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dancater

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Everything posted by dancater

  1. I don't play rezzers, but against the Stargazer in a match up this looks nasty. The Transmortis crew already can be lethal, this adds a small amount more, which further tips an already bad kill-attrition-kill balance for most opponents. His attack seems sub-standard, but that also is not the role I think intended for him, he's an exceptional weird vector support, control master. Briniging and buffing attacks from his crew when you think you're safe, foiling and frustrating opposition schemes. Ultimately Malifaux is about the VP's and he can literally switch a model off, the power of which cannot be overestimated, recently Arcanist forums exploded with angst because they nerfed the Miner by switching off its scheming for a turn, this is offensive scheme negation, nasty as hell. And yet, he is durable, in his own way, likely frustrating to kill in the extreme. And if you're not paying damn close attention that paltry 1/3/4 turns into a 3/5/6 that will leave a bloody smear, with a stat 6 and soulstone use. You're supposed to underestimate his lethality, if you do and he rolls in while you're paying attention to his already deadly crew, well it will be a short battle. Really like him. But not as an opponent.
  2. Just wow, the new alternate masters are blowing me away, one after the other. And I haven't even seen any for the faction I play. Riding the hype train.
  3. Yeah not knowing the strategy and schemes means advise is not simple, and largely broad generalisation. First note, always take the crew you have the most fun with and know the best. Malifaux is a game for fun, or why bother, and Malifaux rewards knowledge more than perhaps any other war game I've played. This is always the default unless you're intentionally branching out to learn or experiment. Against Hoffman, absent of any other information. No Colette, you don't have her. No Mei, don't run OK stompy Bots into the Prince of stompy Bots. That's the no's. Maybe Marcus, he's not the first tier but if you know him it's a solid list. Maybe Sandeep, summons is always a solid choice, although with the GG2 summoning nerf I'd be cautious. Maybe Rasputina, she is slow but Hoff-ball does play into a mid-field brawl where her tough, healing crew and blasts are solid. Maybe Hoffman, the Hoff vs Hoff battle, bring your Bots to the battle, but I'd be cautious seems obvious your opponent knows Hoffman better than you and in the mirror the more experienced will usually win. Better selections. Solid, Kaeris, she and her crew are fast, versatile and reliable, envelope the Hoff-ball and literally slash and burn, rolling in and out, picking off key strat and scheme scorers, this works great with at least some VP's on a spread field, not so good if the strat and schemes dictate a mid-field brawl. Solid, Ironsides, run durable brawlers up into the middle of the Hoff-ball and trade blow for blow on the M&SU mistresses terms, Ironsides crew hit hard at range, while being solid at the attrition battle and a crew which likes to bubble up, solid opposition to Hoffman when the strat and schemes dictate a centralised slugfest. So in a more spread out scheme pool I'd take Kaeris. In a more centralised maim and kill scheme pool I'd go old Ironsides. From your options available.
  4. True, but that doesn't preclude alternative methods of dealing out Chimera upgrades, foremost as Yumi shows they could easily bring out a Chimera model that provides upgrades in lieu of Marcus in some fashion. Or give alt-Marcus an alternative method of handing out, spreading upgrades. But I imagine Marcus will retain the upgrade schtick. The interesting thing is they appear to be providing an alternative non-summon Master option to some primary summoners, so this has implications for Sandeep and some real Academic love.
  5. Would not placing the marker itself be considered a form of movement, you're literally moving the marker onto the table.
