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Showing content with the highest reputation on 02/28/2018 in all areas

  1. 9 points
    Wrapped up Lelu (may go back and do touch ups but no time soon) and Barbaros (who I'm actually pleased with) bringing me to 36ss this month. Technically I've also done fixer upper paint jobs on 2 badly painted (before I got them) Depleted and finished a piece of terrain but I'm not proud of the Depleted so I'm not going to post them. Might get pics of the terrain later but it's not like I need the points. As long as I'm rambling I'd like to point out that many of you are posting killer work and I feel totally outclassed by your skills. That's ok though--i remind myself that my painted models look infinitely better than grey plastic and my skills are steadily improving.
  2. 6 points
    finished! 6x3 = 18SS better pictures as soon as possibile.
  3. 5 points
    Brutal effigy for 4ss, putting me at 18ss:
  4. 5 points
    Witchling Thrall (9ss) and Malifaux Child (2ss). Total of 11ss. ...I think I'll name the kid Draco...
  5. 4 points
  6. 4 points
  7. 3 points
    First of my two pledges for this month...so...while the last touches go onto Patti Ramone here for 8SS is Mr Graves
  8. 3 points
    Stitched Together is finished, which yields me 6 SS - more than enough for my Minion pledge All that is left to do is to varnish it, let the varnish properly dry, add some leafs and take proper photos, which I will post on my blog here on the forums with few words. There is also a tattoo on its right arm, that is unfortunatelly not visible on these photos, but I will try to shoot a detail of it when I will be taking the proper ones.
  9. 3 points
    I'll add I think the investigators and the monster Hunters when they come out are excellent additions.
  10. 3 points
    The Guild was considered a relatively weak faction outside of a few key models/combos which have been nerfed for a while. Recently they've gotten a bit of a power boost with Nellie, Debt to the Guild and, from what I've heard, Monster Hunters. Neverborn on the other hand have always had some exceptionally strong masters and models, the Dreamer being one of them (though he has been nerfed as well, he is still great at summoning and his new upgrade is strong). I would estimate that the general consensus would put Neverborn above Guild in power level, at least if we're not including the newest models that aren't in plastic yet and haven't been fully tested (those monster hunters are coming for us all). These tier lists are usually less important than experience/skill though, but know that you aren't losing with overpowered models to weak models or whatever your opponent claims. You may wish to swap crews with your opponent for a game to get a feel for what their crew can do, and a feel for what your crew feels like to fight against.
  11. 2 points
    I have an ever growing Space Marine army that I love, but every now and then I just want to paint something different and recently I decided to take the plunge into Malifaux. I've admired many of the models for a while and purchased a fair few Guild miniatures but have started off with Tuco, one of the Neverborn iirc, because he has a cowboy vibe that I dig as a big Deadwood and Justified fan. For some reason the highlighting on the boots hasn't shown up in the photo even though it's there in real life and the black to grey transition on his top coat isn't quite how I'd like it. Other than that I'm pretty happy with him. I've followed him up with a Witchling Stalker because they are fun little models. I bought the Torch and the Blade crew set when it came out and I've been trepidatious about tackling such finely detailed miniatures with painting skills that, while ok, are best suited to painting my marines, but we've all got to start somewhere I decided to tackle a Witchling Stalker first of all; it seemed a little less dainty than the humans and the Purifying Flame model. Here are the results: I must have ended up using half a bottle of vallejo matte medium in my paints for this guy, shaken bottles 'til my arms were sore and brushed on some matte varnish over the robes and still couldn't get rid of some of the gloss finish from the Vallejo Game Colour paints that went into the robes. Contrast that with the Reaper paints I used on the exposed hands and Scale 75 I used for the face mask; I'm going to be replacing some of my paints with ones from those ranges. Other than the slightly glossy finish I'm happy with him. Tried somenot quite layering and not quite blending on the robes which produced satisfactorily smooth transitions and generally tried to avoid the kind of high contrast edge highlights that my Marines have. I chose the skin to be very pale as not only does it make for a nice contrast but it would make some sense of why the little fellow is so covered up. My Malifaux basing theme is of an underground desert temple/shrine, inspired by the interiors of Imhotep's tomb in the film The Mummy (yes the Brendan Fraser one...). Can't decide if I prefer the grey rim for the base or if I should go back and do it brown like with Tuco. Thanks for looking, comments appreciated.
