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Blakklist

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About Blakklist

  • Birthday 01/01/1986

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  • Location
    Statesboro, GA
  • Interests
    Sports, Video Games, Tabletop Games

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  1. Do you still play Thursday's. If so what time I would like to swing by.
  2. Lol I didn't think about that. I can see how that could be tricky
  3. I guess this will free up 13SS, any ideas on what to use them on assuming I have a turf war strategy with let's say and assassinate scheme.
  4. Lol thx, I have been using 3 ? Oops. Any idea about the Reactivate question I asked?
  5. What tweaks? I am Just looking for new ideas to make it work better. Thanks for the reply.
  6. Would you ever consider running the following crew or some close variation or it? 50SS Levi Rusty-10SS anchor Hollow Waifs- 0SS Ashes & Dust- 13SS Desolate Engine- 13SS Convict Gunslinger- 7SS anchor Librarian- 7SS anchor This build leaves nothing left for upgrades so clearly it needs some work. This gives me 3 decent ranged for anchors with some healing and 3 OP Melee, plus activation control. Seems like it could be fun. One question though. Most crews have around 7-8 models in a 50SS game. This crew with 3 Hollow Waifs give me 9 models. So it will give me activation control right. Now lets say I haven't activated Desolate Engine yet or Rusty. Can I activate Rusty first and cast "Burn Out" on DE to give him the "Reactivate" Condition even before DE has activated this turn. My thought on this is to save them for last so that the opponent has no chance to hit DE for the last WD and get two back to back activations out of DE so that he can heal all the damage from "Burn Out" with his "Restabilize" trigger. My buddy says you can't give reactive condition to a model if it hasn't activated yet.
  7. Awesome, thank you guys for clearing that up for me!
  8. Me and my buddy decided to give Malifaux a go. We love it, coming from warhammer 40k it's cheaper, easier to learn and doesn't take as long to run a match. Being new at it though we have consulted the forums, watched battle reports on YouTube and consulted the rule book trying to ensure we are playing the game the right way. We can't seem to find clear cut answers to the upgrades. We know generally how upgrades work but what we don't understand is whether they can be used every turn or once a game or alittle of both depending on the card. I run a leveticus crew and my buddy runs a Lilith crew. I love the "From the Ash" and "from the aether" upgrades I also enjoy the generics "tally sheet" and "oathkeeper". Some things I have reference some of these upgrades as being able to be used every turn where as other upgrades like "oathkeeper" I have seen being a once and done upgrade. I personally think letting someone use their upgrades every turn can be alittle OP especially when it'll allow me to summon at least one abomination a turn. As I said though my buddy plays Lilith and he enjoys using her upgrade "beckon malifaux", the way the card reads and the way I have seen that card used in battle reports is that it doesn't go away after the initial use. Each turn u can summon the illusionary forest to a new spot it seems which is pretty awesome if used right. So my question is are the upgrades one use a game or a turn and if it is different for each upgrade then where do we look to find out? There are multiple upgrade we have questions about so it's not just the ones mentioned above but I needed something to reference as an example.
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