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A Goose

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    Miniatures wargaming

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  1. A Goose

    Kin Chat

    Excellent, thank you! I picked up the Gator box and the Emissary purely because I wanted to paint them, which was great fun, but I'm not going to sweat about using them until I feel like I've got the basics down pretty well. I'll add the Jokeys and the Bokor to my next up list once I've finished painting everything else on my table. 😅
  2. A Goose

    Kin Chat

    Hey there! I'm looking to get into Kin as my first Malifaux crew and I thought it'd be useful to see if my inexperienced first reading of the cards is more or less accurate as to the role each one is intended to play. Francois Feels like the first opposed duel you make is a really important decision because of Rapid Reaction. Looks like he mostly wants to be using Gremlin Menace and melee to take advantage of his high sword stat but he can shoot acceptably as well. 9 health, effectively 6/6 defenses, sometimes shielded and potentially Challenge for additional defense makes him seem pretty tanky but I've heard folks say he's not really usable after his nerf which is a bit surprising to me; is it just that he's still not tough enough to stick around long enough for his 9 health cost, or is he not putting out enough damage because you are limited to 2/3/4 most of the time without cheating/stoning? LaCroix Raiders They can draw you cards in a couple of ways which feels potentially useful given how many cards Ophelia can burn through on her own. They will die if anything serious looks at them though. Ophelia She shoots the guns that makes the peoples fall down. I don't feel like she's very difficult to understand and she does look very good at throwing out huge amounts of attacks and ping damage with some useful other options if needed (my first opponent is likely to be Kaeris so Rebel Yell to clear off huge amounts of burning seems like it might be clutch). Pere Ravage He runs towards the enemy and explodes? Am I right in thinking that if he gets the No, Down Pig trigger the target takes +3 damage from that and then +3 damage from the explosive demise trigger? That's a lot of damage if so! 7 stones seems quite expensive for a bomb but I can see it being interesting to put him somewhere as a deterrent for your opponent's big expensive pieces they don't want to trade. Probably not into Kaeris though. Rami He has a big gun. Long range, potentially longer if needed, will suffer if he is shooting into concealment but otherwise he looks like someone you just leave in the backline and plink away with. Two Gremlins in a Ghile Suit seems like it might be a useful upgrade to make it more difficult for the enemy to charge his position? Raphael Good gun, good melee, some control and some condition removal for himself. He seems like a solid all round piece that hates willpower duels but can otherwise handle most comers. Doesn't like enemies that put out lots of attacks because Hard to Kill and Shielded is his main defense tech? Sammy Petty Illusions with the number of Wild Shot triggers in the keyword is a good source of card draw you otherwise lack. 7 WP is big into some matchups. Putrefy seems more cute than good - you're not sad if the opportunity comes up but specifically needing an 8 (or higher) of crows probably limits it a bit? I guess you can stone for the trigger if you really need the scheme marker removed? Jynx seems like the main thing she's going to be doing and voodoo pins is mostly there as a consolation prize if she gets engaged. Merris She's real fast and she can drop a scheme marker at range if you have a tome. Shockwaves might be good at the end of the round if your opponent's hand is drained and you've somehow held on to a lot to discard. Up We Go with effective stat 3 is also very nice but she will die extremely fast if people get the opportunity to hit her a lot and/or don't care about her concealment so she mostly wants to jump in at the end of a round, do her thing and get back out again. Is that more or less accurate? Am I missing any nice obvious synergies? I haven't got the title box yet so I'm not too worried about that (Ophelia2 looks fun but also you need to know which upgrades to give to who and when so I'm not going to worry about her until I've got a good few reps in with the base crew).
  3. Hey all! I bought the Kin and Copycats boxes just intending to have them as a fun painting project to be honest. When I got talking to my friends about it though they immediately found crews they wanted too, and it looks like we're going to be giving the game a whirl at some point in the next couple months when everyone is painted and ready. I've been lurking for a couple weeks and hungrily absorbing as much info as I can so I think I kind of get it. We're all experienced wargamers and we've all played a wide variety of games so I don't expect the core concepts to be a huge issue. At a quick glance the rules seem to make sense (though I know that there's a huge difference between watching some battle reports and reading the rules on paper then throwing the models on the table yourself). The masters we'll be starting with are Ophelia, Kaeris and Youko (all original versions). I've seen it said that the recommended progression is Henchmen Hardcore > 35 point game > 50 point game which makes sense to me. My big questions would be: What do folks do about markers early on? I'm not sure I want to drop £40 on tokens if we wind up not playing the game long term. Are there maybe some printable resources I've missed? Are there particular schemes/strats that we should consider for the 35/50 point games that show off the best of what Malifaux is about? From prior experience we can be a bit fickle with games if we have poor experiences early on and after having a lot of fun putting the first minis together and painting them I'm probably going to wind up with a large Bayou collection anyway so I want to give it the best opportunity to shine. And lastly - are there particular interactions we should worry about with the three masters we've chosen? From what I understand of the three Youko is the one with the highest complexity out the gate and a set of mechanics which can feel potentially negative to play into and difficult to win with, and we need to make sure we put down decent terrain to break up sight lines and stop the Kin just shooting everyone off the board, but I'd appreciate any advice on other pitfalls that might not be immediately obvious. Thanks!
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