  12. 2 points
    Let us know what you think about this week's episode. http://schemesandstones.podbean.com/e/episode-83-leveticus-crew-spotlight-with-arash/
  13. 2 points
    I like the look of both the sculpts, especially for Guild. I think Guild models need some more interesting sculpts in general. I get so tired of looking at and painting trench cloaks.If a model breaks the mould (pun intended?) of trench cloak and hat, it excites me. The female sculpt was on the more challenging side of assembling, but I enjoy the challenge of the more complex sculpts.
  14. 2 points
    An ice witch and a ghost walk into a bar... Here's my Rasputina (big thanks to @Franchute for the denim tutorial, it was really inspiring and helpful) and the first Sorrow. Candy is almost done too, but I didn't quite have the time to finish her scissors and her base. Next month! But the most fun I had was my first piece of terrain ever. It was my birthday this month and I received a couple of houses from TTCombat. After obsessing about the feel I was going for, I raided the recycling bin and made a roof out of a milk bottle and pizza cardboard. So much fun! I might even prefer building terrain to minis That makes it 20SS for Raspy and Sorrow. I don't know how terrain is counted, but it's enough for my tiny Minion pledge anyway.
  15. 2 points
    Thank you, Regel. That's what I'm aiming for, it's a change from the high contrast edge highlighting of my space marines. In other news I've almost finished my brutal effigy:
  16. 2 points
    I'll post here some photos of my Neverborn friends, because of some beautiful lady decided to photosoot them.
  17. 2 points
    Doppelganger for cheating initiative, she is my crutch and one of my favorite models in the game. She can be very useful in a Lucius crew for getting initiative or copying one of those Thralls or Graves, if you get him. Im also a big fan of Tannen and Graves. Tannen gets a bad rep from some folks, he's hit or miss. I use him to deter alpha strikes. His cooler ability has stopped many aggressive models in their tracks. That extra card to cheat is a serious drain on resources and they'll be forced to try and kill him first, which puts their attacker in a horrible position typically. Chatty bubble can be really good in Ply and SoA. Graves might be one of the best 8ss beaters in the game. His push is so useful against friendlies and enemies. Df4 sucks but Ruthless, Armor+1, black blood, and HTK all make up for that. Obeying him with deliver orders and giving him a focus before he shows an enemy the door or beats them with a fence post can be wicked strong.
  18. 2 points
    In terms of improving your play, I would give this a listen too. I found it helpful in improving my play.
  19. 2 points
    It means Teddy wants to give you a hug.
  20. 2 points
    Yes, you will get two of each Syndicate commander at Tyrant level. Not sure about the alternate version / UV cards, but I think the answer is yes.
  21. 2 points
    Hi there! Pics are coming tonight, but I managed to complete my pledge plus two models, the undervalued ultra cool looking convict gunslingers.
  22. 2 points
    I expected to lose most of my early games, for months, after starting Malifaux. In the end, I did. To me it is a easy to learn (basic mechanics/rules are simple) hard to master (model rules and/or scheme strategies are very complex and often win/lose the game for you). Don't be disheartened. Practice practice practice. Don't make same mistake twice (or three times). Try not to change master too often especially in the early days. Think about what you can afford to lose/not have go your way, don't let enemy strip your control hand early. Try to get value out of every AP you spend. Focus on the mission. Always feel free to come back to here for help [It's BS that 'Neverborn is weak and Guild OP' - Malifaux factions are surprisingly well balanced overall]
  23. 2 points
    I recently ran Shenlong solo in a tournament and I can say that 1st round against Titania, this was nuts. My opponent couldn't spam markers because of Crime Boss, but he had to put down one or two for his abilities, which meant card draw for me. There's not a huge amount of marker schemes, but the ones that do exist are perfect for this tactic. Guarded Treasure, Inescapable Trap, Dig their Graves and Setup all require some pretty nominal marker placement. Shenlong not only disrupts this heavily, but with the crime boss absolutely brings in some card advantage into an already high card advantage crew.
