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Found 55 results

  1. So I have been playing almost exclusively Von shill for my last month or two, averaging about two games a week. In the Outcast Facebook chat we have had a lot of discussion over him and I have been encouraged to write up my thoughts on how to play him competitively in M3E. *Disclaimer* first of all this was typed on my phone so I apologize if I miss a typing error or autocorrect. Should you find something I missed or perhaps didn’t know, please share! I acknowledge that compared to many who have played since the beta, I have far fewer games to build my knowledge from and every time I try to participate in a tournament life happens and I can’t attend. I also have two kids and a wife + full time job so it can be a challenge to get reps in. I do however view myself in a high skill tier. In M2E I often placed in he top three, many times taking 1st at events at my LGS in GA (before I moved). I have been an outcast main ever since coming to Malifaux in early 2nd Edition. I want to clarify that these are my own opinions based on my own experiences and an immense amount of thought and discussion with the community. You may disagree with my reasoning on some things but I have played the entire keyword, experimented with OOK and versatile, and have even made an effort to play the crew into unfavorable situations to better understand it. - The Playstyle of the Freikorps So first of all I want to talk about how the Freikorps feel while playing them and define their playstyle, particularly in the faction. The Freikorps are a badass group of highly trained soldiers, perfectly outfitted to adapt and survive if you like having the tools for any job, this is the crew for you. The Freikorps, in my opinion, are the epitome of “adaptable.” They are a crew that rewards you knowledge of the game and your opponents. They aren’t a fancy crew but they are indeed a “deep” crew. They take time to learn because you need to know what it takes to counter and out maneuver your opponent. Their identity in outcasts is highly durable, elite, and adaptable. They are great for schemes and starts that require durability. They also have a highly respectable amount of damage both at range and on Mele. Add in their plethora of blasts and shockwaves and you have a crew that brings a solid killing force to the table. You don’t need massive amounts of Soulstones since you don’t rely on triggers, but keeping 5-7 for damage prevention is very useful. While the crew is highly flexible, they have some major drawbacks that will hurt your bad decisions more than many other crews. Many of their synergies are close range, making them a form of “bubble” crew. They do have tools and models able to spread out, but this usually leaves the model unsupported and vulnerable. This crew also has a lot of self-discard effects which will tax your hand. If you mismanage that resource or even face a crew designed to choke your hand, you will find the game much harder. This is a crew that will help you get better at Malifaux in general and reward you highly for doing so. - Gameplan This crews game plan starts at the hiring step. You will have an average of 8 models on the table (give or take one in corner cases). Choosing these models in incredibly important to building your field tactics and engagements. I will discuss each models separately, but you will be forced to choose what you need for the current scenario. From there, you will have options in game to hand out the appropriate equipment upgrades to help prepare for any situation. You need to evaluate what you need on what models to move forward. In the middle of the game you will need to work through your models with a specific goal in mind. Each piece in your crew will have an important role and making sure you use them to that intended purpose is important. I will cover your general plan during the game. This plan adapts and changes so I will be general in my descriptions. - Turn 0 goals (Deployment) Here is a moment where you have to identify your game plan. Your schemes and strat will show you how you need to deploy and where to focus. The most efficient method is to find a way to positions centrally and move towards the flank as a group. Where you move depends on scoring goals and the enemy positions. You want to be able to get a couple early picks and threaten a zone of the board. - Turn 1 Here you have two main purposes: Load up on equipment upgrades where needed Position according to your plan of attack - Turn 2-3 These turns are scuffles and have the important part of your planing. If you laid the foundations properly these turns set up for your win. - Turn 4-5 Thesr are the critical turns to secure yourself final points and deny the opponent. At this point equipment should be given out sparingly as the actions needed are likely put elsewhere. Von Schill transforms from support to attacker. Now all of this is vague and difficult to imagine, but it’s a necessary flow. You need to determine a plan early and execute it properly. - Strategies • Reckoning: a strong choice for the crew since you bring solid killing power, high durability, and fewer models to take advantage of. Be careful as Arik and Hannah can be bonus points should they get take out. • Turf War: my favorite crew for this strat as the area control works quite well to take the center board. Again, fewer models to kill and they are highly durable. Use land mines to help create choke points and punish certain routes. • Plant Explosives: This one is less favorable to The crew as it calls for more splitting up than is ideal. Still totally doable but it’s harder. You need to use rocket boots to propel your scheme runners into good positions for it. • Corrupted Idols: decent for the crew since you have a lot of solid healing to counter the damage. Controlling the initiative is rough as it taxes your hand and that is rough on this crew. - Schemes • As a killy scheme, this crew brings tons of damage to achieve it. Where the biggest boon is is in Von Schill durability. He is a very hard master to get the points off of from this scheme. I will take this if my master isn’t a super hard to put down master. • Detonate Charges: As a generality, scheme marker schemes are harder for this crew to achieve since there are no efficient ways to drop markers other than interacts. I avoid This scheme if I can. You can tech in the Emissary for the Don’t Mind Me to help with the scheme, but slots are so few I have a hard time justifying the 10 points for him. • Breakthrough: This one is doable with Rocket Boots, but can be a challenge. I would bring in The Midnight Stalker to help. •Harness the Leylines: I avoid this one as it takes a lot more spreading out to achieve and can easily be stopped by a crew with more scheme marker tech. • Search the Ruins: I used to take this but not with GG Season 0, you have to push forward quite a bit more. This is still one of the better schemes that use scheme markers but usually there are better options. • Dig Their Graves: I personally like this scheme a lot. Freikorps bring a lot of constructs allowing you to deny corpses unless you need one for your own scheme. Also the Drachentrooper can remove corpses where needed. This crew lends itself to kills so you just need to drop a scheme marker near the target. Best to target a model that has already activated so they can’t walk away from the scheme marker. I favor three Prospector here as well As he can also eat corpse markers. • Hold Up Their Forces: due to how survivable the crews is, this is a good option. The biggest challenge is not accidentally killing the models you are using for the scheme. • Take Prisoner: I love this scheme with this crew. With Von Schills trigger, “Pull!”, it’s easy to throw the target into your crew. Pride is a great option to include to help shut the model down once they have been thrown. • Power Ritual: One Word.. Gross. I am not a fan of this in Freikorps because it requires you to completely split your forces. In my experience, I avoid this and hVe easily been able to punish/deny it by targeting one side of the board. It’s pretty easily broadcasted so you can plan accordingly. • Outflank: While this might be achievable with 2 Scouts deploying From the Shadows, again those models are unsupported and likely removed from the game. Unfortunately this crew doesn’t have cheap models to just throw out of the fight. • Deliver a Message: another scheme I like in this crew. Often an alpha striking master will let you get the first point easily. Otherwise you can throw them with Von schill and leave them in the middle of your crew (your discretion on if this is a wise choice depending on the master). You can easily drop the couple scheme markers in preparation, but it may be worth bringing a Prospector to drop the second marker closer. Is actually rather hard to have this scores against us as we don’t put Von Schill • Claim Jump: one of my go-to schemes in the crew. Put it on Hannah or Arik and use Rocket Boots to leap to the center Turn 4. It both keeps it hidden and is usually an easy to achieve scheme. Arik Has the Diving Charge ability granting him greater mobility to where he needs to be. The durability and healing in the Crew also lends well to the scheme. Also, Hannah can bury enemy models to deny it. Throw down some mine fields and you can really secure the zone. • Vendetta: again a great scheme for this crew. I often use a scout as it is cheaper, good damage, and can ignore many defenses. Scout are generally a model I can protect (will discuss later) so it usually works out well. Against terrifying crews the Freikorpsman works well too. Do be aware we have plenty of target for opponents to choose from but we are hard to damage and lots of healing to it is very deniable. - The Tools So first we have to discuss the equipment upgrades as they are a large part of this kit. • Grenade Belt: Out of all the upgrades this is the most situational. It allows you to force simple duels that may need cheated. You can attack from out of sight which is ok, but not a lot of major points to this upgrade. It’s only function in my games has been for the scheme marker removal trigger. Don’t forget it. • Land Mines: If going against a non-terrain-ignoring crew (incorporeal and flight being the main ones), this is usually one of the first upgrades I apply. A large strength of this crew is area control and setting up a choke point with these adds to that. Remember that it is “create” not “drop” so there are more limitations as to where you can put the markers. A added bonus is the demise but it’s nothing major and almost never comes into play. A cheeky trick is to put it on Drachentrooper and dare the mele opponent to kill it. It’s a cute trick but that’s about it. I have never put this on a model late game but you might find a use for it. • Reinforced Assault Shield: One of the most valuable equipment. This will add tons to your durability. Put it on a librarian for extra shielded. Remember that since it only falls off in the action phase, you can use it to soak condition damage without it going away. The action on it is nice but more of a bonus just in case. I use it on my frontline models (Arik or Hannah) but it also is great to keep Vendetta or assassinate targets alive. • Rocket Boots: In my opinion, the most important upgrade to have out. This adds massive amounts of mobility, particularly to Arik. The leap can be taken regardless if engagement but the value is in the damage potential. Put this primarily on Arik, Hannah, or Von Schill for value. • Rocket Launcher: Probably the most versatile of the equipment as it can be used for a decent attack with blasts or you can remove cover/destructible terrain. If you want a meme, put it on the Streamtrunk as it doesn’t use any stats off the model. I like it most on the Freikorpsman to keep