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PlasticBoy

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Everything posted by PlasticBoy

  1. After several years of not playing tabletop games my friends wanted to play some Malifaux, which peeked my interest again. So I decided to start a Ressurectionist crew with Seamus in the van. I always have enjoyed converting models and wanted to give my Seamus a look akin to Bill the Butcher from Gangs of New York. Here is my Seamus after building. I am thinking of a brown suit with red or blue accents. Madame Sybelle wants to party too. Some Belles of course follow Seamus wherever he goes. I also got some Crooked Men because I like them. Not sure they will work with Seamus but maybe a Belle can lure someone into shaft. Seamus' hat because he is a classy chap. And last but not least is this big dandy. I don't see any rules for using avatar yet so he is a proxy for flesh construct or just a cheerleader on my side of the board until then. Will post some painted pics later. Also need to add the copycat killer which was not packed in my crew box (wyrd graciously and quickly replacing that missing fig) Fun to get some hobby done and hopefully make some terrain as well. Cheers, PlasticBoy
  2. Hi Everyone, I am getting back into malifaux after a few years away from it. I purchased the rules only book to refresh myself on the changes. But I also saw this pdf online, http://rpg.drivethrustuff.com/product/133323/Malifaux--RULES-ONLY-Handbook--2E I was wondering if that pdf has searchable text for easy use on a phone or tablet? Anyone know? Cheers, Scott
  3. haha, having played many times against the Marcus (and Hamelin) players in this thread I have to say, throw a dog a bone. Marcus needs all the help he can get. I didn't realize he was using two special forces in many times playing and frankly it hasnt helped much so will continue to let him do so sorry buddy but its true
  4. i usually hold on to the black joker when i draw it. Playing with Collodi and doll crew I will go through my whole deck several turns in a row. Knowing that I can go through my deck I feel better knowing that a possible failed duel is out of the way. I also use it and other low cards to discard for Flurry. At that point its not in my deck until guaranteed the next turn, and I can safely go through my deck with attacks this turn.
  5. There are two actions. walk and strike. Each action costs 1AP. There is also a charge which uses the second number in a character's walk stat (usually slightly more than the actual walk distance). That is a move and strike. Charging costs 2 AP.
  6. you can also reflip your strategy. that said, I think the ophelia crew can handle hamelin's crew well. Hamelin suffers against ranged crews and blast damage, so Ophelia should be able to accomplish schemes and other strategies well while keeping hamshanks at bay.
  7. i have just put together my ophelia gang and have a couple of bayous to use to as young lacroix.
  8. I'm happy to see more and more people realizing that continually rising prices are bleeding the customer base away from GW. Continually larger and larger game sizes (points-wise) mean getting more models, and in general the cost of everything GW has been on the rise for years. I stopped playing 40k and fantasy for gameplay and balance reasons about 2 years ago. The cost was also an issue with me but the main reasons was that the games weren't very fun anymore. I still have my main two armies and don't think I'll get rid of them. Though I may pick up a game here or there with my friends in the future. But I have been extremely happy playing Malifaux and other games. They are easier and quicker to get in to. My infrequent painting time fits much better with skirmish games. And the smaller companies put in a noticeable amount more effort in quality of play, story, and character than GW has in the past 10 years. I think what PP is doing with their starter sets is great marketing. It will definitely scrape some people away from GW. Probably not permanently and who knows how many, but it will have an effect. So good on them and good on Wyrd for their efforts as well. I think fantastic minis coming out on the regular and a very interesting theme have made Wyrd a "new" staple in the tabletop scene.
  9. Ok, thank you guys for clearing that up. So it may be worth Hexing but I think I made the right call to try Hexing away Slow to Die on the Death Marshal. Cheers
  10. So an interesting opportunity arose in a game last night. My opponent used a Guild Marshal to Pine Box his own Papa Loco. My Zoraida had the opportunity to Hex Pine Box off that Guild Marshal. I ended up doing something else because I couldn't tell what would happen. Pine Box reads that the buried model comes back if it passes WP duel at closing phase, the Guild Marshal dies, or the Marshal casts Pine Box on someone else. All of this is contained in the Pine Box spell. So if Zoraida uses Hex to completely remove the Pine Box spell, what happens to the buried model?
  11. I surprisingly do not use filled with stones often. It is a very good spell but at a cost of 2 AP its hard to find a time for it. If anytime the first turn is probably your best chance. Though i have not found collodi needs filled with stones at all. He is generally safe from death both by tossing damage onto his marionettes, healing flips from wicked dolls, and the occasional SS usage. When you use Filled with Stones on a Stitched together, that is fun. It's almost like a third life for them. About to die, they don't. Opponent needs to spend another action to activate Does Not Die. Then they get to Reactivate. Its pretty cool on them.
  12. which is a shame I think. I also really like the Bishop model and frankly his rules are really cool, it's just that price tag. If he was 8 I think you would see him a lot. Maybe I will make a list to complement Bishop. Perhaps lead by Schill?
  13. I have also been playing Z and Collodi lately. We are at 35ss games right now so my crew is: Zoraida (and voodoo) Collodi 4 Marionettes 3 Wicked Dolls 2 Stitched It is pretty awesome. I've had trouble with Sonia Crid and some with Hamelin but other than them this crew handles most everyone very well.
