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Lewkas

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Everything posted by Lewkas

  1. Lewkas

    Rude Awakening

    Love the Zombie popping out of the grave.
  2. Lewkas

    Ama No Zako

    The snow is awesome
  3. To celebrate the start of the Book 3 open beta, we will be running a 6 week campaign at Ace Comics and Games in Annerley. It will be held every Wednesday night starting on the 4th February at 6pm and will continue weekly finishing up on the 11th March. This will NOT be a competitive event and you are welcome to join in on any Wednesday night you can make it along. I will have Campaign Arsenal Sheets available on the night and the weekly open beta updates can be downloaded from here - http://wyrd-games.net/community/forum/269-m2e-wave-3-beta/ Since this is open beta we do hope to provide feedback and thoughts on the campaign rules along with the new models so feel free to post these in the appropriate place on the Wyrd boards otherwise let me know your thoughts on the night and I will get them posted up. You are also welcome to play using any of the new models in the open beta, just make sure you are bringing along the latest rules each week. Hope to see you there. When: Every Wednesday night starting on the 4th February and finishing on the 11th March. 6pm to 10pm Where: Ace Comics and Games, Shop 18 Annerley Arcade, 478 Ipswich Road, Annerley What: http://wyrd-games.net/community/forum/269-m2e-wave-3-beta/
  4. Buy some 1st edition metal hoar cats which look like kittens and put 1 big one and a couple of small ones to a 40mm base.
  5. I have a list with Snow Storm, Ice Golem and Metal Gamin. Ice Golem throws Metal Gamin up the board and walks, Snow Storm moves up and pulls Ice Golem into base contact, Metal Gamin gives protection of Metal and Raspy/wendigo get some Ice Pillars up if they need protection. You now have a df6 Ice Golem and Snow Storm generally 12" up the board ready to rip face on turn 2. Has backfired a few times buy can also be devastating. I used to primarily play the fluffy crews as well but as my collection got bigger I started to venture out more. I find that fluffy crews perform well but you will be more competitive when you are open to venturing outside of them, especially when you start to look at mercenarys.
  6. Personally I would look at getting Marcus as your next master. He is really versatile and between him and Raspy you should be able to do most strat/scheme combinations really well. I play alot of Raspy and there isn't alot of "fluffy" crossover between masters but there are definitely models from each mast that can bring something to the table. Don't be afraid to look into using Mercenary's as well, I recently added Ama Na Zako to my Raspy crew and she slotted in nicely.
  7. Just be careful with this as the can't be placed within an inch of other models and markers which also means you can't place 4 side by side. Each set of 2 needs to be an inch apart.
  8. Kaeris with Firestarter/Rail Golem combo
  9. Stop ruining all the rules I'm trying to break!
  10. This might be a stupid question but if I have a couple of Malifaux Raptors and when I do Take to the Sky which is a 2 ap to bury can a second raptor within 6" then activate? In a game last night we decided that they couldn't as they would be buried when the activation ends and are therefore off the board. Just wanted to be sure. Thanks
  11. Ok so here is the list I think I will run with. I gave it a test run last night and it seems to work really well. I have another 2 Metal Gamin and some spiders for summoning along with an Arcane Effigy on the way for condition removal. Arcanists Crew - 40 - Dustup Kaeris -- 4 Pool +Arcane Reservoir [2] +Grab and Drop [1] Malifaux Child [3] Mechanical Rider [12] Metal Gamin [4] Rail Golem [11] The Firestarter [7] At the end of turn 1 I had claimed 2 Squatters markers and drop 4 scheme markers. I think LitS and Protect Territory are basically givens with this crew although it wasn't an entirely accurate test of the crew as I was playing a 3 way game against Hamelin and Mei Feng which ended up being a little one sided. One question I did have is when the Rail Golem activates and get Wings of Fire. Does he remove his unused burning at the end of the turn or does the ability on his card still prevent this from happening? My thoughts would be that his card is the more specific ability and would override the Wings of Fire burning removal. Thoughts?
