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Haunter

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Everything posted by Haunter

  1. Not sure I quite savvy why Coryphee are on 40mm bases. They're just skinny little mannequins (with big stabbity claws). I may have my brain in sideways, but they look and feel like they should be on 30's. Is there any particular logic to base sizes that I'm missing? Tactical advantage (or disadvantage) to the bigger base? I'm just beginning the challenging task of figuring out how to pin/magnetize them for swapping bases. Thanks to the giants whose shoulders I can stand on - there are some very solid tutorials out there from some clever and creative people!
  2. I'm getting all excited about my new crew of morally flexible ladies, and was pondering their scheme marker shenanigans. Colette's aura says friendly Showgirls and Minions may drop a scheme marker as a (0) action. Does that mean they can also choose to drop them as (1) actions so drop 2, then a 3rd as a (0)? Coupled with a nearby Mannequin, would that mean a Performer could fling 3 scheme markers up to 6" in 1 activation? Is this just me reading with my greedy eye or is that how this works?
  3. I love poison on HtK models (I'm looking at you, cursed Metal Gamin and Rail Workers). Glorious hilarity ensues if you can put 2 poison on them and keep them in Sebastian's Induction and Catalyst auras. If the stars align (not consistently, but fun when it happens), they take 3 pts when they activate (due to Catalyst), then 3 or 1 (depending on if they moved out of 6") at the end of turn, which kills those pesky 4 wound HtK models rather neatly. As a bonus you might still get a free Canine Remains if they're living/undead and within 8" of McMourning with Moonlighting.
  4. Ding! Took 4 tries for the order to be processed. Not sure what happened there. Hopefully this doesn't result in me having placed 4 orders (though 4 Miss Eries... mmm). Only one confirmation number so I think I'm okay: 20365. The advice to forget your order is sound. I have thrown my money at them and will now pretend it never happened until I get a surprise package of shiny new toys sometime in the future. Excited!
  5. Anyone who's a parent might appreciate this. During a fit of insomnia I got to wondering what my 2 year old would look like if he were a Malifaux model ('cause really, what else would I be thinking about at 4:00AM) I'd love some actual feedback on how this looks as a playable model! Robert the Toddler (Neverborn) 6 SS Minion, Living, Rare 1 Df 2 Wp 5 Wd 5 Wk 4 Cg - Ht 1 Df trigger (Masks) – Run to Mama. After being damaged by an Attack Action, this model may be placed in base contact with any friendly Leader or Henchman within 8”. Manipulative 13: If this model has not yet Activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 13 Wp duel or the Action immediately fails. Chatty: Enemy models within 6`` may not take Interact Actions. Insignificant: This model may not take Interact Actions Attack Actions (1) Tantrum (Ml 3 / Rst: Df / Rg: 1”) Target suffers 1/1/2 damage Mask – I Need a Hug! After succeeding, the target gains the Slow condition Tactical Actions (1) I Dumped My Toybox! (Ca 5 / TN 10) This model may place a 50mm Toddler’s Toys marker in base contact. This marker is Ht 1, Severe and Hazardous terrain. It persists until this model takes this action again. (2) Mine! (Ca 5 Mask / TN 13 Mask / Rg 8”) Place this model in base contact with target scheme marker in range. Mask – Oops, I Broke It! Discard target scheme marker in base contact with this model Robert is the embodiment of the terrible twos – mercurially switching between sweet innocence and blinding rage. He can be charming and engaging, chattering incessantly, joyfully exploring everything, and unintentionally creating messes everywhere he goes. In a heartbeat he can switch and become possessive, demanding and needy. Whether innocently curious or aggressively asserting his independence, he is a whirlwind of chaos and distraction. Happy Father's Day!