using it or on the Scout since he ignores most ranged defenses. These upgrades are very strong when used correctly. It takes time and experience to really understand when and where you need to use them. Also, do not over focus on them. The mechanic is cool but you can lose too much time and actions if you focus too much on them. Use them when needed but don’t get crazy with them and lategame you may not need them anymore. - The Crew Now we tackle the models. Each has a role and I will give what they do and where they are useful. • Von Schill: As the leader of the crew, Freikorps need him early game to get initially set up. He is a master that starts as a support piece, handing out upgrades and various effects. Over the course of the game he transitions into a damage dealer, having a good ranged attack and mele. Looking at his stats, this guy is a beast and is not easy to kill. Being able to take a beating with armor as well as benefiting from healing with survivalist, his will stay alive against all but dedicated attackers. Into his support role, he makes his models nearby take concentrate as a fast action, increasing the action efficiency. Also he can always charge making him difficult to pin down (plus it allows him to ignore terrain). On the back of his card boasts some solid attacks. His mele has a particular trigger that makes him ideal for take prisoner. He can place the model within the range (granting a free shot from an ally) but you can toss an opponent all around easily positioning for take prisoner. His rifle has decent damage that Rezzers hate since it ignores Hard to Wound. At 14” range, do not forget it! His ability to add upgrades has a useful trigger everywhere and I frequently will cheat to grant focus to the model for a very strong attack. Consider using this on the Scout or Freikorpsman with the Crow trigger for some real “umf!” His fast actions are situational but good to have. • Steam Trunk: a support totem, this guy is another source of equipment as well as a very needed condition removal tool. His starts are typical and low, but armor 2+ means it will take at least 2-3 hits to kill him. Do be careful as he explodes when he dies. I have run him suicidally into an enemy crew to get in the way and threaten them should the kill it. Do not forget his equipment cycling aura! It can help it the right situation, but don’t do it all the time unless you want an empty hand. • Hannah: the first of our “auto include models” as she brings a bit of everything. Moderate stats by a very high WP means she will be difficult to control. She has Arcane Reservoir adding much needed cards to your hand and counter the hand reduction of certain crews. Her Counterspell adds to her defensive capabilities. She able to ensure the suit she needs without needing it in hand helping card efficiency. Her mele damage is super good before adding in her Crit Strike trigger. Her ranged attack is ok but it’s more about its time trigger, being able to burry models. Her tactical is fantastic as it can target many models in the crew. The most common target is Arik to add +1 to her mele damage (with Crit Strike making her peak at 8 damage!). Overall she brings a ton of things to the table and is a very much needed model for the crew. • Arik: Often an MVP in my games, our second Henchman brings a lot to the table. He has moderate stats But At armor 2+ he is one of the most durable models in the crew. He is almost immune to blast and pulse damage while also having Diving Charge just like Von Schill. His Gravity Well also gets a lot of value. There are a lot of place effects in the game now and his 6” aura on a 40mm base provides a lot of denial. On the back of his card he has a good damage mele attack with fantastic triggers to either help to higher damage or ignore armor. His grenade is ok, but nothing to scream about. It’s best used either against crews who group up or have terrifying/manipulative/serene continence. Where he turns amazing his his tactical action. Huge amount of flexibility that can punish attackers, do extra mele damage, or add distracted to his grenade (at which point his grenade is really good). Between his area denial for placing and his mobility+damage, Arik is a monster that will be a prime target to remove while also just wreaking havoc. I have yet to leave him at home when I play the crew. • Lazarus: our big robo-enforcer, Lazarus excels at durability and AOE damage. He is a bit slow but high WIP along with being immune to obeys make him a prime option against control Crews like Zoraida or Youko. He also provides cover to those around him so he is useful vs heaven ranged crews like perdita or many outcast crews. His grit doesn’t always come into play but can be nice when it does. On the back of his card he has an ok mele attack with “Pull!” His main attack is going to be his Grenade Launcher which has a great shockwave attack with 3 damage. Against grouping crews or the heavy defensive tech it can be great. With the trigger, you have a a ranged scheme marker removal tool. His Assimilate action is ok, usually targeting Hannah or Arik. It’s fun to target enemy constructs but that is situational. He is a great tech pick but not in every crew. • Drachentrooper: Low walk but high WP make this model ideal for holding an area. He is a tech piece when you need marker removal or condition removal (distracted, slow, staggered). His attack targets MOV so it can bypass a lot of defense. I don’t take him as often as I want to but he is a great counter piece to certain crews. • Freikorps Engineer: one of our support models, this model increases the survivability of other models while providing some extra utility. They have average stats but they have Tools for the Job, making even the low cards in your hand useful. Her attack is decent, but she can ignore armor and if she kills a construct she drops a scheme marker. A basic but good ranged attack makes her good even at range. Her