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Mach_5

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Everything posted by Mach_5

  1. Her crew has a ton of speed. As someone that doesn't play her she seems like she's great at scheme-y non-killy missions; reconnoiter, squatters rights, stake a claim, and any scheme requiring dropping markers or interacting with things. Shoot EntrepeNinja a message for more info, he's good and has had experience with her.
  2. It's even more fun to play it! Join us...
  3. Summoning a voodoo doll would sacrifice any existing totems unfortunately. Grow is also about turning wounded models into bigger, badder, uninjured models. Gives them a bit more longevity. Definitely not to be considered a bunch of free models like Nicodem's and other masters' summoning
  4. Chumphammer, a Vancouver, BC local podcast, has recently had a few guests do an intro to Malifaux episode. Join "Sexy" Craig Fleming and Jamie Stockdale to hear about Malifaux and what makes the game awesome. Recommended listening for new and experienced players (they're a funny bunch). http://www.chumphammer.com/chumphammer-ep47-chumpifaux/ Also, FYI, Explicit/NSFW, there is probably some swearing throughout.
  5. Yep. Personally I love taking primordial magic with her for an additional Rush of Magic card each turn. Add to that the Wings of Darkness upgrade that lets her draw an extra card when spending a soulstone to draw cards, and she's drawing 11 cards before discarding back down to 6 at the start of the turn. Also don't forget masters and henchmen can use a soulstone to add a suit to any duel, so if you really need that Tangled shadows to go off and you don't have a mask just burn a soulstone and cheat in a high card of any suit if need be.
  6. Oh yeah, wings of darkness is Leader only, so Juju could only use it in small games when he's the leader. :(
  7. Hadn't thought of wings of darkness on juju, I often have it on lilith... But it'd be nice to free up her upgrade slot for something else... You do need to take a few swamp fiends to make best use of juju coming back (3-4 min?) but fortunately silurids and waldgeists are both excellent in any list and with lilith in particular.
  8. Being able to cheat on a - flip is pretty great, but Masks are precious. Certainly worth taking for 1ss, and if you can cheat in a moderate or severe a couple of times a game (or a red joker) on a negative flip it will more than pay for itself. It could also be worth using a soulstone to add the suit for Lilith or Nekima to cheat a - flip against a tough target. That said I don't take it every game, its not an auto-include; Lilith usually gets + flips to damage to help negate - flips, and using Focus can also help get the big hits in when you need them.
  9. There are some good models in both factions of the starter box, which you could find a use for in most crews once you start expanding your collection. Also note that all the models in the starter box are Mercenary models and can be hired by any faction (+1ss cost to hire out of faction). All told it's a great value with the fate decks, measuring tapes, and a download for a digital copy of the full rules manual.
  10. Nekima's not a bad choice IMO, she's definitely worth the stones, and can potentially bring out a couple of new tots throughout the game with her upgrade. My tots usually die early on unless they're off running schemes on their own so having a few big targets can help draw fire away from the tots until they have time to grow. Focusing on Grow can definitely bite you in the strategy and schemes department though, make sure you're not ignoring your objectives just to make it happen, try to put your models in a good position to benefit from grow while accomplishing your objectives and take advantage of it when you can. Also don't forget summoned models gain Slow and cannot take interact actions on the turn they are summoned, so you have to be careful with late game grows/matures that you aren't giving up a potential Interact action by growing/maturing.
  11. I don't get to play nearly enough either... That should be enough dudes, I think it'd be rare if you need more than that on the table at any given time.
  12. Mach_5

    Starting up

    Definitely agree on the Henchmen size game to learn the ropes (20-25 points, and don't forget the henchman is free when it's leading the crew). Just play the Turf War strategy with the Assassinate scheme each for the first game, try a different strategy and add another scheme for game 2, by game 3 you should be okay to just play random strategy and scheme pool as written in the book. Keep in mind the game is not designed to be balanced at this point level, but its great for learning the mechanics and what each of your models can do.
  13. Kill/sacrifice/bury is the difference. They are all considered removed from play.
  14. Not sure there's a differentiation actually, but there are rules for a buried model to come back and abilities that interact with buried models to varying degrees. There are no such rules for killed/sacrificed models. A model still buried at the end of the game is considered killed.
  15. Derk is correct. "If this model takes this action again or is removed from play then the target model is unburied...." and buried counts as removed from play. So there's no talk on it because it ain't possible. Nice try though! ;)
  16. I've tried a few in the past that were garbage, and one that worked okay. Finding the right radio station to limit interference is key. A friend had one that he had to dangle from his rearview mirror in order for the signal to get to his antenna strong enough. Above all, I'd say find one that you can plug in, you don't want to have to worry about recharging batteries for this thing.
  17. Check the FAQ/errata, I think the Diestro upgrade would be one that was in there you'll want to use the correct version of. http://www.wyrd-games.net/s/M2E-FAQ.zip
  18. Main rulebook pg 31 callout box "When a model's Actions are controlled by the opponent (for instance with the Obey Action) the model does not change which models are considered friendly, its friends are still its friends." Nothing in the FAQ Errata to suggest otherwise.
  19. Didn't look at faq/errata though...
  20. Says it in the rulebook....
  21. Even then, a - flip is usually preferable to a double -, since it is not cheatable and has less chance of popping up the red joker.
  22. I suppose so... Personally I think I'd rather try for the defense flip unless the model being attacked had a much lower resist stat than the attacking model's attack stat.
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