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Found 58 results

  1. So whenever I play up against Guild, I am always staring down the Brutal Emissary. Last game, I decided to have Zoraida Obey the BE to cast Back in the Box on himself. I argued this effectively put him out of the game... but I need a check on this. This was my argument - going thru the ability description after I won the Obey and the Cast flips: - "Target non-Leader model is buried..." (BE is buried and leaves play). - "...Unbury the target model in Base contact with this model..." (model is currently buried - so model isn't in play) - "...or any scheme marker in LOS ..." (while buried he doesn't have LOS to anything) - "...when this model leaves play." (again model is currently buried - so model isn't in play) The BE's Back inn the Box ability is different than the Death Marshall's Pine Box - because Pine Box has specific timing rules about unburying. Specifically it says "target model is unburied with this model before this model is removed from play." The BE does't have that clause on the end. So that effectively take thes BE out for the game. It's not easy - you need two flips to pull it off. So two questions: 1) am I missing something or mis-interpreting something? 2) what would happen if someone was already in the box when the BE was Obeyed to use it on itself? Frugalbar
  2. So Zoraida has recently become a thorn in my side. I'm finding animal form + 1ap bewitch + charge to be challenging against. Here are my thoughts on counter play to this. Will note where I have actually played with said list. General features to look for: - high Wp (6+) - stubborn - Wp buffs - riders/yasunori Guild: In general, frank and numb upgrade are must takes. Sidir or queeg w promises helps. Pale rider an option as well. 1. - Perdita with Aura Ancestral, Trick Shooting, Fastest Draw - Frank w wade in and numb to the world - 2 monster hunters (stalk zoraida so she has to discard if cheating vs them, + to atk to overcome proper manners) - brutal effigy, enslaved nephilim - abuela Ortega (to wed jury or sidir) - jury (for condition removal and heal) or sidir w promises 2. - Sonnia with counter spell aura Dispel magic seems too short ranged to use. No other guild stuff comes to mind. Will add other factions in replies.
  3. 9/26 Zoraida vs Ironsides

    First Battle Report so bear with me, or don’t and skip reading. (Scheme thoughts at end) Zoraida vs. Ironsides 50ss Z List Zoraida 4ss cache +1ss extra Bad Juju (w/ eternal fiend and thousand faces) Spawn mother (w/ thousand faces) McTavish Iggy (w/ enraged tantrum 0ss upgrade) Waldgiest Will o wisp Will o wisp (summons) Voodoo doll Gupps Ironsides List (Dwarven proxy models for fun) Ironsides (w/ Union President, Veteran fighter, bring it) Arcane Emissary (w/ ironside conflux) Union Steamfitter (broken promises proxy) Union Miner Performer Coryphee Johan Medical automaton (broken promises proxy) Strats and Schemes (GG18) Ply for Information Guard the treasure Strand of fate (Zoraida) Hold Their Forces (both) Undercover entourage Dig their Graves (Ironsides) Table was corner deployment with lots of HT1 crates and barrels stacked around, a large river (severe, soft cover) and several buildings (dense, hard cover) and trees (blocking, soft cover) From the picture (Taken Turn 3?), I deployed lower right corner with Zoraida. Bad Juju was buried. Note: Ironsides models are all brown dwarves so hard to make from picture. Ironsides in picture is between Bad Juju and Spawn mother. Turn 1 I get initiative but give ironsides first move. The Performer and Coryphee take the northern bridge towards my side of the river, leaving the rest of ironsides crew to move up towards center on their side of river behind a small house. Waldgiest bravely goes towards opposite bank from emissary, slightly behind some crates and taunts him with lewd tree humor and sprouting a forest just because. Zoraida obeys Mctavish to walk onto the south bridge in range of a sneaky union miner, and she calls the Wisp to walk towards the Waldgiest then moves up to the corner of the stone house where she’ll cackle for the rest of the game. Wisp spawns a voodoo doll in the river, which hems the emissary AKA “the Bull” but is dispelled by the Medical automaton AKA “the Bot” as it jabs the Bull with its needle. The doll activates immediately and hems the bull but is cancelled by Johan’s shouting action. McTavish takes a shot at the minor leaving it at two health but before he can reload the Bot places him in base to base and out of site from Mctavish, who then walks further across the bridge. Up the eastern side, Spawn mother and Iggy double walk. Spawn mother lays eggs and the wisp follows behind and spawns the gupps. Gupps leap but fail due to just being born, so walk up to the corner of the roofless building and along the centerline. Turn 2 Not everything is clear but there are two main areas of contension. In the center the Bull wades into the water slightly and attacks the wisp, killing her (and I forget to unbury Bad Juju), the Doll fails to hem twice and is sitting in the river. Waldgiest wades into river and engages Bull and Ironsides and eventually the Union steamfitter at 4” thanks to the river. Ironsides starts punching the tree with lots of adrenaline due to Bull but the tree’s armor comes through and it survives the assault with 2 wounds left. She challenges. The Bot heals the Miner a bit and gives Hard to Kill and the Miner is sent back out in front of the bot facing McTavish. Johan does something and the steamfitter gives armor to Ironsides from a scrap she put down before. Spawn mother lays eggs and heads towards the river with wisp following and spawning gupps. Initial gupps scheme, leap, scheme in NE corner. Iggy watches the antics and pokes at the performer a bit after she and the coryphee move up closer. Coryphee engages some gupps blocking my Strand of Fate. Zoraida summons a new doll but it fails to hem also, but she gets the bewitch on Ironsides. McTavish moves across bridge and schemes to get Strand of Fate again. Waldgiest scores Hold forces. Score 2-0 to Zoraida Turn 3 Order is a bit unclear. But main things that happen are, Gupps scheme and collect intel with iggy in corner while performer or coryphee does same but one can’t. In center, walgiest roots Bull and slows steamfitter before Bull blasts him off the table scoring Dig graves. This time, Bad Juju comes in! Except he doesn’t do much as Ironsides beats him up quite a bit and when he attacks her does little damage. He exchanges thousand faces for Fear gives form, but it does little if anything. Gupps are summoned by wisp and engage steamfitter and Ironsides. Voodoo doll finally hems Bull and Zoraida obeys McTavish to shoot it, dealing severe and killing it (5 dmg to Bull due to armor). McTavish shoots Union Miner and kills him since Hard to kill was off and then walks and gator snacks the corpse for a shot at Johan, doing decent damage. All in all, I think I score 1 for Ply information and Ironsides scores 1 for Dig 3-1 Turn 4 Gets crazy. Spawn mother lays some eggs and gets into the furious river brawl. Bad Juju is killed by Bull and buried again, but emerges from the river as gupps die to poking Ironsides and getting kicked into mush. Bad Juju flurries and kills the Bull before being killed again by Ironsides as she takes care of both the Spawn mother and Bad Juju. Johan got Hemmed in the middle of all this and took 3 damage from fear gives form when the voodoo doll activated, but wasn’t paralyzed since the doll doesn’t take terrifying from Bad Juju. Doll is killed by McTavish and Johan dies. Steamfitter got terrified of Bad Juju during the fray and was out of action. HealBot tried his best but was overheating and couldn’t do enough healing. Performer and Coryphee lured Iggy to them but can’t kill him off and the two gupps scheme and leap to his aid while grabbing more intel. One spawned from the chaos and dying mother leaps towards the SW bridge area and sits. Zoraida enjoys the madness having obeyed Bad Juju and Ironsides (Illegally!) each during the fray to some affect. I score Intel and Strand while Ironsides scores Hold Forces in the center and Dig graves from the schemes someone put down. 5-3 Turn 5 Mopping up a bit. A Gupp in the top corner ties up performer and coryphee who collect intel from each other and kill Iggy. The other gupp leaves to scheme and collect intel from a paralyze steam fitter. Ironsides collects intel from gupps, kills gupps, but spawns juju and almost kills Juju again after juju tries killing Ironsides. Zoraida obeys McTavish to walk twice and he then walks into ironsides to collect intel to break the tie. I score Intel and Hold Forces while Ironsides scores Dig. Final 7-4 Thoughts: It was a fun game, but we were both tired and forgot certain things. The biggest one being Ironsides challenge aura. I’m certain I took actions that I should have tested to resist but didn’t on several occasions. Ironsides is not a normal crew to face for me or for my opponent to play often, but we both agree that the book 5 changes to her and the additions to the Arcanists are quite good. Afterwards we questioned the pick of Johan due to the fact that her adrenaline is a condition and could be removed by accident if not careful. The Medical Bot was really good for its duty and kept things alive longer than expected against McTavish. Ironsides had a few good rounds and a few rounds where Zoraida was able to cheat fate a bit more than normal and keep things alive, but also Zoraida Bewitching Ironsides gave SOOOOOO MANY CARDS! The Strats and Schemes: Ply for Info: I think this is a pretty good strategy because it forces “in your face” play, but also limits the damage done since an action is required for getting the intel. Additionally, it isn’t as likely but it allows for the possibility to remove condition with severe damage. To me this strategy seems in a good place. I was of course able to score it more simply due to having activations left so once again those activations really help. Hold Their Forces: I really enjoyed this strategy because it gives tarpit models some more value for doing what they do. The Waldgiest was perfect for this with armor 2, and Bad Juju also would have been decent (although can die quickly) but I actually scored it from some gupps after all. Ironsides is great for this also because she really enjoys being in the center of several enemy models with all her positive flips to defense. The wording is a bit weird and it feels strange trying to keep other friendly models away from the brawl. I forgot that once and lost getting points on a turn because of it. Strand of Fate: This is very similar to the current (V5) Always strategy “Guard the treasure” but I find a bit easier because it allows for scoring on turn 2. I played it very much like line in the sand and it worked out the same, scoring me full points. I don’t think either of our lists is optimal, but I have been having fun with my Zoraida swamp summoning lately so kept it from a game ago. It does rely heavily on the wisps to make the activations worthwhile and it was good I had one for Zoraida’s doll and for the Gupps. Bad Juju is really expensive and didn’t get his work in so much this game, but the fact that he keeps coming back and I have so many swampfiends it is quite nice. Thousand Faces into Fear gives form is very strong for him because it requires a player to make two TN 13 duels to avoid 3 damage and also paralysis. I was planning to change the spawn mother to either fear gives form or malifaux provides, but never had the opportunity and fear gives form isn’t so good for when I’m around my Gupps.
  4. What are main difference between Zoraida in those factions? My friend is interested in starting game with her, but because our meta is low on Zoraida, I am unable to tell him what are main differences. For me in Gremlins she has access to Sammy (free upgrade slot), some cheap hitters (Burt) and 1 AP charges from Pigs. In NeverBorn she has additional WP tricks (Widow Weaver, Insidious madness etc.) and easy access to wisps and Swampmother (summon). Did I miss something? Also, I am open to advices on in theme masters for start, especially Lynch in NeverBorn, Yan Lo in Ressers,
  5. tournament advice