tactical is the big part of her kit. She adds extra shielded, heals, and cycles a card while targeting a Freikorps construct (usually Arik, Hannah, or Von Schill). She makes it into many of my lists and is never a bad model to have. • Freikorps Librarian: another model I consider “autoinclude”. She brings decent stats, good durability with built in shielded, and can get reliable triggers. She has no mele, but her ranged attack has good damage and the trigger draws a card. She can provide mobility to other minions, but her real value is her healing. Great straightforward model that I never leave home without. • Freikorps Scout: personally I love this model but people debate him. He has moderate stats but his value is in his attack capabilities. Don’t fall into the trap of using From the Shadows to put him way out of position. Instead use it to put him forward in an advantageous spot to threaten a zone. His ability to ignore the main positional defenses (cover, concealment, and friendly fire), makes his attacks very reliable. He gets a stat boost attacking models that have gone already so you are incentivized to not use him early. His mele is nothing special and it’s better to use his tactical action to get out of the combat for free. A great piece you need to learn how to use. • Freikorpsman: the basic grunt that has average everything, stats, attacks, etc. His tactical can be clutch, but you don’t always use it for the discard can Tax you harshly. Where he shines is with the equipment. He can take damage to keep the equipment on him after use and he heals very easily. He is a great all rounder and I always look if I can use him. - Versatile and OOK this is a crew who can barley afford a versatile model so I am of the opinion that you do not go OOK. The crew has enough options that you don’t really need to. We do have some great Versatile options though. • Midnight Stalker: if you have a pool than needs mobility and scheme running, he is a great choice. I have a hard tim picking him in this crew since I like picking the other style of Schemes with him. • Prospector: my go to model to counter Breakthrough. He is a very strong models and brings good utility to the crew. He is my main method of dropping scheme markers. I am willing to go down to a 4-stone cache if I use him. • Hodgepodge Effigy: I personally prefer this to the Emissary, but people’s mileage may vary. He is cheap, has a nice heal, and is a significant scheme runner. • Hodgepodge Emissary: I do not like this model due to opportunity cost, him being 10 stones. But others have used him a lot. He provides regen to help increase durability, don’t mind me to help scheming, and boosts healing and mobility. • Hans: This is a model I look at when the Ruthless is needed. Great range, damage, and utility. He is he scout in steroids. • Pride: A great denial piece I love to bring when I either need to be defensive or if I need to inhibit a specific model without killing them. I tend to crutch on him in my other crews but in Freikorps he brings a very specific role. • Johan: decent model that brings condition removal. I have found that there is enough condition removal in keyword that the one or two you can’t remove are not crippling. If you feel crippled by conditions then he is your go to model. As far as general upgrades, I don’t like many in the crew, but have experimented with Hired Soldier and Servant if Dark Powers. Both I find being unnecessary, but can be useful. I many time just prefer the soulstones instead Of the upgrade. To end all of this, here is a sample of a “general” list with no opponent or schemes in mind. I hope this wrote up helps give insight into much of the depth of the crew as it is one that will reward you the more you play it. Freikorps core (Outcasts) Size: 50 - Pool: 6 Leader: Von Schill Totem(s): Steam Trunk Hires: Arik Schöttemer Hannah Lovelace Freikorps Librarian Freikorps Scout Freikorps Engineer Freikorpsmann
  2. Hello! I'm making this thread to document my games of Malifaux, 3rd Edition. This will be similar to my 2nd edition thread, which focused on Parker Barrows and Outcasts. I'll start this one on Outcasts and Bayou - and I expect Neverborn, Arcanists and Ten Thunders games to join the party eventually as well. Feedback is appreciated, as I hope taking these notes and sharing them will help make me a better player. Outcasts Von Schill/ Freikorps Von Schill vs. Reva Cortinas - 50ss - 11/26/2019 Von Schill vs. Kaeris - 50ss - 11/30/2019
  3. Hi y'all. I'm a wyrd-o and decided that the release of the new edition would be a great time for me to start detailing my experiences with Malifaux. Given that I am currently in school with a family size that is quickly expanding, updates may be sporadic and content lacking a unifying theme. My plan is to detail the misadventures between my wife (10T/Arcanist) and I (Outcast). I hope you guys enjoy! For this first post I will detail our upcoming game on 8/30 between Mei Feng (10T) and Hamelin. I was determined to play Hamelin regardless of scenario as some questions were still nibbling at my thoughts after my first game with him. How many rats do I actually need? How generous do I have to be with Blight? How bad is the Winged Plague really? Why am I so in love with the metal Obedient Wretch? The Scenario Plant Explosives Harness the Leyline Outflank Vendetta Claim Jump Dig Their Graves With this scenarios I flip-flopped between a few different lists, though each one was intended to be built for Harness and Graves. I also wanted to build to try to answer my lingering questions detailed above. Ultimately I decided on the crew here: The Crew Hamelin 3x Stolen Hodgepodge Emissary Obedient Wretch 2x Rat King- Servant of Dark Powers 2x Prospectors Cache 5 Justifying my Build Hamelin I gave serious consideration to paying for SoDP as I loathe walking with my Master and this would allow him to try to Lure enemies into the Blight bubble more quickly. The heals