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Aegis Arising

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Posts posted by Aegis Arising

  1. I have a complete Colette/Showgirls Crew which is based on bases which have floor boards. The two single Coryphee are based white and one of the Mechanical Doves is based black. I have decided to cut back as I will never get finished painting all of the crews I have currently. Also i have a sealed Lady J stater. I would prefer to sell them as set, I accept Paypal and am willing to ship wherever given shipping is paid for.

    Colette Crew includes. ($70 + Shipping)

    • Showgirls Starter

    • 2 Single Coryphee and 1 duet

    • 3 Mechanical Doves

    Lady J Starter ($25 + Shipping)

    I would consider trades for a Perdita Starter, Viktoria Starter, or Levi Starter. Let me know if you have an offer or are interested...

    IMG_0912.JPG

  2. I would say that Sonnia's crew is more well rounded as she herself is more of ranged and when needed melee model. While she won't hold her ground against Lilith or Lady J, she can be quite fierce against high CA models. Plus the Witchling stalkers are decent at range thanks to hunter. and are great in melee. Never underestimate the 6 inch aura that gives a negative flip to enemies casting. Even Sammael has some melee ability, though I would keep him clear at all times.

  3. As far as I my play has proven, not on high levels of play mind you, most people underestimate Ryle. People recognize Samael the second he hits the table and he has a big fat bulls-eye on his face, which he deserves. But Ryle, people are not intimidated by his damage ratings as much. But when in combination with C. Hoffman I have watched him tear through 1 to 2 large units a in a turn. Reactivated and puppeted by the Hoff. Plus he gives Hoff's crew the much needed ranged threat they need.

  4. I have really enjoyed using the governor's proxy and I agree with what has been said so far. Only morale duals should cause you stress, and even then you have +2 wp.

    My favorite aspect is the chance of killing a model in the wp - wp dual when they kill the proxy. The biggest take down I have seen with it is Bad JuJu...

    I think the underestimated ability is that you can take away symbols from other models ca and cb. Which is very handy for quite a few models.

  5. I have started into Malifaux and it is drawing me in about as fast as falling down a rabbit hole... I am hoping to supplement my spending by trading a few board games instead of spending cash... If you are interested please check out my collection of boardgames on boardgamegeek.com my username is inquisitor eisenhorn. I am interested in any crew I do not already own(see signature). Please PM me with any trade offers.

  6. First off, I just purchased Ramos and played him for the first time today. That said, I have a fair amount of experience with Malifaux and have played against or with most of the possible crews.

    In defense of Ramos, I found his ability to summon one or more Electrical Creations per turn significant, especially with the help of a Mobile Toolkit. They do 1 wd automatically when they move into base contact for the first time, then for a single action they can deal 3 dg within 2 inches... The beauty is that there is no resist for the 3 dg. Now if you summon two of these bad boys you can deal 8 dg to non-armored units...

    The Steamborg Executioner I have used in my Hoffman crew and also with Ramos. I love this model. While he doesn't have the staying power of the Peacekeeper, his offensive abilities are spectacular. One thing that I personally love is his ability to bypass defensive walls to get to more important targets. You can turn a (1) melee attack into a 11 inch charge behind your enemy's line. Which would take up your melee expert action and allow you to flurry whichever model you charged... Deadly.

    Anyways here is a little insight from my experience. As far as Strategies and Schemes, I like the Arcanist only scheme Sabotage. Especially if your strategy requires you to move over to the other side of the board.

    Good Luck.

  7. I have found for me the gameplay and availability of people to play with is what will sustain a game for me, however I have to have interest in the modeling and fluff also in order to get started. Being affordable and "ruling active" is just icing on the cake.

    I personally started with Heroclix, which is not your typical miniatures game, but has some similarities. Along the way I did a brief and miserable stint with 40K. I also did D&D with heavy emphasis on miniatures to the point it was almost a board game.

    Lately I have discovered a new group to game with. The group mainly plays Warmachine, Dystopian Wars, and Malifaux. Unfortunately I was introduced to the games in that order, and could have saved myself some time if it had been reverse. I bought a second hand Retribution Army played a few games and sold it (After I played Malifaux). I still have a small army for Dystopian and actually like it for a change up, but Malifaux is my ideal game.

