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  1. Great question! So, the answer is, I've started a new site for PMF (one Google Sites) and I've been porting stuff over, but I haven't announced it yet. The import process is all by hand, which is annoying. You should be able to edit the Wikispaces site if you are logged in. New announcement on this coming up in the next few days - sorry for the delay!
    4 points
  2. So I've managed to finish them off today, here's the next few steps to take me to completion: I got some old cd's, covered them with a piece of thin card and glued some sand on to represent 5" clumps of cacti I covered the cacti bases with the same sand mixture After a white primer I painted the bases, I didn't have any decent size pots of paint but luckily I found a tester pot of "terracotta" masonry paint in a cupboard. I drybrushed a desert sand colour over the top of this once dry. Then I painted the cacti with a light green, put a green wash over the top, glued some clumps of grass to the bases and all done! They're not gonna win any scenery awards any time soon but for a few hours work and less than £5 in materials I'm made up with the results. Looking forward to my resser friend luring me into them in future games. If I was to do this again though I'd either use thinner screws or glue the screws onto the base rather than screwing them through from the bottom. Some of the bases are wonky as the heads of the screws are quite large. Thanks for all the comments and support from everyone on here and the AWP facebook groups!!
    4 points
  3. WHO ARE THE TEN THUNDERS? Last week I injured my hand, rendering me unable to paint for some time. I've been itching to do some hobby stuff and now I have an idea for what: This thread will be a showcase of my painted TT models (photographed badly) coupled with a bits of fluff writing. The world of Malifaux is so rich in details and flavour, and I've often found myself imagining a place for the models I paint in it. The named characters are, of course, well established, as is the general relationships between the models in a faction, but the actual organizations, people and places are left just vague enough that we as players have to fill it in ourselves. I enjoy that immensely. The first entry will be my Ten Thunders Brothers. I uploaded this to facebook two weeks ago, and the positive response (as well as the hand thing) spurred me on to start this project. THE RED DEMONS "The Red Demons run the dockside markets of the Little Kingdom. Now, we all know crops just don't grow right this side of the Breach. If it isn't the taste, then it's the texture, or the tiny, singing mouths only visible in moonlight. But these guys? They've got peaches that taste like your childhood summers – you name it two days in advance, and they'll bring you any amount of fresh fruit or vegetables, hell, they can even get you flowers! Who can afford to pay the Guild cargo rates to bring in flowers? And how do they keep them from growing those tiny lidless eyes? Oh, and I guess I should mention the crates and crates of illegal weapons. I'm sure they'll have what you need. Couple of rules, of course: Payment in soulstones, immediately. And don't mention the masks. If they start talking about you meeting their little brother, or if they mention the name Ototo, just give them what you have and back away slowly. But if they mention The Lady, you run."
    2 points
  4. I decided my games needed some soft cover of sorts and since we never seem to use hazardous terrain i decided i wanted a cacti field (or a few patches). After an evening of searching google i came across a tutorial from a guy who used nails and clay to make them (https://westerngames.wordpress.com/2014/01/23/making-saguaro-cactus-terrain/). Now, it's January and I'm pretty skint, so there's no way i could walk in the house with a bag of nails and some clay without getting interrogated by the missus. I had a look round at the bits I had and decided to try and make my own version: Step 1: I took an assortment of screws and screwed them through the bottom of some old bases I had lying around. Step 2: sellotape a bit of paperclip to the screw to make the "arm" of the cacti. Step 3: Cover it in green stuff!!!! Step 4: Use a spare screw or something else ridged to make the ridges on the cactus by rolling it up and down the greenstuff. Step 5: repeat until all done! Took me less than an hour and cost me nothing. I'm going to make small zones for the cacti to sit in to represent patches of hazardous soft terrain. Once the greenstuff's hardened I'll do the bases and paint them. Ill post more updates when completed!
    2 points
  5. I read down to the Pariah of Iron section, and I'm baffled as to how you can claim thematic integrity. But I have a more significant problem with "create a large enough pool for new players who will be using just one master". That's terribly misguided, it seems to me, because you're putting together too many eggs in one basket. Because it runs into the 'So you sunk $X in to a crew that you can't use for anything else, and discovered you like a different crew better" problem. Don't push theme on someone unless they're more interested in collecting than playing.
    2 points
  6. Update on what's coming out on my channel in the near future.
    2 points
  7. Sorry, I missed some fridays and still not on schedule but I have wip death marshal recruiter for you
    2 points
  8. This is a 50 point game played in the MaliPhoenix group at Games U. Gremlins vs. Outcasts Deployment: Standard Strategy: Reconnoiter Schemes: A Line in The Sand, Break Through, Protect Territory, Make Them Suffer, and Plant Explosives. Gremlin List: Wong with A Gremlin's Luck, Explosive Solutions, and Do Over, Sammy Lacroix with Wong's limited upgrade Ooo Glowy, Gracie with Saddle, Burt Jebsen with Stilts, Old Cranky, Slop Hauler, and 3 Stuffed Piglets. Soulstone Cache of 7. With this list I wanted to try out Wong with the newest upgrade Do Over with shooting into engagements with the Stuffed Piglets. On paper it looked really nasty and I just wanted to see how it would work out on the table. Surprisingly this was my first time taking Burt Jebsen with Wong for the express purpose of giving him the Magical Condition. I have heard really good things about him having it but the only two models I have ever put the magical condition on have been Mancha Roja or Francois Lacroix. This was my first game with Old Cranky and why I took him with Wong is because unlike all of my other Gremlin Masters, I never take Wong's specific Totem, as I have come to the conclusion that she is unnecessary for Wong's crew. Outcasts List: Viktoria of Ashes with Sisters in Fury and Howling Wolf Tattoo, Viktoria of Blood with Mark of Shez'uui and Tally Sheet, Vanessa, Freikorps Trapper, Bishop, Convict Gunslinger, Student of Conflict, and a Ronin. Soulstone cache of 4. Gremlins reveal Breakthrough, but do not reveal Make Them Suffer. Outcasts reveal Protect Territory and For The Money. For The Money is a faction specific Scheme, that instead of scoring points off of it you gain +4 soulstones to your