    Hello guys, I'm going to my first tournament in a couple of months and wanted to ask for some general advice as well as advice on the limited model pool I have. I currently only have zoraida and titania. Apart from the box sets I own: waldgeists, mctavish, gators, wisps, rougarou and the emissary. Some questions: 1. Are there general tips for tournament play? 2. What strats and schemes will make zoraida or titania shine, and what strats/schemes should I look out for and are difficult for both these masters. 3. Are there models I should get before the tournament? I'm thinking primordial magic for titania? I can borrow some models such as the doppleganger from a friend if necessary. Looking forward to your advice, Joachim.
  6. Changelings and Voodoo Dolls

    Hello friends, new to the forum, and to Neverborn. Thinking about picking up Zoraida and I had some questions about Changelings and Voodoo Dolls... Firstly, how does Copycat work with Hem? Hem specifically states that a model "gains the following Condition until this model takes this Action again or leaves play." Soooo, if a Doll Hems something, and then a Changeling Copycats Hem onto something else, you should now have two models with the Sewn Fate condition, right? As written models only lose the Condition if "this model" takes the Action a second time. Not any model. This seems pretty good for multiplying the Doll's mischief. I understand I will need at minimum an 11 of Masks for this to work, but assuming I have it in hand this seems like a good time to use it. Nextly, I hear people like to take a Nurse to..."treat"...the Voodoo Doll, and this seems awesome. With Copycat you can stack insane Poison on a Doll and its related Sewn Fate friends, and with no real downside as Syringe is a Ml4 unsuited Action anyway. In a reasonable turn with just one Nurse and Changeling you should be able to get to at least Poison +16...right? Then I thought, does anyone ever take a Performer to then "pop" that insane Poison bomb (on the Sewn Fate target, not the Doll) to do like 16ish dmg at 12 inches? Also, assuming you don't kill the target due to Hard to Kill, they still take 1 dmg when the Doll's Poison ticks down at the end of turn. This seems goodish, and possibly unexpected...especially against a crew with little condition removal. Thoughts? I am thinking something like this to start, based solely on models I own plus Zoraida crew if I get it... Zoraida with Hex Bag (for Burning or blocking SS use) Barabaros with Thousand Faces (to gum up the middle with challenge...though I would consider another model here) Illuminated x 2 Performer Nurse Changeling x 3 (this could also be one Changeling and some Tots...or something else, but I love a good Changeling or two, especially following an Illuminated around) Anyway, looking for answers to my Qs, input, etc. Thanks!
  7. Crew building

