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SBrunner

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  • Birthday 06/10/1967

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  1. Fetid Strumpet has a good idea in proxying the model. I am in the same boat owning the original metal box, and I don't see myself paying a lot for a Vasalisa model. I am however interested in hearing input on running Collodi without Vasalisa. In addition to the metal box I have Widow Weaver I could use for a henchman along with Coryphees and Mannequins from my Colette crew. I haven't run Collodi yet, but I think I have enough models to give it a decent go. I have the Mysterious Effigy (the only Effigy I own), but the consensus seems to be that the model is not nearly as good as other effigies. I have a lot of other Neverborn models, but I like the idea of a puppet themed crew.
  2. I think those 3 boxes work well together for the following reasons: Although Nicodem will always use Mortimer, Rotten Belles always make my Nicodem lists. He also gets Crooligans giving him scheme runners. He also can use Rogue Necromancy as a blocker and beater. Molly definitely can use Madame Sybil as an alternative to Phillip. She has a great affinity with Belles and wants them as well. Also Punk Zombies are a very good summoning choice for her. The only one I'm not sure on is Seamus. I assume Crooligans, Rogue Necromancy and punk zombies could round out his list as stated above, but perhaps not as well as the other 2 Masters. None of these 3 Masters have a particular affinity with poison, but I have heard great things about Nurses.
  3. Thanks Ratty! You are kind of kick ass! (Printing out my Nico card)
  4. Definitely had some fun with Mortimer as a leader in 25ss. With his My favourite shovel upgrade and Maniacal laughter, he can summon and gets three AP. I toss in belles and punks for good times with Fresh Meat.
  5. Without a doubt I base my miniature purchases and crews based on the models I really like. Like many Rotten Belles first caught my attention, and I thought Nicodem was the coolest looking master. Gremlins caught my eye just because of the bayou theme rather than an individual model, Neverborn was next starting with Teddy, then bat wings then puppets! Arcanist was showgirls in general. Guild because I love steam-punk robots, and like Lucius I will make way for models I think are just ok if they fit the master or are included in a crew box.
  6. The Sultan's Story: The Sultan once had a simple name, a name given to him as an infant. He was not called by this name however in his adult years, instead, he had many unsavory nicknames. He was a corpulent, degenerate, hedonistic and inept charlatan, whom had wasted any gift of magic and the gab to his vices. No surprise that he would cross the wrong persons and be marked for death. Although his captors typically enjoyed gruesome executions, for some strange reason they decided to send him off into the Badlands and muse on his demise by exposure, hunger and thirst. "You are as good as dead Fat Man. We wish you begone of Malifaux, and a prolonged death with no wine, women or song. The vultures plucking the eyes out of your desiccated body seems a pleasant image to us. If you prefer, we can provide you with an extremely painful and public assassination?...I see you prefer the former. Good then. Don't even look upon this city ever again, if you so much at glance back toward the walls you will suffer unimaginable suffering." The Fat Man walked out into the Badlands. To be Cont'd
  7. Not really what you are looking for, kind of cool though. http://impactminiatures.com/index.php?option=generic_profile&id=SG_HIPO
  8. Unsettling Sands UPGRADES Oasis 1ss- The Sultan - The Sultan gains the following Tactical Action: (1) "This isn't a Mirage": All friendly models within [aura] 8 make a healing flip with [+]. Then discard this upgrade. Magic Lamp 2ss- The Sultan or Janiss - This model gains the following Tactical Abilities: Genie of the Lamp: If Big Jinn is included in this crew, he may begin the game buried. (1) My Faithful Genie: This model may bury Big Jinn if he is within 8", or this model may unbury Big Jinn in base contact. (1) Three Wishes: (Ca 6/TN 16 Ram): This model may make any of these three wishes once per activation. Once three wishes are made, discard this upgrade. I Wish for Fortune!: This model adds 1ss to this crew's ss pool to a maximum of 7. I Wish for Pain!: All of this models attack and damage flips this activation receive [+]. I Wish for Luck!: activating player may view top 3 cards of their Fate Deck and replace them in any order. Desert Master 2ss- The Sultan - The Sultan gains the following Tactical Abilities Shifting Sands: [aura] 8 surrounding The Sultan is considered difficult terrain. (1) "No More Hiding": (Ca 6/TN 16/Rg 12"): All buried models within range unbury. (1) Summon Dervish: (Ca 6/TN 16 Ram/Rg 6"): Summon Dervish anywhere within range, Eye for an Eye 1ss- Sister - This Sister gains the following Attack ability. Eye for an Eye: If this Sister is damaged by an MI Attack, it may make a 1 AP MI Attack as an immediate activation. This Attack receives a [-] attack flip. Loophole 2ss- Big Jinn - Big Jinn gains the following Capabilty. Loophole: When an Attack succeeds against Big Jinn, he gains the following dependent upon his Df or Wp flip. (Crow) "You Couldn't Hurt a Fly": damage flips against big Jinn receive a [-]. (Mask) "Can't Put Nuthin' on Me!": any conditions placed upon this model are immediately removed. (Ram) "Make Me!": any push or pull as a result of the Attack is negated, (Tomes) "It's Been Fun": if damaged, Big Jinn may bury himself. He may unbury himself as a 1 AP action upon his next activation.
