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pepe5454

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Everything posted by pepe5454

  1. A place I found mine was at true value they sell 1 ft by 1 ft squares of cork board in packs of 4 or 5 for a couple bucks. They are meant to go on your wall so you can use thumbtacks but they are great for ripping up and using for bases.
  2. That's weird I just emailed Wyrd with a problem and heard back from Nathan right away. Did you use your own email or did you go through the contact us button on the site? Might be setup to assign more importance to those coming from the site. Anyways you could download the pdf of the stat cards and print out your own copy if you want if you even wanted could probably take it to a print/copy store and have it coming out about the same as the original stat card. http://www.malifaux.com/Downloads.php
  3. In malifaux I don't think it's such a bad thing to start with a more complicated crew (maybe Levi is a bit much) as it gets you in the right thinking for the game. Makes you read the cards and really think about how best to get things done. I started with Justice but it wasn't long before I was wanting More options in play style.
  4. Some things and tricks I have learned playing raspy lately that might or might not work for you. As with most crews having a few models to change around depending on objectives helps allot but in her case maybe a little more so because of the slow movement. Snow storm changes how the crew plays allot and adds some much needed mobility to the crew. Neat trick with that is have faster models move ahead then after your opponent has got some models within 14 inches activate the storm pushing your models forward twice then activate raspy and silent one and cast through your front runners it can catch fla off guard. Another thing is to have silent one give frozen heart to the enemy heavy hitters or high defense models the casting Turn to ice on them your damage flips will get -- but you will probably hit everytime. Also allows models in mellee to escape with no disengaging strikes. Snow storm can help with that to by pulling your crew to him. He might look like a melee monster but I try to keep the storm out of melee as much as I can. I have the acolyte as well and though she is not a game changer she is a great model so I like to play her as well
  5. My roommate and I are arguing over this spell right now. the spell allows you to make a long arm strike and long arm pistol strike against the target. Since it's a range of 2 it can only be cast in melee. My roommate believes that after casting this spell thejudge would have to flip for any other targets in melee with his target for the pistol strike to see which one is actually hit. My point of view is if the spell itself had a range icon next to it then you would but since it doesn't it goes against the target of the spell. To me it seems silly that any time he casts this spell since it's range is his melee range he would have to flip for who the pistol hits.
  6. couple things I have tried with her. Student of conflict for the haste is nice kinda pricey but adds a large melee threat range (had a few guild on guild vs perdita where the haste was needed for sure). Don't always have to cast it on lady J either consider casting it on judge and have lady j give him melee expert it's pretty deadly and can keep others off lady j a turn or two. If she killed something that round as well the judge is scary. Gun line of marshals is fun but hard to pull off sometimes but killing something within line of sight of them with their critical strike being on guns is nice. I like the austingers as well as the guardian vs high defense targets. The austringers for the high cb of course and the guardian I like for a few reasons. the armor and self heals of course and if I took the guardian with the S.o.C. for the shield given melee expert and haste if need be thats 4 damage you can spread as you wish that cannot be cheated. (works better with Sonnia getting things to 1 health to convert to witchlings). Then at end of turn push the guardian right back close to lady J or judge. Scales is also a good choice depending who you face but masters that give you - flips to hit can be negated and of course for giving out melee expert when you need lady J's ap for herself. I like Sam as well he is just plain evil with flaming bullets but if someone has faced off vs sam before he usually does not last to long.
  7. sorry didnt know the cost of proxy off hand.
  8. I really liked the govenor proxy when reading him unitl I got to the part about your models dying if they lose wp duels. That scared me off the purchase and stirred me to the student of conflict instead for 1 more ss in cost. Guess it depends what group you are fighting.
  9. Ya that was my mistake. Got a little to excited playing with options had to let the person know next time I played I screwed up =)
  10. Lady J box is easy to learn with really nice models to however I would say you might want a few other models with it to swap out. The box does good on it's own and is probably one of the easiest to learn with however after she learns to play she will want to add some variety and more playstyle options. I just picked up the executioner and ordered the sonia crid box to swap out some stalkers for some marshals when I need probably will get the guardian and some dogs or guild guards as well and nino. Just so I can add some options for games.
  11. I think Lady J is great for a demo as her spells and triggers and such for her crew are fairly straight forward and makes for a less confusing demo. The family might be good to or as a different faction opposition maybe the bayou set would be good for different factions but pretty simple. Not sumer teeth though he is a little more complicated. I am new to the game to but if someone had tried to demo say kirai it would of been a rough time understanding all the triggers and 0 actions etc. After a few games playing the others sure but as an intro going with the less complicated masters and minions would probably be best.