    Hello guys, I'm playing a game in about two weeks and both players declared neverborn. I currently own Zoraida and Titania cause of aesthetic reasons and I also like to play at least partially thematic crews. That said, I'm wondering what you guys consider the best choice of crew given the models I have, neverborn opponent and schemes and strat. Alternatively if you think I really miss a certain category of model or a model in specific pls tell me and it might influence my purchase plans. I own the following models: - Zoraida crew box - Titania crew box - McTavish - Bayou gators - Waldgeist (proxy, getting them anyway in the near future) - Rougarou - Mysterious emissary - Changelings - Wisps This is the scheme pool: strat: Collect the bounty schemes: - claim jump - eliminate the leadership - frame for murder - leave your mark - hunting party Greetings, Joachim.
  8. Some clarifications for Zoraida

    Hello i'm new in the Forum so i hope i'm in the right place for the question I've a few questions and it would be great if some of you could answer to them: 1) Can a model decide to avoid spending Ap and just "skip" his turn? (i know he can't take it back later on but could he just pass in order to prevent zoraida from drawing cards due to bewitch? 2) Can a model hit himself with an Mi action? i know all models have LoS on themselves but can they actually punch their own face (fight club style)? This would be useful for obey's purpouse 3)I'm a bit confused upon Hazardous terrain when do i have to flip for the damage? Let's make an example: my opponent has jaakuta Ubume which get in range to a model of mine, in that moment do i have to flip for damage? if she lure another model in, or i Wk/Cg toward her it'll have to make the flip? 4) Do all ability Stack? When/When not? Disturbing whisper, Misery ... they all stack? Wouldn't it be a bit too strong? I hope it's all clear my English is not the best, thanks all malifolks!
  9. Zoraida - who to take ?