cache. Gremlins win Deployment Flip and choose to make Outcasts deploy first and choose sides. Just to note this is a four foot by four foot board, so six inches all around the board is out of play. Outcasts Deployment Left to Right: Convict Gunslinger, Bishop, Viktoria of Ashes, Viktoria of Blood, Vanessa, Freikorps Trapper on top of the stones, Student of Conflict, and a Ronin. Gremlin Deployment Left to Right: Stuffed Piglet, Burt Jebsen, Stuffed Piglet, Gracie, Wong, Old Cranky, Slop Hauler, Sammy Lacroix, and a Stuffed Piglet. Outcasts win initiative and force Gremlins to go first. Stuffed Piglet double walks. Student of Conflict did her 2 action Assist to give the Freikorps Trapper Fast. Stuffed Piglet Double Walked. Viktoria of Ashes double walked forward and shot at the Stuffed Piglet, but missed due to hard cover. She then did her 0 action the Setting Sun to gain +1 Defense as long as there is a friendly sister model within 2" of her. Stuffed Piglet double walked. Viktoria of Blood double walked forward and did her 0 action The Falling Star, giving her +1 Melee as long as she is within 2" of a friendly sister. Old Cranky did his 0 action Let Me Tell You a Tell Sonny... that allows me to discard a card to draw a card, which I discarded a 1. That then caused Sammy Lacroix's ability to activate which is, Winds of Fate, which allows me to discard a card and draw a card, which I discarded a 5. He then double walked. Bishop double walked and went Defensive +1. Burt Jebsen went Reckless, which he healed from Regeneration +1 due to the Ooo Glowy upgrade on Sammy Lacroix. He then triple walked. Convict Gunslinger walked forward and went Defensive +1. Sammy Lacroix double walked. Ronin walked forward and shot at Sammy Lacroix, but missed due to hard cover. Gracie did her 0 action Riled Up, getting the 7 she needed and taking 2 damage to gain Reactivate. She then double walked forward Saddling Wong both times. Vanessa double walked. Slop Hauler went Reckless and walked forward. Then he did his 2 action Feed Piggies healing himself and Gracie to full. Fast Freikorps Trapper shot at the Stuffed Piglet and got the Red Joker, hitting it and gaining a positive twist that off set the negative due to hard cover. He killed the Stuffed Piglet outright with severe damage. He then shot at Sammy Lacroix twice, first time missing due to me cheating and the second hitting doing weak damage of 2, which I used a soulstone to reduce to 0. Gracie saddled Wong forward and then walked back. Wong did Lightning Jump on Viktoria of Ashes 3 times. First time I hit and did weak damage of 2 and pulse damage of 2 to Viktoria of Blood, but no Pulse on the Freikorps Trapper due to being immune to the damage. 2 soulstones were used to reduce damage on each Viktoria by 1 damage. I got the trigger Lightning Storm to attack Viktoria of Blood which I used a soulstone to gain a positive twist to offset the soft cover but still missed. Second attack I got the Red Joker and did Moderate damage of 3 to Viktoria of Ashes and 2 damage to Viktoria of Blood from the blast damage and another 2 from the pulse. The Viktoria's used 3 more soulstones to reduce each portion of the damage. I declared the Lightning Storm trigger to attack Viktoria of Blood but she successfuly reduced the 2 damage to 0, preventing the trigger from going off. The third attack hit and did weak damage of 2 to Viktoria of Ashes but the Pulse did not get the crow needed to deal 2 damage to Viktoria of Blood. Viktoria of Ashes has 3 health left and 4 damage on her. Viktoria of Blood has 5 health left and 2 damage. Outcasts have 3 soulstones left and Gremlins have 5 soulstones. End of turn 1 no points scored. Top of turn 2. Outcasts win initiative. Viktoria of Blood did her 0 action The Lonely Path to gain positive twists to her damage flips as long as she is not within 6" of a friendly sister. She charged Wong and on the first attack she cheated in the Red Joker to do 9 points of damage, which I spent a soulstone to reduce by 1, but unfortunately the armor on Wong was negated due to Mark of Shez'uui. Second attack hit and did weak damage of 3 which I reduced down to 1 point of damage due to a soulstone. Wong has 9 damage and 3 health left. Gracie did her 0 action to gain Reactivate and then double walked saddling Wong. Vanessa did her 2 action The Ley Stone Unleashed to heal herself and all friendly sister models. She got moderate of 3, healing Viktoria of Blood up to full and healing Viktoria of Ashes up to only 1 damage left and 6 health. Slop Hauler went Reckless and healed himself and Gracie to full as well as healing Wong by 2 to have him have 5 health left and 7 points of damage. The Slop Hauler then walked. Freikorps Trapper Focused and shot the Slop Hauler getting severe damage and killing him outright. Stuffed Piglet double walked into engagement with Viktoria of Blood. Bishop walked forward and then charged Burt Jebsen. He had added crows to his duels and both attacks hit, first attack doing moderate of 3 and giving Burt Slow and the second getting weak of 2. Burt Jebsen has 2 health left and 5 points of damage. Slow Burt Jebsen went Reckless, which was healed by Regeneration, and attacked Bishop twice. The first attack I got the Red Joker on the attack and declared Critical Strike. With Ooo Glowy and the built in ram this made the damage spread 5/6/7, he did moderate damage of 6. His second attack hit and also got the ram, getting weak damage of 5 and killing Bishop. Convict Gunslinger walked forward and shot at Burt Jebsen, which missed due to the Black Joker, so I cheated in a 4 of rams to get the It's All in the Reflexes trigger doing moderate damage of 3 to the Convict Gunslinger. Stuffed Piglet double walked. Ronin double walked. Old Cranky double walked to be within 6" of Sammy Lacroix and did his 0 action to discard and draw which caused Sammy to also discard and draw. Student of Conflict walked and did her Sisters in Spirit action to place Viktoria of Ashes into base contact. Sammy Lacroix walked and then hit Viktoria of Ashes with Jynx, doing 2 points of damage which she soulstoned to 0, and gave her the Twisted Legs condition that prevents her from walking or charging. Outcasts have 2 remaining soulstones. Viktoria of Ashes Focused and shot at Old Cranky and did weak damage of 2. She shot again but missed due to soft cover.She then did her 0 action The Setting Sun. Wong shot into engagement and randomized into the Stuffed Piglet. I did severe damage and got BWHAM! Trigger doing +1 damage on Blast Markers. The Blast did 4 damage which was reduced to 2 damage from the soulstone, then 2 damage from the Pulse which was reduced to 1 with the last Outcast Soulstone, and finally 2 more points of damage from the Stuffed Piglet's Bacon Bomb, leaving Viktoria of Blood with 2 health left and no soulstones. I then discarded a card for Do Over! and hit and killed Viktoria of Blood. Wong then walked and shot at Viktoria of Ashes but missed. Gracie walked saddling Wong and then went Defensive +1. End of turn 2 we both score 1 point on Reconnoiter. Top of turn 3. Gremlins win initiative. Stuffed Piglet double walks. Viktoria of Ashes