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Sybaris

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Everything posted by Sybaris

  1. Slightly off topic but speaking of Nightmare Chompy, how much is the miniature worth nowadays? Considering i very rarely play that crew, i was curious if it was any valuable still.
  2. Sybaris

    15ss

    Barbaros (leader) Cache 3 Nekima (13ss) Tot (4ss) Alp (3ss) Would this work? this format would be all "lolz" in terms of balance, but still fun and fast.
  3. I use Nekima as leader, as often as i can for personal fluff reasons (a master is a more efficient use of the free slot), but in games where i need to get master instead...i'd say Lilith with a grunt, though i am experimentating with Zoraida. I do have Pandora and the dreamer models...will see how fun they are once i get the time to test them.
  4. Heh, agreed i don't think 20ss can be balanced from a competitive point of view. It's a good way to learn the game though, and have a Malifaux fix when you don't have time for a normal game. Nekima with no soulstones is relatively easy to fend off in my opinion, in fact even in 50ss games you have to keep a part of your cache for her defense and to induce some reliability in her critically important attacks (she has no anywhere). If prevented from keeping ss for cache, this also means you (as the player) have absolutely no way to affect the random flow of the game (initiative flips, control card drawing), it's too big of a tactical cost imho, and that has nothing to do with the 13 value of henchmen. It's probably cool for 3-5 cache henchmen, but for a 0 one... Again Nekima proves to be at the extreme end of balancing efforts. Using birthright on a henchmen leader may be the only use of the trigger i could foresee, actually. I never could manage to see a point in killing one's master at all (we know that's intended in design, sadly), but...Melee master+4 healed wounds may be worth it on some occasion on a henchmen, and so cool to watch. As a side note the additional melee AP gained takes a while to pay off, as you need to use some to kill the leader first.
  5. Wow, for some reason i didn't think that applied to hardcore mode. Thanks!
  6. Does this actually work? I sadly don't have my books/cards here, but i thought the weaver was 8ss (which would mean 21ss total with nekima).
  7. I too am looking forward to make a swamp list (since a long while actually). Gator+Silurid+waldegeist certainly seems like a good mix to me. Then Bad Juju or McTavish for more muscle and gupps as shenanigan fillers.
  8. Yeah i guess if you build for growth it can probably work, i forgot to state that my lists aren't focused on it so...it's probably logical that it doesn't happen often.
  9. A mature with retribution's eye is a better offensive fighter than Nekima without soulstones imho. That's something to consider when building a crew. Growth never worked for me in M2E somehow, and the 2ss required for the true mother means i can rarely afford it. She becomes a 15ss model + whatever other upgrade you pick, and then requires at least 2-3 soulstones in the game to perform and stay alive. It feels too expensive for me. I tend to pick minimum upgrades, and use her as a fighter and not bother with growth.
  10. Well, if there are any henchmen she can be paired with, she sure will do well. I wouldn't trust her with 0ss though, especially since other henchmen get 20ss of models + their cache.
  11. How many ss do you have in that mode?
  12. To the guys above, what do you refer to as "hardcore"? @Razhem: that's also how i feel, a pretty good model overall, but not easy to use given the cost/survivability ratio.
  13. So it's been a few weeks since the rules were published in their final versions, and i was wondering how she is doing with the new book for the rest of Neverborn players.. I keep reading on Teddy, Graves and the like, but nothing about Nekima, so here's a thead on it. What master do you use her with? What upgrades do you pick? She's obviously not going to be mentionned in the top 5 pick thread, so how does she perform for you?
  14. I use it to buff Nekima, i don't concentrate on growing anything at all myself...but then again i do have tots almost all the time, so the shaman's abilities aren't wasted for me.
  15. Very nice indeed...i find her way more fitting with the rest of the crew that way. back to upgrades: I'm looking at this for my Nephilims. Wings of darkness for Lilith Mimic's blessing for Nekima Retribution's eye for a Mature
  16. add some austringers, while at it.
  17. I rarely take totems, except when Zoraida brings in a Voodoo Doll. It's not that they aren't effective, really...but i try to bring as many models as possible (that can fight or interact), given Nephilims die so quickly when focused, that extra model i can squeeze in may be all i need to complete a scheme or score on strategy. At least it's how it see it, i don't go heavy on upgrades either, for the same reason.
  18. To be honest, i don't focus on growth even though i play with Nephilim very frequently (themed crews). Grow requires alot of energy to get going and it comes at the cost of tactical flexibility, plus growing tots into youngs isn't always the best course of action when it comes to scoring vp, even if you technically get more muscle in the process. Growing a Young is so difficult that the opportunity rarely comes up at all (at least in my games). The core of my crew consists of 3 Tots, a Mature and Nekima. The rest varies as i feel, either Youngs or Waldegeist...or some wild card model that i fancy at the time.