  14. Don't be put off by the doll crew. I agree with basically everything ukrocky said. My first game with Collodi I hated it because I had no idea how he should work. After my second game I have been thoroughly impressed by his speed and power. In essence Collodi's power comes from having incredible speed and enough actions in a single activation (group of activations really) to put down any model in the game. They gang-bang a single model until that model is not there. That is in short how the doll crew operates now. The means to avoid this...? well it is hard to avoid right away. My advice is this: 1. Don't spread out. No model is too tough for the dolls to take down in one turn. I've used my entire deck in melee attacks in a single turn before. 2. Aim all of your attacks at the marionettes. They are the key to Collodi's movement. Once he is slow he stops being effective. 3. Anything with blasts or pulses is gold. You ignore that high defense of marionettes as well as ignoring hard to wound. It doesn't take much to kill a doll. 4. At the moment Collodi's escape route, usually an extra marionette hanging in the back, is the marionette's Pull Strings ability. Pull Strings is a move, not a push. So Collodi is forced to disengage. If one of your models is getting clobbered by dolls and you see one sweet little marionette cackling in the distance, keep a high card to cheat against collodi's disengage move. lastly for those who want to try collodi. I have recently been playing with Zoraida as the master. This is a good matchup with the dolls. I haven't been summoning wicked dolls, instead I keep obeying difficult models away from their group of friends. Then let the dolls sick'em. Also she is a puppet master so your wicked dolls can escape to her if need be. She also has the best ability to pair with the doll party, her first spell is easy to cast and stops your target from cheating his defense flips. This is the only time my dolls ever really got severe damage on an opponent. Wait til they draw very low and then cheat very high. I think Collodi has a powerful crew and can see where people get frustrated by it. But it has it's weaknesses.
  15. I wouldn't say they are the best but wicked dolls are very good. Tiny, fast, paired weapons, poison in groups or the occasional trigger, high defense, healing other dolls. I love em.
  16. I don't think there is any need to defend Wyrd. I don't think they didn't deliver on what they said they would; they didn't break a promise or anything. I simply wish the pdf had better use as a reference instead of what it is.
  17. I can understand that. Though it wouldn't really be hard to keep the same page numbers. Basically if the graphics were cut down, and instead of stamp images just leave an empty space. Anyway, its a minor issue. One that I am fixing for myself with my own rules pdf in the works.
  18. I agree in part. It is a free product, though not really meant as a teaser. The rules manual was made to reduce the confusion of the game, it fixed, coagulated, merged, and explained that various errata and faq that were floating around. In that I think this is a great product. The book is very nice. The pdf is not so much. If offered a free pdf I can get by without story/artwork/details, all I really wanted was rules, a consolidation of the changes in the game rules. So the pdf does that. The problem with the pdf, in my opinion and I think that of many expressed here, is not the content it is with the quality. A pdf that is bulky, loads slowly, and filled with unnecessary bits and pieces is frankly just a job done poorly. A great recovery would be the printed Rules Manual is exactly how it is, and the pdf is simply a stripped down almost just text version of that. There needn't be background art, 'confidential' fake stamped on top of everything. or any art. Just a bit of formatted text to clearly explain the rules and be small enough to load easily on portable devices. Basically it should be a reference for use in game, which currently this pdf does not do well.
  19. those looks awesome. i really like your daydreams and agree on the hats, they all seem more playful now. You can definitely sling some paint.
  20. I like this idea. I agree that a bit of tinting is a good idea. The secret with clear resin is 'a little goes a long way' so don't overdue any tinting, just a drop of paint or better an ink will make a huge difference in color. as for your tacky problem, that just means let them sit longer. a friend of mine made several bases with water effects on them and said to wait at least 24 hours before touching them at all. These being thicker you may want to wait even longer.
  21. I have to say that this ruling is very odd. It is completely counter intuitive. This is part of my general view on Malifaux rules. Why make rules that are more complicated than necessary? A hundred special rules do not make a better game, they make a more confusing game. I'm not going to cause a fuss over this but I think its fair to make a comment on the direction of both the existing rules and the direction this game is heading. There is a lot to be said for some simplicity, especially within an already complex system.
  22. Cheers, nice work on those photos. That lightbox is becoming very handy Here is a link to the photos i took earlier. Don't think I should re-post them. http://wyrd-games.net/forum/showthread.php?t=17056&page=2 We need to get some pictures of a game or two. I'll bring my camera next week. Cheers, Plasticboy
  23. I actually like the stitched together with collodi. They arent as fast as the other dolls but they do offer some resilience to the crew. Taking advantage of their high Wp, especially near Collodi, and with blocking LOS while near objectives. They are also really useful for forcing the opponent to lose cards and use cards. Speed isn't everything, and frankly collodi has enough that the stitched can hang back to provide a screen for Collodi and crew to fall back behind. Anyway, back on topic. I forgot about Dopples initiative help, that is valuable. I think my problem with Killjoy is that your entire plan has to revolve around him. That kind of necessity I dont feel fits well when its usually the master that determines what gameplan you have. Killjoy is a beast but man he just is so one dimensional and like I said he really isnt hard to kill.
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