charged and killed Sammy Lacroix, first attack dealing weak and second dealing moderate for 7 points of damage. She then shot at old Cranky but missed due to soft cover. She then did her 0 action The Setting Sun. Old Cranky Focused and shot at the Ronin. I cheated a high Crow to get the Slug trigger. At a straight flip for both damage flips I dropped the Ronin to Hard to Kill. The Ronin charged Old Cranky and killed him on the first attack and got the Next Target trigger to push 4" away. Burt Jebsen walked and shot into the engagement between the Convict Gunslinger and the Stuffed Piglet, and randomized into the Convict Gunslinger. It hit him and did weak damage of 2 after accounting for Ooo Glowy and Bullet Proof. Vanessa shot at Burt Jebsen twice first time missing due to the Red Joker being cheated in and second time missing. Gracie did her 0 to gain Reactivate, she then walked forward saddling Wong and attacked the Ronin with Take a Bite, killing her and healing to full. Student of Conflict walked and placed Viktoria of Ashes into base to base. Gracie did reactivate and double walked saddling Wong both times. Convict Gunslinger tried to leave engagement but failed. He then shot at the Stuffed Piglet hitting and doing moderate damage of 3. Wong walked and shot twice at the Student of Conflict missing both times, the second time due to the Red Joker on defense. Freikorps Trapper focused and shot at Wong, hitting and doing weak damage of 2 which was reduced down to 1 by Armor. End of turn 3 we both score 1 for Reconnoiter. Top of turn 4. Outcasts win initiative. Viktoria of Ashes did her 0 action East and West to gain positive twists to her attack flips, she then walked and then charged Wong, killing him with the second attack. Gracie charged and did severe damage of 6 on the first attack, but the second attack missed. Gracie also did her 0 action to gain Reactivate. Vanessa attacked Burt Jebsen twice, first attack dropped him to Hard to Kill and the second killed him off. Gracie Reactivated and attacked Viktoria of Ashes but missed both times. Convict Gunslinger shot and killed the Stuffed Piglet, which then did Bacon Bomb for 1 damage for a 4" pulse. He then dropped a scheme marker. Freikorps Trapper walked and dropped a scheme marker. The Student of Conflict walked forward and placed Viktoria of Ashes. End of turn 4 Outcast score 1 on Reconnoiter. Gremlins 2 vs. Outcasts 3. Top of turn 5. Gremlins win initiative. Gracie does her 0 action to gain Reactivate, she then double walks. Viktoria of Ashes did her 1 action Sisters in Fury to gain +2 damage and attacked Gracie twice, hitting with the first attack and dropping her to hard to kill then the second attack killed her. End of the game Outcasts score another point for Reconnoiter and the full 3 points from Protect Territory. Gremlins 2 to Outcasts 7 This felt like it was anybodies game all the way up to Wong being eliminated. Overall I really liked how the Stuffed Piglet trick worked, it was really over the top! Next time I am going to bring only 1 or 2 Stuffed Piglets with a Taxidermist to summon in more as the game rolls along. I would also like to give Burt Jebsen another shot with Glowy, I just need to keep in mind to have him around a big resilient model to use his Slippery ability. I feel like overall my biggest mistake this game was moving the Slop Hauler to where the Freikorps Trapper could see him and kill him. As always I hope you enjoyed the battle report and I look forward to any criticisms, critiques, or advice anyone may have.
    1 point
  9. Thanks for posting this. I'm a fan of Wong myself, but I'm still trying to get my head around how to best use him. One question: did the Outcasts somehow have 8 Soulstones? You say during Wong's first attacks on them they they used 2ss for damage prevention, then another 3 (total 5) for prevention on the next attack, leaving them with 3ss (total 8). You said at the top of the game that they had a cache of 4ss, so I'm obviously missing something here!
    1 point
  10. I think they meant be careful when using yasunori in an Asami crew against Zoraida. Zoraida can obey yasunori to charge if yasunori is within 4 inches of Asami and then do potentially 4 attacks off of one obey, against a model in Asami's crew.
    1 point
  11. I have a feeling that being able to move after going through a Portal Marker is going to be even more important for getting some wild attack angles, but yeah being able to pull a 20" charge when you want it is pretty nice.
    1 point
  12. I have't played enough newcius to know if these will work, but they should be fun to play.
    1 point
  13. After succeeding triggers happen after resolving the effects of the action, which is after step 5 "Determine Success" which includes applying all the results of the action. In this case, the Abomination is killed by damage before it gains the Brilliance characteristic.
    1 point
  14. @trikk Oh, I had the feeling that you would recommend Nellie^^ Don`t worry, fun is what you make of it
    1 point
  15. 1) Nellie, Misleading Headlines, Delegation Printing Press Phiona, Transparency, Wrath of the Guild Francisco, Wade In Peacekeeper, Numb to the World 2x Reporter, Austringer You have 3 good models for Hunting Party while its pretty AP intensive for your enemy to score from it. Phiona with Transparency can help out with Dig Their Graves. Austringer is there to help with LYM. You can pass activations until you know which quarters to contest and which you shouldn`t. I sometimes swap the Austringer for a Brutal Effigy and use the 2 extra SS for Hermanos/A Debt on Frank and Guild Funds on Nellie. 2) Same roster Nellie is quite hard to take down. You have a lot of HtK beaters which can be healed. Frame is lame so I would never take it. You can quite easily do Set Up with reporters and Austringer and Phiona. Last Stand is also an option depending on the enemy crew. If you want to take FFM you can swap the Peacekeeper for an Executionier with Ready to Work. 3) Look above I`d swap Frank for Master Queeg with Promises and maybe swap one reporter for a second Austringer as there are a lot of interact based actions.. Peacekeeper with heal ability from Delegation usually requires a lot of AP to get down. The whole crew is pretty hard to Accuse. P.S. I know I`m no fun
    1 point
  16. 1 point
  17. Thanks, Kadeton! I could not find it when I was flipping through the rule book today. Much appreciated!
    1 point
  18. This is covered by the "Duel Stat Types" rule in the breakout box on p.31 of the BRB, for reference.
    1 point
  19. Aweome, cheers! Thought as much. Just thinking that this initiative plus the refresh of the UK/US rankings site last year make for great tools for wyrd to use. I love data analysis and these tools give interesting insights into the metas. Before these I was relying on scraping twitter/facbook/forums/podcasts to get some sort of vague oversight. I still do but these give a more solid foundation. Obviously with a game with almost limitless iterations n=400 or even n=10000 casts just a slither of light across possible power curves/trends but it's fascinating nonetheless.
