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muraki

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Everything posted by muraki

  1. Yeah they are a bit smaller than I expected... which is mostly that they dont come with any scenic base to put them on which is why I'm going to copy the set that wyrd got commission painted and use wyrdscape bases to bulk em up a bit.
  2. For reference it's very similar to fae's abundant growth where you cannot place a underbrush within 2 of other markers. This one just has a 4 inch 'you cannot place' range instead of 2.
  3. I think if I'm reading this right you're asking 'do lamps have to be created within 4 of another marker when dropped?' If so, the answer is no. It's more 'you can't put a lamp super close (within 4) to other markers when you deploy' not 'markers need to be placed near other markers', so feel free to toss markers in big blank spaces of the board.
  4. Yesss yesss another dual faction guild nightmare box to lose with the next edition....
  5. Been happening this morning a few times (computer firefox 95.0.1), that I get to the wyrd forum and have to log in, and once I navigate to any subforum/post I'm logged out again. I select 'remember me' when I log in, and use the IPS default theme. Seems if I choose the theme before I log in its a bit better, but that could be anecdotal.
  6. I dont really see the issue. If you don't like the effect... dont put them on the model? I'm not wild about magic smoke myself, but the models I've seen / built so far seem like they can go smokeless with minor alterations (a little greenstuff to fix a connection point or 2). That said, in some of the more recent releases (spelleaters / ivan2 / etc) the smoke is part of the connection points to the base, so if you want to go smokeless you're in for a more difficult pinning/basing process (and I'd rather a bunch of smoke than a model with the connection surface area of beckoners...) As for the 'you shouldn't have x because x is hard to paint'.... I'm not the greatest painter, but I like it when I have to flex a bit to paint something more difficult. I think that's more interesting than keeping models more basic as it'll be hard to paint. Specially since there's currently a lot of streamers painting malifaux models, and most of them have hit the new boxes, so there should be a few places to take a look at how to paint the magics.... and if there isn't that would be a good place for some community member to do some tutorial posts / videos. As I know I've looked at 'how do i do fire / lightning / smoke / etc posts before'
  7. I think its hard to really tie everything back to a m2e m3e design goal doc and call out the company for 'betraying their vision'. They did a lot of great work to clean up various parts (specially around conditions) to make things clearer. Have they backtracked a bit, course, but I dont think anyone would be as happy with the last 2 books if they broke 0 new ground on abilities / actions and just reused what was in the game. As for abilitiy names, its a tough one. There's a bit of a scale. Re-using stuff is great, except that everything doesn't fit every model. Sure a lot of models could use swords, but what if you want a medical attack? The actions on stuff like the necrotic machine / others are pretty specific and have various downsides (like medical attacks tending to be 0 inch melee ranges) so if you're copying one of those actions, you now either need to build a character around a 0 inch melee, or have an attack that a lot of people will consider 'trash' because you're reusing something instead of building something new. And that doesn't take into account the fact that a lot of people just look at the cards for the 'fluff' for a character instead of the stories. So with that in mind, heaps of trash on Mei wouldn't make sense the way it works for Mah, hazard pay could be a bit more global, but as they're both keyword locked it would have to be something more like 'hazard pay (foundry)' which puts the devs in the odd situation where they have to find something vague enough that they could go (keyword) on it, but still give a feeling of flavor for the master, which is a hard needle to thread.
  8. Since I gave xmas stuff to one friend I can post some of the stuff I painted in the last month+, here's some gremlins, which total 113 with a proxy johan and a proxy sly (not that I don't have the model, I just wanted to give my friend all gremlin units). I wanted to do a bit of a future travel back theme with em, but god malifaux scale laser guns are hard to find, so bailed on the new guns concept and just painted the rest of it.
  9. Yep agree with Adran, the biggest frustration jumping back in with Ironsides is that her original box had oxfordians, which are now academic (sandeep) and captain is in a versatiles box (tho still m&su). Her new box contains union miners and amina instead. So depending on how much of the faction you own you may either have to rebuy the starter for those pieces or hunting around/proxying. Beyond the repack, the rules docs / cards are freely available as stated above, so that barrier is pretty easy. There's some changes / simplifications that took me a while to go from m2e to m3e, but if it's been a while since you played malifaux, you may not have to worry much about 'unlearning old habits' and just accept the new learning process. Another big change is the hiring method. Each master has a keyword that they can hire for cost, and versatiles that anyone in the faction can hire for cost. Anything else in faction is now +1 cost. So Lynch could hire tannen/graves for cost as they're in his key, or yasonuri as it's versatile, but if he wanted to hire Ototo he would have to play cost +1 to hire him. There's also no-cross faction mercenaries. There is a keyword named mercenary (the vik's keyword) but it's treated like any other keyword. That doesnt mean you can't hire out of faction, you can, but only if the model shares a keyword with your leader. For instance with Malifaux Burns Lynch got a new keyworded model (soul battery) that is in outcasts. Lynch can hire it at the normal cost even tho its not in Thunders. Which is another thing. Lynch is now 100% ten thunders, he's lose his dual faction status with NB.
