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  1. Part 2! Only marginally delayed, lol TL; DR Normally I try to synopsis these long posts... but I got nothing here. Other than Shen is a varied master with tons of choices that you should always try to keep in mind and adapt to the situation that presents itself... simple right? Choose if you want Yu. Choose if you want a 9 card hand. Then get that crew filled out with what's left! Don't forget a second (or even first depending on your build!) beater. Also forgive my rambling and sometimes lack of coherent thought... I'm on only a couple of hours of sleep. I personally run Shenlong in a very aggressive fashion. I know several people who run him more defensive. Then there's the traditional positioning and fasting crew... oh and don't forget the super tarpit! No matter how you run Shenlong, there's a couple of really important decisions you need to make out the gate. After that, you can simplify him down to a few different playstyles. Whilst playing with a singular upgrade as mentioned above appeals to some and not others, I would say that running Shen in a specific "playstyle" for a full game is something we can probably all get behind. The reasoning for this is that stance-dancing happens in any playstyle, it's more what tricks and crews are you bringing to accomplish whatever your overall goal is. The focus of this post will be ask a couple of questions before you decide how you should build the rest of your list. Let's take a look at the common core Shen list and it's two major components: Shenlong - 5ss cache (18ss remaining) -Wandering River Style - 2ss -On Peaceful Waters Peasant - 2ss Sensei Yu - 9ss -Promising Disciple - 2ss Shadow Emissary - 10ss -Confliux of Dawn - 0ss Low River Monk - 4ss Let's start with the first component: To Yu or not to Yu Hot topic: Sensei Yu. Do Yu or Do Yu not? This is a very complex question with a lot of complex reasoning behind it that often gets distilled down to "why of course!". And it's easy to see why... Yu can grab any stance that Shen has, and that specifically means Wandering River and Low River (we will ignore the latter for this post for the sake of "brevity"). With an impressive walk, the ability to copy Shen's 0 action (usually the condition one) and Airburst with a built in trigger to gain a focus... this guy can be bananas. Shadow Emissary is basically an auto-take as well (and the subject of our next piece of information) and can fast and push Yu for 1AP, then walk. Which allows Yu to 0 action to gain focus and some other condition by copying Shen, then mighty gust some one and give them fast (like Shen), then airburst and gain focus, then mighty gust and give someone fast again. The big downside to that series of events is that you don't walk, only get the push from Shadow... and this can leave Sensei Yu behind. Or just put you in a perpetual situation of Emissary pushes to fast him, then walks (or maybe attacks if something is in range). This isn't a bad strategy at all, and it moves a good chunk of your army while also handing out fast to key models. And at some point everyone is going to go off and do their thing, leaving Yu to start pushing enemies and slowing them, instead. But it's something to keep in mind. Then there's the cost... Yu's 11 pts. 9 + 2 for promising disciple. That's a lot of bloody points. So there needs to be an economy of effect to make him worth hit. Here's how it breaks down: You can assume that Airburst and Mighty Gust, without triggers, are a straight trade. 1 AP for 5" push. Flexibility of moving enemies aside, it's like granting a walk to another model. So at worst case, it's a trading an AP for an AP. Mighty Gust handing out fast or slow is where the AP efficiency is MUCH more appealing. As you are directly handing swapping out AP as well as pushing. That's a much more desirable situation. Translation, you don't want to really be using Airburst if you don't have to. While the focus is nice, it just doesn't have the economy of effect that Mighty Gust does if you pop the focus trigger. And with access to focus as a 0 action, it's the de facto choice if Yu has Wandering equipped. This mentality follows through with Emissary pushing and fasting Yu. It's more efficient because it gives Yu a "walk" and then an AP. It also allows Yu to trade out his 3AP for 5AP effectively on other models. This is the appeal of the whole situation. Now imagine you are doing something similar with Shen! Now why wouldn't you take this every time? Because to get "maximum" value you need some outside interference. Yu on 2AP can only fast and push one model, then walk (or push another). Giving him a 3rd AP suddenly allows him to fast 2 models while pushing 3. Or Fast 1 model, push 2 and walk. This is a big difference. That third AP basically dials him up to the 11 that is his worth. So you either need to get it from Shen or the Emissary. I think Shen has much better things to do with his AP, then just helping to enable Yu's efficiency, which is one of two reasons the Emissary is such a pivotal take. So first thing you need to figure out is do you want that level of synergy, interworking and value that Yu brings? It's purely a support, enable other models situation. Yu doesn't pump out damage, cannot charge and doesn't have a solid attack. He is designed to disrupt and facilitate. Other options you might consider without Yu? A beater. Hands down. Shen can pump out some damage but his "core" crew (discussed later) doesn't carry a whole lot of heavy hitters. It carries a few damage capable models... not the same thing. But Yu is 11 pts! That's a lot of wiggle room! Yasunori is fantastic for 1 point more. Izamu is most certainly a wonderful choice. Kang is also great, and can provide a crazy edge against rezzers and most of arcanists (except Marcus). Then there are Mercs... there are absolutely some heavy hitters that can get dialed up thanks to Shen's crew. Bishop's major weakness is taken care of as soon as he gets pushed and fasted, for instance (his slow walk and 1" melee). Experiment! Shadow Emissary and the Dance of Nine Heavens (or the 9 card hand) 14ss. What would you expect to get for 14ss? Nekima plus an upgrade is 14ss. Yasunori with misdirect... Archie, with his armor upgrade. Izamu with decaying Aura is 12... Now we don't have access to all those things, but you get the situation here. 14ss get's you a lot. And that's what I'm asking you to spend when for this trick. So it better deliver right? Oh it does. Shadow Emissary's conflux for Shenlong has a 0 action that removes a condition. No check. Just happens. That in and of itself is fantastic. But the money is in the second part of it... which allows you to draw cards (max 3) for each numerical point of that condition. For our purposes that is going to be Focus +3 typically. How? Low River Monk... Who with Shenlong can gain Focus +2 for a 0 action thanks to their passive ability. Then take 1AP to focus a 3rd time. Then walk or take advantage of it's new upgrade to heal at range. But that's not all! Not only do you get 3 extra cards for next to no effort, but you also have the Emissary! Who by himself has a respectable damage output, an the ability to push and fast any non-leader model carrying an upgrade! Now that's value! The issue is here, that because you really want to be fasting something every turn with the Emissary, it really becomes a mobile pushbot that draws you cards with some built in utility and damage dealing. That is NOT bad mind you. Not at all. It's fantastic. Playing with a 9 card hand opens doors to your wildest imagination! But it costs 14ss to facilitate. If ALL it did was net you 3 more cards a turn, it wouldn't be worth it. But the ability to have two activations, still keep an AP for each model and have access to their kits make up for it as long as you position and play them properly. Or you could not. Conclusion Controversially, the Emissary is a crutch in Shenlong. A guaranteed 14ss take gives utility and card advantage. Add in the 11ss package (crutch part 2?) that is Yu, and you spend 25ss between three models that do "nothing" but support your crew. I highly recommend putting this on the table with no opponent. Try it out. Get used to it. There's a symphony to be played between how you activate Shen, Yu, Shadow and the Monk... And from those four models you can potentially enable the rest of your crew... all 25 pts of it. Account for 2pts to a peasant, 2pts to a style upgrade and Shen likes 5ss... another 3. 32ss all in all, leaving 18 left for which to do what needs done. So this is why I recommend thinking it over. Debating whether or not you want these options. I use them. They are good. But try a list without them. Only one of them. Experiment. Get used to how you need to activate things. It's a minor puzzle, but one that is worth solving and mastering. I have recently begun leaving Yu out of my lists. It's too rich for my blood. I want a beater. Too many times, I have no real response to my opponen'ts major hitters. And many of them have ways of generating more actions either via triggers or built in, so pushing them away and slowing them only does so much. Despite what almost everyone says... this is a game of killing your opponent's threats. It's a resource management game at it's finest, and model count and potency is an oft overlooked resource. "Can't scheme if your dead," my local Sonnia player is fond of saying. Now while this is true, I have won games where I was tabled. I have won games where I only killed 1-2 models. Each game and crew is different but I will tell you that aggression is popular. You need to be willing to fight fire with fire and sometimes that means leaving some of the shiny Yu/Emissary goodness at home in favor of what's going to help you win the game. Mull this over. Try it all out. Get comfortable with the core shenanigans. Then look at what happens when you take it away. Shen works with EVERYONE, much like McCabe. But he does have models he helps more than others, and its up to you to determine how much added aid you feel you need. Stay tuned for part 3 where I finally get into actual list building and playstyles.