  24. 2 points
    Hey all, I recently updated the reputation options on the forum. Like is now a Puppet Teddy because why not. The main purpose, though, was I removed all potentially "negative" reactions like Confused and Sad. That said, I also added an "Agree" and a "Respectfully Disagree." I am hoping these will be useful for people who would like to express an opinion, particularly one that is disagreeing, without typing it out. I've seen it used to good effect on other boards, making it far easier to gauge overall reaction to a comment without scrolling through everything. I feel it'll be particularly helpful in playtesting efforts. Anyway, let me know any thoughts or comments.
  25. 2 points
    Pledge complete with a day to spare! The Iron Zombies - Student of Viscera (7SS), Student of Steel (6SS), and Student of Sinew (6SS). Draugr - the beardy LE model! (8 SS) That's a total of 27 SS of models painted for the month. What's on the docket for March? Probably more dead things - Doxies and Autopsies. Horror Molly has so many hiring and summoning options!
  26. 1 point
    It seems the like button on the forums has changed to PW Teddy... does it mean anything?
  27. 1 point
    Good evening. Malifaux is a complex game with many skill requirements, one of them being the ability to quickly select an effective crew for the game at hand. The best way to hone this skill is to play lots of games, begin to notice patterns, and learn to judge and use the right tools by trial and error. For most of us this happens gradually, and eventually we will become decent players. In the immortal words of Ms K. Wilkins "Ain't nobody got time for that". So we spend an inappropriate amount of energy on list building and theoryfaux. However, if we are going to do it, by the power of Grey Skull lets do it properly! Terrain is a massive element of Malifaux, and something that gets totally neglected in "hey guys, what do you think of my list?" or "Help! What should I bring to this scheme pool?" conversations or forum posts. Ergo, vis a vis, concordently... every now and then I'll post up an opposing faction, scheme pool and table for us to puzzle out. Will be interesting to see how different Masters and player styles approach the same game.
  28. 1 point
    The Peacekeeper is another model that’s pretty ubiquitous in Guild. He generally has his uses with every master, though he’s obviously best with Hoffman.
  29. 1 point
  30. 1 point
    I’ve noticed our favourite gambler still hasn’t had any Tactica made, so here’s my attempt at it. Please be nice . Let’s start with a quick summary of the pros and cons of Jakob Lynch. PRO: Beginner-friendly Card-independent master that has a LOT of cards Obligatory card tricks reference Offense in defense thanks to Wave 5 High damage from medium range CONS: Not the toughest master Squishy master on medium range can be dangerous if you misposition slightly His death takes a bigger bite out of your crew than most master deaths First up is the man, the myth, the legend himself! Jakob Lynch One of the main damage dealers and threats in the crew. He needs the Brilliance Characteristic on the opponent to really shine, but can output this himself. If an enemy model gets within 6” of him, it usually dies as soon as Lynch activates. Stats A lower-end Defense of 5 and a decent Willpower of 6 coupled with 10 Wounds allow him to take a punch. He will fold under a dedicated attack though. Luckily he has built-in on both Df and Wp which will help his Ability Hold’em. A slow Walk 4 and Charge 6 mean you won’t be going far with him. There are ways to move him without spending his own AP, but he generally won’t be moving much. I’ve never even used his Charge as his non-Charge Attacks deal enough damage to get the job done. Abilities Ace in the Hole One of the main draws of Lynch are the card tricks he can perform and this is the main trick. This Ability lets you pick up Aces the get discarded during another friendly models Activation. This means you can have them go Defensive, drop an Ace and just pick it back up. More combos will be revealed later, but I’ll foreshadow now that Lynch likes cards in his hand. What better way than to get up to 4 FREE cards from flipping? None for Me Lynch likes Brilliance on his opponent, but not on himself. He won’t get Brilliance thanks to this Ability. Hold’em A defensive-offensive Trigger that makes the opponent take 2 damage after cheating in an attack action against Lynch. Even if the attack fails, he’ll still take the damage. This won’t be enough to deter enemies to attack you, but the required is built-in and free damage is always nice. Infiltration (Darkened) Having doubts on playing Jakob Lynch as Neverborn or Ten Thunders? With Infiltration, you can just bring his core crew with