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volt_ron

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Posts posted by volt_ron

  1. I got the translucent Lynch crew from Black Friday and I was wondering what the best way to glue them together was?  I'm sure it's a different material than acrylic but whenever I use superglue (think zap a gap, gorilla glue, etc) on that type of stuff  it frosts over something awful.  I'd like to avoid that on this crew, especially since malifaux stuff tends to come in eleven billionity pieces.

    Any advice?

  2. I'd probably start with something like with what you have:

    Mei Fang

    • Wings of Wind
    • Seismic Claws/Vapormancy
    • Recalled Training

    Kang (second wave/babysit archers)

    • Blot the Sky

    Archers x2

    Rail Workers x3

    Emberling

    4ss left over for 7ss cache.  

    This gives you a lot of decent ranged with blasts to try and cull the tide if the summoning gets out of hand.  The archers can also shoot into melee once your workers get in there. 

  3. Why the Illumiated and not something like sniper or archer to soften things up for the others? I'm thinking that rather than having the one heavy hitting minion, plinking off some damage makes it easier for the rest of the crew to get work done. 

    The list I posted isn't about killing things, more about scoring and denying VP. The illuminated, laying back waiting to countercharge, is just an effective deterrent.

    If it's a kill stuff game, the list I posted wouldn't work, as all the summoned komainu (and hopefully ashigaru) come in with just 3 wounds. For killing strats I usually take Lynch. 

    Ah got it, that makes sense.

  4. Why the Illumiated and not something like sniper or archer to soften things up for the others? I'm thinking that rather than having the one heavy hitting minion, plinking off some damage makes it easier for the rest of the crew to get work done. 

  5. How is that Toshiro proxy, scale-wise, to the rest of the army? Toshiro happens to possibly be the only model in Ten Thunders I actively dislike the look of (amazing rules though), so I've been searching for a proxy myself. Personally I'm just not a fan of zombie stuff. Demons, spirits I'm fine with.

  6. Wings of Wind seems almost like an auto-include with her, besides the really good (0) action it gives her, the push at the end of the turn is really good for being the final link to getting a good railwalk chain off.

    Besides that, I've experimented with all her upgrades a little and Seimic Claws is very good as is the ever reliable Recalled Training for that one turn of martial arts glory.

  7. While I'm no game designer, I do know that the best what to approach costing things is to approach it in the context of other models in a faction rather than 1:1 across all models. Or rather, take a holistic view.

    What I mean by this is, let's say two models both have the same ability, let's call it Smoison because why not. You wouldn't want to say that Smoison is worth a flat 1 point across the board, because what if one of those model's faction is based entirely around using Smoison? Maybe it would cost less because it's a required ability or just one that is fairly common in that faction.  Maybe it's more because the other models in that faction can crank the Smoison up to 11.

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