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frostwolf428

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Everything posted by frostwolf428

  1. Sorry to slightly change topics but I could use some input about how to play Joss. So lets get started 1. Joss is awesome 2. when i want something dead Joss can do it. 3. He seems pretty easy to use I give him either bleeding edge tech powered by flame imbued energy or imbued protection (I want to try soul stone recharge) march him up the field and kill anything in his path. Where I've been having some trouble is his killing does not seem to happen until about turn 3 for me, this could because my opponents know how deadly he is and are trying to avoid him. maybe I'm playing him wrong? the last 2 matches with him he's ended it at almost full heath (no heals were given to him) and I feel he is supposed to be in the thick of the fights not lagging behind the rest, he should be low on heath/triggered his reactive or even died to take out a model...or 3. I guess I just feel like I'm not using him to his fullest, any ideas? thanks for the help in advance
  2. Thanks for the advice. I think I'm going to get a 16 color set like iron syndicate suggested, So I will have paint, I have brushes (yes I need better ones but there is no need to start a brush discussion or we'll be here all day) what are some other things you find really helpful when painting?
  3. Hey guys, I was wondering is if I could get some advice on a good starter paint. So far I've been bumming paint from my friend and I figured it high time I get my own (and get him a replacement bottle or two). Ive been using Citadel and Vallejo, I like citadel, solid colors and A LOT to chose from but I find the bases are a little too thick for the high level of detail in the Wyrd models. So I'd like to get a Vallejo paint set seems like a good place to start (feel free to suggest something else) but there are a lot of different Vallejo paint sets out there and I was hoping for some suggestions. Ideally something that has a good spectrum of colors and does not break the bank . On a side note the crew I'm going to be painting next is the Colette crew, Cassandra reds and blond hair Colette blue/purple metallic for the mannequins of course same with the birds and something creative for the performers. Thanks for all of the help, and sorry if I posted this in the wrong spot I did not see anything for painting (aside from iron painter) and this seemed like the next best place to get advice.
  4. WOW thanks for all of the fast responses, so the Lure pulls around and though but suffers a slower walk in difficult terrain and the sirens call pushes though provided its not impassible or a model....this makes for some interesting tactics...I do love the triggers on sirens call but as said above they are very situational. This will help out in my meta we thought that belle's lures just pulled you right though terrain. This is great I kind of have a defense against the lure and now the resser player will have to work a little harder to pull me into his side of the board. Thank god for that I'm tired of being pulled from 18" away in resser death traps.
  5. Hey guys, so i just got the Collette crew and I've been reading over the cards and reading pullmyfinger.com and I came across this line reading about the performers Sirens call..."there's the subtle difference between the push vs take a walk action"...when comparing it to lure. So i grabbed my Performer card and checked it says "push target it's wk towards the performer" mean while belles say "move its walk" so what I'm checking is a Belle has better range and a stupid high cast but the target has to take a walk action and in turn is slowed or stopped depending on the terrain but a performer as a smaller range a lower cast but gets to push models though passable and difficult terrain right? thanks for any help in advance
  6. I had 1 more game vs Ressers it was Toshiro 3 punk Zombies and one Crooligan, I won 9-4 highlight was Blessed of Decmeber attacking Toshiro 4 time two lucky ram flips That sucks about the charge into smash but I'm not surprised. Ive not forgotten the minus 5 too the cost, that's why I'm thinking of either Howard (7 cost ) and then December Acolyte (cost 7) or Ice Golem (cost 5) then December Acolyte (cost 7). Part of the reason I want a really heavy hitter is vs the Outcast crew with Hanna. Hanna has a +1 armor upgrade making her really hard to kill and the Librarian is of course going healing, healing....next turn healing healing etc . So I figure some high damage could help get around the armor and also (Howard especially) could get to the back line and threaten that annoying Librarian. OK but lets think outside the box....I have 14 script.....I could do 2 ice Gamin 1 Acolyte (cost 10 script in total) then just keep those paired up (1 acolyte and 1 gamin) both of those would do a min 3 plus slow and discard.....That's nice very nice I could get Joss or Mechrider...Envy would be nice but...eh? Mind you I like these other models I just don't think they are whats needed right now.