him to either side! You can bring up to 4 Darkened models with you. Attack and Tactical Actions Hold Out Pistol A decent Sh Action with a rather low Damage track of 2/3/4. Fortunately you’ll be using this for the Triggers, if you ever even use this Attack at all. The good thing about it is that you can guarantee getting the Trigger you want as you’re allowed to discard a card when declaring Triggers and use the discarded suit for this action. gives +2 damage, which turns this attack from low Damage to high damage of 4/5/6. Winning the duel makes the target Slow. Haven’t used this yet as I just killed things before the Slow Condition could activate. Death is the best disability after all! built-in and gives the target Brilliance after damaging. If they stone away the damage, they don’t get Brilliance. Card discard after damaging. Card advantage can be strong, so I can see why you would want to use this. Play for Blood One of my favorite attacks. It has a whopping Ca 8 and is resisted by Wp. The high stat usually makes it certain that you’ll be hitting your opponent. Just make sure you hit your opponent though, because else you’ll suffer the effects. The loser of the duel takes 2 damage without a damage flip! Just win the duel and BAM… 2 damage on the other guy. It shines with the built-in Trigger that gives the opponent Brilliance. Mulligan The first (0) action and also the one I use the most. Got too many low cards in your hand? Discard up to 3 and draw in another 3. Do note that you can’t combine this with Ace in the Hole as that only triggers on friendly other models. Pay up Flip a card for every enemy model with Brilliance in play. You get to draw all cards. Great for trying to get lucky or if you have the deck stacked. Otherwhise Mulligan seems to be the better choice. So now we’ve seen his base card and I’ve already made a mention several times of Brilliance, but nothing seems to be using it! This, my friend, is why Jakob Lynch has some of the best upgrades in the game. Limited Upgrades The main choice with Lynch is deciding which upgrade to bring. He has 3 Limited Upgrades which shine at different times. The question will be what your playstyle is and what you are expecting to happen. Endless Hunger – 2 SS The first one to be discussed will be Endless Hunger. This upgrade is an offensive powerboost for your Totem: Hungering Darkness. It grants Casting Expert for that sweet +1 AP for Casting actions and turns his Terrifying (Living) into Terrifying (All). I’ll have to admit that this is my least-liked upgrade as it is completely outshined by the other ones as of Wave 5. The Rising Sun – 2 SS Lynch gains 2 new abilities: Eternal Darkness and Slave to Darkness. Eternal Darkness stops Hungering Darkness from being killed and is instead buried. Slave to Darkness allows a buried Hungering Darkness to unbury in base contact with a model that dies within 6” of Lynch while it has the Brilliance Characteristic. Combining these 2 effects makes it rather easy to have Hungering Darkness always at the end of a Turn unburied and ready to go for another round of AP-absorbing. Cheating Bastard – 1 SS The new Wave 5 upgrade has a real tough time of getting value-checked. On one hand it has to compete with The Rising Sun, an upgrade which is extremely powerful. On the other hand this upgrade is ridiculously strong in its own right in both offense and defense. Trump Cards: Friendly models within a 6” of Lynch or Hungering Darkness always cheat second, even if they are losing the duel. Let that sink in for a minute. Cheating second is extremely powerful as YOU get to decide how things end and not your opponent, granted you have the cards in your hand. This Ability allows you to keep key models in play or force that key Attack to hit. It can also double as a resource drain on your opponent: does he let you get the attack or does he cheat higher, even though he’s winning the duel? The mind games you can play with thios can be quite fun! House Rules: show your opponent a number of cards from your hand and get stacking effects. 1 gives an enemy within 8” of Lynch Brilliance. This can save you 1 AP, which is pretty huge already. 