The one on the left was, as for the Fire Gamin, done for the summer painting contest which I won’t shut up about. (or at least, I feel like I’m mentioning it every other summer painting contest). I knew the colours I had used as a base, so I tossed those onto the male and then used washes and glazes to make it look good. I didn’t try to do any colour matching outside of the base coat. I think both of these models kind of look a little bit like ass, so if there’s a new Kaeris/MS&U box that comes out, I might consider re-doing them.
I used these guys in the 4-player game I had a few weeks ago and they are very effective at killing things. Malifaux is not a game about killing things, but sometimes that can be an excellent tactic. In that game, because I had deployed a gunline, Duke decided to walk the other way towards Jordan and against engaging me. This allowed me the space to do whatever I wanted for the first 3 turns of the game.
I haven’t had a chance to use them in a 2-player game yet, but I’m thinking about Sue, whom I have used a bunch. I’ve found that in general, he’s hard to get into a good position. He always needs to walk somewhere before he can shoot, or he’s to far out of range, or you need to organize your activations so your opponent comes closer, etc. I’m thinking about the Charge action and how you spend 2AP to move and also get 2 attacks, but with shooting you can either move or shoot. Charging you put yourself in harms way and also block yourself from moving (because of engagement), so it’s probably good that it’s notably more efficient than shooting.
I don’t know what sort of toolbox model these guys are, if any. Under what circumstances would I want a ranged crew as opposed to my usual melee crew? Is there a scheme/strategy/opposing faction combination that makes you do one versus the other? Or is it just personal preference or your own personal playstyle?