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Kirby

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Everything posted by Kirby

  1. Hey gang, I am selling my Snowstorm model. The model is partially built and fully primed. Snow's wrists are pinned, Storm's arms are glued on, Storm's horns are not glued on so you can choose what direction you want them to go, neither are glued to a base. Selling for $60 + Shipping. I am on the east coast of USA, but international shipping is available. Thanks!
  2. You don't really save money on shipping either way; the buyer pays shipping.
  3. You need a 7 for the Marker and a 10 for the Abomination. I think there's a suit requirement, but with the suit built into the cast.
  4. Yes, the first time a hired model is killed or sacrificed it needs to do a Finished Off flip. The only way you can repeatedly bury and unbury without a risk is to only use the summoned Waif to come back with. Hollow Waifs being peons means they can have up to 1 injury without being Annihilated. But they're also 0ss and (I think) Rare 3. So even if one gets Annihilated at some point through the week, it seems like during the next week's hiring point you can hire fresh ones at 0ss.
  5. Now that'd be amusing. Hollow Waif takes an injury due to being sacrificed to unbury Leveticus. During injury, flip a Red Joker. This applies a useless Near Miss to the Waif.
  6. While the Malifaux Child is cheap, I don't think I'd recommend it for this format. Its heal requires an 8+ and there isn't anything for it to copy until a master is introduced and even then it would need to be a master you'd want to take the Child to. With the 5 scrip discount on new hires I think this current format favors multiple mid-range models as opposed to low-range ones.
  7. And on the comment about being immune to conditions, that includes but is not limited to Defensive, Focused, Fast, Slow (no summoning Slowness!), and as mentioned Reactivate as well as all the usual suspects.
  8. Daniello definitely gave the short and sweet of it. Ashes & Dust turns Leveticus and his crew up to 11. It allows Leveticus to use his alternate (0) action to either draw cards or reposition without permanently sacrificing a model, A&D gets added mobility from scrap markers generated by dead Abominations or by Rusty Alyce dropping them, Leveticus can freely fire into combat where A&D is and doesn't care if he hits A&D because it just generates more attacks, when A&D splits it is now two models for the sake of scoring VP, it can be worthwhile to leave them split if the Core is safe because the Storm is actually better in melee than the full A&D, etc.
  9. I don't think paint should confer a bonus to players in a Gaining Grounds tournament setting. That said, playing by pure GG rules all models must be painted. If you are forgoing that rule, that's cool, but don't give a bonus to painted minis in a GG setting. Having separate prizes for best model and crew painted is a better way to do that. In a local campaign or story setting I wouldn't care. I do think it should only be offered to the master's cache and not the hiring pool. Masters with a decent/high cache benefit more from having 51ss to hire from - another upgrade or promoting something to a better model, for instance. In our local campaign we are offering a weekly scrip bonus for painted models so players don't have to earn as many in the game, but still attributes to the weekly 16 cap.
  10. I always take it on Leveticus and pretty often on Rusty Alyce as well. Her gun is quite powerful and decently accurate, and between the two of them I can usually get an Abomination running about in the middle of my opponent's crew. Even if they kill it outright, that's still denying them a scrap/corpse marker they may have needed and if it's a scrap marker then A&D can push to it as a (0). Because, ya know, A&D needs more mobility.
  11. If all you're after is the Librarian or Trapper then I probably wouldn't pick up the crew box. That said, as far as your future Outcast play goes, Von Schill is a pretty great master. He's like an amplified Freikorpsmenn in that he's a generalist: solid in melee, solid in shooting, and solidly survivable. However, he also buffs nearby Freikorps models (Freikorpsmenn, Librarian, Trapper, Hannah, Lazarus, Anna Lovelace) and his totem, the Steam Trunk, is just plain great and is a cool little model. He plays the Living Attrition game, helping his crew survive by giving out Hard to Kill (but not called HtK so it gets around things that ignore it), plenty of healing and condition removal, ripping his shirt off for more healing, condition removal, high defenses, and the ubiquitous Freikorps Suit for more armor and ignoring pulses/blasts. I originally bought the box and sold off the non-Librarian/Trapper bits. Now I'm in the market to buy another because Von Schill is a fantastic answer to things like Ressers and other attrition-based crews.
  12. The Freikorps Librarian and the Trapper are both golden in any crew. The Trapper lets you start influencing the game right from the beginning by either removing linchpin support models or cutting off lanes by threatening them. The Specialist doesn't see as much use, but some people really like him with certain crews. Sonnia Criid in particularly loves having him around. The Freikorpsmenn are solid generalist models for 5ss. They're nice in the campaign because you get a 5 scrip discount on your first hire each week which essentially makes them free hires. They're decent at scheme running with Wk5 and Unimpeded, decently survivable with the Freikorps Suit, and decent in combat. Their primary downside and reason for not being taken too often is because of their jack-of-all-trades nature. For pure scheme running there are Void Wretches for 4ss, for a better gun there's the Trapper at 6ss, and for better melee and technically still having a gun there's the Ronin for 6ss. None of that takes away from the Freikorspmenn, but Malifaux often rewards specialists more than generalists.
