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TimH

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TimH last won the day on October 10 2023

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About TimH

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  • Birthday 09/13/1990

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    Leicestershire

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  1. Apologies for the bad lighting but this is my December models. Pair of Slateridge maulers and some more Halloween woes. This completes the year without needing to mulligan. Not sure if I will be taking part in 2024 or not as I don't have too many wyrd points to be painting, got a few other projects on my plate. Anyways, happy new year to all the painters!
  2. Couple more Rotten Harvest models. Working on other projects as the year winds down but am still making the pledge (even if just barely).
  3. Continuing to work on KDM but took some time to paint up some Rotten Harvest models for Halloween.
  4. Titania iconic, game scale and the Kurgan for my months painting. Have been doing a lot of work on the other stuff at the same time but still got my points for thepledge. October I feel I will try to get some of the halloween alt models painted up.
  5. Front of his card the stats seem alright but then his abilities are great. Regen+2 helps alleviate his lower wounds total, he puts out a big 5'' aura that denies enemies all of their demise triggers (which can potentially swing certain match ups). Assassin is fine, he may not have the weapon profiles you'd expect to get mileage out of it with but he doesn't need to kill good models to get the fast, he can potentially pick something weak off at range with spirit barrage and get a refund on his action. His own demise is pretty great, handing out his personal upgrade card to ANY friendly, yes OOK he can't be reanimated but if the enemy invests time into killing him you get to give another model regeneration and his Spirit Lantern gets to stick around even after his death. Extended reach is a good defensive ability, especially as it is not limited to protecting himself, if he is close enough to the enemy they don't get their charge attacks against anyone. Siphon power is also a strong ability, due to his actions. The Yari has good range and an acceptable 6 stat, no built in triggers and a disappointing 2/3/4 track but if you add in that Siphon power means he can take a free suit of his choosing you can consider this to be a much stronger 3/4/5 damage track with the aid of Siphon Life on a Ram. Reposition allows him an escape option, Marked by Ancestors is not going to see use OOK. Spirit Barrage is a weaker Stat5 2/3/4 with no free boost, but ignoring friendly fires and with the option to have free built in Divine Strike via Siphon Power. This makes it a very effective tool for handing out AoE Staggered and for picking up the finishing blow on low health models to get Assassin activated. His Leap is lacking any built in suits but once again thats what Siphon Power is for. This means he has a very easy 6'' leap available to maneouver himself around (coupled with his 6'' movement he can make some distance) and a ram triggerfor sudden strike can get him a free attack action, something you can plan around if you have a 5Ram or 5 Mask in hand.
  6. Yeaaaaah, the Emissary appearing in both the above lists is exactly this. It is an excellent model for multiple Neverborn Masters but in Fae it gains and gives a lot due to the shared interest in terrain. While a number of Fae abilities (the into the thorns trigger in particular) care specifically about Underbrush Markers, Tangling roots and Planted Roots only care that they are in Severe Terrain, meaning that the Emmissary gets to activate both of these (and Roots from below) off of all of your underbrush markers and any Waldgeists you take have the option of activating their own abilities off of the Emissarys Hungry Land Markers. If need be the Boar can use the Hungry Land Markers for his Through The Brush ability and Bultungin have the option to create additional Hungry Land Markers via Homeward Bound. Of the Fae models only the Rex is actually immune to the Hazardous traits of the Hungry Land though so typically you will find the Emissary making more use out of Underbrush markers than your Fae models utilising the Hazardous markers.
  7. The go to Titania1 lists typically involve fitting in as many big stompy units as you can, not necessarily out of keyword but likely including Versatiles. One very extreme example of this for example would be running Mysterious Emissary, Hooded Rider, Malisaurus Rex (out of faction but in key word), Rougarou and a Waldgeist with 5 stones for playing with in game and the entire crew (Titania aside) being legitimate targets to be resurrected by Gorar. A more balanced approach post Titania2 though likely would probably include the Erymanthian Boar as he is just that good and gives you some much needed scheme running potential due to his ability to teleport around with the underbrush markers. So for example you could run Boar, Waldgeist, Bultungin, Emissary, Killjoy, Rougarou and 4 stones spare. More bodies than the previous list, sticks much more to being in keyword, doesn't involve having to buy a Rex (who is only usable by Titania in NB as it is itself an Explorers model). In general though Regelridderen's advice is solid. Learning the keyword is probably a better learning experience than trying to get too funky with OOK picks for all your neverborn masters (except Lucius).
  8. They are indeed fingers. It has creepy little human ears too. Wont be posting much of the stuff I paint from the set, in part because some of them have bits and pieces that wouldn't be appropriate and cause the focus of the challenge is Malifaux.
  9. So my first model of the month isn't Malifaux. Instead it's this guy, the Crimson Crocodile... who despite his name is meant to be pale and fleshy. Haven't decided what Faux models to paint up this month, maybe some Swampfiends? I've got an alt Zoraida and Kurgan sitting basecoated as well as a converted Stmupy and some Gators. Not sure how many points I'll be doing this month though with the boardgame components to paint up.
  10. My models for the month are the remainder of the returned keyword. I make no firm promises as to what I will be painting to make my points for September as the Gambler's Chest arrived this month and I will liekly be painting up some of the contents of that as well.
  11. Visual design feels leader like, he has a lot going on. That said I feel he can't be a leader as he visually feels like he fits into too many existing gremlin keywords. Plenty of booze, that's tri-chi. Magical shenanigans, that's Wizzbang. The amphibious mount is suggestive of Angler and/or Jockey.
  12. Will also be painting returned! White eyes and and urnbearers should be arriving later today but will have to put off working on them until I get some more plastic glue. In addition to them I also still have both the henchmen and the blood vessels still to paint up to complete the crew (and perhaps come black friday I might be able to pick up alt Barbaros too... he keeps going out of stock before I get my order in!
  13. Those are some beautifully done skin/scale tones on Gluttony and his snake. The details on the eyes lips and hat are also really nicely done for a "quick" paint job. Compared to your otherwork though the base does highlight that you were doing a quick job (compared to say your mechanical pork job from however many months back at least)
  14. Yay for the newly improved Corrupted Hounds. Actually tempted to try them as a one of in Kastore. Athorark can just incidentally produce a corpse marker turn 1 and the rest of the crew doesn't really have a way to use them, having hounds just running around self replicating off of it might be fun for a laugh. Lovely smooth paint job on the hounds though and you've done a great job of masking their join lines on the legs.
  15. I opted to g with a sort of healthy male Nephillim blue for Kastore in his sated and pumped up form while a more rotten and deathly palor for the recently awakened Kastore. For the black blood I didn't like the idea of going for actual black as I was worried it would end up looking like tar or just unpainted, so instead I decided to go with a dark shade of purple.
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