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MrBabash

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Posts posted by MrBabash

  1. 6 hours ago, Regelridderen said:

    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.  

    Yup I totally agree! Indeed I think I'll learn with McM1 and then I'll decide between Molly and Von Schtook as second master. And right now I already have McMourning core box and Seamus Core box to paint, so I'm good for a while! Do you think 3 masters to learn are enough for all the pools?

  2. 1 hour ago, Regelridderen said:

    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.

     

    Thank you so much! The fact is, I would REALLY paint all the resserz models (except for Reva), they are all sooo sick! But I guess I should take my time and go step by step. As I said, 1 hour ago I had the postal delivery and now I got Seamus and McM1/2. They both look so nice. I'll learn with McM1 and then I'll decide my next step. I must stay away from the "tier list" discussion because it doesnt mean nothing right now, since we are all new! I must keep this in mind 😂

    • Like 1
  3. Hi guys!
    Some friends of mine finally opened a shop here, and we are trying to create a Malifaux community.
    I'm (re)turning on the game but it's like I'm new, so I'm relearning from 0.
    Now, in the next days I should have a postal delivery with Seamus and McMourning core box (plus McM2), but I want to buy the Von Schtook rotten harvest and I really like Molly and Kastore too.
    So I'm a bit confused on who I should put all my energy to learn and master, before moving to the second one. I could use Seamus or Mcm1 to proxy Von S, or use themselves to learn and then decide. My top 3, right now, would be VonS, Molly and Kastore. I would choose between the best to learn the game with, and the most solid as Kw. 
    Tell me everything you want about all of them! If they are good to learn the game with, if they are solid, how they play etc, so I can choose and stick with one. 
    Thank you in advance!

  4. 17 hours ago, Zifnab said:

    So I'm going to generalize here, but my experience is that thematically a) Bayou = mobile, squishy and good at scheming. b) Neverborn = in your face murder, mostly melee, can have difficulty with scheme token objectives. c) Ressers = tough models. Lots of summons possibilities. 

    Sounds good! Do Bayou have good beaters?

  5. 6 hours ago, Rufess said:

    I would say go for the crew you find most appealing. Mah is a one of the best starting master, but not the only option to learn the game. Clampetts and Angler for example also have a fairly easy mechanism and can be a decent entry point as well. Their card are however a bit wordy comparing with Tricksy so you might need more reading time beforehand.

    Proxying is a good idea. And if your opponent doesn't mind, you can even proxy the Angler crew with bases and standee as well(That is how I am playing them now)

    Oh absolutely yes! We're starting with some friends, no people playing malifaux here. So proxying among us (4 players/friends) is totally approved. I have a lady J crew and I'll use her to proxy tricksy or angler. Just need to decide which one, because malifaux isnt easy to learn for new players, so at least i would like to stick to just one crew and learn the basics. Would you go with Mah or The Clampetts? Can I ask you pros and cons of both? 

  6. 6 hours ago, Rufess said:

    Welcome to Bayou!

    For the hobby aspect, for sure most gremlins are smaller than human. But given that they usually have bigger eyes, less clothes and less accessory attached to them, I would not said they are more difficult to paint than other faction.

    And for the gameplay aspect, it is not that easy to summarize a faction, since in 3e Malifaux is focusing more on individual master over the whole faction. Some descriptions that often applied to Bayou are squishy and range oriented, but there are crews like Kin can be very tough and Pigs that focus on melee. Plus that every masters in game have 2 title to bring different playstyle. So new players are always recommended to pick a crew that he/she finds most appealing in appearance.

    That said I am sharing my thought on some of the Bayou masters here for your reference. I don't play them all so you would have to wait for other's comment.

    • The Clampetts/Angler: The new comer to Bayou and half of the keyword is releasing at the end of this month. They are a fisher family who love to ride on some weird animals(or carboat). In gameplay they play around Tide terrain markers to boost their defense and fight face to face with their high-end henchmen and enforcers.
    • Mah Tucket/Tricksy: One of the biggest family of Bayou, who like to rob the Arcanist and fill half of the keyword with constructs. Tricksy is one of the most straightforward but yet vary and well-rounded keyword in game. Mah, the master, brings some great support and threat to the board and can play with every models in the faction
    • Captain Zipp/Infamous: A group of sky pirate with a airship(sadly not showing up in game) and machine skeeters. They are super speedy with Flight and high movement. While not very good at fighting, they can move around the board and score to win.
    • Ophelia LaCroix/Kin: The cowboy family who are copying the Ortega family of Guild. They are the toughest keyword in Bayou and hence very good at fighting. Ophelia brings 5 unique weapons with her(and sometime to her kin) which can use in different situations.
    • Som'er Jones/Big Hat: The biggest family in the Bayou. Som'er is the Bayou summoner who can bring his boys to the battlefield on demand. They can improve their performance by staying close to each other. But when needed, it is no big deal to sacrifice some of them for benefits.
    • Ulix Turned/Sooey&Pig: Ulix is the best pig farmer in the Bayou. Pigs are speedy beaters that can do some significant damage. While they can be easily killed, Ulix and his friends can birth more piglets and grow them up to bigger and more dreadful pigs.

