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Storm's Eye

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  • Birthday 09/13/1988

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  1. Yes they are meant to be blood, and also a marker for weak/moderate/sever damage.
  2. Yay for the black blood drops! As already stated by others they could stand to be more purpleish so they stand out a bit more without drawing far too much attention. Either way much better than red (for the black suits) IMO. The fourth color trim looks great. It has such a good balance of individuality and unity with the other cards. Yes defiantly more contrast is needed between the red and burgandy. And/ Or you could add more of the guild red trim color, particularly in that center rectangle (or double triangle depending on how your head puts shapes together). Its looking better all the time, keep it up!
  3. Hehe... funny My two cents: Tetanus would not be effective. I would have a trigger that deals 1 Wd to the beserker before duel totals are decided per crow in the attack total, and add a crow the the CBSo he gets a better attack and all those sweet buffs for later turns. Kinda like that buff spell that gives the viks +3 to attack after duel totals are decided. Also... A (2) action spell casting at a 3... hah... at least add Ca to gremlin fury? That stuff aside, its a cool model concept. In my theory-crafting it seems like a model your opponent would forget about for a while... then BAM bye bye sammael hokpkins.
  4. I agree with this, Filth is not impossible to beat by any means. However, it is simply not fun to watch your models walk across the field and then slowly get cut up to death over the course of 5+ attacks per AP.
  5. This is amazing. I applaud your creativity Xander The King above a few posts has two rams pictures right next to each other on both sides of the card. This seems a bit cluttered to me... or rather less sacred. I would take away the symbol under the number. On the cards with Pips it doesn't bother me, in fact the repetition of symbols on those looks appropriate and should not be any other way. I doubt I would include the blood drops. I used a regular card deck for a while and never had any problems deducing weak/moderate/ severe.... Or at least make them smaller (like the ones in the lower right corner, so unobtrusive it too me a while to really notice them). If you keep the blood I recommend a shift to grey or purple blood (black blood anyone?) for the black suit cards. The card is so pretty but the red drops in the corner really draw my eye. The cracked look is great. The cluster 7 design is by far my favorite. I am all for matching proper faction colors to face cards.
  6. So I played vs. a small portion of the Filth crew yesterday. It was only Nekima and 1 Liliteu, not as bad as it could be.... or was it? Perhaps it was a bit of bad luck (for me) but that one Liliteu was getting 15+ lures/ attacks an activation. I wish pandora had been there so it would not have taken so long for my models to get slain by constant weak (1) damage strikes from Liliteu. Eventually my opponent said "F**K this, I'm done." and started making regular attacks because he felt guilty about the combination (he is a very honorable fellow). Neither of us had a fun play experience. And I honestly like malifaux less due to this combination. At least the Mini's are still fun to paint . I want to play the full filth list to see if I can use strategy/schemes and good tactics to come out ahead. However that is only due to my Never Quit attitude, I don't expect to have any fun making the attempt. I think the hardest thing about beating this crew will be finding someone in the good group of people I game with who will use filth. Thanks be to all you who have posted valuable methods to combating the filth crew.
  7. Death Marshall's are a solid 4 pt. model in my opinion. I like many usually pretend pine box does not exist (although it is in the back of my mind, looking at you rogue necromancy!) What bothers me is in fluff those coffins define the death marshals. They are depicted using them as oversize clubs, and smashing heads with them. At one point a DM throws his coffin through a wall like a wrecking ball, and acts like its no big deal. That same DM then proceeds to throw his coffin up in the air and shoots it perfectly so that it pops open and falls down on some unfortunate criminal, boxing him. You know what is not in the fluff? A Death Marshal sent by Lucius walking up to a crowd of outlaws where Lady Justice then leaps out doing somersaults and chopping heads off. I still like Death Marshalls in fluff and for what they do in game as well. But, i wish fluff and mechanics would match up more in regards their defining attack. Making pine box worth while would not even be hard to do.....
  8. Indian Shaman suggestions are all really good. Gotta love cowboys and Indians. Contrary to what seems to be popular, I like the idea of werewolves vs. vampires, mostly cause Nephelim are already very vampire-like. I would trust wyrd to give werewolves a good enough twist to make them original. To expand on Orboros idea (took some liberties, hope you don't mind).... Enter mini-fluff story When the breach closed the first time many humans were trapped in Malifaux. Neverborn cleansed their homeland in good fashion, however some humans escaped into the wastelands of malifaux where even other Neverborn fear to tread. Human adaptability allowed the refugees to survive, but in order to do so they had to feed upon the native plants and creatures of the land on the other side of the breach. Over generations, their human bodies changed into far more bestial and savage versions of their former selves. Refugees who were once annexed from their home world and rejected by their new world have become warriors, commanding vast tribes in the wastelands around Malifaux, which they now consider their land. Humans populate malifaux again, and neverborn are more active than ever. The Wolves of the Waste will no longer hide or be ignored, and when their packs raid nothing will be ready. So what do you think of that bit of 5 minute fluff? I have several more ideas for fluff and mechanics but I decided to keep things short and sweet for now.
