Jump to content

4thstringer

Vote Enabled
  • Posts

    3,683
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by 4thstringer

  1. My local henchman (arli on here) told me that it isn't to hard to not include the hat, and to sculpt some greenstuff hair on there. I hate the sombrero thing too, it just feels like I have jumped into a frat boys cinco de mayo party when I see it.
  2. I feel like you are getting really card intensive once you start inserting the child into there.
  3. I would suggest the Perdita box too, as hers offers a lot to other crews. Another option (though it might not be what you are looking for) is to try some other models with the crews you have. Daschell works well with riflemen, the Hunter and Warden both work well with Lucius.and will be useful once you get the Hoff in plastic. And the witchling handler or the mercenary specialist with the flamethrower (blanking on the name) can have a lot of fun in a sonnia crew. Those are just some ideas, and I am use other people have some cool ideas as well (abuela, pistoleros, watcher, pathfinder, performer)
  4. No purchased SS. So you still get your Cache on the henchman card. My local henchman told me that was put into place because Nekima was just too brutal in this otherwise.
  5. I found Austringers to not be useful in this format, as you aren't going for many turns, and so the austringer isn't likely to do enough damage to matter.
  6. So I was reading in a Neverborn thread about using Tannen with models that can make large numbers of models take unopposed checks, since with the extra cost to cheat they are likely to have difficulty with that additional cost. Here are the models I have thought of (assuming lucius with suprisingly loyal, because otherwise Tannen isn't involved anyways) Executioner and Peacekeeper- Horror Duel Sam- Flaming Bullets Sidir I think??? Doppelganger, tannen, candy- manipulative Are there any other models you can think of that either have TN duels to act or pulse based TN duels?
  7. He would probably fit quite well with the entire idea of getting most of the crew to the midline fast as well. hmmm.
  8. I would suggest reading this- http://joelfaux.blogspot.com/2014/05/the-five-dangerous-faults.html It gave me a lot of insight into the game. Another good place to read for tips i- http://pullmyfinger.wikispaces.com/General+Malifaux+Tactics Their article regarding focus and Defensive stance is nice too.
  9. Dammit, now I want to try running Hoffman. (Be strong.....)
  10. I regularly play in Frederick at this Historic Haven, but that is a private club so we would have to play somewhere else. I know John (Arli on these forums) is a local henchman who plays regularly at the Haven, but might be available for games as well. Shoot me a PM if you are interested in getting a game in. I play Malifaux most of the time on Thursday nights, but some Monday nights or Saturday mornings I am also often available.
  11. So I tried that Lucius/Sam/Mimics list. Opponent was 10T Mei Fang w/ upgrades Kang Ototo 2 rail workers emberling rail golem Turf war Schemes: bodyguard, Protect Territory, Line in the sand, make them suffer, Frame for murder So I announced Line in the Sand, but did not announce protect territory. He did not announce either, but had taken bodyguard on Ototo and Frame for Murder on Kang First Turn I was able to get my death ball pretty far forward, though a middle of the table hill kept me from putting same quite as far as usual. Same was able to flurry into the rail golem on the 1st two turns, leaving him with one wound. Mei was able to rail walker up and charge graves first turn. Graves was able to strike back second turn, but then the Rail Golem killed him before being killed himself by the lawyer of all things. I ended up killing Kang (I expected the Frame for Murder on one of the two Rail workers her parked in the 6" area) with Sam, giving him three points for that. Ototo played a hit and run game, attacking models that were firmly engaged using that 3 inch reach. He eventually ran into a corner, where Lucius engaged him, but his hard to kill + heal saved him from being taken out. Sam was able to survive all game(mainly due to tannen's Aura), and was consistently causing damage to a lot of different models. Doppelganger, Tannen and lawyer held the middle, and eventually killed a rail worker to start controling turf war I wouldn't have been able to finish protect teritory or Line in the sand for 3, but it went to a 6th turn, allowing me to run Doppelganger out an Ototo got the 3 points because of the extra turn, but in the end I was able to get 1 more turf war point than my opponent. Final score 10-9 Guild. Strengths- Sam performed well. Because of all the different discard a card abilities I had to give negative flips, I had real survivability, but it meant my hand was often empty. Because I like to leave Doppelganger until the end of turn, that mean that when I flipped poorly for mimic, doppelganger had nothing but crappy fists to hit with. Weaknesses: My cards were not there, but part of that was Mei Fang's high general values. I did have a hand with nothing higher than a 6 even after spending stones. I only got the red joker in situations where it was not needed, and the black joker loved to show at the worst time. This crew lacked the hitting ability my normal guild crews have. Usually my non-beatstick models can be counted on to get some kills, and that clearly wasn't the case with this crew. Not Sams fault though. Maybe next time I will be a little aggressive with Graves, I had put him and doppenganger right on the midpoint turn 1, which made him really vulnerable, and was kind of unnecessary. I would probably trade out the Austringer for a death marshall or even a stalker and a stone.
  12. Did you feel like you had enough firepower? I am trying out a list with Graves, tannen and doppelganger tonight, and I am feelings pretty nervous about durability.
  13. Joel, is that going to be on your standard feed, or a different one?