  10. I wouldn't bother with the emissary tbh. Yes she has a squishy key and they'll go down relatively easily if pressured but I'd just scheme / score fast and early and grab a bunch of fast models so you can dance away from threats. Personally my anya crew is very Winston/rook/operatives heavy with some models like the damned or welles to fill some gaps (twiggie could be good too, I just haven't fielded her lately). For anya2 I could see the emissary a bit more as she does play a bit more bubbled but even then he'd prolly babysit anya which is fine I guess but it's a lot of stones for something she can't order around. For anya2 I'm a bit more yannic/Winston/rook as yannic is more fun with her scheme dropping / locking and more supportive playstyle. As for things to keep in mind. I agree that anya1 is a great schemer so feel free to get the most out of that. You'll prolly also feel like there's not a lot of synergy as the crew may spread / die / etc before you really see any fun synergies. That said if you want to play a more synergistic game toss anya2 on the board. There's a lot of fun little tricks to get the most out of the key with her (sadly it's balanced with anya herself being a giant target as she's facilitating a lot). Other things to remember - rook and Winston can both take damage to get draw out secrets off, so you can very easily score schemes like detonate - sovereign feels like hell stick around a long time but tends to go down fast if he gets surrounded so I'd play him a bit cagey - anya should be able to take down a (6-7 stone) model a round by herself with stat 7 and siphon life (specially if you remember to look at the top card of your deck) so don't be afraid to target something late in a turn + maybe early the next to finish it off.
  11. Andran is right, the benefit of Anya is that she has a versatile crew that can be built for a few different things. If you want to bubble you can with a few hazardous methods and using yannic/sovereign to pump out heals, if you need to spread across the board then anya / sovereign are great for that, but rook's slippery and pulled here and there / winston's dirigible ride / surveyor's chain gang / unimpeded or operatives ambush can get you a surprising amount of distance up the board without too much effort. If you need to drop schemes/interact anya gets a scheme on her bonus, slippery / dont mind me let you do it in combat and a few draw out secrets triggers make things like detonate charges effortless. My usual crew goes something like anya/sovereign/winston/operative (mainly cause i usually have 5ish stones left), and then changes based on the pool, do I need to grab symbols? then welles or damned show up to help, do i need a bit more killing power, yannic/the brawler are good, am I clumping up a bit, then I may bring the emissary for heals / shielded. I wouldn't consider Mr Ngaatoro a must have (I assume you include him as the 'key' because he's versatile rather than actually sharing the keyword), but if you're going the obey route you may enjoy him as he'll be more expensive than most of Anya's crew, so bully will be pretty effective for getting some more actions off. If you do decide to take him, I may drop Rook for him (as using Ngaatoro's obey offensively could do similar things to pressure, but beyond that they have different enough roles you may still want both). That said, I do usually send anya / sovereign to the sides, tho I usually have Anya killing/scheming like a fiend while she's doing it, and sovereign cause if i run him elsewhere my opponent murders him turn 1 If anything I think Anya's biggest weakness is lack of anti-df tech measures in the crew. Like there aren't a lot of + damage triggers to get through stuff like armor, so going into a Hoff or Mei list with full syndicate list may be painful. The conditions that the crew can pump out help there, but it takes more finesse than hitting with armor ignore/easy 3+ damage. Depending on how new you are to faux.... while there are benefits to playing Anya in a more clumpy game (the hazardous auras / etc), outside of probably corrupted ley lines (as her union buster is great for denying points if the marker holder doesn't have anti-move or end of round movement), I would probably grab titled Anya in clumpier / slower pools over original Anya, as she becomes more of a lucius style friendly obey master who wants a lot of models within her attack range (playing more of Anya2 is probably why I would rank Mr Ngaatoro lower on my list than I had him when I started playing Syndicate, as if I really want to obey my own guys, I'll just take Anya2) and drudge summons are amazing for getting schemes done / gumming up opponents to protect more high priority targets. I also like Anya2 as she makes the crew feel more synergistic, which s really cool as the first few games of Anya1 / syndicate can feel very 'these guys are all good on their own, but beyond a shared ability they kind of feel like they belong in different keywords'
  12. Lots of winners, congrats. One question tho, were the winners of the ttb baumwood ever announced?
  13. I've effectively already finished my painting for the month, but like with last month's I can't post it, because I'm in Xmas gift season (sigh) and since everyone I'm doing gifts for is on the forum, I can't post until after I give em to people. So last month i finshed 21, and so far this month I've done... 91 so far?