    So in general, do you all field Roaster rider or War Pig with Zoraida ? If yes , do you like one over the other and why ? Same question with Bad JU JU or McTavish? If yes , do you like one over the other and why ?
  10. This is the first of I hope several battle reports that will be coming out of our new group here in Osaka. Most of the players are relatively new, but there is already quite a bit of enthusiasm and most players already have fully painted crews. In addition, I will be attempting to dramatize part of the battle reports as more of a story and not just pieces of plastic being moved around a flat surface. I will keep those parts separate from the tactics by italicizing the story for those who aren't interested in such things. With that, let's get into our first game. It is Guild vs. Neverborn. This is the Guild players first time playing a full 50 soulstone game. The Neverborn player is a bit more experienced. Standard Deployment Strategy: Extraction (Greed was used as the informant “marker”) Schemes: Claim Jump, Eliminate the Leadership, Dig Their Graves, Hidden Trap, Set Up Guild List: 8 Members, 3 Soulstones Sonnia (The Mask, Reincarnation, Cherufe’s Imprint), Puryfying Flame, Dr. Grimwell (Research Grant), Samael Hopkins (Witch Hunt, Disrupt Magic), Guild Pathfinder, Orderly, Witchling Stalker X2 Guild Schemes: Eliminate the Leadership, Hidden Trap Neverborn List: 8 Members, 4 Soulstones Zoraida (Hex Bag, Crystal Ball), Bad Juju (Eternal Fiend), Mysterious Emissary (Conflux of Fate), Doppleganger, Waldgeist X2, Bandersnatch, Will o’ the Wisp Neverborn Schemes: Dig their Graves, Hidden Trap Background: “Samael Hopkins Field Report to the Office of the Governor (Reviewed by Secretary Lucius) “This is the follow up report into the investigation of the destruction of the Pig’s Eye Hamlet. As indicated in a previous report, the hamlet was abandoned after several of the locals attempted to murder the others and make off with all the valuables in the village. The final survivor of that night was mostly incoherent, but made reference some kind of music. Guitar music, which ‘filled him with such desire.’” “Well, my Mistress and I were out hunting in the Hag’s territory. Dr. Grimwell had made, and was granted, a request to hunt the bayou. He was hoping to catch some specimens of fast healing Neverborn or swamp creatures and with Perdita off engaged elsewhere Sonnia took it upon herself to help. The Dr. brought along one of his Orderlies as a personal assistant. To help with the capture we also employed a Pathfinder and brought a couple of the witchlings to help carry the traps. “We had been roaming for about an hour before we heard the sound of a guitar echoing on the breeze. Immediately I remembered the report of the vanished hamlet in this area and informed Sonnia of it. She agreed it was worth investigating. Sure enough, we followed it straight to the hamlet and in the main courtyard there stood a woman playing a soft tune. I recognized her as someone that occasionally joined in with us on hunts or other Guild expeditions. “We started our approach to detain her and find out what we could, but then the forest on the other side of the hamlet came to life…” Guild Deploy: Sonnia, Puryfying Flame, Dr. Grimwell, and Orderly deploy in the middle. Hopkins takes cover behind some crates. The Stalkers spread out to the right and Pathfinder deploys further up behind a large building on the left. Neverborn deploy: Mysterious Emissary takes the center flanked by the waldgiests. Zoraida crouches behind a nearby building with the Wisp. The doppleganger prepares to advance on the right flank. Bad Juju and the Bandersnatch take the left flank. “It seemed like the forest itself was marching on us as several towering creatures that looked more like trees than people or animals lumbered into our lantern light. I immediately took cover behind some crates while Sonnia started directing the stalkers to fan out to our right flank and our Pathfinder to our left. The only sound from our side was the mad Doc who started cackling madly. Apparently he thought this was a perfect chance to catch his prize. “Sonnia immediately went about preventing their approach by advancing on them and summoning a great wall of fire between the living forest and the woman we were after. She still threw down the trap she had been carrying for the doc and the Witchlings advanced and did the same seeing a gigantic creature of moss and logs approaching them. “The doc himself was only too eager to get up close to them and take a “sample” personally. I had to run up and cover him since I could see trees and shrubbery sprouting up all along the edge of the courtyard covering the advance of these monsters. I didn’t know what was going to come out the other side, but we needed to be ready. “We lost our pathfinder first. He laid one of his animated attack traps on the far side of the building, then stalked over to the other side to get ready to set another trap. He seemed startled by seeing a small brown homunculus of some kind, like a walking doll, run off into the trees after seeing him. After that though, he suddenly doubled over like he was having a heart attack. I saw him stand again, only to be brought down like he was crushed by an invisible weight. The last I saw of him in mostly one piece, his body was being dragged into the newly grown trees by a woman with camouflaged skin.” Round 1: Neverborn win initiative, force Guild to go first. Sonnia walks and casts a flame wall off her upgrade to block the direct advance of the neverborn, then drops a scheme marker. Waldgiest walks up, places scheme marker, germinates trees to cover the right centre flank. Dr. Grimwell double walks to get into position. Bandersnatch double walks. Pathfinder lays trap covering entry around far left side of building, then double walks to get into position on the other side. Waldgiest walks and places another scheme marker, germinates trees to cover the left center flank. Puryfying Flame double walks to get into position. Bad Juju double walks on the left flank. Witchling Stalker walks and places scheme marker, preparing their Hidden Trap expecting the Neverborn to push far into their territory. Mysterious Emissary uses upgrade action to look at the top 4 card of the deck and draw one. Then walks and summons a Changeling out of a scheme marker. Other Witchling Stalker walks and also places a scheme marker for the coming trap. Will o’ the Wisp walks to the edge of a building and summons a Voodoo doll, copying Zoraida’s ability. The Doll successfully Hems to the Pathfinder. Samael Hopkins double walks forward. Voodoo doll walks closer to Zoraida and other Neverborn models. Orderly walks up and places a scheme marker. Zoraida draws a card with crystal ball. She then casts Obey on the Doppleganger, forcing it to walk forward. She then walks herself forward and casts Hex Bag on the Voodoo doll and pricks it for 2 damage and two damage on the pathfinder. She then fails to cast her last Obey. Doppleganger walks up and places a scheme marker within 4” of pathfinder. The changeling, still slow from being summoned, uses it’s only action to attack the voodoo doll by copying the Mysterious Emissary’s Nature Reclaims All attack. The Changeling cheats high and the voodoo doll cheats its defence low letting the Changeling hit it for moderate damage, killing both the Voodoo Doll and the Pathfinder. The Neverborn gain a VP for Dig their Graves and discard the scheme marker next to the pathfinder (maybe, see end of game thoughts). The dead Voodoo Doll and Pathfinder. The orange disks are Sonnia's flame wall. End of Round 1 Neverborn 1 ; Guild 0 “After seeing the pathfinder, a man I have worked with before and trusted well, crushed and destroyed in such an inhuman manner, well, I was ready to roast some of these freaks. The first one to come crashing out of the foliage to face us was a huge white oak creature with pale green energy flowing from it’s eyes and hands. It extended a hand and immediately some hideous toothed plants sprung up and tried biting at the Doc. It then blasted the doc with some strange green energy that also blew up a trap one of the Witchlings had placed. “Well, the doc wasn’t having none of this, he ran straight past those plant beasts and jumped up with his little hand chainsaw and dug right into the creature’s forehead. He then used his full weight and pulled it straight down ripping into the chest of the creature after completely bisecting it’s head. The thing was still alive though. I knew I had no time to lose so I ran up and aimed as carefully as I could. I could see some kind of pulsing green light inside the things split open abdomen and I shot it dead on. Green goo exploded from the cavity as it collapsed into timber. “I wish I could say that was the end though. But at that point I happened to look over and my heart nearly stopped. There was the hag herself. Worse, she was clutching a little brown doll with a toy gun. I saw her move the gun arm and sure enough, though I prayed it wouldn’t, my gun arm moved with it and pointed straight at the good doctor. “I know I couldn’t have stopped myself at that moment, but I never will forgive myself for that. He looked up at me in shock from the bullet wound, but I was sure he’d be okay. So I hoped but then, of all things, a strange green child walks up to me, looks at my gun and asks me “like this?” and I swear that thing’s arm turned into an exact replica of my personal customized revolver. “And it shot Dr. Grimwell straight in the throat. “He fell over and the last I saw of him, one of the tree creatures was piling dirt over him. “I looked back over at the Hag. She set the doll on fire and handed it over to one of her tree monsters to tear apart. Sure enough, I could feel the heat rising in me as much as I felt the stabs and thrashing of the living vegetable as it tore my effigy apart.” Round 2 Neverborn win initiative, chose to go first. Mysterious Emissary walks through the trees on its left and summons a Hungry Land marker (metal tin). Then uses its attack to hit Dr. Grimwell, getting the tomes trigger and removing a scheme marker next to a Witchling Stalker. Dr. Grimwell bravely walks up to the enormous beast (using Nimble AP) and attempts a lobotomy, flipping a Red Joker for 14 damage. The Mysterious Emissary survives only due to Hard to Kill. A waldgiest walks up and places a scheme marker just behind the Mysterious Emissary. It then Germinates a pair of trees next to the Emissary and the doctor cutting them off from the left side of the board. Samael Hopkins walks up behind crates for cover and shoots at Mysterious Emissary. He has to randomize between it, Dr. Grimwell, and the Bandersnatch that was sneaking around, but successfully hits the Mysterious Emissary, finishing it off. The Will o’ the Wisp walks through a building and summons a Voodoo Doll which hems to Hopkins. A Witchling Stalker walks up and shoots at Bad Juju doing damage and burning. Voodoo doll walks closer to Zoraida while staying