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Found 16 results

  1. Hello, I have an upcoming tournament this weekend were the TO has decide to use the Iron Scorpius rule. (You can only play a master once), it will be 3 rounds. I haven’t much experience preparing for a tournament with this characteristics so any input is appreciated. I usually play one master at most two (Nellie is usually the one I use) for tournaments so I adapt my list depending on my opponents faction with just minor changes, in this case I want to prepare 3 list and go with them. I will post the Rounds and my ideas, here goes. • Round 1 Extraction (Rams)/Standard Deployment (Paired Rams) Surround Them (Number 5) Undercover Entourage (Number 6) Inescapable Trap (Number 10) Take one for the team (Number 13) Public Demonstration I was thinking Lucius with 2xThralls+1xGuardian+The Jury as they can take the middle and hold on very effectively and take out what they engage. A watcher for Surround them and if he has Hench/enforcer take Public Demonstration, if he does not Take one for the team with the watcher. A possibility is to use the Terracota and a Queller for SS and a card cycle. Also the Queller can put suppression markers and give out ignore armor if its needed. • Round 2 Ply for Information (Rams)/Flank deployment (Paired Rams) Surround Them (Number 2) Dig Their Graves (Number 6) Inescapable Trap (Number 8) Search the Ruins (Number 10) Take one for the team I like Nelly for this as I like her with PLY with 3 Hench and LLC (Phiona/Frank/Jury). Scheme wise there are two possibilities, go for the watcher and try (Surround them and Take one for the Team) while we are engaged and plying or go Kill scheme and try Dig their Graves(Phiona is good at this) and maybe Search or Surround them. • Round 3 Headhunter (Tomes)/Close Deployment (Paired Tomes) Eliminate the leadership (Number 1) Cover Breakthrough (Number 4) Hold up their forces (Number 8) Search the Ruins (Number 13) Public Demonstration This is where I am not very comfortable, I didn’t play much 2017 so I am no very experience with Head Hunter, the times I played it I used Nellie and never did to well, I usually dropped the head and couldn’t pick it up. I think Lady J is viable here with Sword fighter and closed deployment. Scheme wise I think Eliminate + Search the Ruins. List I am thinking something like Frank + Peace keeper + Recruiter+ Brutal effigy. If you have any good suggestions here it will greatly appreciated as my experience with Lady J is very limited, I prefer Perdita for killy Strats but not for dropping heads at range for my opponent to pick up. I have a lot of Guild miniatures and access to almost everything except Mccabe and the brutal emissary really don’t like both. I haven’t played much Hoffmann or Sonnia(I think Sonnia for Blasting in Extraction might be interesting). If you have any suggestion I would really appreciated it as I am taking this week to prepare for the tournament and I am looking to bounce ideas with other people’s experience and not sure havin just 3 master will be a bad idea and put me in a bad spot/bad match up.
  2. Hello, Looking for some insight with Lady J. Going to play against an Arcanist (Probably Sandeep), I usually play Nellie/Perdita but feel that lady J maybe viable(Haven played her before) as its close deployment and Public Execution. What work well with her? Are Death Marshals any good?(would have to purchase them). I am thinking Eliminate the leadership + Show of force And list ideas are this: 1 xFrank with wade in + Lead lined coat - +2DF/+2P on lady J 1x Jury + Lead lined coat - "I find You" if I need to remove shed blood condition on the enemy. 1x Brutal Effigy - Lady J heal 1 x Death Marshal - To keep lady J alive. (1 or 2?) Peacekeeper ?¿ Any suggestions on thing you know work well with her? Strategy Public Execution (Tomes) / Close Deployment Schemes Eliminate the leadership (Paired Tomes) Undercover Entourage (Number 5) Public Demonstration (Number 13) Inescapable Trap (Number 6) Show Of force (Number 7)
  3. Ikiwith