    8 points
  2. Part 3! Only one more part after this! So I've talked about upgrades and about the common core... so let's talk about what Shenlong actually DOES when you bring him in said common core. Traditional Shenlong aka Common Core Typical List Shenlong - 5ss cache -Wandering River Style Peasant Sensei Yu -Promising Disciple -On Peaceful Waters Shadow Emissary -Conflux of Dawn Monk of Low River The Lone Swordsman -Recalled Training Ten Thunders Brother (or Yokai) The highlighted components are your changeable models. Ohagura Bettari is good as is Samurai to get some ranged support. Katanka Sniper isn't bad, but leaves the list a bit pillow fisted. If you want to run a bit lower on stones, you can swap the 10T Bros for something in the 6-7ss range, like an obsidian oni or the aforementioned sniper. Any heavy beater has potential, just try to keep that Cache at 4... which means if you bring any of the 10ss guys, you probably aren't going to bring an upgrade. This is fine, it just means emissary is always fasting Yu. This list is light on activations, having only 8 after summoning the second peasant. What this list lacks in activations it makes up for in synergy and capability. Shenlong is typically an early activation on Turn 1. Your goal is to push and fast everything you can. The thing to remember here is that you are trading AP back and forth, but doing so with pushes. So you end up with a net gain. Sample order of activations: After initiative - drop scheme marker and witness a miracle to summon second peasant. LRM - Focus +3 and walk Emissary - Push and fast Yu. Remove focus off LRM to draw 3 cards. Walk. Hired Peasant - Bop focus on Shen and walk. Shen - Mighty Gust and lower focus to give Emissary fast. Focus. Mighty Gust and lower focus to give Swordsman fast. 0 action to pick up a style and give the discarded Wandering to Yu. You could attach Wandering onto Shen as well if you wish, as you are allowed to re-attach the same upgrade (they aren't rare). High River Style is pretty common here as well. Low River if you need condition removal. Yu - Airburst Swordsman into position and gain focus. Mighty Gust Shen and give Fast. 0 action to copy Shen and get focus and burning. Mighty Gust summoned peasant to move scheme markers and give it fast. Summoned Peasant - Sacrifice to give Shen a 0 to gain burning and poison (or defensive if needed) 10T Bros - does whatever you want him to, but getting into position to scheme is good. double walking and hopefully placing is typical. Lone Swordsman - should now be upwards of 10" from the deployment zone and ready to bring business if you want to dive him. I have done this on many an occasion, but you better have the hand to earn his points. This is one of those super dangerous situations. If you have activation control, and a solid hand... pop your recalled training, use your fast to walk (if needed) into charge range of your target. Pitch 2 cards to declare it as your reactivate target and dive. You BETTER kill it though. Dangerous, but feels great when it works. 4-5 attacks on positive flips with strong hand support is usually good enough to kill whatever you're after, but cards are cards and if you fail, you pay the ultimate price. If he's not in position to go hard, flank. He's fast enough to go after any scheme runners who may have overcommitted. Alternatively you can activate the Lone Swordsman earlier in the turn and push and fast him after activation in prep of turn 2. This setup makes Shen, Emissary and possibly Swordsman all fast for round 2, while moving your force up the board. You aren't wasting fast on the peasant because if you don't sacrifice it, you can't get that free scheme marker and resummons it the following turn. Alternatively, if you want to Fast the 10T bros... that's fine, just use your 0 action after initiative to get the poison and burning. I like cycling peasants so one doesn't get left behind and it helps provide scheme markers for my oft taken Claim Jump. Speaking of: Schemes and Strats that this list likes: Anything that involves interactions and scheme marker positioning. Be careful on Covert though, nothing in this list is particularly mobile or stalwart enough to try to flank around into range of enemy deployment. You can totally do it, but it's not quite as simple as it seems, even with 10T Bros or Yokai. Claim Jump is kind of an auto take here due to 10T bros and the constant mighty gusting with the free scheme markers. Setup can be super easy to complete, as can hidden trap. Show of force is usually decent, but remember that the pitched upgrade from Shen doesn't count as it started on Shen. At least the first one did If you change stances a second time, that one counts as it was attached after start of play. Accusation is pretty easy to do as you can drag people in and then accuse them. Recover evidence is actually ok here as you can push models away then go grab it! Schemes and Strats that this list doesn't like: Killing. You don't have the firepower, despite the lone swordsman, to guarantee these points. The Swordsman is there to eliminate threats that could impact your scheming. Or at least tie them up for a turn or two. If you don't pull the right cards, or have activation control, it's extremely hard to guarantee death from him with only a min 2. Especially if they have armor or soulstone prevention. HtK is a bane as well. Headhunter is good because you can focus on squishier targets and then push things in and out. Don't forget that free interact for focus on Yu and Shen! Mark for Death has some janky shenanigans where if you are in Wandering River with a focus you can free action to mark, then swap to Fermented River and smack it three times to try to score. But it requires setup to get it off (typically leaving peasants alive so your initiative 0 action is to add focus and poison/defensive). Also do to low model counts, interference isn't the best. It's not the worst, but I want more hitting power to keep my opponent reeling than this list brings. Inspection can be hard too as you really only have one scheme runner. I wouldn't do Last Stand either as you only have 3 models that qualify and I typically want 4 to be safe. Style Focus: Wandering River is the go-to here. Followed by High River with Low River on support. Fermented River is only used when needed for the schemes and strat. Your goal here is location, location, location... Keeping your guys in position, and ideally keeping your opponent's out. If you double up on wandering river, you have at the least 6x 5" pushes a turn (fasting yu with emissary). That is an incredible amount of board control. And you can slow/fast 3-4 of them. If their beater doesn't have any extra AP granting abilities, and they don't have any pushes themselves, you can lock that beater out simply by pushing and slowing. Now they have to walk in just to engage. High River is the de facto secondary style if you don't need so much control, to allow Shen to tie up models and win those duels. There is some consideration here to going low river style turn 1, then turn 2 going to high river so that Shen can tie up models. Yu picks up low river and keeps Shen topped up, while buffing his burning to help with damage output. Again, Fermented is used when needed, but is not a focus (hehe) for this list.
    5 points
  3. For real though more thank I could have hoped for when I asked the question. Can we all internet first bump InvokeChaos?! I am trying some of this tonight! Go Shenlong!
    3 points
  4. Heya Folks! I bit busy working on tutorial so this monday will be only preview shot of Elly Ramone. Better and bitter pics of Elly and tutorial about Patty will be bit later
    3 points
  5. Will you be the father of my children @InvokeChaos? seriously, this should be stickied
    3 points
  6. The stalkers condition removal is always nice to have IMO. I will be playing the game tomorrow afternoon and decided to go with a death marshal and taking the hair trigger off of Abuela. I think Ill post a short battle report with pictures as well so we can see how it all works out.
    3 points
  7. I would argue the Place potential is the better reason to hire the Pigapult, though even here I am not a huge fan of it for the cost. That positioning comes with a huge downside in the Paralyzed condition (especially in regards to the most recent errata change). Flinging Stuffed Piglets up field no longer locks down opponents like it used to, at least on the turn they are Paralyzed (they can be killed on this turn without worrying about triggering Bacon Bomb, relevant text underlined and bold below) This makes the Pigapult a lot less dangerous unless you can massively out activate your opponent (not as easy as it once was) and fling the Stuffed Piglets after your opponent has activated all of their models (or at least those in a position to attack the Stuffed Piglets). Again the issue becomes forcing your activation order which is a major downside in my opinion. As for Wong's Glowy ability, the Pigapult is the reason it is worded the way it is. I am not convinced the Pigapult would be all that bad even with access to "Glowy" (it is still expensive to run consistently) but am happy with the playtester's decision to omit it from the discussion.
    3 points
  8. TL;DR Each style has a bit of nuance to what you are going to use it for so it behooves you to become familiar with not only the primary aspects, but the oft overlooked interactions that take Shenlong up to 11. Of note, learn about Low River Style's interactions with Yu's Brutal and defensive. Don't forget the free interact off Wandering, or it's ability to deny your opponent VP with scheme markers. High River is pretty straightforward, and don't underestimate the raw power that Fermented Style can bring by turning your weak negative damage flips into positives. Shenlong is one of my go-to, primary masters. So I have a lot of input. I both agree and disagree with some of what Toka is saying. But that's the greatest and hardest part of Shenlong... you can play him multiple ways and be effective. I'm going to add in a couple of things for Shen's upgrades, including other choices you may want to consider. I'm going to assume you understand the core concept of his stance changes as well as promising disciple on Yu. I'll address Shen's play styles directly, in another post. Wandering River Style - Used to pass out fast/slow and help position. This is often on Sensei Yu when not with Shen, and generally gets thrown to Yu after Shen uses it his first activation. Here's some nitty gritty: First of all it allows you to reposition scheme, corpse and scrap markers. Really process that ability. Any of those markers within 3" of your target get picked up. Then placed within 3" of the target's position after you finish they push from Mighty Gust. This is enabling and denial like you wouldn't believe. From guaranteeing Setup/Claim Jump/Search the Ruins/Leave your Mark/Dig their Graves/et cetera, to denying those same schemes... this ability is quite literally a game changer. The other thing that gets often overlooked is that it grants Sensei's Yu built in ability to lower your focus to take an interact for FREE. Not as a 0 action. But just costing no AP. This is phenomenal for placement of schemes, accusing, marking, headhunter... etc. Big big thing. Always keep it in mind. Shen can walk 6" three times and then lower focus to interact... that's HUGE. Or drop a scheme marker, walk 12 and drop another... assuming you didn't get a chance to fast him. So many things you can do here. High River Style - This style is probably the most straight-forward style we have, believe it or not. But there's some stuff to consider here as well. First and foremost is the passive ability. As long as Shen has ONE burning (often why his gains turn 1 is burning and focus), you can take a damage to raise your duel total AFTER cheating is done. That massive Nekima coming to say hello? Take a point or two of damage to miss that min4 swing. If you have high cards in your hand, this is the deal breaker. Pandora coming up with her Ca7 paralyze cuz she has the 13 in hand? Drop your own 13 and take some damage. Now the caveat here is that you need to know WHEN to do this. And this is touches on the depth of Shenlong. If you find yourself facing a pandora crew who is going to condition your face off potentially, you adjust to the most effective style (probably low river for the condition removal). But High River Style just flat out lets you trade life for winning duels. Low River Monks have a great ranged heal now to help top you up, and they are an auto-take with Shen (more on this below). It's all about determining if it's better to take a point of damage or two, or just deal with the losing the duel. Generally, taking a point of damage to prevent your opponent from hitting you with his models is almost always better. They can't flip the red joker if there is no damage flip! Now as to the melee attack from High River... keep in mind it's Rg: 3. That's a huge bubble of why yes, I will take a disengaging strike against you. It allows Shen to tie up a lot of models, but remember the larger your reach, the more wiggle room they have. A 50mm model can toe in your 3" bubble to avoid the strike and reach out and touch someone 4-5" away depending on their reach. That's still quite a range. The min damage is forgettable, but remember Shen loves his focus. So if you are swinging with this attack, you're hunting blasts, so don't forget to focus. Lastly, stacking burning isn't terrible, especially if you don't have anything else you need to stack at that moment, and being able to dump some burning on a model you need dead by EoT is a thing. Low River Style - There's some weirdness with this style. From a different post that explains it well: Above and beyond that, don't forget that Low River Style's heal is a Ml action, so when Sensei Yu uses it, he passes out a condition of your