  6. So I'm setting up for a match and wanted to poll the Hivemind. The strategy is Turf War. The schemes are Line in the Sand, Assassinate, Breakthrough, Deliver a Message, and Power Ritual. Opponent is bringing Outcast Tara quite likely with Death Marshals and the dreaded Killjoy bomb. I was mucking about in the crew creator (shameless plug here: http://geeksong.com/Malifaux/ ) and threw together a list built around drowning him in chaff. I'm not confident that this is viable so thought I'd get some feedback. -- Crew 3 -- McMourning Moonlighting, 1SS Spare Parts, 2SS Sebastian, 7SS Those Are Not Ours!, 1SS Rafkin, 7SS Zombie Chihuahua, 2SS Canine Remains, 4SS Canine Remains, 4SS Canine Remains, 4SS Canine Remains, 4SS Guild Autopsy, 4SS Guild Autopsy, 4SS Guild Autopsy, 4SS Available Soulstones: 50 Total: 48 Pool: 6 Shared from MalifauxModels (geeksong.com/Malifaux, or Google Play). My thinking was to minimize the impact of A) Killjoy mucking 1+ model per turn, and B ) getting things buried by having loads of cheap expendable and replaceable minions. Everyone has the Infect trgger so there should be plenty of poison to fuel McM, Seb, and Rafkin's abilities if/when they're on the table. There are plenty of minions so I can reliably score for Turf War, and still chase Schemes. I'm not going to win many Wp duels, but there's always more where they came from. I'm hoping dog spam can help bring down stronger targets - dump their Df in the toilet so the dogs and autopsies can land some hits and whittle down targets. If I can land some poison, then the dogs and Rafkin can Focus and then get their 1 AP Scent of Death charge. Is this a viable way to fight, or is my theoryfaux weak?
  7. As Rythos's abovementioned friend, I'm certainly intrigued by this! I had gotten all excited about both Howard and Mech rider (and that was before the Adepticon thread), but had deflated thinking that it would be foolish to take two massive models at the same time... but this has opened my eyes! As others have said, very concise and thoughtful description. Thanks!
  8. So, my mates and I tried a 25 SS size game with henchmen as leaders. I brought Sebastian as my leader. My crew was: Sebastian Nurse Canine Remains Flesh Construct Necropunk Necropunk I currently suck at this game due to lack of experience, but taking that aside... I felt like Sebastian was a bit meh without the poison support of McMourning and the Zombie Chihuahua. I couldn't seem to get any poison off, even with Seb, the CR, and FC having Infect triggers. The poor nurse died after 1 activation, thus achieving essentially nothing. I wasn't relying solely on poison to get things done, and killing wasn't integral to my schemes (Line in the Sand, Protect Territory; Reconnoiter was the Strategy), but it felt like the wheels fell off the bus even before it left the station. I feel like I understand in theory how to make him go, but I can't seem to execute most of the time. Have others played him as a leader? How's that worked out? Who do you consider the best Resser Henchman to lead a 25 SS crew? ...and heck, while I'm asking, who are your favorite Henchmen-leaders from other factions? Thanks
  9. I can feel my brain growing. This is great info for me as I start out in the game. Disappointing but understandable that Catalyst won't double-pop. I'm not surprised, but I was a hopeful little munchkin. Re. Scalpel Slinging - it says you can take a Surgical Implements attack vs. a target within 6". Does that mean he moved into engagement range because it's a Ml attack action, or does he stay still and just make the attack at range but count it as Ml for purposes of triggers and game effects? It doesn't say anything about pushing/moving/placing the model, which most other abilities seem to. It just says take the action against target. My brain failed. I'm clearly misunderstanding something (unsurprisingly). If you cheat in the Black Joker won't you lose the duel, and thus do nothing? This is one of those times I wish I had the rule book at work... though that might be frowned upon by management. Or do you mean cheat in the joker on the damage? So if you've got some poor skippy down to his last wound you pop a single poison on him, then Expunge him?
