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knghtpiper

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Everything posted by knghtpiper

  1. Good report, it was easy to follow. But I would break it up so it is not one giant paragraph. Also if you can give us the lists with upgrades and the schemes and strategies. But you did a great job making it a story.
  2. Thanks, I think these will be put on the to be ordered list then. The review was really nice.
  3. So in my quest for terrain for my Malifaux games I have come across 4 ground. They are a British company that does pre painted terrain (plus even if it costs a little more) but I have yet to see any one use them with Malifaux figures. While I know that perfect fits are not likely I was wondering if anyone uses their stuff and can give their 2 cents. Link to their website (if this against rules let me know and I will remove it. Also they have a lot of stuff on ebay so you can see their stuff there. http://www.4ground.co.uk/
  4. As the Dawn Serpent is coming out with the next wave of releases I am trying to figure out if I want to buy it or not. At 10 ss it cost just as much as Ototo, so to me it seems a bit expensive to be scheme runner. It has a good number of wounds and can give out poison and burning conditions, and flight which are nice. I was wondering if anyone has played with one yet and what are their thoughts.
  5. EDIT: I am still looking for a spare McCabe figure both Mounted and dismounted. I have lost my McCabe guys and I would rather not have to buy the relic hunters box again if I can. I prefer unpainted and unassembled figures. If the are assembled I would like to see pictures of the before I buy them. I do have the Victoria sisters and their cards from their stater box for trade. Also I am now looking for the upgrades that Talor can use. This might be a long shot, but I figured it is worth trying.
  6. You are correct, just download the PDF that has the cards, you want the ten thunders section as McCabe is technically a Ten Thunders master. A quick google search should give you the picture you need. In any case I think the wave 2 boxes should come out this summer I think.
  7. When you buy the guild arsenal box you get three Guild Guard cards. So I would think that the box should be a three pack. Not saying it will be, but that is what makes sense to me at least. The Austringers are Rare 2 so a two pack of them makes more sense. At least that is what I think.
  8. Lady J. and Sidir, I have not seen to many Indian culture references in games so when I saw Sidir I bought the box right away. I grew to like Misaki and Sang a lot too.
  9. New game time! Got my first game against a resurrectionists master. It was against Nicodem at 50ss. This was the final game for my guild crew for a while as they are getting painted by another guy. (Infinity the game has put me into painting fatigue) So for now my Misaki crew will be getting game time. But on to the game. Strategy: Turf War Schemes: Line in the sand (me) Protect Territory (me) Frame for Murder (my opponent) We also had Deliver a message and Breakthrough but I forgot what his other one was. Lists Me Lady Justice Flames of the pit Justice Unleashed Judge Santana Hair Trigger Death Marshal x3 Riflemen x2 Scales of Justice His List Nicodem Reaper Grin Maniacal Laugh Undertaker Mortemer My favorite shovel Rogue Necromancy The Hanged Punk Zombie Punk Zombie He would raise 2 more Punk Zombies and Flesh construct. In the course of the game. The Game It was interesting, after playing at a new store I have a feeling that most of the games I have played have not had enough terrain. Of course trying to compete with the 40k guys for terrain does not help, but it is something that I will try to work on. The theme of the game was he used terrain very, he used to it to avoid my shooting and to get his models into combat with mine early on. He got frame for murder early one when Lady J killed one of his Punk zombies. After that my deck seemed to hate me. Because in the next turn 2 punk zombies using flurry got lady j down to 3 wounds, yep I lost 6 melee fights in a row. I kept drawing horrible cards for the defense and he kept getting high cards or he cheated and for that turn my hand was crap. Nicodem wold kill her with a ranged attack. Sometimes I really wish her defense was a little higher, but oh well. The Rouge Necromancy and the Hanged where horrible as in horrible for me. I need to figure out a way to handle a hanged. This was the first game where I felt that I could not do anything, my opponent did a good job of using the terrain to neuter my shooting and he just better in melee than I did. At the end of turn 4 I gave up as I lost Lady J my three Death marshals and the judge was getting pounded by the flesh construct. The riflemen did nothing as by the time they where in range of any thing everything but my riflemen and scales where in melee. When I tired to randomize into combat I kept hitting my own guys usually losing by one. For example hit the judge on a five and the flesh construct got a six, or a death marshal getting a 11 and a punk zombie getting a 12. I think I could have pick better for the schemes, but with turf war they seemed to work in my head at the time. I also wonder if I should have concentrated on one flank instead of spreading out. One of my issues with games is that when I get a bad turn, I can get despondent and defeatist which affects my tactical choices. And I know this happened. It is a thing i also need to work on. But on the other had I have played about 8 games of Malifaux and up to then lost none and I tabled my opponent in last game which is something I have never done with any of the other games I have played. So I need to man up and not complain for feel bad when I have a bad game. But great props to my opponent he explained everything he did, gave me advice, and was great person to play against so that was win. Well that is all for this time. The guild gets a break and Ten Thunders will get some play time. Once I get the guild back I will post pictures.