within 1” of active flame pillars. The other Witchling Stalker walks and shots Bad Juju but misses due to cover. Zoraida peeks at the opponents hand with her crystal ball, then casts Obey on Samael Hopkins, but failing to the Black Joker. She tries again and this time successfully forces him to shoot Dr. Grimwell for three damage, bringing him down to 2 health. She then uses Hex bag to give both the Voodoo doll and Samael Hopkins burning. Orderly double walks up behind Hopkins. Changeling walks up near Hopkins and copies his gun to shoot Dr. Grimwell, killing him and scoring 1VP for Dig their Graves from the Scheme marker the Waldgiest left. Sonnia double walks, which causes the pillars to disappear dealing 1 damage to the Changeling, Voodoo Doll and by extension of the Hem ability, 1 to Samael Hopkins. She then blasts Bad Juju for Severe damage and chain blasting damage into the bandersnatch and a Waldgiest. Doppleganger fails to mimic Samael’s gun, so just walks and places a scheme marker. Puryfying Flame walks and tries to hit Waldgiest and misses. Waldgiest hits Voodoo Doll for 4 damage, walks and fails to Germinate trees. Bandersnatch runs over to Hopkins and vanishes into his shadow. It then reaches out and attacks the orderly behind him dealing 2 damage. Bad Juju double walks up to Sonnia and a Witchling Stalker, fails to landslide. Activations end. During the upkeep, burning goes off for both the Voodoo Doll and Hopkins killing both of them. Neverborn have several models within 6 of the informant and score a VP. Guild only have Orderly and Puryfying flame, which is a peon and doesn’t count. No VP. End of Round 2 Neverborn 3 ; Guild 0 “I passed out not long after flames consumed both me and the doll image of me. I remember only a few things that seemed to be going on around me. I remember the docs orderly running up to try to help, but a huge black spider came out of the woods and started devouring him. “I also remember the woman we were going after. I had tried to reach for her at my last, but she just turned, still playing her accursed instrument and went to the Hag who smiled when she approached. “I looked over to Sonnia. She was with her Witchlings. They had been using many bullets and energy to hold back the living pile of moss, but it still approached them. The last thing I saw was her and the monster facing off. “Then all light went out.” Round 3 Guild Wins Initiative, chooses to go first. Witchling Stalker charges Bad Juju, and hits twice for 4 damage total, bringing bad juju down to 1 health. Bad Juju activates and landslides. One stalker takes damage and is slowed. Bad Juju flurries into Sonnia dealing severe damage on both the first two attacks. Sonnia soulstones to prevent three on the second attack, barely keeping 1 health. Bad Juju’s last attack is still too much and finishes her. We decided to end the game there as Guild only had only two Stalkers, the Orderly, and the Flame left. Ariel of the board when we ended. Game end “The next thing I remember is waking up in the Guild Hospital. Dr. McMorning was there leering over me. I jumped up and demanded to know what happened. Apparently, the last soulstone had barely saved Sonnia’s life. One of the stalkers had run off with her while the other stayed to hold of the monster. As for me and Dr. Grimwell, well, Dr. McMorning says we were in bad shape, but he’s “worked with worse before.” I mentioned that I saw Dr. Grimwell shoot in the throat and buried and he just chuckles and says it was the morphine talking and that I should still be resting. His nurse pricked me with something and I passed out. “I do not like that man. “My conclusion though, it did not end well. We were lucky, those of us that left alive. I won't say what condition the Pathfinder and Orderly were found in. Even McMorning hasn't worked with anything that bad before. We didn’t catch any samples for the Doctor, and in the end the woman with the guitar evaded us as well. But now we know, and next time I will see that living forest razed to the ground.” ~Samael Hopkins End Game Thoughts The Guild player was hammered with a pretty average and lower hand turn 2 which really did a number on them. Destroying the Mysterious Emissary on turn 2 with a Red Joker Lobotomy was fun. One of the tactical differences that I think would have swung things more in the Guild favour would have been to just ignore Bad Juju and gone straight down the middle for the informant. Bad Juju is slow and can come back if destroyed, so better to just ignore it. This was the second time the Guild player has run the Pathfinder and the second time that it was jumped and destroyed first turn. They are trying to figure out how best to deploy them most efficiently without being overly vulnerable. Changeling was perhaps the most potent little critter this game as he scored VP for the neverborn twice (probably) by destroying the Voodoo doll on the first turn when all other models were out of attack options and again on the second turn by taking out Dr. Grimwell with Hopkins revolver. Will o’ the Wisps were supper useful to Zoraida for summoning dolls and freeing up Zoraida’s AP. Recommended to always have at least one around. The Bandersnatch did very little, but that was expected. The Neverborn player is still trying to figure out how to optimize it. Mistakes (?): It seems that victims of the Voodoo Doll’s Hem ability may not count towards Dig Their Graves since technically it’s a condition damaging the model according to the wording. If anyone can confirm for or against this I would appreciate it. So that is the first report from our new group, the Wargamers of Osaka. Let us know what you thought, did you like the story, the photos, tactical advice, all welcome. Thanks, see you again soon.
  11. 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
  12. 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...
  13. Gremlins are the faction that got me to play malifaux. Although I started with ten thunders I found them kinda boring and not very thematically fun so I only played occasionally. Gracie hooked me and i've been a gremlin player since (who doesn't want to play a pig in armor from the kitchen). I don't post on the forums much but i've been having serious problems running gremlins. As this is the only faction I have I thought I'd look for some advice here before I sell them and try to start over. I've played for 2 years almost, over 100 games, and I own every gremlin model in the game. During this time I've gotten so badly beaten by even the newest of players that I'm having a hard time reconciling the balance of the game when it comes to playing gremlins who seem to crumble by the middle of turn three. I'm disheartened to the point of just selling off my models and finding a new game to get into. So to get deeper into it.... I tend to play Zoraida and Ulix most followed by Somer. I've not gotten much play time in with Wong or Brewmaster and I dislike how ophelia plays. I tend to try to focus on strategies and schemes that require scheme markers as I expect to be able to out activate opponents for a turn or two and can get 3-4 points this way easier. I typically avoid points requiring long term terrain holding as this has always failed when gremlins get into combat.... they always just die in droves so I lose models and often gain zero points. Most of my games are basically over by the end of turn 2 or middle of turn 3. I understand that the out-activation that gremlins bring because they are cheap to purchase and have reckless abilities is how they should be powerful. However, in my experience the extra AP and activation control is only relevant until the end of turn 3 as by that time I've lost so many models, been forced to retreat or hide out in terrain, or just can't stand up to even a moderate sized opponents hand that the extra power in AP and activation is gone. I've had several games where I've lost a huge number of points in a turn and a half (turn 2 to middle of 3) and can't claim points beyond maybe 3 or 4. Comparing equal points model to model I can't see the balance in abilities and stats. Although many gremlins can get extra AP with reckless/drunk and reckless, the payoff isn't enough to make them that much better compared to models of the same points that can do the same or better actions without a down side that can cause them to get killed in one shot. Example: Nino (the big guild sniper) compaired to Rami. Nino can kill models by focusing quite easily with a high damage flip. For Rami to do the same I've had to reckless, get the ram trigger to knock myself to half health to get the same effect. If you consider the damage level a gremlin can do with a Ram trigger they are decent hitters but they also blow themselves up in the process and cost me models when this happens. One of my worst outcomes was losing Francois to a massive hit (admittedly killing the minion he hit) followed by losing Bert because of a ricochet trigger (flipped late and couldn't cheat to change), then because my two big hitters that were protecting Somer were gone he also died that turn. All because of one turn of damaging myself. My local Henchman has been extremely patient working with me to either get better or figure out lists to play for certain schemes etc. However, we've run out of ideas. I've tried playing conservatively, which helps with gremlin survival but I often still only get 3-5 points because my opponent has had two turns of free roaming for points. I've tried being aggressive with expendable models but find that I'm just spending two turns and 3-4 models to nullify one 5-10 point model, often losing 8-15 points of my own models in the trade. I've tried being more selective with schemes and strategies by focusing on what other gremlin players play (from podcasts and tournaments) but inevitably lose so many models so early on that I'm just waiting for my opponent to get max points and end turn 5 with a 4-6 point spread between us. I'm extremely positive and excited about playing every game (one to three games a week). I listen to and read hours of malifaux posts and podcasts every week trying to learn to play better. But by turn 2 or 3 in most games, even against new players, I'm just wanting the game to be over because i've lost so many models and will only be able to get half or less than half points and feel like i'm just waiting for my opponent to max out their points while I wait an hour for the game to end. I understand that it's possible, and very likely, that I'm playing extremely badly and can't figure out what to do to get better. But I also can't see the balance of the game when looking at a gremlin card compared to other factions. I love the game and how it plays but I'm very close to just selling all my models...... ANY advice would be great, any ideas for lists, advice on schemes and strategies to choose, any help with understanding how gremlins are even close to other factions in power level would be great before I decide to dump them. Thanks in advance
  14. Zoraida doll factory