    Guild newie

    Hi wyrdos. After 4 years playing gremlins, I have decided to start with a new faction. I bought some different guild models because I liked them, and now is the moment to start using them. The crews which, I have in my own are: perdita, lady J and Sonnia. Some of my other models are: - abuela. -executtioner -marshal recruiter -bruttal effigy - lone marshal - witchling handler What other models do you suggest me to start with? Who are the mates for these three ladies? I know that Francisco always is a must.
  4. Can i get some feedback for the below list? i'm looking to build a bit of a "beat-y" lineup, focusing on victory though fire power. my thought is to keep enough mini's on the table through the two death marshals, then focus on debuffing via Jury and killing through Executioner. I havn't played much Lady Justice, prefering Zipp, but want to diversify to keep things interesting. Any suggestions? should i swap out a death marshal, or use different upgrades? Crew Name: Lady J 50 point, JJ&ELeader: Lady Justice - Cache:(4) Vendetta 2ss Scales of Justice 3ss The Judge 9ss Unrelenting Leader 2ss The Jury 8ss A Debt To The Guild 1ss Executioner 9ss Plant Evidence 1ss Death Marshal 6ss Death Marshal 6ss
  5. I've been trying to figure out how best to use Guild Hounds outside of McCabe. Since Luna is essentially the Guild Hound Master by getting rid of Insignificant for them it seems a bit like you're taking a hit if you take them out of McCabe crews. Currently my philosophy is that 2 Guild Hounds = 1 Six Soulstone model. So they would be vying for the same place as a Death Marshal, Warden, Austringer(not often), Pathfinder, or Lawyer. Especially since they have to contend with the Insignificant which without it would make them excellent scheme runners at 3ss. Usually I run the Watcher and now after Nellie's release the Field Reporter. How do you guys feel about them?
  6. Velcro

    Lady J SS cache?

    So Lady J's card says she has a cache of 4, but on page 91 of the rules manual they use her as an example and says she has a cache of 3. Which one is correct?
  7. Ludvig

    Justice's emmissary

    Hey everyone! I'll throw this out at the risk of looking like a complete beginner (wouldn't be the first time). Lady Js emmissary upgrade says it can't be buried or reactivated t1. I figured this must be to disallow some specific interaction but I cant't figure out what it would be. The Guild doesn't have any non-minion reactivates and neither does Justice to my knowledge. It would reasonably be tied to the ability to bury Justice. Is it future proofing, something in another faction or am I missing something big here?
  8. The most important rule in Malifaux is to READ! READ the damn cards! Read them twice, its okay!
  9. Not a Guild Bulldog

    Why is Lady J even a thing?

    Hello fellow Resser´s, i just came back to Malifaux because i finally found someone to play against and well he has Lady J(and only Lady J at the moment he wants sonia but she is not ava t the moment).... I played Yan Lo against him 2 times and got butchered... iam simply unabled to get 2 rounds of shooting in against her and when i got her down she heals back up and i cant kill her or the Judge... The Judge runs around with the Upgrade that makes Death Marshalls immune to Horror Duels and yeah Lady J kills stuff.... we ran the following: His List: Guild Crew - 35 - Dustup Lady Justice -- 5 Pool +Justice Unleashed [1] +Last Stand [1] Scales of Justice [3] Death Marshal [6] Death Marshal [6] Death Marshal [6] The Judge [9] +Flames of the Pit [2] My List: Resurrectionists Crew - 35 - Dustup Yan Lo -- 7 Pool +Fortify The Spirit [1] +Reliquary [1] Soul Porter [3] Ashigaru [5] Ashigaru [5] Chiaki the Niece [6] Izamu the Armor [10] What can i do against Lady J how to stop her? Should i even try to kill her or Judge? We had Turf War and i went for Bodyguard on Izamu and the Scheme where you have to kill the most expensive modell of the enemy. I made some positioning errors with Yan Lo which Killed him in turn 3 but man Pine Box is madeness against Izamu.... I just got Turf War VP until Turn Three and he got a line in the sand and turf war in turn three and i had only Chiaki an Ashigaru the Porter and a buried Izamu left any one any tipps on how o defeat Lady J? Thanks Not a Guild Bulldog
  10. From the album: My Guild