choice. This can be quite beneficial for helping to stacking conditions as the actual removal of conditions is a may: "removes up to one condition". This means you can choose to remove 0 conditions. Also the timing on this doesn't follow trigger resolution timing, as Brutal isn't a trigger. So you do apply Yu's condition first, then resolve Stones on the River. This is useful to keep in mind, as it allows you to heal your models and remove the condition Yu would add. Fermented River Style - Last but not least... pay special note that Fermented River Style only swaps fate modifiers DURING his activation. This makes it wonderful for still going defensive, but also doesn't mean that he's invulnerable to 's added to his duels out of activation. Brewmaster comes to mind. Swill still hurts when you are being attacked. But it doesn't neuter you during the activation at least... so there is that. I tout this upgrade a lot, and it's one of my main picks, even before high river style. The reason for this is that... on average, this game works on weak damage. That means a single to your damage flip. This upgrade makes it a now. Tying? Double . And on the rare chance that you are getting a flip for hitting the severe accuracy? You can either cheat in a lower card, or just take the negative flip... because that's what you flip most of the time anyways. This upgrade plays mind tricks on how your opponent needs to cheat and is the bane of Hard to Wound and Impossible to Wound. This is your henchman killer (combined with Shen's trigger to prevent soulstone use). Stumble takes some gearing up, but it's absolutely devastating to fire this off on turn 4-5 at a clutch point when you were already tying up models. Remember the and fall let's you specify how much poison you lower, so you can always leave that 1 poison needed to enable Drunken Kung Fu. And negatives on your opponent don't hurt you at all, even with Drunken. It's fairly easy to get your poison stack to 5 by turn 3, if that's a major goal. I typically am ok with 4 on turn 3 (using a peasant or two to help facilitate) as that means that most models need a 9-11 to not be on negatives for the turn. Other upgrades to consider: Misdirection, Recalled Training, Blot the Sky (there's a cute thing with Yu here), Death Contract, On Peaceful Waters, Hidden Agenda. I'll go into these with playstyles in my next post, but I actually tend to run Shen with only one upgrade, and that's his whatever Style I start the game with. On Peaceful Waters normally makes its way onto Yu, but as you'll see in the next post... not always. Hope this helps. I'll write that other post after dinner
    3 points
  9. Here's my miniature for this month: mysterious emissary (10ss)
    3 points
  10. As has been mentioned the Guild is not "just a company" like Microsoft or Wyrd are companies; they are modelled on the Dutch and British East Indian Trading Company. In that sense they are closer to Indonesia, Rhodesia (modern South Africa and Zimbabwe) and indeed India than they are to Ford or Volkswagen. In the 17th-18th century a lot of colonization was organized by organizations set up by (or in cooperation with) the Government (king) of a European country with the mandate to conquer territory abroad. This was the beginning of the stock market, but they were also very different organizations than modern companies. The Guild's goal is power, not just profit. The Guild is just what the name suggests, a guild of mages and their organization. Using the shortage of soulstones after the closure of the first breach as leverage they were able to control most governments Earthside prior to the opening of the second breach. The real threat for the Guild with the second breach is that smuggling threatens their monopoly, which is what kept them in power Earthside. With the last few books it has been revealed that some powers Earthside (Abyssinia notably) managed to stay out the Guild's grip all the time, and others used the turmoil spilling over from Malifaux (the emergence of the Burning Man) to break free from the shackles, and the Guild's political control Earthside has pretty much been shattered. It seems like they have returned to being a guild for mages and a commercial enterprise, but I guess the fluff in The Other Side will tell us a lot more... When it comes to descriptions of Malifaux/Neverborn in the official fluff it's pretty obvious that when no view-point is given then we should assume the information comes from the Guild/human point of view. To relate to the above text, no Neverborn storyteller would say of themselves something like: "The appearance of monsters in this world seems linked to a great cataclysm, occurring ages ago, that transformed it from a place not unlike Earth into the ruined splendor seen today." This is the voice of humans describing the unknown. Furthermore, just like the Guild call the Ortegas "Neverborn hunters", not "Neverborn murderers", whereas the Neverborn are not "above indulgent murders", Neverborn voices are likely to describe Nekima as a "alien hunter" (or maybe rather "vermin exterminator") rather than "indulgent murderer". Humans in Malifaux are scared of Neverborn, and with good reason; they are vicious and violent and more than capable of shredding most humans to pieces. The Neverborn are terrified of the humans, and with good reason; they meddle with things they don't understand, and have almost destroyed the world several times over in the last decade or so. A point on propaganda... Of course anything said by the Guild has to be treated like propaganda, and the same anything uttered by Lilith or Ramos. Doesn't mean there isn't some truth to it. Good propaganda is always telling the truth, or at least a version of it, what makes it propaganda is which parts of the truth are emphasized and which are censored. The guild are likely to repress what exactly happens to "Arcanist criminals" when the witch hunters get their hands on them, but will tell it exactly like it is when a rogue mage cause havoc in a failed experiment. The Guild will NOT tell you that the necromantic magic used by the Death Marshalls is pretty much identical with the magic practised by Ressurectionists, but WILL pass on any gory details on the horrid exploits they have done at the cemetaries... Finally a point on the "official descriptions". Most "neutral" fluff seems to be from the perspective of ordinary citizens well connected with rumour-mongers. Thus most of the information seems to come from Guild propaganda, and most of the rest seems to be propaganda/rumours sourced from the M&SU. This is actually quite cool, as it helps put us in the shoes of the regular human inhabitants of Malifaux, and as humans those are the ones we are most likely to connect with. It does mean that the Neverborn, Gremlins and Ten Thunders are more "shrouded in mystery" than the better known Outcasts, Guild and Arcanists, and Ressurs become more alien/evil than mysterious. If you read all the books, all the Chronicles stories, all the campaign stuff and TTB material the total picture becomes extremely complex, and it's clear no faction is all "good" or all "bad", and neither are individuals. They are all capable of great evil, and more likely to commit evil then not, and thus no one can be said to be good because they oppose those who are evil. It's all shades of grey...
    2 points
  11. Marcus. Hands down. He's versatile and offers an incredible alpha strike and mobility. Right now our 3 most competitive masters IMO are Sandeep, Marcus and Colette. The 3rd spot can be argued because its a pretty close race. Our other masters become more and more niche spots and less able to handle varied scheme pools. I pick Colette because I think she has the edge over the others with the current Gaining Grounds 2017 packet. People will disagree
    2 points
  12. Hey long time no post. I managed to finish the last Viktoria and thus the entire Hired Swords crew. Here she is. There's bits I'm not entirely happy with, as always but I'm trying not to obsess over these things. Overall pretty happy
    2 points
  13. I just build for my schemes and strats. Outcasts are so varied that there's not really much you can tailor for anyway.
    2 points
  14. Finished model number two of my three for April. I must admit, I did not have the patience to put much work into the gears and parts in the arm coming out of the cephalothorax abdomen. There are several colors other than metalic bronze, but my photography skills are not up to the task of showing them.
    2 points
  15. The main concept of the list is AP control. You have the ability to throw out an incredible amount of slow with this crew and cripple your opponents AP. Voids will die, but in general it's going to take a lot of AP to get through them because of the incorpeal and the shear amount of models/wounds you have in this crew. The recent change to Dead of Winter obviously makes it even better as the voids get even harder to kill. I'd say on average turns I end up having double the amount of AP my opponent has between the model count, reactivate on Tara, and slow. In the right pool it's not hard to win a game when you have twice the AP available to you. That said this is NOT an all comers crew. You aren't going to do very well in reckoning, turf war, or similar with this. It does however dominate in interference, headhunter, stake a claim, squatters rights.
    2 points
  16. 1) Scenario Analysis Right out of the gate Eliminate the Leadership is a factor here; Bettari with Recall Training can make butter of the wrong master. For me this rules out; Colette, Marcus, and Rasputina, without their defensive triggers they're too vulnerable for me. Thunders broadly struggle with armor, which makes me think this has Dr Ramos written all over it. The board has a lot of sever terrain, good for the spiders. There are limited sight lines around the extraction point, which will be initially positioned so models can contest it without necessarily having LOS or charge lanes to each other. This will make denying extraction difficult for either side. That said Thunders can struggle on activation count so we should have an advantage moving the marker. Flank deployment makes Covert Breakthrough fairly trivial. So my take is the game is going to be won or lost on the second scheme. 2) Crew Choice Ramos [Arcane Reservoir, Under Pressure, Bleeding Edge Tech, 7ss cache] (9) Myranda [Imbued Energies] (9) Miss Step (12) Large Arachnid (6) Soulstone Miner (6) Electric Creation (4) Brass Arachnid (4) 3) Crew choice and play If we win the deployment flip, deploy first and take the bottom right, or at least aim not to end up in the top left as it looks like a pig to get out of. Most of our crew is unimpeded (Cerberus, Miner, Large and Small Arachnids) or can push (Ramos) to mitigate the terrain. Large Arachnid eats the creation for our turn one double scrap drop, then sets about eating the opponent's Dig Their Graves markers. If they've taken Asami we need to think about having Ramos kill the creation and summon in the same activation to avoid her hoovering his scrap. Ramos, Miss Step and the Spiders do extraction. Soulstone Miner goes wide and makes our opponent pay way over the odds for even thinking about disrupting our Breakthrough. Myranda-berus will give support in the center or hunt objective runners (especially Tengu) as needed. If our opponent plays McCabe and Bettari then she's a huge threat to Ramos and becomes the priority one target, we kill her at all costs. If we expect McCabe we should consider swapping the Brass for a Metal Gamin to help protect Ramos. We're aiming to summon a full swarm at some point here to help deny schemes with its (0) pulse. We're especially looking to have one hail Mary their Breakthrough late in the game, and need to beware Tengu trying the same. We should consider not playing Breakthrough vs Asami for this reason. Second scheme can be Claim Jump or Dig Their Graves depending on their crew.
    2 points
  17. ...or they are playing Wong with a 7ss model.
    2 points
  18. I think the only thing that is simultaneous in this game is Faction Declaration (which is explicitly so). The general timing box surely imposes a sequence and I haven't found any rules that exempt some effects from this stated order. Critical strike is a trigger so would go before any abilities with the same timing in any case. And yeah, I don't think the math box actually change anything currently in the game. Another way to look at it is that they have structured the rest of the game to conform with the math box, making it redundant in practice.
    1 point
  19. I like the idea of being aggressive with him. I haven't used Francois in many moons, so I think that's the idea for that one. Maybe bring an elite kill heavy list and just have Brewmaster Swill from a distance while my beaters pick the crew clean. Or attempt to, anyway.
    1 point
  20. Back by popular demand, this week's create your list is ready! Rules: Don't like lists, that will determine which one you vote for. Create a list to fit the scheme pool, map and faction that I have selected. You'll have 48 hours before voting starts. Winner is the one with the most likes on their post and they get internet Brownie Points. Flank Deployment Extraction Claim Jump Eliminate The Leadership Dig Their Graves Covert Breakthrough Recover Evidence Your Opponent this week: Ten Thunders Last week produced some pretty fantastic lists. Lets see what we can come up with this week
    1 point
  21. Round three - since it's Reconnoiter, I'd guess that there is a super high chance of meeting a Summoner. Since it's Close deploy, you could try being super aggressive. Get the enemy on negatives and kill the Master with Francois on turn one (using a Gracie taxi, most likely). Summoner might have a pretty elite support crew so shutting down the Master (heck, just giving them Swill should hamper the summoning a lot) might give you a real edge.