  7. So we started the first round of matches last night. I ran Snow storm, December Acolyte, Silent One and a last minute change of a Blessed of December(instead of 2x Ice gamins). I'm 1-1 so far with 1-2 games to go for the week. My first game was against Guild Fransisco, Santiago 3x pistolero and 1 watcher. I was not happy going into it I was out manned and out gunned, a lucky red joker flip on snow storms ca attack put seven damage on Fransisco and 3 on Santiago getting me some forward momentum for the rest of the match sadly my December Acolyte bit the dust here and has a injury of crippling pain -1 wk as if Arcanists are not slow enough as it is sigh. My second match was vs Outcast Hanna, Liberian , Trapper, 2x Freikorpsmenn the match went...lukewarm sadly my Blessed had to be a scheme runner and I strategic withdraw on turn 4 I could not put out enough damage to hurt Hanna or any other model with the librarian near by. (I know I know kill her first but that can be easier said then done) but I walked away with 9-5 lose no injuries and more script so I'm not too sad. So on to next week I have 13 script I'm thinking I want a HEAVY melee hitter someone to make the enemy wet them selves at the sight of and my first thought was Howard 4 min damage can make soft cover and we can't forget the great nimble ability. But then I started thinking what about the Ice Golem? It would save me a few script (cost 10ss vs 12ss) 1 more armor the frozen heart is nice and works with the Silent One Also there is Smash a 9 min damage attack and speaking of can you use that during a charge? He charges using 2 ap but then get to make two melee attacks +1 for melee experts so that makes 3 ap with smash needs....let me know if I'm right or wrong Also another part that is useful is Snow Storms December's command allows me to move him 8 inches with really helps one of his biggest weaknesses slow movement and I figured Id get imbued protection on Ice Golem to make him harder to kill. Other then that I think I want another December acolyte or silent one(0 action heal as been saving my butt BIG time) maybe bring back the ice gamin. well let me know what you guys think I love the feed back. and thanks for the help
  8. So a lukewarm response to the Arcane Emissary and that's a good point Bertmac, 2 scrip for a 0 cost upgrade, I'm not crazy about that. I was considering trying out Scorpius and a performer or two, see if I could get some good poison/slow combos. I also figured an Ice Dancer and Envy could be fun too. I think before any of these I should get Joss, Howard or Ice Golem just to add a little more tank/ front line. A great upgrade to get is Scope (ignore soft cover) on December Acolyte its so evil
  9. OMG!!!!!!! me and my friend had the starting soul stone amount wrong we thought it was 25! that is such a game changer! thank you SO much for pointing that out. that makes sense with the blast damage, but in this case if he got severe it should be 3 to the target then 3 damage in the blast? since his moderate is 3 damage too, or does it always just go to the next lower damage amount. Also does anyone think the Arcane emissary is worth getting in a campaign?
  10. Hey guys and girls, I'm going to be in a shifting loyalties campaign and I was hoping for some crew suggestions to start with I have Ramos crew, Ironsides and Raspy I was thinking of going with Snow storm, Silent one and 2x Ice gamin for week one. It seemed like a good/fun start. The next model I would get would be December Acolyte since they are too good to pass up. I know my opponents will be Outcast (Leveticus) , Outcast (Von Schill) Guild (Peridta), and maybe Ressers. I named those masters here cause the players have those crews and they are the players favorite masters right now. Any suggestions or ideas would be great. I also had a few questions about blasts and triggers so...Snow Storm's attack Ice tornado damage is 2/3//3 what is the damage of the third blast? My understanding of blast is it works downward from max to min. For example Raspy December's Curse is 2/4/5 so if you get max damage the target takes 5 and first does 4 and the second does 2. My second question is about triggers. How many times can you trigger the same trigger/repeat an attack? Ive noticed on Snow storm has a trigger "Overpower After damaging, immediately take this action again against the same target. This action may not declare triggers". So here only once per action so at most twice per activation (lol I can read )but Raspy as "Biting Chill One thousand Cuts: after damaging, immediately take this action again against the same target" so since it does not have the line "This action may not declare triggers" that means you could in theory you could do it forever right? This was just and easy example Ive noticed this same sort thing on other cards guild, outcast etc and wanted a second opinion. Thanks for the help and ideas I look forward to the responses.