    Not a fan of the new sculpt, so kept my old one. good thing shes always been a bit out of scale, as she meshes brilliantly with the new models. Photo taken with Samsung S3 cell cam, Camera Zoom FX software and placed on gorilla pod
  11. 35ss – Lady Justice (Guild) vs. Misaki (Outcasts) Strategy – Squatters Rights Scheme Pool – Line in the Sand, Breakthrough, Protect Territory, Cursed Object, Deliver a Message. Lady J’s crew: (played by Vaiuri) Lady Justice (with Line in the Sand & Breakthrough both unrevealed) + Last Stand The Judge + Plant Evidence 2 x Death Marshall Guild Guard (proxied by a Guild Rifleman) Guild Pathfinder Clockwork Trap Misaki’s crew: (played by Greg) Misaki (with Line in the Sand & Protect Territory both unrevealed) +don’t remember the name but it gave Misaki Disguised. Ototo 2 x Torakage Oiran Ronin (proxied by Alt. Perdita) Terrain: The board was set up using one of each Terraclips sets. Along one side of the board, taking about a third of the total board was a sewer complex made up of twisty corridor sections, tight rooms and a catwalk. There were multiple entrances/exits on to the streets and we ruled the whole complex was one large structure. The rest of the board was a long road and two medium sized buildings. We broke up the long sight lines with arches and a handful of trees. We decided that the effluent in the sewers would count as both Hazardous and Severe terrain; the pond on the centre line as severe, the individual trees as dense and soft cover, the buildings as structures (walls blocking and impassable) and any LoS through a door would count as Hard cover. Deployment: Vaiuri elected to deploy first and set up her crew spread out across the main road running the length of the board. She used from the Shadows to deploy her Guild Pathfinder quite close to the centre line, obscured by an arch and her Clockwork trap just inside the sewer complex right next to the central entrance. Greg deployed his Misaki, Ototo, the Ronin and the Oiran at the opposite side of the main road, but deployed both Torakage inside the sewers one of them up on the catwalk. Turn 1. Vaiuri won initiative and ran her Pathfinder out of cover up toward the closest Squat Marker, summoned in a Clockwork trap in base contact with it and then lined up a shot against the Ronin. The shot was a resounding success, causing severe damage to the Ronin and clipping Ototo with the blast marker. Somewhat concerned by the apparent bear with a shotgun plugging away at her, the Ronin activated next and ran into the cover of a nearby arch. Not to be outdone by the upstart Pathfinder, the Ronin took a shot back. The resulting hit and Red Joker damage flip made short work of the ursine trapper. Deciding that perhaps things were getting off on the wrong foot, the remainder of the models spent the rest of then turn moving further up the table with the Guild Guard taking refuge in the nearby building and Misaki and one of the Death Marshalls darting into the sewer network to cover their advance. The turn ended with both sides a little more bloodied than either of them had intended. (sorry Greg) Turn 2. Vaiuri won initiative again. The Guild Guard moved out from the protection of the building to drop a scheme marker next to the pond, meanwhile one of the Torakage moved up and secured the Squat Marker in the sewers closest to the board edge. The female Death Marshal trotted up and wading into the pond claimed the squat marker lurking in there. Lady Justice claimed a Squat Marker and took a pot shot at the skulking Ronin, determined to avenge the death of her loyal Pathfinder, but the Ronin, quickly ducked behind the arch and the shot missed. In response, the Ronin moved up toward the Guild Guard taking a quick shot at him, with some frankly astoundingly good luck she killed him outright. (At this point in the game it seemed that Vaiuri had something of a personal grudge against the poor Ronin as she spent at least one activation a turn attempting to kill her. Something she found increasingly hard to do.) The Oiran, hiding behind a tree close to Greg’s deployment zone