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Found 58 results

  1. Banjonista.jpg

    Well I hope you all enjoy it. This was my first go at OSL and I think it turned out pretty good. I really enjoy this painting challenge because it gets me to work harder on a model to put more time and detail. I did attempt also at a dead outlaw, but it was getting weird so I stuck to this one instead. Here is hoping you like it as much as I do. Thanks for viewing!
  2. From the album Sol_sorrowsong Iron Painter 2017

    Hard light made the contrast a bit higher than in real life so I need to fix the hat and pants a little for the final photos.
  3. Almostready(1).jpg

    From the album Sol_sorrowsong Iron Painter 2017

    First look at banjonista base coat. He's next to the base he'll eventually be on when gets painted up.
  4. I took the plunge and just bought all the books, and they should arrive this week. My question is if someone chooses to play a Neverborn or a Gremlin, what are the disadvantages. Are they permitted in human towns? Will the Ortegas hunt Neverbourn in town, of do they have to enter Ortega territory on the edge of the Bayou? It is common to play a Neverborn/Gremlins? or not recommended? What other disadvantages are there to play those factions? Are there any other Factions not recommend to play? Also is there any resources that I can read before my books come to get ready? Thanks
  5. My problem with Burt Jebson

    Don't get me wrong, I love the guy and take him in about half my lists, but does anyone else realize that there's a massive error on his card? He's a mercenary. A mercenary that can be hired by the guild, neverborn and....the ten thunders? The crime syndicate which supposedly burned down his village in the fluff? The secret society that he swore vengence on and fuels his desire to be an action hero? It doesn't sit with me. Lazarus has "hate the maker" which makes it so he can't be hired by guild, why can't Burt have "Fear the thunder" or something similar.
  6. FF28

  7. So I've slowly been working my way through the gremlin masters, testing them out and enjoying each for different reasons. Ophelia is fun for her solo rampage, Mah is fun for those nasty alpha strikes, and Somer is...just great! I'm building Wong now and excited for him, but I'm already thinking of who to get next. Brewmaster looks seriously fun in a Ten Thunders crew but I've played against gremlin Brewmaster on several occasions and he just seems unimpressive. Are my opponent's not playing him properly, or is he just not worth playing in gremlins?
  8. TT16