2 allow you to place a scheme marker in base contact with Lynch and Hungering Darkness. No more trouble with Dig Their Graves or the like! 3 heals every friendly model 2 Damage. LoS is not needed, it’s just a blanket 2 heal. The amount of times this has saved me is enormous and also a huge AP drain on your opponent. The rest of the upgrades This is usually the part where I see 2 upgrades as auto-takes due to the power and versatility they bring for Lynch. They are both using the Brilliance you should have on your enemies and turn it into lethal weapons. Woke Up With A Hand – 2 SS The first of my auto-takes. This card is incredibly powerful in both damage and potential. Woke Up With A Hand lets you draw 2 cards if you activate Lynch as your last model. This lets you cycle 2 cards from your deck. Low cards are great to draw as they are not in your deck and you get a higher chance of getting high flips. High cards are even better, because who doesn’t like to draw 2 13’s? Final Debt is the main reason you bring this upgrade. A high Ca 7 going against Df means you’ll easily get it off. It then does damage equal to your hand size. This synergizes really great with the first part of the card as it’s a blanket +2 damage here. Do keep in mind you can only use this once per Turn. The enemy model also needs to have Brilliance, but it’s not like Lynch has any problems getting that done. Wanna See A Trick – 1 SS The second auto-take for me. This one is debated on whether or not to auto-take, but for me that answer is YES. 52 Pickup grants Lynch the Ability to reveal aces at the end of his activation. You then shuffle those Aces, the discard pile and your deck and deal 2 damage per Ace to an enemy model within 6” with Brilliance. This means you can drop 4 Aces and get a whopping 8 damage. It also allows you to make sure those Aces go back into your deck instead of the discard pile during the drawing of your new hand during the next Turn. Aces in the deck mean you have a shot of getting them in your hand, which then increases your Final Debt damage from the previous upgrade. Suggested by @I'm a Teapot! This ability is also pretty stunning in they way it provides the dmg. It happens at the end of his activation and is not resisted by the enemy. Also being paralyzed and or abilities giving -flips or restricting actions targeting enemy models do nothing against this ability because it is not an action and paralyzed models still begin their activation, then immediatly spend their ap and end the activation. Expert Cheater – 2 SS Card tricks are fun and messing with your opponent is also fun. I’m not a fan of this upgrade though as I feel like the utility it brings is not enough to offset the damage your other upgrades bring. A huge part of this upgrade also loses meaning if you take Cheating Bastard as your Limited Upgrade. Expert Cheater allows friendly models within LoS to cheat Fate face-down. Your opponent won’t be able to see what you’re doing and have to take a gamble. Did you cheat high, did you cheat low? A potential resource drain that synergizes with your Ace retention. Losing an attack can get funny if you cheat down an Ace, only for your opponent to throw a high card in order to stop you from winning. This card has lost some of its identity with the release of Cheating Bastard as cheating second makes the face-down cheating meaningless. This part only has value for models outside of 6” of Lynch, but still within his Line of Sight. Very niche if you ask me. Squeell is a defensive trigger on a that lets you push Lynch 4” away from an attacker after you are damaged with a Ml Attack Action. Great for stopping charges, but that’s about it. Burn Out – 2 SS I haven’t had the chance to really use this upgrade as it focusses on a playstyle I don’t use with Lynch. Summoning extra models, The Depleted, is great, but I don’t feel like it’s worth losing either of my auto-takes for it. It’s Better to Burn Out Then to Fade Away lets you summon a The Depleted whenever a model with Brilliance dies within 6” of Lynch or Hungering Darkness. The cost for this summon is discarding 2 cards. The Depleted comes into play with 3 damage and 1 extra damage per Ace you dropped for the summoning. This upgrade looks great on paper. Drop 2 aces and get a Hard to Kill model on 3 Wounds in base contact with the killed model. The downside is that it can happen when you don’t have 2 aces in your hand and have to make a tough call. Is The depleted worth 2 cards or do I need those cards to do extra damage? The second question to ask yourself is also which upgrade you’re going to drop in order to be able to bring this one to the table. There are ways around this and I’ll talk about this later. Addict – 1 SS This upgrade can also be given to Hungering Darkness, which is what you will probably do if you decide to use it. I haven’t used it ever since Wave 4 came out though as I’m not running very themed lists. Devouring Need grants friendly Darkened minions within Line of Sight a on Attack Actions and damage flips against Brillianced models. This also includes your own models, so be careful for Obey! Tricks with Lynch We’ve had an overview of everything Lynch has at his disposal, but how does it work? My general start is Cheating Bastard, Woke Up With A Hand and Wanna See A Trick for upgrades. If you have an enemy model within 8” Of Lynch, you can reveal a and Brilliance