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GamerGaeth

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Posts posted by GamerGaeth

  1. Oh man, I've been gone so long.

    Things have made it difficult to draw. Nothing major or depressing, really, just work issues and technical difficulty (My computer died, and with it several doodles. They shall be missed.) as well as other projects that needed tending to. I desperately want to get back into Malifaux, but either I don't have time or I'm not in the right place or I just have other things I need to do...

    Anyway, this is a way of saying that doodles will be back! I'm going to dig through what I have and post it tomorrow. It probably won't be much, or anything fancy-- I still need to get my tablet reconnected-- but I've neglected everything too long. I miss Malifaux and Mannequins and Horrible Sonnia. I want to get back into it all. So I'm going to.

    Oh, Tuesday! We have missed your doodles so! I can't wait for more Colette crew shenanigans.

    On a sidenote, I am astonished by the fact that there is no fan art section for these forums.

    Or at least, I would be. But then I realize how very little fan art there is. And I become sad.

  2. The problem I think you'll have here is that Rasputina is very slow moving, and many of the models you have mentioned using (the Duet especially) are very fast, and do their absolute best when making full use of this. I'm not sure that Raspy would be able to keep up with them to keep them buffed. And in order to get the Frozen Heart buffs off, you'd have to either have a Silent One or two (which is a pretty large expense if you're not going to be using cheap models like gamins, especially if their primary function is to add Freezing Heart to things), or keep the models within 4" of Raspy, and this is a bad thing.

    If you keep your bruisers within 4" of Rasputina, then that means that your enemy will have to be close to Rasputina in order for them to do their job. And having enemies close to Rasputina is a very, very, very dangerous thing.

    I dunno, perhaps a Silent One could make it work, but I don't seeing it being particularly effective.

  3. Ressers: Molly. She's still having the same problem that Kaeris did before Book 3 - not enough selection for her crew.

    Guild: Lady J - She's pretty damn predictable. I mean, she is in no way bad, but it isn't hard to tell what she's going to do.

    Arcanists: Nobody. Because Arcanist tier is the best tier. The best. Period. (In all seriousness, though, if I had to pick one, it would be Marcus, just because the units he takes in a crew don't have nearly as astounding a level of synergy as what the Arcanists are known for)

    Neverborn: Lilith, for the same reason I picked Lady J for the Guild.

    Outcasts: I think I'd have to say Leveticus, just because of the really steep learning curve for him. I would have said Som'er, except that he can take Ophelia and suddenly everything just works beautifully.

  4. Bah - oh well. If I just order the replacements for my whole starter set from the Wyrd store, will they be the v2 cards? Or to get those, will I have to actually print them off from Tabletopgeeks

    Yeah, they'll be the most recent version of the cards, so you don't need to worry about that.

    And for future reference, the official Malifaux website has pdfs of the V2 cards as well, under the downloads section.

  5. I'd have thought the Dreamer would have made a better Cthulu crew (mostly from a modelling point of view). I'll have to do some reading when I get home to check the fluff (ie the Cthulu mythos) and see what else can be used.

    Nah, man. Avatar Pandora is by far more Cthulhu-esque. What, with the part where it breaks down your sanity and is a tentacled horror erupting from below.

    PandoraAvatar1.jpg

    Just sayin'.

  6. Glad I was useful!

    As I said though, this is just the bare bones. Obviously I haven't playtested or polished yet. Height counts with range anyway right? So it might not be THAT great for rangers. Besides, it also leaves them vulnerable. I think a rule about possibly exploding the airship would be a good addition, gunpowder and magical fire can be unstable, after all. About breakable... I just assumed the ladder would be unbreakable, didn't think about that.

    Actually, I redact my statement about ranged masters, as I realized that I wasn't taking into account the way crews are hired in Malifaux, specifically that they are hired after you see your strategies.

  7. This would easily be best as a shared strategy, otherwise I imagine people just breaking the piece of terrain with a bruiser model to make it impossible. Unless you make it unbreakable, of course.

    Also, I think it might be just a little skewed in favor of ranged masters like Perdita. Putting them up on a tower with such a great LOS on the board for a strategy may be a dangerous thing. Actually, you know what? Disregard this point. It's late and I totally wasn't taking into consideration the way that Malifaux is played (namely, picking crews and masters after seeing your strategy).

    Either way, though, you've given me inspiration for a new terrain piece that'll give me something to do with all these bottles.

  8. Because of all the factions, the Arcanists are the one that let you set up possibly the most combos when it comes to throwing down actions, triggering, setting up bonuses for another action for your next model, etc, etc, etc. Arcanists play with synergy, and I like playing with synergy.

    Also, the creepy-looking Mannequins on the cover of Rising Powers are what got me interested in Malifaux in the first place. And then I found out that they belonged to the most logistics-crazy crew in the game (spoilers: I love movement hax and logistics in my armies).

    And then Rasputina happened, and Kaeris, and Ramos, and yeah. I've really fallen in love with them.

    And that isn't even beginning on the fluff - but I need to keep this short, as I am running out of battery power.

    Suffice it to say, Arcanists are easily my favorite faction of all.

  9. Myself, I have one of the KR Aquila bags. It's definitely nice, but the more I expand my crews, the closer I get to running out of room. I mean, I'll likely be able to hold all my Arcanists or all my Guild in there, so I'm not worried about tournaments, but I'd like something that could carry more. So, I'm looking into the battlefoam bag for that, perhaps get the Neverborn bundle when I start them up.

  10. Someone on tumblr suggested something that I really like - basing it with mechanical bits powered by an icy blue crystal. I think I might try this.

    I'd do the magnetizing, but I'm absolute crap with magnets. Tried that sort of thing with my Coryphee before, and it just did not work out well.

  11. Okay, so I have a bit of a head scratcher here. I'm currently working on an Essence of Power that is going to do double duty for both my Rasputina crew and my Kaeris crew. I'd like for it to fit in thematically with both of them, but I'm running into a problem with the base.

    For Rasputina's crew's bases, I'm giving them a simple snowed-over ground basing (with a couple ice crystals on Rasputina's base).

    For Kaeris' crew's bases, I'm doing a kind of mechanical base, like they're in a factory or something of the sort. Since I don't want to do a snowed-over factory floor (it seems silly to me), do you have any suggestions for a base that would work well with each theme?

  12. Just remember a few things:

    1) Don't over-rely on your Coryphee or Cassandra. They may be tanky, but they can still be killed easily enough if you overextend and leave them where they can get ganged up on.

    2) It's really tempting to just burn soulstones like crazy with Colette, and it's true that you don't need to be as stingy with them as other masters have to be, but you still want to be somewhat careful that you don't run out. Once you're out of soulstones, your crew becomes a lot more vulnerable (and Colette goes from being one of the hardest masters to kill to being an easy target). And even if Colette can make more soulstones, there are going to be times when you don't want to discard any of the cards in your hand. So it's usually a good idea to have a soulstone or two reserved in your pool or a dove hanging around, juuuust in case you really need it.

    3) Memorize. Your. Cards. Colette and her crew have a lot of abilities, and you need to know almost all of them for the crew to work at peak efficiency. Often times a single little ability on the card will be the difference between winning and losing a match (for instance, forgetting that Colette gets :+fate on any soulstone flip she does, or that she buffs Showgirl Wp in an aura around her, or that Mannequins have Object as well as armor, etc)

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