  6. And card draw for a Summoner, even if it has been nerfed its still something.
  7. I agree that Peacekeeper is generally better than Langston in the Hoff's crew. However, Langston is living/construct and Peacekeeper is just construct so the Medical Automaton can heal Langston in a fashion it cannot heal the Peacekeeper and given that Automaton is better than the Mobile Toolkit I will argue that puts Langston + Automaton on par as equal to Peacekeeper + Toolkit. In addition that box gives you the Steamfitters and the value of Magical Training is well documented, this alongside the fact the Steamfitters do work well in the Augmented crew, I think they are better than Watcher's, simply more flexible uses. So based on that calculation, while I personally prefer taking a Peacekeeper and one Watcher because I prefer the model and playstyle, I also take a Steamfitter and I am open to replacing Peacekeeper with Langston. Noting that Langston also is slightly faster, has one more health and is Terrifying. I honestly think on a budget you get more from the Rift in the Union box than from Keeping the Peace (also note as a final key point the Rift box is usable with all the other Arcanist crews and KtP is only Augmented). I'd place Rift at least in Yellow, but for myself, if I was advising I'd say Green and then later, if you love the Hoff (and who doesn't the man is a living legend) I'd 100% get KtP, which is kinda the point. Yes, I precisely understand this point, I actually own 12 versions of the Coryphee for this reason, I hate magnets. But.... its Performers on a budget. A real bind, it implies a new player so don't try magnets, but limited budget so buying two to get 1.5 feels kinda bad. But Coryphee are 110% must includes, they are the true stars of the Stage. Now I don't know how others feel but I, personally, when playing and advising new Performer plays suggest 2x Coryphee separately on 40mm bases and also purchase, find, scrounge, borrow (it really ain't that hard) a single 50mm base with a glob of blue tac or similar sticky putty substance. I'm happy for an opponent to display the danced together Coryphee as a single model on a 40mm base tac'd to a 50mm base. Yes this can lead to the occasional, shit I forgot that was the pair on my part, but the logic is I'm trying to get folks introduced to the game, I'm not playing hard to win with a new player anyway. Sure this isn't working in competitive games but by then you should be buying the Yellow Performer selections where you get your Coryphee pair for the second model. No magnets required. And while Coryphee are truly most essential I still argue that for fun and an introduction to the Performer's crew I'd encourage Center Stage, a 50mm base and blue tac over the second Waiting in the Wings, but yes 100% the first Coryphee is a purchase with Colette's box, or what's the point. As for the rest, I understand everything you're saying.
  8. OK, my 10 cents worth.. Academic: I am torn, Heavy Metal certainly makes the best economic sense but I prefer other models with Sandeep. Not having Kandara hurts my soul, admittedly partially as a pre-errata holdover, but I still consider her near essential and on that alone would grade her yellow or orange. I'd drop the Ice Gamin/Golem down, they simply are the least useful Elemental choice for mine. Augmented: I'd move Langston and the Steamfitters up to essential. A Steamfitter boosts your crew and is an excellent Magical Training placement. Langston is the premier beater Enforcer choice with the Medical Automaton as a Living/Construct. Core+Support+Rift and you've got your solid Hoffman crew, I'd like a cheap fast scheme runner but you have Watcher's in Yellow, although for that reason I'd move Arachnophobia up to Orange. Chimera: The only thing here is I'd move December's beasts up to Yellow, the Blessed is supremely flexible, a healing Silent One literally never hurts and the Hoar Cats, while maybe not first class, are functional cheap scheme runners with actual bite potential, I could even see an argument for them in Green, but not quite with one OOK and Hoar Cats being sub-par. December: Ah the realisation that Ice Constructs are not great, even in key word they are not a premier choice. I think, such as it is, this selection placement for Raspy's frozen friends is correct, sad as that is. Foundry: I don't really play them but with the Sparks changes and given I love the Mechanized Porkchop I'd move them up to Yellow. Not much else to say, that's likely a flawed personal preference anyway. M&SU: I really like Saboteurs and find the Soulstone Miner useful with Toni, I'd definitely move them up to Yellow. Performer: I simply wouldn't get two boxes of Coryphee, although I know why you did. I'd switch one of the Coryphee down to Yellow and put Angelica and Carlos up to Green, if only for variety, flexibility and pure fun, although Ice Dancers are pretty bad sadly. God I wish Harata Ngaatoro was better value, he is an amazing addition to a Showgirl crew, but you're correct, on a budget with two basically totally useless Explorer models he can't climb higher on the list, but if you could get him alone cheaply he'd be Green all the way. Wildfire: To be honest this shows the central strength of the Kaeris crew, two boxes and you're pretty much settled, I'd change nothing really.