it. You can now Blast it with Final Debt. Is the enemy model still alive after this? You now have 2 actions remaining to get within 6” range for your Ace dropping with 52 Pickup. Almost no model can survive this onslaught of damage given that you have the cards in your hand to utilize it properly. Another trick is to reveal a for the Brilliance, kill the enemy model with Final Debt and then use your 2 actions to get within 6” of another enemy. You can easily Brilliance it thanks to the Ca 8 of Play For Blood and then drop your aces for a decent chunk of damage on that other model. We’ve finally finished the part that talks about Lynch, but what is this Hungering Darkness that has been mentioned several times already? Fear not, it is the next model that I shall continue! Hungering Darkness Lovingly nicknamed Huggy, this model is the preferred Totem for Lynch as it’s free. It costs 0 Soulstones to hire, so what’s not to like? Hungering Darkness bring a decently tanky model to the table that can pack quite a punch or can Obey your enemy models for you. It becomes near-unkillable With The Rising Sun on Lynch as he comes back when a model with Brilliance within 6” of Lynch is killed. I mainly use Hungering Darkness as an enemy AP sink while doing decent damage. Stats Starting off with a very low Df 3 and a decent Wp 6 means he will get hit rather easily. Fortunately Hungering Darkness has 7 Wounds and 2 defensive Abilities, which help negate this weakness somewhat. A high Walk 6 and the same amount of Charge mean he has a decent 9” threat radius. You also won’t have to worry about seeing your opponent as his Ht 3 means Hungering Darkness will be towering over most models. Abilities Terrifying (Living) 12 Easy enough to understand, your opponent has to take a TN 12 Horror duel if he ends a Walk action within your engagement range or targets you with an Action. Failure means the Paralyze condition and 12 if a rather high TN to reach. Most models float around 5 Wp, so they need a 7 to pass the TN. Terrifying functions more as a deterrent and card drain than as an actual defense as the opponent only has to pass it once per Turn per model. The Real Power You can select Hungering Darkness as your crew leader for formats such as Henchman Hardcore. The Real Power drops the Totem Characteristic it has to make sure it is allowed as leader. Incorporeal The second defensive Ability that our friend has and the one that can turn him into an amazing tarpit. First off you ignore other models and terrain during any movement or push. This also works for other models, they can move through you just as well. Line of Sight blocking still applies though! The second part of Incorporeal means you can halve all damage taken from Sh and Ml attacks that damage you. This can make your 7 Wounds last twice as long and makes it possible for Hungering Darkness to survive while being surrounded by opposing models. Don’t overextend though as there are many models that can ignore Incorporeal or damage reductions. Attack and Tactical Actions Tendrils A Ca 6 3” range attack that competes against Df. You’ll usually have a stat up here, so hitting this shouldn’t be hard. It has a low 2 minimum damage, but ramps up fast with the track of 2/4/6. You’ll also gain a on both attack and damage flips when the opponent has Brilliance. Talk about nice! It also has several really good triggers. Drain heals you for 2 damage after damaging A Sliver Remains gives the opponent Brilliance after damaging. Perfect for using on your first attack, followed up with the on the second attack and damage. Envelop ups the damage track to a whopping 4/5/7. 4 Minimum damage is a huge amount for a separate attack and can catch some people off-guard. Never underestimate the damage Hungering Darkness can bring to the table. Heed My Voice A midrange Ca 7 Obey that gains against Brillianced models. The obeyed model does consider Hungering Darkness as friendly so you can’t use it to fail a Horror duel on yourself. If you have another model with Terrifying, you can bounce it off there though. Getting the Trigger makes sure Brilliance is here to stay. The condition stays until the end of the game instead of the end of the Turn. This can be great as setup for later turns or drawn-out fights. Consume Brilliance This 0 action does not require a flip and heals Hungering Darkness for 1 damage per model with the Brilliance Characteristic withing 6”. Then those models must take a TN 13 Horror duel. A neat trick here is to hit something with Tendrils, Brilliance them and then force this duel upon them. TN 13 means it’s almost guaranteed to burn a card from your opponents hand. You can also use this to heal off of your own models such as Illuminated. Just make sure you can pass the Horror duel afterwards.
