Berman Posted August 12, 2010 Report Share Posted August 12, 2010 (edited) http://www.mediafire.com/?n8963vcufjcco folder with the files. (Thus if I update link still works) [url=http://www.mediafire.com/?66wsglh4h1xdan6] Hope you all like em. I plan to stick the Strategy cards in clear sleeves with the shared/single version on either side. Edited August 13, 2010 by Berman Quote Link to comment Share on other sites More sharing options...
chaosobscuros Posted August 12, 2010 Report Share Posted August 12, 2010 Very nice. Thanks! Quote Link to comment Share on other sites More sharing options...
Vanor Posted August 12, 2010 Report Share Posted August 12, 2010 Thanks for this. Quote Link to comment Share on other sites More sharing options...
Wodschow Posted August 12, 2010 Report Share Posted August 12, 2010 Ah the strategies look much more intriguing well thought out than the Book1 ones. I'm happy Can't access the schemes though, but I think it may just be me. I like the idea of having double sided print-outs for shared and individual strategies aswell. Neat one. Quote Link to comment Share on other sites More sharing options...
macgowan Posted August 13, 2010 Report Share Posted August 13, 2010 Excellent work, thanks for the resources! Quote Link to comment Share on other sites More sharing options...
Svenn Posted August 13, 2010 Report Share Posted August 13, 2010 These are now available on the Tabletop Geeks Malifaux Downloads page. Thanks Berman! Quote Link to comment Share on other sites More sharing options...
Berman Posted August 13, 2010 Author Report Share Posted August 13, 2010 Had a short fix with the Strategy cards. Shared A Line in the Sand the attacker victory condition was a bit missworded. Also changed up the link to the folder. Included rar'd up versions for a faster download. Quote Link to comment Share on other sites More sharing options...
paradox Posted August 13, 2010 Report Share Posted August 13, 2010 I really do appreciate the changes to the strategies and schemes. I can't wait to get more play with them. I'm glad they decided to expand on this facet of the game and I'm excited to see how it plays out. (though I still think leaving Hold Out in is a mistake). Quote Link to comment Share on other sites More sharing options...
Berman Posted August 13, 2010 Author Report Share Posted August 13, 2010 A LOT of the new strategys require you to be in the opponents deployment zone or near it. So hold out is far less appealing. Quote Link to comment Share on other sites More sharing options...
paradox Posted August 13, 2010 Report Share Posted August 13, 2010 In my (limited) experience, my Guild crews have little/no problem stopping anything getting even near my D-zone. I think that's my biggest issue there. The only time I struggle in getting 2pts from Hold Out is vs Gremlin swarms, just because there are so many models. Of the tourney and games I've played, taking Hold Out is THE easiest way, bar none, of scoring 2 VPs. I feel dumb not taking (and announcing) it if I want to win games (as in a tourney). Maybe not an auto-score, but very close. At the very least, it is markedly easier than any other option I have. Quote Link to comment Share on other sites More sharing options...
Csonti Posted August 14, 2010 Report Share Posted August 14, 2010 In my (limited) experience, my Guild crews have little/no problem stopping anything getting even near my D-zone. I think that's my biggest issue there. The only time I struggle in getting 2pts from Hold Out is vs Gremlin swarms, just because there are so many models. Of the tourney and games I've played, taking Hold Out is THE easiest way, bar none, of scoring 2 VPs. I feel dumb not taking (and announcing) it if I want to win games (as in a tourney). Maybe not an auto-score, but very close. At the very least, it is markedly easier than any other option I have. +1 I'm thinking about removing Hold Out from the options as a house rule. I wonder why they left this easy button in book 2... Quote Link to comment Share on other sites More sharing options...
LemmingStampede Posted August 14, 2010 Report Share Posted August 14, 2010 With that many reasons to get into their deployment, and plenty of fast models now, Hold Out isn't quite so guaranteed. Quote Link to comment Share on other sites More sharing options...
paradox Posted August 14, 2010 Report Share Posted August 14, 2010 When have you successfuly prevent someone from scoring point in Hold Out and how did you do it? When has someone prevented YOU from scoring points for Hold Out and how did they do it? I'm honestly curious. I have not played loads of games, I'll acknowledge that. But in the games I have played, I have only once failed to score points on Hold Out. It was vs Gremlins and a piggy grew wings and flew into my D-zone, then next turn rooted to lose insignificant (which was the last turn of the game). I wasn't able to get a marshall in range in time (everything was shooting up gremlins mid-board). I have only once stopped someone from scoring on Hold Out and it was in the very same game. I was able to run Justice into his D-zone by the last turn, when I realized I wouldn't likely reach the pig. I've successfully cut down/shot up Nephilim with Lilith and speedy/tunneling beasts with Marcus and defended Hold Out. Maybe it's just because Guild has so many guns? Whatever the case, my experience has been that even if they REALLY want to get in my D-zone, it's very hard for them to do without me simply killing the model before they get there. The reason gremlins can do it easier is sheer numbers. I find I can't generate enough attacks to stop them all. So swarming seems the best way to get something in (but swarming type lists tend to also be full of soft models, so killing those that do make it in is easier). I would love to know some tricks for denying Hold Out though. Quote Link to comment Share on other sites More sharing options...
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