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Robbo

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Posts posted by Robbo

  1. I’m fairly new to malifaux and was looking for info on all masters and their basic styles and the way in which they would typically run. 
    This is to help me pick masters to play and also learn the general idea of opponents crews so I’m not clueless when playing a crew I’ve never played before. 

    I’m looking for basic info such as control, ranged, condition based, bubble crew, elite crew, summoner etc and perhaps any specific unique traits the crew has. 

    I appreciate experience is the only way to truly learn but does such a list exist in one place already? 

    I’d happily start one but my knowledge is limited.

    Thanks 

  2. Thanks this information is great to get me started. Had my first game last night ran Zoraida, voodoo, grootslang, juju, doppleganger, two slurids and a waldergeist. 

     

    Slurids were great and juju and doppleganger really hit hard in melee especially when juju red jokered his damage. 

     

    Turf war war against tara which was tough but fun. 

    • Like 2
  3. I've probably played about 15 games of malifaux so far and looking towards Zoraida as i really like the idea of the multi obey after dabbling with Lucius.

    I was curious to peoples opinions and advice on how she runs, what crew she runs best with to get started - id be aiming for 50SS.

    So far I have... 

    Zoraida, JuJu, Grootslang, Firstmate, Adze, Wisps, 2 Slurids, 1 Waldergeist, Vasilisa,

    I have Serena Bowman, Bearly together, Wicked Dolls and also Doppleganger too.

    I really like the idea of running the Grootslang seems really fun to play and great at scheming may be with the Doppleganger mimicking the lairs allowing the Grootslang to jump about more and also allowing the Doppleganger to leap to a lair also. 

    Any advice to a beginner to this crew would be great but we dont play double masters.

    Thanks

  4. Thanks for that comprehensive breakdown sweet tooth I’ll read it again and again and try to remember all that info. 

    The lone marshal with upgrade looks like a useful take. 

    Now just to fit all these awesome tactics into a useable list as so many awesome combos above. 

    Any one tried greed ? Seems a good source of providing lady j with decent soulstones incoming for attack and defence? Not much synergy otherwise but could keep J going for a fair while? 

  5. Ah yes charge action thanks for the clarification. That’s awesome and very powerful if it comes off especially if J has already managed to get 3 attacks off in her own activation! Or yet to activate 

    guild hounds perhaps for idols? Although in a j crew they’re not ideal as they’re out of keyword so perhaps looking at marshals 

    I’ll see if I can manage a list although I’m struggling to get all the yummy stuff In now which is a nice problem to have! 

  6. Wow so basically you can if bubbled up get a free activation on all of your models! I’ll be running the pale rider for my next game for sure!

    any tips for idols with guild I can really see much in the way of an obvious idol pusher? 

  7. So the pale rider can make everything charge at the end of its activation even if it’s already charged? That’s very strong in a lady J crew if that’s correct. I need to see if I can get him in my list!  Any more clever plays he can pull off?

    This is all fantastic information that I will take further with my lady J crew and it gives me some elements to practise with over the next few weeks to ready me for a local tournament. Thanks for the info, great stuff! 

  8. I’m fairly new to Lady J and keen to understand how I can take my play to the next level by unlocking some synergies with her crew. 

    What successful models have people used to synergise well with a Lady J crew? 

    Ive played the following list a few times which I have really enjoyed but felt the Death Marshalls although ok lacked somewhat. 

    Lady J, Scales, Judge, 2xDM, Emissary, Lone rider, Guild steward. 5ss

    I really enjoyed marching this crew forward with J, emissary and judge and dominating the midfield which I really enjoyed! I followed with DMs and scales and Steward. Lone Marshal flanking. 

    Im enjoying this crew but there does feel limited synergies wise and I’m looking to understand any tips and tricks that I can look into with these or other models in keyword or out.

    Any cool tips, plays and synergies would be appreciated. 

    Cheers! 

  9. So I played my first game last night and really enjoyed it and the crew. 

    I concentrated on the models abilities and synergy more than the strategies (plant explosives) and the schemes (dig graves and leyline) found that they were great fun. 

    I leaped Archie off with his explosives turn one and teleported crooligans too him with their explosives and activated one of them in turn one to drop a explosive marker and ran the rider off down a flank. Moving molly Necro machine and rogue Necromancy up behind. 

    Molly cleared Misaki shadow tokens and Necro machine healed up Archie and activated him turn two where he healed again and leaped off into the fray. 

    We didnt get much further in the few hours we played but thanks for the advice it really helped and i enjoyed the way the crew played. They seems so tanky with the self healing although I found it hard to hold Archie back with the crew and left him a bit vulnerable at times with only Crooligan support which was soon removed prevent mollys reactivation of a minion skill. 

    I wont change anything for the next game just concentrate on the synergy as I feel I’m missing the potential is some of the models and the way they work together 

     

    thanks again for the help 

     

    • Like 1
  10. 11 minutes ago, Clement said:

    Soul Stones tend to get used for 3 things (generally).   Cards, Offense (for suits and flips), and Defense (flips and damage prevention).  Molly often leaves all the henchmen at home, so she's going to be your main user of soul stones.  What I have discovered in my games with Molly is that she is very much a lynchpin of the crew.   I've heard her referred to as a Quarterback, and I think the comparison is appropriate.  But like comparison suggests, Molly has to be somewhat near the action, but isn't particularly well suited to getting beat on like your "lineman" models (Archie/rogue necro/dead rider).  You'll discover that when your opponent focuses before attacking, it neatly solves all three of her defensive tricks.  (Those being Lethe's caress, Serene Countenance, and Hard to Wound)

    As such, if you're dealing with a killing focused opponent (and most new players tend to go killing focused) I'd expect both of those stones to be spent keeping Molly alive, rather then on extra cards or on offense.