  31. 1 point
    Sounds good to me mate I started playing Malifaux a year after my local store first stocked it, so my experience is also less when compared to my mates. But, I'm approaching the 1 year mark and I'm no longer getting destroyed, games are much closer and each move is crucial. It's all the learning process mate, you will see yourself improve and eventually you'll beat the Neverborn player 😊
  32. 1 point
    Yeap, all your hints help a lot actually, we have a small Malifaux community over here - 3 active players so far, and I haven't attend any tournaments yet to get more experience, so I have really stuck in a way playing against skilled NB player. I'll try to make a short batrep with pictures on our next game. Maybe my biggest mistake in last game that I was keeping my models far away from his crew for the 2-3 turns, without any pressure on Dreamer, just allowing him spend resources on summon. I was afraid of 18'' Lure ability from Lelu + Lilitu and than killing by Teddy, Nekima or Rider, while I'd not be able to countercharge in response (loosing Public Execution every turn).
  33. 1 point
    The lollipop and hat really kick those two up a notch. Great brush work.
  34. 1 point
    @STOEven with the list you had which has a few models that are generally not seen as super powerful it seems like you did some strange moves. Malifaux isn't super forgiving, you cannot afford to make mistakes like shooting at something you have negatives against and still expect a win. In that case you should either start shooting something else or spend soulstones/focus to get to a straight flip on the attack. I actually think burying Nekima with the emissary was a solid move considering almost your entire list would have been at negatives against her. The mistake you did was not setting it up properly. If you think you will bury something with your emissary then it's good to use a cheap model to drop a marker somewhere that is WAY away from the fight like in your own deployment corner. If you put someone like Nekima away and make them come out at a marker 15" from any of your models they will have to spend a full turn or even more just to get back in the fight. You will need LoS to the marker with your emissary at the time of the unbury but with ht 3 that should be possible to arrange and still have the marker far away. Another thing would have been to keep Francisco as a reserve and play him really carefully and then when Nekima kills something you have you use Perdita to obey him to place near Nekima and Perdita herself can attack something else but make sure she can companion into Francisco who flurries Nekima. That way you aren't charging her so her upgrade does nothing and you get a number of solid attacks against her (debt to the guild on Francisco makes him at least min 4, maybe min 5 or min 6 depending on if you can spend soulstones and ram cards for critical strikes). Then put Francisco's (0) up so her ml attacks are at negatives against him. Sonnia is nice against lures because one of her upgrades removes suits from any casts targeting anything within 3" of her. Her totem also prevents soulstone use which tends to be really annoying for Dreamer and Nekima. Dreamer with a crew of many models on low wounds also hates her blasts.
  35. 1 point
    @Franchute Hi guys! This month haven't been nice to me and I haven't had anytime for the hobby, Barytone Lola is still half finished and Mercury is primed, but that is as far as I got. I'm moving to a new apartment during next month but I hope I will be able to spend at least enogh time to finish what I've started. Guess this counts as a mulligan and hope to be more active soon! What I've seen you guys have been excellent this month and this thread is full of amazing work! Keep up the good work!
  36. 1 point
    Ah, Francisco. He should be made into an academic. *hint hint*
  37. 1 point
    Alright, Iron Skeeter is done for a total of 21 soulstones for this month. Crew to date is in the final picture below.