    1 point
  20. the Under Quarantine Through the Breach book mentions a temple under malifaux dedicated to some sort of water god. This might be a side reference to Meridion. As for Factions, I find myself torn. I like Gibbering Hordes a lot story and aesthetically, though its not my usual play stye. However, KE keeps drawing my attention too, Play style looks fun, but I'm not as excited about the look of the models. Then suddenly it turns out nearly everyone local is also looking towards GH, like 2.5 to 1 ratio. Not sure what to go with now.
    1 point
  21. Obviously because they had Parker Barrows and Dead Outlaws planned into the meta since wave 1
    1 point
  22. I used him 2 or 3 times and he`s ok. I have no idea why they give him a bulletproof vest and make him go and hunt zombies and spirits
    1 point
  23. I'll add another one. The Foxhunt list. It's been theoryfauxed plenty on here (even by myself) but I have never had the chance to run it. With the Mounted Guard debacle it's been delayed quite a bit, but I just ordered the Lone Marshall so that's one step closer. And a second one, making the Lone Marshall do work...
    1 point
  24. I haven't been in a painting mood for while, I was perhaps a little burnt out. But now I've painted my Soulstone Miners. The base inserts they come with blended quite nicely into my regular Arcanist base design, so I didn't have to convert anything there, just shave the edges a bit. Paint scheme is my standard red and white M&SU, many drill bits are made from a pretty dark alloy so I went with dark grey for the heads.
    1 point
  25. Another 6 months really? Sorry to be negative, but if that really is the case then I think you should review the system or put some of the other limited models on the guilder program.
    1 point
  26. One thing I will add up front real fast; the Dreamer's Empty Night Mask trigger, Journey, is limited to Ml attacks. Gamble your life is a Ca action so it cannot trigger that attack. It can only let it use its Hooks attack. That said this is how I have generally played Summoner Dreamer, rarely did I summon three things turn 1 unless it was two normal summons and a daydream to replace the one I used. More often I would summon a single model, two if I needed to replace a Daydream, and then use Empty Night to buff my models. I really was playing Dreamer as a support master with light summoning more than a summoner with light support. I like to actually take several cheaper guys to buff my numbers, and I don't take Tannen personally. I never found him necessary as I generally only went for a couple summons a game and generally kept my Waking down for heals. Corrupted Hounds and Bloodwretches have proven useful for me oddly enough. Corrupted hounds can have Empty Night used on them to push 6" and get an attack with to hit, to any terrifying or Manipulative test, and to damage. It has been useful to push an attack through where I need to do moderate damage and they do on their own or paired up. Bloodwretches I like giving fast to so they can use their tactical action then charge a target. That way they have two attacks with Ml6, to hit, 3/4/6 damage spread, and when they damage I get to draw two cards and discard one. I had a game where I tagged a Bloodwretch with Fast and Playtime letting me draw a card, then draw two cards, then discard one. Basically ends up being draw 3 cards and discard 1. While I cheated both attacks *my opponent did not want me getting those cards with out a fight* I basically refreshed my hand afterwards. He dropped two face cards, I dropped a face card and a 10, and while half the cards I drew were low the others were good to decent while also letting me cycle through my deck a bit. Of course with Corrupted Hounds and Bloodwretches you cannot pass attacks off to so I make sure to start with my 3 Daydreams and some other nightmare to make sure I have some safety net. I often take either Lilitu or a Beckoner as well *beckoner if I took an Illuminated* so I often have them lure Dreamer forward a bit first turn so I don't have to spend an AP walking. Often I have found that the hounds and Bloodwretches are fast enough that if I need them to run off and do something they can, while by turn 2 I have some summons to help support Dreamer if I have to pull them away. Or they mixed it up with the enemy and my summons can play second wave in the fight or rush off to do something else I need. I have not used a Waldgeist with the Dreamer yet as generally instead I have invested in an Illuminated but a Waldgeist has value with the extra armor, forest markers, and camo. Just I often found a Beckoner and Illuminated are nice back up muscle to scare people with. I have had an illuminated activate, charge an enemy to stop them from advancing, then later have the Beckoner tag them with her Promises to give them Brilliance. Often they do not try as hard to stop it as the illuminated has already gone but then the dreamer uses Empty Night and the Journey trigger to give the Illuminated extra attacks as it is a minion against the model that now has brilliance. And now typing this up makes me want to play the dreamer again *was trying to play masters I don't play much* been a while since I pulled him out as I was trying out other factions but now I might have to pull him out for a few games to scratch the itch.
    1 point
  27. So can Pandora with the fugue state upgrade... put all that in the same crew ?
    1 point
  28. Ol' Zeke's having another acid flashback. Poor feller ain't been quite right since Woodstock. Seriously though, that looks awesome.
    1 point
  29. The problem has been identified and is being fixed. I should have proofs in my hand within a few days, at which point Wargame Vault will begin fixing orders. Make sure that, if you had an error, you submit to them to make sure you get it fixed. I apologize again for the problems!
    1 point
  30. I would absolutely pick up this new Lazarus as a purchase or monthly promotion reward. Guilders aren't an option for me, so I hope it doesn't go that way.
    1 point
  31. Had a game today. Ryle used his debt to the guild walked once pushed 4" to engage mcmorning and hit him once. Judge then used combat effectiveness to make him attack 3 more times with minimum 4 damage each attack.
    1 point
  32. Im quite certain another Wave will come. I think that Wyrd indeed strives to give options over new=better, the one thing we do see however is that Wave 3/4 is largely better as what we where used to not so much in Masters but general choices. The Field Reporter and Witchling Thrall are just excellent minions but further put some other Enforcers and Minions to shame aswell. Which is why I stress on how some of the old is a bit faulthy in design. Not all, just some. I am very happy with the change to Lucius as he was an oddity in the game. Likely the previous worst Master. Loco, Austringer and Frank too where above the curve and their changes are valid, needed to keep things healthy. We still do have several Guild Marshals and Guardsmen choices who do not see the board however. While the fixes to them dont even need to be massive. Leading to my following wishes: 1. Have Lady Justice work better with Death Marshals. Her own card is not bad, her Upgrades (all) are just clunky. In my opinion she survives on Badge of Office, neat but likely not intended? With an allround small Guild Marshal buff aura/effect she'd be allright. Visions of the Void also would make her really cool and unique. 2. Let us have a Master that can Summon Guardsman. Every Guardsman works in pairs, neat but also restricting them. I feel that thanks to the Austringer cuddle this plan can actually recieve a green light. Franco Marlow would also be perfect for this I feel, by large because there is a ton of room to shape him and a ton of room to have him on a Master level. Hes not the same old GG veteran who clearly was a super power just by himself. There is a list of models I have not taken and dont feel stressed about getting them (ever) most of them are indeed Guild Marshal or Guardsmen... As others will note, we do have some ways to make them slightly more viable but in all honesty the regular statline found on these models doesnt reward the use of doubles as much as their cost currently suggests. To date I feel Malifaux generally rewards diversity in your build and if your required to have a model that requires another model to function within set area it's extremely difficult to control the board. Frank and Loco are the perfect example of how powerful you need to be to succesfully apply such stratagies.