  9. I really like the idea of this and am hopeful concerning its development and reveal. We will all, I think, acknowledge that we have our favourite "look/fluff" master's and crews and this provides either (a) a chance to play an alternate if we enjoy the original mechanics of the crew (variety is fun) or (b) an opportunity to have a master/crew variation we like to play if, for some reason, the original crew just didn't gel with us. I am hoping that this does not become an alternative to re-working underpowered or problematic original mechanics masters, I want these titles to provide viable alternatives, not to patch over weaknesses (Rasputina?). I'm also invested in the new titled master's still integrating with their keyword crew, but ideally in a different fashion. The Sonnia unmasked fills me with a degree of hope, she seems to fit the bill. She does share a lot of mechanics with Kaeris, which is fine, Wyrd should take what works as a foundation, Guild would surely also appreciate a fire blaster like Arcanists already have, and the small changes between Sonnia (who walks) and Kaeris the fire-angel will impact their similar kits in how they play, so they wouldn't be clones anyway. So what would I like to see, or some chalkboard ideas..... Colette, my Arcanist darling needs to stay as the illusionist, trickster but I'd like to see her as maybe more support (Jordan's backstage mistress), with her crew becoming more fighty and brutal, so maybe see a limited return of obey Colette Hoffman, a control style perhaps where control tokens generate static charges which move, push, pull and lock enemy models and with his allied models he can arc his charges out, literally an arc-node style similar to Raspy's Ice Pillars. Letting the Hoff crew play very spread out while forcing the opposition into a clump, the reverse of his current metal-ball play style. Kaeris, a where there is smoke there is fire styling perhaps, Pyre markers operating for her crew as movement points (ride the rails style) and Kaeris having a limited summon through Pyre markers or alternatively a Sheathed in Flame idea where Kaeris near a Pyre marker becomes a melee beast with a 2-3" reach, lashing out with fire, maybe both in combination, so if she kills with her fire whips in melee she get's a Fire Gamin summon. Marcus, the mutation master needs this core mechanic to remain, but perhaps something to integrate poison and mutation, so his crew can cause unstable mutation in opponents they hit with the poison condition (requiring a little more poison handout as well) resulting in flipping poison to injured, distracted or burning (depending on perhaps a mutation option Marcus triggers in his turn). Marcus can extend or stack poison on his enemies as an element of his forcing mutation on opponents. Ironsides, go a rabble rouser support/healing build, so more interaction at range, increase her capacity to hand out Burning (fire bombing rioter's) and allowing her a ranged heal to support her crew, make Ironsides go from an up close brawler to a back of the protest firebrand. Mei-Feng, the freight train Mei, so ride the rails becomes a mechanic allowing her to "throw" out a scrap marker at an enemy and then move into base contact with them and/or she can by your side to allied constructs. In this structure she moves from the fast moving skirmisher and becomes the armoured train, the tank build and she can utilise Burning she generates as either shielding or healing either banking the fires or stoking the furnace. She becomes a monster to kill. Rasputina, a short ranged in the middle of things Raspy with high mobility through her Ice Pillars. Give her an ability called centre of the storm which is a AOE low damage hand out slow (with more slow equates to higher damage for her crew perhaps), claws of ice high melee damage and maybe a slow (or stun if already slow) trigger. Make December a nasty up close, alpha strike crew and have Raspy as the feared fist of frost in the middle of this. Sandeep, pump up his ranged, taking maybe a Nightmare style ranged summon through an enemy hit with willpower style "Academic Sanction". More emphasis on his Academic models, where his Elemental summons exist only for a limited time "flicker" style mechanic but ranged attacks from Academics can increase the duration of this temporary summons, so the Elementals entangle enemies in melee (for limited damage) while the Academics lay in ranged damage. So emphasize this long ranged gunline style for Sandeep. Well that was a quick 10 minutes brainstorm. Some of the changes likely aren't that impactful, I've not got huge playing time with all the Arcanist crews so can't really comment with authority on what certain crews feel like their "missing" and would thus provide an interesting change. However, I think this demonstrates how poaching a few ideas from other factions, spinning them into a Arcanist theme and then applying them with a little twist is a fertile source of cool ideas.
