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WWHSD

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Posts posted by WWHSD

  1. It seems like Mouse would benefit from getting something like Agile that lets him disengage so that he can then use his abilities to reposition other models. Either that or make him significant or able to contribute to some schemes through marker placement or removal. 

    I think that would pump his value up enough with out getting ridiculous.

  2. 2 hours ago, Nikodemus said:

    I get what you're saying, but it's actually 100% rules legal for game purposes. Models always count as the faction(s) printed on their card. Admittedly it's extremely rare for any model to care about that. Off the top of my head only Lazarus (can't be hired by Guild Masters) and Librarian (can't spam her healing unless hired by Outcast masters).

    I didn't mean for rules purposes. I meant for building a list to satisfy the challenge put forth in the OP.

  3. Wow. An AoE horror check that pushes anyone that passes it as a zero action is pretty nasty. Being able to make one model that passes take 2/3/4 damage on top of that is scary. I'm wondering if the ranges on this make it look better on paper than it will be on the table.

    I really can't wait to see what the upgrades for masters in the factions I play end up being.

  4. 3 hours ago, thatlatinspeakingguy said:

    I don't like my magnets being flush, it's harder to pick miniatures up from the box and it's easy to damage them in the process.

    I took your advice and glued the magnets on and left the space. Some of the heavier models slide around a bit though. I put two magnets on my 40mm and 50mm models and the 50mm ones slide quite a bit so may require a third.  I'll see how it travels in the car tonight.

    I wonder if putting some card stock with holes for bases cut out down on the metal would provide enough of a barrier to keep the models from sliding?

     

     

  5. 29 minutes ago, Franchute said:

    Hello,

    Thanks a lot for your opinions @Sybarite and @bertmac. In the end, I decided to go for my first Ironsides game. I also thought Sandeep would be appropriate given the advantage of wind gamins for headhunter, but I wanted to try something new, just in case a Summer errata would come. People have been complaining about them so much all over the internet that this is possible. Unfortunately, I don't own Kaeris. Maybe I'll have the chance to try her in the future.

    I went for the following list:

    - Ironsides, with warding runes, challenge the crowd and iron determination and a cache of 6 soulstones
    - Joss with warding runes and imbued energies
    - Angelica with practised production
    - 3 x mages with upgrades
    - 3 x steam arachnids

    My opponent had Lilith with her totem, doppleganger, 2 x wadgeists, Johan, Teddy, Baby Kade. I dont remember all the upgrades but Teddy had the one that ignores armour and Lilith the one that ignores terrain when she charges.

    We both took Claim jump and Dig their graves. I took warding runes on both Ironsides and Joss to deny Tail'em and Accusation. My strategy was to pull a chunk of the opponent's crew towards Ironsides, while the arachnids would score Claim jump. At the same time, the mages would send back the rest of the opponent's crew towards their deployment zone. Angelica would drop markers next to Ironsides so that Digg their graves could be scored. Joss would help Ironsides to kill stuff for dig their graves. I wanted to try arachnids as an alternative to Wind gamins for headhunter: the idea was to resist a charge and then blow them up in order to deny headhunter.

    It didn't go that well. I lost 6-7. I managed to score all my points for dig their graves, but only one point for claim jump and two for the strat. My opponent was less successful with dig their graves, but  did much better with the strat and claim jump.

    Some specific comments:

    - my steam arachnid strategy did not go well: the opponent's totem red-jokered an arachnid turn 2, giving him his first head. Then, he didnt care much about my arachnids, but I put myself in a bad position in a corner, making things difficult to maneuver.

    - I had problems maneuvering my mages. I forgot arcane shield can reduce the damage to zero: I wanted to use an arachnid to ping two mages at the beginning to benefit from Hand-Picked Men but, since arachnids have min damage 1, I only managed to hurt one mage. I should have just sent that arachnid forward. I'll try Miss Fire next time, as has been recommended in the Ironsides post. I just need to assemble her first.

