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wrabbit37

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Everything posted by wrabbit37

  1. Just keep in mind that the Come Hither is a WP resist spell, so it won't work on your Depleted and Mr. Tannen as they are both Immune to Influence. Torakage can really help with Mr. Tannen, though.
  2. Quick question on the changed Treasure Hunt. Since the Treasure Marker is placed after crews are deployed, can a model with From the Shadows get placed in the center of the board where the Treasure will eventually be placed?
  3. They serve as a decent ranged piece for Neverborn too, and we're really lacking those. They start with an attack of 6 (their WP) which can usually hit and drop Brilliance on something. Then they can use "Know Your Client" to get +2 WP and attack again at an attack of 8. In my using them, I've found they'll be able to drop 4-5 points of damage that way - 1 on the first hit, and then cheat the second one to 3-4 depending on what I need to kill the model. Also, their ranged attack ignores cover.
  4. Want to get a bit more playing with them under my belt. I think Mr. Tannen and Mr. Graves can easily switch to other factions. Depleted become Insignificant when the Hungering Darkness isn't around so I doubt I'd use them. Beckoners are really good at spreading Brilliance. They have other control options (Come Hither and Sales Pitch). They're only 5 stones, so I could see adding them in to NB crews. Especially since they give you a ranged attack at a pretty good attack value. Illuminated are good, but at 6 points I don't know if I'd rather not go with Younger Nephilim if I am looking for a melee option. At range, they only have a CB4, so I don't really like relying on them to hit things at range.
  5. Just got my first game in with Jakob last night. Using Tannen's Dampen Fate to prevent my opponent from Drawing Cards, and then tagging a nearby enemy model with Dead Man's Hand was fun. Make sure I draw cards and you either discard or do nothing. Early game movement from Mr. Grave's Bar's Closed helped a bit too. And the Depleted are deceptively fast - being able to use a (0) to push 5" towards a model with Brilliance, then double-moving after that is nice. Plus they don't die too quickly. The Hungering Darkness doesn't have much to worry about if you get a turn with him with wounds on him. Most times he was down to 2-3 wounds remaining at the end of the turn, then up near full by the time the turn was done. Just gotta be careful with that kind of healing - it really softens your own crew.
  6. It's a Guild guy with traps. Trapper seemed appropriate.
  7. Traps are the bear traps. He and the Guild Trapper can summon them into play (the Trapper is better at doing that than McH). His totem is a beefed up Guild Hound. His hunting dog.
  8. Thoughts on new Guild master if you are interested. Post from the blog for today. http://wrabbit37-legendaryblog.blogspot.com/ Back to the con!
  9. What makes you think he's not wearing one now?
  10. Hmm... I like that idea. I'll have to see if I can sell it to Dan and Bill.
  11. Ratty addressed the issue with the card here: http://www.wyrd-games.net/showthread.php?33659-Warden-Card-Error It is a Guardsman too. Error on the card.
  12. Awesome, thanks for the quick react. My Lucius is much happier.
  13. I got a look at the cards for the new Guardian and at the top it says, "Construct, ". It has the comma, but doesn't list "Guardsman" after it. Is this intentional? Is the Warden no longer a Guardsman? The fluff piece for it specifically calls it out as a Guardsman, so I was just curious.
  14. Out of curiosity, Gruesome, what would be your preferred feature for a podcast? If point/counterpoint or debate doesn't fill what you're looking for, what does? You hold Aethervox up as a great podcast (which it certainly is - one that I always make sure to catch... personally I love their fiction segments). What is it that one nails for you?
