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Showing content with the highest reputation on 02/23/2017 in all areas

  1. Hello Wyrdos, We wanted to take a moment to bring attention to a fundraising campaign for Tommy Castillo, who has done some artwork for Wyrd in the past. Tommy is currently raising money for a much needed kidney transplant, and he could use our help. We have created a special gift card on the Wyrd webstore. All of the proceeds from that gift card will be donated to Tommy's YouCaring page. This gift card will only be available between now and Monday, February 27th. You can find it on our webstore here. You can also donate directly to Tommy via the YouCaring page. Anything you can give would be a great help to him. Thank you for reading, and stay Wyrd!
    5 points
  2. Hi again!, another one is ready. Hope you like it
    4 points
  3. Bakunin is correct, I just want to add that it's a tie even if it would be impossible to tie a regular flip (e.g. you flip the BJ + Ml5 targeting a model with Df6, or you RJ a Ca7 action against a model with Wp5)
    4 points
  4. So, going along, refurbishing/updating more of my collection...
    3 points
  5. Honestly, the old list still generally works, though you probably don't need the Death Marshal anymore and Numb to the World is pretty mandatory on Papa. Phiona can be a strong alternative to Francisco as a means of getting Sonnia out of combat and enhancing her denial with an extra 50mm pillar. The Thralls are an interesting addition when you can give a low Df model a high Wp to turn on Ancient Runes. Watchers are still very strong as well.
    2 points
  6. Witchling Stalkers! Seriously, those little buggers are amazing. Put disrupt magic on Sonnia, and give them some movement boosts like from the Handlers to get them upfield, and you can turn off a summon list by inflicting a negative flip on their casts. This is one of the few situations where I have personal experience. I also found the Orderlies from the starter set good with the Witch Hunters. They're also witch hunters, unimpeded, and pretty quick, which added scheme runners and models that got up close to a summoner to inflict the negative flip. My opponent had to take time out to get rid of the Orderly to be able to do anything with Nicodem.
    2 points
  7. Some of my favorite picks when Playing Sonnia 1) Brutal Effigy- Fear not the Sword is exceptionally powerful with Sonnia, perhaps more than with any other master. Heals / card craw is per model damaged or killed, so a big blast can potentially heal her several wounds per blast. He is also a 4ss minion who is pretty durable and finish the job. The card draw is also really nice- since Sonnia tends to demolish a hand with all her discard abilities. 2) Guild Pathfinder- Moving and relocating Traps is very powerful with somebody like Sonnia, they tie down enemy models, potentially make them slow, and force them to deal with Disengaging Strikes. Clockwork traps are extremely expendable, so if Sonnia randomizes onto one she can cheat to make a big explosion. Traps also have heavy armour, so if Sonnia blasts one for Moderate it will live to fight another day and continue tying down enemies. Pathfinders also have a mask trigger on their musket to ignore armor, Sonnia's crew tends to have some issues with Armour, and generally doesn't need a lot of masks, and they can draw a card once per turn when something nearby dies, and Sonnia loves cards. 3) As mentioned Handler is nice for sling shoting witchlings into engagements, and generally improving the burning of nearby friendlies. Note that if a Witchling Stalker is in range of the burning aura, each of its ml6 attacks will apply Burning +2. Also if you are playing Hopkins with Vengence Bullet + Debt to the Guild, if you can draw a bead to a Master or a Henchmen in cover and 10 inches, you can activate Debt, Rapid Fire and Vengence Bullet your first hit for a to negate cover. Make sure it hits, and you've now got burning on em, so the rest of those shots ignore his cover and do more damage and apply more burning. 4) A Body guard who can move her around (sorry Sammy). Francisco with Hermanos and Wade In is probably the best overall, but Grimwell with Research Grant can be a solid choice. Francisco offer's better protection overall by boosting Sonnia's defense to respectable levels and can hop into melees and push friendlies- like Sonnia out if you need to. Grimwell offer's a bit more speed, benefits from the potentially crippling Disrupt Magic upgrade, and can replenish soul stones which Sonnia loves spending. Judge can also work, especially if you are running Emissary and Samael. Samael is interesting and I have trouble fitting him into my lists. He really needs some help moving around, but since Sonnia does too they are often competing for the attention of the limited movement tricks available to Guild. The Emissary helps Samael a lot however, Samael really appreciates the placement possibilities offered by Back in the Box. As you can set up a scheme marker in the perfect spot to drop him for a viscous rapid fire, or drop him off next to the Emissary if he is in a good enough spot. Judge with Unrelenting Leader helps with this strategy. Judge can use the Unrelenting Leader upgrade to have the Emissary box Sam out of activation, can use his (0) to pull Sonnia (or the Emissary)into a better position. The Emissary can- as always set something out of line of sight on fire with a (0), and now it can use Visions of Flame and Tyranny of Order to shoot it with Samael's Min Damage 4 Gun. Once the Emissary is done, Sam Hops out in base contact or next to a scheme marker in prime position to rapid fire. For Sam I like Debt to the Guild and Vengeance Bullet. If you can get a chance to rapid fire on a Master or Henchmen, you can burn both upgrades to unleash hell. If your poor target is on Fire... you will be ignoring cover and line of sight with a min damage 7 shot and two follow up shots at min damage 5. If your poor target is not on fire and in cover, try to have Sam in a Withchling Handler's Burn them all aura. The first shot of the rapid fire will negate the cover with the Vengence Bullet, and the Fire will take care of the cover from there. Just make sure the Vengence Bullet doesn't miss.
