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Hunt.er

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Posts posted by Hunt.er

  1. We do nice jobs when running in pairs^^. Joke aside, but two Hunters are good for hiding models behind them outside enemies LoS.

    Hunter is, when well placed, more or less a 3 AP monster. His push at turns end allowes him to ride his (0) action again. It`s like you said also good for bring him in position for Squatters Right and similar schemes. Run him with Hoffmann, put Nimble on him and use him as masters taxi, push him with The Judge and bring the downspeeding fear to the enemy force. He can run and cover a flank or if in the center of the table he forces the opponent to evade. So he is very versatile.

  2. It`s a general problem, that after hiring a merc the hole mercenary bar vanishs.

    And the totem problem wich shows "None" while already a token is selected appears when not enough SS are left to hire an addtional model.

  3. Taelor could do funny things with her (0) action. Ramos could make her railwalk when he summons some spiders while the "Welcome to Malifaux" condition is active. Together with Johan(a) and The Captain or in a Mei Feng crew with Kang she could bring much fear under undeads, tyrants and constructs.

  4. I plan to run him in a Lucius crew, supported by Beckoner, Freikorps Trapper, Pathfinder and some Riflemen (maybe Mr. Tannen also). Beckoner luring enemies into his range, he binds them and the gunmen shoots them down. Don`t know if it would work, but i`ll try it one day.^^

  5. My buddy and me used him several times, and we both were dissapointed by him. Most time he was standing arround without doing anything important. His slow walk and the lack of fast are his greatest weaknesses. Expecting Sue would be a much better choise.

    • Like 1
  6. I would say with the Beckoners, Mr. Tannen and Mr. Graves you would always be good options for any Nvb crew. Teddy and Tuco are also worth thinking about them and maybe the new Angel Eyes.. I like Effies, and the Emissary shouldn`t be forgotten.

  7. Even if Ramos wasn't a member of the Arcanists, being president of the Union sort of puts him on the top of the Guild's "DO NOT WANT" list. He's essentially the leader of their greatest political rival in Malifaux.

     

    But if i remember right, it was Ramos who saved the life of Hofmanns brother Ryle (if one can call it "life"). So once there must have been a connection between Guild and Ramos wich could be used to explain his dual nature.

  8. Against Rezzer it`s more or less an auto-pick. If an opponent has Belles, he will bring them on board. That is almost sure. So the advantage is huge for you, except if you want to be lured wich is usually not the case.

  9. "Hobby is a lifestyle" - well, no. A hobby is something you make for yourself, regardless of what others think about it and maybe you won`t tell everyone wich hobbies you have. A lifestyle is your outer representation wich you show to everyone. But in both cases it`s a question of yourself, how deep you enter in it.

     

    In the hobby case, e.g. model railway it`s on you, if you wanna have just a track on the floor with analog train control to play on christmas or a nice terrain with a few houses and trees you modify from time to time or if you wanna be always there with the latest digital fashion up to train-in-station announcements.

     

    In general: It makes a big different if one have to spend 100 or 500 €/$ just for entering the game. Thats what has kept me away from  WH(FB/40k) and dragged me into Malifaux.

    • Like 1
  10. SS miners are good "Suckers" and great for some work in the opponents half of the table. If you have enough models in play not being outnumbered/-activated he can sit long times under the earth until the Enemy Down Below is unleashed on the world.

     

    Toolkit is a great additon for an activation with some nice bonusses for your crew.

     

    And the Kittys, well, i have to wait until i get some expericence with them, but you already named their adavantages.

  11. Guild has a lack on tricks. It`s hard to resist against factions with a lot of amor or "hard to..." and healings like outcasts or rezzers. Even the "anti-x-crews" have a hard game against those opponents. And on the own side, the few adavantages are almost easily knocked out by the other factions, especially ignoring amor and other debuff stuff wich our minions can`t resist or work against without healing abilities. So anyone who archives a victory against another faction earns more respect to me than any other player. This respect increases when using Guild models only.