    1 point
  22. Plus, the 4" engagement would be better for Accusation. OK, Waldgeist.
    1 point
  23. I think others have covered most of the key points. Joss wise this is almost entirely scenario, given the terrain I don't see us getting a lot of work out of him, he's slow and unlikely to really connect with anything meaningful vs a wily opponent. Plus that axe is less useful vs Thunders than other factions. Generally Joss is good and I do take him, although I think his value has dropped a little over the last few books. There isn't really a wrong 2ss upgrade choice for Ramos. I went with Under Pressure as [+] for Miss Step can be devastating, and significantly improves the effectiveness of the Swarm I was planning to get at some point. I could make a strong case for Combat Mechanic or Field Generator in it's place. Broadly I do think FG is of slightly lower value as it's fairly resource intensive to keep up, and I find extra protection on the Arachnids is slightly missing their ablative nature. PS: Thanks for the votes guys.
    1 point
  24. No, will be a northerner I'll be playing guild
    1 point
  25. Ever get those games where you take a model you've take a dozen times and you use an ability you've never used before? It got me thinking of abilities that I know about but have never actually used for one reason or another. Of coarse I'm only talking about models that you use regularly as newer models take time to experience their full effect. Skinwalker (Myranda) - It's been out since wave 1 but I've never once taken it. She's just too valuable on the table to be cooped up underground. I've never really seen a reason to ever take this over imbued energies. Vent Boiler (Rail Golem) - This model has a (0) other than locomotion? Go figure Smell Weakness (Acolyte) - This model does something other than shoot? Go figure Stalk (Sabertooth) - I just always try to leap even if I don't really have a reason too Devour (Hoarcat) - Too many stipulations for a Ml4 attack. Its way easier to use their other attack Frozen touch (Silent One) - Yeah there is no practical reason to ever use this Arrest Him (Mouse) - Once something gets roped, it's usually pointless arresting them Buzz Saw (Brass Arachnid) It's almost always better trying to stoke in my experience Philosophers Stone (upgrade) - Has anyone from any faction ever taken one of these upgrades? Anyone else have similar experiences with models you've use a bunch of times?
    1 point
  26. Hi Everyone, I will be holding demos all day Sunday 23rd of april at Luxcon. Crew and fun are provided Hope to see you all there ! Bollos
    1 point
  27. Surprisingly lower than you'd think! 54 card deck, with 21 cards that will cause weak damage. ~37% of a weak card per flip, or a 63% chance of moderate+. Chances of flipping 2 63% chances in a row is ~39%. So around a 60% chance of hitting for weak damage with a single negative. Goes up to around a 75% chance on a double negative. (Note that this is assuming a full deck with replacement, and ignores the Red joker's unique rules. These numbers can and will vary wildly over the course of a turn as you flip. These numbers will never actually be right, but should always be in the general ballpark.) @Omenbringer There's a reason I called it my "Favorite dumb list of dumbness." it's not supposed to be good, it's supposed to be HILARIOUS. Really bummed that it doesn't work now though. If I wanted a good list, I wouldn't hire a pigapult.
    1 point
  28. It was a pleasure playtesting for you. You will be missed. Your influence shall live on as long as the battlecry of "Cinnamon!" rings out across the battlefields of The Other Side.
    1 point
  29. You were swindled there I'm afraid - Wong can't give the Magical condition to peons. I super agree with placement being its best aspect though - particularly hurling stuffed piglets upfield instead of using them for ammo.
    1 point
  30. The other thing I like about campaigns is the way it encourages you not to charge in with guns blazing. You don't want your unit killed or injured so you play the game more as you would in real life, sneaking around doing schemes, not trading shots unless you absolutely have to.
    1 point
  31. I'd add also: In his crew the only model who will be virtually for the majority of the turns into 6" of Ramos are Large Arachnid and some steam arachnids (hank, cerberus and miner will be usually not near enought probably), so FG would not be used at its maximum. I like FG, but use it when play more "swarmy" ramos list: no big beater and lots of lesser models (played in a bubble around Ramos). The reason why not take joss could be his price and relative slowliness. The list is quite aggressive and taking joss would have meant not to have Soulstone miner. LA is a good substitute for starting the spider factory on T1. Well, i'm not mythicFOX nor really a good player, so.. that's just IMHO.
    1 point
  32. I like to use Golem a lot with my Raspy. Like Everything in Malifaux, when you use him depends on the Schemes and Strats pool as well as who you are playing against. There are dozens of variables to take into account when building a crew, and thats just for 1 master. For example: So say we are fighting over a singular objective(which terrain allows us to get to easily) AND we are killing each other and denying kills to the opponent. I might try this. The Glacier Formation- Raspy - 5ss Arcane Reservoir, Shattered Heart, December's Pawn Essence of Power Ice Golem- Armor of December Ice Golem- Armor of December Mechanical Rider Place the two golems in front of raspy and move them up the board with guarded advance. Move the Essence of power and Raspy up behind them. Try to get as far up the board in the direction of the objective as you can with their slow speed. I usually guarded advance and walk the golems, then triple move raspy and double walk the essence.(If you are up against a super fast crew that can threaten you turn 1 dont do this, always stay flexible) Use the mech rider to summon ice gamin every turn and to create scheme markers when possible. Starting on turn 2 keep advancing to the objective and begin using shattered heart to lob spells through your minions at targets of opportunity. Focus on the objective area first, then worry about the others. Whatever you shoot, commit to the kill. Your goal behind this is to begin closing the activation gap. Keep raspy right behind your golems and put them base to base with each other(to block los to her) if you worry about her safety. Anything that comes close to the formation can be charged and smashed by the golems and anything farther away can be blasted by raspy. If you get the chance, nuke their important models. When I can, I will often dump whole hands and burn through my cache of SS to do this. The resilience of 2 golems and mech rider can overwhelm a lot of crews so this isn't as risky as it seems. Anyways, for the rest of the game keep making gamin and killing with raspy and the golems. When you reach the objective(normally turn 4 for me) area hold it from a defensible position. When the golems are about to die, charge them into combat to ensure they do as much damage as possible with their shatters. As the game goes on you will be gaining activation through the mech rider's summons and they will be losing them, use this to leverage your schemes. A lot of times I wont get my schemes until the last turn with this strat. Always keep this in mind when chosing what to go after. Anyways that was just an example of how you could use them. Like everyone has pointed out they are not the most competitive choice for arcanists, but they can get the job done. Use them if you want to, don't if you don't.
    1 point
  33. I've used Vent Boiler to set up card draw for Kaeris on the first turn, then used some other models to get some burning on the Rail Golem. If you are not going to alpha strike with it I don't think it has to Locomote the first turn. Frozen Touch gives Silent One a disengaging strike, Ml 3 may suck but it's better than nothing. I've never taken Philosopher's Stone, but in theory it's not that terrible. 1 SS and a (0) to draw two cards is ok for Masters with few and/or sucky (0) actions, the real problem IMO is that Arcane Reservoir, Seize the Day, and Master specific upgrades are sooooooo much better. --- I wish I will some day remember to use Angelica's walk after initiative ability... I don't understand why anyone would use an upgrade slot (and pay 2 SS) for December's Pawn. Born of Fire and Powered by Flame are too expensive at 2 SS (BoF also suffers from lack of Master slots).
    1 point
  34. Ok. Here the thing. I thought it'll be cool not wait another N days to post and show you guys the prosess! Mcmourning and Dufrasne. Usually I tried to do as I see on a original art. And today I had my first experience of painting facial hair. Well, early unshaven skin or whatever. So here wat I did. step: paint all the skin (whith basics, hightlits and ets.) step: Game colour "Cold grey", the same as my primer colour on models, in wash form (in consistency as a liquid snot, lol) all over unshaved areas step: Cold grey + darker grey (Game colour "Black grey" in my case) in skin folds. And I pretty like the result! Check it out. Lovely couple aren't they... AND.....BONUS! Why? Because I can! Hail yourselves and be fun!
    1 point
  35. Also anyone interested in little 'how to paint' tutorial for Patty Ramone? Same way as I did for Lady J
    1 point
  36. Thank you all for your answers. I think I was able to get a better idea of what is important to me. I will drive by my game store on the way home tomorrow and pick up my first Malifaux boxes. I'll keep it a surprise... You'll get a reveal when I have a crew painted up and post pictures. I'll delivery I promise
    1 point
  37. Kaeris - Blinding Flame, Grab & Drop Carlos Vasquez - Practiced Productions, Stunt Double The Firestarter Arcane Effigy Large Arachnid Large Arachnid Performer Willie Malifaux Child 4ss cache Extraction, G&D, and Dig Their Graves should pair nicely to make that very easy. The Effigy and PP can do Claim Jump, and Firestarter or Kaeris could do Breakthrough. The Performer can grab Evidence Markers without worrying about engagement ranges. 9 activations means I can keep several Evidence Markers away from the opponent, and Kaeris should be able to keep herself safe at the back. Carlos and the Performer can remove any enemy scheme markers that are placed aggressively as well. The Large Arachnids can use the spare Scheme Markers and are tanky models for Extraction, Carlos is the main beater, and Malifaux Child is support with Burning and heals
    1 point
  38. Toni (5) frontline leadership challenge the crowd warding runes Carlos stunt double warding runes Angelica PP Oxfordian Mage Temporary Shielding Blood Ward Johan(na) Silent One Soulstone Miner Malifaux Raptor Based on my common opponents I'm strongly expecting Lynch, so I'm using a blood mage/warding runes to reduce the chance of getting put under the influence by keeping Toni and Carlos as close to the marker as possible, with the silent one and Johanna there for heal/condition support and killing. I'm picking dig their graves (just too simple with PP) and covert breakthrough. Movement on this map is really tough and I'm hoping to get either bottom right or top left for my deployment zone. I thought a lot about Kaeris to try to get around all the difficult terrain as well as Ramos for unimpeded spiders, it's also really hard for me to not just say "Sandeep" for every single game, but I really like Toni and wanted to get her involved.