    The Fluff is still catching on for me as are the models, however the scale, and feel of the game is what appeals so much to me. Having played the large army sized 40K, I hated the fact it took almost 4 to 6 hours to played a mid-sized skirmish, and the lack of equal treatment on updating factions meant there was little if no balance. Malifaux is a similar scale to heroclix, but with a much better system also the lack of a collectible component helps alot for the wallet.

    The main reasons why I sold off Warmachine in order to buy a few crews in Malifaux was for the following reasons...

    Intergrated turns... No more I move my army you move yours.

    No Caster/master kills to end the game prematurely.

    No dice, Fate decks have a controlled randomness that limits "luck streaks" while allowing for variation from action to action, which is ingenious.

    The Strategy and Scheme combination with VPs versus slaughter and king of the hill type scenarios only.

    Pricing didn't hurt at all...

    Length of play, I can play a skirmish start to finish in just under two hours.

    Diversity in crews abilities and synergy between models within the crews. It is not always the most combat focused team who dominates in Malifaux.

    Obviously I could go on, but simply put I don't see myself as fickle as much as I was not well informed.

  8. As you all can obviously tell, I am quite new to this brawl... The group I play with is pretty varied, but the only complete domination I have witnessed is by the Guild in two separate tournaments. That said I don't know if our gaming group is as bloodthirsty competitive as some, so that might be a factor. Which Neverborn crews are the "new domination"? Maybe we could start with that and build tacticas around each crew...

  9. So I have searched and have been unable to locate an answer for this specific situation. I have read plenty of threads about slow to die and the executioner's ability to overcome death, however my concern is if the following happened...

    Executioner A kills Executioner B, B then during his slow to die action kills A, who then gains slow to die and "kills" B again because of wounds...and so on... Is this an infinite loop? Not that it is exploitable, but more of a nuisance if it ever happened...

    I know that if one of them successfully uses Decapitate it would end it, but if not...

    Thank you for any insight. Later I might try to use the official order of operations to break it down more, but that will take time I don't currently have.

    Eisen

  10. I have only played one game with The Hoff, but can I assume from all the comments above as once he has assimalted an ability it says with. The reason I ask is that I assumed that the ability went at the end of the turn :(

    The assimilated talents usually do go away at the end of the turn, however if Hoffman uses the tunneling ability (from the Soulstone Miner) Hoffman is off the table during the closing phase and doesn't lose the ability... As far as I have come to understand.

  11. I was wondering if anyone has or can point me a list of abilities Hoffman can get per construct and what benefits they bring to him etc.

    Just a general list because well I want to use Hoffman but I was looking for a place where everything was compiled to help assemble a crew.

    Some of my other (not already listed) favorite talents to assimilate are the following...

    • (2) Flurry - 3 attacks with the Soulstone Torch can tear anything apart...
    • (+1) Relentless - if you need to get somewhere fast...
    • Terrifying -> 12 - When you want to keep something from acting close.
    • (0) Self Repair - Great for healing.
    • Forward observer and Forewarned - Great in combination with tap power to see what your next casting total will be...
    • (+1) Melee expert - Another melee attack isn't bad.
    • (+2) Melee master - Why stop at one extra melee attack when you can have two.
    • (1) Steam Cloud - Add cover from ranged attacks.
    • Ambush - Great if you want to actually attack something.
    • Strength in Numbers - Good for damage flips.

    There might be a few more if you hired Hoffman into Colette's crew, especially with the Coryphee...

    Anyway I hope this helps a little.

  12. Pretty sure you can't assimilate Reactivate that way. In that case, Reactivate is an EFFECT, not an ABILITY. Essentially, it has to be something that was printed on the card in the first place. That's the easiest way to remember it.

    Interestingly, the action assimilate mentions that it cannot not assimilate effects that reference a model by name... So I would contend that you could assimilate reactivate.

    From a different perspective, according to override edict the model gains reactivate. Reactivate is listed in the rulebook as an action modifier which is an ability(pg. 34). Furthermore, abilities are talents (pg. 12). So it is legit. However there is a limit as a model may only reactivate once per turn, no infinite loop possible.

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