    Thank you so much for your answer! I really like The Clampetts, Mah Tucket and Ulix (and even Zipp and Ophelia). So, I heard Mah is one of the best master to learn the game with, should I go with her? I have the lady J crew, I can use her to proxy Mah and then decide to buy her crew or the clampetts that I really like. While for Ulix I guess you have to spend a bit more buying the pigs to summon. 

  7. 50 minutes ago, Maniacal_cackle said:

    They won the world series last year, although there were some oddities there.

    Overall I'd say pretty much any faction can be competitive except at the very top tiers.

    Sounds good! I don't think I will ever hit something that competitive (where I live, nobody plays Malifaux, thats why Im starting with a friend and we're alone). So, I'll just pick the faction that looks better to me!

    • Like 1
  8. 39 minutes ago, Adran said:

    I'm assuming you are asking in terms of starting/ learning.  It's going to depend a bit on how you are learning,  but here are some rough thoughts from me.  Firstly I would probably happily take any keyword to an event and feel I have a chance of winning several games. 

    At the core of malifaux it is a game about movement and positioning,  and last time I checked neverborn had the most positioning tricks in the game. Euripides is probably hard to get the card advantage understanding to get the best out if the old ways,  lucius needs a good idea of when and what actions you need, but otherwise I think the masters are ok to get a basic idea  

    For bayou I'd behappt with most masters to learn with, although somer tooth Jones is a bit of a strange one, he's quite hard to work out what you want to summon, then he uis hard to face because of the replacement effects, but then as people learn the game better he falls away quite a bit.

    I don'tthink that the figures are really that small when compared to any other faction, yes, there are probably more size 1 and they may have slender limbs, but over all I don't think they are really more detailed than others, so not really any harder to paint. 

    I think all ressers are probably fine to learn with. 

    Thank you so much for your time! Last question, are they good in terms of competitivity?

  9. Soooo.. I'm coming back to Malifaux (but I can say I'm a total newbie) and I'm choosing the master/faction.
    I was choosing between Neverborn, Ressers and Bayou, but I think I'm going with the last one.
    One of my doubt is about the models. I love the painting part, and gremlins look very small.
    Aside from this, I'm here to hear all your opinions on Bayou.
    The masters, the gameplay, pros and cons, how good or bad are them etc.
    Tell me everything you would like to say about these small and crazy weirdos!

  10. 7 minutes ago, Adran said:

    There are some crews that you might find hard to play, but that is a relatively personal thing (an example is Hamlin that some people find very easy to play, whist others struggle with trying to get him to do what they need to do whilst doing all the other parts of his crew). I don't think there is a crew out there that you couldn't win a game with against people of similar abilities to you. There are a few cases that may have one side facing an uphill battle to do well, but that can be a feature of table and game set up as much as crew choice. 

    Learning with Lady J is a good idea, she can be relatively straight forward, (the game plan of using your great sword as much as possible is certainly a valid option) and when you have an idea of what you like, tehn look for keywords that are better at that. 

    Factions are still quite important, so if you like more than 1 keyword from a faction, its useful, it lets you get more use out of some models (mainly versatile, but out of keyword hires is perfectly fine to do). If you only like 1 keyword, then most keywords can play all the games, but aren't going to be the best at some of them. 

     

     

     

    Thank you so much! Might I know, if I'm not asking too much, your opinion on Ressers, Neverborn and Bayou?

  11. 37 minutes ago, Maniacal_cackle said:

    Faction strength isn't really something that's easy to break down.

    Easier to break down is the broken crews tend to be the new ones. Stuff like Damian, Tull, Perdita 2, Shenlong 1 with Koji, von schill with yannic, etc tend to be the strongest if you want to be super competitive.

    If your meta isn't super competitive, you'll find most things pretty well balanced and you can play whatever.

