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About Carecalmo

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    Copenhagen, Denmark
  1. Importing Chatty Models

    Tara has a (0) action that prevents enemy models within 6" from taking interact actions until the end of turn. That's pretty much the same as Chatty isn't it? Of course, since she'll want to do it at the start of the turn, it competes with her reactivate action.
  2. Barrows Gang - A Battle Report Thread

    Thanks for all the battle reports! They've been really useful for getting a feel for the new strategies. I also like reading your thoughts on crew and scheme selection and then following the results of those choices during each game. Great work!
  3. Wave 5 Upgrade scoop

    Misaki with The Storm deals an obscene amount of damage if you have severe cards on hand and an enemy with low stats to target. (So you can hit it without using the high cards to win the duel) 11 damage per severe if there's 3 models within 12" of her with one being the target next to her and the others within line of sight of the target and Misaki (more or less). More if they're grouped up. She can be made fast and given Recalled Training as well.
  4. I'm pretty sure that I read somewhere that the Gokudo serve Yan Lo. Wei Lu is one of his false identities. Edit: Found it. Lingxuzi remains a mystery.
  5. Monday Preview - Hinamatsu

    I love it! This model will get me into Neverborn. Maybe I should buy the Bunraku to practice painting pretty robes..
  6. Unboxing Malifaux - 'Yasunori'

    No worries - thanks for doing it in any case. That is a bit bigger than the tin lunchboxes I keep my models in. I'm considering getting something taller for the Shadow Emissary anyway - won't hurt to make sure there's space for Yasunori as well.
  7. Unboxing Malifaux - 'Yasunori'

    Nice! How tall is the model from base to sword tips? My storage and transport solutions have some rather strict limits on model height.. Izamu is fine, but the Shadow Emissary is right out.
  8. Malifaux suits concepts and triggers

    I ran across a bit of text about this in the old Malifaux 1.5 Rulebook. The book broke it down like this: Suit - Faction - Spheres of Influence - Guild - Buffs, Healing, Physical Damage, Willpower - Resurrectionists - Armor, Death/Decay, Debuffs, Undead, Wounds - Arcanists - Constructs, Elements, Magic Damage, Magical Ability - Neverborn - Control, Deception, Defense, Speed There are probably definitely exceptions, but I think it still applies.
  9. Walking the Dark Path of Malifaux

    These were a joy to read. Always nice to see how other people play the game. Removing the Peacekeeper turn one was a nice move. I take it you had some good cards to help make sure it happened? I've lost my Lone Swordsman more than once to a bad flip and a hand that just wasn't good enough to compensate. Your Dark Side crew is coming along nicely too. I'll be following its progress in the pictures.
  10. EDIT: To answer your question, your assumption is correct in that it is simply another point of damage added to the damage dealt by the Poison condition. Do note that Armor and the like won't work against the Shadow Emissary or Sebastian. The reason is that Poison damage cannot be reduced or negated, only prevented with soulstones. (Mini rulebook p. 62) Normally that attribute of the Poison condition is irrelevant due it always doing 1 damage by default, but it's important to remember with models that increase poison damage - as well as models that are normally able to reduce damage to 0. I don't think there are many of them around, but they don't get to do it for Poison damage.
  11. Who are the Ten Thunders? - an account

    Here's a bunch of bad phone pictures of a few different setups I've used. https://imgur.com/a/wovan The buildings are all Plastcraft's Fukei ColorED. The walls, garden planters and tables+benches are from Antenocitis Workshop. The mats and 2d ponds are from playmats.eu The trees and statues I found in a gift shop, and the same with the "vases" and jars of flowers. Also a little more fluff, though I am less enthusiastic about it now that my hand is better - I'm even painting a little again. I might switch over to just displaying miniatures. INFORMATION GATHERERS The Ten Thunders represent an extremely varied array of interests working together for a common goal. The Katanaka clan enforce their will throughout the organization in many ways. Some subtler than others. When they need someone removed silently, they turn to their Master of Assassins and his Katanaka Snipers. There are few that can match the marksmanship of a Katanaka Sniper, but their true value lies in their loyalty to the clan. That is the reason they have been entrusted with a task of supreme secrecy: The Katanaka Snipers maintain and guard a network of hidden refuges and information drops spanning from Promise to Fortune Falls. Here, the local operatives can hide when things go hot and deliver information for safekeeping to the snipers. Whether you are a living doll clothed in shadow or a monk who has learned to ride the roaring winds, sooner or later you will entrust these silent guardians with your secrets and your life. And they will make sure at least one of those things will serve the Katanaka clan going forwards.
  12. TT Hardcore Henchman

