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Ryin

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Everything posted by Ryin

  1. Bayou Bash sounds like the best game ever. I didn't even have to hear anything past racing and gremlins.
  2. A Lazarus that doesn't look like it walks with a load in its pants? Actually, he looks even better. He looks badass for sure. Definitely want.
  3. I THINK the official proxy for Dashel is the drill sergeant. Fat sergeant is just fat. He's still a sergeant. At least, that's how I play it and I have the metal box. Also, the plastic box does get you the totem as well as the new Lucius.
  4. I believe he's the guy that built the experimental airship that Zipp stole.
  5. I'd say you would probably get the most satisfaction out of Lady Justice. There's not much better than having an Emissary charge something with Lady J's sword then have Justice pop out with her own activation and already up the field.
  6. I looooove Phiona. She's so good and makes everyone angry. I've been trying to squeeze her into other lists too, though she's best with Nellie. For someone who really is just a beat stick, she's surprisingly versatile. I like to bring Hanna and a performer with me when I play Nellie.
  7. Here's some pics of them, just to let you guys know. They require a lil bit of work, but I think they are going to turn out great. http://m.imgur.com/quEp67U http://m.imgur.com/ZC1TGKX sorry it's just top down view, but there's at least an idea.
  8. Lucius is hard to win with even for seasoned veterans. I have been using him since 1.5 and I still regularly get my butt kicked with him. (I'm so glad Lucius is a master now, but oh how I miss Lucius/Lucas) Just because favors using minions, doesn't mean that he ONLY uses minions. I think almost ANY crew would lose if it was just a master and all minions. I have yet to try and of the tasty wave 4 Lucius stuff, but I have done well using a guild sergeant and Master Queeg as scheme runners. Queeg can take promises and help direct traffic and is just a good support piece over all. Lucius himself can do scheme running. He's also good at moving pieces to where they need to be regardless of their station. It also helps with Guild Lucius to bring in some mimic help. Dopplegangers, etc. And using things like lawyers and witchling stalkers to help out with the horror duels if you don't have wave 4 proxies.
  9. I'd say it's probably the biggest issue most (new) players have. Treating losing a model/bad flip/poor decision as the beginning of the end, rather than brushing it off. I've won games where I have been tabled and not killed any models on my opponent's crew. Malifaux isn't a game of kill or be killed, and while the Guild can CERTAINLY kill, it's very good at the rest too. You've just got to think there's still a chance, no matter what happens. And then, after the game, if you've lost, try and learn something from the game.
  10. Guild is a faction that does very well as a front running hammer. When they get rolling, they avalanche and become fairly unstoppable. skill aside, I think set up crew/scheme selection and pre game decisions can be even more important in Guild than in other factions. If you can get the edge early, or the illusion of an edge, you have the advantage. Guild functions as a synergistic unit more than most factions. Even their stand alone units tend to function more optimally when a cog in the machine. My last game, my opponent had the better position, superior firepower and I was forced to split my forces. I thought he had me beat, but my Perdita got his Sue down to 1 wound before his activation. (Sue was an objective piece, killing him on T1 would have given me VP) He pushed Sue back, turtled him and left him in the backfield and shifted his whole force to one side cause he was afraid of Perdita and turned my split forces into a flanking force. I picked his crew apart 1 by 1 and blanked him. There is a BIG psychological game in Malifaux too. It can win or lose the match before it begins. If you're afraid of certain models or crews, you've already lost.
  11. I'd rather have guild win than Neverborn, personally. Just so in the end, he STAYS in guild.
  12. I'll let you know about the bases when I get them. Should be fairly soon, I ordered them as soon as I saw the link.
  13. That's just the order i played them, not the order they are listed.
  14. This week I only get to play 2 scenarios. I lost spare parts against Rasputina and won the child Vs. Parker. I'm using Perdita, as that's who I use in the league. The game vs. Parker was the better of the two (not just cause I won) but it was pretty crazy. Parker and his movement and interact tricks had the child near his deployment turn one, but I swooped in and obeyed my models enough to push the markers all the way back to my deployment zone by turn two and in a position where Parker and his crew really couldn't do much of anything. Of the three, I personally want the child to be won by guild, but it doesn't look like it's really happening. I imagine Arcanists went for the trickster and the tone I get on here is that people REALLY want the beast lawyer.
  15. Just ordered some for my Wild Ones. They look great! Also, I want full sized versions of the posters!
  16. I don't have the cards in front of me, but I believe a lot of their stuff works either at 8-12" Tat is when they are most useful. They aren't long range peices. Their high dmg comes at medium range. I know there's a difference between 10 and 12" but it's not that much. It's not out of the realm of possibility to get them into the sweet spot to have them have a crapload of rams and + burning. Nor do I think it's too much of a diversion of resources, unless you just feel that way about riflemen in general. (which I think some might)
  17. It has an aura, that if you are in, you can put burning on your damage. It means the HANDLER won't be mobile, but she has a gun too and it's not too sucky. oh, I see what you're saying. In that respect, ya. She could drag someone around though. And guild riflemen work best at medium range. With a handler bodyguard, it's not so bad.