    1 point
  39. So heres the latest additions. Miss Step is here because I painted her up for my Levi crew, Howard is for my Arcanists. And my next Outcasts lined up
    1 point
  40. As you noted over in the Sandeep Experiences thread, Johan is slow. He becomes slower when you need him to remove conditions and heal. It's just something we have to deal with when we field him. His threat does not reach as far as The Captain's. Johan also does not benefit from having 2 upgrade slots and soulstone use. Johan cannot carry both Bleeding Edge Tech and Imbued Energies. As has been noted in similar discussions, Angelica brings different tools to the table on top of friendly, non-master pushes. If the only thing you're doing with The Captain is pushing your Oxfordian Mages around in Turns 1 and 2, then Angelica is a more cost-effective way of doing this. She also cannot be charged, which is rather nice, and is a suitable candidate for carrying Practiced Production if you need to have scheme markers in parts of the board where your opponent cannot mess with them. I've had games where I would have rather spent her 7 stones (including PP) on something like: a Soulstone Miner, because what my opponent dropped was not something I would need to push into at all, and having an infiltration unit that could run down support elements, be in scoring position, or drop scheme markers on its own would have been better; or a beater with a solid min damage, because there were things in my face that absolutely needed to die; or dropping the PP node as well and putting the total of 10 stones into Carlos with Stunt Double, because he's ridiculously fast, tanky, and when you need something dead can use a built in trigger on his own attack to make it up to min damage 5 for a single hit. This is where the argument of flexibility comes into play. The Captain is flexible and quick. He can change roles on the field, during deployment, and even during scheme selection. Angelica, Raptor, and PP hired for Leave Your Mark can 'change roles' to shoot for Convict Labor instead, if your opponent's crew and playstyle actively interfere with doing Leave Your Mark (for instance, Ulix with pig summoning package, pigapult, and Corner Deployment) at all. Her friendly pushes to get non-masters up the board quicker will help in Turn 1, absolutely, but now you've got the problem of how you are going to score marker schemes starting in Turn 2. A heavy skew from strongly focused models in a crew selection can win a lot of games and play consistently, especially within a local meta. There's no ability to deal with wildcards that aren't common in your meta, however. For example, a Guild/'Dita player who's never played into Mei Feng--running the same "kill'em all at range" approach that is tried and true in their local meta--at a large regional event is going to find themselves floored at how little work Perdita can get done against a cagey Mei Feng. If you're in a position where @Mrbedlam's question seems to be answered with "no" or "I don't know", then you won't really see that there's an extra upgrade slot (and The Captain's apparent base cost is 12, not 10). However, if you've played The Captain without it and found solid uses for him sans Casting Expert, then you've got that upgrade slot. Which ties neatly into the comment about BET + another upgrade. You might, however, find yourself liking how The Captain with Warding Runes and Bleeding Edge Tech plays out if you're running around with minion constructs, a need to shape the battlefield, and be immune/highly resistant to many opposing controller tricks, while having a quick hammer near the front line. I could see doing this in Kaeris, Ironsides, Sandeep, Ramos, and Mei Feng crews that are using constructs/living constructs as their strategic effort. If you're looking at this, then you'll find yourself in a position where a direct comparison of Joss and The Captain makes perfect sense. Other options to consider if you're not needing/wanting Warding Runes include things like Recharge Soulstone. At this point, you're still having to answer the question of what role this Henchman is supposed to fill.
    1 point
  41. Another advantage of the Captain: in a highly mixed Scheme Pool, it's really hard to predict WHAT he's doing for you. Joss just does two things: be hard to kill, and kill things. The Captain kills things. Or moves things. Or burns things. Or creates terrain. He's as much a controller as he is a beater. On top of that, in this current "FFM is on Rams" environment, a simple "This model gets Burning" with no risky damage track attached is helpful. The Firestarter does that, but he also has "I Did It!" which negates the whole REASON to stack Burning on a model for FFM.
    1 point
  42. I've got my eye on this...reluctant to sign up to anything just yet until I get confirmation that I am allowed to drive..
    1 point
  43. Very good ideas so far! What I like: - boards with terrain and maybe some explanation from the game designers - interviews with game and miniature designers. What were there particualiar thougs on something etc. - conversions are always good! - battlereports (or single phases from games) with tactical tipps or explanation. - generell tipps to the game (cards, activation etc) or single models or maybe a particular built. I'm not into previews. We see them every Monday if necessary.
    1 point
  44. Maybe an insight into game design: something along the lines of a short text explaining things like "why did we make Wokou Raiders so cool and why is Hodgepodge Emissary the best Emissary" from people who made the rules. Oh, and pictures of Aaron would be nice, so far we've only seen his thumbs in TOS Kickstarter videos.
    1 point
  45. You dont need that much of the cards turn one and well, if you pay 10 soulstones to destroy the enemy-team-synergy turn one, its worth it. Destroy a pigapult and not only the pigapult but also the stuffed piglets become removed from game. Remove Apprentice wesley turn one and the brewmaster becomes much less scary. Ofc, he's a one -trick pony but its a working one trick pony, just as a scheme runner only has one purpose and killjoy is a one trick pony, but its still used as long as the one trick works. But it comes down to a matter of taste.
    1 point
  46. This! For me trapper is model that can do many things: kill others, place scheme markers (nice combo when you place him in nasty place that is hard to reach), count as model for quarter etc. He is universal (more or less) Hans is counter and killer, nothing more. Expect gremlins with pigapult or slop haulers- take Hans. Expect Neverborn with swarm of low wounds models - take Hans. You want to kill enemy totem first turn- take Hans.
    1 point
  47. Lets go ahead and do the postmortem for the city boards. I'm going to go through how I created all the elements or the boards, along with links to the various bits and bobs that I used. Strap in, this is going to likely be a lengthy post... Step 1: Planning I started with some basic ideas: The board must be suitable for multiple games, in this case Malifaux and Frostgrave. The board must be modular so that it can be configured in multiple ways. No mats! Lots of people like mats, but I'm not one of them. I wanted texture on the ground. With those rules in mind I fired up 3D design program called Sketchup and started rendering the board as a 3D model. The main purpose for doing this was to check size and scale. By building the boards actual size in 3D I was able to check how many possible configurations the board had and ensure that there was plenty of space for terrain on top of the boards. Sketchup is an easy program to learn, and is pretty simplistic for 3D design software. Most importantly the basic version is free. You can download a copy here: http://www.sketchup.com/ Note that I use Sketchup version 8 (which is pretty old at this point) Step 2: The boards themselves The boards themselves were the most labor intensive part of the project. They are completely scratch built, using no commercial war gaming terrain products at all. They are made from double layered 1/8" MDF. I used the 3D render of the boards to create a template for a laser cutter, using a Sketchup plug in called 'Flights of Ideas' then sent the file to a local shop to have the MDF precision cut. Once I had the MDF in hand glued the boards together. The surfaces to be glued together were scored first to ensure a strong grip. I used E6000 multi-purpose adhesive to glue everything. You could use whatever glue you like for this purpose, but I would recommend something stringer than model glue or white glue. There is going to be some warping to deal with when everything is painted, and using an industrial strength glue will ensure that the boards don't separate in later steps. ** Please note that many industrial strength adhesives, like E6000, give off noxious fumes that can cause serious damage to your eyes, lungs, and inside of your nose. When using this stuff you either want to respirator with cartridges rated for solvents, or you want to do your gluing outside. DO NOT ASSUME THAT A ROOM WITH AN OPEN WINDOW AND A FAN IS SUFFICIENT. I can tell you from personal experience that no room in a typical house is ventilated well enough when using this stuff. ** This is the glue that I used: http://www.lowes.com/pd/E6000-Multipurpose-Adhesive/50149282?cm_mmc=SCE_PLA-_-Paint-_-Glue-_-50149282:E6000&CAWELAID=&kpid=50149282&CAGPSPN=pla&store_code=1032&k_clickID=200c254c-730e-4597-a156-90418298fa0c Once the glue dried I start prepping them to have all the stonework attached. When dealing with MDF preparation is key. You have to understand that nature of how MDF is manufactured results in a very "thirsty" product. It will absorb any water based substance you put on it, and that absorption will result in warping to one degree or another. This is why using the proper glue is so important; if your glue bond isn't strong enough the board will pop apart when you start to attach anything to them. The following steps allow for the warping to be corrected. I started by priming the boards. I used acrylic gesso and a $0.99 chip brush from Home Depot. Gesso was used because it is not self-leveling, meaning that it will not provide a smooth surface. Instead the product has a 'tooth' to it. The brush that you apply it with will leave a texture on the board that makes it easy to attach bits and bobs to it. In this case that'll be all the stone work. You want to apply the gesso to one side the boards then let partially dry. This will cause warping, but that is ok. Once the gesso is dry to the touch put a heavy book, brick, rock, can of speghetti sauce, or whatever on the boards to flatten them out until the gesso is completely dry. This won't correct the warping, but it will minimize it. Then flip the boards over and apply gesso to the other side, following the same drying procedure. The second layer of MDF will warp the opposite direction of the first layer, and will bring the board back to level. When done the boards should be completely flat. You can get gesso at any art store, or online: https://www.amazon.com/Liquitex-Professional-White-Surface-Medium/dp/B000KNJF6W At this point I moved on to the most time eating, soul killing, sanity rending portion of the build...the stone work. I used the most labor intensive process possible because I wanted complete irregularity in my stone. I basically made each individual flag and cobble stone from scratch. It was a ton of boring work, but I am pretty happy with the result. The flag stones themselves are bits of irregularly cut up cardboard from cereal and soda boxes. I just chopped up whatever boxes we had on hand until a quart sized ziplock bag was mostly full. There is no magic trick to this stage. It's simply cardboard, scissors and time. Once I was done with all the cutting I got to work placing the flag stones. They are simply glued to the board with white glue (PVA). I bent the cardboard flagstones along the roadway and glued them to both the top and the side of the boards. You have to keep an eye on the gutter area where the bend in the cardboard stones as they don't like to stay put. You can use a little dab of model glue to tack them down while the PVA dries. The cobbles stones were made from a variety of materials, that changed as I went along. I stared with greenstuff (kneadite). This stuff worked great but I quickly ran out and it is pretty expensive per ounce. I switched to miliput, which functioned just as well as greenstuff but wasn't quite as expensive. When my initial supply of miliput ran out happened accross Apoxie Sculpt on Amazon. After a little research it seemed like it would be a perfectly good analog for miliput, and it per oz cost was much less. I ordered some, and it was perfect. All of these products are two part epoxies. That means there is a A and B compound that you mix together. Once mixed you have a bit of time to work the material before it hardens. Most of these materials come with part A and B in the same package, but Apoxie Sculpt is sold in two parts, each with it's own tub. The initial is higher than the other products, but the per oz cost is less. I used this stuff for all my sculpting needs, including gap filling on my minis. To create cobblestones you simply mix a small amount the material then roll balls of the appropriate size. Those balls are then pressed down on the board where you want them. These will have a hard time adhering directly to MDF, but if