  12. I prefer to run justice with allot of stones as well to keep her healthy. Another couple considerations for justice would be the gaurdian and nino ortega. Nino can bring in some needed fire power to the crew.
  13. I think the related info is on page 34 of the new rules manual under action modifiers. Basicly modifiers of the same name do not stack so if your model had fast on it already and say SoC cast fast on it it would not have an effect since both modifiers have the name "fast'. However melee expert and fast are not the same name so would stack.
  14. ok a friend cleared up the part I kept missing reading the replies that gives it it's downside. If you make the wp dual to get out that is at the start close phase but if the marshal casts pine box or dies then you get out with all your spells and actions. pine box requiring a target in 1 inch or your marshal dieing certainly balances it out a bit more than what I was thinking of popping out anytime you want and going nuts with 9cb, haste onslaught. That sound right?
  15. sorry for duoble post but if this is clarified already somewhere could someone point it out I am searching the the rules discussion. If it is clarified and works would I be able to have My SOC cast haste on lady J as well as have her cast fate or onslaught then bury her pop out and cast onslaught so she would have fast+fate+onslaght when she came out?
  16. hmmm I have been buring my SoC however last game I played I was told that the coming out happens at the start of the closing phase so the model that was buried does not get any actions until the next turn. Rereading the card however just states that the burying action happens at start closing not the unburying. So not positive on the workings on it yet. However if the person telling me that I couldnt take an action was wrong the having two swordstyles active seems like kinda like using slightly unclear wording in the rules to gain an advantage so not sure I will try that unless I see some errata to clarify it and that it is ok.
  17. Man just lost a long write up due to getting logged out. Here goes again. I bought the student and so far I am loving him I keep finding neat ways to use the extra action point. For instance fighting shamus with his hard to wound (2). I was already in melee when it was my turn to activate. I figure spending 2 ap on focus would give me :+fate on my damage flips and a on the to hit. That gets rid of his hard to wound right there and a good chance for a high hit If for my 0 action I chose vengeance thats damage after hard to wound (2). This would allow me to cheat fate on the damage flip and use a severe ram for 7 damage if I had the cards to spare and still have 2 more melee attacks after that. Focus could also be more deadly against hard to wound (1) or less when combined with onslaught. For times I was not in melee range already the extra haste ap basicly gave me a 12 inch range walking twice then having 2 melee attacks when I got there hopefully with onslaught for a potential 4 strikes when I got there. Keeping him buried until I needed him seemed the way to go since he is a companion to Justice I could keep him safe then pop him out and use him during her activation. (unless I read that wrong let me know if I did) I thought he might not be usefull once he got seperated but he proved handy casting restore natural order a few times and then using an his spell to drop insignificant for remainder of a turn to fulfill a scheme or strategy. So far I am loving all the options he has added.
  18. I am a newb but a few things I have learned in the few games I have played is depending on the enemy holding a mid level mask in your hand when you expect to get the lady in close combat soon can be a good idea certainly if you have a couple 13's you can use for offense. Onslaght can be brutal as long as you can cast it. If you know your enemies model does not have something that they can push out of the way after damage it's great but something that can push away after damage you are better off using one of the others. Keeping your marshals within 4 inches of eachother it can be worth it to spend one of their ap's on finish the job. Unless I read it wrong and it does not stack with critical strike your weak damage jumps up to a 4 on your other marshals in melee with a ram. Lastly always remember slow to die it can be easy to forget but is a game changer.
  19. Ok thanks guys I think that will be my next addition then. I am sure eeventually I will get the ortegas and all the other options out there as well but this gives me a place to start thanks again.
  20. I just started picked up the game. Started by just really wanting to paint the lady justice box set. A friend ran me though a 25 point demo. One thing I noticed off the bat was that I was losing some soul stones off the bat since the max was 8. I know some suggest the ortega or the gaurdian or the executioner. After playing the demo I thought I would like to keep as many of the 8 soul stones as I can to keep justice healthy. Anyways long story short after reading the book I thought maybe the student of conflict mercenary totem might be a neat suprise minion for lady J. Put her and it in a box until range has closed a bit then popping them both out and having it grant lady J the fast ability for either a long walk/charge or some serious damage with a charge+melee attack. After that it can be used with the judge or marshals or lady J depending on who is in range. A marshal casting finish the job and still getting two actions for instance. Having only played the one into game I am not sure if this would work well or not so input would be welcome. Mostly thouhgt of this to keep using all of the box set without replacing any and keeping allot of stone for use still.
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