemental books, in the core rules the fluff is concentrated in a few areas. I hope future printings might consider moving the fluff two a chunk in the front (before the rules) a chunk in the middle (before Factions), and a chunk at the end (after faction but before handy tables, glossary, and index). That way the relevant items -rules and factions can be scanned quickly.

    Just wanted to chime in here to respectfully disagree with greyseerco. I'm actually incredibly fond of the way the current rules have been laid out. First because it made for a very pleasant reading experience for me (I don't like reading massive chunks of rules, so I appreciated the breaking up). And second because I now find it very easy to find the section I'm looking for quickly -- each bit (combat, magic, whatever) is very well separated from each other bit.

    Of course, everyone's going to have different opinions on this. Can't please everyone, I suppose!

  5. Assuming I've got a proper handle on the rules, a Witchling makes a great little target for Sonia's Flame Burst. Run the Witchling so he's within 2" of as many models as possible (in the game I played last night, I had him within 2" of Madame Sybelle, a Rotten Belle and a Mindless Zombie, and only about 2.5" from Nicodem), then lob two Flame Bursts at him. He can choose to fail the resist duel, so the spell automatically hits him. Ideally, cheat fate so that the blast does Severe damage. If you can do that, the first spell will cause 3 damage to the Witchling and anyone the blast templates touch. The second will do the same, and kill the Witchling, causing his Immolating Demise to go off for another 2 damage. If you're lucky, 8 damage to multiple targets in just two activations! Also handy against those pesky Hard to Wound undead...

    If I understand correctly, Flame Burst is not a ranged attack spell, and so it makes no difference if the Witchling is in melee or not.

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