are also nice for keeping him around longer. I ultimately decided to forego giving Hamelin the upgrade as I thought it would be better suited on a Rat King. I plan to stack Blight quickly on select models with Lure and stones with priority being the Rail Golem and Mei Feng herself. Hamelin's bonus will be focused into the Rat Kings to try and cripple as many models as early as possible. Though corner case, Injured from his staff will help make the Rat Kings' Terrifying duels harder to pass. 3x Stolen The Stolen I plan to use mainly for out-activation and for Hamelin's Agony. One I intend to utilize as a flex piece for the Emmisary's free scheme marker and for opportunistic damage from Vomiting Disease. Hodgepodge Emissary I hired the Emissary with the idea that he gives a free marker with no flip and that his trinkets would allow me to get the most out of the Rat Kings before they lose their to damage. Both his Regeneration Trinket and Accomplice/Companion (cannot remember which one it gives) would allow them to deal much more reliable damage through chain attacks with each other or the Wretch and hopefully trigger Spray of Filth. Obedient Wretch The metal Wretch is why I bought the crew so she is a mandatory hire. Upon my initial reading of her rules I believed her to be a great assassin model through the combination of Analyze Weakness, Bleeding Disease, and Tummy Aches but I think she operates best as a hard to target flex piece. Tummy Aches works on any opposed duel meaning it works to her benefit defensively as well as with the Disengage action so when she is not being used to soften up or finish key models I will use her to drop scheme markers and explosives. 2x Rat King- Servant of Dark Powers The Rat Kings are going to be my chief vector of Blight for this game. I intend to missile them up Turn 1 and hopefully kill a model to trigger Spray of Filth. If I see that it is unwise to do so I will instead stack Focus on them. SoDP was given to them for the defensive benefit and healing primarily to keep them above half wounds for that great to damage. 2x Prospectors I was conflicted on whether or not to bring a Prospector over a Winged Plague as I love having a good concentration of Vermin to take advantage of Hamelin's bonus action. When I evaluate the Prospector though I always expect to get about 3 stones out of them which ultimately persuaded me. Their Appraise action would allow me to better dictate where the Foundry could be Ride the Rails as well as help deny Claim Jump, Harness, and Graves. They can also circumstantially drop 2 scheme markers a turn. Cohesively, this selection of models allows me great control over my opponent. I have 3 potential sources of Slow (Kings and Emissary), 4 potential movement effects (Hamelin, Emissary, and Prospectors) and 2 sources of Injured (Hamelin and Emissary). In addition, every member of my crew is a pain to try and target for damage. Hamelin has Agony and Soulstones; Stolen have Stealth and Serene Countenance, Obedient Wretch has Stealth, Manipulative, and Tummy Aches; Emissary has Hard to Kill and both him and the Prospectors have Manipulative; and the Rat Kings have Terrifying. Where my crew is lacking is with consistent damage. I absolutely need to stack Blight on problem models and FAST. If my Rat Kings don't kill above their weight before they die then my crew will lose its bite. In addition, while my crew is a pain to target they are still able to be killed quite effectively by indirect damage such as from Hazardous Terrain, Shockwaves, and Blasts. What's worse is that this weakness of my crew is one easily telegraphed by the design of Hamelin's keyword so there will be plenty of it. It will take good target priority and a little luck for me to win. Well that is enough word vomit from me today. Hopefully none of you readers contracted a disease from reading this and I hope you enjoyed. Next time I will hopefully detail my wife's crew and the grief it brings. Have a good day!
  4. Hello! This thread will serve as a place for me to post battle reports so I don't end up flooding the board with them. As the title suggests, the focus of this thread will be on my Outcast games with Parker Barrows, and a little Freikorp, Viktorias or whatever else I feel like playing on the side. This OP will be updated with links to each Battle Report as I complete them. Any suggestions, thoughts, or comments are welcome! Outcasts Parker Barrows Games Parker Barrows vs. Reva - 50ss Parker Barrows vs. McMourning - 50ss Parker Barrows vs. Reva - 50ss Parker Barrows vs. Perdita Ortega - 50ss Parker Barrows vs. Kaeris - 50ss Parker Barrows vs. Molly - 50ss Parker Barrows vs. Reva - 50ss Parker Barrows vs. Molly - 50ss Parker Barrows vs. C. Hoffman - 50ss Von Schill Games Von Schill vs. Zoraida - 50ss Von Schill vs. Viktoria of Ashes - 50ss Von Schill vs. Yan Lo - 50ss Von Schill vs. Perdita Ortega - 50ss Misaki (Outcast) Games Misaki vs. Lilith - 50ss Misaki vs. Sandeep Desai - 50ss Misaki vs. Yan Lo - 50ss Misaki vs. Lady Justice - 50ss Misaki vs. Kirai Ankoku - 50ss Yan Lo Games Yan Lo vs. Seamus - 50 SS (GG17) Gremlins Zipp Games Zipp vs. Reva - 50ss Ulix Games Ulix vs. Perdita Ortega - 50ss - Partial Game Wong Games Wong vs. Molly - 50ss Mah Tucket Games Mah Tucket vs. Kirai Ankoku - 50ss Brewmaster Brewmaster vs. Reva - 50ss Arcanists Rasputina Games Rasputina vs. Yan Lo (Resurrectionists) - 50ss Rasputina vs. Molly - 50ss
  5. Von Schill uses his Clockwork Arm on the gremlin Pere Ravage, and damages the little green dude for his last wound. Which happens first? Does Von Schill launch Pere, hopefully into his unsuspecting Kin, and then he explodes, leaving nothing for his brethren to remember him by but a Corpse Marker. Does Pere explode, washing harmlessly off the Freikorp Armor, and then Von Schill tosses the lifeless body across the landscape, and finally placing a Corpse Marker next to Pere's husk? ... or, something completely different.