your primed the boards with gesso there should plenty of tooth for the Apoxie Sculpt to hold on to. I left some areas clear of cobblestone so that I would have ruined sections. During this process I staged a raid on my wife's crafting materials and stole a 30mm round button that had the appearance of manhole cover. That was glued to the board with superglue. I also used the Apoxie Sculpt to hand sculpt the some gutters. Those are simply the material formed into a rectangle with slits pressed in. I used a typical modelling sculpting tool for this part of the process. I applied Liquitex Resin Sand to the empty areas as dirt showing through. Resin Sand is an artist medium that you can find at mode craft stores. I used it for nearly all my basing. It's applied with a popsicle stick and wet paint brush. This process took me about 3 weeks to get done, working in small batches while I watched TV in the evening. I buy my Apoxie Sculpt on Amazon: https://www.amazon.com/dp/B0013UDWXI?psc=1&smid=A1LQ759O23Q0NG My current set of modelling tools also came from Amazon: https://www.amazon.com/SE-DD312-12-Piece-Stainless-Double-Sided/dp/B000SVRSRY/ref=sr_1_3?ie=UTF8&qid=1472926031&sr=8-3&keywords=wax+sculpting+tools This is the resin sand: https://www.amazon.com/Liquitex-Professional-Resin-Effects-Medium/dp/B000KNLGYQ/ref=sr_1_1?ie=UTF8&qid=1472926731&sr=8-1&keywords=liquitex+resin+sand Once all the stone was affixed to the board I primed the boards with gesso a second time, but this time I used two coats and I stippled on the second coat. Since gesso hold its shape this created a stone like texture on the boards. Once the gesso was dry I started in with paint. The painting followed a process, much of which was done with an airbrush: First prime everything black. A rattle can would be ideal for this, but I elected to use my airbrush along with Vallejo Black Primer. Using an airbrush I applied pre-shading to each and every flag stone by spraying a small amount of Vallejo Grey Prime on the middle of each flagstone, and in random spots on the cobblestone roadways. I then sprayed a base coat of Creatix Medium Grey on the flagstones. This paint is translucent and made for airbrushing, so with the pre-shading in place the middle of each stone was a lighter grey than the grout lines. Army Painter Ash Grey was thinned down and applied to the cobblestones via airbrush. Pure black and pure white Army Painter paint was lightly stippled onto the flagstones. Army Painter Monster Brown was applied to the dirt areas Army Painter Soft Tone wash was applied via airbrush all over the cobble stones. Army Painter Strong Tone wash was applied via airbrush to all the flagstone and dirt areas. The cobblestones were dry brushed with Vallejo Grey Primer, then again, very lightly, with Army Painter White. Army Painter Green Tone wash was applied in several layers in the gutter ares to simulate grime from settled water. Army Painter Purple Tone, Red Tone, and Green Tone wash was applied haphazardly via manual brush all over flagstones. This was done because natural stone is rarely just shades of grey. The various colors will be toned done in the next step. Army Painter Uniform grey was dry brushed all over the flagstones, followed by a slight lighter dry brush of Army Painter Ash Grey, followed by a even lighter dry brush of Army Painter White. The dirt areas were dry brushed with Army Painter Oak Brown then a lighter dry brush of Desert Yellow. Finally Army Painter Strong Tone was applied to the dirt areas a second time. The manhole covers and grates were painted black, dry brushed with Army Painter Weapon Bronze, followed by an application of Army Painter Strong Tone Ink then Army Painter Green Tone ink. Buffalo Grass from Scenic Express was glued on in various places, then the board was sealed with Valspar Gloss Varnish, followed by Valspar Matte Varnish. Buffalo grass can be found here: http://www.sceneryexpress.com/Buffalo-Grass/products/1232/ Step 3: Buildings My buildings are all commercial kits, mounted to MDF bases. The bases were laser cut squares of various sizes that were ground down and beveled with a Dremmel tool. Since the bases are pretty small there was no need to go through the counter warping procedures mentioned above. Gluing your buildings to their bases prior to paint should give enough support to prevent warping. The buildings were assembled, cleaned, then glues to their bases. The tower was "ruined" by cutting it up with a Dremmel tool and a heavy duty hooked xacto knife. Rubble was created by gluing down shaped bits of urethane foam (pink foam), then applying a kitty-litter slurry as the rubble itself. That slurry is simply a hefty amount of white glue mixed with non-clumping kitty litter. The resulting slurry should be wet, but not runny. Use a popsicle stick to apply and shape the slurry. This method will result in a rock hard coating on the underlying foam that will be very resilient and hold up well to use. You could also apply glue, then sprinkle on the littler. If you do that you will need to coat everything with a final layer of PVA mixed with water otherwise the kitty litter will be easily knocked off the board. Several of the buildings have wooden bits added - floor boards, barricades and, in the case of the tower, floors. All of these bits are balsa wood obtained from the craft store. Use can use any kind of balsa you like, just eye ball it for scale. PVA and superglue was used to affix the wooden bits and bobs to the buildings and boards. Finally nail heads were applied to the barricades. The nail heads are tiny pieces of Plastruct plastic wire. These things will go all over the place as you cut them so use something to block in your cutting area. Liquitex Resin sand was liberally applied to the rest of the base. The final modification was the roof of each building. These are simply more of the cut up cardboard pieces from the previous step. All of the buildings were painted in the same basic manner. I used an airbrush to pre-shade using a zenithal pattern. Then sprayed translucent paint over the top, followed by line highlights. Here is the process for each type of building: Prime via airbrush using Vellejo Black Primer. Apply pre-shading using Creatix White sprayed through an airbrush. White it sprayed where ever the piece is to be lighter. In this case each section of stone was highlighted near the top and left darker near the bottom. This is that basic zenithal technique that I mentioned. Vallejo Grey Primer was sprayed on as a 90 degree angle to the piece as a a final pre-highlight. The entire piece were sprayed with Creatixe Medium Grey paint. Sharp edges were highlighted with Army Painter Ash Grey using a standard brush. Roof tiles were pre-shaded with Creatix White paint. Roof tiles were then stippled and lightly dry brushed with Army Painter Uniform Grey paint. Roof tiles were based coated with either Creatix Blue or Creatix Red paint. Roof tiles where then edge highlighted with either Army Painter blue or red paints, a lighter ton than the base color. Army Painter Blue or Red tone was sprayed on the roof tiles to bring everything together. The wooden sections were painted a very thinned down Army Painter Desert Yellow. The wooden sections were dry brushed with Army Painter Skeleton Bone, then Army Painter White. The wooden sections were given a wash of Army Painter Strong Tone wash. Creatixe Medium Grey was sprayed on based. Army Painter Strong Tone was washed over the base. The base was highlighted by dry brushing Army Painter Uniform Grey, then Army Painter Ash Grey, then finally Army Painter White. The last step for each building was adding some plants. The previously mentioned buffalo grass was used all over. Some areas received static grass...that I've literally had for years. My stuff is from Games Workshop and is a blend that isn't actually made anymore. The vines are by Silflor purchased through Scenic Express. The lighter green bushes are from a model briar patch purchased from scenic express. Links! Gothic Ruins from Pegasus Hobbies http://pegasushobbies.net/catalog/Peg.-Gaming-Accessories/c2/p98/%234930-Gothic-City-Ruins/product_info.html Gothic Building 2 from Pegasus Hobbies (used for the tower) https://www.amazon.com/Pegasus-Hobby-Gothic-Building-Small/dp/B001FFZBJE Ruined Hamlet from Warlord Games (2 kits were used) https://us-store.warlordgames.com/products/ruined-hamlet Silflor Ivy from Scenic Express http://www.sceneryexpress.com/O-SCALE-ENGLISH-IVY-MULTI-SET/productinfo/MN93632/ Briar Patch from Scenic Express http://www.sceneryexpress.com/LIGHT-GREEN-BRIAR-PATCH/productinfo/CA0711/ Step 4: Fountain and Scatter Everything in this section, except for wrought iron portion of the fences and the weeping angel statue, was painted in the same manner as described above so I will not be going into the painting of the stone and/or ground cover. The wrought iron fences are resin, purchased from Puppet's War Miniatures. The stonework was painted like all the other stonework in this project. For the fences themselves I used the following process: Prime via airbrush with Vallejo Black Primer. Paint the fencing with Army Painter Monster Brown using a brush. Stipple Army Painter Orange paint on using a sponge. Lightly stipple Army Painter Skeleton Bone using a sponge. Liberally apply Army Painter Strong Tone wash. You can get the fences here: https://puppetswar.eu/product.php?id_product=412 The rubble piles were assembled and painted using the urethane foam, kitty litter slurry, and resin sand process as the building bases. They are on MDF bases. The wagons are from 4Grounds, on MDF bases with urethane foam and resin sand. For the covered wagon I simply de-laminated a piece of 2-ply paper towel then cut is to size. Is was soaked in the 50/50 mix of PVA and water then put into place and allowed to dry. It's now rock hard. You can find the wagons here: Covered Wagon http://www.4ground.co.uk/camps-carts-and-wagons/28mm-roman-ox-cart Open Wagon http://www.4ground.co.uk/camps-carts-and-wagons/28mm-ox-wagon The fountain base is from Puppet's War Miniatures, and the statue is a Weeping Angel Christmas ornament. I assembled the fountain base, then sealed the inside. The Angel was cleaned of mold lines, and had the ornament hook remove. The hole was then filled with Apoxie Sculpt. I Angel was glued to the fountain with superglue. That left a gap between the Angel and the base which was filled with Apoxie Sculpt. The painting process was pretty simple: The fountain base was painted just like all the other stonework. The inside of the fountain was shaded using Army Painter Dark Tone through an airbrush. This was done to give extra depth to the water that would poured in later. The statue was based coated Army Painter Weapon Bronze. Army Painter Strong Tone was sprayed on to the statue using an airbrush. Army Painter Green Tone was bushed on to the statue. I heavily thinned some Army Painter Turquoise and painted it into the recesses of the statute to create a verdigris effect. This was heavy applied all in one go and allowed to puddle up. The last step was to very lightly dry brush P3 Pig Iron all over. The "water" is Envirotex Lite crystal clear resin. This is a two part epoxy resin liquid. Once mixed I added some Army Painter Green Tone wash then poured it in the fountain. Some old flock was sprinkled on top and pushed down with tooth picks. Once the resin setup a little bit additional flock was added and lightly pressed into the resin to created a layered algae effect. Some pointers for using Envirotex Light: Mix, mix, mix then when you thin you are done mixing mix some more. You have to be sure that this stuff is mixed enough or it will not setup. Only pour layer of 1/8" or less per go. If you want a deeper effect our a second and third layer. If you pour too much at once it may not setup. Resins get HOT when you mix them because they have a chemical reaction to one another. This is normal, but the thicker the pour the hotter things will get. Pour only the indicated amount to avoid damaging the model. You have air bubbles from mixing. Pour then wait 15 minutes. At the 15 minute mark the bubbles should have some to the surface. You can then light a match and quickly wave it over the bubbles. This will pop the bubbles. You can fine the fountain itself here: https://puppetswar.eu/product.php?id_product=581 The Weeping Angel can be found here: https://www.amazon.com/Doctor-Who-Weeping-Christmas-Ornament/dp/B00P1MSH7K/ref=sr_1_6?s=home-garden&ie=UTF8&qid=1472935449&sr=1-6&keywords=plastic+weeping+angel Envirotex Light can be found here: https://www.amazon.com/Environmental-Technology-16-Ounce-Pour--Finish/dp/B000LNS9CW/ref=sr_1_1?ie=UTF8&qid=1472935614&sr=8-1&keywords=envirotex+light Last but not least are the trees. I wanted them in planters so that they would fit the rest of the board. I had the base laser cut from MDF. It's made up of a circular base and two rings glued together to form the lip. The stones were created in the same manner as the cobblestones. I drilled a hole in each base to accommodate the trees that I purchased. The trees were glued in, then resin sand applied. Everything was painted in the same manner as previous described, then vegetation was glued on. Blood Elms from Scenic Express http://www.sceneryexpress.com/3-4-ELM-TREES_SET-OF-3/productinfo/BN32008/ And that it! Congradulations, you made it to the end of the wall of text. If you have any questions after reading all that post away and I will do my best to answer them.