    1 point
  33. TL;DR - With so many pushes, places and utility tools in our box, GG2017 is the year of the Ten Thunders, in my opinion. We did well with the strats of last year, but the kill-y nature of the schemes didn't play to our strengths as much as this year looks to. I'm only going to focus on suited schemes right now. Claim Jump - Some minions who can complete every turn by themselves: Yokai (needs a 5 each turn), 10T Bros (needs a mask each turn), Wandering River Monk... Shenlong enables this with any model and McCabe giving nimble opens up the same option. Convict Labor was always pretty close to an auto-take for me, and claim jump will probably be as well. Yokai get a +1 here because they place at the end of the turn when lowering flicker, potentially allowing placement to deny this scheme after scoring it themselves Frame for Murder - we've got great targets in general... such as Yasunori, Izamu, Shadow Emissary. Guys that the opponent goes "ok, that needs to die." Several of our minions are pretty good choices for this as well (10T bros, illuminated come to mind). I think the struggle is we don't have a lot of neutralizing outside of say Brewmaster. We have great tarpit units and some pretty seriously healing... so there is always the idea of just tying up models and sticking in hard. Yan Lo giving out Armor to everyone while healing with Sensei Yu on low river... I mean, that's just bananas healing. Especially with a low river monk, Sun Quiang and Obsidian Oni. Something I think that I'm still going to consider this an auto two points to my opponent. The benefit is that our really big hitters that I mentioned above are enforcers, so we can at least deny that third point. I might avoid Lynch if this is in the scheme pool though! Leave Your Mark - Asami, McCabe, Yokai, Shenlong, Yu, Wandering River Monk... we have no shortage of models here that can accelerate to incredible speeds and get this done. Push and placing is our thing (enter Lust) and that gives us plenty of options here. Denial... we have movement a go-go... I'd totally be ok using asami to nom markers while sending out oni to continue my other schemes. Eliminate the Leadership - I feel we have plenty of tools to accomplish this scheme but it's going to depend on the opponent's master, obviously. Though having access to Bettari might open this door a bit wider for us. A lot of our Masters are pretty stalwart and we have the eponimous Misdirection as well. Still I think this is a meh scheme for us, despite models like Misaki and Lynch (who can devastate a master by themselves). I just think we are a bit shy on high min models and could probably look elsewhere for more easily gained points. Accusation - With several fast models that can travel distance and still have an AP or 0 action to interact, this is a good scheme for us again. Yokai again are in my top picks for here. With Yin, Izamu, depleted (w/ Lynch), 10T bros and several other models that can be hard to shift or get away from, we have plenty of solid options here. Again, our push/places help with being able to disengage from combat to remove the condition. Dig Their Graves - I've been seriously considering bringing a performer into my Asami lists as of late, because I feel the lure and anti-scheme tech is strong enough to take one of my obsidian oni slots. And this scheme is one of the reasons why. Sun Quiang is going to be awesome for and against this. Also a special nod to Asami who can, with good positioning, let an oni can drop a scheme marker and then charge for 1AP. Also McCabe giving nimble... Oh the choices! EXTRA CREDIT: So Asami... she summons in an oni... Your opponent has a model and it's going to die from poison/burning/what have you at the end of the turn. But your oni is going to phase out and due to Heavenly Design, drop a scheme marker... Can you drop the scheme marker BEFORE resolving the condition and thus score this scheme? So needless to say you can sum up with "we've got the tools and we've got the talent!"
    1 point
  34. I don't know about this. The game really doesn't need an expansion book this year. A fluff compendium though.... I hope Gencon just features what's not currently in the range, the Divergent Paths stuff, and the rest will probably be The Other Side.
    1 point
  35. No, it would be K-9 from the Tom Baker era of Doctor Who. I'm going to have to revoke your name on this forum, now.
    1 point
  36. Make it a Construct and call it the "Woofinator" and you have me.
    1 point
  37. I think it's really reaching to call Nellie "essentially" dual faction just because she, kinda, sorta, has Infiltration(Mercenary). She isn't getting access to any models that isn't available to every other master in the game. And while she is a sellout in the stories there hasn't been any indication she is a fickle sellout that will switch allegiances as soon as a higher bidder comes along.
    1 point
  38. Okay, but then: Not sure that came across right. Lucius probably had been playing the Guild more than the Neverborn, simply because the Governor General was the greater force holding him back. Now that Titania is in the picture, Lucius seems pretty intent on screwing up her plans too. McCabe may have spent years setting up the Governor for a fall, but basically everything else he did in that time was in service to the Guild since he couldn't risk blowing his cover. Again, the Governor was the one who had the most leverage over him... now that he's out of the way, I'd expect to see McCabe doing his best to get out from under the Thunders' thumb as well. The reason we haven't seen either of them betraying their other Faction up to this point is because they've never really done anything with their other Faction. Ultimately, every Faction has Masters with divided loyalties who may end up advancing or hindering the Faction's goals (if that Faction even has goals - the Gremlins, Ressers and Outcasts basically don't, which I'd say makes them far less closely tied than the Guild). I'm still not sure why you think the Guild is particularly unusual in that regard?
    1 point
  39. Should we give TT a pass? Have you heard this one, The brewmaster, the disgraced son of an English nobleman, The hero of the Rail workers, a Malaysian vampire and a shapeshifting demonic bouncer walk into a bar...
    1 point
  40. You literally cannot argue this, it's just false. Guild is absolutely in no way predictable. Like I said before: When I go against guild, I have to prepare for EVERYTHING. I have to prepare for the "cross the board on turn 1 or immediately lose" scenario against Sonnia, for Perdita's mix of absurdly high stats, dangerous shooting, and even more dangerous melee, for Hoffman's ability to throw 2-3 of the most buffed-up, scariest, toughest beaters in the game WITH strong mobility, healing, and obey support. For McCabe's ability to send four tiny fast scheme runners out while still spending the bulk of his ss on core central models who he then buffs and fights alongside. And now for Nellie who will virtually never be out activated because she can delay her turn and effectively paralyze (5" push plus slow is effectively paralysis) AND remove from objectives up to 2-3 models per turn, ensuring it is virtually impossible to score Extraction/Stash/etc against her. (Not to mention all the other ridiculous stuff she can do) All of these end in completely different games and you need to be prepared for ALL of them.