  6. Von Schill uses his Clockwork Arm on the gremlin Pere Ravage, and damages the little green dude for his last wound. Which happens first? Does Von Schill launch Pere, hopefully into his unsuspecting Kin, and then he explodes, leaving nothing for his brethren to remember him by but a Corpse Marker. Does Pere explode, washing harmlessly off the Freikorp Armor, and then Von Schill tosses the lifeless body across the landscape, and finally placing a Corpse Marker next to Pere's husk? ... or, something completely different.
  7. On Von Schill's card it says cache 1 surely this is a typo and it should say 4?
  8. When I started Malifaux some time ago, I decided to buy von Schill and his comapny - it seems a fairly "fist-to-face"-style of playing, learning the rules and getting used to the game. I then forgot about Malifaux because I didn't want to give it that much thought as I should have done. Recently, I painted my company, giving the game another try. And I'm quite impressed how good it is. I realized, it's not the game's fault - it's my fault. I was a bit disappointed with the distribution of luck since I happened to get some really bad cheating hands. But I forgot about soul stones. It seemed frustrating when my opponent had better cards to cheat with. But I forgot about soulstones and bonus flips. There are multiple layers to this game and I am really hooked right now. Anyways, here are pictures of my von Schill crew: And one in-action foto: Unfortunately, the rest of the Outcast Masters doesn't suit me that much, therefore I decided to switch faction and going to... gremlins (uuuh yeah!). I ordered Ophelia and Som_er and some pigs and in the meantime, von Schill's crew will get one or two additions. I also started building a Malifaux-board, so have a look at the Terrain Talk, too
  9. Hey guys, after playing Neverborn with Collodi, Dreamer and Pandora for awhile I've decided to strike out into a different faction and have chosen outcasts. So far I've acquired: Hired Guns Hired Swords Salvage and Logistics Hannah Lazarus Hodgepodge Emissary I was wondering if anyone could give me some advice on stuff like lists I could build, synergies, traps and what to add to my collection. Thanks
  10. So I am brand new to Malifaux but not modeling and table top gaming (Warmachine, Guild Ball, etc.) I picked up Von Schill box as my first crew and all the remaining Freikorps models. Steam Trunk has 33 parts and a real pesky model to build - especially the tank treads. I have searched on YouTube for a how to do video with no luck. Does anyone have a good link for me to watch or recommendations? Thanks.
  11. With us all starting a new orbit of the sun and seeing in my second year back in the wonderful world of wargaming I thought it about time I start my first ever project log. I'm yet to actually play Malifaux but I'm told there's a pretty healthy community around my way, regardless the miniatures a lovely and look to present a rather nice challenge. I'm hoping that this will help keep me motivated and get these guys done over the coming months. I'm not the worlds greatest painter but I aspire to create some attractive and atmospheric table-top quality miniatures. If anyone's interested in what else I've painted (and the standard to expect...) here's a link to my Instagram: https://www.instagram.com/the_blackjack13/ With a love of militaria and mercenaries there was really only one faction for me; that of The Outcasts. Despite seemingly not being a popular Master I had to pick up Von Schill and his Freikorps, then for some variety and Taelor I ended up with Viktoria's Hired Swords. So here's what I've got to be working through: Humble beginnings and not very exciting, but I've decided to first start with the bases. I wanted these uniform across the force so figured it easier to get them all done at once. The idea is for them to represent the Quarantine Zone of the city. That, and base toppers make my life a lot easier! I'm aiming to have them look similar to the tiles used on the LotR Elf. There's not a lot to go on so far, but I'm open to comments and critique. One thing I would really appreciate some help on: - I've got 1x spare 25mm base topper. I feel this needs to be filled with someone, but I can't decide on whom. Currently I'm considering holding out for Anna Lovelace, although Big Jake and Hans are also rather tempting. I like the idea of Sue but not being able to run him with the Freikorps is a bit of a deal breaker. What would you guys suggest? Thanks for looking. Fingers crossed I'll be able to keep this going and keep you guys interested!
