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robk

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  • Birthday 01/01/1976

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  1. This is Mario (asian mario) from the doubles tourney, thanks for showing me some tricks with hoffman!

  2. With the changes to the compaion & bury. I'm wondering if this tweaks the hoffman's dampening/companioning with a totem. The bolded section is where I believe it stipulates that models that have companioned have started their activations so dampening wouldn't be in affect during the totem's activation. Just looking for some clarification from a marshall Companion & Bury Ruling: To bury a model during its activation, resolve any effects which occur before the model’s activation would end, then end its activation, and finally remove it from play. This includes models that were activated through a simultaneous activation (Companion, for example) but have not yet spent their AP. Those models are considered to have started their activations, and therefore their activations end immediately when buried.
  3. Well with H2W 2 I don't believe that chompy can kill the dead rider. He'll only have 2AP. Dead rider doesn't need to be on the starting line as he has a 30" reach for the first attack. You do have a 8 card hand so you should have the cards and you can use Levi to stack the deck for the blessings of desolation. In terms of reaching both day dreams, you can move after the mounted combat attack and the 3" reach of the dead rider should help. Although as Lucidicide pointed out, its a 10 pt model with 1 wd right next to dreamer and probably a stichted at the start of turn 2.
  4. After listening to the gamers lounge about the UK masters there was a discussion around levi being an auto-lose vs the dreamer. It got me thinking about what crews/tactics can be used to make the battle a little more even. I'm not a levi player but feel that access at any construct/soulless/undead means he can handle almost anything. What about the following.... Levi, Rusty Alice, Dead Rider, spend the rest of the stones on cheap minions. In terms of deployment you need to place your minions around where levi deploys so chompy won't be able to reach the waif. Rusty Alice gives the dead rider reactivate through Burn out - Need a 8 of any suit Levi gives blessings of desolation to the dead rider - Need a 7 :crowsor :tomes Dead rider does 2 wounds to himself to get fast. Dead rider moves 18" towards dreamer/daydreams With 2nd activation - dead rider uses mounted combat to hit 1 day dream and fast to hit another 1. As long as the dead rider hits the day dreams and doesn't flip the black joker for damage. You now have 2 SPA's standing right next to dreamer. The SPAs can attack any stiched or other day dream standing there. The downside is that the dead rider now has 1 wd. If you get initiative the dead rider now has 4 wounds and can use melee expert/mounted combat to get away. Thoughts?
  5. Something has always bugged me about malifaux... Deployment is probably the single most important flip in the game. Winning it means you get to see exactly where there crew is before even placing a single model. With some crews this can be a significant advantage (Dreamer, etc). What if winning the flip didn't matter as much. I know that going to a model/model deployment like warhammer would take ages but what about a soulstone based 2 drop system. Player 1 has won the flip. 1) Player 1 decides on side and deploys any models of their choosing (Only can deploy a master if the entire crew is deployed) 2) Player 2 deploys models with a sum total soulstone cost equal to or greater than the sum total of the opponents deployed models (Can deploy entire crew if they want) 3) Player 1 now deploys the rest of his crew 4) Player 2 now deploys the rest of his crew Example - Lady Justice vs Seamus Seamus wins the flip Seamus chooses the side and decides to drop two punk zombies which have a sum total of 10 soul stones Lady J decides to drop 3 death marshalls (Sum total of 12 Soul Stones) Seamus drops the rest of his crew Lady J drops the rest of her crew What are peoples thoughts?
  6. If you companion Hoffman with a totem and then cast override edict on a construct. Which model do you activate next? Totem or the other construct?
