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Robble

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Everything posted by Robble

  1. we've always played it as charge is an (2) action that generates 2 (1) attack actions.
  2. offensive brew crew, fingers on the offense giving out poison and bring some performers... feels like playing a more durable Hamelin crew.
  3. skeeters are one of the most powerful totems in the game. they are fantastic tarpits... fly one into a snipers face and defensive stance... they wont be getting away and have to backtrack a fairly good hitter to kill it. which means they wont be collecting schemes
  4. My opinion is that somer takes far too much resources to be a solid summoner. I like summoning with him turn 1 maybe 2 then get him shooting and stabbing. because half dead low defense gremlins in range of something with blasts will wipe you clean off the table before your slop hauler gets to go. Hes good in combat especially if you make them discard their hand first and if you have encouragement on sammy.
  5. Robble

    Mancha Roja

    trixiebell will be with mah tucket and mancha will be with wong most likely. which means 2015 probably.
  6. Robble

    Ulix art

    wont be replacing my current proxy thats for sure.
  7. Glad wyrd staff thinks its all a big joke. Paying customers on the other hand...
  8. Triggers of an action are considered of the same Sh action. you reduce the first hit with bullet proof then the 2nd flip with bullet proof
  9. i would say it doesnt. dumb luck does not have a melee or ranged icon, making it non specific damage type. stilts can only be used while suffering from a melee attack action, just like you wouldnt be able to use it against black blood.
  10. Dave? coming back to malifaux? will be nice to see you again. also sam is pretty ridiculous even in hardcore games. crazy damages
  11. Ive used this list to great success. I also like fitting in a sow sometimes. Gremlins Crew - 50 - Scrap Ulix -- 4 Pool +Clobbenin Stick [1] +Hunting Bow [2] Penelope [2] Bayou Gremlin [3] Burt Jebsen [7] +Dirty Cheater [1] Gracie [10] +Saddle [1] Old Major [9] +Corn Husks [2] Piglet [4] Piglet [4] Piglet [4]
  12. I think its interesting you think perdita is so good when I think she is probably one of the weakest masters in the guild faction. Sure she can do tons of damage and will probably kill something a turn. But the game isnt always about doing damage to win. Focus on strats and schemes and just suffer some losses while targeting fransico is pretty much the key to beating perdita crews. Also defensive stance is very very helpful. Throw something with a high defense in their face to waste up AP, while they are doing that go do a scheme.
  13. The real answer is they are retooling the thunder box. It has been pulled from the website and not currently for sale at other locations other than old stock. The thunder box set suffered heavily from parts being shotgunned onto the sprue making it fairly difficult to assemble.
  14. the best method Ive been able to employ was print out, cut, then laminate. Im sure that if you took the pdfs to a local print shop, the kind that does rave flyers and what not you could talk to them to have them made up proper
  15. If im using pigs with somer I normally only use one for truffles. None in bayou boss. Metal hog whisperer has 1. Slop haulers are very good for any gremlin crew. Rarely do I not field atleast 1.
  16. I would play a street urchin crew in a heartbeat.
  17. 1) Only ever allowed to cheat once. Loser of the duel has the option to cheat first then winner of the duel. When the duel is tied, defender is the loser. 2) flip out all cards from damage then cheat, if ability allows. You played this correctly.
  18. chalk another victory up for the gremlins!
  19. me and Eninja switched crews on our last game on wednesday. His crew was: barbaros +rapid growth teddy tots X 2 We were both 2-0 going into the 3rd match and switched crews for extra league points. My crew was: Mancha slop hauler lightening bug whiskey golem I had never known the terror that is teddy until that game. Eninja's made crew was very solid and ended up winning me the game due to some critical flips.
  20. dont use line in the sand. add make them suffer. This punishes people who only bring enforcers and henchmen and makes you protect your minions. adds a whole level to hardcore. Also blind deployment really kicks things up a notch.
  21. I think its best to follow the draw strats and schemes method. this will hopefully keep you away from the mentality that kills = wins because in malifaux that is not the case. Also you will get a little bit of the feel of the importance of only 5 turns where sometimes its better to forgo that killshot if you need to walk and place a scheme marker instead. I would however avoid spring the trap and maybe cursed object.
  22. totally fine as long as its easily identifiable as the model. in a tournament setting it is up to the TO if the model is legal to be played.
  23. they are still treated as 2 separate walk actions. "Sprint: This model immediately performs a Walk Action and then flips a card from its deck which may be cheated. If the card is a , this model may immediately perform another Walk Action." so it would be 1 ap to perform 2 walk actions regardless if the first one failed.
  24. brewmaster and shen long sonnia and perdita (popular at adepticon teams)
  25. they are separate walk actions. only the 2nd walk would trigger a disengaging strike.
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