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Daemakon

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  • Birthday 10/03/1984

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  1. I have one of the plastic fate decks and the cards got warped somehow. I have tried heating them up in warm water, placing heavy things on them, nothing really seems to work. I was wondering if maybe anyone knew a solution. I would hate to have to stop using my favorite deck because the cards no longer sit in a stack properly.
  2. Many of you are echoing my experiences when it comes to playing with varying terrain heights. Even to the point of mentioning a few of the "fixes" I had already considered, reduced climbing penalties, increasing the number of game turns, using alternate rules for attacking between levels (Ht + Reach). It seems I am not completely off-base when it comes to keeping boots on the ground. Sticking with stairs over ladders was not something I had initially thought of (ladders save precious space), but it seems to be a necessity for a smooth gameplay experience. Test "building" some terrain and playing a few games on it is probably the best solution to find out if it is worth it or not, but the group is fairly gung-ho about moving forward. In an attempt to reach a happy medium I have toned down the terrain built into the boards, and as per my original ideas the pieces that do have vertical movement will all have ways to pass under them to a certain extent. That way if the pieces are too annoying to deal with at least they have ground floor functionality. I took some time and sketched out a few examples, to see what the general consensus might be, hopefully they read well enough to convey the idea.
  3. My friend and I are going to build a pair of new boards, and we had some pretty cool ideas for adding in layers of vertical spaces. Things like bridges over canyons and streams, walkways between buildings, stairs up to the rooftops, that sort of thing. The idea being to make the board like a weird west "Necromunda slum," which would both look cool, and maybe add some interesting play. This got me thinking, though, how much Vertical Interaction TM is there really in a normal game of Malifaux? Right now we use buildings, ruins, and fences for all our terrain, and even though I built a second level on a lot of them I hardly ever use it. I'm not sure if this is normal, but 99% of the time my dudes feet are firmly planted on the ground. Now I have more melee focused crews, so that could potentially change if I were more inclined to shoot, but as it stands I just couldn't think of a real benefit (aside from looking really cool) of being higher up. Maybe in larger games (we only play at 35) that vertical space would be more enticing as the ground level would start to get more crowded, but it just never seemed worth it so far. Moving up and down levels is often a real pain, loosing precious distance or taking damage. So I ask, you, people with more experience: "How much vertical interaction is in your games, and would you do more if you could?"
  4. Unfortunately, my daydreams, Teddy, and Chompy are all different colors. It works fine for them because they are all very bright and colorful so they are more or less joined together in that respect. When I initially thought of how the crew would look in my mind I figured a child would imagine a vibrant mixed bag of colorful monsters, so that is the way I went with it. With the Alp and Cop models painting them that way just doesn't seem to fit the style of the sculpt. Of course that is without putting any paint on them. So without a through line of every model having the same color on it (too late to go back now) I am really struggling to find a way to make the bright models look like they belong with what I think need to be dark and more subdued models.
  5. Personally, I would avoid GW finecast like the plague, especially the Dark Eldar Models. I have a reasonable Dark Eldar force that I haven't played in over a year since I had over half a 10 man unit of Wracks crumble in my hands during the course of a single game. Completely killed my desire to play them ever again.
  6. So I have been painting my Dreamer crew and have made some pretty good progress. I have Chompy mostly done, my three daydreams, a Stitched, and I just finished a Teddy that I am very happy with. I decided to take a break from my Chompy, and try my Alps...and then it hit me. They really don't aesthetically mesh with the rest of the crew. Neither does Coppelius, and the Stitched can sort of fit, and yet sort of still don't when I look at them too long. The question is, what can I do to keep my crew with such differently themed models cohesive? It wasn't a problem with my Resser crew, zombies and dirt kind of lend themselves toward a brown palette, but the nightmares are all over the place. Daydreams are fun and bright, Teddy and Chompy have some brightness too, but those Alps and Coppelius seem to need more subdued colors for their more sinister lurk in the shadows tone. Aside from basing which will certainly help, I just can't think of a way to keep it all together. Maybe that's the point and I am just being crazy, but I'd like to have look like they belong together in some fashion.
