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Micawber

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  1. Sounds like an exorbitantly lucky Rami even with probably focus +3 to do 10 dmg to that Drache. Overall luck didn't seem to be on your side but a win is a win is a win, right 😉 Have you played a game of GG1 with VS yet?
  2. I personally think that loosing the suit would've sufficed. For me it's also a hint towards the way Wyrd intended Tara to be played. Seems like they lean towards the "taking more risks to get fast on enemy models"-style than the "outactivating your opponent and then nuking his best model without fear of retaliation"-style. Like people have said - it can still be done but it will eat more ressources. The raised TN also makes it a little too unreliable for my taste.
  3. They obviously want him to play more of a supporting role with the option to fight with his very solid attacks if it becomes necessary. Upping his guns min dmg to 3 will just make him a very tough gun plattform for a lot of people. I don't think that's the direction they wanted go go. Apart from that he might still get a title card at some point that makes him more of a straight fighting beast.
  4. That would be laughably over the top. Even if Viks had a "ignore armor trigger" even on min dmg it would only do more dmg against armor +2 models and you still have to get that trigger first. In every other case you'd still profit more from just getting in those extra attack with the trigger (that you can equally stone for just like the imaginary ignore armor trigger). I think it was a design choice to encourage players even more to keep them close. For me it's a clear choice of gameplay over fluff and it strengthens the Viks theme. Additionally if you fight a heavily armoured opponent get a Ronin in there and your Vik practically does ignore armor. The Viks beeing very squishy for their prefered strategies might be a problem but I have yet to decide. On paper it definitely looks like that but on the table you can often either pick off a spread out opponent or if they bubble up and you jump them end-of turn you're are right in the middle of the action and it actually becomes kinda hard to bring down a Vik between shielded +2, soulstones and the heal on kill that they share with Vanessa. They will have to kill the Viks in one go or risk them healing huge amounts in just one or two (chain)activations.
  5. This is one of those matchups where I would definitely swap Arik for Laz or at least make space for Lazarus some other way. The whole Woes crew is chuck-full of terrifying, manipulative and defense-triggers.
  6. You are copy/pasting a pile of models you fancy into every remotely relevant sub and expect feedback on specific models? Without any further information the only constructive thing anyone could point out on that list are probably absolute shit tier models that are generally unplayable. I for one have not come across one of those yet so there is not much I can add. If you have read up on the forums, listened to podcasts and watched batreps you know that Malifaux is a very player skill, match-up and scheme-pool dependent game. So if you are serious about this, then you could crop the list according to the sub you're posting in and actually provide context in form of match-ups , local meta, scheme pools etc. That way all the experienced players here can give you actual constructive feedback instead of validating a random buylist.
  7. I'm not sure what your question is exactly? You played in 2e so does that mean part of that list is what you already own? Are you looking to buy all those? If that's the case I would downscale that list a little. You might spent a lot of money for models or crews whose playstyle you don't enjoy. Malifaux imho is a game of mind over money. Of course you'll get some advantage out of throwing money at Wyrd and owning a huge selection of models but the diminishing returns set in rather quickly and you'll be stuck with a lot of models that you can't or don't want to play. The win-percentages added by additional owned models doesn't even come close to other factors like familiarity with the rules and models, knowledge of match-ups, a gut feeling for schemes and so on and so forth. Your experience with those things will come much faster when sticking with a selected few crews. My advice would be to scale down to maybe 2-3 masters. One of them a dual master or maybe a second faction with some overlap in models. Start to get a feel for those and after a few games you will get a very good idea how you wanna expand your collection.
  8. That reads like some tasty upgrades to Freikorp models. No matter how sweet some of those sound though (Love the forage and the obeying friendly models military style) - I'd guess that they are too close in concept to the existing range of Freikorp models which might be a nono.
  9. I'm actually a little suprised by how many people struggle to find any use for the Desperate Mercenaries. A completely agree that they are one of the worse models in keyword and their use is limited but they are also not as bad as some here make them out to be. They are Mv 5"-6" (depending on how often you move) unchargable 4ss significant minions with a 14" peashooter that can potentially fire thrice, or move 6" and fire twice. It is also in keyword in a crew that is pretty much the definition of a melee wall of death. Just keep them at max range, pling everything that is not engage and move up behind the rest of the crew to do scheming work. With a 14" range and disguised you are practically immune against melee as long as you kite. If your opponent actually commits and runs at your Desperate Mercenaries to kill them you still get a card and a enemy model that is probably woefully out of position. Comparing them to Hans does nothing for me. When I pick Hans I want either long distance debuffer or a dedicated hunter for terrifying/manipulative models. In most cases I want him to use each of his abilities once - Field Guide to discard a crow, the rifle to do a bit of dmg and slow and then his warning shot to distract, stun and push. Against terrifying and manipulative I mostly just discard rams and double shoot. In both cases I want him to stand still and shoot twice. The two Desperate mercenaries that I get for one Hans can move and shoot easily and it is much less devastating if they don't connect. They can cover different ends of the board and I don't have the urge to position them in a central spot to reach as much as possible of the table like Hans. I have the suspicion that much of the dislike comes from either not trying them at all or just playing them half-hearted to confirm a preconceived notion. Or, you know, your mileage may just vary.