  10. I can feel my brain growing. This is great info for me as I start out in the game. Disappointing but understandable that Catalyst won't double-pop. I'm not surprised, but I was a hopeful little munchkin. Re. Scalpel Slinging - it says you can take a Surgical Implements attack vs. a target within 6". Does that mean he moved into engagement range because it's a Ml attack action, or does he stay still and just make the attack at range but count it as Ml for purposes of triggers and game effects? It doesn't say anything about pushing/moving/placing the model, which most other abilities seem to. It just says take the action against target. My brain failed. I'm clearly misunderstanding something (unsurprisingly). If you cheat in the Black Joker won't you lose the duel, and thus do nothing? This is one of those times I wish I had the rule book at work... though that might be frowned upon by management. Or do you mean cheat in the joker on the damage? So if you've got some poor skippy down to his last wound you pop a single poison on him, then Expunge him?
  11. Thanks for this. I'm brand new to Malifaux with the release of M2E, and have settled on Dr. Doug as my first master (well, at least he's the current flavor of the week. We'll see if my attention span holds up!). My basic ideas for crew are pretty much as you described - Doug, Seb, nurses and dogs, then try to summon a couple flesh constructs or extra dogs. My primary opponent is building a pretty standard rail crew - Mei Feng, Kang, some Rail Workers, and a Rail Golem. I've been obsessively trying to wrap my brain around how best to combo and chain things together for maximum poison madness. The abstractness is killing me. I need to actually put paint on models to see how this all works in practice! One obvious way to front-load a pile of poison is to try to surround a target with a couple undead beasties and then hit it with Rancid Transplant. How feasible do you find this? How high can you reliably stack poison this way? 4 seems fairly easy (2 for RT, +2 for one undead within 3") Not too hard, especially if said beastie is in melee with the offending model. Outside of fantastic luck, is it realistic to try for 6 or 8 poison (for having 2-3 undead in range)? The end goal is to the Expunge the poor blighter into oblivion and raise a shiny (slimy?) new Flesh Construct in his place. I guess my question boils down to whether this is a realistic thing to plan around as a strategy for killing things. Is it greedy to try to stack to 9+ poison in preparation for a big Expunge? Do you Expunge if you have a less-than-fatal load of poison on a model? How reliable do you find Transfusion to be? A couple of the obvious ploys are to dose up a friendly with a ton of poison from a nurse (flesh construct springs immediately to mind), then Tansfusion and Expunge it into a quivering rotten mess. Is this a solid tactic? Maybe you can clarify a rules thing - the Doc and Sebastian both have Catalyst. Does that mean that Catalyst procs twice if they're both in range? Further then, does Sebastian's Induction mean that each of those poison procs would do 3 damage? The idea of taking 6 damage at the start of your activation if you got dosed and were too close to these two is kind of horrifying... oh, and then if you end near Sebastian at the end, knock on another 3 damage if you've got any poison left in your system. Granted, that's a best case scenario, but am I understanding that right? With regards to summoning, how many Canine Remains and/or Flesh Constructs do you find you typically end up summoning in games where you're using Moonlighting and Those Are Not Ours? With Moonlighting, is it a viable/useful thing to poison wounded dogs in order to essentially respawn them when they die of poison? Or is this just a lot of work and wasted AP for little gain. How has your non-poison-centric McMourning crew worked? I imagine there are times when simply poisoning everything in sight is not actually a winning plan, so maybe I should learn other tricks! What goes into a more balanced crew, and what sort of tactics do you find work well? McMourning's tricks and synergies seem pretty specific to poisoning folks - take that away and he seems pretty average. Is he a useful master outside of this niche, and if so, how? How will a savvy opponent counter/neuter a McMourning crew? Again, thanks for posting. This was just what I was looking for.
  12. Evenin all, I'm new to Malifaux... as in I haven't bought a single model or rulebook yet, but I'm well and truly obsessed already! So far I've pretty much got a head full of enthusiasm, ideas, and questions but not much else. With M2E just around the corner I'm figuring on lurking around the shadows until I can learn the game properly. Might grab some models and get painting before that though. I'm not even sure how to settle on which crew to use - there are so many great choices! I'm leaning towards either Neverborn or Resurrectionists to start with. Great flavor, cool models. Pandora, Zoraida, or Nicodem are the front runners for me right now. See y'all around!
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