began performing some sort of alluring dance, tempting Lady J away from her recently claimed Squat Marker and dangerously close to Ototo. Not wishing to see his mistress get brained by a giant with a club, The Judge moved out from behind the corner of the building he was hiding behind and lured her back with the promise of swift justice, then, for good measure performed some Plant evidence shenanigans on the Death Marshall in the Pond, moving her out and dropping a second scheme marker along the centre line. Annoyed by the loss of his target, Ototo strolled out from behind the arch to try to claim the squat marker recently vacated by Lady J, only to get chomped on by the clockwork trap waiting there. The Death Marshal lurking in the sewers moved up towards the approaching Torakage but kept himself hidden, unwilling to engage two of the stealthy assassins on his own. Meanwhile Misaki sprinted through the sewers looking to outflank The Judge, dropping a scheme marker along the way and smashing the Clockwork Trap in her way to pieces. Finally, the Torakage on the catwalks moved to support his brother on the lower level and dropped a scheme marker. End of turn score: Vairui 1, Greg 0 http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1120-turn2/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1121-turn2-2/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1122-turn2-3/ Turn 3. Greg won initiative but Vaiuri spent a soulstone for the re-flip and won. Seeing Ototo out in the open and unsupported, Lady J charged him and pretty much obliterated him. (This was Greg’s second game and in retrospect I should have pointed out to him that he could have spent a soulstone or two to prevent some of the damage Lady J inflicted thus saving him. But I was too caught up in the drama of a great game.) In revenge for the death of his Henchman, the Ronin waded into the pond and claimed the Squat Marker there. Perturbed by the proximity of the Ronin, the female Death Marshall nearby fired off two quick shots with her peacemaker, which the increasingly indestructible Ronin proceeded to avoid. Seeing that the gloves were now, indeed, off, Misaki advanced on The Judge and unleashed a torrent of attacks badly wounding him before pushing out of range of any reprisal. The Death Marshall in the sewers moved out of cover and dropped a scheme marker on the bridge over the effluent. Seeing this, one of the Torakage moved off and claimed the second Squat Marker. Judging discretion to be the better part of valour, The Judge ran off toward Greg’s deployment zone but not before claiming the central Squat Marker, leaving the last Torakage to move and drop a second scheme marker on the catwalk. End of Turn Score: Vaiuri 2, Greg 1. http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1124-turn3/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1125-turn3-2/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1126-turn3-3/ Turn 4. Greg won initiative and started the turn by hurling Misaki into combat with Lady J. what followed, was a tense exchange of blows with Misake landing one solid hit but getting a riposte in the face for her troubles. Vaiuri swiftly activated Lady J and finished the Ten Thunders master off with a series of devastating greatsword attacks. Sensing that this would make or break time, Greg activated the Ronin and charged the female Death Marshall, easily killing her in a couple of deadly Daito strikes. The Death Marshall dropped a scheme marker thanks to Finish the Job and I began to wonder if perhaps Greg was going to be able to stop Vai scoring the maximum points for Line in the Sand, it also occurred to me that Greg appeared to have forgotten about his Line in the Sand Scheme as all his markers thus far seemed to be placed for protect territory. Casting this thoughts aside I watched as Vaiuri activated the Death Marshall lurking in the sewers who promptly swallowed up one of the Torakage in his Pine Box. Seeing his companion disappeared into some hideous eldritch prison, the Torakage on the catwalk rapid fired at the Death Marshal, using his Leaf Step trigger