  18. Sonnia's Emissary. o action, doesn't need LoS gives one burning. It's pretty great for either Sonnia or Sam to go kill things. Witchling stalkers themselves are pretty good at applying burning and killing without killing with burning. Even if they die! Burn them, Burn them all and a sniper? I don't know if a stalker engine is the best thing going (though I do like it quite a bit with Sonnia) It's something that sort of, if you can make it work, great, but don't go out of your way for it.
  19. Lawyers WERE type beast in 1.5, so it's not a stretch. I'm more into the guild winning either the trickster or child personally. I want Nellie to write a stunning piece on our cute little friend! Arcanists basically get to pick their choice for the week, so they will probably go for Frozen Heart on the trickster and then finish up with the beast later if it's interesting.
  20. Played all 3 scenarios. Also doing a shifting loyalties campaign to go along with it. lost man vs. Outcast won Trickster (yay) vs. Neverborn won child vs. Outcast used Perdita w/negate armor/cover upgrade (don't remember name) Frank, Papa Loco and Brutal Emissary.
  21. The panicked flight battles are exactly the ones I want the gremlins to win. I would aid the cause but I play guild in our league that's congruent. So, instead I offer my moral support!
  22. I'll bring them on occasion in crews that aren't Sonnia. I'll put them in a Justice crew if I'm doing a Justice missile. Their generic minion push is great in any crew and their general damage isn't really something to just laugh off. With the extra bonus to possibly make opponents ditch cards and/or summon stalkers, they have some extra use to them. I've put them in Lucius gun lines, which is pretty gross. Not to mention they are fast and most opponents will disregard them, thinking what most people on here think, allowing them to pretty much do whatever they want to unimpeded. They have a bit more utility than a straight beater, so most people would just rather have the beater, I think, but even with not a single witchling stalker following them around, I have still gotten mileage out of them.
  23. I haven't had to use a ton of stones for Nellie. I mostly use them for prevention flips on Phiona (which even is negated a bit by Nellie's fast trigger heal). I don't use them for cards since Nellie can use any card and I have 8 in hand. I don't need them for suits thanks to her shenanigans and I rarely use them for flips in general. (my luck can count on wasting a stone to flip two low cards) I use cards for misleading headlines (because I am drawing 8 with Hannah) and the 1-2 evidence I get a turn is plenty to do anything else I need to do. In the two games I've played her, I've yet to cast Scathing review. Plus, card draw is a very big deal in Malifaux. Sometimes having more cards is better than having one more soul stone. (it often is, I'd say. Generally if you have the right crad you don't NEED the stone) So, I find my two duty free mercs for the price of 1 merc money well spent. I've also pondered bringing Aionus. don't think I want to bring him AND Hannah, but he could be interesting. Nellie usually has cards to ditch for his own fast bubble. Giving the whole crew fast on turn one could be interesting. Nellie has ways to give people fast AND slow and if I bring a death marshal recruiter there might be some synergy there. Or even taking Hannah, Anna and a couple of Ronin. With reporters having a main force that's not chargeable and having Hanna and Anna as back up could be fun. Just in general the option to have duty free mercenaries is too enticing to pass up and I haven't really been particularly excited to try out Guild Funds.
  24. I only have taken Embedded with taking two mercs. It's worth it for a duty free Hannah. I'm thinking about adding in a Sue along with my performer so I am getting 3 extra cards a turn plus a Fast (and fully healed) Sue every other turn. (at least). I haven't tried running her as a Evidence engine, but I haven't felt like I have been missing much. 1-2 Evidence a turn has been enough for me to work with
  25. I cannot see any situation in which she is NOT taking Delegation, honestly. Even if it only gave out fast, it's still so worth it in a game where AP control is king. I haven't used Guild Funds yet int he two games I have played with her, but I also haven't used reporters either (they are not put together) And so far Misleading headline is good if only for the first turn. If I have 7-8 cards to start out a turn, I don't mind dropping half my hand to let the other player move half his crew. There's nothing better on the first turn than losing initiative and being told to go and seeing the look on my opponent's face when I tell them I pass. (it'll be sad when those looks of shock wear off due to familiarity though >.<) I've brought Hannah and a Performer twice with Embedded and haven't been disappointed. Next time I need to remember to bring Sue. With Nellie's ability to heal and give out fast, that's basically 9 cards a turn with Hannah and Printing Press. Plus a potentially fast Sue.
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