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madaxeman

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Everything posted by madaxeman

  1. Alt Joss would be sort of sensible, as he's a must-have model that's only available in a crew box.
  2. I'm still struggling with her almost more than any other Arcanist master, wit hteh core issue being that I find that her shooting doesn't really seem dangerous / damaging enough to justify being a "one trick" for a Master-level model.... especially when most of the other Masters have at least 2 'tricks'. Her must-have support pieces and must-have upgrades are also both quite pricey. I am getting an inking that using Ice Pillars is more important and should be used more often than I currently do... but given they are an either/or with her shooting in any given turn I tend to feel that not shooting is a missed opportunity. Getting her the right distance up the field (not too close so she can be engaged, not too far so her shooting nodes get outdistanced or taken out) is still tricky, and think I I may need to resort to drawing a pre-set plan, with distances marked out between the models, and then move and treat the whole crew as a single on-table 'shape' that advances up the field (or not) as a block.
  3. Silurids & Molemen are go-to choices if you want to stick to beasts, and the raptors, just because <what he said> After that a variety of dogs for going with a dog-pack themed list.
  4. Here's my report of the 4 games I played (badly) at Bitefaux 2016 - many thanks to the organizers for doing such a slick job or running things, and setting up such good looking tables for me to perform so badly on ! (I already posted this in the competition thread - hope the crosspost is OK)
  5. OK, Maybe Seamus is a Resser then. Just remember kids, if it's not got robots or monkeys in it, its just not cool.
  6. Here's my report of the 4 games I played (badly) at Bitefaux 2016 - many thanks to the organizers for doing such a slick job or running things, and setting up such good looking tables for me to perform so badly on !
  7. Understudying Burst from the Electric Creation ... well, that's a reason to keep her away from Marcus if you are using her with Ramos I guess !
  8. Are there any more confirmed players for this as yet? It's now very close and the website isn't showing registered players for any of the events they are supposed to be running.
  9. Well Rehearsed on a model near Joss could be entertaining.....
  10. Snowstorm is basically a must-take, Silent Ones and Acolytes are 6-7 points each and must-takes too, and Raspy uses a lot of upgrades. Thats what makes including the Golem tricky. But it's a great looking model that can do some bad stuff, and always forces the enemy to react to it. So, you'll find a place for it and a role for it occasionally - but not always. If it was better, it might be almost a problem for Raspy, as if Golem and Snowstorm became must-haves then list building would become boring....
  11. I find it suffers from the "its so damned cool it must be AMAZING" syndrome - it does solid work, but never survives quite as long as I kinda feel it should
  12. On the subject of Gamin, and seeing the new box art, surely the only important debate about the new Master and Crew is whether the new Gamin will henceforth be referred to by their US or UK English names - making them either "Snot Gamin" or "Booger Gamin" ?
  13. It also means your target gets two uses out of their armour...
  14. Tim Porter (Madaxeman... erm, I guess that's obvious though?) all paid and in...
  15. Having played a couple more games with Colette now, it seems clear to me that there is a really important sequence of activations to work through for her crew, in order to get the most value out of the various abilities and free moves. Does anyone have a sort of standard-ish step-by-step activation plan for the first turn or so they could share - kinda like the Ramos spider factory plan?
  16. In the last tourney I kept her as Myranda all game and tried to use her as a support piece, in order to deny my opponent 3 VP's for that one out of the schemes that you;d always choose if Myranda was in the opposing crew (where you choose a target model to kill/sacrifice)
  17. Echoing the thanks as above - and an extra thanks for picking one of my tickets out of the raffle! The only very, very minor comments/suggestions I'd have would be that; the tables I was on were all really, really lovely, but were almost all made up of hard cover and building and so had relatively little (if any) area terrain. Not sure if this was me being unlucky (using 'Mr Unimpeded' Marcus!) with the tables I had, but perhaps a tad more area terrain might be an idea next time? where the tables were set up on 4x3 boards, it might be better to spin them round to give each player 6" of table to set up their cards on their own baseline rather than having the space on the edges (which was often a bit fiddly)? with fairly tight 2 hours games, maybe publishing all of the schemes and strats a day or so beforehand would speed up the list-selection part of the game? I had core 30-odd point lists pre-prepared based on the strats to add to once I knew the schemes, but even so I did feel guilty about faffing around with cards pre-game on occasion. tim
  18. Some thoughts from literally my first game with Colette (Colette (Doves, +1 card and the other one), Cassandra (her own one and a rather redundant Warding Runes), Angelica (PP), Hank (IE), Performer, Metal Gamin (as it was that strat where you all pile into the middle and move the marker). PP Trapdoors is really important. Don't put it on a model that will get killed ! How easy is it to spam markers?! Even not knowing what I was doing I can see already how you would expect to always score 3+3 for schemes if there are two marker-ey schemes in the pool (which there always are), so your game plan is probably to be looking for 2-3 VPs in the Strat to win the game. Colette can get left behind the rest of the crew. I need to work out how to keep her closer to the action. Performer lure? I'd almost be tempted to conjure up 3 doves in her first activation, for activation control. Prompts can save for turn 2, as then you probably know where the enemy crew is going to be, and you have activation control back. Decide if your Doves are giving the buff to friends (so start in the backfield near to them) or are exploding/doing marker tricks (so need to be upfield) Cassandra should move early to put up Southern Charm.
  19. So you could score twice by reducing the same model to zero wounds twice...having only marked him once? Neat!
  20. His "no-card-flip" push boggled the mind of my opponent in my last event. I think the phrase was "Really? No card flip? So why does everyone say he's not worth taking then?"
  21. Going back to generics, what do folks think is better/easier; - kill the waifs (if so, how - shooting? leaping at them?) - move the anchors and/or waifs ? - buff some defensive stuff on your crew? - choose specific upgrades and / or models fr your crew that are especially survivable? - something else ?
  22. Gertfaux, on the industrial outskirts of Bristol at Bristol Independent Gaming has seen my first ever Malifaux tournament just one year ago... and now I was back with Marcus, the King of the Jungle for a second year of Malifaux. See how Marcus and the Beasts do against all comers in 4 short but sweet(corn) battle reports followed by Steampunk Hannibal in the analysis chair...
  23. thread necromacy... but this looks like the closest one to the question I have. Could an "alpha'ed" enemy model pick up its own scheme markers ? They are enemy markers to Marcus and his crew, but not to the model who is activating...
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