  7. Thanks for all your advice everyone. I decided to go with Nico to start, his box is pretty good, and I would have to order the pieces needed for McM. So far I like how different he is from Neverborn, and the summoning seems pretty crazy so far, I was able to get close to the middle and completely lock down my opponent with mindless zombies. I really like how accurate the punk zombies are, I imagine I will use them in most lists (probably not 3 though) because of their consistency. Now that I have all of that in order, how do you guys keep your punk's katanas from breaking? They seemed very flimsy when I put the together. I'm afarid to even put them in a case.
  8. I took a bit of a break from Malifaux, but now I am back and more excited than ever. My first crew was the Dreamer, and while I really like his play-style and theme, I am looking for a bit more variety. So that brings me to the Resurrectionists, and my slew of questions. I am looking at picking up either McMourning or Nicodem, and then getting the other one later once I get a handle on the first master. It seems like these two casters have quite a bit of overlap in their basic model selection. Which one should I get first? They both look quite unique, and I am leaning toward McM at the moment. It doesn't seem like the box is very good for Mc, is it worth it for either of them? I'm looking to expand to 25 points immediately (maybe even 35), so which undead beasties should I get first? Totems, zombie dogs, punks, belles? My one big worry is that Mc is too similar to the Dreamer. A speedy master that is good at hit and run melee attacks, and can drop models right in his opponents lap. Is this accurate? And before I go, let me just say, holy cow are ressers expensive next to the other factions. Thanks in advance.
  9. Yeah, I just logged back on and saw that double post business, don't know what's up considering they are timestamped about an hour apart and I didn't post again. Thanks for the replies so far everyone. I am definitely leaning toward the dreamer at the moment with what everyone has said. Unfortunately, Chompy has a sweet model that I can't get.
  10. I am new to Malifaux, but a veteran of mini wargames, and I am having some trouble choosing a crew. Right now I have narrowed it down to three: Ramos, The Dreamer, and Kirai. I like the look of all of those groups (which is important to me) and from my basic understanding of the rules, they all seem very unique and like nothing I have played with before. Having the "best" crew isn't important to me, but I would prefer to have one that can mix it up against all comers and have a chance, rather than loose every game. So far I have watched a few games and it seems that many of the missions and strategies involve moving to some location, which has me worried that Ramos is too slow. The Dreamer seems easy to kill and hard to kill at the same time, so I really don't know what to expect with the plethora of shooting I witnessed. Kirai hurts herself but can get healing flips from what I understand, and I am nervous that adding more flips will drain my hand faster for cheating leaving me less effective at using the rest of my force or vice versa. Are my worries unfounded? Are these just the downsides I have to overcome? What are your experiences with or against each of these crews? What would you recommend among these three options and why? There are probably more questions I should be asking so feel free to give any input. Thanks in advance.
  11. I am new to Malifaux, but a veteran of mini wargames, and I am having some trouble choosing a crew. Right now I have narrowed it down to three: Ramos, The Dreamer, and Kirai. I like the look of all of those groups (which is important to me) and from my basic understanding of the rules, they all seem very unique and like nothing I have played with before. Having the "best" crew isn't important to me, but I would prefer to have one that can mix it up against all comers and have a chance, rather than loose every game. So far I have watched a few games and it seems that many of the missions and strategies involve moving to some location, which has me worried that Ramos is too slow. The Dreamer seems easy to kill and hard to kill at the same time, so I really don't know what to expect with the plethora of shooting I witnessed. Kirai hurts herself but can get healing flips from what I understand, and I am nervous that adding more flips will drain my hand faster for cheating leaving me less effective at using the rest of my force or vice versa. Are my worries unfounded? Are these just the downsides I have to overcome? What are your experiences with or against each of these crews? What would you recommend among these three options and why? There are probably more questions I should be asking so feel free to give any input. Thanks in advance.
  12. Daemakon

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