    2 points
  8. Since it has Flight, there's essentially no way to "castle up" and prepare for it. You can't prevent it from running your lines through. It just flies over your Flame Walls. It's going to come in and any wipe just about anything out. You have to pretend that it's a little like Reva. That is, accept that it's a murderer and accept that something's going to be killed by it, potentially more than one something, every turn that it's alive. Wait for it to eat a model of yours, then hit it back, really hard, with all you have. Justice strikes me as being among the small number models that could take its Charge on the chin, then swing back and feasibly delete it, though she will probably need to burn Badge of Office and a few Soulstones for damage prevention and on attack. Sadly, with Flight, WP6 and Stubborn, there's very few efficient ways to nullify or control it. Nellie could push and Slow it with Propaganda but she will need to use a SS or Focus first. If you have any options to hand out Slow or Paralyze against its Df, that's gold. Other than that, I do not like the prospect of Yasunori showing up when Frame for Murder's in the pool. One thing in your favour is that with the Yasunori + Emissary's + Upgrades price tag, your opponent has already used 28ss before hiring anything else or add to his Cache, and he's also using much of those model's AP to boost Yasunori. It's hardly a cheap combo.
    2 points
  9. I don't get how anyone could possibly underestimate Hamelin.... He is one of if not the best denial masters with access to all the good outcast models on top of it, just hard to play fast and good at the same time.
    2 points
  10. Have you ever tried to play the blight game? You can do stupid amounts of damage over the course of a game with it. By turn 2-3 I can have 1-3 models stacked up with blight enough to make even the stolen a bit dangerous. By turn 4-5 I can usually blow any model up with 1-2 attacks. This is all without dedicated all my resources to stacking and exploiting the blight condition.
    2 points
  11. Hi everyone, As you may or may not be aware, Pull My Finger is a fan-made and fan-run website dedicated to Malifaux information and tactics. It has been around for a number of years, and has been extremely beneficial to the community. Wyrd wholeheartedly supports it. Recently, the wiki has asked to put up money to continue hosting the site. The community stepped up and offered to support the website, with a number of fans offering to just pay for it (either on their own or through group donations). At the time, it has been funded for the next year. Wyrd would like to offer a more permanent solution than this, however. We are willing and able to host the wiki on our website with its own special section. The wiki would continue to be fan-made and fan-run, with their own moderators, etc. It would have a separate log-in than the website. Very little would change except the website address and the fact that funding would not come up again in the future. One of the other advantages to this is that, by making it a part of this site instead of wikispaces, we will have more control over the layout. We can make it look a little better. Ultimately, Pull My Finger is a fan project and we want to keep it that way. We'd just like to offer this little bit of support. We can have a wiki up and running in almost no time at all for the information to migrate to and the community to continue to take advantage of. If this is something the community would find valuable, we'll proceed. If not, that's OK, too. Let us know your thoughts.
    2 points
  12. I figured it meant "out of hand" as in over-hyped. It shouldn't be that hard for a savvy opponent to deal with since Bishop isn't super survivable.
    2 points
  13. Just how much bigger do you want us to go? As it stands now, we're at max size for the convention and have more than a few people chomping at us to 'downsize' so that they can have our booth space (not happening). Otherwise, as always, we'll try and do something new and interesting.
    2 points
  14. Thanks Although they're not my models (I'm painting them for a friend)... But, I managed to photograph some of my own new modesl as well
    2 points
  15. damn even more people to lose too......