    Hi to everybody! First for all, sorry for all the misspellings that you are going to read, english is not my primary language. I've been doing a bit of theory-faux during this weekend thinking about a Zoraida crew and I was wondering if someone could help me finishing the list. I was thinking in something like this: - Zoraida. Hex bag, crystal ball, fears given form. - Spawn mother. Hexed among you. - Widow weaver. Handbag, pact. - Waldgeist x 2. - Will O' the Wisp x 2. That's 43 SS, so that leave us with another miniature of 4-6SS and a SS pool of 5-7 SS. The idea of the crew is the following: The waldgeists are there to slow the enemy, meanwhile the doll factory starts running leaving the Spawn mother as the last one trying to maximize her perfect camouflage. An ideal secuence for the doll factory would be something like this: - Will O wisp activates and summons a voodoo doll. Voodoo doll hems an enemy. Will O wisp uses his last AP to attack doll (If you are lucky and get a crow Voodoo can get slow) - Voodoo activates near Zoraida and fails the Fears given form duel. - Zoraida activates. Draws a card. Summons a new voodoo doll. Voodoo doll hems an enemy. Zoraida hexes voodoo with prick. Zoraida orders widow exhale terror on vooddo. Voodoo fails the horror duel and you draw another card for inhale terror. - Voodoo activates near Zoraida and fails the Fears given form duel. Voodoo dies ( 2 + 1 + 3 wounds) - Widow activates and summons two wicked dolls. I like the fact that you are summoning AND debuffing your opponent. If everything runs you end your first turn with 2 wicked dolls, a gupps and you have done 4 wounds and slow on a model and 6 wounds and paralized another one. The bad news are that the factory is cards and SS intense; I've been running some tests and usually spend 2-3 SS and end with almost an empty hand (always save a 6+ crow for the spawn mother), the goods new are athat while it's hard to get and ideal turn it's not SO hard to get it ( the SS spent on the drawing phase, the two cards that you draw and the SS to add masks or crow ...) Also, the idea is run the factory only on the first turn, on second turn I think it's better summon just one wicked doll and cast exhale terror on two different dolls. So ...... do you think it could work? What model would you add to the list? (Yep, I know that in Malifaux is a mistake decide your crew before the game, but I feel I don't have enough experience to play it on this way). I don´t want to invest more points on the factory and I would like a model that can run alone and without support, but at the same time I feel that it needs a bit of support to run without problems. So far I've been thinking on Iggy (Incite is a 0 action and you can hit it with the new upgrade and trigger the push), a stitched together (it can support the factory killing one doll with gamble your life and can be used to draw some cards), another waldgeist or mysterious effigy. Thanks
  15. Afternoon, It's been a while since I painted any new models for Malifaux but I've just bought a few new models for my Leveticus crew and have been looking what I might buy after I finish these ones... At some point soon I do want to add a couple more models to my Zoraida crew. Top of the list is a Nurse but the Wyrd ones don't really fit the 'rustic bayou' look of a Zoraida crew, so does anyone have any suggestions for an alternative nurse model? How do people feel about this model as a bayou Beckoner? (Do Beckoners even work well with Zoraida?) http://www.freebooterminiatures.de/index.php/en/shop2-2/kult/product/view/2/246 Also, this guy looks like he'd make a great tough guy for a Zoraida crew, but I have no idea who it could be who would work well with her - any suggestions? http://www.freebooterminiatures.de/index.php/en/shop2-2/kult/product/view/2/247 Thanks in advance, - Dave
  16. The First Mate

