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Mantis840

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Everything posted by Mantis840

  1. Just an FYI for the guild selection, you picked the 2 hardest ones to effectively master, now i'm not saying they aren't as good or better then the other two( mainly cuz I don't wanna start an opinion thread) but Lady Justice and Ortegas are easier to learn on as both crews are real straight forward from beginning up thru advance tactics.
  2. For guild i think: Lady Justice= that real top heavy chick from madmen Hoffman= Patrick stewart( cmon take off the arms and put hoffman in star trek its like a mirror lol) Perdita= even though i dont care for the actress, use a sun tanned Megan Fox( she will give the younger look from reading perditas fluff.... or go the complete opposite way and keep her from sunlight for 6 months and have her be Rasputina K for other factions: For some reason I keep seeing Charlize Theron as Colette Have Saemus be the guy that was Hyde from League of Extrodianary Gentlemen( again same body make up) Maybe bring back Lucy Lawless as Lilith and finally Terry Crews as Marcus
  3. I think the hunter is a bit pricey and would be better averaged at 5ss( personal opinion) i've found some excellent uses for him in my Justice crew. 1. 50mm base is nice to hide smaller models behind to get their shooters out of position or at least waste it on the hunter. 2.Los shadowing a model that moves alot allows the hunter to get into nice field position and tie up other models allowing justice to charge in after. 3.Ambush helps out immensley when combined with flurry after getting engaged and immune to influence helps with those pesky WP duels.( just wish it had a crit trigger like alot of other guild) Summary: It wont be a stand alone game winner, but its ability to block and tie up is great, useing it as a cannon fodder model can do wonders allowing models like Justice, Nino, and Samael just enough time to get into position to unless their devastating attacks
  4. I just Played against a VS list for this weeks local league and happy to say that even though Justice died( ya can only take so much punishment when charging into 4 models i guess lol) i'm proud to say at the end of the game he had a lone trapper retreated in the back corner being ran down by a hunter, 2 austringers, and the last hound that was left lol
  5. basically lucius has a 0 spell with an 18" range that can push a model from the deployment zone to 4" of him, he has a WK 5 so normally hes moved 10" and casts that, now with the student of conflict, it can use an All action to give someone within 3" fast, so you can either add a fast to lucius or Justice( both have WK5 ) and essentially get 5" more out of it..... .... the question i was thinking about is since his reactivate is also a 0 spell, he cant cast both, so I was trying to figure out how to get something like that off so he could bring Justice and then something like a peacekeeper up together. I highly doubt it but maybe there is a cheap neverborn that can instinctual or maybe even a cheap construct that could reactivate others, who knows but i'll post if i find anything.
  6. i got a mini question from this post= is there any way in the game to give lucius an instinctual type ability or something, ive used him a couple times for the bombing runs and was just wondering if theres anyway to get him to pull and allow him to reactivate, so far the only thing even remotely upgraded ive done is bring a student of conflict so Justice can fly 19" instead of 14"
  7. ahk so it was like what i originally posted lol
  8. Hey osoi where on malifaux.com do you find the stat cards from twisting fate and rising powers, from what i've seen there is only the V2 from book 1. I dont see the Exorcist, witchling handler, abuela, or avatars on malifaux.com.
  9. Ok i'ma anwser things in backwards order: you can find pdf's of V2 cards from book 1 for free on internet, for others you either need to find/look in Book 2 n 3, buy just the card, find a friend who has the model n card, or find an illegal torrent to download, the latter is not recommended. For Justice vs. Von Schill i've had quite a bit of experience, Ole Double D is my main master and there's two people in my league who regularly run Von Schill crews so a few pointers are : Smart VS players will run VS as far away from Justice as possible, using jump boots and other "neverborn like" tricks to keep their distance, less experienced ones will put a little distance but then try to fire off a shot. Even if justice takes 10 wounds and then gets into melee, it's most the time still end of the road for VS Focus on the minions, taking out convict gunslingers, specialists, and the rest will most the time leave just the trapper and VS , who are usually across the board from each other After that just make sure your schemes are fulfilled and dont leave weak minions out in the open for the trapper to pop off. Ok now for your first question having a death marshal or two is still nice for there defensive capabilities but I have 3 cheap options to add: 1: Guild hounds= they work exceptionally well in Justice crews, they can gain melee expert and +2 cb potentially from synergy with Justice. 2: Her totem the Scales of Justice= basically use this for two reasons, to discard a card then draw one, and to cast Justice melee expert on the dogs, freeing up Justices AP for better used options( like walking and killing things) 3: For major range support bring in the Austringers, CB7, can hit once a turn up to 18" or twice at 12" and they ignore los and cover= shove them behind the biggest, longest wall you can find and commence bombardment Optional 4: ONLY IF running 2 austringer you could switch out the scales totem for the drill sergent, the difference would be instead of the card change in and melee expert, you can now give both your austringers ranged attack a + flip I don't recommend except for ideal schemes and strategies using a lucius bomb for VS, most the time sure youll be able to fling Justice and her sword right into VS's arms, but Lucius is way to expensive with hardly any Dmg output while away from his guardsmen/special forces theme list The Judge is fine to use, hes the half way point between death marshals and justice. He has less wnds but better defenses then Justice AND one thing i've been doing is if hes near the dogs and I flip a ram for the cast, then both dogs and Judge are getting melee expert. I would recommend staying away from the executioner, buy one to paint if ya want, but he really holds no place in an army that is already a bit on the light side for defenses. Plus him and Judge are sharing the same role. I'd suggest for 1 more SS bringing in Sam Hopkins in place of the executioner, Sam's defenses lie in his use of terrain and he punches high wound and stalwart enemies in the face with his colt .45, hes not the longest range but flaming bullets and free power up vs. CA 6+ opponents is nice, he has arrest like the judge but he also has snare and snare is hilarious when it goes off vs. all those goofy moving enemies. Pulling, linking, and MOST the tricks used for pulling models away will be affected by Snare. I was actually able to snare VS one game which held him up just enough for Justice to get into range and with the help of Onslaught and her melee expert, brought VS down in one AP!! Hope this help somes and have fun!!!