    Yes, actually I'm going to play with just a friend (and probably two others), so we would be not more than 4/5 totally newbies.. No tournaments here, no competitive meta and stuff. I just wouldn't like to invest money on a bad faction/master, and for bad I mean it is totally undertone and you have to struggle for a single point. And maybe it/he is even hard to play.

  12. Hello guys!
    I'm going to play Malifaux (I tried a pair of games in M2) and was wondering how is the situation.

    First of all, I'd like to know if factions are balanced. I read Neverborn are difficult to master, and yet they aren't that good. What about the other factions?

    It looks like it works with keywords and not factions now, but if I'm choosing a master, should I go with the faction I like more? I mean, if I collect more of the same faction I can hire different models even if they don't share the keyword but they are still in the same faction. Or is this irrilevant because you only use your keywords anyway?

    Lastly, I'm listing the masters that I like, so maybe you can suggest me something about them (how difficult/good are them, if they need a lot of boxes to play, the gameplay and stuff):

    - English Ivan

    - Lord Cooper

    - Jack Daw

    - Pandora

    - Euripides

    - Nekima

    - Zoraida

    - Molly

    - McMourning

    I even like the Bayou but I'm afraid models are too small to paint and collect.

     Ps: I still got a m2 Lady J crew, so I guess I can learn the game with her.

    Thank you in advance!

  13. 1 hour ago, Raising said:

    i disagree. some masters arent able for imitiates. unless is a hardcore game that enjoy studying the rules more than the game itself.

    one thing is understand how to play and other "see" the implication of the actions. some are straight forward other are to fit in a strategy being X inches away for a reason or watever. 

     

    any master that manipulate the deck is a bad start. because you can play a lot of other masters without aunderstanding deck / hand optimization. just an example

    Thank you! Right now, I'm deciding between Ressers (McMourning, Seamus, Von Schtook, Molly) and Neverborn (Euripides, Nekima, The Dreamer, Zoraida, Pandora). I also like Enlish Ivan, Jedza and Lord Cooper, but I don't think I prefer the Explorers over Neverborn and Rezz.

  14. 1 minute ago, thatlatinspeakingguy said:

    They all seem fine for the beginner. Ivan is a summoner, but he needs only one purchase beside his core box to cover his entire summoning pool. Are you looking for a more specific answer (explaining gameplay, priority purchases etc.)?

    If you have time and willing to (about their gameplay), it would be super nice! Otherwise I can look on youtube or specific forums, don't worry!

  15. 19 minutes ago, thatlatinspeakingguy said:

    No master is too difficult if you are keen to learn the game. On the other hand, if you are looking for an easy-to-pick game for casual play, then probably every master is too difficult. Malifaux demands a certain degree of devotion, otherwise it's hard to have fun with it. At least that's what I've learned teaching new players recently. Responding to your question more directly: masters who can act independently from other models (i.e. don't rely on their support/are less synergistic with their keywords) are as a rule easier to play for the first few times; also, I find beaters and summoners easier to pick for beginners than support- or disruption-oriented masters. However, since summoners require a lot of purchases it is usually not recommended to begin with them. It means that you can probably cut off from your list following masters: Seamus, Molly, Jack Daw, Pandora, Zoraida, the Dreamer and Colette. All of them (maybe except the Dreamer, who is pretty boring but has poweful keyword) are super fun to play once you know what you're doing, btw.

    Thank you! Yeah I'd probably need to learn the game through a master that you can "get rolling" in few games, something too tricky would hold me back from focussing on learning the rules I suppose. What about English Ivan, Lord Cooper, Sonnia, Nekima, Euripides and McMourning? Sorry if I'm asking too much.

  16. 6 hours ago, Rufess said:

    Rule of Cool is always the first priority to pick a crew, means that you should choose the crew appeals to you the most. Especially we are having a new wave of master title that gives a different playstyle to every master in the game.

    Picking a single Faction is not as important as it was back in 2E. Thanks to the keyword system, you can always jumping into a new master by buying 2~3 boxes, but not the whole Faction. You can have couple keywords in different Factions and still have fair game against others who play single Faction, as long as you are not playing in fixed-Faction tournament.

    Another direction is to pick masters according to the pairing in the new book. Wyrd is releasing new contents in the format of 2 master plus a new model that can be used with both masters. Picking masters in pair can make the most use of the new boxes.