to move back down the catwalk towards his first scheme marker. Seeing an opportunity, The Judge dropped a scheme marker dangerously close to Greg’s deployment zone and ducked into the sewer complex. This only left the Oiran to activate, she dropped a scheme marker and jogged back into the middle of the street to better secure Protect Territory. End of turn Score: Vaiuri 3, Greg 2. http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1127-turn4/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1128-turn4-2/ Turn 5. Vaiuri won initiative and although Greg dropped a stone for the re-flip was unable to stop Lady J sauntering up to the stalwart Ronin and slashing at her repeatedly. Amazingly none of the frenzied attacks managed to connect and the Ronin lived to see another day. Unable to interact with the various markers nearby and fearing the deadly riposte of Lady J the Ronin chose to do very little. With only a handful of meaningful activations left on either side the dying moments of the game were: The Judge dropping a second Breakthrough scheme marker inside the sewer, the Boxed Torakage breaking free, only to be snapped back up a moment later and the Catwalk Torakage hurling another barrage of shuriken at the Death Marshall to little effect. We flipped for a sixth turn but came up short, the game was over. As the dust settled we took stock of the board and started counting up the VP’s http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1129-turn5/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1130-turn5-2/ http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1131-turn5-3/ Final VP’s Vaiuri: 8 4 from Squatters Rights 2 from Line in the Sand 2 from Breakthrough Greg: 6 3 from Squatters Rights 3 from Protect Territory 0 from Line in the Sand. A hard fought victory for the Guild. http://themostexcellentandawesomeforumever-wyrd.com/community/gallery/image/1112-finalpositions/ Looking back I can see that some scheme markers were placed without me really paying attention as to when or by whom, so I must apologise if the final pictures look a little different to my description. Final Thoughts I had the privilege of watching this game without having to worry about playing in it, and as such was privy to some great moments. As far as tactics and such go, I think Vai picked more appropriate schemes and models for her crew, she was persistent in scoring every turn, laying down markers for LITS and getting The Judge into a scoring position. I think she got a little over-eager with the Pathfinder in shooting at the Ronin on turn one as I think he would have been better served running the board and dropping traps on Squat Markers. The Plant Evidence upgrade was a nice little threat throughout the game and was probably responsible for more scheme markers getting placed than I remember, and Lady J is just a bad-ass. When it comes to dealing with her I think Greg would have been better off trying to double team her with both Misaki and Ototo instead of splitting them up, as it was Lady J was able to deal with both of these powerhouse models one at a time. From the Outcasts point of view it’s important to remember this was only Greg’s second game and his first using the full panoply of upgrades, schemes and soulstones. As such I think he’ll remember to use ‘stones on prevention flips a lot more from now on. He was very crafty with his scheme marker placement, particularly the two on the catwalk although I think he did forget about Line in the Sand, at least it looked like he had. The Ronin was a complete star, killing a Pathfinder, A Guild Guard and a Death Marshall while hanging precariously on one wound the while time. Also, disguised is brilliant. If I were to give Greg any advice it would be score VP’s first, kill models later as it seemed he was quite eager to get stuck in when he could have been claiming markers or dropping schemes. I’m sure the guys will have their own thoughts on the game now I’ve finally posted the battle report and I look forward to our next game. Watch out for the report next Monday. Cheers, Swiglitz
  12. InvaderAlice

