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So, I had a bit of inspiration and over the Christmas Holidays made another homebrew crew. This one's based on the idea of an Arcanist Crew built around Wind Gamin's demise ability. Naturally the Wind Gamin would be considered GALEFORCE minions. STRIBOG - Keyword: GALEFORCE GAMEPLAY Stribog and his Crew are centered around high mobility and shock tactics. They are adept at moving both themselves and the enemy and have a lot of control over the positioning of all models on the board. They are however a fragile crew, with the majority of their defenses coming from their signi
Hi all, has anyone got any experience and feedback for the above tablet?I used to use the Intuos Pro Medium and found it was a great leap forward from using a mouse. I also use ProCreate on my iPad and really prefer the more natural "pen & paper" feel of drawing directly on a display screen.I am now considering investing in the Wacom Cintiq 13hd pen display and would appreciate feedback from those experienced in its use.
As I am sure we all know, Malifaux has a ridiculously large assortment of crew options to choose from. Honestly, when I think about it sometimes I say to myself "what else could they possibly add to this game without it being simply more of the same" in terms of new models. As such, I kind of decided to propose a community brainstorming exercise in order to showcase what some of the (more vocal) members of the online community desire. This could just be purely stylistic (I want an arcanist master that isn't boring to look at ) or a "general idea" or set of characteristics that define a cha
So lately a major determining factor in games we've been playing has been the map setup. Winning the pick on where to deploy pretty much insures victory in my players' circle. Any ideas on map building and how to balance the terrain while still making it interesting and having some unique or intractable areas on the map (ex. the soulstone mine from the back of the book)? Pictures/sketches welcome! Thanks in advance!