    The pairing in the masters you mentioned:

    • Molly & Nekima
    • Pandora & Colette
    • Zoraida & Jedza
    • Toni & Anya

    As for playstyle, I believe Nekima matches the "Charge and Destroy" the most. She and her keyword are all mobile melee attackers, who can travel a long distance and kill an enemy in an Activation or two. They are fairly squish for sure (otherwise they would be too overpower), but the new version of Nekima is somehow helping this issue. You can choose between the beater Nekima and the Supporter Nekima based on the matchup.

    Thank you so much! Is any of the masters I mentioned too hard to play for a beginner like me? That would cut down the list to a smaller pool that I should choose from

  17. Hi there friends!
    First of all, sorry for my english.
    I was trying to learn the game in M2, but nobody was playing here and I had to learn the game by myself, and it was really difficult.
    Now it looks like Malifaux is a totally new game, it is "lighter" and better. Is it true? 
    I'm going to try again to learn it with a friend, and of course I must choose a faction/crew.
    I had Reva, Perdita and Lady Justice, I sold the first two and now I just have Lady J but I'm not sure I want to stick with her/The Guild.
    The problem is, since I don't know how to play, I don't know what kind of gameplay I'd like to play. I usually went for "charge and destroy" (Chaos Warriors in WH Fantasy, for example.)
    I don't want something too difficult to start with, but neither something too much braindead. 
    The crews that look interesting to me at the moment are:
    Guild: Sonnia Criid
    Resurrectionists: Seamus, Dr. McMourning, probably Molly and Jack Daw
    Neverborn: Pandora, Zoraida, The Dreamer, Nekima, Euripides
    Arcanists: Colette, Toni, probably Mei Feng and Kaeris
    Explorers: English Ivan, Jedza, Anya, Lord Cooper

    As you can see, there a lot of masters that interest me. But I'm sure most of them would not fit a new player or my playstyle, so I wait for your opinions!
    Ps: Should I choose a master which is in the faction with most of the crews I like? In that case, it would be Neverborn, but I heard they are glass-cannons and not forgiving your mistakes? 

    • Like 1
  18. On 4/1/2019 at 7:28 PM, TheJoyInGaming said:

    I have been trying to think of something consoling to say in response to this but I have not been able to come up with anything.

    I am grasping at straws for a silver-lining, but maybe Alt-Reva will be available again during Easter and you can get one and start over? 

    Well, at the moment I got the Lady Justice crew (and I heard she is a bit bad for now). I think I'll learn the new rules with her and then I'll decide which faction/crew I should buy for my playstyle (I usually prefer running in the enemy face and beat him hard, but I guess malifaux is not that type of deathmatch skirmish game, sadly).

  19. 5 hours ago, TheJoyInGaming said:

    I’ll bite. (haha)

    Of course the Master and crew I tested was Reva and her Revanents. Before I begin lavishing praise about her mechanics and how she turned out, I do have to point out that I have no idea how she was thematically justified in becoming a Burning Master. It felt like the designers looked at the Lampads and Reva and said “Well we didn’t say she didn’t have fire powers...” That said if there is a story I missed about this please point it out to me Wyrdos!

    Some background first. I was starting to explore NB when the new Masters where being revealed. I saw Reva and immediately switched to Ressers and never looked back. I was disappointed then when Her optimal playstyle during M2E was very boring. Spamming Ethereal Reaping each activation from her ridiculous range made things uninteractive compared to other crews for my opponents, and myself, so she was not used as frequently as I would have liked.

    Now onto the lavish praise. I absolutely LOVE how the Revanents turned out. M3E appears to have addressed all of my complaints about Reva and her crew. Now she is a very mobile and hard hitting mid range Master with minor area control elements. She still is very versatile in how she can attack targets with actions that target Df or Wp, and a nice pulse for enemies that like to clump up. She has access to a lot of resources and conditions to juggle which can be a bit clunky, though the last update seems to have helped with smoothing that out some.

    Her Candles are great. Their frequent death helps provide much needed healing, corpses, and Pyres throughout the game. They can try to push enemies into Pyres. They can move other corpses. And they just keep coming back! Excellent totems.

    The rest of Reva’s crew is varied, yet each model seems to have a distinct role now. We have Vincent for ranged damage, Pyre movement, and Shielding. The Wanyudo is a good solo harassment piece and scheme runner. The Restless Spirit is a good resource generator, and minor scheme runner, with his corpse and Shielding generation and Incorporeal Wk 5. Lampads are very resilient scheme runners. Draugr are good glass cannons, now with a little less glass and a little more cannon after the last update.  Mourners are great at schemes requiring scheme markers with their Mourn the Dead action.