  10. In regards to the nerfs or not. We all can agree Colette was the general consensus strongest master in Arcanists, she was primed for a nerf. Notably the strongest masters, as I understand, in most of the factions similarly got some sort of nerf, Von Schtook, Dreamer, Leveticus, Som'er, Yan Lo, that is 6 of the 7 older core factions. In addition there were targeted nerfs to other troublesome models and some generalised rules changes which function to boost or nerf some mechanics. So it is pretty obvious that Wyrd looked at the "strongest" masters within each faction and attempted to address them, pulling them down more towards the centre regards power within their respective factions. Now notably two factions did not have their strong masters touched in the targeted way everyone else did. Explorers, they are the new hotness as we all know, Wyrd was not going to nerf a release literally only a matter of months old, and justifiably they can argue that there simply is inadequate data in which to do so. Sure people are screaming that x, y and z are OP, but let's see how things are when some GG2 games have been played and counters begin to emerge (or it is discovered that there is no simple counter). Guild, and here I'll highlight Dashal who does seem to be the strongest master in Guild. But then Guild is dumped on as the weakest faction. So perhaps the thinking is that with the nerf to summoning (which effects Dashal) and Focus (a powerful mechanic in the strongest gunline faction) and Phiona (I understand the strongest henchman) will be adequate to slightly reduce Dashal in line with other Guild masters and at the same time slightly reduce Guild while the stronger factions climb a little closer to the centre line. I will maintain that the Colette nerf does not seem to make her totally unplayable in Arcanist's, I still think she and her crew (which got stronger) will find a place and can at least compete in most opponent, scheme, strategy pools (compete, may mean be strong or weak depending) and she will still be a priority choice in certain combinations. That is what I want first and foremost, Colette to be viable but not overpowered. The "power" tier within the faction has changed, it will need to shake out, but I don't see Colette plummeting into a basement purgatory. In addition I don't think that Arcanists are a junk faction compared to the others, I still think they are a strong, vibrant and diverse band of revolutionaries and rebel rousers. I think each of the core factions except for Guild got at least some sort of nerf, the "power" tier of each faction in relation to the others has changed (especially and more so because of Explorers than the errata or GG2) and needs to shake out, but I don't feel Arcanists have been exiled to the grave of non-competitive. As stated the previous 'weakest' faction, Guild, has seen the smallest hit and every other faction has seen at least some nerf. Seems to be pretty fair to me overall. Could it have been more, less, different, will it all work exactly as hoped to create a 'perfect' game balance, hell no. But the intention seems pretty clear, the changes not unreasonable and I'd rather see a fewer models changed than huge swathes verging on a entire rework of the factions from the ground up.
  11. Check the salt in the other (non-Explorer) forums. Every forum has a "they nerfed the best master in faction way to much" post. Everyone take a deep breath. Consider where Colette fits in relation not to other factions but within our faction. I'm considering it now. How has the new errata upset and changed my view of model value within our faction, who will I take, when and for what. Pretty safe in saying that Colette pre-nerf was the consensus best Arcanist master, other than specific counters she was a solid crew take into anything. What about now? She has clearly gone down, but where does she place? Is she top 1 or 2 (still awesome) in the top 50% (good, fine, acceptable), bottom 50% (sad, my princess falls from favour) or is she now in the underground dungeon as likely to see action as Ramos (in an actual fictional dungeon) when compared to her Arcanist colleagues? Ultimately, I'm hoping Arcanists are first and foremost still a viable and competitive faction, then I'm hoping that all the models within the faction have a time and place to shine, then I'm hoping my favourite Masters (Colette, Hoffman and Rasputina) can step up to the line and fight for justice. So can Colette still stand tall among the Arcanists as a Master with a place at the table and voice in the resistance?
  12. Yes, Looking over the, considerable, Colette nerf was initially a bit of a blow, she's my favourite Master, has been since 1st ed. But the buff to Distracted and nerf to Focus should really help her keyword, which tbh I prefer, I'd like the Showgirls in there entirety to be a force to be reckoned with, not Colette and a couple of understudies with some versatile. Want to see it on the table, I'm most worried about her losing huge volumes of survivability when all the nerfs are taken as a whole, can she get as close as she now needs to and then manage to survive/escape, I think she should be OK if carefully managed but not certain. Also as Jinn pointed out really all the top tier (non-Explorer) models and masters bot the massage down therapy, which is good, the game should strive for variability without overpowered dominance. Which brings us to Explorers. Obviously a new faction, released so recently that no adjustment was incoming. Hopefully they already had the Eratta nerfs in mind when considering the Explorers power base, but who knows. I know that Explorers are dominating the meta conversation right now and A Wyrd Place is alight with salt concerning them. I'm hoping that the current tilt of the meta is associated mainly with the newness of Explorers and as folks explore them they will discover the flaws and exploits to break the new Explorer crews down. But we shall see, would be very unfortunate if the post-Covid tournaments were totally dominated by Explorers, not simply in number - which as newness is expected, but in terms of podium (particularly if these podium placements are not even close). I'm hoping my darling mistress of the stage and curtain is still the tricksy little deceiver she always was and meant to be and she and her crew remain a real threat, we shall see.
