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Tinweasel

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Everything posted by Tinweasel

  1. Loved the podcast! Just getting into Dreamer now, although I've yet to play a game with him and found the podcast to be very informative. (Ditto Rasputina, but I've got some games with her under my belt.)
  2. The updated release date on online stores lists this as supposed to have been released Dec 18th and I pre-ordered it at my LGS, but there's no place online currently showing any in stock. (I didn't order it during Wyrd's Black Friday sale, since I didn't want to screw over my LGS with a sitting order - but it was kinda disappointing seeing people that got it already). Any idea when I should be following up w/ the LGS I ordered it from? I called today and they're not listing their distributors as even having them in stock.
  3. Basically, I just wanted a print copy that was more organized with headings and such, color, and without typos. *shrug*. It's a good tactica...
  4. So I've copied the posts of the Tactica, revised them in Word, and printed them out for study. I'm just getting into The Dreamer, even though I've been working on the Translucent Pink set since last year's Black Friday. He's now to the point where he's playable and I've got 2-3 months of Malifaux play experience with Rasputina under my belt. Great writeup! Very informative and very helpful to a new wannabe Dreamer player! One thing I was wondering, though, is why people seem to favor Aether Connection versus Stone of Tyrant Echoes? I mean, I can see how Stone has limitations in that The Dreamer might suffer damage indirectly without being actively targeted by an Action (a blast from December's Curse bounced back off a Daydream, say), but I think being able to bump Df potentially up to 7 and Wp similarly up to 8 for spending a Soulstone might be more beneficial in a duel than simply mitigating 1 point of damage solely from a Soulstone on a prevention flip. Opinions?
  5. Has anyone used Gutrags, the Stitch Golem as a Stitched Together proxy? If so, how does he compare to Malifaux figs size/wise? https://www.reapermini.com/Miniatures/golem/latest/03696
  6. I mostly want to see how well it works for running schemes with Coppelius. We tend to have a lot of buildings in our scenery, so the option to just go over all that and make straight fast lines to drop markers sounds practical. I'm thinking of creating Alps to tag along with him to guard his back, or if he makes some en route as a distraction it'll help them move to engage easier and free up his route. i hadn't actually read up on Wicked Dolls, but their synergy with Weaver/Dreamer as a barrier seems good. One of the guys I play with has fun McMourning and being able to turn his own poison against him seems funny to me - they provide a buffer between enemies and Dreamer/Weaver while Teddy drags stuff back to the kill zone. Again, all theory, but I'm trying to take advantage of the models I've got (or can proxy) to get a feel for how Dreamer plays. Duly noted on Otherworldly and Wings, though.
  7. I'm going to try running a generic all-comers list to see how basic Chompy Dreamer performs. I don't have access to Lelu/Lilitu, Stitched, Madnesses, or Waldgeists (yet). So I wrote on up based on what I've got with a few easy proxies (Puppet Wars/metal Wyrd puppet figs for Wicked Dolls) The Dreamer - Otherworldly - Restless Dreams - Tantrum Lord Chompy Bits Daydream 2x Widow Weaver - Handbag Wicked Doll 2x Coppelius - On Dreaming Wings Teddy - Retribution's Eye 50 SS, pool of 4 I've not played Dreamer yet, so this is just Theoryfaux, but ideally I'd be able to maintain a sort of tarpit with Weaver, the Dolls, and at least 2 Daydreams (plus Webs) with Teddy able to be pushed out and drag people back in. With reduced Wp, they're more likely to not pass Terror checks while being continually poisoned by Weaver/Dolls. Coppelius is a scheme runner who can bring an entourage of Alps, and Dreamer has the cards for quick-change into LCB so between pushes and burying, can cover almost the full board in a turn if necessary. Feedback would be appreciated, though, especially as to what models to move into from here. (Got Madnesses and Waldgeists on order, everything else will have to wait for my credit card to recover)
  8. So I'm trying to finish up my Translucent Pink Hide & Seek set from last year to ideally have it playable by the weekend. Here's Lord Chompy Bits waiting to be assembled while the internal stuff is drying: RAWR! The top and bottom halves of LCB are still separate while I wait for the skin texture to firm up.
  9. I'm also wanting to know how the Alp spam list works. I came up with my own "tarpit" list using models I currently have and also to include more active pulling/passive damage into things - for fun and suffering: The Dreamer (5 SS pool) - Tantrum - Otherworldly - Aether Connections Ama No Zako - Fears Given Form Coppelius Teddy - On Dreaming Wings Daydream x2 Alp x2 My thinking is that Ama could create a tarpit with her Miasma to protect The Dreamer and herself. Teddy and Ama are both able to pull/push targets toward the hot Wp-sapping mess where victims will either take Horror Duels or passive damage, damage from spammed Alp/Coppelius Slowing, or if unlucky enough to fail Horror Duels (on lowered Wp!) could be eaten by Ama. Wings will allow corporeal or non-flying models to avoid damage or move out of the tarpit area without issue. I kept this on Teddy instead of Coppelius, to keep the Horror -Wp localized if Coppelius needs to place markers elsewhere. Damage caused by activations or movement in the tarpit area is balanced out by Teddy's regen, passive/active healing from Dreamer or from Alps. Depending on Schemes, Ama or Coppelius could always break off and do some running, leaving Teddy within Dreamer's area of control. I had played around with an alternate version with 2 Madnesses instead of Ama, which would have the benefit of reducing enemy Wp at range and limited cheating in the active area, but I think the Ama version increases damage output, what with targets taking damage from pushes and being unable to get back out of range once pulled in. This might be completely terrain dependent and likely vulnerable to blasts, but would be good in a centralized Strat (Turf War, Squatter's, Supply Wagon, etc.) Opinions?