  15. I'm.... not sure how to take that. Sincerest admiration, perhaps?
  16. It seems to be all the rage to be quitting Malifaux at the moment, and I wish I could jump onto the wave and ride it through, indignation held high, but try as I might, I just can’t seem to want to quit playing Malifuax. My wife might appreciate it if I did (and would certainly prefer I quit before GenCon when our bank account takes a little bit of a hiccup) but I can find no reason to quit. Is the game perfect? No. But there are certainly strides being taken to make the game better. The problem is that there is no final “perfect”. What I think would make the game better is not the same thing others do. In our local meta, Nicodem is good, the Viktorias clean through opposition, and the Dreamer was never really a big issue. But that’s just my meta. Others were very different. So while I was not on the wagon of people who wanted the Dreamer to see massive changes, and I did not think he was the best master in the game, I accept that others did. Wyrd did what they should do – they listened, both to people who said it was a problem and people who said it wasn’t – and decided where to go with the model. I am glad they didn’t jump into the changes immediately. Of course, on the flip side, if they were going to make those changes, I wish they had made them quicker. I feel like we’re at an exciting time in Malifaux right now. Book 4 is coming out with a brand new faction. The FAQ and Errata document just hit not too long ago. Dead Heat has injected some real worldwide competition into the game. Podcasts have been spawning more podcasts and the community feels energized. Story Packs are upcoming. GenCon is upcoming. Book 3 is nearly entirely released. I used to play Warmachine and I loved my time there too. I feel like Malifaux is about to reach the same point that was my favorite time playing Warmachine. I, for one, don’t want to miss what’s coming down the pipe. As for the question of balance in the game, one forum-goer once said that it’s an asymmetrical game. That’s the design of the game. There will be times where one crew has an advantage over the other. There will be some minions that have very niche places to operate and won’t see a lot of play outside them. Guess what: that’s not a problem. The game is designed around the idea that you know what your plan is to do before you figure out what you’re taking with you to do it. So if you pull up an objective that requires you to get into your opponent’s deployment zone, don’t choose to play the guy who has WK 3”. Choose to play someone different. And if you choose to play the guy who does not have the tools to win the game, that’s okay too. Just don’t point to the game as an example of how terrible that guy is. Because of its asymmetry, Malifaux has kept me interested in it far more than other games have. With Warmachine (again, a game I loved in its prime), it was always the same goal: kill the opposing caster. Yes, there were other objectives, but killing the caster always won anyway. With Malifaux, there are so many variables beyond just the models my opponent takes. I have to consider what he’s doing, what I’m doing, and then possibly consider what I don’t know he’s doing but have to figure out from his moves if I can stop whatever it looks like he might be doing. All while obfuscating what my actual plans are too. I could flip Supply Wagon thirteen times and have thirteen VERY different games based on what my opponent flipped too, and that’s not even taking into account Schemes, Terrain, or model choices. There will be one day, I’m sure, where I play my last Malifaux game. I have told my friends that I have the unfortunate dueling desires of wanting to get a lot of new things while also not having the game expand any. One day, the tipping point will get too far and I’ll decide to pack up the models and move on to the next great game. But that’s not today. Today, as much as I want to be on the in-crowd and quit the game, I simply can find no reason to do so. In the meantime, I hope that most everyone else feels the same as I do. No sense in leaving the game when it's just pulling into the first station. Better to stay seated for the whole ride. Sorry for the length. I thought these were supposed to be long. ---------- Post added at 01:44 PM ---------- Previous post was at 01:40 PM ---------- To clarify a little - I am not suggesting that those quitting Malifaux should not, or should be thought less of for doing so. I just wanted to offer an opposite viewpoint as to why I decided against quitting the game when I was inspired to think about it.
  17. I was with you for most of it until you made this comment. No way you would have won. But you would have taken second.
  18. Sounds like fun - if my calendar stays clear, I'll be there.
  19. +1 to this. Had a league where you got points for achieving all the schemes available to you, and it was interesting to go through and see them all in play. Some of them I'm like better now that I've actually achieved them, but overall a great experience. I'd recommend that rather than just PLAYING every scheme, actually ACHIEVE every scheme. May take longer than a month, but it's worth it to walk away and say, "Yeah, I've killed a big model with the Copycat Killer."
  20. Not exactly - it's "no" on paying soulstones for Punk Zombies. They're usually killed on their way up to melee, and cost a higher price than others. Crooked Men die as well, but have Ranged Options, so they can be doing damage as they move up the field, and when they die, they can be raised as Punk Zombies already in melee. That way your models are working for you the whole way. Plus, you save a Soulstone for purchasing your crew.
  21. There's a bit of information on Nicodem over here. I'm not too familiar with him myself, so I can't offer much more help.
  22. Played with Seamus against a Zoraida crew and had him scare Zoraida away with Terrifying, then send a Dead Rider out to kill her off while she was at negative flips too. Then hit Jack Daw, making him Insignificant for the game. Finally, at the end of the match, Jack Daw had to flip to see if he'd survive and he flipped too low, dying and denying my opponent the point that he would need to tie the game.
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