  12. Does Augmented Jump allow Von Schill to jump over tall terrain such as a building? If so, would you subtract the height from his charge distance, or would he only be able to charge over Ht 2 and under since he is Ht 2?
  13. Hello Freikorpsmen! Some "little" questions about Von Schill... -Which Models do i have to add (remain in the Freikorps theme? / add some Rats etc.)? -Which Upgrades and auto includes du you usually use? -Do you use Hannah and/or Anna frequently and if yes, to do what? -Which Strategies fits best? -Any pretty 50SS Lists? Thanks and Greetz, Tobi aka Frozen Feet
  14. Dear Outcasts, Von Schill & Viktorias seems to be a trouble for me. Most of the games against these two masters have been losen or draw by my two masters(Levi and Tara). My opponents often have folloving crew members: 1. Viktorias(both)+sisters+librarian+additional models like(Johan, trappers,...) 2.Von Shill+ 2 trappers+Hannah+Strongarm+librarian+... What shall I take into account playing against these two crews, which master and which models to chose?
  15. What are the best ways to take advantage of Anna Lovelace in a Von Schill crew? Is she worth it? I can't figure out any real way to take advantage of Mindless Zombies/Seishin she creates, plus the hodgepodge emissary already makes non-randomizing ranged attacks very accessible to the Freikorps. Could she and Hanna lead to some kind of strange bury list alongside void wretches and the scion of the void or aionus? After looking over her card again i noticed she can cause Horror Duels in a pulse, and of course our pal Von Schill is a master of those! The Freikorps Specialist can bring another horror duel, the Emissary lets us use Von Schill's deadly shirt rip every turn, Montresor can lower enemy willpower and spook the living along with Ama No Zako, Killjoy is very spooky and Hannah can copy any of the horrifying abilities or use her own! Obviously taking all of these isn't really an option, but could Von Spook be a viable crew?
  16. Friend o' mine did that: Allmost finished he Said... Wish i could have done that.. .
  17. Here's a YouTube video where I talk about Von Schill! Hateful Darkblack's Intro to Von Schill It's intended for those who aren't familiar with the Von Schill, and gives a quick summary of what to expect when playing them or playing against them for the first time. Thoughts and comments are of course completely welcome!
  18. How do you guys run von Schill and the Librarian together? I tend to think von Schill likes to be reasonably far upfield and get in people's faces. He seems to be a master where if he does on turn 4/5 it's not so bad because they're probably spent so many AP taking him down that it's worth it - but he always has a fair chance of surviving, so lately I've been pushing him fairly far upfield (I also take the upgrade that gives him hard to kill, on top of 'shirt comes off', of course). Initially I'd keep vS back to keep the Trapper within 10" for "I pay better", but I don't think restricting vS' movement for this reason is a good choice. Pushing vS pretty far upfield often seems to work well, even though this may mean nobody else is in his 6" bubble. But I've lately been finding the value of Librarian in just healing vS - however, it's hard to keep her within 6" of vS (her healing range), and last time she just ended up chasing vS around the board with double walks. So how are you positioning vS in relation to the rest of your crew to get maximum effectiveness? I feel like his buffing for the rest of the crew tends to be nice but not essential enough to restrict vS' movement. Of course this all depends on the game. Sometimes it just works best to have vS sitting in the middle of the field somewhere shooting fools.
  19. It's time to escape my comfort zone. I am playing VS again previously only had his box for models. But to the topic. In Levi and Jack crews I had easy access to attacks targeting WP (Levi shooting, Jack attack, Hanged, bishop, Horror duels in Jack), also it gave me some synergy (pushes from jack, two expensive models in Levi crew etc). When I build my lists with VS I have some issues to find models that target WP. Bishop is okay, but he has not too much synergy with VS. Mostly I take Hannah or Lazarus to get some freikorps combos. I know that Hannah and Specialist can cause WP horror duels on triggers, but still it's not what I am looking for Currently I can only see Bishop and Vanessa as outcasts to target WP. There is also Anna from Ressers, but she has MI 5, so also not too good. Do you include any attacks targeting WP in VS crews? Or maybe do you have other tricks to punish models with low WP?
  20. Just starting out, von Schill will be my first master. The shopping list begins with: Hired Guns Crew Box (obviously) Lazarus Freikorps Strongarm What should I get from here? The goal is to be able to play 50ss games with as much versatility as possible between as few models as possible, to start. Please provide reasons for anything you'll add to my shopping list, really sell it to me! Thanks in advance. Shine on.