  12. Hey guys I'm trying to put a 40SS fixed list together for a tournament I'm going to in a few weeks. I have a few ideas for the crew and I thought I would run them past you all. Strategies are Reconoiter, Stake a Claim and Reckoning. Schemes will be randomly generated during the event. The base for the crew will be the following models - Kaeris - Grab and Drop, Born of Fire The Firestarter Mech Rider I have been trying to think of ways to make use of the Wings of Fire ability and I came up with the following - Firestarter or Kaeris does Ignition/Flaming Halo on a Gun Smith who drops a Ram to get fast. The same thing then happens to the Eternal Flame. Both of these models will start within 6 of Kaeris and can now fly and drop a scheme marker at the end of the activation. Move both models onto the centre line to drop 2 markers for LitS. This will depend on cover available etc. I could use this to get a jump on LitS or setup to fake out the opponent. I could then move Kaeris up so she is within 6 and repeat the process on turn 2 to get the models out of harms way. This is obviously very situational but given the fixed list restriction I figure anyway to get extra scheme markers is a good thing. I have also considered taking Willie and that way I can explode the scheme markers to do damage. The Mech Rider is basically going to sit back for 3 turns summoning reinforcements before getting into the action or being used for Bodyguard. Having the Firestarter's reckless ability is awesome given that he has flight as well. One question I do have is can a model still be affected by Wings of Fire if they already have flight ie. Malifaux Raptor? I understand they can't get flight twice but if they start with burning can they still remove it at the end of the activation and drop a scheme marker? My understanding is also that despite being Insignificant the Wings of Fire ability still allows them to drop scheme markers? The other questions I have are - 1. Grab and Drop. Rulebook states that you don't take falling damage unless it is over 2" (from memory). Does that mean that if I exceed my opponent's total by 3 they only take 1 wound or would they take 3? If I only win by 1 or 2 do they not take damage at all and the reposition still occurs? This is the way I have been playing it but wanted to make sure. 2. Stoke the Flames Trigger. With the built-in Tome does this give a minimum of 2 burning and up to 4 if I flip or cheat in a Tome and use a soulstone? This is how it reads to me but again just want to be sure. Anyway I have 3 lists below so let me know what you think. Sorry to hijack your thread MythicFox but figured you would welcome the extra discussion Arcanists Crew - 40 - Dustup List 1 Kaeris -- 7 Pool +Born of Fire [2] +Grab and Drop [1] Eternal Flame [2] Gunsmith [7] Mechanical Rider [12] The Firestarter [7] Willie [6] Arcanists Crew - 40 - Dustup List 2 Kaeris -- 7 Pool +Born of Fire [2] +Grab and Drop [1] Mechanical Rider [12] Rail Worker [5] Steam Arachnid [4] The Firestarter [7] Willie [6] Arcanists Crew - 40 - Dustup List 3 Kaeris -- 6 Pool +Arcane Reservoir [2] +Born of Fire [2] +Grab and Drop [1] December Acolyte [7] Gunsmith [7] Mechanical Rider [12] The Firestarter [7]
  13. You can't actually put 4 pillars side by side as each set of 2 needs to be at least 1 inch away from other markers or models. This includes the existing ice pillars as well as scheme markers.
  14. People seem to be forgetting that the summoned models have to take 2 wounds that is not reducible. On a 4 SS construct this is half of it's wounds straight away so to say your getting 12SS worth of summoned models with the Mech Rider is perhaps a little bit unrealistic. I used it against Lucius to summon Fire Gamin which I then used to tie up the Guild Riflemen. While this was effective and I won the game I did find myself holding mech rider back for 2 turns and I can guarantee you that my opponent wouldn't let me do that again. There are plenty of models in malifaux that will destroy you the first time you come up against them but once you work out a counter everything balances out again.
  15. What are you after, cruiser or a sport bike?
  16. No immediately takes place first cancelling out the second attack.
  17. That is so nice. Makes me wish I bought the crew
  18. I think it is awesome that Huggy is a Henchman. I'm also interested to see the bury mechanic that is used to bring Huggy back now as mentioned in the Malifools podcast.
  19. So if Huggy is now a henchman then what is listed as Lynch's totem?
  20. Probably wouldn't be a great idea in games against Tara
  21. I actually like her new sculpt. The only one I probably don't like is the original.
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