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Harlekin

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Everything posted by Harlekin

  1. Regarding the history of urbanization there is quite some data/research available. A quick search in my personal files lead to no relevant articles on the topic (sorry). For my research I already worked on a related topic (mainly energy consumption) and IIRC about 20 times the space for providing life support was needed compared to the space of an urban area at the end of 19th century. I will try to find the related articles and data if/when I recover the articles in my personal archives.
  2. I really don't think that there are a few million of humans in Malifaux. This would require a hell lot of agriculture to get them fed alone. And that's not considering the logistics to even get those people to Malifaux: 1 million people within one year would result in over 2700 per day arriving from earth. And none of them dying after their arrival to keep the number this high. For comparison: * Wikipedia Grand Central Station Chicago So, I consider it highly unlikely that the number of humans is so huge in Malifaux but more like about 10% of that: Big enough to have reasonable infrastructure and offer enough anonymity for an urban feeling but not as overwhelming as, say, Chicago in the 1920s.
  3. @Silbuster something similar sounds like a neat idea. Your proposals come with a lot of troubles, though. Highly rewards alpha striking crews which get a few easy kills on the opponent's side in turns 1 and 2. Those already are a huge problem for non-elite crews. Doesn't reward non-elite crews, as those die faster than they can remover markers Models only loose the tokens by getting killed, so they only can pick up markers when summoned. Summoning crews already are considered a problem (those often use quite a few minions in a game, though) I don't want to sound rude and I definitely like the general idea but your rules for such a Strategy still need a lot of work to actually help non-elite crews.
  4. As Savage and Fae both did get something with the arrival of the Explorers, I am not sure if those two will get something. I really like the idea of expanding the Half-Blooded Keyword although I have no idea what to add to make it relevant. Could be a nice Henchman-based crew, though if they get some demon-ish hounds/winged bats-of-doom as minions and a surprisingly new enforcer and trickster Henchman. It would still be Half-Blooded and probably not much on the competitive side of Malifaux but would allow an easy entry to the versatile side of Neverborn (Starter+Half-Bloods+Hinamatsu+Hooded Rider ~ 100 bucks (roughly) in your FLGS).
  5. Simply put the answer is: not at all. Especially with your approach of On an abstract level, what you are looking for is a way to destroy your opponents without destroying them so much that they don't want to play you anymore. If you are looking for games as an intellectual challenge, the easiest solution would be: get the worst Master/Keyword you can get your hands on and play him as much in Keyword as possible. Maximum challenge for you, maximum fun for your opponents.
  6. The second Mourner. This time I used different techniques on the greys compared to the first of Mourner models.
  7. Here's my next miniature for this month: the second Mourner. I used different techniques compared to the first one to experiment with greys. Another 6 Stones.
  8. I have to disagree: Night Terrors are great. I almost always bring one Saboteurs can be quite useful against some crews and Paul Crockett can help Marcus' a lot with getting more attacks and is a valid toolbox besides this. On the right table, Waldgeists are great and Rattler imho is totally underrated.
  9. Definitely. I would really like to see more of that stuff. Well, there is Public Enemies. I guess, it was aimed at giving those <7 Stones model more value.
  10. As a (at the moment mainly) Rezzer player, I really can't complain about the 3-6 Stones models. It's only the Guild Autopsies that I close to never field. Everything sees some table time quite regularly. I don't ever hire Gaki but they show up pretty regularly. And I wish for the Mourners to get a slight buff but even they can make some sense every now and then.
  11. I'd even say: _at least_ one of you is wrong. That said we return to one of the Wishes for GG2 statements: less killy Strats & Schemes would be nice for GG2
  12. Absolutely. I even hire Bultungin, occasionally. In competitive play, the big guys still dominate the field, though and it really would be nice to see some change to that. Thanks from the inside to M2E. Looks like my local meta already was very fond of the big models back then. Or I just ran into Nicodem and Dreamer too often.
  13. I only have a few M2E games under my belly, but did people actually hire cheap models back then? I only experienced activation control by summons in M2E games and for me as a newbie back then it was an awefull gaming experience, when I faced a Best-of-The-Best plus Mercs list wile I was trying to get into the game with slowly starting a single keyword. Granted, I could have asked my buddies to keep cool, but when I get to a new system I actually want to experienced it played at full force to see the full picture and I usually start by visiting a few tournaments to get as many games as possible early on. As a beginner, late M2E was plain bad gaming experience and rather dull as all the slightly "competitive" lists I faced looked very similar. The cheaper minions still could see some kind of change to get more relavance. That definitely would be appreciated, as I like those 'irrelevant' models to turn decide games, while the big guys keep each other busy (which is one of the reasons why I do enjoy Infinity so much).
  14. I appreciate your effort but it still doesn't work. There are just too many factors to consider. Offering a fixed Scheme for every faction for competitive play will just increase the "Bring best-of" crew building thing. It might push some models a bit but it won't help with the things we are trying to address. For casual/campaign gaming I absolutely like your idea as it can help tell a story while gaming.
  15. In a game as complex as Malifaux which offers so many variables and interactions, you simply can't. It's just not possible.
  16. Great work. I really like your choice of colors.
  17. I like your ideas but I'd prefer to see it in an expansion (ideally a campaign book like Shifting Loyalities) and keep the general GG straight for competitive play. Most of the times, I choose style over substance with miniature gaming (campaign over hardcore competitive) but I still want to have the option of going into a game as balanced as possible if I am in the mood of getting in a real clash of intellects.
  18. On the other hand, in most miniature games you just pick a faction and not this one list. The fact that you need some detailed knowledge about the game to make a sensible decision about which Master to choose to get into the game definitely is a bit of a problem; good point.
  19. Which would be another way from keeping players from spending too much ressources on killing. On the other hand, getting stuff killed becomes even more of a disadvantage and so it's not unlikely that killing first, scoring second remains a legit tactic. Besides the fact that you might slightly over exaggarete a tiny bit, this might not be a bad thing.
  20. I picked it for a (M3E modified) Shifting Loyalities Campaign and it works quite fine. Will see how the situation is, when the games get bigger and Masters enter the games.
  21. Wow, very impressive. I like how you handle the different tones and textures. This miniature has so much going on that I am still a bit afraid of putting it on my painting desk.
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