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Regelridderen

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Regelridderen last won the day on December 18 2023

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  1. Engaged is in the passive. So if your model is in another models engagement range, you count as ‘engaged’, regardless of whether your model engages it.
  2. 3 masters is quite common for a 'tournament bag'. It's rarely practical to transport a full faction anywhere, and having a full toolbox isn't useful, if you don't know how to use half the tools. When I tourneyed ressurs last year, I lugged Seamus, Yan Lo and Daw around, but in 90% of my games, I just ran with Seamus, because of familiarity and brain fatigue. Experience with a given keyword is far more efficient than having optimum rules.
  3. and you shouldn’t hold yourself back on the painting side. Personally I like ordering a keyword at a time, so I haven’t got too much clutter on the paint station. Also to really consider the theme of the keyword, basing wise, and if I should play with some new technique etc. Playwise, the game is just so complicated and with so many variables that limiting your choices at first, helps secure a good foundation. McMurder is a great place to start. Fairly straightforward, and as you move on, you’ll find the game just getting easier.
  4. Ressurs are great. The end. - Personally, I often end up soloing Seamus, when I play ressurs. Jumping carelessly around, blasting a big gun, seems to suit my playstyle. My second choice is usually Daw, as I don't mind choking the fun out of my opponent. That said, you should focus on one keyword, as you learn the game. Try and get to know the ins and outs and the uses for all its models, before you move on to the next. There's no point in trying to guess at 'the one true keyword', you'll only become a good malifaux player from knowing your models, how they apply to schemes and strats, and then understanding the opponent. That's a real mouthful, so it's better to simplify things at first – playing one keyword for the first 5-20 games. I'd suggest going with the one that makes you want to paint the most. Another good point is that focusing on that one keyword, will allow you the time to paint the rest. Nothing worse in Malifaux than grey models, and collecting a horde of grey usually ensures that it stays that way – some people are just more hoarder than hobbyist. - When it comes to POWAAA!, you'll see that every ressur master has her/his fan base. McMourning has been the least favoured, at least before his title. The factions strength is resilience and mobility, two traits that win you games. This doesn't mean that McMourning is a bad choice to learn the game with - and the current environment caters more to his strengths than previous.
  5. And in that regard, it also needs to be mentioned that a lot of this has been necessary just to make minions viable. Most core box minions won’t see the any table time - broken new releases or not. The minions you see are generally 3action models (like leap), Utility (Healers/Tools for..), and/or really cheap or enforcer level beaters. But even if newer releases makes minions more palatable, they aren’t doing anything for older models like Showgirls, Death Marshalls or Belles.
  6. There are more issues. The SKU bloat makes it harder to stock and distribute, and Wyrd has never been good at getting things to market in the first place - Personally I’d applaud a keyword box set approach with a full keyword at €120-130 along with lesser starters. There’s been a shift in design philosophy in model rules. Newer models are more contained and thus rely less on keyword synergy e.g. Crookskins attack Mv and is in itself able to hand out Staggered. Defensive abilities take a lesser toll on hits, if any. Resulting in obvious balance issues compared to older models. This reeks of the GW rules-as-marketing approach, and works counter to wanting a vast offering of models, when you constantly invalidate older models to sell new ones. Personally, I’d prefer making my purchases based on model look/theme, rather than considering whether a Tull or Linh Ly will give me easier wins than Ironsides. The variety means nothing unless every choice is viable. This doesn’t mean that every crew should work in every situation, but you shouldn’t be able to take a set list to a tournament and reliably podium with no regards for opponent/objectives/terrain.
  7. Dr. Silas is there to allow Outcast to hire Neverborn/Guild models. You only have access to them, if you run Angel Eyes as a Leader.
  8. You’re right, those choices are everywhere. I find it a poor marketing strategy to make your existing product obsolete to sell new stuff. It works for toys like LEGO with rotation and limited shelf time, or GW; where jumping the gun on a new army will call for a 2nd and third mortgage, but for Malifaux where the next OP crew is a paltry €100-130 compared to collecting a full faction toolbox, it just seems like bad business, making it more likely to give new players a poor experience with the game. Speaking for myself, in the end I’d much rather that my next purchase is a choice based on theme/aestethics of cool models, and that the accompanying rules provide me with a fun experience to play around with an aspect of the game system, rather than considering whether a purchase will guarantee a win or compromise my chances. I’ve got 22 crews in my collection, with more than a handful on my immediate ‘want’ list. I used to paint a crew/month, but I’m not buying anything these days because of rules creep – that’s €600 that I’ll burn on other hobbies, and not making those purchases will stop me from looking for what would come after collecting my most immediate ‘wants’.
  9. There’s been a shift in design philosophy - which is great, new minions and enforcers seem much more appealing compared to older models and henchmen. Which is of course sad. Because why start collecting a new thematic keyword, when half+ the models will be subpar to the most recent expansion. So rather than Wyrd using rules imbalance to push new sculpts, I for one, would love to see the same tactic applied to pushing the old stuff. With 80ish masters/keywords there is less reason to burn resources push new stuff out, when they can make the old stuff viable - I really don’t care whether models are ‘new’ to buy, just that they look good and work within the game - and this would have the added benefit of offering less complexity(model count) to new and casual players, rather than turn them away from the game. So this thread is less for discussion, but rather to provide the Wyrd-oes inspiration on how to make the old stuff viable. So they can churn a profit and keep producing the greatest miniature game out there. My own proposal “Give Teddy Toss”. Everyone loves the big murder bear, but he has fallen out of favour from being vulnerable and not offering anything special (there’s plenty of beater models) to help you win. So why not give him Toss. Toss will offer Pandora/Dreamer some much needed mobility to their crews, and suddenly Teddy will have a table presence worth 10 stones. (Throw it in as a bonus action and everyone will love his efficiency). As an added bonus, you could allow the Kade/Teddy discount in both Nightmare/Woe to encourage collecting both crews.
  10. Love it. How about ditching a Waldgeist and the Ancient Pact for The Kurgan to improve the mobility of the list?
  11. Looking forward to playing with the new Nightmares, Woes and Mimics in the Ashes of Malifaux First this combination of Woe and Nightmare : Trimming the deck was awesome back in GG0-1. And Insidious Madness have great synergy with the Woe. Their fast, resilient and have decent damage potential. So now with added Delirium and Delirious Thralls waiting in the wings to pass out Adversary, I imagine some great fun. The sisters looks cool to bring Pandora forth as a rider/kade/dorian replacement. What cool stuff are you considering?
  12. Had a couple of coryphee once, both with Focused +1. I joined them, expecting to get Focused +2, but my opponent insisted it should only be Focused +1? What would be correct?
  13. GG4 is available on iOS, she just needs to update the app.
  14. It should definitely be reworked. Lucid Dream was too much pre nerf, but the nerf made the ability so ineffective it feels moot to even go through the motions. But with Burns and Madness you might argue that Lucid Dream was right where it was supposed to be.
  15. Nightmare really was a crushing nightmare to face before the errata. By T4 a Dreamer player would have removed 20+ cards.
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