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Talishko

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About Talishko

  • Birthday 02/18/1984

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  1. Very good blog mate, just wanted to check out quickly but ended up reading for a good couple of hours. Added to daily list.
  2. Heh, welcome to the forums. I've been following your blog for quite some time now, keep up the good work!
  3. Hey Patrocles, welcome to the forums and to the game. Believe me you will be grateful to the person who gave you the kickstart, you'll have a lot of fun playing Malifaux.
  4. How about these as alps? This is how I imagined they should look like (with hacking the weapons off of them). And there are 6 sculpts.
  5. Are there still spaces for this? Is there a rules pack? I couldn't see it in the OP and can't be bothered to go through 39 pages...
  6. Hello and welcome to the game.
  7. It was good meeting you all, I can only recommend the club to everyone around there. Glad to hear the demo worked. Thanks for having me.
  8. Welcome aboard! Good to see the madness spreading on the mainland more and more.
  9. On the other hand, sooner or later even you will end up dead and in our hands.
  10. Come to the dark side! Ressers all the way. On a serious note, I think you managed to pick 2 complex masters for both factions. Some would say that Zoraida doesn't need backup, she can achieve anything on her own. It is worth listening to the aethervox podcast where Rathnard made a rundown on how she works. Basically you have many various options with her so you can assemble your crew for whatever you want to focus on. The Dreamer crew is a nice addition to the collection with her, they have some exchangable models in their crews and the Dreamer plays differently from everyone. So does Z, mind you. Probably a lot of Neverborn experts will give you better run down on this matter though. Kiraii is something I'm not very good at. Although I am a rezzer player and love all the other masters, Kiraii is just not my playstyle. She is very good though (possibly the most competitive master of the faction) but as opposed to the other masters she is not very resilient. Any of the other masters would compliment her well, although I would pick Seamus for he is a lot less summoning based and better at board control. He is quite a survivor too. If you want to go down the summoning and direct hitting line then McMourning. If you'd rather summon and buff your minions and hit hard with them, then Nicodem (he himself is quite squishy though). Nico is also the 'mentor' of Kiraii, fluff wise, although she never paid much attention to him.
  11. Haha, he still didn't find it. He's gonna be all over the place once he does tho. Congrats to all winners, it was an awesome competition.
  12. I think as Merces says there is one important thing with him: don't rush in on turn 1. I've played him for quite long and had similar problems at first. You need to know what your ideal distance is from the other crews and how to split yours. This is just a generic rundown but this is how I would normally use the crew: At the beginning (1-2) I usually try to keep the belles around 6" ahead of Seamus so he gets to buff them and you can get to your objectives quickly. Board control is crucial here, as I said you have to spread out just enough to have your options open for your objectives but have to bear in mind what your opponent's threat range is. I usually activate him last. Mid game (3-4) I walk Seamus up mid board to debuff enemy WP and make the belles / undead psychosis / terrifying more effective. Concentrate on objectives! At this point I still try and keep most models within 6" of him so he gets the heal and +control card if anything dies. Depending on the situation he starts using his gun here to get down or weaken tough models. He usually activates first here. Towards the end of the game (5-6) I usually have him wounded so he uses spell for hitting (that heals him back) instead of the gun. I try and go for any objectives that I didn't get yet, or protect the ones I have to. I kind of don't mind leaving him on his own here, if the opponent wants to kill him they will have to get a heavy hitter there which frees up your other models and you can finish / ensure your objectives and/or screw up your opponents. Seamus activates wherever I need him. If i'm still using undead psychosis to freeze the opponent's crew he would activate early, if I just want to draw the opponent on him he activates mid turn, and if I want to take down the odd annoying models before the game ends or want to keep him as a threat he doesn't activate until the end. This is probably a lot to digest, and can still change from situation to situation. Main thing is: play him a lot and learn all the abilities you're using. He takes a bit of getting used to, but he is a lot of fun.
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