  10. I would second the guild guard and the rifleman. The pathfinder is another good model for him and you get the clockwork traps which are fun to use. Santiago (well for me Santana as I have her model) gives a nice shooty enforcer that has worked well for me in a couple of games.
  11. I guess so, it just felt weird being able to bring those two down with shooting, especially when compared to my experiences with trying to kill Mei Feng, Hamelin, and Marcus, all three seemed tougher.
  12. So I gave Lady J her break yesterday and broke out McCabe. Got a 30 ss match against Sonia, Samuel, and three witching stalkers. Sonnia had upgrades but none of them really mattered in this game. My list was McCabe (with badge of speed), Sidir, a pathfinder, a rifleman, and two wastrels. No details this time around sorry, I forgot to do write down stuff this time around. What I remember, the pathfinder did work, killing two withchings, and finishing off Samuel and Sonnia. I got luck when my negative flips for damage still produced severe and moderate damage. Also with the pathfinder having nimble from badge of speed he was able to move then shoot twice which was very nice. Also for having the rifleman focus and then move up to get into shoot position was a nice bonus too. I won 3-1 but I also wiped out my opponent's crew. Thoughts: McCabe: The horse was neat and it was cool having him run around tossing the badge of speed around. It feels odd playing with him compared to Lady J but I like him, I wonder if barbs is a worthwhile investment as it felt weird having a shooting attack that does not wound. But it was nice handing out slow to is group as when I used the netgun the where all bunched up. Sidir: Got me the bodyguard points so huzzah for him. But I have a talent for getting him into positions when he is attacked and I draw poorly for his defense and I have low card to cheat with, that being said he does take a beating and still makes. Pathfinder: This guy did full grown man work. Killed two witching outright and finished off Sonnia and Samuel to sweep the crew. The trap I summoned actally did some good work because I hid behind it and he never tried getting close to the pathfinder. This let him get some good shots in. I liked the model and I am really happy how he did in game. Plus out from the shadows gave him a good position. Rifleman: Killed a withching, got blasted by Sonnia, but with nimble via badge of speed he is very nice. Wastrels: I misused them, they stayed alive which is nice, but I did not realized that they only have a 4 walk. I need more games with them to get a better feel. One thing that surprised me was that Sonnia has a low defense and Samael does not to seem to have that many wounds.
  13. No worries Dirial, I just hate having "doh" moments like that, especially when they have such a huge affect on the game. Hopefully my opponent and I can get a rematch in soon and have a closer game and one that will be more enjoyable for him, as that game was not fun for him in the last 2 turns. Live and learn.