    I'm not saying 2 is necessarily terribly low number either.  Molly doesn't have any triggers she must have (though Debt of Gratitude is fantastic) or abilities that require a suit to work either.  Molly is also sort of blessed that she's got something to do with bad hands (discard them asap to various fading abilities, draw new hand), but having another stone or two or three around can save some of the particularly terrible hands you'll wander into from time to time.

    Fantastic info really helpful I’ll read up more about the specific elements, abilities and ways to trigger them with molly but this is info gives me a great starting point especially knowing to treat molly as a quarter back as tactically I don’t know how to play her as yet so this does help. 

    Does this means it’s wise to move the crew together keeping her wrappped for protection by the big hitters while the Crooligans do the work? 

  11. 12 minutes ago, Maniacal_cackle said:

    Molly in general is a support master. She doesn't hit hard, so she pairs well with a crew that hits hard for her. Additionally, she has Lethe's caress which can provide some defensive power for her beaters (enemies may struggle to spam attacks), she draws tons of cards, she does useful things to supplement like marker removal and dishing out slow...

    But perhaps most of all, her keyword is insanely cost efficient for scheming AND scheme denial. Crooligans in particular. So running an elite crew with her, you're adding tons of fuel to the elite crew while still bringing solid scheming and scheme denial.

    McMourning as a counterexample... He is a monstrous beater, so some of his crew has to play a support role to turn on his horrifying killing power. Molly requires virtually no support to turn 'on', she does her powerful things without support (other than dead rider 'ride with me')

    I started out with minion Molly which is insanely good, IMO. But I'm working on buying the models for elite Molly as she seems even better.

    What would you say your minon crew looks like on average as I’m curious about it and how it plays? 

    It’s good to know she’s good at both options elite and minon and that I can try different options for different games to keep my opponents guessing 

  12. 2 hours ago, Maniacal_cackle said:

    One of the top Molly players plays elite Molly to great effect. She is great for it as she is a support/card draw master.

    There is an index pinned to the top of this forum. I suggest reading old threads.

    Your best elite models from what I hear are: Archie + manos, dead rider, followed by rogue necromancy.

    Excellent thanks for the heads up I’ll have a read of the info pinned and see what I can learn from it thanks.

    Great, I really like the idea of playing elite so that’s good news. So this works well for molly because she can draw the cards quicker to ensure the heavy hitters have a good chance of doing what’s required? 

  13. 2 hours ago, Clement said:

    I feel like the crew you've put together might be a bit "top heavy" for really marker-centric stuff, but Archie and the Dead Rider can cover a lot of ground easily if the need calls for it.  It's not "optimal", but that honestly shouldn't be your main concern right now.  As you move toward 50ss (It's not much of a stretch from 40ss) I'd look to try to increase your SS pool so you can start using them for other things.  Molly tends to get beat on for me since she's the source of all my opponents troubles, and you're going in with a very small number.

    I'd say run it, no matter what actually comes up for the strats and schemes.  Then run it a few more times to really get comfortable with it.   If you want to make changes (swapping the number of crooligans/rabble risers/big beaters) I'd suggest doing so *slowly*, so you can really figure out what does and doesn't work for you.

    I’m still learning so could you please explain the use of the larger soul stone pool please and how it would benefit the crew more?ive not got to that in the rules as yet.

     

    So the rogue necromancy is perhaps the model to drop out of the three big hitters, keeping Archie and the dead rider. 

     

    Great info thanks I’ll run the crew as much as I can to learn the ins and out 

  14. Thanks this is all helpful information. 

    I don’t ultimately mind picking the wrong crew for the first game but always good to have the knowledge in advance to help and as you say more game time is always good. 

    Do you feel the elite list can be played with a Molly crew? Archie and Rogue Necromancy with maybe another such as Death Rider or is that not the way Molly plays? Or is this all dictated by the strategies and schemes? 

    Any basic tips, tricks or pit falls I can fall into with Molly and her crew? 

  15. I am totally new to Malifaux and looking for advice how to approach the game as a beginner and also how to approach it from a Mollys crew perspective.

     

    What are the main bits of advice you’d give to a beginner about the game and also about Mollys crew, their synergy and strengths and weaknesses?

     

    I have purchased the pirate themed Molly crew, Rogue Necro, Effigy, Crooligans and the Death rider – I will be proxying Archie until I can get a hold of one as he’s hard to find!.

     

    I like the idea of playing a small elite crew but not sure how realistic this is with a core of Molly, Necro Machine, Archie, Rogue Necromancy.

    I like the idea of some big imposing models an elite core and then I will add Crooligans and Rabble Risers as required maybe Death Rider if SS allow.

     

    One thing I am not fully up to speed on and have not found much info on is how to affectively place the upgrades on the crew but I assume this will be come more clear to me the more I play?

     

    First game Friday at 40ss I’m going with this crew…

     

    Molly

    Necro Machine

    Archie (proxy)

    Rogue Necromancy

    Effigy (or crooligan)

    Death Rider

    Crooligan

     

    Mostly based on rule of cool and the models I have from me2

     

    Any help or constructive criticism would be welcomed

     

    Thanks 

     

     

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