  10. I'd actually suggest a few more Daydreams and a few less Alps. The Daydreams will give you a 6" push to get Alps into place/paired with On Wings of Darkness as well as dropping everyone's WP. Every time someone gets hit with Slow, it's cumulative -1 health for all the Alps in the vicinity so if one person has 3 Alps and they take another Slow from Coppelius or an Alp, that's another -3 plus combat damage/whatever. in any case, Alp spam will probably be faster than you think so I'd recommend more Daydreams to help you out with movement/placement shenanigans as well as snuffing themselves for an extra Mask to summon more Alps if you need them.
  11. I'm going to finish up the Rasputina box. I've got December Acolytes to do. Last year's translucent pink Dreamer crew to finish up. Should have a complete Dark Carnival and Hamelin crews to work on by then. That's not counting my wife's Lilith crew I've been prepping and have to sculpt bases for, or my daughter's Lady J box which just needs priming and then I can help her paint it - she's 11 and very artistic, I just need to not be so OCD and let her do her thing
  12. Bingo! That's what's in the fluff and that's exactly the appearance I was aiming for! w00t! Success!
  13. Here's pictures of the theoretically finished Rasputina post-DullCote, with a few touch-ups with some Tamiya Red over existing stains, and with a minimum of processing. I don't think there's any mistaking blood now. I still tried to keep it (vaguely) subtle, though. Are the pictures better this go round? Is the gore over the top? I'm aiming for something "realistic" in terms of Rasputina's appearance and finish.
  14. So Rasputina is still technically a work-in-progress from the standpoint that my current sealers aren't matte enough and I'm all outta DullCote - I want to lay that down before I apply the snow and ice effects. That said, she is for all intents and purposes finished, and it's just her basing I need to add more onto. This has been my first time doing serious work from a wet palette compared to my usual well palette use, but I like how smooth the transitions turned out on the "cape" part of her coat and elsewhere. I think I'm sold, and it makes for much faster painting - that said, there's still effects I can't do with a wet palette, so I'll probably use both techniques.
  15. Cheers for the sale and the awesome service, btw!
  16. If you give up on your hopes of a TTB Hannah as I have, I would be more than happy to purchase Johana. Trade options are limited (have a Miss Anne Thrope and a Miss Ery) as I'm fairly new to the game, but I do know my way around a paintbrush in lieu of anything else tradeable... (Multiple GW Demon award-winner, for whatever that's worth)
  17. So I managed to get a fair bit of work done on Rasputina today and took pictures to see if anything looked out of place. I've given up on the face, it is what it is. I'm still playing around with using a wet palette and blending colors like in my previous post, only I've expanded it to the rest of the (I think mostly finished) figure. Feedback would be appreciated!
  18. Cool! Looking forward to seeing the results!
  19. I was hoping that the Wendigo would be useful with Cassandra's ability to copy spells of a non-Leader model. If I'm understanding you correctly though, even though the Wendigo's action is essentially casting a spell of a Leader model as his own this wouldn't translate over into him using a (1) Ca action, per se?
  20. Does the Wendigo's Magical Extension Tactical Action count as a (1) AP Casting?
  21. Assuming we keep playing roughly weekly like we have been and I keep going through the Starter Set with my daughter like I have been (she has an unpainted Lady Justice crew as well), then I think it's really just a matter of finishing off the two crews I've been working on painting. So far, the rule discussions have been minimal, since playing at the store with the Starter Set, it's really a great introduction. I've essentially been buying up Malifaux since trying a demo at GenCon in 2013. I've done a lot of rule/FAQ/tutorial reading, but lacking in the hands-on experience, although I'm used to TT gaming. I'll just keep plugging along, I guess!
  22. Exactly how "well versed" in Malifaux would one need to be to be considered as a Henchman? Essentially, I'm a new player with some crews and the starter box and am trying to develop a player base at a local store since every other store that I've heard rumors of Malifaux play is at least an hour drive away. That said: I've got a store apparently on board with supporting the game, two crews nearly painted, and "enough knowledge to be dangerous" but nothing like a bunch of games under my belt. While I'd love unofficial "official" Henchperson support in my local area, it isn't there... so I'm inquiring about stepping up. Cheers!
  23. I can't speak to any of the other models because I've only played one (partial) game so far, but I made it a point to buy a box of Hoarcats to go with my Rasputina crew - I like the models and I like how they can play off her crew's magick. Last weekend was my first (partial) game and I played against an Ophelia crew. Out of all the models, I think the ones that seemed to swing things mostly in my favor were the 'Cats. I had my Wendigo advanced midfield and put up Ice Pillars to isolate Raphael. Rasputina was in range to drop December's Curse on him and since it was near the end of the turn, I'd essentially been saving up high cards (7 cards in deck to start via Upgrade) while having my opponent down to very few - got off full damage on Raphael (mitigated by his stats), with blasts able to extend out far enough to damage another member of the Gremlin crew. Rasputina cast through the Wendigo to keep December's Touch on the kitties, since he wasn't close enough to get into Ml range himself. Raphael shot his Big Honkin Gun at my Hoarcats, who hadn't yet activated. He couldn't get past Manipulative on his first shot. Even with Dirty Cheater and Dumb Luck, the negative twists from hard cover they were near plus their Small Target gave them Weak damage - the +2 Armor left them unhurt. In return I walked them walked right up, and with me having saved up a high Ram, got the Rip Throat trigger on their attack and the extra +1 dam for minimal wounds - took Raphael off the table through synergy with the rest of the crew (I figgered an outright attack was a better choice than trying to Devour). Granted it was only a 35SS game and I have limited experience, but they have decent movement and charge and pair well with Rasputina's crew IMO.
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