  14. Wow, now I feel silly, I will let him know that next time I play him. Thanks for information.
  15. I managed to get another game in yesterday. Played against Hamelin the Plagued so that was nice getting brawl with a new master. So far I have played against, Mei Feng, Marcus, and Hamelin now. 50 soulstones with me taking Lady Justice as my master. Strategy: Turf War (It was originally Reconnoiter, but my opponent let me redraw as I have played that strategy the last two games.) Schemes: Breakthrough, Assassinate, Murder Protege, and Frame for Murder. I took Assassinate because I figured with Lady J and the firepower I could bring I could kill Hamelin and Line in the Sand. I forget to ask what my opponent took, but I am pretty sure that Assassinate was one of his schemes and maybe Frame for Murder. The Lists My Opponents list Hamelin -The Plague -Tools of the Tyrant -The Pipes The Stolen Nix -Hollow -Infectious Memoires Rat Catcher x2 Malifaux Rats x3 Killjoy 2 soulstones in the pool My lIst Lady J Scales of Justice The Judge -Lead lined coat Santana Ortega -Rapid Fire (I love this upgrade) Death Marshals x3 Guild Riflemen x2 4 soulstones in my pool The game: Highlights for my opponent, using obey to have a death marshal kill a rifleman and then Lady J to kill that same death marshal (served the bugger right I guess). Other than that not much went right for him. He reserved Killjoy and brought him right in front of Lady J who killed him in melee in turn two. He was able to blight lady j as I could not win a duel against the rats and with the ratcatchers doing the reactivation stuff Lady J was being attacked by the rats very quickly. (I need to remember that when i do not charge i get the positive flip with the greatsword which would have helped me with some of the duels.) In the end Lady J would be tanking again with most his crew trying to blight her. Nix has an action that lets him do damage equal to the amount of blighted conditions a figure has, which was his endgame. However each turn I won initiative and with so few soulstones he could not try to cheat for initiative. I would then activate Lady J first and use Restore natural balance to clear her blighted conditions each turn. Have a 13 in my hand each turn helped and that action pretty much made the game for me. After doing that 3 turns in a row and after having Hamelin killed by turn 3, followed at the beginning of turn 4 when I used Restore natural order to get rid of 10 blighted conditions, he called the game. Lady j still had two activations left and was in position to kill the two ratcatchers, the Judge was ready to go into combat with her, Santana and the last rifleman were both ready to drop or severally hurt Nix, and the death marshals where about to get me line in the sand, which would give me a score he would not be able to come back from. Plus he wanted to play heroclick and get this game out of his head, not that I could blame him. Final Score: 5 to 2, at the beginning of turn 4. Thoughts: Lady J: Rocked the game again, she had 7 wounds left at the end of the game and between Juggernaut and restore natural balance she basically prevented him from doing his thing for the entire game. Plus killing Killjoy in one turn was fun. The Judge: He did well in using stand for Judgement to bring Santana and a death marshal up closer to the middle of the board. He also killed Hamelin and getting me Assassinate. Lead lined Coat was not necessary for this game. Santana: She was great again, with rapid fire, she is a monster once she gets into position, which the Judge helps with. She brought Hamelin down to 2 wounds, and hurt the ratcatchers. Death marshals: Dropped off the markers for line in the sand and plinked wounds with shooting. Hamilen's obey had me scared of getting too close and they where out of position to Pine Box anyone this game. Riflemen: They where a bit out of this match, one getting killed turn one, the other than killing Hamelin the first time, who then used his stolen to bring himself back from the dead. But still they have preformed well in other games so they get a mulligan for this one. Scales: He was nice for the activation and for getting me another card when I was low. I need to keep him closer to the group as he can give a willpower boost which would have helped with this match. In this game, I felt that my opponent (besides forgetting Hamilen's zero action) put to many upgrades on Hamilen. Killing Killjoy early on put more pressure on him and made him swarm Lady J. Obey was interesting, it felt bad loosing two guys to my own people, but obey did only worked 3 times for the entire game and with shooting Hamelin was not that hard to kill. I felt kind of bad with using Restore natural balance each turn as it seems that Lady J is a hard counter to Hamelin. I have had games where nothing I try with an army/crew/force never works and I hate that, so I do not like doing it to others. I never felt that I lost control of the game which was is a first for me, but it left nice. I think I am going to give McCabe a run next time I play. Lady J has been great, but I am getting a good handle on how to use her or so I think, so I want to try McCabe now and give her a break.
  16. You want another player to come with a crew?
  17. Ah I see what he was getting at now. Thank you. Remembering to play to turn six or more is something I need to work, I have been lucky that most of my games have ended on turn 5, which is why I have yet to loose with Lady J (but getting more come from behind draws than victories) so the point is taken. Still was epic to see Lady J taking on several monsters and Marcus at the same time.
