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Douglas Scoundrels

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Posts posted by Douglas Scoundrels

  1. Hello! I need some community feedback for my next podcast episode.

     

    We do a segment where we come up with ideas for new models with restrictions placed on ourselves by other hosts. We also come up with a restriction for the community to build a model around. The plan is to eventually do a model for each station and faction combination in the game.

     

    We first did an Arcanist Peon, then a 10 Thunders minion. Now we're getting into the deep end with designing a Master for the Resurrectionists. I know that adding a new master to the game is the last thing most of you want to see, but I assure you this is just for fun and to get the creative juices going. The community restriction this time is rather simple, but a bit wordy.

     

    Every master comes in a thematic crew box with models that work with the master in a fluffy and mechanical level. We want you to take a box of models in the Resurrectionist faction that currently can't be found in any crew box (Drowned, Crooked Men, Hanged, etc). You must design the master with the caveat that these models will be included in it's 'crew box' and thus must be thematic to the master.

    You can flesh out the master as much as you wish. It can be as simple as a few concepts for actions, or as complicated as filling out an entire card and designing the crew box. We'll go through as many here as we can, and I'll post a link to the episode when it goes up.

    Thanks a bunch for your help.

    • Like 1
  2. 7 hours ago, Tawg said:

    The big difference is, I feel, that you're looking for pop-culture (Our pop culture, not Malifaux pop-culture) image of Yakuza. 

    Yeah basically. I sort of alluded to this in my first post but I realize I wasn't specific enough. I wasn't necessarily looking for a direct stereotype, just something that displayed more "organized crime" less "violent crime". I like how some folks went the route of giving J. Lynch a few human lackeys (non-addicts) to boss around. He might be the most appropriate Master to theme  this model around.

  3. Hey folks! I need some community feedback for my next podcast episode.

     

    We do a segment where we come up with ideas for new models with restrictions placed on ourselves by other hosts. We also come up with a restriction for the community to build a model around. The plan is to eventually do a model for each station and faction combination in the game.

     

    This time, we're doing a 10 Thunders minion. The restriction we came up with for the community was that it had to be themed around the Yakuza or Triads in some way. The thunders remind us alot of the mafia in Malifaux, but the current model selection focuses primarily on Asia's more fantastical and feudal themes (Those that aren't borrowed from other factions, anyways). We'd like to see a more overt nod to the more famous organized crime groups of the East.

     

    You can flesh out the model as much as you wish. It can be as simple as a few concepts for actions, or as complicated as filling out an entire card. We'll go through as many here as we can, and I'll post a link to the episode when it goes up.

    Thanks a bunch for your help.

    • Like 1
  4. Hey folks! I need some community feedback for my next podcast episode. I was wondering if you could help me out.

     

    Basically, I just want to know what you'd come up with if you got to design another generic totem for the faction. You can get as specific as you want (stats/abilities/actions) or just throw out a general idea. The only restriction is that it has to be a peon.

  5. As I guy who plays a lot of Ironsides, I get a lot of use out of Willie. He does great outside of Toni's bubble, so I run him on a flank for most games. He either takes out scheme runners, ties up important models, or comes crashing into the party where he'll do the most damage. Heck, sometimes I have him as a scheme runner if I really need it.

    • Like 1
  6. 3 hours ago, Adran said:

    You have all your opponents bringing anti armour because you declare Arcanist. If you declare Arcanist, and don't bring armour, then they have hired less effective models to counter you. 

    But I DON'T bring armor or I don't bring a lot of it. I mainly play Ironsides. The reply had me confused because I never mentioned that I played lots or armor or that I found it particularly troubling. However, if my opponent wants the metal gamin dead, they often have the tools,to do so relatively easily. I could previously rely on the gamin to almost always soak up 3 AP to bring down. I can't do that anymore.

  7. 1 hour ago, Jordon said:

    Glad to see some success with Ironsides, however your braver than I with taking Ironsides in a scheme pool with neutralize the leader. I'm sure if you play her more from a support role, she may survive to the end of the game. I just find Toni often lends herself to getting killed in a good many of my games (which is fine).

    I do also find I struggle in schemes that involve models moving across the board such as occupy their turf or leave your mark. Firestarter is a blessing in just about any scheme based mission, but I do find the M&SU are not as well equipped for scheme markers and instead focus on curb stomping enemy models. Spiders are decent scheme runners but I think wind gamin do it better, as do metal gamin in the right setups. I just dislike union miners in general, even though they can be great for very specific schemes.