  13. I am currently running Rusty Alyce as my campaign leader. She's probably our best overall leader henchman due to a few things: High mobility - Walk 6 is as fast as we getHigh Survivability - Cannot be charged by anything with a 3" or less, Bullet Proof 1, adequate wounds to make soulstones keep her upright for a while, and access to double heals fro the Librarian (though this last part is all Outcasts)High Damage - 12" range Sh6 with 3/4/5 and Rapid Fire is fantastic. 2" melee with Ml6 and 2/3/8 is also fantastic.Summoning - I started with the Desolate Soul upgrade to summon off of kills with her gun. Abominations like being up ahead in your opponent's crew being annoying little speedbumps. From Aether is also very good, even moreso when you have Ashes & Dust (adds mobility) or the Instinctual campaign upgrade (only 5 scrip, 0ss add-on, lets you both drop a scrap marker and summon an Abomination each turn).I started with a pretty standard Henchman Hardcore crew: Rusty Alyce - Desolate SoulJohannaRoninFreikorps LibrarianThis comes in at 31 scrip which lets you carry 3 scrip into Week 1 and start each game with a decent cache.
  14. During the early part of the campaign I think A&D may be too costly, though no question it is remarkably effective in most cases. One thing to keep in mind is that with the Enchanted Weapons skill anyone can ignore armor pretty readily. It's not an expensive skill upgrade and it's not very high on the Barter Rating. Splitting up Ashes & Dust isn't too difficult, and if you can ignore the Armor on the Ashen Core then it goes down without a fuss.
  15. My crew is as follows: Rusty Alyce - Desolate SoulRoninFreikorps LibrarianJohan(na)4ssThe Ronin cannot be charged, has Flurry, Hard to Kill, ignores Armor, and can sacrifice herself to give you 2ss. You'll still have to flip for Finished Off, so I'd use this when you have a 0-2 in hand. Johan also has Flurry as well as a Relic Hammer and can remove Conditions at range. Good stuff. The Librarian allows you to erase Incorporeal threats with Furious Casting (flurry for casting actions) which is usable at range or in melee. She can also heal twice per turn, which is great with the HtK Ronin and for keeping your crew alive in general. After my first two games for the week I picked up Pneumatic Legs (Leap) and Enchanted Weapons for Alyce. This lets her (0) place within 6" to get in Rapid Fire range, unloading three shots into someone while ignoring Armor and Incorporeal and if you are sure one of those shots will kill them, use a stone for a Crow to summon an Abomination upon their death. I was sorely tempted to give her the Instinctual skill upgrade for when I can get her the standard From Aether upgrade next week. Not sure if I want Instinctual or if I'd prefer making her Sh7.
  16. Yes, the preview was the art from Shifting Loyalties. The preview was made long before Shifting Loyalties was available. The picture is broken because it is linked to the old forum back on May 5th. The easiest way to see it is by following the link to BoLS, but again it is the art from Shifting Loyalties.
  17. Hey gang, I have the following up for trade, US-based but international shipping is potentially available. Models come with their respective m2e cards: 3 Stitched Togethers - bare metal, assembled 1 Death Marshal - bare plastic, assembled The Judge - bare metal, assembled Sonnia Criid crew - Plastic, assembled Greed (Crossroads 7 Guild member) - New on sprue Hannah - Standard version, primed grey, partially assembled. Hannah, harness, and robo-suit are separate to make painting easy Things I'm after: Snowstorm Kaeris crew (plastic) Infinity ALEPH Starter Set
  18. Pride's card stripping goes very well with an Assassinate-centric Misaki. Envy is just a great all-around ranged attacker that can either force AP loss or more card stripping or damage from enemy actions, but coming in at 9 points is a bit rough. He does love him some Oathkeeper though!