  18. I know, we had just agreed that turn five would be the last one as my opponent wanted to get some other games in and was needed for another game that was starting close to when we where ending. Unless I am being dense and you mean something else Dracomax and I am not getting it, if so sorry and please illuminate me. (Just not Jacob Lynch style).
  19. New update! Finally got another game in, between working on thesis and traveling to see the girlfriend not a lot of time to play. Yesterday I played against the following list: Marcus Trait of the gods (upgrade if remeber the title correctly) Slate Ridge Mauler Stabbertooth Cerberus Jackalope Hoarcat Pride Moleman x3 Cojo Razorspine Rattler My opponent said she had 4 soulstones left. My list Lady Justice Sidir By your side Santana Ortega Hair Trigger Death Marshal x3 Guild Riflemen x2 According to the crew builder I had 7 soulstone in pool even though for some reason when building it with out the crew builder I though I only had 4 soulstones, oh well. The strategy: Reconnoiter The schemes: Framed for murder (on Myranda), Line in the Sand (we both took it), Protect Territory (me) Next time I will try to do a proper battle report, but in lack of that here are my thoughts about this list. Lady J continues to impress, we only played to turn five as my opponent was need for another game, so at the end of turn five, Lady J was holding off Marcus (with 1 wound left), Cojo, and the Razorspine on her own. I drew poorly on my attacks with her, but thanks to her high number of wounds and me doing well on the defense (but no masks and I kept forgetting to use the soulstones for that) I had no risposte. Still I like her and she killed the sabertooth. Sidir, I need to draw better on him. He brought the sabertooth to half health with the machine gun, but after that I could no win a duel with him, poor guy. But he did absorb the sabertooth's attacks for two turns and credit to my opponent, she got the tomes she needed for its trigger, to chain kill him with minor damage. I am thinking a leadlined coat might be a good investment for him. Santana, she was boss, hair trigger put myranda to have wounds which let a rifleman kill her later in that turn, she also helped to kill the slate ridge monster and proved to more durable than I thought she might be. Still I think she was a little to stationary this game and I need to work on moving her around more. Death Marshals, did okay, dropped their markers being able to ignore terrain was good but I was not sure if i was aggressive enough with them. Next game I will drop one and run only two. Riflemen, stars of the game, I focused them early and often, kept them out of melee, and when my opponent charged, I use stand a fire to pink wounds away. Also being focused gives them the extra ram for critical strike which helps with shooting. I was very impressed with them. I think Captain Dashel might be a good guy to get if i run three of them, but I like how the two helped the crew. I won the game by one (final score escapes me), it was thanks to my death marshals dropping markers for protect territory and defending them and because I scored for Reconnoiter pretty much every turn my my opponent rushed for the middle and was to close to the center to claim quarters for the majority of the game. Thoughts are welcome, thanks for reading.
  20. I like the Lone Marshal, but I think he will look better on an Appaloosa than the tan horse he is on now. The monks surprise me. I like how they look. They might be the excuse I need to get Misaki and start a proper Ten Thunders crew.
  21. Sue, because they had to get a Johnny Cash reference. It is the actions that make it though, the Prison Pistols, tread the line, the man in black, and Circle of Fire, it makes me smile and laugh when I read that card.
  22. There are no instructions, but when I got mine, it was easy to see which parts when which guy, I and think they are labeled on sprues if i remember correctly. The pictures on the back of the box are a good guide to go by.
  23. In part for not using the Judge is that I like Sidir's model better and now that I have the Santana model and I like her model better, how a model looks will always be a major factor in how I choose what models I play. I will look in Francisco when I have money for models again. I like the Judge and how he should play and I will use him in other lists, but in part right now I want to try out Sidir and Santana right now.
  24. Okay here is take two: Lady Justice Badge of Office Sidir By your side Santana Hair Trigger Death Marshals x3 Riflemen x 2 So this gives me 6 soulstones to work with. I could take away one Death Marshel and add Scales and another Rifleman. That list would give me 4 soulstones to play with. I have thought about adding vendetta, but I in the games I have played, the normal greatsword plus critical strike has always done well so I do not think it is that necessary. I can see adding flames of the pit to her and justice unleashed if I am going against an undead heavy list. Thanks for the help and comments everyone, feel free to pile more in.
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