    I don't play Malifaux. I bought this for a D&D campaign.
  9. TT26

  10. Sparks + Lazarus...?

    Hello to the bayou, I'm new to the forums but I've been playing almost exclusively (Ramos looked too fun) gremlins since I started playing 2 years ago. While thinking about whether I should pick up Lazarus for wong, I had the idea of cranking him to 11 with Sparks. Since Sparks can give out a condition which adds 'construct' and Lazarus can copy construct actions, with the two of them together, we can copy any 1 action in the game! I might be wrong since I don't have a Lazarus card on me, but he can even copy masters. The idea I had was bigger hat then you off somer but I know there's way more with Lazarus being a mercenary and Sparks able to be used with Mei Feng in TT or Arcanists. What other possible options does this add?
  11. Adepticon Master’s Battle Report Table 2 Round 5 Ryan Michel vs. Wiktor Szafranski At the bottom I explain the Pere combo for those who don’t know what it is or how it works. It didn’t occur in our game because of how actively I tried to avoid it, but heavily forced my movement and the interactions during the game. I’ve played this specific crew multiple times (and Wiktor playing it), so going into it I knew exactly what to watch out for (sadly it didn’t help). Collect the Bounty, Flank Deployment Claim Jump, Accusation!, Leave Your Mark, Tail 'em, Inspection 9 models Lilith - Aether Connection, Rapid growth, Beckon Malifaux Crew: 2 Freikorp Trappers, 4 Young Nephalim, Cherub, Terror Tot Schemes: Inspection and Accusation! 13 models Zipp: Upgrade was the SS discard one, forget the rest Crew: 2x Iron Skeeters, Pere Ravage, Francois Lacroix, Raphael Lacroix, Earl, 6 Stuffed Pigs Schemes: Inspection and Claim Jump Deployment: Trappers deployed in either corner 4 inches from the edge (for Inspection ) and spread out the rest of my models around the center of my deployment zone. My primary goal in deployment and movement turn 1 was to stop Pere from wreaking havoc on my crew. See the bottom of this article for a detailed explanation of how the Pere combo works, and the effects of it going off. He deployed all his models close to the deployment line all around the center. He kept all his models out of LOS of the trappers. I don’t remember all the damage flips on each pig, but every pig blows up for 1-4 unresistable damage, and some of them also charged for even more damage. At the bottom you can read about the Stuffed Pigs in more depth and their effect on the game. Turn 1: 1. Opponent activated all his pigs first, 1 at a time each walking forward, making sure to stay out of los of trappers. This easily gave him massive activation control letting his whole crew to take actions after mine while I had no ability to respond. 2. I move all my non-trapper models ~6-8 inches forward, doing my best to stay back and spread out to avoid pere and the pigs. 3. Trappers go and have no targets to shoot so each go double defensive. 4. Both of his skeeters do the same thing, they hop on board raph/fans towards my trappers on either side of the board, each skeeter giving fast (from the Earl tome), then Raph and Frans both go reckless, and shoot at my trappers, raph kills one with a dumb luck trigger, Raph has 3 hp left. (Note they just moved and shot at my trappers with 3 ap each, a skeeter walk + 1 walk, then reckless) Pere walks twice and hides behind a building Turn 2: I win initiative and go first with Lilith. 1. My goal was to kill Pere, he has 7 hp so it will take a minimum of 2 attacks from Lilith (or charge through terrain + severe dmg to kill him). Since he was out of range of Tangle Shadow from my starting location, I had to walk then charge at Pere (going through the building). Lilith kills him with two attacks, needing to cheat one card in ensure killing him. Lilith takes 4 dmg from his explosive demise, SS to dmg prevent flipping - I take 2 dmg. 2. He activates Francois who goes reckless and shoots my trapper, I cheat the first flip, dodging it, he flips high on the next shot with the dumb luck trigger which kills the trapper and leaves Frans at 3-4 hp. 3. I sprint my tot, flip a mask for a 2nd walk and engage Raph, I attack with my last ap and get a straight flip I cheat the dmg to kill Raphael, growing into a Young Neph. Now I have 4 cards left in hand. I drop trees directly next to Lilith blocking los to her from Zipp and Raphael. 