    Eh. If it wasn't Guard the stash I might have considered not taking her, but that strategy, plus Toni's access to a ridiculous amount of pushes made me confident I could keep her from giving up the full three points. One point an acceptable loss and then my tactics would change to keep her alive.

    Occupy their turf and Leave your mark is a lot easier now we have access to soulstone miners (which I don't have at the moment). I find I use The Captain and Willie for scheme running as well (plus Johan has Finish the Job). I want to test out Union Miners before I can give a good opinion, but I'm anxious to try out their False Claim with Large Arachnids, Envy, and Willie.

  8. I play them off-and-on. Every single time I find myself really wishing they still had Hard to Kill. I know it's mostly luck, but they never end up on one wound. Either they get one-shot for six damage, or they take four damage with two wounds or (surprise surprise) my opponent brings anti-armor when I declare Arcanists and the gamin is pretty easily smushed. Yeah I'm still bitter about the errata, but I know my experience is probably not the norm.

  9. 18 hours ago, Tayne said:

    First off, congrats on the win! Could you give us some more info on how you used her, Kaiser? What strats/schemes you used her for etc. I've got Toni waiting for my return to Arcanists (not my fault I got distracted by a Spoon).

    Okie dokie.

     

    Round 1

    Deployment: Corner Deployment

    Strategy: Guard The Stash

    Schemes: Convict Labor, Take Prisoner, Neutralize The Leader, Detonate The Charges, Setup

    My crew was:

    Ironsides (Challenge the Crowd, Iron Determination)

    Mouse

    The Captain (Imbued Energies, Patron's Blessing)

    Willie

    Oxfordian Mage (Blood Ward)

    Oxfordian Mage (Nemesis Ward)

    Johan (Imbued Energies)

    Malifaux Raptor

    I took Neutralize the Leader and Detonate the Charges

    My opponent brought:

    (I don't remember the upgrades)

    Lady Justice

    The Judge

    Francisco Ortega

    Death Marshall x2

    Austringer x2

    He took Detonate the charges and Set Up (Johan)

    I picked my crew mainly for the Strategy and insane push potential to assist with Detonate (and denying my opponent Detonate and Set Up)

    I was starting to type up basically a battle report, but I think that's probably a bit unnecessary. I'll put the highlights and if you want gory details you can message me.

    Malifaux raptors always seem to work for me. This game it harassed an Austringer and would have killed him if it wasn't for the fact that he'd get to drop a scheme and score off of Detonate against the bird. The bird could have denied him the strategy on turn 2 as a single narrow lane was his only access to a stash marker, but the map was not set up fairly for the deployment and scheme, and he was already at a severe disadvantage with his deployment zone (I want a fair game).

    Movement tricks won me the game. I didn't know he had Set Up, and was fully prepared to score full points for both schemes after he pineboxed Johan on turn 2. After Wille set him free, though, he burned Imbued Energies to move, remove two important scheme markers, and move again to tie up the Judge. After the judge had gone, The Captain pulled him back away from another scheme for additional point denial.

    Mouse rope-lashed another Marshall off of a Stash marker and tied him up until the end of the game. I like mouse a lot more than I think most people do. While I didn't get off my favorite tactic with Johan, he was well worth the points.

    The Captain is always crazy-versatile, either playing puppet master when his windbursts, or charging a silly distances to hit hard and tie up models.

    Toni went toe-to-toe with Lady J. Both got their licks in, but Lady J eventually fled once I revealed Neutralize and I was kind of waiting for Toni to die for my mages to furious cast Justice to a paste (Toni got her down to a handful of wounds).

    I have an undying love for mages.  I wish I could take three, but the 40mm base is too big most of the time (they're well-worth the 18 points, I think). Furious cast is their bread and butter and they couldn't care less about engagement since, if they hit a friendly, they'll just push him/her out of engagement with small damage. I've gotten to really liking their 0 as well, since they can attack ping each other for 1 pretty easily to get off Hand-Picked Men.

    I ended up winning 6-4 in four rounds, I believe.

    Round 2 (Doesn't apply. I took Mei Feng for variety.)

