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Sklertic

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Posts posted by Sklertic

  1. Americans and their guns. Real men fight with Gang Weapons.

     

    One Sue gets one activation. Two Wastrels often get three activations, and many more opportunities to say their abilities.

     

    And then he just strolled away...

    It was a reference to a well known Johnny Cash song....and I am not American.

     

    Sue gives you the opportunity to play some Johnny Cash while playing, hum the abilities and being badass.

     

    I still stand by, that on a purely easter egg kind of way, Sue blows any number of Wastrels you want on the table out of the water.

     

    If you want to talk about abilities purely for their name, the Gremlin faction is where it's at ;)

    • Like 3
  2. I absolutely agree with most of what you said. Malifaux is an incredible game, but it can be hard to shanghai new players, due to the fluctuating demands of the different masters/factions, so a bit of babysitting is required. And as an incredible slow painter; more minis would be bad :D

     

    But to keep it on topic: Let's see what happens, and hope we get some new information sooner than usual, or the theories will run rampant! :)

  3. I'm looking forward to more information on this new game, but I worry, that Wyrd will go the same way as Privateer Press and change their game from a sweet skirmish game to the monster it is today. Higher entry fees will scare off new gamers.

     

    But as I said, I'm reserving judgement.

  4. The game is balanced around 50ss games, so try that.

     

    If that fails, try switching crews. Alternatively get him either Pandora or Sonnia boxes, as they are easier to play well (in my experience).

     

    If that fails, then you should find another regular opponent, not everyone has the stomach for Malifaux.

  5. Someone said that 3/3/6 isn't a great damage track. Having a high minimum dmg and it being the same as your moderate is pretty great in my book.

     

    As for the "just bring armor ignore" argument, it's not something you can rely on, unless your key models does it, like the viks or every neverborn enforcer. In our games he usually dictate movement in the side of the table he's placed in (kinda like overwatch), and if he has the mobile toolkit as well, then he can really put out the hurt. He takes a lot of ressources to bring down and prompts a lot of stress on the other side of the table.

     

    He's really good.

  6. Outcasts are very independent in their compositions, which is both a weakness and a strength as the incentive to get ALL the models is low.

    Resser likes to summon and flood the opponent in models. They have an average statline though, so many of the models die fast too.

    Gremlins I have no experience with, but they look like their trick is to do high dmg while being weak themselves.

    Ten Thunders have great minions and good stats, but have low synergy compared to other factions.

     

     

    These are just my 2 cents, not the holy bible of faction knowledge. If I were you, I would just buy the crew that looks cool to you, and then worry about the rest at a later date. Best way to get started imo.

  7. Viktorias is a good compliment to the Misaki box, and Ramos compliments Marcus pretty well. Those are the crews I would recommend, if you want to expand your existing crews/factions while adding ones that are playable from the box, considering what you already have.

     

    Turbo edit: Our games usually take around 2 - 2½hrs at the 50ss range.

  8. Jack Daw is the Pandora of 2.0

     

    Trust me, he will make you feel like Warmachine was the better choice, instead of buying that first crew box those years ago ;)

     

    I remember someone on the old forums, when he tried to explain the feeling of playing against her like "being caught under a couch, that is on fire".

    • Like 1
  9. My go to mercenaries for Guild crews are the Freikorps Specialist for Sonnia and Sue for them all.

     

    The Specialist, though a little expensive, can really help spread the burning around, and he works great against slows and paralyze as well.

     

    Sue is a really great anti-caster enforcer, while also being able to do some great dmg, give cards and help with scheme markers.

     

    I often meet Leveticus, Lynch and Seamus, so I need all the anti spellcasting I can get my hands on :D

  10. Ml 6 and a high card pretty much guarantees a hit on 9/10 models. It's really easy to get through.

     

    The prevention only works on a master/henchman model, not your high value enforcers. And sure, it can potentially be costly for the Sybelle player to get it through on your opponents master, but it's almost always more costly for the defending player.

     

    The Seamus player I usually play against use 3 Belles, Seamus and her to devastating effect. Add in a couple of Hanged and your will to live is almost non-existant :D

     

    Edit: And to echo Jonahmauls sentiment, in a Seamus crew, the soulstones arent really that needed anyway.

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