4. He activates Zipp, walks up and melees Lilith, I cheat a 13 hoping to avoid the attack, but he has one as well so it goes off. He gets severe dealing 5 dmg. I ss to prevent get a weak and take 3 dmg but Zipp aura costs me a card. At this point I’m down to 2 cards in hand - a 12 and 8. He attacks again, I cheat a 12 in hopes he doesn’t have another high card, but he does and it goes off. Ends up flipping severe again for 5 damage. I burn my last card and SS to prevent and flip weak taking 3 damage - Lilith goes down to 4 hp. He triggers the place effect moving her 5 inches away towards the center of the board, putting her between 2 stuffed pigs, 1 and 2 inches respectively between Lilith and the two pigs At this point Lilith has a very high chance of dying. The stuffed pig damage isn’t something that’s resistable, and due to Zipps aura I can’t even SS to prevent the damage. Thus these silly 2ss models are easily killing my Master with almost no ability to prevent it. I do my best to stop it by attempting to push and Paralyze one of the two pigs away from Lilith, so she can live through the turn. 5. I activate a Young Nephilim charging one of the pigs, goal is to trigger the push and paralyze it so i can get another turn out of Lilith, but having no cards in hand - I miss both of my attacks him cheating cards in to stop them from going through. 6. He activates a pig and engages a different Young Neph in the center of the board. 7. I charge the 2nd pig by Lilith, miss both my attacks again. 8. He activates the pig by Lilith, missing his attacks then explode himself dealing 2 dmg, black blood from Lilith triggers killing the other pig who dies from it exploding for 3 dmg killing Lilith. Stones available but unable to use them since I have no cards in hand. 9. The rest of the turn is the other two Young Neph each killed a pig - one taking the damage and the other pushing the pig away paralyzing it so that the Cherub could walk then shoot it at range to avoid taking the explosion dmg on my Young Nephilim. The iron skeeters running into the corners scoring for interference, Earl in the top corner with an Iron Skeeter, Zipp nearby. He drops scheme marks with earl dragged up with Zipp) and Francois. 10. I score Collect the Bounty 2-1, (pigs killed Lilith) and he scores interference and claim jump Turn 3: At the beginning of the turn, there is 1 pig left in play between the center and Frans, 3 of my youngs are fairly low hp, (1-3 health left), 2 still have 6+ wounds. At this point I'm in serious trouble. Due to the stuffed pigs - I’m stuck in bad positions going into this turn (away from the corners due to spreading out, then being forced to kill them) and his models have higher threat range than mine (reckless giving a potential walk, and then rng attack with a total of roughly 15 inches and 2 shots). His schemes are now revealed, displaying that It would have been in my favor to focus down all the models in one corner, however at this point I can’t do much to stop it. 1. I win initiative and run up to his Iron Skeeter with my Young Neph (the one who grew) to Earl and interact giving him the Accused condition.. 2. He activates Zipp attacks that young nephilim who is engaged with Earl, placing him 6 inches away so Earl is no longer engaged, then Earl activates removing accused and drops a scheme marker. 3. I move all my remaining models (2 young neph and a cherub) towards Frans, but the one stuffed pig is engaging my closest young nephilim. The Nephilim attacks the pig, triggers the push and paralyzes it. 4. The Iron Skeeter on the bottom moves into position for Interference and drops a scheme marker for Claim Jump. 5. Frans moves towards my young neph (~8 inches away in a straight line) but the neph is hiding behind a rock out of LOS. 6. He scores Collect the Bounty, inspection and claim jump Turn 4: 1. I win initiative but due to terrain on the bottom my young nephilims at full hp does not have LOS to Frans, so it takes me two walks to get to him him hoping I can flip / cheat well and survive the turn. 2. He activates the pig, and engages my 2nd young nephilim who was moving up towards Frans. 3. I activate that nephilim, kill the pig then walk toward Frans in charge range next turn 4. Frans and kills the young neph I engaged him with. 5. My other young Nephilim and the cherub move up, hoping to next turn kill Frans for a point before he kills me. 6. He scores for Collect the Bounty, Interference and Claim Jump Turn 5: 1. My young neph charges Frans, but my attacks fail. 2. Frans goes reckless (2 hp left) and kills my last young nephilim 3. I move then shoot with the Cherub and miss my attack. 4. He scores for Collect the Bounty, Interference and Claim Jump Wiktor wins 9-1. Playing a solid game like always. Wiktor being one of the best players in our Chicago meta, usually the tournaments are won between him and one other player. I think this was one of my better games against him, even though the score was so drastically in his favor. In summary: 1. Pere was such a huge threat I had to basically sacrifice Lilith to kill him. 2. The stuffed pigs were a major problem for a number of reasons: a. They consumed close to all of my AP on turn 2, while dealing significant damage to those models. b. They granted him activation control and while engaging my models keeping them stuck in a location. Those two reasons then allowed his key models to be completely unopposed. 