  38. 1 point
    Okay! Game #1: The dreaded quite open table Opposing Faction: Guild Deployment: Standard Strategy: Public Executions Schemes: Eliminate the leadership, Undercover entourage, Inescapable trap, Show of force, Take one for the team
  39. 1 point
    Oh yea, I'm super excited to see how it works, could be great with Nicodem and Circling Buzzards, or with Reva and Guises of death *-*
  40. 1 point
    So Leveticus is getting new paper stuff...
  41. 1 point
    Haha, damn it ressers, stop being so good at shooting!
  42. 1 point
    So, I would either go elite or go Minion heavy with an Emissary for his buffs but probably not both: 1) 8ss - Molly* + Forgotten Life + Take Back The Night + Back On The Job, +4ss to Cache 10ss - Rogue Necromancy 10ss - Rogue Necromancy 9ss - Vincent St Clair + Deal with Death 5ss - Rotten Belle 5ss - Rotten Belle 3ss - Graveyard Spirit (still good here just to hug the Rogue Necromancies from behind) 2) 5ss - Molly* + Forgotten Life + Take Back The Night + Back On The Job, +1ss to Cache 10ss - Carrion Emissary + Carrion Conflux 10ss - Rogue Necromancy 4ss - Guild Autopsy 4ss - Guild Autopsy 4ss - Guild Autopsy 5ss - Rotten Belle 5ss - Rotten Belle 3ss - Graveyard Spirit * For best results replace Molly with Nicodem lol
  43. 1 point
    Not the usual pick but I love Bete Noire with reva and her Guises of Death upgrade. She can put your opponent in the defensive turn one allowing you to set up with the remaining crew. Philip and the necropunk/doxy is also nice as face cards will be on demand to confirm hits or debuffs with this crew.
  44. 1 point
    You've got a really solid core going already with some positioning shenanigans with the Doxies and Belles, some scheme running with the Crooligans, and a second beater to take the heat off with the rogue necromancy. A popular addition to her is the Carrion Emissary (and thus, by extension Mindless zombies) as additional vectors of attack as well as a reasonable damage dealer in it's own right. Another popular choice is Yin, since her WP condition is basically a death sentence. I find her more of a "win more" piece in Reva than anything really necessary though. I've also had some fun with Archie as "yet another wrecking ball" who has the added perk of getting your corpse markers into better spots as the battle progresses.
  45. 1 point
    45 ss is not a common amount, so its hard for people to have a "typical" crew at that size. I also build lists based on the table I'm playing on as well as the strats and schemes, so I can't give you a typical list, but what you seem to have looks like a strong summoning list. You have a good set up to draw the cards you need for summoning, you have several decent options to summon from, and you have a basic threat in the form of Izamu, so no obvious gaps. lots of people have their own ways of getting models to summon from, but I'm a fan of the night terror route, easpecially if you are looking to summon Drowned and hanged. Other summoning options may work better using the flesh construct, and a nurse, or just using Seishin, but a lot of that is personal preference.
  46. 1 point
    Use him as a proxy for Archie. Archie doesn't have much synergy with Seamus but at least he's at an approximate fair output for cost unlike Killjoy is at this point.
  47. 1 point
    If I had to it wouldn't matter what I put in my crew. Killjoy isn't a very good model to use with Seamus so just putting in what you want is as effective as putting in any other particular model. There isn't some grand synergy that will make killjoy work any better with a master he isn't very synergistic with. If you have to take him then I'd take whatever models you happen to like the look of. They'll be as effective as an suggestion anyone here will give you.
  48. 1 point
    Ironsides as a Guild/Arcanists dual faction.
  49. 1 point
    Man, if I were a better modeler, Dr dufrense painted as Doc McStuffins with a bunch of stuffed beasties would totally be a thing
  50. 1 point
    I have now finished the 3rd Witchling Stalker: There's a couple of things I wish I'd done a bit better, but I was trying to finish it for an online competition whose deadline was midnight yesterday having been laid low by flu for the last several days. I'm pretty satisfied overall. Here they are all together. I didn't realise until taking that photo that I'd done the most recent one so much darker than the one on the left. Clearly they're both very different to my first attempt, hioray for Reaper Anti-Shine Additive. Vinncent - thank you very much.
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