    - Then, mages were all the time in melee. I never activated Angelica in the right moment to pull them out. I should do this more properly next time.

    - My opponent smartly put Lilith markers to cut LoS of mages. I couldn't send back anybody towards their deployment zone at the beginning. They also lost LoS towards Ironsides turn 3 and 4, making things difficult.

    - Because most of my crew was in melee all the time, it was difficult to pick up heads. I definitely need to acquire a performer. I almost had included Big Jake in my list for this reason, but somehow I had decided that 9 activations were better than 8 when I did the list. Next time, I think I'd go for a dont mind me model instead, especially if I play in such a bubble.

    -I liked the fact that Ironsides and the mages can slow things. This was especially useful against Teddy and Johan who then cannot flurry.

    - Warding runes helps a bit against tangle shadows and paralyzed, though a smell fear reaction killed Ironsides on turn 4.

    If somebody has comments on this, I'd appreciate to hear them a lot.

    Maybe you could have brought Mouse instead of one of the spiders? Have the Nemesis Mage punt Mouse and another Mage, then have Mouse lasso the other two Mages and heal himself (if he's holding a 5 or higher :ram). The Nemesis Mage and the Mage that he punted will both have a point of damage on them (assuming they took minimum damage from the attacks). You could always cheat in a low card instead of relenting on the other Mage that Mouse pulls and hope for Moderate damage so that the trio gets the flips from Handpicked Men. 

  6. 3 hours ago, Soil said:

    Is it advertised at all? ^^ I've been a frequent clicker of the website, never seen it :P I heard about it via a friend who plays competitavely. To me it comes across as a random third party website. I went there just now and the Rotten bell card still shows with 8 wounds, Rooster rider has reckless. Wouldnt risk buying those. 

    Personally I would love to have official Wyrd-cards in the LGS and a sticker on boxes with new cards. Like with any other game it shouldnt require an effort before spending money on it, nor should it require buying add ons to models coming straight off the shelves :D The effort is spent making the money

    You can go to Wyrd's errata page to download the cards which have recieved errata for free and print them yourself.

    Being able to get the cards with errata to print yourself for free or to pay a nominal price to get them printed professionally if you'd prefer is great in my opinion. Having to rely on a LGS to stock the cards to purchase isn't something I'd want to deal with.

    The two stores near me that carry Malifaux have trouble enough buying the right models and turning over the inventory that they do have. If half of their inventory became less desireable because it didn't contain the updated card, that would seem to be a problem.

    I do feel you on the "Wyrd doesn't make it easy to get into the game" bit. The recent starter set was a nice step but even if you pick that up you still need to figure out what tokens are needed to play and to come up with a table full of terrain. I would have loved to have been able to buy a $20-$30 pack full of cardstock tokens and enough 2D terrain to play a game. Hell, I'd probably be down for a $50 annual purchase that had the Gaining Grounds strategy and scheme cards, the tokens used in those schemes, a few generic tokens, and some 2D terrain that changed every year.

  7. 1 hour ago, Bengt said:

    That's the one I've got. 

    If I build her and use her for a bit I won't feel so bad if I eventually buy her box. 

    On the other hand being able to turn her into something that I'm more likely to use is really tempting. I'm not sure how to go about it in a way that's not more trouble than $20-30 is worth.

  8. I'm having trouble finding foam that does a good job of hold Malifaux minis. I'm thinking about magnetizing the bases for a storage solution.

    It looks like the easiest way to do this will be to fill the recess in the base with green stuff and pressing a magnet in until it's flush. The thing I wonder is whether or not green stuff by itself will have a strong enough hold on the magnet.

  9. I was walking through a game store that I don't frequently visit. They don't carry Malifaux stuff but had a Malifaux Mystery box over in their discount and used section for $5. 

    I was excited at  first when I opened it and saw that had Kaeris in it since she's an Arcanist Model that I don't already have. The exciment has faded a bit since I realized that it might not be ideal to have a master without their box. 