3. Reckless and the Iron Skeeters allowed significant movement and AP advantage allowing great positioning that prevented me from charging his important models (The young nephilims have a 10 inch threat range), while still allowing them to shoot my models. The combination of the Fast and Reckless (since reckless doesn’t just give fast) allows his important models to have 4 AP after moving a free 12 inches. The Skeeters granting 12 points of movement + fast (so another 5 inches) are really what end up allowing Pere to become so effective. 4. In hindsight i should have focused more units towards Francois earlier, and ignored trying to save lilith. If I guessed that he had inspection I could potentially been in better positioning in order to focus one of the corners better, but the pigs were the major thing that impeded my potential movement. 5. Don’t play Wiktor he’s too good Stuffed Pigs: Each pig has insane power at 2ss - they have a walk of 5 and have a neat AOE effect of exploding for 1-4 unresistable damage in addition to a melee attack that can deal damage. They can also lock you into engagement - which guarantees the engaged model can’t charge that turn even if their MI is only on a 4. Engagement with the pigs: If you do get engaged, it ends up being best to just kill them. If you walk away they can just activate after you and either charge or walk back into engagement forcing you to take another test. You can’t shoot them (due to randomization) so you’re forced to either charge in with another model (meaning you’re taking the exploding damage on two models) or just attack with the model currently engaging them. Disengaging: A good player such as Wiktor will cheat the disengaging strike when needed burning an AP on your expensive models (Hannah is a great example). The worst is having to cheat first against pigs for disengaging strikes when you need to get an attack off that turn. You now either have to burn a fairly high card to guarantee being able to walk away or run the risk of them cheating a card to prevent you from walking away. Him cheating a 13 to stop your 10ss model from doing anything useful this turn (solely walking once) is hardly a waste. In my specific game, I can’t out range their explosion ever since the Young Nephilim have an engagement range of 1 inch. Because of this, every Young Nephilim who killed a pig (6 ss models, with 7 hp each) each took at minimum 1 and 4 damage without the damage they also took from charges. Pere combo: 1. Earl activates discarding a tome to give tomes to all constructs / leaders in range. Optional on the situation: 1. An Iron Skeeter activates applying Poorly Handled Explosives on Pere 2. Zipp walks forward twice, shoots a model and places them 6 inches away towards another model. 2. Iron skeeter uses hop on board on Pere (giving fast), walks twice placing the back of Pere’s base 18 inches from the deployment zone, Pere gains fast due to the tome provided from Earl’s ability 3. Pere activates goes reckless (so 4 ap total) then walks 1-2 times (wk 5 so 5-10 inches depending on where he needs to get), and uses Oopies 2 times (discarding 2 6+ tomes) causing a TN 13 Defense duel to everyone within 6" or they they take 5 damage. After that Oopies kills him triggering his 4 dmg explosion to all models within 2 inches (unresistable). Pere can move a guaranteed deployment zone size ( so lets say 6 inches) + 12 + 10 inches and still have 2 ap available. That’s the back of his base being 28 inches upfield while having 2 AP. So how many models can he hit? The board is 36 inches wide. His ability Oopies is a radius of 6 inches + his 40mm base size + 6 inches diameter so ~13.5 inches that his bubble can hit. So when playing against this, each of your models must be at least 13 inches away from each other, or he can hit multiple models with his ability. The board is 36 inches wide, and on average I’ll run ~7 models, so 36 / 7 = ~5. This means best case scenario, my models spread out evenly will be 5 inches away from each other. This is assuming a horizontal plane (which the board isn’t) so the numbers aren’t guaranteed but I’m not taking into account terrain (causes impassible locations so more clumping of models, blocking/dense terrain potentially allowing smaller distances) and bases being ~1 inch or larger so you’re most likely going to be forced to be grouped even more than that. This guarantees that Pere is always going to be able to hit at minimum 2 models on the board with his 6 inch AOE, most likely 3 models if Zipp places once 6 inches away from its original location. There is also a VERY high chance two of those models (probably the one Zipp places) will be within 5 inches of each other which is in range of Pere’s guaranteed unresistable dmg of 4 from his explosive demise, and an additional 4 dmg if they used Poorly Handled Explosives.
  12. Gremlin Multi-part Kit ???