    1 point
  48. Tiny, if it is OK with you?, I'd like to also post my Brewmaster findings here as I go through the games and understand his nuances. So I had two games with Brewie this week, both against the same opponent and subsequently the same master: Sonnia. Needless to say I was worried about her blasts,especially around the Drinking Contest area. I planned to play one game with a very thematic crew; 2 Shinobi, Golem, Wesley, Trixie, etc. and really try to build up the Drinking contest at every opportunity to see how well it would fair. In the second game I planned to take only Wesley and then base the crew around having one or two models at +2 Swill, then bringing a ranged crew to put as much hurt as I could. Game one was Turf War. I took Body Guard on the Golem (knowing it was not a wise move! just wanted to see how he'd fare) and Muder Protege on Samael. Initially the Drinking contest worked reasonably well in the turf war bubble, locking down a Stalker and Fransicso, but Sonnia simply focused and was able to get off some pain against the cluster of my models in the middle. However, on turn four, My opponent flipped a 13 on initiative, which I didn't have in hand to ill omens, and all hell broke loose. Sonnia, using ancient runes, was able to +flip her flameburst attack and with nothing decent in my hand, she got a straight flip for damage which she then cheated in a Red Joker, Killing Trixie, Brewie (Even though stoned for the damage reduction but only flipped 1!), wesley and Francios! the fact those three blast markers can be placed 2" away was very nasty. Luckily I'd managed to push out a stalker from Turf war, Trixie's Lure, so I was on for full points on Turf war and the Golem was on for 3 points for Bodyguard. By the end of turn five, going defensive with the Golem and popping the Ironbound condition (+2 def) meant that I was still above 1/2 wounds on him and on for 3 points I 'd hidden a Bayou gremlin behind some hight 3 wall, I was winning 7-6, but my opponent flipped a 12 and the game went to turn 6, Golem got hammerd, ending in a 6-7 loss. Lessons Learned: 1)The Golem is now way near as bad as he is made out to be, his melee is respectable and with the Ironbound condition, defensive trigger and armour +1 he can do a decent job of surviving a few attacks. However, in my opinion he is a target, and that +2 def is a must. Yeah, you could get wesley or Brewie to Obey him to do it but that's a waste of a potential hangover cast as far as I am concerned. Which means than If you need him alive for a turn or more, you have a 1AP model (He has nimble, but you want him in the thick of it right?) 2) The Drinking Contest is brilliant but, very conditional. I wouldn't advise at all that you build your offence around it, if there is a potential for it to happen and you have the cards fine otherwise, you're much better off handing out Swill 3 times. 3) Wesley dies. I listened to the very informative Schemes and stones Podcast by Mike Brandt on the Brewmaster and he stated that a good Brewmaster player knows how to hide Wesley, well i am clearly still not getting it as he is the number 1 target for my opponents. The fact that he has to stay within 6" makes it seem like you should be able to hide him behind some terrain, but really to get the most out of him you need to be benefiting from the Tipsy Aura (3") and the ability to cast magical extension on a target, which means he'll most likely be within 2-3" of Brewie. Something I need to figure out. Game two was Reckoning, I took Frame on Francois and announced Protect, which he also announced, Bodyguard was in the pool and I think he took line in the sand. The intention with this game was really to see how much debuffing Brewie could put out on two models per turn, and subsequently if I could kill them and how well a predominately ranged crew would work. I brought; Lenny, Shinobi, Wesley, Francois, Raphael, and Burt and had 6 stones remaining mainly for drawing more cards, No upgrades. This game was a bit of a whitewash. Lenny tossed up Raph and Francois 8 1/2 inches, Trixie then double walked and Lured Lenny to form a potent gunline in the middle and gaining all those rams. Francois let off a few reckless shots wounding a few different models then Nino Fired back at Francois, and he lost a few wounds, then Sonnia, seeing that Francois was wp7 for ancient runes burnt stones and high cards to 2 shot Francios, I even burnt a stone to give the impression I wanted him alive, by then end of turn one had all three points for frame. Brewie then double Hang Over-ed Sonnia, Raph went reckless and ended up putting a total of 20 wounds into Sonnia, he killed himself in the process, but it was well worth it and as it was on turn one, so he didn't get the points for reckoning. From then on Burt with Lennys Aura and a Moon Shinobi with +2 Swill and Trixie wiped out most of his crew, and on turn 4, with just Samael left, he retired from the game. Lessons Learned: 1) +1 Swill is good, but +2 is truly amazing. Against Sonnia, her flipping 3 def cards, was allowing me straight damage flips each time. I would say that from now on I will try and x2 Hangover on my number one target and Hangover & One for the road another. If I get the opportunity, and the stars align, i'll try drinking contest, but It just feels like there is less orchestration required with the ranged Swill approach. 2) Use Wesley to pop Swill on the Shinobi, Yeah you need an 8, but It's more reliable than trying to swill an opponent. Don't be snobby about a 7" Tiny Green fists of fury charge, attacking on positives, with the potential of cheating down to equal you opponent's def score for double negative flips to be double positive on damage. I found, when charging, it to be a very consistent 6 overall damage. And, during your first turn with the Shinobi, Seriously think about taking the on the house action, it'll give you 2 poison, but in essence it'll be a 5" push at the end of turn one and two, which might allow you to do some better things for charge avenues and LoS. 3) This is more of a Gremlin lesson than a Brewie one, but I think the real key is getting as many reckless models in a crew as possible. 3 AP with Raph, Burt, Francois and Trixie really makes a huge different, especially against swilled targets. Other anecdotal observations: 1) Trixie. When you can get the best out of her; Ill Omens, Slap with Lenny/Franc next to her, Turf war to Lure opponents out, she's great. But, there are times when; your opponent flips a 11+ for initiative and you need those high cards for handing out Swill, You have to use an AP to move into a decent position to get the most out of the gremlin Lure and Opponent Push, buying her Gun upgrade makes her 9 stones which is 3 Bayou Gremlins or a Francois with Stilts and Dirty Cheater, she just feels like when other enforcers/henchmen die she gets worse. Again anecdotal to my own games, but something I'll have to work on. 2) Binge. When I first saw it I thought it was one of the few overpowered Gremlin upgrades and an absolute must. However, It seems that, more than any other Gremlin master I've played (all of the plastic ones) Brewie needs all of his AP (for handing out Swill) for his crew to work effectively. In theory you might have a situation where you somehow get your opponent to throw away a Tomb for the Booz trigger (Looses all in built suits for the rest of the game) or a Crows for Paralysed, but in practice, you'll still be wanting to go first with Brewie, and subsequently you're opponent will probably have a full hand to choose an effect of thier choosing. Yes Wesley could use it but at CA4 it has the potential to be unreliable. 3) Brewie is so much fun. Even when you loose, his mechanics generally allow for a tactical game. Apologies for the the wall of text, this wasn't the intention, but hopefully it helped someone who might be thinking about taking up Brewmaster.