    1 point
  41. I have no idea what Aaron's personal philosophy is, though he did a lot of design work on wave 1 before being hired by Wyrd. The Goal of M2E, at least to this point is master to master balance. I was involved in all the open betas to a large degree, well, at least in offering opinions ;), and this is something I remember well in the transition. Faction to faction balance was the hallmark of 1st edition, and it's totally skewed in my opinion, and never worked well. Which to me is why I personally prefer to see master errata like what Lucius got. In an ideal world when you sit down to a game there should never be a time when you are like "phew it's X master, I've got game against this master." It should always be "^%$^ X master, I Hate X master." Overall I think they did a pretty good job, much better than last edition, but I do think there are some masters that are getting left behind with how their design philosophy has evolved, who also haven't gotten any real designed for options in awhile. Lady J could still use slight tweaks, but she at least got some really good options added for her in book 3 and 4. Now if Aaron has changed the design goals of M2E, that's certainly his prerogative, but it is pretty well documented that one of the main design goals behind m2e was master to master balance, which I think should be the focus of rebalancing errata.
    1 point
  42. This is a 50 point game played in the MaliPhoenix group at Games U. Gremlins vs. Outcasts Deployment: Corner Strategy: Reconnoiter Schemes: A Line in The Sand, Assassinate, Protect Territory, Entourage, and Plant Explosives. Gremlin List: Zoraida with Tarot Reading and Animal Shape, Bad Juju with Dirty Cheater and On Yer Tip Toes, Mctavish with Cute Critters, Sammy Lacroix with Zoraida's Limited Upgrade Crystal Ball, 2 Waldgeist, and a Rooster Rider. Soulstone Cache of 4. With this list I took Zoraida with Animal Shape to try to get the easy 3 points from revealing Entourage. Bad Juju was taken just because I like him as a beat stick and if I get the Voodoo Doll to Hem a high priority target I can use Bad Juju to put down a good amount of damage on the Voodoo Doll and get the Paralyze trigger. Mctavish I really like with Zoraida for his ability to shut down Focus and Defensive paired with Zoraida's Proper Manners makes her very resilient to Assassination. Other then that reason he is just altogether an excellent addition to any crew. Sammy Lacroix with Crystal Ball was mainly just to get Sammy back on the board and get some time in with her. I wanted to give the Rooster Rider a test game since he now no longer has Reckless to rely on, but also I was hoping to use Obey on him to take a charge action. Outcasts List: Misaki with Stalking Bisento and I Pay Better, Shang, Rusty Alice with Tally Sheet and From The Aether, Freikorps Librarian with Oath Keeper, Oiran, and 3 Ronin. Soulstone Cache of 2. Gremlins reveal Entourage on Zoraida, but do not reveal Plant Explosives. Outcasts reveal Protect Territory, but do not reveal Assassinate. Gremlins win Deployment Flip and choose to deploy first and choose corners. Just a side note on terrain, the tower on the hill in the center of the board, we just called that height 3 for the entire hill, so it was LOS blocking. The forests are dense and soft cover, while the corn fields are dense, soft cover, and severe. The square looking hay stacks we made height 3, while the round ones are height 2. In general one of the big critiques I have gotten is not having enough LOS blocking terrain in the middle of the board where it would be more meaningful, so I am going to strive to put more LOS blocking terrain in the center. Lastly this is a four foot by four foot board, so six inches all around the board is out of play. Gremlin Deployment from Left to Right: Rooster Rider, Waldgeist, Sammy Lacroix, Mctavish, Zoraida, Bad Juju, and Waldgeist. Outcast Deployment from Left to Right: Freikorps Librarian, Rusty Alice, Oiran, Misaki, and Shang. Outcast Deployment from Left to Right: Misaki, Shang, and 3 Ronin. Top of turn 1. Gremlins win initiative and have Outcasts activate first. Rusty Alice double walked and then did her 0 action Fragments, from her From The Aether upgrade, to drop a scrap marker. Rooster Rider double walked. Misaki walked and then did her 0 action Stalk, granted to her by the Stalking Bisento Upgrade, onto Mctavish. Then she walked forward and went Defensive +1. Waldgeist double walked forward. Shang double walked. Waldgeist double walked. Freikorps Librarian double walked. Bad Juju double walked. Ronin double walked. Mctavish walked and did Wrangle Critter, granted to him by the Cute Critters Upgrade, to have Bad Juju walk forward. He then did his 0 action Hunting Screen to give soft cover to everything within 3" of the Hunting Screen marker. Misaki chose not to take her walk action from Stalk. Oiran successfully Lured Bad Juju once but failed the second attempt. Sammy Lacroix did Crystal Ball to look at the other players 2 cards he had left, which was a 9 and 11 and then double walked forward. Ronin double walked forward. Zoraida walked forward and summoned a Voodoo Doll. No enemies where in range of Hem. Ronin double walked forward. End of turn 1 no points scored. Top of turn 2. Outcasts win initiative. Rusty Alice discarded a card to do Rapid Fire. The first shot hit and did weak damage of 3 which was reduced by a soulstone down to 2 damage. Second attack did weak again but the soulstone reduction prevented all 3 points of damage. The third attack did moderate damage of 4, leaving Bad Juju with 3 health left. Rusty Alice then attempted to summon an Abomination with her 0 action Aetheric Creation, but failed. Bad Juju activated and healed 2 points of damage due to Regeneration +2. He then charged Misaki, the first attack hit and did weak damage of 2, which Misaki prevented 1 point of damage due to soulstone use. The second attack missed. He then did his 0 action Landslide, which he needed to cheat to get the target number and 1 point of damage due to Dirty Cheater upgrade. Misaki passed the TN 13 willpower duel. Bad Juju now has 6 health remaining. Misaki did her 0 action Stalk against Bad Juju for the positive twists. Her first attack did moderate damage of 4 which was reduced by 2 points from soulstone reduction and got the trigger Next target to push upto 4" in any direction. The second attack hit big so Bad Juju discarded the On Yer Tiptoes Upgrade to force a reflip which Misaki got the Red Joker on and declared the next target trigger again. With a positive flip on the damage flip she got severe damage of 6 and killed Bad Juju. Last action she went Defensive +1. Misaki final position. Shang then Companion activated and healed the 1 damage off of Misaki and took 1 point of damage. Shang the walked behind the hay stack. Voodoo Doll walked forward and attempted the Hem action on the Freikorps Librarian but failed. The Freikorps Librarian did Furious Casting at the Voodoo Doll. The first attack did 2 points of damage and the second did 4 points killing the Voodoo Doll. Waldgeist double walked and did