    2 points
  16. So... been a while. Getting back in to things, finishing some of the Ortegas (notes)
    2 points
  17. I always felt weird (pun) directing people to a wiki instead of to Wyrd's site for info on crews and masters. This is a welcome change in my book.
    2 points
  18. Yo Wyrd! To celebrate the success of The Other Side kickstarter, are you guys going to go big at this years GenCon or what?????
    1 point
  19. Hey y'all, we're happy to announce the 2nd 50ss tournament 2017 for Berlin. Currently there is only a Facebook event which can be found here https://www.facebook.com/events/1867689496805243/. An event on T3 and more information in general will follow soon. The venue and date (Sat 22nd April) are confirmed and we're looking forward to hear from anyone interested. Stay tuned! Host: me Co-Host: @Evilbleachman (Henchman Berlin)
    1 point
  20. Banasuva is kind of a fire golem
    1 point
  21. I have yet to play a HH game, but whenever I do, I'll try this crew I'm in love with: - Toshiro the Daymio (Leader, Cache 4SS) - Izamu the Armor (10SS) - Komainu (5SS) - Komainu (5SS) Lots of resilience, damage dealing, sinergies (Komainus giving out slow with Ml6 and ...), and overall, quite "fluffy"
    1 point
  22. Count me as one of those that see BJ as autofail in this case. Thx. for additional comment.
    1 point
  23. No, I was getting in a second quick game and I just wasn't really down for rules checking as I normally would be. At the time I just figured it must be like Zoraida's summons for the Voodoo Doll.
    1 point
  24. *floats through the topic trailing hearts, gears, and a chorus of "shoot all your problems away"* Brutal Emissary is all I could ever have dreamed of. Raspy's crew minus the lady herself (deleted by a puppeted focused shot or two) swung at it for four turns but it simply would not die! Hoffman assimilated the gun and shot the December acolyte! Earlier games I had it amped up to double positive attack! And it just looks amazing alongside the smaller stompybots! I ran the gamin alongside it and did appreciate machine puppet on a 4 instead of 6, frequently. My hands and flips were not rich in moderate cards. (For extra value, the gamin was designated scheme runner against Raspy by magnetizing its way across the board on the stepping stones of ice gamin while toting both scheming upgrades.) Howard was launched upfield in all three games, twice directly by emissary, once by 'that giant winged robot scares me and I want to block it first'. I did not keep a harpoon bearer alive long enough to reel enemies into its reach. It loves mobile toolkit, of course.
    1 point
  25. If you want something else to capitalize off the delightful little Gamin Duet you have going on, consider your next Mage Manifested Power as the Self Harm Magia from Under Quarentine with the Terror Immunto. The Gamins inflict -1 penalties and Negative Flips to WP and Self Harm is WP resisted.
    1 point
  26. So I was looking through the Bayou book and I was wondering if there anyone had any cool ideas for using the Buckaroo pursuit with Constructs instead of Beasts. I thought it would be neat if you could build your own mount to ride around on.
    1 point
  27. We'll see what's in the budget.
    1 point
  28. Ha you guys have one of the best booths at GenCon by far... I was imagining an Alpha Crawler facing off against Teddy in the middle of the walk aisle!
    1 point
  29. Yasunori has and will have Recalled Training.
    1 point
  30. Well, "getting out of hand" seems a bit harsh considering no posts talking up the Bishop thing were actually made in over a month... Pack Leader doesn't actually need to be on Bishop himself, though. As long as he's a made into a Beast during the game he can benefit from it, or so I understand? I agree with the Hounds concept. A few fast bodies for a relatively small ss investment is really good. It can be tough to get Marcus' alphastriking to work if you're heavily outnumbered. I'm leaning towards 2 Guild Hounds, a Canine Remains, Jackalope and a Malifaux Raptor. Seems like it'd be a decent core of 5 cheap bodies for only 15ss, with some options for turning other models into Beasts too. Just don't do this if Hunting Party's in the pool
    1 point
  31. Ashes and Dust could fit for a wind golem.
    1 point
  32. While I'm of the opinion that GG17 limits her usefulness to a few strat/scheme pools to score points, she's still a fantastic denial piece, and with her changes she's likely to see more play for me this year than last. I see enforcers being more popular, and they die much easier than soulstone users do to her Bisento. She suffers from Frame For Murder being in the scheme pools more often now, but it's actually not too difficult to simply set up kills with her for other models to finish them off. Don't get too trigger happy with Assassinate when that scheme might be revealed and use her to deny key areas in games where this can score points and she'll do a very good job indeed, IMO.