    I don't think I've seen much discussion about The First Mate here, so I thought I'd start the topic. He's Gremlin-faction only, but has the Swampfiend typing, which allows Neverborn Zoraida to bring him in with her upgrade. Outside of the interesting synergies with NB Zoraida, he has a pretty solid defensive statline for a Henchman, and he brings the "typical" Sluirid abilities of Perfect Camouflage and Leap, which are always great. Moving on to specific synergies, he has Pounce, which plays well with Zoraida having the option to Obey and use the Voodoo doll to shove something around. We've seen the combo before with Lelu and Lelitu, but this gives us another piece to use it with, even outside of bringing the twins package. He also has some interesting abilities that interact with the Slow condition. He can hand it out on a non-built-in trigger, Paralyze a Slow model with another non-built-in trigger, or simply devour whole a Paralyzed model with a high Tome. This set of abilities gets especially interesting with the models that come in Titania's box, as the henchman and minions have an aura which force tests against gaining Slow. They're also compelling choices in any crew since they're great for dropping and playing around with scheme markers. Any of you play with First Mate in Zoraida yet? How was he?
  17. Woah Nellie!

    So Martin (ArcanistHero29) and I ended up playing each other last night, in what was billed as an opportunity to try out new stuff, at least that's what he had thought. Unfortunately he never told me... Strategy: Guard the Stash. Schemes: Convict Labour, Leave your Mark, Covert Breakthrough, Inspection, Take Prisoner. Setup: Corner Deployment. So Martin took: Nellie, Delegation, Guild Funds, Misleading Headlines. Phiona Gage, a Debt to the Guild, Wrath of the Guild Printing Press 3 Field Journalists Master Queeg, a Dept to the Guild And a Pale Rider... So an intrepid band of journalists ventured into the Bayou accompanied by their trusted school teacher(!) and the walking portent of death! Expecting to write a tale about the Intrepid Adventures of Zipp the Magnificent they stumbled into an Old Hag brewing up a can of Whoop Ass! I took: Zoraida, Hex Bag and Tarot Reading Trixiebelle, A Gun for a Lady and Dirty Cheater Sammy Lacroix, Animal Shape Whiskey Golem, Barrel Up Merris Lacroix 2 Bayou Gators (one with a gremlin in it's mouth). Not quite the crew he was expecting (unfortunately due to my policy of only painted models (currently only Zipp and Earl Burns are finished) I was unable to take The Sky Pirates (this self imposed rule seems as popular with my opponents, as post-Brexit UK foreign policy...) Zoraida having just finished brewing two cauldrons before the Paparazzi turned up, realised that she need to Guard her Stash, with no time to get a super-injunction granted by The Judge, she instead had to lump for sending a Bayou Gator towards each marker, with the Whiskey Golem going to left marker. Like the benefits scroungers the Guild believed them to be, the rest of the Gremlin's seemed to mill about with no apparent goal in mind, the only noticeable event being the appearance of the Old Hag's child, who seemed to be mimicking Phiona Gage, much to her annoyance, with every time the Voodoo Doll was struck, she felt a pang of pain. The guild sent two of their best investigative journalists to either flank to start searching for evidence near the corners (suggesting a thorough Inspection). Queeg and the Pale Rider moved towards the left marker (my left) with Nellie, Phiona and the third reporter moving towards the right marker/middle. A face off with no one scoring any points in turn one. The walking portent of death broke the stalemate by (true to form) heralding the death of a innocent harmless reptile (a Bayou Gator (without a gremlin in it's mouth)), who was just basking in the mid day sun! He then turned his attentions to Trixiebelle, shooting at her, who in turn suggested the Sammy rather generously could be shot instead... as confused by this turn of events as poor Sammy, the Pale Rider (being a stickler for honour and not harming someone who didn’t deserve it), fired wide. Trixie feeling lucky from avoiding death, drew her Big Gun and drew a bead on an unsuspecting Journalist, with a level of anti-press violence, seldom seen outside of a Russell Crowe telephone call, after some truly Dirty Cheating, she Red Jokered the damage and blew the tabloid hack away! Unfortunately Trixie's delight was short lived and she was charged by Phiona, and after chewing through soulstones like candy to reduce the damage she suffered, Trixie breathed a sigh of relief to be still standing. Zoraida not wishing to see her favourite Gremlin crutch removed, pushed Phiona away. Unfortunately this only delayed the inevitable, as Nellie dragged Trixie out of the woods and into the waiting pickaxe of the maniac! Queeg standing on a stash marker dropped a scheme marker, which started to wiggle and piggle, and with a monotone "brainnnssss-ehm-oink?" turned into a dead pig rammed packed with explosives! The Whiskey Golem then hitched up it's barrels, vowing to make today an inservice day (no teachers around!), unfortunately due to hard to kill he was left with one wound. The reporters on either flank, started uncovering evidence of Zoraida's bottling Bayou water and selling it under the Dasani brand! The Hag realised she needed a better cover up, and made a note to employ Tony Blair's Pr team. With the Whiskey Golem and a Gator (with a gremlin in it's mouth) around each of Zoraida's cauldrons scored me a point. Turn two ended 1-0 (me). Merris sick of hanging at the back (a spot which she makes her own in every gremlin crew) and wishing to spread her wings, dashing forward to sit near the marker, to line up a jump into the backfield next round to start scoring Leave your Mark and Cover Breakthrough. Unfortunately the dastard wordsmith Nellie dragged the innocent and defenceless Merris into the open for the pickaxe wielding Guild oppressor to mutilate. Merris exploded, stacking another 4 burning onto Phiona, to go with the plethora of other conditions passed across by the Voodoo Doll. Nellie, suffering from overwhelming curiosity ventured over to the right cauldron to peak inside, hoping for a scoop. Unfortunately all she met was the snapping jaws of a Bayou Gator (with a Gremlin in it's mouth), despite the Gremlin the Gator still had plenty space to eat Nellie, swallowing her whole! (Much to Martin's distress, he had the suit to trigger the pushback on the previous attack, but although the gator wouldn’t have got the 2nd charge attack, it could have pushed back for (0) action and still been in range to use its Melee Expert AP to make the killing attack). The School Teacher (on a break from managing Belgium) whipped the Whiskey Golem, causing it to wobble, splashing him with the good stuff and poisoning him, which would be enough to kill him off in the upkeep stage, having been on his last wound. The Pale Rider after dodging some attacks from the Whiskey Golem , pushed away before dropping some part of its horse or other appendage to count as something important in the centre of the board. This counted towards some Convict Labour. One of the Reporters scribbled something down, and Left her Mark near the edge of the board. Turn 3 ended 1-2 (to Martin). Both the Voodoo Doll and Phiona succumbed to a mixture of burning and poison (or Martin's cooking as its otherwise known). On the flank a Reporter uncovered more of Zoraida's chequered past, Zoraida in response Obeyed the snooper to bury the evidence in the horoscope section. Trying to do the same to Sammy ended up with the Gremlin showing its rebellious streak and refusing. The Pale Rider then was too stubborn to be Bewitched by the mature strumpet! Infuriated by such a young upstart she Hexed him with no effect. Mumbo Jumbo curses! Despite not suffering any damage from attacks, the Humiliation of Nellie's exposé of his fetish of twisting Oreo's anticlockwise the Bayou Gator (with a Gremlin in it's mouth) died! With The Pale Rider pushing away this left the Whiskey Golem to then Nimbly walk off. Sammy and Zoraida secured the cauldrons, the Convict labour survived the turn, raising it to 2-3 (for Martin). The Pale Rider moved into range with Zoraida and tried to hit her with The Last Crossing, focussing first with a true disregard for Proper Manners, he caused the Old Hag's life to flash before her eyes! Getting the attack off, he flipped a year 9 damage, which after chewing on her final stone to prevent 3 of the damage, Zoraida breathed a huge sigh of relief After a somewhat lackluster previous turn, Zoraida looked to the Pale Rider, and rather than seeing a dead bloke on an even dead-er steed, she saw something that remided her of the babe! The Voodoo doll Red Jokered the Hem flip, despite stubborn (Joker and 13!) and at once the Rider and his fate became entwined. Shortly afterwards the soft toy was charged by an exploding pig which dealt enough damage to kill the Pale Rider off. With just two Reporters and a Printing Press (that was scuttling around at the back) there was not much left for the lackeys of the Guild to achieve. The Reporters continued snooping around looking to find Trixiebelle's unmentionables. A pair of pants uncovered on the board edge turned out to be a stuffed piglet in disguise! Which snuffled around ineffectually. The Whiskey Golem dropped some of the nectar of the gods before moving on and dropping more roughly where the Guild had came from. The convict labour no longer scored due to a stuffed piglet standing too close. Another Mark was left by the reporter, Zoraida and Sammy remained to Guard the Stash, the Whiskey Golem revealed his mark had been left and he had Broken through covertly, to end the game 5-4 (Me).
  18. Hi, we are Agent(s) of the Breach, a couple who are starting to play with Neverborn. We love to have a painting thread of every game we play because, not only It keeps us motivated, but also, it’s always interesting to have different points of view of the things you are working on and share ideas. So, please, feel free to comment or ask whatever you want, we’ll try to keep this updated At the moment, we’ve been focused on painting Zoraida’s box (testing colours and doing some brainstorming), so we don’t have much to show yet; only an (almost) finished Silurid. The idea is that the Silurid had to look as froggy as possibly, but with a spice of lizard in it. Like we said, it’s not finished yet; we want it to have a brown pattern in her back. Something like these: Usually, the base is the last that we (she, in this case) paint, but we wanted to see how it was going to look. It tries to be an autumn swampy zone. Seeing the photos, we have realized that it's a little dark, so we still have to work it a little more. Malifaux it’s a strange game; coming from Warhammer and Infinity, we are kinda used to paint “armys of”, but every single miniature here looks like a separate challenge. We’ll see how this work!
  19. Zoraida need crew list help