  13. So we have a new Performer model that can join Colette crews. Thoughts on Harata Ngaatoro with a Showgirls crew? I certainly find him intriguing, hands out distracted and poison useful, and has some card manipulation and scheme tricks, nothing huge but definitely useful. My favourite is his 2' melee reach, stat 6, 3/4/5 + triggers damage track (with the reconfigure feeding directly into the infect - poison), this is solid beater damage and with his short range shockwaves and bonus action it provides a useful 3 minimum damage punch to the Showgirls with distracted, scheming and tricksy defensive tech which is already the classic performer schtick. But..... Is it enough to bring him into the Start Theatre crews, and if so as a tech piece or a regular? He is expensive, seems to fill in a take one to four of a range of 6-9 stone Performer options - Harata (9), Coryphee (6), Cassandra (8), Carlos (8), Angelica (7) and that is not including the excellent versatile Arcanist options available. Feel Angelica and a Coryphee Duet will be persistent takes, so does Harata regularly compete against Cassandra, Carlos or a versatile Arcanist choice? Just not sure. I am wondering about the potential for Cassandra Understudy and Harata Haka bubbles. This seems like it could really create some shenanigans. Thoughts???
  14. So I think this is correct, as I understand it, which is, interesting. Also noted that the pilot would appear to suffer damage when Calypso is destroyed if its Demise ability goes off. The ejection occurs before the demise (which is a 2" detonation) and places the former pilot within 2" (so inside that detonation pulse). Notably Dr Beebe is immune due to Evasive. So really seems to be an interesting spin on what would, I expect normally, be a 10pt Enforcer model (6+4) with some very weird, outside-the-box, play. Honestly love the idea, love that (in line with the expanding lore) we are exploring the last great truly unknown frontier of Malifaux (or for that matter Earth) in its seas and oceans. Will we see Water Gamin and Water Golems? Will they see Arcanist play? What is the chances of a Malifaux Neverborn aquatic crew appearing in the future? Do Mechanicals rust, sink or short out in the brine? Inquiring minds need more of this crew. And if Jules Verne is not a major theme for at least one model (Master??) then I'll be amazed and disappointed. Explorers continue to impress.
  15. So yeah the models and concepts for Explorers continue to impress. The rules seem interesting, challenging and fun. Hopefully they play like they look and disrupt but don't break existing meta's. Really looking forward to this full faction release.
  16. I stand corrected. Although knocking something from 2 damage then free attacking it dead still works, not quite as effective as a 2/2/3 then 1 but the principle of two separate damage "lots" on a 5SS irritation model still holds true.
  17. At 7SS Jessie is superb, good movement, adequate defences for cost, solid damage with disruption ability and scheme/marker interaction ability. At 7SS can't think of a reason you wouldn't consider her as a jack of all trades fill in for a crew. The Alpinist is more curious. OK defences for cost, but some in built healing and armour could make it a real pain. Niche attacks, damage is not remarkable and without charge the stat 4 is painful, but with its abilities and triggers (especially if you get solid charges in) it could be... annoying, which is exactly the point, there will be games where it is more or less meaningless but other games where it will net you a VP or more and its impact for 5SS will be an absolute steal. Now reading climbing gear, ignore models, terrain and vertical distance this is potentially amazing, it is unimpeded++ which is shared in an aura, bypassing obstruction from almost anything on the table. Obviously on some tables and in some games this won't come up, but I suspect more games than not, if only for itself and maybe in the opening turn 1 moves, this could provide amazing flexibility. Just thinking also about the potential for the mecha-goat to also ram friendly models in order to generate the push trigger - so potentially you could charge and knock aside an unactivated friendly model and push it to the edge of the climbing gear aura in order to score that vital scheme/strat. Finally Stampede seems like an absolute gem to finish of models, especially hard to kill - after it ends charge (so all damage done) then you do that extra 1 damage, real useful. Yep, Explorers seem to be getting superb models.
  18. Curious to see how this creepy creature fits into the Explorers Guild in the fluff fiction, if I was viewing things from afar I'd default to Neverborn obviously, could see her as a Ten Thunders or Arcanist (breach crossing mutated human). So in the Explorers, well we shall see. Also hope that the entire crew reflects this super creepy spider vibe. Concerning Widow Weaver, this is where the obvious default to Neverborn would have been my mindset (which obviously we're not). Widow Weaver, unless she is errata'd has no cross over in game, but, again, I cannot help but think she'll have some cross reference in the fluff, the theme of these two models is so very connected. So love the art look. Like the model concept, seems strong (yep master) but also sideways with her power requiring a little thought and set up, spinning the web if you will. But most interested to see the fluff, how does this slide into the Explorer concept.....
  19. Cost 8 and up to three min-3 damage attacks is super nasty. Poor defensive stats, HtW is good, and on Df attacks the after resolving trigger is excellent and not to hard to generate. Vulnerable to Wp based attacks. As is this appears to be an excellent beater, very cost efficient for its role, slippery and potentially highly manoeuvrable depending on terrain. I agree that the variety of Explorers models seems excellent, which is great because you'd expect an exploration society to have a menagerie of the weird and dangerous.