    1 point
  33. Yeah it certainly may be more trouble than it's worth, but l figure to give it a try at some point just for the sake of seeing how it goes. Your thoughts on it Epic have convinced me to pick it when the scenario seems right though rather than shoehorn it in and go for broke haha.
    1 point
  34. Not enough upvotes in the world Maybe I'm just losing my mind... I have sleep deprivation deluxe after summoning a terror tot. Slow and unable to interact is accurate but they forgot to mention constantly screaming
    1 point
  35. Sounds like Queeg could use something tougher than tweed.
    1 point
  36. I'll post progress in Kickstarter updates over time.
    1 point
  37. It is getting made. I'd rather not give a guesstimate of when and have that potentially be wrong, so here we are
    1 point
  38. Thanks @Gnomezilla So it could very well be true, would be glad if wyrd announced something like that officially.... Just a little post/mail, a small sentence in the monday preview mails about how things are going at the moment, something like 'we are sorry that we can't release will o wisps for all of you this month, we are busy working for the other side/where overwhelmed by their popularity/whatever....' Would give the whole producer/costumer relationship a different vibe^^ Don`t get me wrong, Wyrds community support is just great, but there are still things that could be improved, and I feel like more openness could be one of these things. I understand that they are buried in a lot of work at the moment, but I'm recently under the impression that communication channels run sort of dry at the moment :/ I bet nobody would be mad if wyrd put an official stazement up that this thing and that game has top priority right nowb but I for example would really like to know things like that in advance. I imagine it would also make things a lot easier for local communities amd flgs, as they would have an official statement on the state of things right now, so that customers/players won't blame them if release xy isn't available on time. I'm glad wyrd does so well at the moment and hope they continue to grow as long as I'm alive^^ - but sometimes they seem a little bit overwhelmed by their own success and the demand for wyrd products, at least that's my impression. Just some random musings, maybe I'm exaggerating things right now, but I would appreciate better communication politics regarding the (european?!) customer and fanbase. I'm open for disscussion on the matter, please feel free to write your own thoughts down, it's something I wanted to write for quite some time, I hope there won't be bad feelings about this
    1 point
  39. To be honest Rules Lawyering seems like exactly something Lucius would do
    1 point
  40. Guild McMourning has "On order of the governor's secretary... I love saying that" that let's a friendly model take a (1) interactict within 10". One of the best action names in the game... unless you're pressed for time
    1 point
  41. Or keep them further than 1" out. All models in the crew who will be attacking have at least a 2" Melee Range. They don't all have to ball up to give every model the armor bonus. But yes since the strat requires bunching in the board, you are aiming to get as many overlapping aura onto the enemy as possible. It doesnt win all the time, but it's fun to play, if not always for the person playing against it.
    1 point
  42. My standard list has been: Valedictorian: unnnerving aura yin: Unnerving Aura Jaakuuna Ubume: Unnerving Aura Graveyard Spirit.
    1 point
  43. Today I finished the saloon. The Name is "Roads End" the Rusty part didn't realy fit. So I only applied it as a colour choice. The letters where made out of plastic card, glued onto some wires to get a little bit of space between them and the roof. I'm not shure how well it will hold, but it looks amazing and I couldn't resist doing this that way.
    1 point
  44. The first Mate. This was actually the first model of the crew that I built and painted. It was with him that I decided to stay with the stock paint scheme:
    1 point
  45. Check out the Mechanical Monster Pursuit in Into the Steam.
    1 point
  46. One of the players in my group is running a big game hunter type with a little construct engineering on the side - long arms, traps, little mechanical Eagle that hunts down her prey - that sort of thing. I think she'll want to move into buckaroo a bit later on and no doubt will want to ride a Hunter. As an FM, I'd probably make her build an approximation of the actual hunter perhaps with less of the talents and abilities the real one gets and then roll with it. Cos why not?! You'd have to be a bit careful with what you'd allow to work as I'm sure no FM wants to see Fated riding Peacekeepers! I'd stick to making them build their own mechanical versions of existing beasts. Purely so you'd have a bit of benchmark to work with. Syc
    1 point
  47. So I just ran Recruitment Drive for my players. It was pretty fun if you are interested in knowing. More to the point though. At the end there is an Aethervox that the Iron Zombies are listening to and it seems that it would be the perfect Grimoire. So I did just that. It might be a bit powerful but it has some restrictions and I thought maybe some of you lovelies may want to add it to your game as well. So without any further delay I present. The Aethervox of University of Transmortis A worn but well cared for wooden box with a large tarnished brass horn sits up turned on the ground spewing static with the occasional snippet of a word coming through. The Aethervox upon closer inspection has a small plaque attached to the bottom announcing it as “Property of the University of Transmortis. For use only by currently Enrolled students in the classes of Professor Von Schtook”. Special: To use this grimoire the Fated must have spent at least 3 uninterrupted hours listening to the lectures of Professor Von Schtook within the past 3 days. At the end of each hour a TN 10 WP duel must be passed to keep from zoning out due to the monotony of Von Schtooks droning voice. If the target of the Magia is living once the duel has been resolved the target flips a card. If the result is a the target gains “Infection +1: At the end of the day, you take +1 damage”. The Infection Condition remains until it can be treated with a TN 10 Doctor Challenge. This requires one hour of examination and the proper tools for the Doctor skill. A success lowers the value of the Condition by 1, plus 1 per Margin of Success (to a minimum of 0, at which point the Condition ends). Magia: Animate Construct - The caster imbues a prepared construct body with life so that it might obey his commands. Skill Aspect AP TN Resist Range Enchanting Charm 1 10 - 1 Effect: Target inanimate construct comes to life as a construct under the caster's control for 1 hour. At the end of the Spell, the construct returns to its inanimate form, and may be later reanimated. A caster may only control one construct at a time. Animate Limb - The caster causes an artificial limb to come to life under the control of the character the limb is attached to. Skill Aspect AP TN Resist Range Enchanting Charm 2 10 - 1 Effect: The target limb comes to life for a number of weeks equal to the Charm + Enchanting of the caster (or less if the caster wishes). The limb is under the control of the character attached to it, which is not necessarily the caster. The limb must have been crafted to perform as a limb, although it need not be shaped or otherwise created in the form of a natural limb. Pneumatic limbs are detailed on page 178. If a character has a non-Pneumatic replacement (such a stitched together arm from the flesh of dead men) then the TN requires a instead of a . Mend Critical - The caster focuses magical energy into the target, repairing the worst of its damage. Skill Aspect AP TN Resist Range Enchanting Cunning 0-2 10 WP 1 Effect: Remove a single condition from the target, if it is living. The target may choose to not resist, making this Spell a Simple Duel instead. The removed condition must be a Critical condition or a condition placed on the target by a non-magical effect. This is a 0 AP Action unless the condition being removed is a Moderate or Severe Critical condition. If it is Moderate this is a 1 AP Action and if it is Severe this is a 2 AP Action. Raise Undead - The caster brings a corpse to life to serve him. Skill Aspect AP TN Resist Range Necromancy Charm 1 5 - 5yrds Effect: Target corpse becomes an undead under the caster's control for 10 minutes. The undead undergoes the following alterations from the original form: •The undead's Tenacity is increased to 3 and all of its other Mental Aspects are lowered to -5. •The undead loses the Living Characteristic (if it has it) and gains the Undead Characteristic. •The undead loses any mental skills it had in life, and the physical skill ratings are halved (rounding up). Alternatively, this Spell may be used to take control of an uncontrolled and non-sentient undead creature. The new undead may need physical repairs (as critical damage may physically render the body less useful). Otherwise, the corpse is raised with half of its Wounds remaining. At the end of the Spell, the undead becomes uncontrolled (and usually violent). Subsume Corpse - The caster causes a corpse to disintegrate, restoring his own body in the process Skill Aspect AP TN Resist Range Tenacity 1 5 - 1 Effect: Target corpse is turned into dust. The caster then heals 1/2/3 damage, plus an additional number of Wounds equal to the corpse's Resilience (if the Resilience is positive). Immuto: Locked Focus object (Operating Theatre with AetherVox) -5 Takes 2 hours to set up and must have an AetherVox tuned to VonSchtook’s station. As the player is setting up the Aethervox have them move things around for 2 hours until the signal comes in clear. Only to reveal they have made a working Operating Theatre. Increased Duration (TN +2) This Immuto may be placed on a Spell multiple times. Each time it is taken move the Spell duration down the Duration Step table one step. Any part of the Spell with a set duration (for instance the time a target remains buried by a Bury Spell) will be increased 1 step. Spells with a duration that sit between two steps (for instance, Animate Limb) are assumed to sit on the lower step of the two they are between. For instance, an Animate Limb Spell cast by a character with a Charm + Enchanting of 5 would be considered a "1 Month" Spell. By raising the TN by 2 he can increase the duration to 6 months. Location (TN 3) Operating Theatre The Spell affects a location within range. Any targets in the area that could normally resist the Spell are assumed to automatically succeed in their Resistance Duel.
    1 point
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