    And the best for last, the crazy cultists themselves, the Shieldbearers. Wow. I love the SBers, almost as much as Reva. So tanky, always hanging on by a wound or two. They can buff your team with focus, or act as nodes for Reva from which to shoot. All the while they hold their ground and never. Stop. Healing. Fantastic models, and I always take at least 5 (that is there rare limit right? Its not just my files that say that?)

    Outside of her models, OOK units and upgrades can fill any “holes” the crew may have. Anna Lovelace is practically a Revanent already, being able to use corpses for scheme marker manipulation and card draw. Her long rang gun has the chance to produce more corpses and it also can take advantage of the Mourners' debuff. Anna can also turn undead, like Lampads, into bombs! I haven't even mentioned her nasty auras that prevent enemies from targeting each other, so that can heal each other or use conditional removal, or placing, so that they need to be honest and walk through the Pyres like everyone else.

    Resser Upgrades seem to do well with her crew. Grave Spirit’s Touch can provide some additional resiliency to key models. The Whisper can be put on Reva for some more card draw because it rewards her role of stabbing things to death. Killer Instinct, while not quite the auto-include it once was, has great synergyl with all of her amazing non-totem minions. Its End-of-Turn pushes are great for some hard-to-disrupt scheme scoring for Mourners, and can dial the already very mobile Lampads to 11. The best part of this upgrade is that it can do this while potentially earning back its cost, or more, over the course of the game. 

    All of this adds up to a flexible crew that is playable in a wide range of Strats and Schemes. Corrupted Idols seems to be her best Strat, with her crew’s mobility, damage, and healing allowing her to better survive Idol placement, all the while killing off enemies weakened from Idols and Pyres. I next like her Turf War, as she is great in holding the line and then charging through to claim the last Turf Marker, and I think she is perfectly playable in Reckoning and Plant Explosives.

    Regarding Schemes, Search the Ruins and Dig Their Graves seem made for her crew as they can produce the additional Markers required for each scheme with ease. The Revanents also seem like good choices for Leyline, Detonate, Claim Jump, and Assassinate mainly do to being able to convert corpses to scheme markers their damage output, and their light area control.

    I don’t know if the Revanents are the best crew, but I have never had as much fun playing Malifaux as I have right now, and this is just testing! Overall, Reva and her crew seem to have found their niche while keeping a distinct, if not confusing, theme. I enjoy the fact that they specialize in mobility, damage, and area control. Most of all though, I enjoy the tension created in the crew because of the lower Df/wound models and trying to break parity with my opponent inside of Hazardous Terrain.

    I also have an alt-Reva painted like Joan of Arc so that doesn’t hurt. Lol

    Fun fact: I've just sold my Reva crew. Damn man.

  20. Well my weird friends, it seems they finished with updates for now, so..
    What do you think about every master and the faction overall?
    I'd like to read your opinion about every master you tried out, his/her/its (probably new) mechanics etc, and your feelings about!
    Have fun  :D
    (I created the same topic in the ressers forum!)

  21. Well my undead friends, it seems they finished with updates for now, so..
    What do you think about every master and the faction overall?
    I'd like to read your opinion about every master you tried out, his/her/its (probably new) mechanics etc, and your feelings about!
    Have fun :D 
    (I created the same post in the neverborn forum!)

  22. 22 hours ago, aquenaton said:

    If one of the other players have Rasputina, I will recommend Reva as a way to teach them how to hit from far away! If not, Seamus is a fun, forgiving master that lets you learn the game and gives you some of the most used models in the faction.

    Yes, I am team Seamus because I do not have Reva yet, but I really like the mad hatter despite not being the most powerful master around.

    On the Nicodem subject, I tried him once as a support master with no summoning and he seemed cool. May suffer when the schemes require to spread out, but can be played as a supporter and crew fixer without a very huge investment. Next tourney I am planning to use him in an undead poison crew to see how he can deal with it.

    Yeah, one of them is going to buy rasputina :D 

    by the way Seamus looks fun as hell to me, I'll buy for sure his box.. Maybe I'll do Reva -> McMourning -> Seamus -> Nicodem, with The emissary for sure :D but first I need to create a lil' group of players

    • Like 1
  23. Thank you! Well, I'm still so confused.
    Seamus got: + Fun to play , + Rotten Belles , + Nice lore
                       - not competitive

    Reva got: + Hits hard , + Fun to play , + Overall strong
                   - Her box isn't that played with other masters

    I like both of them aesthetically, so "choose the one you like most" doesn't work. And I can't even afford to buy them both...

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