  19. Von Schill is a very solid master and one that compliments the Viktorias very well both in supplementary crew and his playstyle in the game. Where the Viks are explosive blenders of death, Von Schill plays more towards the attrition game. This makes him a very solid take against Ressers and Guild where the Viks may find themselves either outnumbered from summons or outgunned at range. He doesn't have too many tricks up his sleeve, so that tends welcome new players to the game (as the controller or the opponent) and it also means that you aren't relying on a particular trick or waiting for your opponent to make a mistake. He's not very flashy, but he gets the job done. Speaking of the Viks, I nearly always take a Freikorps Trapper and a Freikorps Librarian with my Viktoria crews - both of which are in Von Schill's crew box. Other takes that work well have been mentioned - Hannah, Lazarus, and to a degree Vanessa. Hannah - Durable melee beatstick, can copy spells including: Librarian's casting attack and heal, Johan's condition removal, and Viktoria of Blood's Sisters in Fury (if you gave her that upgrade). When she copies Fury, that turns Hannah's respectable 2/ 4 /6 into a terrifying 4/ 6 / 8 :blast. She can also take the I Pay Better upgrade that allows all mercenaries within 10 to discard a card at the start of their activation to gain Focus. Since nearly everything the Viktorias take are mercenaries (including Hannah herself), that is a free Focus wherever you need it at the cost of a card you didn't want in your hand anyway. Envision a turn where she discards a card for focus, copies Sisters in Fury for +2 melee damage, then unleashes a focused hit and gets a severe on damage. Initial target gets hit for 8, and you have 4" of blast diameter to give 6 damage to anything caught in it. She can also copy enemy casting actions if they are within her 8" range, meaning she can borrow some very good spells from things that got too close. Lazarus - Durable ranged threat with a good damage track and strong blasts, good in melee, Armor 2 and self-healing is great. Works even better with Vanessa around due to her Command Construct allowing him to take a (1) action of any kind outside of his activation. Vanessa - The other Sister. Not as melee-centric as the Viks, but still decent when engaged. Nice casting attack with good blasts, even better if she's on the center line due to Ley Lines ability. Has a good heal as well that can heal all Sisters no matter where they are on the board, but it is a (2) action to do it. Her (0) Command Construct can command Lazarus to move into position, take an interact action, or (most often) shoot something with his grenade launcher. I typically use her with the Malifaux Child since the Child tends to get left far behind the Viks and unable to heal them directly, but he can heal Vanessa to heal all three. Other good pulls from the Outcasts for the Viktorias: Rusty Alyce - deadly anti-Resser gun, can help with attrition or land-grab strategies via summoning Abominations Void Wretches - cheap scheme runners Johan - You already mentioned having him, but he's so good he gets another mention. Relic Hammer to destroy constructs (or anything else, really) and condition removal is often vital for the Viks. A Paralyzed Viktoria is a sad Viktoria. My preferred crew for the Viktorias tends to be something like the following: Viktoria of Ashes - Sisters in Spirit, Synchronized Slaying Viktoria of Blood - Mark of Shez'uul, Sisters in Fury Student of Conflict Hannah - I Pay Better Freikorps Librarian Freikorps Trapper Johan Ronin Using Vanessa and Lazarus tends to change things up for me, something closer to the following: Viktoria of Ashes - Sisters in Spirit, Synchronized Slaying, Sisters in Fury Viktoria of Blood - Mark of Shez'uul, Oathkeeper or Tally Sheet Malifaux Child Vanessa Lazarus Freikorps Trapper Ronin Ronin Those are just general crews that can do a bit of everything, but Malifaux is certainly not a static crew list kind of game. There are all kinds of combinations that would still be very effective, but I try to steer new players into picking a solid core to build from. Right now, I'd suggest getting the Von Schill box as your initial big purchase as it gives you access to a solid second master, some very good crew members, and the things that the Viks like also tend to work very well with Schill.
  20. I have three metal Stitched Together, they're on blank bases and no paint or primer. Honeslty not sure what to ask for them; did you have a price range in mind?
  21. Just a note that you'll only get the 6 severe damage from a Trapper if you flipped or cheated a Ram for Critical Strike. It also means not taking the Resposition tigger which can sometimes save his hide. That said, I Pay Better and Trappers is a beautiful thing.
  22. Goingstones, I reposted your question here, copied from your original post in the Outcast forum. You were first
  23. I have reposted your question in the Rules Discussion section of the forum:
  24. Edit: Bothersome typo in title is bothersome. >.< Hello! The question arose over in the Outcasts forum of what happens with Karina's summoning burial at the end of the turn if the summon was buried by Hannah which unburies at the end of the turn. Karina's Faces of Oblivion - "... At the end of the Turn the model suffers damage equal to half of its Wd stat which may not be reduced, gains Slow, and is buried." Hannah's Void Record - "Place a 30mm Void Marker in base contact with the target model. The target is then buried. At the end of the Turn, unbury the target in base contact with the Void Marker, then remove the Void Marker from play." During the course of the turn, Karina summons a Crooligan. Later in the turn, Hannah uses her Void Record action and buries the Crooligan. The turn ends. At this point, we have two "at the end of the turn" actions to take during the Upkeep phase. To my knowledge, as the controlling player I get to decide the order in which simultaneous actions take place. It seems like I can decide the following: Resolve Face of Oblivion first - The Crooligan suffers damage equal to half of its Wd stat, gains Slow, and remains buried (cannot be re-buried). Resolve Void Record next - The (half-wounded and Slow) Crooligan unburies in base contact with the Void Marker. Start next turn with the Slow Crooligan already on the board. Is this correct?
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