    Before I begin I would ask people that have questions about other faction Multi-part Kit to use or make a related post and not use this one as... well its for Gremlin Multi-part Kit related stuff. Okay I mentioned this before and then the Forum got remade and the post were lost so I'll ask this again, what is the status of the Gremlin Multi-part Kit that was mention by one of the Wyrd Staff (Whos name I won't mentioned as to not give him more trouble then needed )? Also what would people like to see in a Gremlin Multi-part Kit?
  13. GitsGolemDone.jpg

    From the album Git's Gremlins

  14. Hello all and welcome to a new series of posts I'm starting called making the whiskey golem great again. For the last two months I've been using the whiskey golem in almost every game I play in an effort to make you lovely bayou denizens what to put him on the table! To kick it off, this week we'll be looking at crews and masters he plays nice with, upgrades and when to take him. Feedback is greatly appreciate and I'd really like to get some good conversation going on. The first thing I wanna talk about is what masters he synergies well with. In my games I have found that zipp and his crew have a place for the golem and good construct support is a major part of it as one of his main issues is that he isnt a gremlin or a pig so he doesn't synergies well. Earl burns provides easy healing and in all my games he's only died once (and that was due to an Insta kill trigger). I'm also looking into sparks at the moment as I'm sure he would help greatly but unfortunately I'm a student with no job. Somer goes well with everyone and this is true for the golem as well. I have found that using the golem as a screen for the slop hauler has made a huge difference in my games as he usually dies turn 1/2. Having the slop hauler survive till turn 3 means an extra 3-9 wounds from his healing and as we know our bayou boyz like to hurt themselves. I'm very aware that he was designed for brewy but he's one of the masters I don't have yet and again, I have no money. I've also used him extensively with ophelia and zoraida. There are ZERO synergies with ophelia or her crew and is easily outclassed so he should really only be taken in the scenarios listed later. Mamma Z has a few things she can do for him, the first of which is boosting him to df 7 by making him used "fine craftsmanship" or giving him heals through smokey finish. Other than that should only be used in the scenarios that come a little later. An interesting thing is that him being an enforcer means that he has an upgrade slot. The three upgrades I've been testing are Angery drunk, a two stone upgrade that gives him flurry, barrel up, a 0 cost upgrade that gives him a trigger on a Rams and tomes to heal after damaging, and hide in the mud which is a 1 stone upgrade that gives him soft cover all the time. We'll talk about angry drunk first and what's there to say, it's not worth the cost. While the golem does have nimble meaning he can walk then flurry, he really does want to be boosting his df to 7 every turn. I have had some memorable moments like killing a him killing a teddy on his own and murdering a frank but it's not worth making him a 12 stone model because you don't get it off that often. Next we'll talk about hide in the mud. This is one of the better upgrades I've looked into and has been very effective. Df 7 with negatives to hit makes him impossible to shoot. If you anticipate a shooty crew take it, it's well worth the stone. Last is barrel up which is the one I've used the least. It seems to be the best choice numbers wise and it's a zero stone cost so why wouldn't you. It's the upgrade I'm using at the moment just because of the heals which is a 50% chance on every attack by the way. Also, a few of you might mention dirty cheater but he really doesn't need it and others will get much better use out of it. Finally, when do I take him? Unless he synergies well with the leader or crew I'm only taking this guy for a few scenarios. Stake a claim, guard the stash, squatters rights and headhunter are the strategies I'll take him in. The first couple are because if he's fantastic at holding points. I once had a mei Feng wail on him with all of her AP and extra attach triggers and have the golem almost at full at the start of the next turn. He is very durable with a LOT of healing options and let's not forget his defensive trigger which I think is extremely underrated. For those of you who don't know on a built in mask after he is damaged by a melee attach the target must pass a WP duel or end their activation immediately and get +2 poison. You'd be surprised how much it comes up and people will throw a card if it's their first AP. On to stake a claim his nimble makes him a good marker dropper and he can move 6 then drop each turn and as stated above his hard to put down, finally his durability and nimble also helps out in headhunter for keeping alive and snatching those heads. Finally if inspection comes up he is a strong consideration for me and I bet you can guess why. Next time we will be adressing common issues with the golem and work around for them. Well also be talking about bad scenarios and bad match ups. Thanks for reading, I've wanted to put this up for a long but but didn't feel like if played him enough till now. Please comment anything you'd like me to address in future and most importantly what you think about what I've said.
  15. Pins and dolls

    Hello everybody! My gremlin collection is missing the Swamp witch, so I was thinking, is there anyone running a successful Grem-raida? I know she can do some nasty tricks with models that have 1ap charges, but aside from that I have some hard imo figuring out crew ideas with her (which is a pity cause I love the box models and Will o' Wisps!), and how she would work with gremlins
  16. Hello everybody! So in a couple of weeks i'll be partecipating to a 50ss, 3 round tournament in a club close to where i live. So far so good, the thing is tho that the OG decided to choose the scheme prior the tournament and I won't be having much time to practice before the event. Plus, this is a club (in)famous for having a bunch of toxic players, who focus more on tricking new players instead of playing well, with terrible behaviour when put in a pinch (aside from getting really cocky and starting to curse against you, I've had the terrible expirience of finding 2 players intentionally slow playing in order to tie up the match with me in the saem tournament, no joke). Long story short, i wanna be prepared for it, cause i know it's not gonna be nice if i encounter some of these characters, but also because in the same club plays a really good player (every rule has its own exception), with which i'd love to play against again and do well, since last time i lost for 1 point. So here're the rounds (they follow gg2017 roattions), and i'll follow up with my idea for them: -Round 1 : Close Deployment, Head Hunter; for schemes we have: Claim Jump, Dig their graves, Hunting party, Leave your mark, Recover evidence. Not that hard, really depends on who's my opponent, for a Zipp crew (which i plan to take on all 3 matches) to adapt to these schemes: would probably go for either dig their graves/leave your mark or Recover evidence/dig their graves (these 3 seems to me the easier to achive). I think Burt, taxidermist and the 1 mate will make the cut in here, maybe adding the mech pork. Finger woud probably substitue the 1 mate if i'l end up taking recover evidence. -Round 2: Stake a Claim, Standard deployment; for schemes we have: Claim Jump, Frame for murder, Leave your mark, Search the ruins, Inspection. This one should be a good match for the Iron Skeeter's Captain. FFM, Leave your mark and search the ruins might be the one i'd prefer to take, although even calim jump could be a good choice depending on my opponent; not a big fan of Inspection. For crew idea, i could go with the tag team 1 mate/ fingers to ensure my start points, while having some beater in the backline helping Zipp denying his. Maybe 2 or 1 lighting bugs for back up plan (even bayou could do). -Round 3: Squatter's Right on Corner Deployment; for scheme: Claim jump, Eliminate the leader ship, Accusation, Covert Breakthrough, Last Stand. So this one's tricky for me, since i never played Squatter's rights (i started playing with gg2016, so i have poor expiriences with the old schemes pool), but i guess that Claim jump and Eliminate the leadership can both be 2 good choices. Covert breakthrough is also a solid choice for my playstyle, while Accusation and Last stand don't really go along with it (especially last stand since i like to bring some activation control) Plan here is to bring a solid tank/runner ( 1 mate or/and fingers, which can be brutal paired with zipp for his aura) to control a couple of markers while the rest of the crew annoy and mess with the enemy crew. Guess Gracie could work too, since she's a though girl and can sure hold up her place; even the mech pork, being able to push models away with a mask could do (he's also fast as hell). Hope to recive some feedback, I really wanna go there and show them what's good, Bayou style! Thanks in advance to anyone passing by! Edd
  17. Quick question on will o' the wisp ability and how it interacts with Zoraida as a gremlin master. Basically, is Zoraida still considered a Neverborn model for purposes of Ever Changing Form. The rule book so far as I can tell only states they are both for purposes of hiring, and that they must take upgrades from the declared faction. Ever Changing Form: Target a friendly Neverborn model within 10". Take a (2) Tactical Action printed on the target's stat card or one of its Upgrades. This Action may only be taken once per Turn...
  18. Sparks and Zorida?!

