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Made in gb
Masculine Male Wych




Newcastle Upon Tyne

Is this any good guys?:

Leader-The brewmaster with totem malifaux's child and binge

+model: dawn serpent

+mercenary: Bishop

Plese tell me the weakest links *Warning* I am a beginner, in fact I haven't even read the full rulebook yet


Flames of war- USSR and UAR
x wing- customs= imperial rampant destroyer and tie geist and tie phantom.
proper models= x wing 5 the fighters 2 interceptors 2 bombers rebel transport y wing 3 b wings and tantive IV 
   
Made in us
Using Object Source Lighting





Portland

Brewmaster falls under the category of "condition masters,"* so you mostly want to use models that exploit or hand out the poison condition, meaning you probably want to start with at least a few models associated with his crew (things with the tri chi trait).

Malifaux Child's main ability (being able to reproduce spells) is also on the Brewmaster's totem (wesley) and for one more point, among other things, you get the ability to avoid your Master dying once.

Bishop is a strong piece regardless of crew, if you have the room to take him, it's certainly reasonable. The Whiskey golem is cheaper (since it isn't a merc) and has more synergy, and fills a similar role (beat stick)... not sure though since I haven't used it.

Dawn Serpent has the poison condition, which is a good start, it looks a little fragile to me, but I don't know.

Games usually start at 30+ points, so that's probably pretty low. Either way, you probably want only one heavyweight in that small of a game.

Also, activation is a huge part of Malifaux- if your opponent is done activating and you've still got 4 models, you can act with impunity for the second half of your turn. Also, killing isn't the way you win scenarios for the most part: you only have so many actions to spread around, and if you're not using any of them for objectives, you'll lose even if you kill all of your opponent's models.

You'll also find that things in Malifaux tend towards glass cannons, so having small expensive models will get your crew overwhelmed and taken down.

--> in short, your models are too expensive, you want at least a few cheap, disposable models, to balance activations; have enough models to both fight and complete objectives; and have enough models to survive. Also, it's a good idea to start in-theme: even if you don't end up using a ton of those models, it at least highlights the sort of interactions masters are intended to work with.

*other examples: sonnia and fire; McMourning and Poison; Lynch and Brilliance; Tara and fast


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in gb
Masculine Male Wych




Newcastle Upon Tyne

 spiralingcadaver wrote:
Brewmaster falls under the category of "condition masters,"* so you mostly want to use models that exploit or hand out the poison condition, meaning you probably want to start with at least a few models associated with his crew (things with the tri chi trait).

Malifaux Child's main ability (being able to reproduce spells) is also on the Brewmaster's totem (wesley) and for one more point, among other things, you get the ability to avoid your Master dying once.

Bishop is a strong piece regardless of crew, if you have the room to take him, it's certainly reasonable. The Whiskey golem is cheaper (since it isn't a merc) and has more synergy, and fills a similar role (beat stick)... not sure though since I haven't used it.

Dawn Serpent has the poison condition, which is a good start, it looks a little fragile to me, but I don't know.

Games usually start at 30+ points, so that's probably pretty low. Either way, you probably want only one heavyweight in that small of a game.

Also, activation is a huge part of Malifaux- if your opponent is done activating and you've still got 4 models, you can act with impunity for the second half of your turn. Also, killing isn't the way you win scenarios for the most part: you only have so many actions to spread around, and if you're not using any of them for objectives, you'll lose even if you kill all of your opponent's models.



You'll also find that things in Malifaux tend towards glass cannons, so having small expensive models will get your crew overwhelmed and taken down.

--> in short, your models are too expensive, you want at least a few cheap, disposable models, to balance activations; have enough models to both fight and complete objectives; and have enough models to survive. Also, it's a good idea to start in-theme: even if you don't end up using a ton of those models, it at least highlights the sort of interactions masters are intended to work with.

*other examples: sonnia and fire; McMourning and Poison; Lynch and Brilliance; Tara and fast


Wow thanks!


Flames of war- USSR and UAR
x wing- customs= imperial rampant destroyer and tie geist and tie phantom.
proper models= x wing 5 the fighters 2 interceptors 2 bombers rebel transport y wing 3 b wings and tantive IV 
   
Made in us
Using Object Source Lighting





Portland

Sure! I was hoping it didn't sound too harsh after writing it, so I'm glad it was helpful.

What I'd suggest is starting with the Brewmaster crew when it comes out, and then trying to figure out a few pieces that'll work well regardless of master in your faction. The Brewmaster has an odd situation of being dual faction, but I'd stick to one for a bit before branching out.

Also, it's worth noting that the vast majority of the time, it's not worth it to spam the same model, so I'd recommend against getting multiple boxes of the same things (i.e. don't get 2 packs of ten thunders archers) until you know the game well and know you really like one type of model (I've collected since early 1st edition and my only doubles are limited edition ones or ones where I prefer the new sculpts, though I don't play any of the spam-heavy Masters like Ramos)


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
 
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