    Round 3

    Deployment: Close Deployment

    Strategy: Extraction

    Schemes: Convict Labor, Leave Your Mark, Catch and Release, Public Demonstration, Occupy Their Turf

    I brought:

    Ironsides (Arcane Reservoir, Warding Runes, Challenge the Crowd)

    The Captain (Imbued Energies)

    The Firestarter (Imbued Energies)

    Willie

    Oxfordian Mage (Blood Ward)

    Oxfordian Mage (Nemesis Ward)

    Envy

    I took Catch and Release and Leave Your Mark

     

    My opponent brought:

    (again, don't remember the upgrades)

    Ramos

    Brass Arachnid

    Joss

    Johana

    Electric Creation

    Mech Rider

    (approximately ALL of the spiders arachnids waiting in the wings)

    He took Leave Your Mark, and Occupy Their Turf

    Let me start by saying I wasn't expecting to win this. I saw the schemes and who I was up against and basically knew what he was going to take. The guy is VERY good at his Ramos spider arachnid factory and all of those schemes were easy to that kind of crew (He was featured on a popular podcast discussing Ramos, in fact). I didn't have the models for a crew with that kind of activation generation, so I took what I was familiar with, what could score the schemes, and what could hopefully stall the spider arachnid factory enough to deny him some points. I ended up winning 9-6 because last turn was called as we were nearing the end of the fourth. Otherwise it would have been either a 10-9 loss (likely) or 10-10 tie.

    Highlights:

    Firestarter scored Leave Your Mark all by himself. The map was mostly encircled by a raised walkway that mosly blocked movement underneath it. Firestarter skirted the outer edge, dropped schemes unapposed, and returned to the melee to help score Extraction in the fourth turn.

    Willie held up the mech rider, denying it any sort of usefulness the entire game. My opponent ended up having to use extra spiders for scheming as my models were slowly being killed.

    Envy is glorious, especially getting to shoot turn one. If I had gone first, I would have likely thrown a big wrench into my opponents plans as I was in position to destroy the electrical creation with severe damage and blast onto Joss and Ramos who were right next to it (also taking damage from the creation). Sadly, this didn't work and he got choice placement of scrap. However Envy took down Johana on turn two and blew up a pair of spiders arachnids that would have given my opponent full points for Occupy.

    Everything was dying and I didn't care. Joss, Ramos, Mech Rider, and several spiders all had been tagged. All I was doing for a lot of the game was trying to keep stuff alive to still score extraction. Toni's teleportation helped with that, and I should emphasize that she's a jem for Catch and Release and Exhaust Their Forces. Since she's a sponge for punishment, you can keep handing out scheme conditions and still keep her around to do it again for multiple turns. Plus all those spiders arachnids means that, not only does she get all that adrenaline, but she can see over them too, thus allowing her to use her zero to teleport out of their gang pile to something that isn't tagged yet.

    • Like 1
  10. Hello everyone.

    I've been meaning to put together a podcast for months now, and I finally got around to recording early last month. My wife and I present Steam Powered Scoundrels: A Malifaux Podcast. We're still trying to find our feet, but I think our first two episodes are a good start to what we want to present. We hope to focus mainly on hobby, fluff, alternative play, and the culture surrounding the game. Please leave a comment about anything you liked, things we could improve, or stuff you'd like us to cover.

     

    Podbean: http://steampoweredscoundrels.podbean.com/

    Facebook: https://www.facebook.com/spsmalifaux/

    Email: SPSMalifaux@gmail.com

    Twitter: @SPSMalifaux 

    • Like 2
  11. Wow, it's been a while since anyone has said anything. I've played four games with Toni since.

    I've decided that I play her best with a partner. Someone that can threaten more damage than she can. Sure she can bog down and challenge a lot of models, but I find she will eventually succumb to them by herself. I often end up taking Joss and/or Johan alongside her. While the Captain is a decent choice, he likes to be on the edges of the fight. He wants to see as many models as he can for push shenanigans and to make full use of the 11" threat range. Howard has a bit of the same problem in that he needs to keep moving and attacking. He's the biggest target on your team when you set him down and if you dawdle in Toni's bubble you're likely to see him shot to death.

    Ran her once with a gun(icon) line. Three mages, two gunsmiths and two December Acolytes. It worked out really well. First and only time I tabled my opponent who brought an elite gremlin crew lead by Mah Tucket. For extra funsies I promised to only throw flaming bottles, and to never engage until I myself were engaged. Ended up burning Mancha Roja and finishing off Mah after she failed to kill Toni top of turn 2.

    • Like 1
  12. My go-to masters for Ressers are Mei Feng and Ironsides. Mei Feng gives you Kang (as mentioned prior) an immunity to slow and paralyze, and a way to clear corpse tokens with her Thunderous Smash. Toni gets her Warding Runes and the Blood Ward, negating a lot of Resser cast and condition shenanigans. Slap it on Joss and go to town with HPM.