  14. I'll think you'll still see exorcists in locations where people like to bring exorcists. If you like them for their ruthless / the crossbow, then you may still find a place for them in J2. I'm not quite sure I'll have space for em as J2 plays with different models and can deal with similar style models differently (by messing up placement/ping damage/etc)
  15. Yeah, its frustrating, but I dont see it as gamebreaking. It's a ranged action that affects enemies, so concealment is kind of part and partial to most actions. Misaki2's obey ignores concealment but concealing terrain generation is a big piece of the keyword. Molly on the other hand its, what? 1 model? I know it cuts down on how amazing a night terror can be, but I'm used to playing youko2, and gather intel is pretty similar and it's amazing (and there's no way to boost the distance higher than 5 inches or get the built in trigger).
  16. That's an interesting thought. Doubt we'll see it but may have to remember that...
  17. The rule goes with the idea that titles are versions of the same model, so it ends up falling under 'non-minions are rare 1'. It would be kinda cool to have 2 on the table tho, wouldn't make sense from a 'realism' thing, but hey neither do mirror matches. If anything I think the biggest issue with the double same master hire is that some would work soooo well together that it could be pretty OP. I can see your question/confusion tho as couldn't you hire more than 1 version of the same character with a different form in other games (maybe guild ball? Tho I never played that?)
  18. not sure if it helps, but there was a 'limited edition rotten harvest' pandora for last halloween, that had some alt candy / kade models (that were special alts not part of the box). Not sure if they'll be on the next wyrd sale, but thats a possiblity if the OG models just dont look like stuff you'd want to play with (if you dont like the rules too, well thats a different story).
  19. Yeah, I think you'll still want the core box if only for sidir / luna. I dont tend to bring ruffians too often (as huckster have taken the low cost minion spot for me) but you'll still want the totem + sidir. I've also been using the core box unhorsed mccabe as my tomb delver as that model never got enough play time to begin with (and without a release date in sight it may be a minute before i get a official titled mccabe).
  20. NP. Arcanist upgrades are pretty great. Magical training can really let some living models stick around on the board longer than you'd expect thanks to the shielded and I love SS Cache as it turns a 7+ stone model into a true threat... I look at it as a 'who's my henchman today' upgrade. I do know some people swear by double silent ones, so that's always something to look into. I haven't played that way much myself, but if you want to minimize the Raspy AP putting out ice pillars and/or get a ton out, that's always a thought.
  21. Not a bad list for what you have, I'd probably switch the magical training onto the silent one so you can get arcane resevoir working and make em a bit sturdier. I'm less worried about raspy but if you want the shielded / counterspell go for it. Similarily I'd probably flip the soulstone cache off of the blessed and onto the acolyte (mainly because they could use the stones for damage mitigation as they're pretty squishy), but that's also with the undestanding that I usually run the blessed off to score a backfield scheme and they don't take that much fire due to how fast they are. If you expect to run em as more of a in the clump mobile bruiser, the SS cache makes sense.
  22. Raspy + Ten peaks is a good start as blessed + silent ones are always something I'd bring. My next step would be cold as ice, as the ice golem / gamin are also pretty nice for raspy (gives some good frozen heart targets for snow's free action. I wouldn't bother picking up center stage for the ice dancers (now carlos, i would pick the box up for him and have... but thats OOK). Beyond that tho, I'd probably go into some of the faction versatiles to fill some holes like a ranged gun, marker generation, or some generally quicker models, to help her play into a few more schemes / matchups (as my biggest issue with raspy is that she doesn't seem to pivot as fast as other crews + cant really chase down a fast crew. So maybe a model or 2 with movement tricks or marker dropping could be nice, but I'd hold off until you get a grasp of core raspy's strengths / weaknesses.
  23. There are fate deck image files in both vassal mods (ToS and Malifaux). Tho I don't know the tool you're using and whether you'd have to reach out to get approval before using those images.
  24. I highly disagree with these 2 statements. Tournament play and tournament players are just one segment of the population who plays a game. Full stop. Playing 20 games a week doesn't entitle you to anything. I know this comes off as dismissive to you and your thoughts, but the post smacks of 'touney players are real malifaux players and everyone else just needs to 'get gud' before they have a seat at the table/discussion... But don't worry, if you don't get gud, well still be here to tell you how the game should be played. You're welcome'. Which is bull. If you don't agree, go read some articles about toxic fighting game communities (I assume there's similar for tabletop games cause people suck). Also jump into some random malifaux discords and wait for someone to defend a top malifaux player who acted like a jerk with 'but he's really good at the game' as if that somehow makes his behavior ok?
  25. Tns don't use up suits, so action with a trigger on the suit of the tn might as well have the trigger built in as you'll always have it. Now why isn't the trigger just built into the action? Well that's due to action standardization + the fact that stuff like stunned could still prevent you from doing the trigger.
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