  12. This article is about the dual faction master trinities (thx Prae^^) and their advantages for having a cheaper start into the game.
    At first, Malifaux isn`t quiet expensive compared to other tabletop games, but for small money pockets it`s a good idea to make some guesses on the options for a further development of your model collection.
    What beside the money is also of interest?

    Well, being flexible to react on the strat and scheme pool, less predictable for your opponent, versatile to fight the menance he offers to you and having a lot of fun.
    How to manage all this things at the same time?

    Therefore, the Wyrd team has had several ideas: Mercenaries (mainly outcasts, but also others like the Performer and several new ones in the wave 3 batch), masters with fellows of one or more other factions (e.g Leveticus, Marcus) and dual faction units like Mei Feng and the Guild Pathfinder with his Clockwork Traps. This leads into a net wich connects the different factions with each other and form mutiple cycles of masters, wich have access to quiet simliar model pools. The cheapest variation are the trinities, three masters covering three factions, each with two masters. First thing about them is to say is, that they wouldn`t work without Ten Thunder: Currently it`s not possible to form a trinity in absence of a 10T master.

     

    So far there are four trinities exisiting:
    Misaki, Tara, Yan Lo;
    Yan Lo, Dr. McMourning, Lucas McCabe;
    Lucas McCabe, Lucius, Jacob Lynch;
    Jacob Lynch, Zoraida, The Brewmaster.

    As everyone can see, the cycle can be extended from Misaki to The Brewmaster without the other 10T masters, but i will stick to the trinities because of th€ co$t$.

     

    My favored Trinity is McCabe, Lucius and Lynch. Why?

    Because they have a really effective way for sharing models. With the 'Suprisingly Loyal' upgrade Lucius can trust in up to four Mimics or Guardsmen, regardless of the announced faction. Lucas McCabe could hire models with the Guardsmen or the Black Sheep characteristic on his stat card and Jacob Lynch has access to models with the Darkened characteristic.

     

    And here are some of this useful Models:

     

    Beckoners: Not for McCabe, but for Lucius and Lynch in NvB/Guild and NvB/10T.
    Mr. Graves and Mr. Tannen: For McCabe 10T only, but for Lucius and Lynch in both of their factions.
    Guild Pathfinder: For Lynch 10T only, but full access for Lucius and McCabe. Note: Lucius can`t hire Clockwork Traps in NvB, but the Pathfinder can summon them.
    Lawyers: To Lucius in NvB and Guild, McCabe Guild only and no access for Lynch.

    So there`re easily arround 30ss they can share, and the rest could be filled with their crew box contents. In 10T Lynch and McCabe could share everything of their boxes, except for each others totem, the same is true for McCabe and Lucius in Guild, but while Lucius could hire Lynch box models as well,  Lynch can`t hire Lucius` box models.

    So that are my suggestions on this trinty. For the others, i have not enough experiences how good their models fit in each others plans. So if you could, don`t hide your ideas and post them below.

    • Like 3
  13. As far as i remember right it was Aaron who tells us in the chat, that it was his idea to add the 2nd Hunter to the box, but this was after the production was already started, so they put only the 2nd model in it.

    now, the later produced packages content the full set of cards and bases.

     

    Note: There is nothing said about any bases in this box. My Hoffmann Avatar model was without base, but it wasnt printed on the box, in opposite to other boxes where it was extra labled that bases are included.

  14. 1. The Captain -  the most versatile Henchman so far. Agile, lot of Df-stuff and pushes everything arround where its needed

    2. Performer -  good for schemes like Distract, good against poison loaded enemy units.

    3. Mannequin -  scheme marker throwing for nerby units, nice and usefull synergies with the Performer.

    4. Arcane Effigy - effies are always good to have and may it only for decend scheme running.

    5. Large Arachnid - scrap markers are for Arcanists like air to breath.

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