    How does Kaeris play leading a crew that doesn't contain any of the models that come in her box?

  10. 1 hour ago, Deggiera said:

    but i'm the op :(

    didn't know blessed was a "rare" well tbf its the first time ive heard there are rares in the game, i mean i had assumed there where uniques due to named chars ^^

     

    yeah could get the silurids on their own, but if im getting waldgheists and silurids anyway at some point i may aswell get the hag and have a 2nd option ^^

    "Uniques" are "Rare 1". It should be listed on the line under the name on the stat card where stuff like "living", "construct", etc are found.

    Upgrade cards can also have a rarity level. It's listed at the bottom of the card.

  11. It certainly seems like preventing healing would stop "To The Sky" from restoring wounds but would that stop you from moving onto the step where you bury the model before you remove it for having 0 wounds?

    It seems like they would ultimately be killed but the location would be off the table for cases where that matters.

    You do have to send an Enforcer, Henchman or Master chasing after a mobile 4SS minion to pull it off though.

  12. I just picked up a dirt cheap Sandeep box. I've got a bunch of stuff already sitting in my assemble and paint queue and am trying to prioritize it based on how likely it is that I'll put the models on the table.

    I'm wondering if Sandeep is worth playing if Wind Gamin are the only Gamin I've got (other than the Poison Gamin).  I'm working on some Oxfordian Mages right now and am trying to decide whether I finish up the rest of Ironsides's box or start on Sandeep's. 

    Mei Feng and Ramos are the masters that I have already painted. 

  13. 15 minutes ago, goat90 said:

    May not be a bad idea, would make for a hell of a story arch, "Im gay, Im angry, respkt me"

     

    But seriously though, if its to be normalized, how do you normalize it without playing into the stereotypes? How do yo normalize it without making it seem like they just came from a gay pride parade in chicago? 

     

    I'm not a writer, but I think that the best way to do it is to just write the character like you would a straight character and slowly introduce details as they are appropriate to the story being told.

    I'm of the opinion that for a small company like Wyrd, LGBT characters are a minefield. Unless they have a good story that they want to tell that needs a character to be something other than straight they run the risk of slighting the community that they are attempting to include. They're much better off with characters that have ambiguous sexuality.    

  14. It seems like Malifaux writers are in a rough position with writing a character as LGBT. The LGBT community has been struggling to ditch the image of being a group of hedonistic deviants. It would be hard to make a character LGBT without feeding into those old stereotypes since most of the cast of Malifaux is made up of sociopaths.

    • Like 1
  15. 17 minutes ago, Damnosus said:

    Ramos?  For some reason I kept hearing that his box required a lot of upgrades to be decent.  The more you know...

    Joss and Howard are solid and get a lot of use in other Arcanist crews. Unlike Summoners with a more diverse summoning pool, Ramos doesn't need a lot of extra purchases for his summons. A box of Arachnids is nice to add but if you magnetize the arachnids so that you can use them as either Steam Arachnids or Steam Arachnid Swarms you should be okay for summons with what comes in the box. That gives you a pretty solid core of a crew. The remaining points can be used to tweak the crew based on the needs of a particular game. Pick up an Electrical Creation or Mobile Toolkit to prime the pump of Ramos's spider summoning and a handful of models that allow you to tailor to the schemes and strategy.

    I think the big selling point of going with Ramos is that it's a good starting point for the Arcanist faction. You'll probably ultimately end up expanding beyond one master so I'd find a faction that you like the look of at least three masters before picking something up. 

  16. I've finally gotten a few games under my belt and have realized that I really like to have cards in my hand. Arcane Reservoir has been great and Imbued Energies might have been great if I wouldn't have drawn nothing but crap while I was holding nothing but crap. 

    Are there any other good ways for Arcanists to get more cards, refill their hand, or cycle out bad cards for good?

    Z2UGYpq.jpg

    P.S. Has anyone else found that "Insert other media" doesn't seem to be working since the forum upgrade? 

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