    • Like 1
  13. So, as a fairly new player to Malifaux, I've come to the conclusion that I'm probably never going to be terribly competitive with the game. However I am quite smitten with the fluff and model variety that this game has to offer. I thought that, since I want to put 'fun' ahead of 'winning', I'd start playing some off-the-wall lists strictly for giggles. I have no plans of winning with any of them, but I want to laugh and have a good time with my opponent. So I'm farming the community for 50ss lists that you think would be strange, funny, or very thematic to see across from you. I'm also willing to field illegal teams for fun matches (as long as it still seems fair or advantageous to my opponent). They don't have to be fully fleshed-out either. I'll take concepts.

    Here's a few that I've already come up with.

    Sausagefest Seamus - Seamus leading a crew strictly consisting of male figures (that means no summoning)

    Birdemic (Illegal) - Marcus and and 15-16 Malifaux raptors. Optionally remove enough raptors to fit Myranda, but she can only shapechange into another raptor.

    Soviet Russia - Rasputina leading a crew of strictly ice constructs (gamin, golem) and Slate Ridge Maulers.

    Avatar: The Legend of Mei Feng - Mei Feng Leading a trio each of Ice, Wind, Fire, and Metal Gamin

    The Seven Samurai - McCabe, Misaki, Mei Feng, or Shen Long with 6 Samurai

    Malpractice - McMourning (On the clock, I think) Sebastian, Nurse, Dr. Grimwell, Nurse Heartsbane, Orderly x2

    Obsessive Compulsive - Nicodem, Kirai, or Molly. Any model that can be taken in threes MUST be taken in a trio. All summoning must first attempt to restore these sets of three or start a new one (no summoning rare 2 or less models).

    Team Backstab - 10T master and only dual faction models. Get as many factions in the list as possible.

    Hammer Time - Mei Feng, Kang (Hammer alt.), The Captain, Johan, Taelor, Union Miner (Sledgehammer sculpt), Rail Worker (Sledgehammer sculpt)

  14. So I was reading the February community contest and got to thinking. What are everyone's ideas on spicing of Toni's sculpt? There looks to be a good amount of room for improvement, as the uneducated would likely guess the Captain as the Troubleshooters crew box master (based on sculpt alone).

  15. 1) Metal Gamin are still better scheme runners because they're tougher (realistically, I'd get soul stone miners but they're hard to come by). They can wander out to where the scheme needs to be, place a marker and then go defensive (2) without discarding for the rest of the game and be really annoying to dislodge.

    2) I might even buy Johan first, he's that good (and with Ironsides especially as his yell heals everyone).

    3) Meh, I haven't got it and do just fine. I like Joss, but he's far from essential. I'd buy Willie first, he is great at pre-damaging your crew for free with his dropped load ability so they can take advantage of HPM

    4) Gun Smiths (because HPM and fast are a bastard combination)

    5) Mechanical Rider, because she works well for every crew.

    Honorary  mention: Burt Jebsen, he can make people cluster up. And Toni REALLY loves that

    Soo...

    1. Johan

    2. Metal Gamin

    3. Willie

    4. Gunsmiths

    5. Mech Rider?

     

    I'm just confirming since I want as many complete lists as possible for stats

  16. So, I'm working on a possible media project and wanted to poll the crowd for advice to new players. Currently this is just specific to Ironsides, but if I get enough feedback and make enough progress I'd like to do it for every master.

    Say a new player purchased the Troubleshooters crew box as their first foray into Malifaux. What next five model purchases should they make (and in what order) to add to and improve Ironsides-based lists. Other crew boxes are fine as long as you assume that master won't be used. I think upcoming models are acceptable as long as they have a release set (i.e. Gunsmiths).

    Feel free to say 'why' on particular choices, and I'll update with a 'consensus' list if I can.

    My picks:

    1. Fire Gamin (formerly Metal Gamin) - Toni doesn't come with schemers. These guys will do good enough and have a decent ranged attack so they can attack from the wings.

    2. Johan - Honorary Arcanist. M&SU for Hand Picked Men as well as healing, condition removal, and close-combat beefiness (freeing Captain from having to watch Toni's back constantly)

    3. The M&SU crew box - Everyone loves Hank and Joss. 

    4. Willie - He's got good stats and can damage just by taking a walk great for softening up model's in Toni's tarpit.

    5. Gunsmiths - Burning is fairly easy to come by with Ironsides, and you have several tricks to give them fast.

     

    CURRENT STANDINGS - (6 lists)

    1. Johan 
    2. Gunsmiths  
    3. Willie 
    4. The M&SU
    5. Union Miners/Mech Rider/Burning Revelations
     

    We have a three-way tie for fifth place, with the ranking the three received being so close I could only consider them as a tie. I went ahead and rolled my vote for Fire Gamin into the Burning Revelations box since once is included in the other.

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