  11. Welcome to the union I've been playing for close to a month and I started with Ramos and he's AWESOME! My friend that got me into the game gave me Raspy (he tried her and did not really like her and switched to those filthy Ressers ), I like her and think she's a fun change of pace from Ramos and the long rang bombardment is fun. As is stands right now I've not played her too much I've been focusing on Ramos I figured I'd play at least 10 games with only him before I start really playing with other masters. Schemes and Stone has a good pod cast about Raspy that may help too. A unit i peroxided in with Ramos was The Captain and I loved him, sadly he's only in Toni Ironsides box Also check out the Metal Gamins, some people on the forums here pointed them out to me and they are SUPER tanky with Ramos and great for holding areas Sadly i don't know much about Collette so I look forward to what people have to say about her here
  12. Thanks Bertmac for the answer to damage flips "For a heavily synergistic crew like Ramos, something has to be stupid good to be worth bringing if it doesn't add to the core plan. ".-4554551// I agree, SO much of his crew synergies so well together I need very few other models. But I love to have options. I want my opponents to have to wonder what I'm going to play next match and how do they counter it. Also since I'm still very new I like shaking things up, thinking outside the box. For example Wyrd place podcast talked about using the Ice Golem to throw Electrical Creations. Now I don't think this is a great move/strategy but it's a good example of thinking outside the box trying something new. 4554551//-Switched to essence of power, and haven't looked back. All Ramos does is cast, so positive flips and +1CA are a lot more impressive than they seem at first glance. It sounds good...but my Ramos turns go as follows cast arching Screen summon Spiders maybe move some were in that order most matches I hardly cast anything, yes the spiders and arching are casting but I often filp well, or have something in hand to cheat so the +1 ca is nice but i don't think needed and empower is cool but I don't spend stones on Ramos's turn maybe I'm just missing something i should/could be doing. I know empower would work for defense too but Ramos is often behind a screen of powerful models and rarely gets attacked. I'll proxy one in this week and give it a try maybe Ill be surprised. Aside from Johan are there any other mercs worth looking at? Also I'm a little surprised how quickly the Gunsmiths were voted down as an option I figured people would like to use them to have some range in some matches, but I can see how between Ramos and them you would have a hard time having cards in hand and be able to trigger what you want.
  13. With the upgrades I was using under presser last night and it was great, Ive also been using arching screen almost every game cause when do you not want + to defense flips, I also tried out powered by flame and just thought it was a cool way to add +1 damage/ or in the right spot stack burning. I really like Combat mechanic but Ive almost never used it, my models are either too far away, there's no scrap or they just don't need the healing. Ive been trying to cut down on my upgrades so i can get more units, since too often I'm stacking 2-3 upgrades on a unit and then after the match thinking how i did not really use the upgrade and 2 two cost upgrades is 1 steam spider that i could have had and so on... Arcane Reservoir is nice ...I think I liked it with raspy but Ive not tried it with Ramos Maybe a noob question but when do you burn a stone to prevent damage? before or after the damage flip? it came up last night and we were unsure. P.S imbued energies is just great, ice golem killed 3 summoned Resser units in 1 turn
  14. What do people us for upgrades with his crew? One i was running a lot at first was bleeding edge tech but its says minion constructs get regen...so...only my steam arachnids would get it? I proxy-ed The Captain and he is great to use, his 5 inch push is just SO good. Fun story Howard with imbued energy killed Seamus in one activation and a dead doxy, my opponent forgot he had nimble. As anyone tried running Gunsmiths with Ramos? and how do people feel about mole-men as scheme runners?
