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HoboDevil

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  • Birthday 08/21/1987

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  1. Howdy. I have a fair pile of spare Malifaux minis I'd like to trade for some X-wing stuff if possible. I have a complete metal Lady J box with the alt model. Her avatar, though the crow is missing the beak. An extra Teddy. Two pretty well painted Hanged. I have a 25th anniversary mario DSi XL and blue cuddle case that I'd trade. Seamus crew box M2E CARDS ONLY. Lady Justice, Scales of Justice, Judge M2E CARDS ONLY. **For a really sweet deal I have an M2E rule book I'd let go!** Looking for: Essentially anything X-Wing.
  2. For me it's a moral victory. Every game I've played with my Belles I had to plot meticulously to get off their pounces in pairs or more because the opponent just didn't put them where I wanted. It may be because I am a friggin tard, but still! Can't wait for my next game when I get to finally be the one to point and declare a hearty "Hah!"!
  3. Yeah, reading the card it's the most obvious thing in the world...I don't know why I assumed that the opponent got to choose, but my playgroup all went along with it! (Including my Henchman. That cur! Haha.) but he froths at the mouth regarding my Belles so I can't blame him... So much glee now!
  4. I think your questions were answered pretty soundly in your other thread, Drix, but you've actually inspired a question in me! Who controls the movement? If I lure Enemy Model X, does the opponent (owner) move the piece or do I? I've been playing it that the enemy gets to move their model so long as it gets closer. If not...Glee! So much of it. So much Glee that you guys can have some of my spare Gleefulness. (Note, it might just be garbage I found.)
  5. Yeah, the Belles provide an awkward psychological effect on the game I think. Most people are very concerned about getting lured to a point of playing too defensively and trying to avoid them. And we all know the Belles are just too darn purdy to avoid! (18 inches of pure friggin' beauty!)
  6. That is very true, letting the Beast and Wretches sit with low defense can be extremely risky. The answer isn't necessarily to throw your cards away either though. 4ss models tend to be considered pretty expendable, so look at it this way: If your opponent spends their activations to try and take advantage of their lower defense then they are ignoring your more threatening models. Just be a little more careful with NB early on. Especially if you can push out a couple slows on key models (Which you may cheat up and raise their def a bit anywhoo! Haha...) then they become absolute tanks. In fact, you can use it to your advantage even. Use the low def Wretches to tempt your opponent while you do more important things. Just remember that the wretches and even the NB are, although extremely powerful and useful for Tara, she doesn't necessarily require them to be alive at the end of the game. Tara is a friggin' puzzle box. Everything about her and her crew is so twisted and unique that it's blown all our minds. I absolutely love that!
  7. I more or less agree, Fetid. I think the big reason I kind of disagree is that I've been trying to force in as much variety as possible lately rather than fielding the same WP onslaught every game. This is more of a question than a critique though, but an issue I see with a potential to pop up. If you field a crew dedicated specifically to WP shenanigans then what's the most efficient way to counter the counter? I remember trying a terror list and my opponent played Rasputina and pretty much just giggled and slapped me around for a while. (My 2 hanged would have been more useful in a spelling bee that game.) Also...I like his new heal 2 when an enemy fails WP more than the old heal 2 when something dies. I've healed 6+ a turn with the new ability. Never did that with the old form. Sidenote: Every single player I've played against where I've had a Belle use Lure on something already in base contact just to heal 2 on Seamus has almost flipped the table.
  8. Nice blog-a-majig. Very pleasant to read. Especially since I have had 0 games with or against Tara. I come from a very similar CCG history as you and your friend so it was nice to see someone voice the same concern I kind of thought about too. Again, I have absolutely no experience with Tara so I'm hardly "one to talk" but I see her as kind of a "combo deck" where instead of squandering her resources she simply has to dump them at a critical moment to push for the win. (Okay, I lied. I just remembered I played a beta game with a friend.) In the game I played against Tara, my opponent was very very concerned with making all of my dudes fast so he could penalize them and get the bonuses for himself out of the deal. Most of the time I was much happier to get Fast than I was sad to take a little more damage. In Malifaux there are 2 resources similar to the hand of a CCG. 1) The hand. Duh. 2) Action Points. I see a lot of Tara's power hiding away in her crew's ability to make the entire opposing team slow in the first few turns while Tara "gets stuff done" then on the last turn or two spamming fast on your one guy and her entire crew to finish off with a true bang. I see Tara as arguably the most complicated master to learn to use effectively and your blog post has pushed me over the edge to wanting to really play her...Thanks! (Though now I have to open the box...)