  10. I like the idea but it might be too similar to the scout to justify it's own model. Also with the uniform Freikorp attire you'd need something unique to make it stand out. Regarding the Dashel similarities of a radio operator. I'm not too familiar with Dashels fluff but ruleswise they would be very different. I'd imagind the radio operator more as coordinating the other Freikorp (movement tricks) and buffing them due to shared information (focus?) My first idea was a mortal too but I'm pretty confident that Lazarus is that kind of mobile mortal weapon already. Quartermaster would be an absolute flavour win and you could either make him give out equipment, trade it in for alternative effects ('Inspection') or give him something like an 'equipment training' bubble. Or any combination of those. I immediatly thought of those hulking dual-flamethrower Hydra soldiers in Captain America 1.
  11. Oh boy I'd love a new original Freikorp model and once all first wave 3e boxes are done we might even get one. I would like to see some kind of cavalry unit like a dragoon with a steampunk horse and an optional horse-gasmask that could take the role of a fast beater or a tough scheme runner. Alternatively I could see a Freikorp radio operator providing synergies and buffs for other freikorp members or disrupt enemy synergies and interact actions. What would you guys want to from a new Freikorp model?
  12. I've played the Viks into my own VS crew and I never felt like armor was a big problem - maybe with the exception of mass armor 2 like in Hoffmanns crew. I almost always play 2 Ronin and with flurry they alone can often finish off armored foes by themselves. If I'm playing against lots of armor I usually pair each of them with a Vik and stone for the -trigger on the Vik to get more armor-ignoring attacks out of the Ronin. Mind dmg of 3 on the Viks is in itself not too bad against armor +1 and you can always stagger and slow tough targets with Bishop until you're ready to overwhelm them with numbers. I also hold the not too popular opinion that Deperate Mercenaries are not too shabby, ESPECIALLY against armor crews. Just pling them to death with a potential 3 shots per activation and if you get lucky with the dmg the moderate of 3 makes it not for nought against armor +1.
  13. They are just very confused roadies for a travelling orchestra with expansive piano section. Obviously.
  14. I gave it a try. The leader description is copypasta from the official page as a stand-in. ---------- Von Schill Keyword: Freikorp Signature ability: armor, equipment upgrades Master Rundown: The leader of the hardened Freikorps mercenary group has spent his time between editions restocking on weapons. In addition to being a fierce combatant, Von Schill is also capable of handing out Equipment Upgrades to his followers, granting them access to powerful rocket launchers, hidden mines, and other deadly weapons. Crew Rundown: The Freikorps, still provide some of the most versatile playstyles, easily adapting to any situation on the fly, while sticking to their hardened playstyle with incredibly durable models and characters. Strong in: Turf War and Reckoning because of their incredible toughness, mutual support and healing capabilities it is a real challenge to kill any of the Freikorp models. Weak in: None really. The are extremely adaptable and therefore have no glaring weaknesses when it comes to strategies. Some more movement or interact-heavy schemes can cause them problems though. Advantage against: Crews without easy access to anti-armor/shielded or a way to work around it. Also against alpha-strike dependent crews since it is nigh impossible to kill most of the Freikorp core models in one round without the deck beeing stacked heavily against the Freikorp player. Disadvantage against: Crews with a lot of AOE since it heavily discourages bubbles which in turn negates a lot of the Freikorps mutual support abilities. Crews with a heavy hand-control theme or that starve a Freikorp player for cards. Also crews with the ability to manipulate the Freikorp models directly with lures and obeys or other ways to disrupt all the little interactions and setups a Freikorp crew likes to do. ----------
  15. So zieh'n wir unter eigener Fahne, aus Malifaux's Toren hervor. Zu meiner Seite mein Kumpane, Wir sind das stolze Freikorp. Wir haben hinter uns gelassen, was uns daheim war wert und gut, und können lieben oder hassen aus eignem Trotz und eignem Mut. Der Gouverneur-General hat uns verstoßen, er steht in Feind's Gewalt und Macht. Wir sind getrennt von seinen Losen. Wir zieh'n in unbekannte Schlacht. I used an old german "Soldatenlied" - a soldiers song (those were meant to be sung without instruments) and reworked it a little so it still rhymes in german but added a few Malifaux references.
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