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wizuriel

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Everything posted by wizuriel

  1. You still limited by the rare 3 limit so I wouldn't go with more than the original 2
  2. honestly the thing I miss the most going from 2E to 3E is Gremlin's lost a lot of their flavour and only kept the negatives. in 2E Gremlins had a lot of controlled choas. Actions would have 4 triggers where you had 2 good options, 1 okay option and 1 bad option. Now we just seem to have bad triggers because Gremlins. Likewise you had abilities with really strong effects, but 25% of the time they would backfire and a lot of those are gone (or the backfire percentage is so costly they aren't worth the risk). in 2E when something went wrong you had ways around it (either a lot of healing, suit manipulation ect). A lot of that is gone while I do think 2E made the controlled part of controlled choas too easy, 3E has just removed controlled imo where we still have Gremlin flavour. I don't think Bayou is under powered (they have been very competitive in the games I played) but Bayou imo has no where near the flavour of Gremlins.
  3. So one thing I love about Malifaux is just how much character the models and abilities have. I want to like TOS, but I find none of the factions draw me in and a large part of that is looking at the artwork nearly all the factions seem to lack character (Burning Man is the exception imo, but I know I won't like their gameplay). Gibbering Horde for instance I would have expected to see some units that kind of take inspiration from Jellyfish, Sharks or Squids ect. Maybe it's just the artwork but Speckled Crawlers, Barbed Crawlers, Yarazi, Striped Skulkers and The Frenzy just seem like 90% the same model. abyssinia nearly everything looks like it has the same generic armor (though they have a bit more variety). I just kind of fear if the different units look too similiar, that painting multiple of the same models to have different fire squads is going to be 😐. So do the models have more variety than the art work look?
  4. Disappointing there is no follow up with the Ulix Nightmare crew, but that is a very pretty Reva model.
  5. Hard to say without looking at models on how bad themed forced will be. Currently models like Ophelia's kin and Mah have very few models. Personally kind of wish they would have broken the factions up more, but guess this might be the same thing if we get new models to give you a choice when hiring. At a min would expect each master / theme to have 2 henchmen 2-3 enforcers 3-4 minions Which I currently feel few masters can pull off. Personally I liked the way warmahordes 2E handled fluffy crews and story changes, but agree their implementation was off (themed forces were either op or useless and rarely a good in between)
  6. So with the announcement of 3rd edition I noticed everyone's favourite named Guardsman has been promoted to a master. I remember when Dashel was a lowly (totem) drill sergeant, He distinguished himself on the field of battle and earned himself a name / Henchman status and finally has risen up to join those he used to work under as their equal. So props to Dashel who proves that even lowly redshirts can make it to the big leagues.
  7. This thread was necro'd from before book 5. /me calls with Death Marshals to deal with the Resser
  8. I like it, but really hope to see a black Friday follow up with piglets and warpig
  9. The trick isn't to buff Ophelia so she is stronger than Somer as much as buff her so she isn't just a weaker version of Somer and has more of a niche. Comparing the 2 Things Somer does better -Slightly better stats with +1HT (good for LOS and prevent devour) -More crew support built into his card by giving suits and card draw -More consistent damage by having an extra 2" range, being able to add to his attack, Bayou 2 card and with Sammy + Encourgement easy -better defensive trigger -Better totem (imo skeeters are more useful than Young Lacroix) Ophelia does better -More defensive with Plink -Can fight in close combat (though with Somer's version of squeel he won't stay stuck in combat unless you really messed up your activations) -Slight advantage to hit with +1SH and easy access to double -more cheap actovations What Somer can do Ophelia can't -Summon -Destroy enemy crews with Bigger Hat What Ophelia can do Somer can't -Flexible with her upgrades (though most of them imo have a meh attack, the tacticals are good). Though takes a fair amount of resources to set this up and limits her upgrade slots severly -Ophelia can help her crew with pushes & trash markers -Setup strong alpha strikes with companion -With a convolated method can also heal and drop scheme markers with trash markers (again by really limiting her upgrade slots and only helps Kin models which really need a good minion) Overall I feel Somer does better damage, more threatening, more useful crew support and summoning really opens up his flexibility. He isn't as upgrade dependent as Ophelia so can take Liquid Bravery and dirty cheater to really up his defense and staying power. Ophelia on the other hand is faster and better scheming (something Gremlin's are generally just very good at) and will probably survive concentrated fire better than Somer. Personally imo Somer's damage should probably be nerfed to make him more of a support master and Ophelia more the damage dealer.