  20. There is a good, if a little dated, Schemes & Stones podcast discussing Colette, this is a good resource. Also Vangerdehast has a forum thread titled the Colette 3E Tactica which is still easily located although it is not pinned yet. This also contains advice. In my experience Colette is a master that rewards practice and punishes impatience and frustration. If you have the inclination you could set up 'mini' scenarios, starting with one or two Showgirls models (such as Colette) and some combination of Sonnia are proxie'd models, Put them on a small table, mark there placement and run through a two activation each rotation of activation's multiple times experimenting with different things each time (use a small deck of even select cards in each action and look at the results), do this with the key models one each day over several days, looking at what they can do, where they can reach, how they do certain tasks, defend themselves and interact with other models. Get to know the Showgirl cards that way, exploring say Colette, the add Angelica, then maybe the Duet or Cassandra, slowly build up in a non-game simply experimenting fashion. Colette is for me a support master, she is able to absorb an awful lot of enemy attention (but she's not a tank and if they nullify triggers you must avoid fighting) not by taking damage but by avoiding it but making herself to much of a nuisance to ignore. She is fast, manoeuvrable and thus an excellent scheme runner, task achiever, this is not the best use of her in every round, but she'll get you those critical points at critical times. She does surprising damage if utilised properly, she can kill most small-med range models and coup de grace bigger models, so while not a killer she can be a finisher. Her crew is generally channelled towards fast and attacking you at angles, you cannot telegraph your goals, until late, you want your opponent to move where you aren't and then waste time trying to get to where you were, while you leave to achieve your next task. They do not want to get involved in brawls, they thrive in completing schemes and forcing an opponent to spread out and chase them to prevent this. In Showgirls Angelica is amazing, she is support but has excellent value. Not a killing model. The Coryphee and the Coryphee Duet are exceptionally fast, can be very hard to kill (again like Colette not conventionally tough, beware of anti-armour in particular) and they can do solid damage, I have the best luck murdering med range models, clearing those crux pieces from a enemy crew while kiting the beaters around taking small damage and moving away forcing them to chase. Cassandra is basically a mini-Colette, easier to kill but can mix it up more with traditional damage, fast and like the Coryphee Duet an excellent scalpel. Carlos messes with burning, he can stack damage you don't expect and is perhaps the most conventional (for this crew) tank model. The Mannequins are miniature tanks and Showgirl protection pieces. The Performers and Ice Dancers are shifty, fast scheme runners and irritants (in both cases, at best you probably should only take one and likely a Performer, they do well what this crew does well, more than one or two is overkill for what you can already do and leaves you a surfeit of what the crew needs in versatility). Arcanists have some exceptional Versatile model choices, if you don't have a Mech Rider, some Mechanical Swarms and a Soulstone Miner at least then this will make maximising her crew harder. Someone also mentioned the Captain, and against Sonnia I can see why he'd be an alright choice. Don't be shy of using proxy models and token stand ins to experiment with some models. You need to focus on winning through Schemes and Strats. Play a game where you can't 'kill' models with scheming as the only victory path as a method of adjusting to the mindset of manoeuvre and misdirection over the conventional 'war' game mindset of advance and slaughter. Honestly Malifaux is one of the most nuanced and outside the box tabletop miniatures games and Colette is a tough master to play in this already tough game, folks will tell you it takes dozens of games to explore her. Play for fun, for a half dozen games, experimenting and trialing the scheme/strat combos.
  21. I'm hoping for information of Special Orders; The LaCroix Raiders, newer Hog Whisperers, Kitty Dumont, are among mini's that I don't have a version of while the boxes they come in include many figures I already have. Will the special orders be updated for the GenCon sale??????? Will it be updated at all?
  22. The Covid-19 situation, alongside the M3E release and previous shipping and supply struggles, have devastated just about every gaming system, hell most businesses. I don't doubt that almost everywhere will require a giant kick start, I know that the last months in my home, Sydney, has probably seen only a handful of physical games and not much more firtual, I have not approached virtual gaming of any sort really. So here is hoping that folks that love this game emerge from isolation and work to revive a hobby we enjoy.
  23. This has me fired up. Sailor themed explorers crew, awesome Water Golem?? We already have Air elementals and Fire elementals. Then we have Metal (quasi-earth) and Ice (quasi water). The ide of a Water Golem, maybe Water Gamin is cool. I'd love to see an Air Golem. It simply looks cool regardless.
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