    The Diary of Rasputina

    Guild Evidence ID Number: 7672458 Description: Diary of Arcanist Rasputina Note: Evidence has been sanitized. May 17th Encountered Viktoria and the blind one today. They happened to be in the same town as the book I have been looking for. I lost Misha's kin in battle. Misha survived (just barely) I'll kill that blind [Expletive Deleted] if she ever hurts Misha again. I managed to push back both attackers and their minions but it was a close call. Unfortunately the knowledge I seek was not located in the town. However, a bookkeeper told me that a book fitting the description i gave was located in a neighboring town. "But be warned" he said "the place is heavily guarded." We'll see about that. May 18th Heavily Guarded my [Expletive Deleted]. However, I did cross paths with that milky eyed [Expletive Deleted] again. While I was busy dealing with the guards and our unwanted guest Misha and his new friends proved themselves useful by fetching the book. It told of great magic that allows me to freeze the hearts of a dying man and make him my slave. In learning this I took one of the Guild men for my own. His papers indicate that he is one Wallace "Big Foot" Walker. Such a peculiar name for a man whose shoes are no bigger than mine. Speaking of which I stole his shoes. They're cute and a lot less heavy than my old ones. He walks a little slower now but i get around so much better. It evens out. I thought i was done writing for today bit in my readings i discovered a way to use the hearts of the undead to weaken those around me thus making my new ability that much more powerful. There are rumors of a town over run with the walking dead a little to the north. We set off tomorrow and should reach the town in 3 days. May 21 We made better time than I expected. We arrived in town yesterday morning. I ran into the Governors [Expletive Deleted] AGAIN. Does this [Expletive Deleted] follow me everywhere? No matter, she was easy to deal with. The undead however provided a slight challenge. In the end I got what I came for. With a little more study my abilities should be vastly improved. ---------- Post added at 01:54 PM ---------- Previous post was at 12:05 PM ---------- Here are some pictures of the modified Death Marshal that my boyfriend (Alieneggsucker here on the forums) made for the campaign we are playing. Above story is based on our campaign with keeperofgrudges.
  13. What do you think? I'm a Warmachine/Hordes player (factions: Cygnar, Cryx and Legion of Everblight) and an Infinity player (Pan-Oceana). Do you think Lady J and starter box fits my play style? After getting Lady J and starter box, what other things I need to get? Note: Have not read the full rules (I'll do that tonight). I picked Lady Justice for the look of the model and her nickname reminded me of an old G.I. Joe character. from what I heard through the forums, Lady J is a melee fighter and can buff her crew. I like that and would also like to have some ranged options.
  14. So I took a couple hours and photographed my models with a bit better lighting. Still not ideal as I used the flash for a lot of them, but at least you can see the detail better. My first crew was the Ortegas, and I made the bases from myself. Ortegas Crew: Perdita: Abuela: Nino Papa Loco Francisco Santiago Enslaved Nephilim For my Lady J crew I decided to try some OSL on the Death Marshals and the Executioner. Not perfect by any stretch, but each one was a learning experience. Death Marhsals Crew: Lady Justice: Judge Executioner Death Marshals Scales of Justice And now I have started a Vikkies crew, so here are some WIP shots, which I will add to as I go. The Crew so far: The Viktorias: Male Desperate Mercenary Johan Taelor Bishop Ronin 2 Ronin 3 Ronin 1 Convict Gunslinger Female Desperate Mercenary: I would really appreciate feedback, especially tips from some of you more experienced painters as to how I can improve my work as I move on to the Viks (and my Lucius crew, which is all assembled and primed too.) thanks!
  15. Hey guys. I've been somewhat reluctant to post this, because my painting skills are utterly atrocious. But I wanted to show off my little force, if only for the flavor. So, here goes. (Photobucket album: http://s5.photobucket.com/albums/y184/SPAMLibArmy/Things/MINIS2/ ) Los Cazadores Macabras I wanted to go for a Dia de los Muertos theme, and really make the army my own. I'm enjoying myself so far. La Santa Loca --Stock Lady J wasn't doing much for me, so I sanded down her hair and sculpted it into a cloak. I wanted to go for a religious look, but mostly ended making her haloween-ish. Los Bravos (Judge and Nino) --These guys are still sort of in progress, as far as painting goes. I still need to see what all details I might've missed, like repainting the base on Nino. I posted some backstory about my Death Marshals, and I kind of wanted to portray any extra units as grizzled war veterans just along for the celebration. I actually used an industrial hole-punch to make the doughboy helmet for the judge, and kitbashed the bolt-action gun-scythe to fit the theme. As for Nino, I just greenstuffed his hat up to a helmet and cut up a bunch of 40k stuff to make the MG. I wasn't too fond of the stock repeating rifle anyway. I sculpted a half-buried cross around one of the little flash-supports on the coat. I didn't want to risk the weight on the one foot, but it looked a bit tacky as it was. He's got a skull mask, but I'm going to have to touch it up because it's not too visible atm. Los Cazadores --These were the first guys I've painted in several years. It's a minor touch, but I printed out the skull masks on card and superglued the strings into flying positions. There's more pictures of these guys in another album on my photobucket, here: http://s5.photobucket.com/albums/y184/SPAMLibArmy/Things/MINIS/ So that's my stuff! I've also got an Austringer I haven't opened up yet; I'm waiting until I can dedicate enough time to it, maybe over a weekend. Like I said, I know, my painting isn't great. I think they look ok on the table, though, and that's good enough for me
  16. bucket_boy101

    Demo Crews

    Hi all I'm thinking about applying for henchman status, and have a few crews at the mo. As with my sig, I'm currently painting Lilith up (got my first Tot done today ) and have a half-painted Lady J crew. I also have the Hoffman box, and could probably get any other crew box if I wanted to. I intend to use LJ as one of my demo crews, and wanted to know if Lilith is a good enough match against her? Thanks for all your help bucket_boy101.
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