  10. I really hope Wyrd does NOT ever give bonuses for taking certain crew combos like in Warmahorde. If ya wanted to have those bonuses then play the game system that gives them. I personally love the fact that you don't have to have a set list before you come to the table, just announce your faction and play whatever feels right. That's one of the things that makes Malifaux different from other gaming systems, but enough of that. I also wanted to comment on "under powered" and "under used" models. I think this has less to due with the models themselves and moreso to due with the type of gamers that have evolved since the introduction of forums. Now I know everyone will want to jump up right away and say" my list is original ", or " I don't use template lists from forums." But just chill out cause everyone nowadays gets at least a tiny tidbit of info here and there from the forums, otherwise none of us would be on here, but I digress. Point is now everything has to be made for "optimal performance." Sure I'm a guild at heart and those are what I bring when I travel to tournaments, but for casual and local hobby games I decided to make a small Marcus list. I enjoyed the look and painting the ccerberus and prides, the list sucks but is a fun themed list for casual play. Another player who's tourney style is outcasts is working on an awesome "twisted AiWL" list and some about turning one of the canine remains into a demented treashure cat. So get your tourney list sure, and if you have some extra time n money, snag something you think looks cool or has potential. Winning isn't everything.
  11. Check the example on the bottom of page 13 in the RB under buried. If the ability your talking about is like the Dreamer's frightening dream spell, then you can probably unbury it. If thats not the case then there's a part also same page under buried that says " While buried, a model is out of play, but still in the game....." this would suggest any unique/rare restrictions probably would still stand. But just going off RB I have neither the dreamer's or kirai's card in front of me.
  12. Id suggest her totem, a watcher, and some guild hounds. You'll have a degree of "control" for your control hand and the dogs are surprising effective in both objective gathering and fighting( with the boost of 2cb and melee expert)
  13. I really hope they make an official errata one way or the other on this ability. Although the Gov's Proxy is an example of how it could work, ( and i hate going against myself as Lady J is my main master) theres are other examples of why it wouldn't work. The one I found so far is Sonnia Criids innate Advanced Counterspell[b ability which states: When this model or any model within 3” of it is targeted by a spell you may discard 2 Control Cards or 1 book suit Control Card to cancel the spell before the starting casting total is generated. This talent is very similar to Lady J's : It requires an event to happen, it is automatic, and it has no cost and is not a pulse or aura. The way i play Lady J's right now is to not give the inspiring to herself, ( it helps in not completely $$$$$$$$ing off the opponents also lol) so if someone could show a definitive explanation or errata comes out for if, it would be great letting Lady J carve up an army with CB 9 after her first victim heh.
  14. yeah sure some schemes are easier to achieve vs. certain lists but that goes for pretty much everything. If your worried about that scheme id say throw and austringer in and keep it way in the back and peck anyone that gets within 18" . But I still personally think they're offensive potential outweighs their weakness vs the forementioned scheme. But again it's all in your play style heh I found out the hard way earlier tonight when I tried Sonnia Criid for the first time that I can't charge her straight into the heart of the enemy like i usually do Justice lol, oh man that was painful.
  15. If your looking for some fun ranged support for J. Id suggest two models, both are a bit expensive SS and have no real synergy but for blasting a ton of low wound models I occasionally use Ryle and his gatling gun and for punching an opponents master square in the face with lead from a .45 I use Samael Hopkins, that dude doesn't have the longest range but his gun hurts plain and simple, plus he can have some fun with enemy spell casters. Hope this helps
  16. Ive found great synergy with lady J(shes my main master), I've been using 3-4 guild hounds with lady J and the scales of justice totem plus a couple other models in 25ss games and the hounds have been wrecking everything. If your just taking the middle ground you can companion activate lady J , totem, and guild hounds and most the time your giving 3-4 melee experts and once in awhile the +2 CB from J. even without the CB inscrease your usually getting 2 melee attacks per dog after moving 12" and with moderate dmg at 3 your usually dealing 9-12 dmg if you were hitting on half. And if your opponent focuses on them thats even better. Using them as sacrificials so J or judge can get into range will usually leave your opponent saying " Umm Uh Oh". Id say bottom line if your going to run them run 3 minimum and stagger them, that way if one dies you can still carry or hold objectives and get the extra move to get out of or into harms way. Hope this helps
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