  21. So I picked up Von Schill box along with some other goodies including the Male Multi-Part kit(I can probably build another Freikorpsmen/Trapper/Librarian with it if I do it right. I was wondering if anyone had any tips or tricks they recommend? I have been reading up on what I can. My resources are a bit limited where I am, and I have no way to throw down and flip cards where I am right now either. But I am excited to give this guy and his crew a go when I get home from the desert. So essentially: Von Schill Hannah Vanessa Johan Freikorps Strongarm 2 x Librarian (additional built with a kit) 2 x Trapper (additional built with a kit) Freikorps Specialist Steam Trunk 3 x Freikorpsmenn (additional built with a kit) I love the look of the models and the theme with it. Playstyle-wise the core of it all seems to be pretty easy to grasp and Von Schill is a nasty little bundle of steel. He has a great physical presence in the sense that he can mete out damage and absorb it as well. The fact that his mobility at a glance are kind of average disguises the hidden gem that is being able to charge while engaged. The lack of Casting seems to be able to be mitigated with the presence of say Hannah and/or Vanessa. So it all seems awesome from what I have read. Anyway, thoughts? Maybe a progressive list suggestion? Sorry if this seems all so noob-like. I looked for a tactica for Von Schill, didn't see one!
  22. Hey everyone, I have a Von Schill crew painted to a tabletop standard and from about Monday will be in possession of a Viks crew NiB (Waiting on the post man) and a university of transmortis box that I am picking up tomorrow! What I am looking for is the equivalent Colette crew boxed or built... Would be looking to do a fast turn around as I have a tourney next Saturday! If you need pictures or anything they are available on request Cheers, Aron
  23. Here's a list that I took in a recent tournament. Ran it for 6 games, 2 wins, 1 draw (only because I stuffed the schemes) and one loss I built a base list of: von Schill + I Pay Better + Survivalist + The Shirt Comes Off Bishop +Oathkeeper Librarian +Oathkeeper Strongarm Suit + Oathkeeper Ronin Ronin SS Pool - 6 The idea is I almost certainly won't run 2 Ronin - I might swap one out for Johan, Hans, Trapper or a Convict gunslinger, or a pair of Freikorpsmenn, etc. Just depends if, for instance, Disguised will be particularly useful. Upgrades...I tend to feel like Oathkeeper would be more useful than Scramble on a cost/benefit ratio, but depending on the board I can swap that around. I've mainly been taking Bishop for his 3AP which has been good with scheme running, but he might be too expensive for how I'm using him. Resilience is still a problem with the list. Everything except vS and Strongarm can quite easily be taken out within 2AP, and if vS and Strongarm are taken out I have no ranged attacks at all (Ronin with Sh4 are just too unreliable). But really, being outactivated is the biggest problem. Ran a game against Lilith and I just couldn't do anything at all in that game, was out activated and couldn't deliver enough damage to secure part of the board, just got destroyed. That was probably the game where I struggled the most - and worst part is, Lilith wasn't even really doing anything, just chasing down my Ronin. It's still difficult holding things across the board, such as the Convict scheme...or that strat with the 5 markers across the middle......brain hasn't woken up yet...lol. I might post my Viks list in another thread.
  24. Hey there Schill fans! Been running the following list recently and was wanting so insight from others if there's anything they would edit currently. I've gone for a hard to kill, resilient crew that will attempt to take and hold objectives and focus down bigger stuff through sheer attrition. ----------------------- Von Schill - The Shirt Comes Off... - (open) situational dependant on opponent faction Steam Trunk Taelor - I Pay Better - Oath Keeper Librarian Johana Freikorpsmann Freikorpsmann Trapper Cache: 4 ss ----------------------- So far its been 100% successful winning games. Taelor and Johana bring their own hard to kill ability so can extend out of 'the schill bubble' which is nice and of course they both bring big 3" denial relic hammer pain. Thoughts? All are welcome; I really want to refine my game with Von Schill but can't think of anything to change without making some difficult decisions of what to cut and replace.
  25. Hey guys, new year (almost) so time for a clear out, It's mostly Guild but there's a few other odds and sods too. Postage on top. Most is built and primed (painted stuff listed in a separate list below): McCabe crew minus one Wastrel (Sidir primed white) - £18 Hoffman crew with extra Watcher, Metal Gamin and Peacekeeper (all sprayed in metal apart from Hoff who is black) - SOLD Guild half of Starter Set (unprimed) - SOLD Executioner (primed white) - SOLD Abeula (unprimed) - SOLD Riflemen (two built, one brand new on sprue, all unprimed) - £4 each Painted stuff: Executioner - SOLD Sonnia Crew - £40 Miss Terious - SOLD Perdita Kiss - £40 Santana - SOLD Pathfinder - SOLD I also have: Mr Graves - SOLD Metal Von Schill - £5 Ronin - SOLD Nightmare Metal Teddy - SOLD
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