  10. Snakeoil.....! I got snakeoil for sale!
  11. Personally I find in HH your opponent will hold on to a card rather than give you reactivate on old major. Though dropping for effigy/survivor + saddle is probably a good trade
  12. Old Major + Gracie + Hog whisperer + Slop Hauler. If your opponent doesn't have a way around armor and you can keep the slop hauler safe this list can do some fun things with reactivate
  13. Lucius wants a word with you
  14. Strat: Supply Wagon Schemes: Dig Their Graves (I took), Guarded Treasure, Inescpable Trap (both took), Take Prisoner (he took on Abuela), Public Demonstration I took Leader: Perdita Ortega (5SS) Trick Shooting 2ss Fastest Draw in Malifaux 1ss Enslaved Nephilim 3ss Francisco Ortega 8ss Wade In 1ss Phiona Gage 8ss Transparency 1ss Abuela Ortega 7ss Brutal Effigy 4ss Guild Pathfinder 6ss Thalarian Queller 6ss Was against a Yan Lo crew. Phiona, the enslaved nephilim and Abuela pretty easy got the wagon up the board in turn 2 (Phiona would push it, use Abuela 0's to push her than walk, Abuela would obey Phiona to interact again, walk and interact then the enslaved Nephilim kept them together to do similar thing next turn). The pathfinder really messed up my opponents plan by blocking his paths. Francisco + Queller + Perdita managed to take down Yan Lo. Won 10-3
  15. Personally I prefer stilts over fingers than using an iron skeeter. Making him Ht2 helps get more in his Aura and he is fast enough to still get into position with just reckless and walking. Zipp can also use his 0 to push him. For some reason I find people in my meta don't like Fingers and often put a lot of effort in killing him. Fingers eat stones like candy
  16. So thoughts on these guys? @Franchute: Joss + Mobile Toolkit + Sanctioned Spellcaster = 10 + 3 + 5 = 18SS
  17. So travelling for 2 weeks than sick for 1 week doesn't give me much time to paint. Spent all today working on 3 models which I can hopefully finish in time
  18. Gremlins do have a pretty big divide between good/useful models and very situational / meh models, but I do believe we have a better hiring pool than people say. Master wise the top 3 are: Somer, Wong and Zipp. These 3 should be able to cover any schemes and strats and work pretty well against any faction. Mah, Ophelia and Ulix are pretty situational, but not terrible picks. I would personally avoid Brewmaster and Zoraida. Model wise we tend to have a few staples: Damage / Support / healing: Lightning Bugs, Slop Haulers Scheme runners: Fingers, Trixie, First Mate, Merris, anything with reckless Damage: Burt, Gracie, Swine Cursed (especially with Wong), Francois, Taxadermist, Raphael Supply Wagon pushing: Gracie, Whiskey Golem Movement: Gracie, Iron Skeeters Cheap activations: Surviviors, Bayou Gremlins Card Draw: Banjoistas (With Somer), Criers (more general, but shine with Mah) Other: Sammy Play wise Gremlins tend to play win hard or fold fast. I find most of the games my crew will be pretty decimated by turn 4 or 5 and I either have a good lead to survive that last turn, or I lose badly. Their strengths are flexibility with reckless giving them an extra AP, pretty card efficient compared to most factions and great damage. Their cons tend to be they don't stay on the board long between lower stats than average and a lot of abilities that hurt themselves (granted some models with Fingers can be exceptions to this).
  19. I feel like this is just a problem with our of faction hiring in general. Gremlins for instance I feel miss out on pigs because of Marcus stealing them and models like Sparks and Mechanized Porkchop might as well have been arcanists or 10T models instead of Gremlins.
  20. link doesn't work for me can someone copy the lists/posts?
  21. Got 2nd place in a Henchman hardcore tournament using Jury (leader) Franc + Wade in Recruiter Brutal Effigy Tied 2-2 Vs: Ryle with debt + Judge with lead lined coat + Guardian + Guard because neither of us wanted to be the first to charge the other list and we couldn't do enough damage shooting to seriously hurt each others list Won 7-2 vs Old Major + Gracie + slop hauler + hogwhisperer he deployed in the open so first turn managed to snipe out the slop hauler. Went downhill from there Won 7-3 vs Vincent + Kentouri + rotten belle + shieldbearer Kentouri tried charging Jury and instantly regretted it.
  22. They don't drop trash markers for discarding an upgrade. What they do is attach a gun to Ophelia then shoot her so Ophelia Plink's off the upgrade to drop a trash marker.
  23. Bokor's reactivate swampfiends and cost 6SS
  24. @Franchute 17SS painted. Will carry over the Sanctioned Spellcaster to next month Going to do one more round adding the white trim to Jury. Unless anyone has any other pointers going say the rest are done
  25. personally I would have no problem sacrificing an activation positioning the warpigs if they have a chance to remove Sonnia end of turn 1. Warpigs charge as a 1 action and have a WK5.
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