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CannonFodder

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  • Birthday 08/25/1975

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  1. I thought the attachment had to match the model not the faction. I think you are allowed outcast attachments on outcast merc models.
  2. CannonFodder

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    2 of these with McTavish with 'hexed amongst you' & 'cute critter' makes for a strong offensive start. Combine with trixybelle to make getting initiative on turn 1 can get you a kill before your opponents first activation. Depending on your opponent you can really force your opponent onto the defensive early on.
  3. There was a small tournament yesterday and I decided to try some new models yesterday instead of going with my usual. here are my findings. Merris: for 6 points and ONLY having her drop scheme markers makes her really good. Before playing her I was not overly impressed, but the combination of flight and the (0) made her do the scheme on her own. Well worth it. This leaves the rest of you army free to focus on other objectives. Bayou Bushwackers: Very strong gunline model but its a wierd combination of not enough actions and too fragile to to last the entire game. This makes it almost a must have and a do not include at the same time. While its has its role I found 2 at 35ss too much. 1 @35ss and 2@50SS max. I didn't play a slop hauler with them but if you want more than 1 you need to keep a form of healing near them. For 20 points you can have 2 of these, 1 slop hauler and a bayou gremlin cover half a board with range, but you would to keep them in soft cover area, not moving. great for covering fire but lousy for objectives. Sammy and Old cranky: I tried this combo for maximum card cycling. Old crankys DF Aura made him a star hiding behind a gun line making the shooters in cover virtually untouchable. But Sammy really did not impress me as a leader. The 6 cache looks nice, but he has no output. without reckless he only gets 2 AP, and his weapons just don't do anything. Is there something I'm missing with Sammy. Unless you are playing a 50ss game with lost of henchmen and want a large SS pool I don't see reason to take him. Is there something I missed.
  4. I was thinking of using a gremlin boar. Since its swapified its legal with the right attachment. Also it has from the shadows.
  5. If I have a swampified model die, can I place both KillJoy & Bad JuJu at the same time. Just reading the abilities it sound like they can. Sorry if this has been answered before, just getting back into the games since M1.
  6. I'm LGS is contemplating getting back into malifaux, and i had 14 master but looking to keeping to the gremelin/swampified theme to m2e. I think the gremelin Kin help give Zoraida some range options. And mctavish from wave 2 will give the beasts extra boosted actions.
  7. in my area Malifaux has tried up a lot, there is some new interest since wave 2 Beta rules were released since a couple players only had those models. I've decides to cut back to my Gremelins and Swampified models. So I have the list below for sale/ trade. I've an ex-henchman and in Canada. Make offer (money or models) and I'll consider it. I'd rather not deal in just 1 or 2 models. Not worth shipping effort. Have Malifaux: Misaki TT Lot - This is in a Sabol tray * M2E Card pack for TT (sealed) * MisakiMistress (Primed White) * MrGraves (Primed White) * TenThunderBro x3 (Primed White) * Oiran x2 (Primed White) * Shang (Primed White) * Archer x3 (Primed White) * Ototo (Primed White) * Torakage x3 (Primed White) * Yamaziko (Primed White) Archanist * Ramos- (Painted) * Brass arachnid- (Painted) * Electrical Creation - (Primed) * Joss- (Painted) * Steam punk arachnid swarm- (Painted) * 3x Steam punk arachnid - (Painted) * Steamborg executioner- (Painted) Guild * Hoffman (metal) * Attendant (Metal) * Watcher- (Painted) * Guardian- (Painted) * Hunter- (Painted) Neverbourn lot * Teddy- (Painted) * Copelious- (Painted) * Baby Cade- (Painted) * Doppleganger- (Painted) * Widow Weaver - (primed) * Iggy - (Primed) Malifaux Random Miss Terious - Box is opened but complete on sprue. Malifaux: Ressers - I'm not breaking up the Master, totems and Avatar. they go as a set. M2E cards * McMourninig (Painted) - * aMcmourning - Sim 29 (Painted) * Chiwauwau - (Painted) --- * Seasmus (Painted) - * aSeamus (Painted) * CopyCat Killer (Primed) --- * Nicodem (Painted) - * aNicodem (1/2 painted) * Grave Spirit (Painted) --- * Rogue Necromancy (Painted) - * 2x Dead Doxies (2 NIB) * 3x Punk Zombies (Primed) * 2x Night Terrors (Painted) * Hanged (Painted) * 3x Guild Autopsies (Painted) * 4x Cainine Remains (Painted) * Sebastien(Painted) * Izamu (NIB) Malifaux: Outcast M2E cards * Vicktorias (Painted) * Student of conflict (Painted) * Vonschill (Painted) * Johas (Painted) * Taelor (Painted) * Sue (Painted) * Desperate Mercs x4 (Painted) * Bishop (Painted) * Hans (Painted) Want * Gracie * Wong * Bert Jebson * Slurids * SpawnMother * Gupps