  15. Awesome guys thanks for the all of the help. That's a really good explanation for activation control, I'm really going to have to keep that I'm with my actions. Now I need more and more practice to to make sure i use all of my units well, last match my brass arachnid did not really do much. I know I know I messed it up but I'll get better at having him in the right spot.
  16. Those metal gamin...wow just WOW now that I see how they work that's nuts. Angyi, Thats a great idea, I should really put imbued energy on Howard...hehehe I'm just imagining Perditas face as he come charging across the board. After all of this great advise I think with Perdita I may try to bog her down with Howard and Joss and then have my arachnids just place as many token as possible. My friend that plays Perdita I'm sure will see Howard and react with KILL IT!!! OH GOD! KILL THAT THING NOW!!!! and in turn lose sight of the schemes My friend that plays Resurs as summoned a construct twice, which confused me but I did not complain more scrap for me So why is activation control/ out activating our foe so important? on the wikis I hear about it and on Schemes and stones podcast but no ones really explained it well. I mean I get the general idea more activation means more stuff you can do but...that's about as far as my understanding goes, is it just that simple? Also anyone have good sources for Ramos lore? I'd love to hear/read some stories with him in it
  17. These responses have been great, i can't wait to get some more models so i have more options when it comes to fights. Angyi I like that you brought up Cassandra, john(na) combo and the miners with angelica i think it will be a great way to flip the tables on my friends going from being aggressive and very damaging to suddenly having high movement and schem tokens dropping every were . "A crew that can hit her hard several times before it gets critically weakened" sound advice vs Perdita but it could prove difficult with the limited models i have right now, Ramos's box is not the fastest of crews Metal Gamin-"They can give protection of metal to themselves, so get up to DF6. They can then sit tight and go defensive twice to give themselves +2 flips on any defence flip without discarding cards. H2K and Armour as well - pretty tough !! " I did not realize how tough they could be, so they are great for schemes like Turf war were you can hunker them down and just rack up points, but do you ever really attack with them since they get 2 actions and the super defense mode takes 2 actions 1 for Protection of metal and another for defensive stance
  18. Thanks for the advice so far, luckily Perdita does not have death marshals yet. I don't have any metal gamin, but why do you recommend them Durza and Aos? I checked out the card and they look pretty good but nothing to write home about . It looks like my next purchase should be Johanna and the Mechanical rider and of course more and more and more SPIDERS!!! hahahahaha *evil grin* but as I said before I really like this crew in my second match Molly got a little too close and Howard dropped her to 1 hp and made her lose 2 soul stones. and arching screen is just SO handy. Blowing up steam arachnids is pretty useful too, I did not think i would use that at all but when 1 spider kills a doxy and 2 crooliganss it worth it.
  19. Hello everyone, I'm pretty new to Malifaux, I just put together my first crew ? I choose Ramos and man do I love him so far I've only had two games so far but they have been great. I was hoping people here could give me some insight into what models I should pick up next to help round out the crew to give him more synergy. I plan to get more steam arachnids and Johanna and an electrical creation but after that...I'm not sure what else to get that would really help the crew. Any suggestions would be great. Right now I've only played against ressurectionists (Molly to be exact) one of my next matchs will be against a Guild crew lead by Perdita and suggestions for things to watch out for /do, or even suggestions for what members I should hire would be great right now I'm leaning towards a large small cost crew vs Perdita in order to kind of over run her rather than a small but beefer crew. For example have Ramos with a lot of spiders and joss/Johanna instead of Ramos Howard joss and other big units/ targets . Anyway I look forward to hear your thought . Thanks a bunch.
  20. The M&SU will soon have this area under our control, even now a filthy resser by the name of Molly as fallen to my mighty arachnid swarms. Rise up brothers and sister for our hour is neigh. Show them that we are a forced to be reckoned with and that malifaux will be ours.
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