    1 point
  49. Episode 1: http://www.breachsidebroadcast.com/e/tales-of-malifaux-01/ Episode 2: http://www.breachsidebroadcast.com/e/tales-of-malifaux-02/ Episode 3: http://www.breachsidebroadcast.com/e/tales-of-malifaux-03-1428332465/ Episode 4: http://www.breachsidebroadcast.com/e/tales-of-malifaux-04/ Episode 5: http://www.breachsidebroadcast.com/e/tales-of-malifaux-05/ Episode 6: http://www.breachsidebroadcast.com/e/tales-of-malifaux-06/ Episode 7: http://www.breachsidebroadcast.com/e/tales-of-malifaux-07/ Episode 8: http://www.breachsidebroadcast.com/e/tales-of-malifaux-08/ Episode 9: http://www.breachsidebroadcast.com/e/tales-of-malifaux-09/ Episode 10: http://www.breachsidebroadcast.com/e/tales-of-malifaux-10/ Episode 11: http://www.breachsidebroadcast.com/e/tales-of-malifaux-11/ Episode 12: http://www.breachsidebroadcast.com/e/tales-of-malifaux-12/ Episode 13: http://www.breachsidebroadcast.com/e/tales-of-malifaux-13/ Episode 14: http://www.breachsidebroadcast.com/e/tales-of-malifaux-14/ Episode 15: http://www.breachsidebroadcast.com/e/tales-of-malifaux-15/ Episode 16: http://www.breachsidebroadcast.com/e/tales-of-malifaux-16/ Episode 17: http://www.breachsidebroadcast.com/e/tales-of-malifaux-17/ Episode 18: http://www.breachsidebroadcast.com/e/tales-of-malifaux-18/ Episode 19: http://www.breachsidebroadcast.com/e/tales-of-malifaux-19/ Episode 20: http://www.breachsidebroadcast.com/e/tales-of-malifaux-20/ Episode 21: http://www.breachsidebroadcast.com/e/tales-of-malifaux-21/ Episode 22: http://www.breachsidebroadcast.com/e/tales-of-malifaux-22/ Episode 23: http://www.breachsidebroadcast.com/e/tales-of-malifaux-23/ Episode 24: http://www.breachsidebroadcast.com/e/tales-of-malifaux-24/ Episode 25: http://www.breachsidebroadcast.com/e/tales-of-malifaux-25/ Episode 26: http://www.breachsidebroadcast.com/e/tales-of-malifaux-26/ Episode 27: http://www.breachsidebroadcast.com/e/tales-of-malifaux-27/ Episode 28: http://www.breachsidebroadcast.com/e/tales-of-malifaux-28/ Episode 29: http://www.breachsidebroadcast.com/e/tales-of-malifaux-29/ Episode 30: http://www.breachsidebroadcast.com/e/tales-of-malifaux-30/ Episode 31: http://www.breachsidebroadcast.com/e/tales-of-malifaux-31/ Episode 32: http://www.breachsidebroadcast.com/e/tales-of-malifaux-32/ Episode 33: http://www.breachsidebroadcast.com/e/tales-of-malifaux-33/ Episode 34: http://www.breachsidebroadcast.com/e/tales-of-malifaux-34/ Episode 35: http://www.breachsidebroadcast.com/e/tales-of-malifaux-35/?token=fefd21d44767ed6eaa1f9aa24a6f1550 Episode 36: http://www.breachsidebroadcast.com/e/tales-of-malifaux-36/ Episode 37: http://www.breachsidebroadcast.com/e/tales-of-malifaux-37/ Episode 38: http://www.breachsidebroadcast.com/e/tales-of-malifaux-38/ Episode 39: http://www.breachsidebroadcast.com/e/tales-of-malifaux-39/ Episode 40: http://www.breachsidebroadcast.com/e/tales-of-malifaux-40/ Episode 41: http://www.breachsidebroadcast.com/e/tales-of-malifaux-41/ Episode 42: http://www.breachsidebroadcast.com/e/tales-of-malifaux-42-1477425376/ Episode 43: http://www.breachsidebroadcast.com/e/tales-of-malifaux-42/ Episode 44: http://www.breachsidebroadcast.com/e/tales-of-malifaux-43/ Episode 45: http://www.breachsidebroadcast.com/e/tales-of-malifaux-45/ Episode 46: http://www.breachsidebroadcast.com/e/tales-of-malifaux-46/ Episode 47: http://www.breachsidebroadcast.com/e/tales-of-malifaux-47/ Episode 48: http://www.breachsidebroadcast.com/e/tales-of-malifaux-48/ Episode 49: http://www.breachsidebroadcast.com/e/tales-of-malifaux-49/ Episode 50: http://www.breachsidebroadcast.com/e/tales-of-malifaux-50/ Episode 51: http://www.breachsidebroadcast.com/e/tales-of-malifaux-51/ Episode 52: http://www.breachsidebroadcast.com/e/tales-of-malifaux-52/ Episode 53: http://www.breachsidebroadcast.com/e/tales-of-malifaux-53/ Episode 54: http://www.breachsidebroadcast.com/e/tales-of-malifaux-54/ Episode 55: http://www.breachsidebroadcast.com/e/tales-of-malifaux-55/ Episode 56: http://www.breachsidebroadcast.com/e/tales-of-malifaux-56/ Episode 57: http://www.breachsidebroadcast.com/e/tales-of-malifaux-57-1496838955 Episode 58: http://www.breachsidebroadcast.com/e/blurring-the-lines-1498049372 Episode 59: http://www.breachsidebroadcast.com/e/falling-to-fly/ Episode 60: http://www.breachsidebroadcast.com/e/aeadfaewasd Episode 61: http://www.breachsidebroadcast.com/e/tales-of-malifaux-61 Episode 62: http://www.breachsidebroadcast.com/e/tales-of-malifaux-62 Episode 63: http://www.breachsidebroadcast.com/e/tales-of-malifaux-63 Episode 64: http://www.breachsidebroadcast.com/e/tales-of-malifaux-64 Episode 65: http://www.breachsidebroadcast.com/e/tales-of-malifaux-65 Episode 66: http://www.breachsidebroadcast.com/e/the-wong-night-to-mess-with-mancha-roja Episode 67: http://www.breachsidebroadcast.com/e/tales-of-malifaux-67 Episode 68: http://www.breachsidebroadcast.com/e/tales-of-malifaux-68 Episode 69: http://www.breachsidebroadcast.com/e/tales-of-malifaux-69 Episode 70: http://www.breachsidebroadcast.com/e/tales-of-malifaux-70 Episode 71: http://www.breachsidebroadcast.com/e/tales-of-malifaux-71 Episode 72: http://www.breachsidebroadcast.com/e/tales-of-malifaux-72/ Episode 73:http://www.breachsidebroadcast.com/e/tales-of-malifaux-73/ Episode 74:http://www.breachsidebroadcast.com/e/tales-of-malifaux-74/ Episode 75:http://www.breachsidebroadcast.com/e/tales-of-malifaux-75/ Episode 76: http://www.breachsidebroadcast.com/e/tales-of-malifaux-76/ Episode 77:http://www.breachsidebroadcast.com/e/tales-of-malifaux-77/ Episode 78: http://www.breachsidebroadcast.com/e/tales-of-malifaux-78/ Episode 79: http://www.breachsidebroadcast.com/e/tales-of-malifaux-79/ Episode 80: http://www.breachsidebroadcast.com/e/tales-of-malifaux-80/ Episode 81: http://www.breachsidebroadcast.com/e/tales-of-malifaux-81/ Episode 82: http://www.breachsidebroadcast.com/e/tales-of-malifaux-82/ Episode 83: http://www.breachsidebroadcast.com/e/tales-of-malifaux-83-1529589827/ Episode 84: http://www.breachsidebroadcast.com/e/tales-of-malifaux-84/ Episode 85: http://www.breachsidebroadcast.com/e/tales-of-malifaux-85/ Episode 86: http://www.breachsidebroadcast.com/e/tales-of-malifaux-86/ Episode 87: http://www.breachsidebroadcast.com/e/tales-of-malifaux-87/ Episode 88: http://www.breachsidebroadcast.com/e/tales-of-malifaux-88/ Episode 89: http://www.breachsidebroadcast.com/e/tales-of-malifaux-89/ Episode 90: http://www.breachsidebroadcast.com/e/tales-of-malifaux-90/ Episode 91: http://www.breachsidebroadcast.com/e/tales-of-malifaux-91/ Episode 92: http://www.breachsidebroadcast.com/e/tales-of-malifaux-92/ Episode 93: http://www.breachsidebroadcast.com/e/tales-of-malifaux-93/ Episode 94: http://www.breachsidebroadcast.com/e/tales-of-malifaux-94/ Episode 95: http://www.breachsidebroadcast.com/e/tales-of-malifaux-95/ Episode 96: http://www.breachsidebroadcast.com/e/tales-of-malifaux-96/ Episode 97: http://www.breachsidebroadcast.com/e/tales-of-malifaux-97/ Episode 98: http://www.breachsidebroadcast.com/e/tales-of-malifaux-98/ Episode 99: http://www.breachsidebroadcast.com/e/tales-of-malifaux-99/ Episode 100: http://www.breachsidebroadcast.com/e/tales-of-malifaux-100/ Episode 101: http://www.breachsidebroadcast.com/e/tales-of-malifaux-101/ Episode 102: http://www.breachsidebroadcast.com/e/tales-of-malifaux-102/ Episode 103: http://www.breachsidebroadcast.com/e/tales-of-malifaux-103/ Episode 104: http://www.breachsidebroadcast.com/e/tales-of-malifaux-104/ Episode 105: http://www.breachsidebroadcast.com/e/tales-of-malifaux-105/ Episode 106: http://www.breachsidebroadcast.com/e/tales-of-malifaux-106/ Episode 107: http://www.breachsidebroadcast.com/e/tales-of-malifaux-107/ Episode 108: http://www.breachsidebroadcast.com/e/tales-of-malifaux-108/ Episode 109: http://www.breachsidebroadcast.com/e/tales-of-malifaux-109/ Episode 110: http://www.breachsidebroadcast.com/e/tales-of-malifaux-110/ Episode 111: http:/www.breachsidebroadcast.com/e/tales-of-malifaux-111/ Episode 112: http://www.breachsidebroadcast.com/e/tales-of-malifaux-112/ Episode 113: http://www.breachsidebroadcast.com/e/tales-of-malifaux-113/ Episode 114: http://www.breachsidebroadcast.com/e/tales-of-malifaux-114/ Episode 115: http://www.breachsidebroadcast.com/e/tales-of-malifaux-115/ Episode 116: http://www.breachsidebroadcast.com/e/tales-of-malifaux-116/ Episode 117: http://www.breachsidebroadcast.com/e/tales-of-malifaux-117/ Episode 118: http://www.breachsidebroadcast.com/e/tales-of-malifaux-118/ Episode 119: http://www.breachsidebroadcast.com/e/tales-of-malifaux-119/ Episode 120: http://www.breachsidebroadcast.com/e/tales-of-malifaux-120/ Episode 121: http://www.breachsidebroadcast.com/e/tales-of-malifaux-121/ Episode 122: http://www.breachsidebroadcast.com/e/tales-of-malifaux-122/ Episode 123: http://www.breachsidebroadcast.com/e/tales-of-malifaux-123/ Episode 124: http://www.breachsidebroadcast.com/e/breachside-broadcast-tales-of-malifaux-124/ Episode 125: http://www.breachsidebroadcast.com/e/tales-of-malifaux-episode-125/ Episode 126: http://www.breachsidebroadcast.com/e/tales-of-malifaux-126/ Episode 127: http://www.breachsidebroadcast.com/e/tales-of-malifaux-127/ Episode 128: http://www.breachsidebroadcast.com/e/tales-of-malifaux-128/ Episode 129: http://www.breachsidebroadcast.com/e/tales-of-malifaux-129/ Episode 130: http://www.breachsidebroadcast.com/e/breachside-broadcast-tales-of-malifaux-130/ Episode 131: http://www.breachsidebroadcast.com/e/tales-of-malifaux-131/ Episode 132: http://www.breachsidebroadcast.com/e/tales-of-malifaux-132/ Episode 133: http://www.breachsidebroadcast.com/e/tales-of-malifaux-133/ Episode 134: http://www.breachsidebroadcast.com/e/tales-of-malifaux-134/ Episode 135: http://www.breachsidebroadcast.com/e/tales-of-malifaux-135/ Episode 136: http://www.breachsidebroadcast.com/e/tales-of-malifaux-136/ Episode 137: http://www.breachsidebroadcast.com/e/tales-of-malifaux-137/ Episode 138: http://www.breachsidebroadcast.com/e/tales-of-malifaux-138/ Episode 139: http://www.breachsidebroadcast.com/e/tales-of-malifaux-139/ Episode 140: http://www.breachsidebroadcast.com/e/tales-of-malifaux-140/ Episode 141: http://www.breachsidebroadcast.com/e/tales-of-malifaux-141/ Episode 142: http://www.breachsidebroadcast.com/e/tales-of-malifaux-142/ Episode 143: http://www.breachsidebroadcast.com/e/tales-of-malifaux-143/
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