his 0 action Germinate, dropping 2 50mm Tree Markers that are severe and Soft Cover. Oiran then attempted to Lure the Waldgeist twice failing both times due to not getting the crow suit needed. Waldgeist double walked and did his 0 action Germinate. Ronin walked into the tree marker and shot at the Waldgeist but missed due to Perfect Camouflage giving a negative twist. Sammy Lacroix double walked. Ronin with the yellow hat walked and then shot at the Waldgeist, but missed due to double negative from soft cover and Perfect Camouflage. Zoraida did Obey on Mctavish to walk him forward, then she used 2 actions for Raven Form, granted to her from the Animal Shape Upgrade, to place herself within 15" of her original position. Ronin walked forward and shot at the Rooster Rider but missed due to Hard Cover. Mctavish shot at Misaki twice, first time hitting and getting the Red Joker for damage, dealing 8 points of damage! After Misaki's Bullet Proof +1 and soulstone reduction she took 6 points of damage leaving her with 6 health left. The second shot hit but got the Black Joker on damage! He then did his 0 action Hunting Screen. Rooster Rider walked and then dropped a scheme marker. End of turn 2 no points scored. Top of turn 3. Gremlins win initiative. Mctavish shot at Misaki twice missing both times due to her double positive from having Defensive +1 and Risky Ventures for having no soulstones. The Ronin charged the Rooster Rider, the first attack did severe damage of 5 leaving the Rooster Rider with 1 health left. The second attack hit, but was tied for a double negative and drew the Black Joker on damage. Sammy Lacroix used the Crystal Ball upgrade to force the Misaki player to discard a random card. She then walked and then did Jynx against Misaki, hitting and dealing 2 points of damage as well as giving her the Twisted Legs condition to prevent her from walking or charging. The Librarian discarded Oath Keeper to go Fast and walked forward. She then did Healing Energy twice on Misaki, the first time needing to cheat to hit the target number and then cheated the healing flip to heal 3 points with severe. The second also cheated a severe healing severe of 3 putting Misaki at 10 wounds left, 2 damage taken. Shang then companion activated and healed Misaki twice,failing the first time, but healing weak of 1, leaving Misaki with 1 damage left on her and 11 wounds. Shang takes a wound leaving him with 2 health left. Zoraida Obeyed Sammy Lacroix to drop a scheme marker and then did Raven Form to place herself within 15". Rusty Alice did Rapid fire at Sammy Lacroix but missed all 3 attacks. She then did her 0 action to summon an Abomination but failed to get the target number. Waldgeist double walked and did his 0 action Germinate. Ronin double walked into the corn field. Rooster Rider was in Rampage mode, but had no legal target as the Ronin have Disguised and the Waldgeist was way to far to successfully charge. He attacked the Ronin he was engaged with twice, the first attack doing weak damage of 2 and the second doing moderate of 4 bringing it down to the Hard to Kill. Oiran attacked Zoraida twice but missed both times due to Proper Manners. Waldgeist double walked forward but failed to get the target number on Germinate. Ronin walked towards the Waldgeist, in order to avoid the negative twists from Perfect Camouflage, and attacked once which I cheated to make it miss. Misaki did Downburst at the Waldgeist 3 times, failing to get the target number the first 2 times but getting it on the third with the Rolling Thunder trigger that allows Misaki to make a Thunder attack against the target. The Thunder attack missed due to me cheating a high card. End of turn 3. Gremlins reveal Plant Explosives scoring 1 off of Misaki and 1 off of the Ronin engaged with the Rooster Rider. No points scored from the Strategy. Misaki did her 0 action Stalk on Zoraida and then charged her. On the first attack Misaki had to cheat first and cheated in a 10 to get 17, which I just luckily had a 12 of masks to tie him with a 17 and get the regret trigger. On his damage flip he hit moderate and Misaki could not cheat it down to weak, so Misaki's activation ended. Zoraida used the last soulstone to reduce the damage by 2 so she took 2 damage. The Rooster Rider activated and killed the Ronin with 1 health left. Then he went Defensive +1. Rusty Alice once again did Rapid Fire at Sammy Lacroix, but missed all 3 times. Waldgeist double walked to engage the Ronin with his 4" melee. Slow summoned Abomination walked up to the other Waldgeist, so the Waldgeist had to take the Caustic Aura target number 10 Defense duel, which I cheated to succeed. Sammy Lacroix attempted to do Jynx twice on the Librarian, but failed both times. Oiran focused by discarding a card due to I Pay Better on Misaki, she then attacked Zoraida twice, missing the first time even with Focus, but hitting with the second attack doing Moderate damage of 2 and giving Zoraida Poison +1. Zoraida has 6 health left and 4 damage on her. Zoraida did Raven Form to place within 15" and then obeyed the Waldgeist to attack the Ronin, but the Waldgeist missed. Shang walked and then shot at the Rooster Rider but missed. Waldgeist attacked the Abomination twice, first attack drawing the Black Joker to miss and the Abomination got the Unmade trigger dealing 1 point of damage to the Waldgeist, but followed up immediately by the Red Joker, which he then got severe damage of 4 killing the Abomination outright. He then did Germinate. The Freikorps Librarian shot at Sammy Lacroix twice, missing both times due to hard cover. Mctavish shot and killed Shang. The Ronin attacked twice getting weak damage on both and the Next Target trigger. Since their attacks ignore armor it did 4 points of damage to the Waldgeist leaving it with 2 health left and 5 damage. Ronin attempted to walk away twice from the Waldgeist, first time failing but second time succeeding. End of turn 4. Gremlins score 1 point for Reconnoiter. Gremlins 3 to Outcasts 0. Top of turn 4. Outcasts win initiative. The Ronin engaged with the Rooster Rider did Flurry and killed the Rooster Rider on the first attack. Sammy Lacroix did Jynx against the Ronin twice, hitting both times doing 4 damage and giving the conditions Twisted Legs and Twisted Fingers. The Ronin did Flurry on the Waldgeist and hit and killed him on the first attack. Waldgeist walked and attacked the Ronin getting moderate damage with a negative twist, doing 3 damage to the Ronin. Rusty Alice did Rapid Fire at Sammy Lacroix. Missing the first attack, hitting with the second and doing weak damage of 3, the third missed due to Sammy cheating. Mctavish shot at the Ronin twice, missing once and hitting once bringing it down to Hard to Kill. Freikorps Librarian did Furious Casting at Sammy Lacroix, missing twice due to hard cover but hitting once due to the Red Joker and doing weak damage of 2, leaving Sammy with 1 health left. Zoraida Obeyed the Waldgeist to attack the Ronin which hit and brought the Ronin down to 1 health left. She then summoned a Voodoo Doll which successfully did Hem on the Ronin. Misaki