    I just won an 8-player Henchman Hardcore tournament with Toshiro, Izamu and 2 Komainu. Typically I ran Toshiro and the two Komainu on one flank and Izamu on the other. In games with only four models, potentially having 5 AP on two models with Ml 6 and a built in trigger to slow is just amazing. I also found myself using the Komainu's (0) action to place in base contact with an enemy a lot. Typically, it was used to clear the charge lane for Toshiro or the second Komainu, but it was also used to get close enough to a wounded enemy model to finish it off. I think the list suffers most against ranged crews. My only non-win today was a draw against a crew consisting of Mad Dog Brackett, 2 Convict Gunslingers and a Bandido. The low df stats of the Komainu and Izamu made it easy for the Convicts to use rapid fire and hit many times- and often with a trigger to make another attack. Luckily the same Convicts die *very* fast once you close in on them, and making them slow takes away a lot of their potential attacks.
  13. Trouble is that the Yokai are almost guaranteed to die in every single match. Minions with 2 injuries that gain another are annihilated and removed from the crew. Unless you hoard low cards to avoid injuries, they have a very limited shelf life in a campaign. But I can definitely see cheap models with injuries being a viable campaign strategy. The extra soulstones and scrip are not to be underestimated, and many of the injuries are highly situational.
  14. team formations?

    Be sure to check out Wyrd's own Malifaux site: https://www.wyrd-games.net/malifaux They have information on the setting and the different factions, but they also have a page dedicated to each master in the game with bits of text about their place in the setting, their crew box and how they play. They also have each master's stat card there, so you can take a look at the abilities and actions available to them. I would advise you to find a master that appeals to you, read their pulllmyfinger page and maybe ask here or in a faction subforum for recommendations. In general, each master has a theme shared with a henchman (generally from the same crew box) as well as some enforcers and/or minions. These usually work well together, though there are exceptions. But there are also models paired with no specific master or theme but just part of the faction itself. In my experience, some of these general models mitigate the weaknesses a given themed crew may have, and you may want advice on what models help shore up the weaknesses of your chosen master. As mythicFOX says, feel free to ask away!
  15. Who are the Ten Thunders? - an account

    I went to my first tournament this weekend. It was great fun! MVP was Yan Lo, who is the center of the next picture/story. Unfortunately his friends didn't get to come. I use them as proxies for Toshiro and Yin (I'm not keen on organs outside the body) EDIT: Oh, I just noticed the smudge of brown paint on the Soul Porter's lantern. I'll have to fix that soon. BANQUET “Yan Lo! We see you! What is this place, and why has that -thing- brought us here?” “Ah, old friends. So good to see you again. This “thing” has been my faithful companion for many long, long years. And a useful companion he is! All it takes is a whisper, the name of some great beauty – or conspirator – and off he goes on the paths between this world and the next, seeking them out and bringing them back to me. As for this place? It is called Malifaux, and it is where we shall taste life as we did in our youth. For now I have prepared a banquet. Please, go ahead...” When Chiaki brought Yan Lo into Malifaux and into the flesh, she did not just reunite the Katanaka clan with their ancestors. She also opened a direct conduit between the present of the living and the spirits of the ancient past. As Yan Lo mends his fractured soul, names and phrases come to him. He whispers these to the Soul Porter, who goes into the spirit world and brings back those who respond to Yan Lo's muttered commands. One of these is the Nameless Traitor, whose name was struck out from every record in the Three Kingdoms after a deed so dark that all knowledge of it has been eradicated. Of course, the dead keep their secrets only to the living, and now he is back, commanding living and dead with stolen authority. Another is Feiyan, the Hateful Concubine, who was cursed by the Emperor himself to be the snake in death that she revealed herself to be in life. Her existence is a long agony, the poison boiling inside her only abating when she spreads pain to others. In dark and abandoned places, Yan Lo feasts with his macabre court. Chiaki knows, of course, but says nothing. This is an opportunity for her to learn just how bonds of loyalty and service transcend the barriers between life and death. There's power to be had wherever bargains are struck, and she does not aim to be apprentice forever.