    i bought Zoraida, aaand many people say i should take her outta the "swamp" but i dont know what to buy except i know i will need a nurse any suggestions would be greatly appreciated ^^
  20. My Wallpaper Thread

    I'll start it off with Lucius, just to make the Guildies jealous. OURS. Other masters, henchmen, enforcers and minions to come. Lucius Wallpaper, with room for resizing
  21. You WILL Obey me

    HI folks, thinking of running a 'fun' list to get the best out of Obey. Zoraida with Crystal Ball (2ss) and Tarot Reading (2ss) Mysterious Emissary (10ss) with Conflux of Fate (0ss) Doppleganger (7ss) Hannah (11ss) Vasilisa (9ss) Nurse (6ss) Planning on bringing the voodoo doll out using Z's action and hopefully getting a few Changelings off the Emissary. Has anybody tried this before and if so how did it go? it looks like it could really mess with an opponents head!
  22. This might very well due to my poor English, but I suddenly find the text of "The fickle winds of fate" a tad confusing: According to Pullmyfinger, this If this was indeed the case, shouldn't it have been worded differently? Shouldn't it say 'place them ... at least 1" away from each other'? As a matter of fact, my brother has even come to understand that the placement would require a further Scheme Marker, placed within 6" (but not within 4", as it would be removed!) of Zoraida, so that you can place the removed schemes "at least 1" away from another Scheme Marker". But that doesn't sound very logical and makes a not often used action even less appealing. A different interpretation would suggest that you may place those pesky markers anywhere within 6" of Zoraida, with the only constraint that you cannot do it anywhere within 1" of any remaining marker. Whichs is a weird and specific requirement, but doesn't force you to position Zoraida leaving at least 1 marker between 4" and 6" of herself. So, what do you think is the intent of the text? I always understood it as described in Pullmyfinger: you have to place the markers anywhere, but leaving 1" inbetween them. But, if this is the case, I don't think the action was clearly worded.
  23. First impression on Zoraida

    Hello everyone, I have been theoryingfaux on Zoraida for a while and I had my first game with her yesterday. I have tried her with Crystal ball + Hex bag, Lazarus + Retribution's Eye & a Doppelganger (copying Lazarus usually) + flavour again a Nico crew. This is a master I definitely want to explore more because she provides a change from my usual masters (Lynch & Lilith). However, I have the following remarks / questions that pop to my mind. I would be very interested in knowing the opinion of more experienced players The cost of the upgrades: Animal shape, Tarot Reading and Crystal ball are very nice but it feels as if they were not quite worth the soulstone points. 2SS for animal shape is huge considering you can't interact after the placing. Crystal Ball is very random while Tarot reading seems only good with Animal shape if you consider that Zoraida seems usually at the rear of the crew. When I compare to what Lynch and Lilith can have, I am a bit disappointed. Lazarus is amazing and one more attack with Obey goes a long way in grindin down the opponent's crew. Having a Doppelganger duplicating his attack 2-3 times is also very impressive. I think I will stick to this core in my future tests. I mostly used the voodoo doll and the hex bag during Zoraida's activation. Although this is very powerful (especially the curse), I feel that I use a lot of APs to achieve a result. It also seems to me that Bewitched is not really useful (I have not found the opportunity to use it). I have a feeling of inefficiency when I play Zoraida. I have checked the Pull my Finger but only got general feelings in there. I'd be interested in seeing how other players use her and if she is better than my first impression lead me to think.
  24. Thoughts on Sammy Lacroix?

    I normally play Zoraida as Neverborn, but I've been kind of looking for a reason to field McTavish in faction, since Mud Toss and Cute Critters are both interesting upgrades. (Dirty Cheater seems better than Aether Connection, too.) From a purely fluff standpoint, Sammy Lacroix is that reason, but I wondered if anyone else had any experience with her? She seems like a side-grade from a Nurse; she brings a more-reliable set of triggers (no need to dig up specific suits), but they're overall less flexible and powerful. (Twisted Legs seems like a passable pseudo-paralyze, though.) Her ability to take Zoraida's upgrades is nice, but limited – Winds of Fate doesn't trigger if Sammy's holding Crystal Ball, she doesn't use Animal Shape nearly as well, and Hex Bag seems better served on Zoraida. (Sammy does seem like an excellent Tarot Reading carrier.) I do like the synergy the pair have with the another amazing gremlin model, Merris Lacroix. If Z's on Animal Shape, Merris can still trigger Winds of Fate; Tarot Reading loves dense scheme marker placement; a Z / Voodoo Doll / Sammy knot is going to love pulse protection; Merris hands out Burning tres easy ... And, in the super-niche category, Sammy can easily soak two bad cards with Bayou Two-Card off Merris' draw 2, stack 3 ability, since Sammy's likely going to be targeting Voodoo Doll. I'm on the fence; if I'm paying 1 ss and giving up Nurse's insanely flexible triggers, I want a little more than a 1-card cycle and a fourth upgrade slot. Have you guys played with Sammy yet? I'm not a gremlin player, so I'm likely overlooking some awesome in-faction obviousness.
  25. Zoraida with Pigs?

    Hey! I've been thinking about running Zoraida with most of her crew being pigs, boars, war pigs, roosters and other kind of animals within the Gremlins faction. Is it viable? As far as i know, it's viable, but i don't know the crew composition. Pigs, boars and other bacon bro's need to be supervised by some other models like old major and gremlins to avoid charging themselves. So, any ideas on the lists? Can a crew based on crazy bacon score VP and accomplish all the objectives or would be situational crew composition? PS: Been thinking too with Mc Tavish and swampfiends, that would be more reliable? Thanks for your time
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