  9. Wow, so that means you can force models with spells that say sacrafice friendly models to sac their vaulable stuff (rat catchers) instead of their weak stuff (malifaux rats). And I assume the reverse is also true, a players crew would not be friendly to model X for its obeyed action? Almost redundant to ask... but just to being sure so How about with siphon magic? Anyone know?
  10. Obey and Siphon magic both can grant players a chance to cast an opponents models spells, Who counts as friendly when casting something's spell? Siphon magic reads: Cast a (1) spell possessed by a linked model. during this casting, this model may use a Soulstone to change its starting total. Spells that reference a model by name cannot be Siphoned. The intent of the spell leads me to think that the Sorrow casts the spell. "This model" is impiled right before casts, however it could just as easily be "Linked model" casts.... Obey reads: Target non-Master model immediately makes a (1) Action or a Charge controlled by you. The Action selected may not cause the model to be killed or sacrificed as part of the Action. This spell may becast once per activation. This wording makes it much more likely that the target of obey is acctually casting, thus using that models friendly's. The situation that made me wonder this is I thought for a moment I could link a sorrow to one of Hamelins minions and use a "sacrafice target friendly model to get X effect" spell to force sacraficing of key models my opponent controls. Can I do that with link? Can I do that with Obey?
  11. That was a lot of fun to read, you should consider doing a full narative battle report.
  12. I can't agree with this. Death marshals have a spell, "Finish the Job", which gives other death marshals extra damage in melee. Lady J and Judge both are tagged as Death Marshals. By buffing Lady J she kills even easier, and then grants extra CB via "inspiring sword play". And using her totem you can cast "Combat Prowes", giving a few models melee expert. By Buffing Judge in these ways you take him from being decent to an 8 CB, 4-9 damage (the amount of rams in attack total makes dmg vary so much), with 4 possible attacks (melee expert + flurry).... ouch. Justice herself gets a possible 10 maximum damage. What it comes down to in my opinion is that Lady justice does not really need the death marshals or judge, but the death marshals can greatly benift both judge and lady justice to make them killing machines. Some things to consider; All this does take a bit of set up. Some rams are needed to make it work best. Not really too hard to do thought You should probably look into specifc rulings for Finsih the Job; First does it acctually effect Justice and Judge, second, the aura stats the effect lasts until the end of the close phase so does that mean models can move away and still have the benefits and what if the DM dies (possible great uses for finisht the job), and third does the +dmg come from rams in Finish the Jobs casting total or the effect models attack total? By chance if finish the job works how I think, it will be all you need for deadly synergy with the death marshal crew, and you get Lady J's buffs as a nice bonus. I did not realize how old this thread was, oppsie!
  13. I would get perdita's box, lady justice box, 2-4 dogs and 2 austringers (the ones with the hat) and sammael hopkins from blisters. You would end up with this (I think) Perdita Lady J Judge Sammael Hopkins Death marshals x 3 Santiago Nino Fransisco Papalocco Austringers x 2 Guild dogs x 2-4 Your brother probably wouldn't end up using them all, but I really think you should give him some options. A cowboy theme is awesome, but he might look at papa locco and think a crazy guy with dynamite hilarious. As for the dogs and austringers, just convince him cowboys used animals all the time (which they probably did). And after sifting through those models he could decide if he likes a more ranged or melee focused crew. Good luck to you and your wallet!
  14. I really like the idea, good work thinking it up. Honestly, I would only field this model for 5 of less soul stones. It has no niche. It would be slightly cool to use, but not 9 or 10 ss cool. There does not seem to be a lot of synergy from having one masters "power in command" that helps the other two, hope that makes sense. A few suggestions; add some trademark abilities like black blood, martyr, link, and something that makes it cool for zorida (I have never played her). Secondly think of something neat and completley unique which only this model and coud do and fits its fill in flavor. Thirdly consider giving allowing it to cast any one of the 3 spells, but only once per turn (kinda like magical extension, except instead of any spell from one master, 1 spell from 3 different masters.) Read the first line again and keep thinking it, I am sure you can create something that lives up to the models flavor.
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