did her 0 action Stalk on Sammy Lacroix, then walked and charged Sammy killing her with the first attack. Voodoo Doll walked. Oiran walked and attempted to Lure Mctavish but failed. End of turn 5. The game ending flip made it go on to turn 6! No points scored. Gremlins 3 to Outcasts 0. Top of turn 6. Outcasts win initiative. Ronin walks up to the Waldgeist and attacks him getting weak damage of 2, ignoring armor. Mctavish shot at the Ronin twice, missing once due to Black Joker, but hitting with the second and killing him. Misaki walked and then did her 0 action Stalk on Mctavish. She then charged him hitting both times and doing moderate damage of 4 with each attack. Mctavish took 8 points of damage, has 2 health left. Waldgeist attacked the Voodoo Doll doing severe damage of 4 and killing the Ronin in the process. The Waldgeist then took a walk action. Rusty Alice attempted to summon an Abomination but failed due to the Black Joker. She then double walked. Voodoo Doll double walked. Zoraida Obeyed the Waldgeist, but failed to hit the target number, on the second try she got it and walked him forward. Her last action she walked into the Outcasts deployment zone. Oiran attempted to Lure Mctavish twice, failing once but succeeded once. Librarian walked forward and shot at Mctavish, which I cheated in the Red Joker to make miss. End of turn 6. Outcasts score 1 point for Reconnoiter. The game flip goes on to turn 7! Gremlins 3 to Outcasts 1. Top of turn 7. Outcasts win initiative. Misaki charged Mctavish and missed the first attack due to Black Joker, the second attack hit and killed Mctavish. Her last action was to drop a scheme marker for Protect Territory. Voodoo Doll did Hem to the Oiran and walked forward. Oiran dropped a scheme marker and went Defensive +1, due to her ability Reading the Stone she gained an additional Defensive +1. Zoraida Obeyed the Waldgeist 3 times walking him each time. Rusty Alice walked and dropped a scheme marker. She then summoned in an Abomination. Waldgeist attacked the Oiran twice missing both times due to Defensive +2. The Friekorps Librarian did Furious Casting at the Waldgeist but missed all 3 attacks due to cover. Abomination walked. End of turn 7. The game flip finally had the game conclude. Outcasts scored another point for Reconnoiter and 3 points for Protect Territory. Gremlins scored 3 points for Entourage. Total game score: Gremlins 6 to Outcasts 5. Gremlins scored 1 point off of Reconnoiter, 2 points from Plant Explosives, and 3 points from Entourage. Outcasts scored 2 points from Reconnoiter, 3 points from Protect Territory, and 0 points from Assassinate. Overall this game was really crazy with all the ups and downs. I would say the defining moment in this game was when I got super lucky that the stars aligned when Misaki went in for the kill against Zoraida. At that moment he had low cards in his hand that he was planning to cheat in just in case he needed to save himself from ending his activation. The fact that I got lucky enough to be beating him in the duel forcing him to cheat first, and then he cheated the one value that I could tie and get my trigger was nuts, but then add on top of that the fact that he was at a single negative and couldn't flip a weak damage. That was pretty crazy that that worked out. In the future I won't be as daring as to put Zoraida in such a precarious situation. Other then that there was no one element of my crew that I felt didn't do a good job. The Rooster Rider wasn't really impressive, but he did a good enough job staying alive and killing a Ronin. Every time I play with the Waldgeists I definitely like them more and more. Very reliable models with that great 4" melee range while touching terrain is wonderful for locking models down. Bad Juju didn't get a chance to shine, but he took shots from Rusty Alice and Misaki combined, that is to be expected. Lastly I want to bring up the terrain, I was really happy with how much the LOS blocking terrain in the middle really changed up the feel of the game. I will keep trying to mix up how I have been doing the terrain set up. I would really appreciate anyone posting up pictures of how their tables and terrain are set up so I have different ideas of what to emulate when putting the board together. Thanks for reading my battle report and as always I look forward to any criticisms, critiques, or advice that you may have.
    1 point
  43. Taking a throw-back to the old movies like The Hills Have Eyes would actually be great. Seems like you'd want that to be a dual faction, though. The first thought would be Outcast. I'll have to ponder this over in regards to what the crew would really be doing, but thematically this is my new favorite idea. I still like a Voodoo Resser style character, but having another melee master would be phenomenal. In The Hills Have Eyes, the family is not only cannibalistic, but extremely adept at melee combat, while avoiding or shrugging off gunfire. Probably something with Bulletproof +2. Maybe a modified version of Perfect Camouflage, where it isn't lost after activating. Definitely, definitely, definitely stealth. Maybe some type of bury mechanic where they pop out during an attack to do a bunch of damage, hit a trigger to re-bury. Oh, and the family needs to be humans living in the bayou. Much creepier if they're just a messed up family living among gremlins that eat people.
    1 point
  44. Happy You like it Thank You :). Yes, You are right. The windows are fragile - but not so much You would think. I mixed a lot white glue to the paints so this gives them a bit more stability. Still they are fragile. The buildings are for private use only so I hope that dealing them carefully will let them life a long time :-P. ___________ I finished the details on the "Art Gallery". I added the paintings inside, some information tablets at the door, lanterns an lightning. A raven sits now on the roof, too (as do two at the tower now, see the first picture). P.S. Here are my inspirations for the buildings (open spoiler):
    1 point
  45. Though it is off topic, I would definitely second the name change recommendation for the wiki. Would also love to see the "official" Wyrd sites name changed but that is likely an unwinnable battle.
    1 point
  46. I would call them pain in the arse instead of amusing, but to each their own...
    1 point
  47. Finally I took a photo of this master, unfortunately the face (I've spent a lot of time for it) after the assembling was totally behind that stupid sword and I had no chance for reposition(( And here is the close images of the totem, which was painted as commission by @Ringil . She's awesome!
    1 point
  48. Here's my Rotten Harvest entries: Hamelin and Molly taking canine remains for a walk.
    1 point
  49. Here's my Bishop converted to look like Eddie the Iron maiden mascot. I think the freehand on the back came out really well. The chain wrapped around his arm did my head in. That arm is 3 millimeters at it's widest point. I like detailed miniatures but this is pushing it.
    1 point
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