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Dezzo

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Everything posted by Dezzo

  1. Photos of the event can be found in this Facebook page: https://www.facebook.com/media/set/?set=oa.304732906211900&type=1
  2. I stopped playing Rasputina. Not worth the frustration if you are looking for a fuss free game at the end of a working day.
  3. i'll convert an ice golem instead...
  4. i am open to ideas to improve Rasputina's crew aside from the usual EoP, Silent One, Snow Storm, Desperate Merc(s) and Ice Gamin.
  5. What he said. I have been using Vallejo's since I made the switch from Tamiya paints 7 years ago and have never looked back. I am not a Vallejo snob either... I have tried using GW paints (mostly tested my friends') and found the pot concept un-useful and clumsy. If there is one thing I will use from the GW paints is their metallics. The pigment is finer than the Vallejo game colour ones but I am too easily lured from all that hassle of transferring the paint into empty Vallejo bottles because Vallejo paints are just cheaper. That and nothing but some Windex (or equivalent) to thin down the metallics before using.
  6. ask your friend to get 2 desperate mercs and 1 convict gunslinger. skip the cerberus... he'll regret buying it.
  7. Your lists aren't too different from the many Raspy loyalists players all over the world. =) I myself run: 30 ss scrap Raspy EoP Snow Storm Slient One Ice Gamin Desperate Merc Desperate Merc The problem with Raspy / December Crew is that the crew mechanics that they designed for her is rather narrow and not as "game bending" as other faction crews (which have a large enough pool of models that fit a theme, eg, Neverborn / Guild) Also, it has been said that the "fluff" of the Malifaux universe is somewhat tally to how the faction / masters are played. Ever read the fluff in book 1? Rasputina was clubbed no less than THREE times by different people that are across a few factions... what does that tell you about the December Crew when the designers were sorting out the rule / playstyle for them? Well... it pretty much meant that Raspy + D.Crew is to be difficult to play and downright frustrating at times. I do not doubt the damage output of Raspy and Snow Storm... but I can tell you from experience that Raspy burns through Soul Stones bloody quickly when you are bent on killing something and she is horrible in the late game when you run out of Soul Stones and can't kill that last model because they keep passing their Df duel. That and all you have left is probably Snow Storm and Raspy. LOL! Personally, I do not know if Raspy + D.Crew will get better over time... prior to Snow Storm, the crew was almost unplayable to me. Your window of dominating the game was small and limited and you nearly almost always get steamrollered by certain factions. Double that if you community is filled with competent players! It would take a very good player (and/or a community with many very sub-par players =P) for Raspy + D.Crew to do well. I have made the decision to try other Masters who are not bound to the rigid design rules that plague Raspy + D.Crew. The freedom I felt was describable!
  8. i feel that 30ss is pretty much the sweet spot. anymore ss will mean that the game would take too long. i always believed that Malifaux games are supposed to last 1 1/2 hours max because of the low model count.
  9. friekkorp specialists and guild astringers solves most problems.
  10. Blisters: Canine Remains (many) Rotten Belle (many) Bette Noir Punk Zombie
  11. Blisters: Guild Astringers (many of these) Witchling Stalkers Scales of Justice Enslaved Nephilim Watcher Guild Hounds
  12. Blisters: Desperate Mercenary (stock many of these) Friekorp Specialist Convict Gunslinger
  13. for rasputina and ramos: rasputina box-set (for beginners) ramos box-set (for beginners) silent one snow storm essence of power wendigo mobile toolkit large arachnid swarm large steampunk arachnid also, have a sizable stock of 30mm and 50mm bases.
  14. QFT. I run him mainly because of the December theme and that the December themed crew has zero mobility. S.Storm does make the December crew more play-able. One of the disappointments of S.Storm is that at 11 SS, the model doesn't come with perfect mirror and doesn't come with some ability to replace its Instinctual talent with Fast / Melee Expert / Casting Expert. Flurry is nice... but it tends to make you over-commit on a single target hence overkill.
  15. every system needs a "ogre kingdom" army arcanists are it at the moment. however i am quite sure that the designers will eventually let them catch up with the rest in due time.
  16. coz i always thought Rg is an abbreviation of Range in the context of Malifaux rules. -_-"
  17. Range and Rg is DIFFERENT? xD Now that is something new to me... *goes read the rulebook again*
  18. maybe somebody should list down in point form what North Wind can and cannot do....
  19. Well, what we can agree with is that Ice Wind will extend the range of spells / effects... one could only look at Snow Storm and her fun pushing abilities to increase the mobility of Raspy + crew. =) Also, increasing a soon going to be dead minion's Shatter range is pretty sneaky. Now.... if there is a spell that allows all Shatter after-effects to heal the crew rather than potentially damage them... MUAHAHAHAHA
  20. minimum 6 pairs. maximum 10 pairs.
  21. Ditto. I'd always start with a minimum SS cache of 7 with Raspy and that is after 2 schemes.
  22. Rasputina is NOT a bad master per say. The problem is fine-tuning her crew AND learning how to use them to your best although the current game does favor various factions more than the Arcanists. You have to understand that Rasputina is a "nuker"... and she is probably the best nuker (disputable because of Criid) but her biggest and main weakness is her crew and how you play them. Other masters have an easier time (or slightly lower learning curve) because their minions / crew has more innate abilities built in, hence making them easier to play. One of the things within the learning curve is the sequence of activation... do you activate Raspy first or Snow Storm? If you lose the initiative flip for turn two is it okay? Do you manoeuvre in such a way at the end of turn 1 that you can afford to lose the initiative flip for turn 2? Rasputina in various ways is more sensitive to this as she is one of the masters that tend to get out-activated, is almost useless in melee but utterly devastating with range attacks. Her damage output is unquestionably great. However, she lacks any defensive skills (counterspell, hard to hit, hard to wound, slow to die etc) to protect her when she gets into melee... she totally relies on her crew to protect her and many times, the Silent One.
  23. I know. =) I should have mentioned that they are there to swap around as excess to the main crew. Apologies if I confused anybody! xD
  24. I am done with a system when the owners of it obviously do not know what they are doing with it. Or at least have successfully engineered ways to reduce the accessibility of the system to more people (and hence have a bigger community pool, and not just a select type to pick up the system) all in the name of profits (or very poor corporate decisions that only benefits shareholders to keep them happy) Excessively high entry requirements will also push me away. The whole reason why I picked up Malifaux was because the start up was so simple and quick. That is the other reason why the players can pick up other factions so easily. Low cost and easy start up. When Malifaux starts being a 20 - 30 minimum model game, I am out. When Malifaux start up costs spiral upwards to $300 for a new crew, I am out. When Malifaux start selling $65 models that are an absolute requirement to use in tournament level crews... I am out. The threshold for people leaving systems is not very high but if you are a user (or a veteran) of many systems you would know that eventually, every system / developer will go down one of the few roads that other developers have taken and there will be an exodus of players because of that. There are many ways for Wyrd to expand their product range without it being solely all about miniatures... I do think (for what its worth) that to diversify their product range so that they can make profits to their IP outside of their miniature range will put less stress on their system and allow it to be less bloated in future. It is all about starting early really...
  25. You only need 1 Arachnid swarm. It can be the big one or small one... primarily because Raspy needs the EoP, Silent One and another supporting crew member (Snow Storm, Gamins, Desperate Mercs, Convict Gunslinger) and which-ever points left-over you add in them Arachnids.... The best is to start your first activation with 3 smaller Arachnids and combine them later but do bear in mind they synergize less to Raspy then with Ramos (which might be the master you want to explore instead, later)
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