  7. If you have access to a circular or Chop saw and a home improvement store, you can follow these steps to make a gaming table. Materials needed. 4x4 wood board (Sold at most home improvement stores) .5" trim pieces (Straight pieces, can be molding) Wood Glue (Get a gallon as of the cheapest the store sells) Fine Sand or Crushed Shells (First can be bought at some hardware stores, the second I bought online and its specifically crushed walnut shells and is normally used for sand blasting) Small paint roller Some screws Paint (Maybe .5 gallons) Steps: Cut the board down to size Cut the trim pieces so they fit just under the outside edge of the board Screw these trim pieces to the underside of the board (This will help to stop the board from warping) Do all of the following over a tarp as it will cause a mess Pour wood glue on the top in a thin layer put down a thin layer of the sand or shells Once glue has cured, Paint it with a thick layer of paint and then drybrush it up a layer or two I'm probably going to take pictures and make a really how-to, when I build another one. Probably won't be fore a while.
  8. I've been using hoffman a little bit so I'm no expert with him at all but there are some advantages of the watcher to be used as objective grabs (In strategies where timing doesn't matter). 1. They are Ht 1 and can hide all game 2. Fly and don't need to use a card to go 14" 3. Slow to die helps in a couple of stratgies (e.g. line in sand) On the topic of a list building, I'm not sure that having all constructs is the best way to go with Hoffman. He will only ever be able to assist a certain # of models. Override Edict, Maintain Machines, Machine puppet, etc all have a short range. How many of your models are going to that close together. I'm think that a Warden (When released) and at least 1 watcher are pretty mandatory in any SS crew. I'm not sure that a peacekeeper is worth it in a 25 crew. If you include the 9 point behemoth, it means a maximum of 6 models which means: you'll struggle out activating your opponent and then throwing hoffman in somebody's face for the beatdown. "DON'T HASSLE THE HOFF":hoffman
  9. Unfortunately no conflict for me this year. My wife is due on Jan 19th so 0% chance. I am going to Adepticon to get thoughly drunk, though.
  10. Hey Eric, I assume that's you from the forum name.. It's Rob Kopp from the warmongers.. Good to see you have gotten bitten by the malifaux bug. It is an awesome game that has many levels. I agree with everything that has been said before. The 4 pt guild models are all effective in their own way. I usually take at least 1 marshall and 1 stalker in every game I play. The Austringers are good for hitting things behind cover but I'm not sure that taking 2 is effective. The only piece of advice I can give on crew selection is to build your crew for the mission as some of them require alot of movement which the guild does lack.
  11. Had a conversation with a local vicky player who said that vicky will die from just the alp's giving her slow? As I understand it, 1. Dreamer drops off X Alps within 3" to model A 2. Model A activates and takes a single WP->12 duel at a minus (X-1) 3. If failed model A becomes slow and takes X Wds Is this wrong? Initially I thought you took a wp-> 12 test per alp but smoother is worded so it's only 1 test.
  12. Was skimming through some Killjoy threads and it occured to me that the watcher might be a perfect delivery for him. Has anyone used a watcher to drop killjoy on the enemy? If so what were the results and any tips other than keeping the watcher out of LOS until you want killjoy on the table.
  13. I had a thought on triggers that allowed an additional action to happen(Melee/range strike spell). Not sure if this has been brought up before. What about stipulating that any action gained through a trigger cannot activate any triggers? Basically means even if you have a god hand you will only get 1 extra action out of each AP (Which is still pretty good). Nino can only shoot 4 times at 2 different models in one activation Lilitu can only cast lure 6 times at 3 different models Chompy can only have 6 attacks at 3 different models in one activation Don't know all the other models with similar triggers. Thoughts?
  14. Not sure why there is no talk of hoffman as an anti-neverborn master. (Assuming you have a few guild masters). If they chose Zoraida, you build your crew with all constructs and she can't obey any of them (Except Hoffman before he activates ... Good luck) If they chose Pandora you can chose a mix of long range and close range folks. (Never played against her so don't know) If they chose Dreamer - You can take a whole bunch of watchers and a couple of beat sticks and have a decent chance of completing your schemes. If they chose Lilith your in a bit of a pickle unless his nelphilim are bunched up and your last 2 activations is peacekeeper/warden to move up 15" carrying hoffman and then you do 3 blasts to kill them.
  15. Not sure if this works but can override edict be cast on hoffman. Other spells do state target or caster but those mainly go to healing flips. Assuming that you use one (0) for fast then this would give you one more AP. Assuming you have a 10 :masks in your hand.
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