  19. OP? few and far between if any. Annoyingly good? yes quite a few...but the specific miscreants depend on what faction/master/crew you play. Say, if i face Austringers...i know my nephilims are in deep trouble right there, but it won't be necessarily the case for another crew. Given the diversity of the game, imho it's pretty well balanced.
  20. Depends completely on your crowd of players. Some circles (and individuals) have a lot of difficulty with their own character's death. They see it as failure, so it's your job to make it seem like it was worht it. Something i don't agree with is that all episodes must end with players feeling victorious...that's weird to me. Victory must be a goal, an long or short term achievement, but players must feel challenged, involved and first and foremost: have a great time doing it. Failure is part of malifaux, but fated are somewhat told "you will do something before you go". That said, remember that the Fate lines are a guide line, so while they may be important for a character, you don't need to center every adventure they do around it...plus the way they can be interpreted is so wide that you can almost always find a connection. Sometimes there has been a few NPCs that have interacted with the crew that could be interesting to bring in as player characters (that entertainer they met in the saloon, or the mercenary that offered to work for them earlier)...you can offer the player who's character has died to take on the role of one them if any are suitable. This would allow you to continue the story, a bit like a book sometimes changes the "point of view" from a character to another. If this is a route you and your players consider fun, make sure to introduce some potential character back ups subtly during the story as they go around. Hell it could even be a rival who also ends up in need of help after some event...making them potential allies. Other players want to start over, prefering to create their own concept. Then it's a matter of connecting that character with the crew. There has to be sufficient credibility for the other characters to want to bring it along. A brother or sister (be it real or a neverborn) can come around, an old friend, or simply someone in the same trade or working toward the same goal (and having heard of the other characters). There are a few "authorities" who can enforce characters to get together, but if you go that road you must use enough finesse in order to make sure the players don't feel shoehorned into it. Lastly, death is part of malifaux, it's the tragic end of a good portion of people who go "drama" around the city. Fated characters have something special about them and the way death is treated in the system makes sure they have a shot at doing something fun (be it good or bad). I've also agreed in past circles that if everyone falls unconscious, their fate is in the hands of the weaver...and that often means death depending on what happened. I'd tend to keep my players on edge, too, as i want Malifaux to look like the scariest haunted house anyone could imagine...with a little bit of insane hope and faded majesty about it.
  21. Agreed with Starweaver above, The "real" issue is that you can compare Ttb miniatures between themselves, and the multi-pose male sprues are clearly shorter than their female counterpart. As a rather good modeller, i'll see if i can't solve the leg issue with a knife and putty, but assembling the females as they are atm does produce some pretty weird looking people
  22. My favorite setting for sci-fi was Mutant Chronicles (Warzone 1st ed. on the tabletop) back in the 90ies. A gritty, over-the-top world, but the scale was great (solar system exploration), and if it had good players around the table it could be balanced and provide great moments. At a point it was a popular alternative to 40k around here (and i am sure around europe as well). But then it collapsed as the competitive scene couldn't hold together due to balance issues plaguing the system...and it faded into the void. Few probably even remember it nowadays. Army style game? Not really interested anymore. Also, I'd be curious at the amount of energy needed to push that kind of game, considering the cost for the company and players. Imho, Malifaux is an excellent flagship...but at that point would the focus be aimed toward that game (by necessity due to investment)?
  23. Well this is unfortunate, as they say. I was indeed looking forward to use those models in malifaux (scenery or just proxy models like guild guards / desperate mercs and stuff). It's a business decision by Wyrd; it'd cost them too much to re-send that many boxes for free. Given i don't have enough people around to play TTB, one of the biggest reason to back the project was the miniatures, but that's a personal issue i have. However, it will lower their sales of said FMTM sprues because of the scale issue as people are made aware of the fact they do not fit with Malifaux miniatures, so i doubt it'll forever remain out of scale. Lastly, if released as such and kept available, there should be a sticker on the package stating they are 33 or so mm in scale, otherwise people may be confused and buy this without proper information.
  24. The most annoyed people about these typos are probably Wyrd themselves. I do believe there will be errata'ed cards at a point in the future, possibly for the retail release of the models. At least the typos are acknowledged and already errata'ed officially, so now it's just a matter of showing people the forum thread to solve any ambiguity. Overall the arsenal packs and books will still be 99% useable, so i don't think it's a bad purchase on my part.
  25. What other new changes were spotted? (not necessarily typos, but changes)
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