  8. I knew I saw it before but just could not find it. too many other threads have the word 'list' in it. Thanks
  9. If there a list of all the models in malifaux. I'm not looking for stats, Just all the names of the models, preferably with factions.
  10. its picking up in my area. Looks nice. if you learn how to play on a table with little terrain it doesn't work well. In warmachine/ hordes you need a couple pieces of terrain to make the table playable. about 4-6 large pieces for a 4x4 table. Malifaux you need a full table of terrain to make it interesting. 4-6 large pieces & 10-12 small pieces for 3x3 table. Infinity you need a Densely packed table to make it fun. I saw a game where they used enough terrain on a 4x4 table to play about 3 malifaux games. I tried it on a table with typical 40k ruined building and it became a stalemate early on since neither could move without getting killed.
  11. If you want to kill spirits look at Johan & Taelor. This hammers are magical and eat spiritis for breakfast. If you want to deal with Kirai, look at Ramos. his constructs don't give her Setchin (Typo?). Lastly Colette crew I find can deal with her. Disapearing act can remove a Shikohme easily. Magician duels from a dove is fun. and the doves don't give Setchins. Basically you doves cost you a SS, they easily kill a Setchin, and get you back a dove. Your opponent has to spend AP to deal with you doves, or you get a SS next turn or killing another setchin. HInt: Disapearing Act Johan and drop him engaging a couple things. This scares the Bejesus out of people. you'l probably lose him but he forces you opponent to dedicate a lot of points in one turn, and you can usually trade it for more more points.
  12. I had a game where I was poised to strike, Won INI with mei Feng, But my hand sucked. Basically decided to run, having her and her totem pop up their aura. I had to cheat with my 2 best cards just to set defence , get the aura to work defensing and then rail walk away. Peeved off my opponent who had a god hand and could not do anything because because he could not see anyone.
  13. Another option is to use Colette and disappearing act him (with mask trigger to save SS). I've done this with Johan a lot, usually dropping him 2.5 inches from a juicy target, hoping for first activation and flurry the target. if you lose INI, this lets you stop him form disengaging, but also are far enough away to make him use an AP to get close enough to attack since most other targets don't have 3 inch melee. I'm thinking Kang is a good choice with Colette because if he get hit and look like he may die, you can easily pull him out with disappearing act, and he can be placed back right in the thick of it right away with his self healing.
  14. I gave up on Fire gamin a long time ago, Their job is to run up and die spreading as much fire tokens as possible, then have have Kaeris do her thing. But they are too easily killed, and easy to break the combo. I would look at the Steampunk Arachnid which is cheaper, The (0) that reduces the defense is nice and I find they live longer due to the their higher defense. I also like the idea of the Latching on Homing beacon fro Mei to use. Also I don't feel like I'm wasting points if I hid one of these behind terrain to have a safety point for Mei to jump to. I just wish it had 5 wlk instead of 4, the arachnid ability helps with terrain issues. this is my default crew for her Arcanists Crew - 35 - Scrap Mei Feng -- 7 Pool Emberling [2ss] Large Steampunk Arachnid [5ss] Large Steampunk Arachnid [5ss] Mechanical Rider [8ss] Rail Worker [5ss] Rail Worker [5ss] Steampunk Arachnid [3ss]
  15. You covered most of the basics already, the only thing that you haven't mentioned is the mechanical rider. The extra speed give's you options for mei feng rail walk.
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