  9. WIP Starter Box: Unsettling Sands - Outcast Theme: Arabian, desert, movement and terrain control, bury/unbury tricks and emphasized melee attacks. Master: The Sultan Totem: Magic Carpet Henchman: Janiss Minions: Dervishes x3 Upgrades: Magic Lamp, Earth Wind and Fire, Oasis, Desert Master, Eye for an Eye Other Models: Enforcer: Big Jinn- Upgrade: Loophole Minion: Legionnaires x2 The Sultan (Master, Living) 4 cache Df 4/Wp 6/Wd 12/Wk 4/Cg 6/Ht 2 Abilities: Hard to Wound, Chatty Commanding Presence Attack Capabilities: (1) Falchion (1) "But It's a Dry Heat" (2) Thirst Tactical Capabilities (1) Fire Eater (2) Sandstorm Magic Carpet (Totem, Construct) 4ss Abilities: Companion, Flight, Insignificant Guardian Blanket Attack Actions: (2) "Snug as a Bug" Tactical Actions (1) "Come Fly with Me" Janiss (Henchman, Living, Sister) 8ss Df/Wp Abilities Hard to Wound, Nimble, Wicked Melee Expert Attack Actions (1) Scimitars (2) Burning Blades Tactical Actions (2) Flurry (1) Quicksand Big Jinn (Enforcer, Rare 1; SPIRIT) 10ss Df/Wp Abilities: Incorporeal, Regeneration +1, Terrifying Melee Expert Attack Capabilities (1) Great Kopesh (MI 5/ (2) Decapitate Tactical Capabilities (1) Zephyr (2) As You Wish 50 mm Dervish (Minion, Living) 5ss Df/Wp Abilities: Camouflage, Unimpeded Accomplice Attack Capabilities: (1) Kukris (MI 6/Rst: Df/Rg: 1) (2) Burning Blades Tactical Capabilities: (2) Flurry (0) Dead and Bury Legionnaire (Minion, Living, Rare 2) 6ss Df/Wp Abilities: Unimpeded, Companion Visions of Flame Attack Actions (1) Long Gun (Sh 5/Rst Df/Rg: 12): Target suffers 2/3/5 damage. (1) Bayonet (MI 5/Rst Df/Rg 2): Target suffers 1/3/4 damage. (Rams): After succeeding, push Target up to 3". Tactical Actions (1) Combined Shot: This model forfeits 1 AP to grant a Legionnaire within 6" a [+] to ranged attack and damage flips during Companion activation. (1) Special Ammunition (Ca 4/TN 12): This model gains the following enhancement to his next long gun Attack during this activation. (Crows) Piercing Round: After succeeding, this Attack ignores armor. (Masks) Ghost Round: After succeeding, this Attack ignores Incorporeal. (Rams) Blunt Round: After succeeding, Target is pushed 3". (Tomes) Fire Round: After succeeding, Target gains Burning +1. Well, That's my start!
  10. Hi All! Only been playing Malifaux for a few months now, and I really love the game. Although I have only a few games under my belt, I look forward to playing many more. Rightly so some of you have commented that crew lists are meant to be built much more on the fly, and I agree. As a new Malifaux player, I have enjoyed making some crew lists, allowing me to familiarize myself with some possible synergies, and to be honest...have some fun with Malifaux beyond playing and working on the minis. A fellow on these forums "Joel" inspired me with a great idea regarding the idea of rock, paper, scissors. An idea which was more emphasized toward individual models, but as he suggested works well toward classifying crews, upgrades, strategies and schemes. I have been having some fun throwing some of theses classifications on the fore mentioned to help me learn grow some crew building skill and increase my game familiarity. I have been applying these characteristics toward Models, Crews, Upgrades, Strategies and Schems. (Credit to Joel.). Using the attributes minor or major. For example I might say a model is great at one thing or kind of good at all three things for example. Rock: These crews might be good at tanking, healing or holding ground. I think they might perform better on strategies like Turf War or Reconnoiter or schemes like Body Guard, Entourage or Power Ritual. Paper: These crews might be good at movement, movement tricks or board control. Might work well with strategies like Squatters Rights or Stake a Claim or schemes like Line in the Sand, Distract, Breakthrough, Cursed Object, Outflank and Frame for Murder. Scissor: These crews are good at striking, doing damage, murder and Mayhem. Strategies like Reckoning and schemes like Assassinate, Vendetta, Make them Suffer and Murder Protege. Standard: These crews are not great at all the above but hopefully kind of good at all of them. Kind of a go-to crew. Useful when playing multiple games with the same crew. For example I have been playing mostly 35ss games thus far, and it has been nice to have four lists for my master Nico that I can quickly utilize. Not quite ready for tweaking my lists on the fly yet. Please pardon the musings of a rank amateur. Really having fun with the game while playing and otherwise mucking about with it.
  11. @Mastershake good advice. I was contemplating whether to take the upgrade that allows guild forces. Now I am thinking Beckoners and Tannen for theme and other reasons along with some guild minions. Still can't decide if I want to use a henchman. Side note: should it be Lucius at Honeypot Casino?
  12. So I have the Lucius box set, and I want to make up a Neverborn crew for him. I have a lot of models that will work, but I was thinking of increasing my options theme-wise awaiting release of the second wave. I was thinking sort of underworld/criminal. The Scribe fits, and I think it can be taken no matter the faction? Tannen and Graves fit very well theme wise I think. Definitely thinking some Beckoners. Guild members could be cool if the upgrade is taken. Lawyer would look cool with this crew. Other than than that, Coppelius? Nephilim? Thoughts?
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