  14. I have thought about shamelessly stealing the format from Chain Attack, but I tend to start a lot of projects and not finish them, so I have held off for now. My version would focus on guild models, and instead of focusing on two masters an episode, I would pick a guild model, play with it all month, and for the episode do a report on my final game using that model (trying to make it at least a partial focal point of my force) and then give ratings in a similar manner, i.e. survivability, board control, killyness, syngergy, value, and fun factor. It would be a given that I am but a beginner at Malifaux, so I'm sure people would disagree. My main issues are that I would need to get a regular co-host who plays with me regularly to talk about what he saw too.
  15. Good point. Given that I have a couple spots I want to spend stones, its probably better to just cache those, or take back the 2 plant evidences as well and add a 4ss model. Edit: I had it in my head it was an aura that effected the other models around it, not just a pump for witch hunters. EDIT 2: I think this might be the first use of the scribe for me. Giving lucius Doppelganger or lawyer def 7, graves def 5 or tannen def 6 seems good, and he is better at getting the red tape than lucius.
  16. Ok here is my slightly demented idea for a Lucius/Sam Crew Guild Crew - 50 - Scrap Lucius -- 4 Pool +Legalese [1] +Suprisingly Loyal [1] Doppleganger [7] +Useless Duplications [1] Guild Austringer [6] Guild Lawyer [6] Mr. Graves [8] Mr. Tannen [6] +Plant Evidence [1] Samael Hopkins [9] +Disrupt Magic [2] +Witch Hunt [2] This is a list aimed at Turf War, Squatters rights, Stake a claim or any scheme combo that has lots of scheme marker or interact schemes. Not so recommended on Reckoning (not really killy enough) or Recon (balling up in the middle of the board is not recon strategy). . The idea is use The doppelganger and Graves to propel the two of them plus Tannen forward to crowd up the middle of the board early. Similarly, Lucius teleports sam to the middle to hit them with a nasty alpha strike (either with flurry or Witch hunt). When lucius walks up to do that, the Austringer and Lawyer get moved forwards as well, The austringer to threaten more ground and to be in a good place to use his push/interact, and Lawyer so that his horror duel support aura protects in the middle. Once they have established in the middle, as long as they are fairly close to each other, the Auras and LOS abilities from useless duplications, Tannen, Graves, Disrupt magic, and Lawyer should establish control of a large part of the board. Graves is there to bodyguard sam and tannen, and push models off, Lucius can Red Tape potentially harmful models (so many mimics) as well as run scheme/soak wounds, and the Doppelganger is pure utility. I think it would struggle against a more killy deathball crew (Ramos comes to mind), but even as I lose models I hope this crew will be difficult to score schemes against, or to stop from acheiving schemes itself, given legalese and all the plant evidence.
  17. He often feels too fragile for my Lucius Crew. Since Lucius himself doesn't get dug in very often, my henchmen/enforcers are usually used to take a lickin' and hopefully keep on tickin'. That being said, you have inspired me to see if I can use Lucius's Thats what lackeys are for to put Sam in Position for a nasty alpha strike, and then use it again to pull him back (with Executioner or Graves close behind to charge anything that threatens Sam/Lucius turn 2)
  18. Played in a cutthroat tournament. Only two people showed to play (plus the henchman) so we played a series of 4 games. Managed to tie two-two every time before we would hit the card limit, flipped off for the victory. A ton of fun, and a great opponent, but would have liked to have gotten to play with some people outside our meta.
  19. I definitely agree on the beatstick thing, it is why I almost always have Ryle or a Peacekeeper (sometimes both) in my Guild Lucius crews. For Neverborn, I expect I would do the same thing with the Teddy or the Mature Neph.
  20. I feel like I truly initiated the derailment, and apologize. I do want to thank everyone for all the good suggestions for how to fix the problem though.
  21. So this is a play off of the last thread, but I didn't want to derail it too much. Do you tend to use Lucius's upgrades often? I noticed that everyone in the other thread was using Secret Assets. I used to use it too, but I found that needing the mask, it too often wasn't worth the 2 extra SSs. The other ones I rarely use, uhless I want to bring some Neverborn into my Guild list. Legalese is the only other one I ever consider, but even that one is really only used if its a scheme marker heavy pool. What are your experiences with his upgrades?
  22. Terrain can make a huge difference. A piece like a train, at the wrong angle, can basically set you to lose before you start.
  23. Some people like their masters to feel like they are having more direct effect (see pretty much the entire 1st wave of Guild Masters), Thats definitely not Lucius's game (though I actually used lucius in combat some last night) I also have never played against most of your opponents crew, so it is tough for me to say how that might have effected it. A couple, monday morning quarterback style observations (feel free to disregard and ignore these): One thing I noticed is surprisingly loyal just for 1 lawyer. I love the lawyer, but I think bumping him to 7 points is a little much, and you would have been better off with Tannen to lock down the squatters rights tokens and plant explosive scheme markers around the middle of the board. I did just notice that you took the scribe too, but I vastly prefer primordial magic to the scribe, so I still think surprisingly loyal wasn't worth it. How did the fight for the SR tokens go down? You don't really have a ton of fast objective runners, but Doppelganger, and Lucius's abilities usually make that one a net positive.
  24. I am really bad about beating up on new players. I don't do it on purpose, but once I start playing I have a really hard time dialing it back. (Its a problem in board games too, where I am a big fan, and have a bad habit of curb stomping my loved ones when I play with them.) Its not like I do it on purpose, but I really don't know how to not take the (as I see it) optimal move without it being obvious.
  25. Details? What schemes/strats, opponents? Did they just murder you off the board? I've also rarely played any other master, so it is possible that he doesn't have the same impact as others.
×
×
  • Create New...

Important Information