  9. I use the bag and sinister reputation about as often myself. If I want to go for the melee/attrition route with unnerving aura I go with the bag. Or if the opponent has a lot of ranged guys. As odd as that sounds. If the opponent has a ranged powerhouse I use back alley and whatnot to engage with it in melee asap. Edit: My playgroup builds teams before anything else. We know better, but we never do it the proper way haha.
  10. Played a game last night using melee Seamus, Mortimer and Sybelle. All of which had Unnerving Aura. That makes for an extremely fun little "trick". It feels nice to get 4-6 damage in on something just for keeping it in the pain-circle. Not sure if it's as awesome as it is fun, but I definitely think it fits well for the more killy strategies or things like Turf War where stuff wants to be pretty close together. Also Mortimer was ridiculously good accidentally. Opponent took Deliver a Message and I just kept Ol' Morty close. (He ended up wearing Seamus's hat, to be safe!)
  11. I use Sybelle a little more offensively myself. Granted, she really does make the Belles shine all the brighter. I usually take her with her bleeder lash upgrade and Unnerving Aura and send her straight into melee with a couple belles to keep stuff close. I love that she can get the comply trigger in melee, especially being able to burn for the mask. (Or crow if you want to try and dead something.) I've been wanting to play around not using her, but she is just so crazy good at everything I want her to be good at. On that, has anyone else really tried unnerving aura out? It's easily one of my favorite Resser upgrades. Especially on melee Seamus and Sybelle. I've killed a lot of models by just standing there and smiling. Edit: There is something magical about an opponent's face when you use Sybelle and the comply trigger to beat a Belle into Luring something closer haha.
  12. Not too sure how to check, honestly. I checked the index and neither of those names showed up. There is a gnarly bit of artwork on the back of a creepy grasshopper-cthulu-thingy coming out of a chalice but I doubt that's it haha.
  13. There is probably more, and I know there is more if you count dragon magazines. These are just what I grabbed that was obvious: Role Aids: Undead Oriental Adventures Dragonlance Adventures Fiend Folio Deities and Demigods (This one has a few bent pages, no tears or anything.) The complete fighter's handbook. Wilderness Survival Guide Manual of the Planes Night of the Vampyre (This is one of the audio adventures.) Dungeon Master's Guide
  14. If there is any interest I will be happy to provide a much more detailed list than this: I have a giant ass box of DnD books, all in really good shape. They range from TSR days of the 80's and range up to 3.5 edition. I have expansion books, magazines, etc. Even an old CD audio adventure! Haha. (Got them at a yard sale for less money than the gas to get there.) Now, I don't really know their values or anything but I'd trade them for just about anything. Malifaux stuff preferred though! Stuff I want: Transmortis (Really just want the models and cards, but hey. All works too!) Ashigaru Yan Lo Stat cards, Mcabe stat cards. Lady Justice M2 box (Long shot, but hey.) Dead justice box set. MissPack Pretty much anything really. Pretty much anything, like I said. Heck, throw pokemon video games or paypal moneys at me! I'll entertain literally any offer. Thanks!
  15. Howdy. I'm just curious about how you guys have been playing with/against Seamus now that we have pretty cards and book and such! Seamus is pretty much the only M2 master I've really played, admittedly. Though McMourning and Tara keep tickling my brainbox. I've played him pretty exclusively ranged through the staggering majority of my games. Using Belles to position stuff, Sybelle to wail on stuff and me purdy and mostly Hanged/nurses otherwise. First sub-question! How do you guys feel about nurses? I love them, but they make my brain ooze out my ears if I try to actually ponder their at-the-moment-tricks. So I pretty much use them to spam paralyze. So how do you guys like your Seamus served? Melee, ranged? Fistfulls of Belles or one lone lurer?!
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