Stone.and.Mortar
08-16-2011, 01:43 AM
Wow I love this game lol. I've got my preorder in for the main box and am anxiously awaiting its arrival. In the mean time Ive cobbled together a large hexboard (its actually circles traced from 40mm bases) and am playing with proxy 30mm models.
My fiance and I have been playing 2-3 games a night for the past few days and I've really enjoyed the learning experience thus far. It took us a while to grasp the rules as I was just having to piece it together from the site, but I think we're mostly rules accurate at this point.
After some bouncing around we've settled on two 5 model lists for the time being. (She wants to learn with a smaller number of puppets so as not to be confused by the multitude of rules). Her list has remained the same for all of our games: Justice, Judge, Death Marshall, Austringer, Executioner. Basically all the Guild models from the core set. Observations thus far: the Judge can be an absolute beast! His pins and needles ability coupled with the buff from Justice can wreck shop, assuming we haven't bodged the rules interactions here. And even after you kill the guy his upgrade is awesome. The Executioner and Death Marshall for some reason die very early, I don't intend to focus fire them down but it always ends up happening. The austringer has the second highest kill count of all her models. Being able to stay in the back and zap anything that another team member has weakened is proving to be straight money. Justice herself has yet to do much besides claim work benches and buff. I'm looking forward to seeing her open up more and use her models more aggressively as I think the guild options can really be blunt instruments and shes been scared to apply them in the right places so far.
My crew has changed a bit but I think I've found something I like: Marcus, Joss, Acolyte, Moleman, Ice Golem. Joss has been an absolute wrecking ball so far, and his card draw on misses coupled with the Acolytes hunting ability has been keeping my hand nice and flush. The molemans maneuverability is really nice, and he actually hits pretty hard when hiding in terrain. Makes getting to work benches easy. Marcus sadly hasn't done much for me yet, but I am looking forward to using his abilities more, they look potent. The acolyte besides being my hand management tool, is an upgrade grabbing machine, Im actually considering running more than 1 when we up our model count cause I really like the versatility. Lastly the Ice Golem, that blaster is great! Its a free action so unless I'm mistaken, move 2 make an attack, then free action to blast something and you dont even need to beat defense, hes got a nice head count going based on that alone. (Joss is also awesome in that regard, his range 2 discard to do rips move is nice).
I'll post in better detail our reports after I'm sure that we're playing the rules right, at this point we've gotten pretty close but there are still some uncertainties. Also I suppose I'm going to have to order the multiplayer upgrade and some pawn boxes to get some of the models for my list, haven't even gotten my first box yet and I'm already getting ready to buy more! Evil Wyrd! Anyhow I look forward to being more active on the forums with regard to Puppet Wars and if I can ever get some actual games of Malifaux in than in that regard as well. I would love any suggestions from you few that have been playing longer on what to add to my list when we hit Shoebox size. I like the Hand Manipulation/Hitting Power combo that my list thus far has so adding to that strategy would be superb.
My fiance and I have been playing 2-3 games a night for the past few days and I've really enjoyed the learning experience thus far. It took us a while to grasp the rules as I was just having to piece it together from the site, but I think we're mostly rules accurate at this point.
After some bouncing around we've settled on two 5 model lists for the time being. (She wants to learn with a smaller number of puppets so as not to be confused by the multitude of rules). Her list has remained the same for all of our games: Justice, Judge, Death Marshall, Austringer, Executioner. Basically all the Guild models from the core set. Observations thus far: the Judge can be an absolute beast! His pins and needles ability coupled with the buff from Justice can wreck shop, assuming we haven't bodged the rules interactions here. And even after you kill the guy his upgrade is awesome. The Executioner and Death Marshall for some reason die very early, I don't intend to focus fire them down but it always ends up happening. The austringer has the second highest kill count of all her models. Being able to stay in the back and zap anything that another team member has weakened is proving to be straight money. Justice herself has yet to do much besides claim work benches and buff. I'm looking forward to seeing her open up more and use her models more aggressively as I think the guild options can really be blunt instruments and shes been scared to apply them in the right places so far.
My crew has changed a bit but I think I've found something I like: Marcus, Joss, Acolyte, Moleman, Ice Golem. Joss has been an absolute wrecking ball so far, and his card draw on misses coupled with the Acolytes hunting ability has been keeping my hand nice and flush. The molemans maneuverability is really nice, and he actually hits pretty hard when hiding in terrain. Makes getting to work benches easy. Marcus sadly hasn't done much for me yet, but I am looking forward to using his abilities more, they look potent. The acolyte besides being my hand management tool, is an upgrade grabbing machine, Im actually considering running more than 1 when we up our model count cause I really like the versatility. Lastly the Ice Golem, that blaster is great! Its a free action so unless I'm mistaken, move 2 make an attack, then free action to blast something and you dont even need to beat defense, hes got a nice head count going based on that alone. (Joss is also awesome in that regard, his range 2 discard to do rips move is nice).
I'll post in better detail our reports after I'm sure that we're playing the rules right, at this point we've gotten pretty close but there are still some uncertainties. Also I suppose I'm going to have to order the multiplayer upgrade and some pawn boxes to get some of the models for my list, haven't even gotten my first box yet and I'm already getting ready to buy more! Evil Wyrd! Anyhow I look forward to being more active on the forums with regard to Puppet Wars and if I can ever get some actual games of Malifaux in than in that regard as well. I would love any suggestions from you few that have been playing longer on what to add to my list when we hit Shoebox size. I like the Hand Manipulation/Hitting Power combo that my list thus far has so adding to that strategy would be superb.