    Was just thinking about it. With all of those voodoo dolls getting killed there will be scrap markers all over the place. Going to have some really silly fun soon.
  19. Anti - neverborn tactics

    Hi chaps!, Happy new year! I want some tips about how to fight against neverborn and mainly against Pandora.
  20. Hello world! Just as the title says. I got the alt McMourning card in my black friday stuff and currently I only play gremlins. I would love to trade this away for something I could actually use haha. If someone has the brewmaster I would be over the moon but any alt card is good with me! (yes even zoraida)
  21. Rules question. 1. If a piglet is alone it has to charge if it can take an action. 2. Corn Husks allows piglets to do the (1) interact action as a (0) action. 3. What if the piglet walks+walks and ends next to a scheme marker. Does it have to charge? Can it? (Assuming there is a legal target within charge range.) Pg 38, “Actions Causing Actions” Call Out Box: Change the text of the first paragraph to: “Some Actions and Abilities will force or allow a model to take another Action. If an Action or Ability calls for another Action to be taken (such as Charge or “Make A New Entry”) then the additional Action or Actions do not cost any AP. The original Action is not considered resolved until the new Actions are also resolved.” (9/14/16) So I'm guessing it can walk + walk + charge... right?
  22. Does a ht 1 model in base contact with a ht1 wall have LOS to a ht 2 target 5 inches away? Can a ht1 model charge or move over a ht1 wall towards the aforementioned ht 2 target? Can a ht1 model walk over ht1 terrain like the wall in question? If a push doesn't state 'directly away' or something explicit can it be around corners and such? When model A is pulled into base contact with model B can it be placed in front of model B? or does it have to be 'pulled' like trailing behind it? This came up because of some viktoria slingshot actions. maybe I'm not phrasing is well..
  23. Hello everyone, When I started playing this game only 4 months ago, I was lost and little disappointed because there isn't a real showcase of miniatures. I mean, there is no section on website or wherever that shows each faction completely painted with all miniatures. The same problem occurred few other times with new players...it's kinda hard to understand which models do represent you and you will enjoy to play with! This section is awesome because it shows so many wonderful painting projects, but they are all spread around with no real focus on showing a complete faction. That's why I've decided to put my first complete faction together for some pictures, stick the "image" of the plastic box and post them all. This will show new players the complete gremlin faction wave 1 + wave 2. So, I hope, it will be easier for them to understand if they are Gremlin inside or not I hope this can stick around a bit to help more new players (or players looking for new faction to start) as possible ! Here the link to dropbox folder with HD pictures How am I supposed to insert pictures in this post? I have a max. of 80 kb !! (I will just add the picture of one crew...?) Thank you p.s. I haven't painted my own models, My modeling skills unfortunately are close to 0 p.p.s. I will publish my second complete faction - Outcast - in a couple of weeks
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