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Showing content with the highest reputation on 01/17/2021 in all areas

  1. So I don't even know how to make reply? Lets try again. Thank for comments! Here is another project that I have doing for long time:
    3 points
  2. Hi there! Loving all the updates and keeping motivated to finish mine on time 😃 Half month update for me with wip of Fuhatsu:
    3 points
  3. So yesterday Wyrd made a post about the lore videos I have been doing, and I just wanted to say that they are the coolest
    2 points
  4. Got another game in against @touchdown. I got attacker in standard deployment. Strat: Public enemies Schemes: Vendetta, Leave Your Mark, Runic Binding, Hidden Martyrs, Take Prisoner I ran: Pool: 7 Leader: Som'er Teeth Jones Skeeter Skeeter 2 Hires: Lenny Jones Old Cranky Georgy and Olaf Good Ol' Boy Good Ol' Boy 2 Good Ol' Boy 3 He ran: Pool: 6 Leader: Von Schill Steam Trunk Hires: Arik Schöttemer Hannah Lovelace Freikorps Engineer Servant of Dark Powers Freikorps Engineer 2 Servant of Dark Powers Freikorps Scout Soldier for Hire So, we made the game and I had just assembled more Big Hat stuff. I had been running Big Hat with OOK stuff for a while so I wanted to see how they played without anything outside of keyword. So I made my list, hit confirm and then realized I made a terrible mistake not looking at the Strategy and schemes first. Playing So'mer into Public Enemies was going to be an uphill slog and Touchdown had already taken a major lead with list building. All the Armor, shielded and Terrifying was er, Terrifying. Rough Breakdown: VonShill and crew had a great first turn, blowing up a Good Ol Boy and a Spit hog So'mer summoned to try and heal it up. I had yet to do anything back so it was a rough start, and he already had the bounty tokens to score next turn. I had Lenny throw one of the surviving Good Ol Boys up field to tie up Hannah, Arik and an engineer. Turn two things swung back. The chucked boy managed to glass the Engineer before it could turtle up with shielded. Arik tried to kill it but with the ++ twists to defense whiffed. I also managed to kill Hannah and summon another Good Ol Boy. We both scored our first Strat point. Turn three and four it turned into a big ugly scrum in the middle. Luckily that's what So'mer and friends live for. I lost Lenny and Cranky and a bunch of summoned road blocks, but managed to score a Strat Point and Hidden Martyrs on Cranky. He lost Arik and then VonShill, but got a point from Vendetta, his scout on Lenny. Turn five I tried real hard to kill the scout but couldn't manage it. With shielded 2 from assault shield and hard to kill he limped through with one hit point. He had bounty tokens in addition to Vendetta so him living was a 2 point swing. I finally scored my first Leave your Mark Point so it was a tie 4 to 4. Thoughts: I think made some big play errors, like thinking that the scoring the second Hidden Martyrs was the same as Vendetta. Or letting Lenny die with a bad Bayou Two Card flip when I could have saved him with a card in hand. But overall I feel like I did post well to pull a draw against the VonShill list. The more I play So'mer the more it seems like he's an amazing master with lots and lots of bad match ups. He wants to junk up the gears and tie things up in melee, but the VonShill's crew was unpleasantly mobile. VonShill and Arik have diving charge. VonShill's pushes. I've got your back on VonShill and Assault Shield. Leaps from rocket boots. The Scout especially was an MVP, idk how anyone doesn't love these guys. Ignoring Cover Concealment and Friendly Fire means he's always got a good target. His get out of engagement bonus and built in reposition make him really slippery. He scored all 4 points this game, lol.
    2 points
  5. I finished painting every Wildfire model a week ago, so I'll start out by posting those. My plan with them was to practice OSL, and make a crew that only has the light that they're bringing with them. As a result, some of the models are very dark from some angles. I added the tufts so my opponent won't miss a model if they see it from the dark side. Kaeris from the dark side. I'm currently working on pyre markers, and corpse and scrap markers.
    1 point
  6. Lol thanks....I can feel my soul slipping away as I gain more playable models.... No idea, haven't even looked at the pools. All I know is a need a change because I'm getting my ass handed to me as Outcasts. And Tormented/Urami is the only stuff I own lol. That being said, Daw for killy things and Kiria for schemy things? ...idk. I'm bad at this game
    1 point
  7. Work is progressing on the Ancestor/Retainers.
    1 point
  8. "There and Back Again"? Hum... maybe it's already taken.
    1 point
  9. I think that giving Raspy expert marksman (ignore Friendly Fire on actions) would help with Winter's Strike issues. She should have projectile on the attack, as she has 21" threat range (or 17" after the changes), so tying her in melee should be viable strategy against her (same as for other ranged masters in game - like Sonnia, Cooper or Wong). The cost of discarding cards to declare triggers is too steep a price IMO. I think Ice Path or Onwards! would help him with the movement issues. Or, if you are in fear of repositioning effects, Laugh Off could help him too. It's only golem that doesn't have any Action or Ability to make him faster. I like idea of giving them Tundra Hunter. I don't like the idea of giving second model in keyword Leap. Instead of Manipulative, I'd give them Agile or Nimble. I think HtW/HtK would fit this model. I'd give them 5 MV and stat 7 or 8 on their Encase in Ice. Maybe instead of freeze the corpse give them action to target scheme/ice pillar within 2" and replace it with other marker? I don't like this. Against certain crews you could generate absurd amount of stones and cards by killing the models with Raspy for example.
    1 point
  10. Man. Now I want to make a big wrestling ring piece of terrain. Lol
    1 point
  11. A combo with Hans, Montresor and Zipp could be fun. Handing out staggered and throwing them into his aura. You could be doing 2 unresisted damaged per turn to multiple models.
    1 point
  12. Part 3 is out! Let me know if I forgot to add something to it or just miss read some comments.
    1 point
  13. I'm going Rezzers for this event (abandoning my true love Outcasts) and it feels like Daw & Kirai are both really well positioned for it. In my hyper limited Rezzer experience, both really dont need OOK models to function well
    1 point
  14. Just played a game with Kaeris last night. I find her interesting when compared to Raspy as both are ranged masters (Kaeris being more mid-range) that require additional resources. While by no means perfect, I do find Kaeris more complex but easier to use if that makes sense. I find Raspy needs her keyword models to support her while Kaeris is the opposite and has to support her own keyword models. Obviously Raspy has much more board threat than Kaeris, but Kaeris mobility and AP efficiency does close that gap somewhat. In terms of effectiveness however, there seems no doubt in my mind that Kaeris does it so much better. With a free action, Kaeris can setup a Pyre, use run and gun into that marker (for +2 burning) and from that point, take attacks at a positive that ignore friendly fire, with a built in min 3 damage (or add a blast + pyre marker to tag multiple enemies and setup herself/crew up with additional Pyre markers). There is just so much efficiency and all you really need is one pyre marker. Conversely to reach similar effectiveness with Raspy you'd need spend an action getting a pillar, spend cards to trigger onslaught and still need to flip way more cards to hit (without positives) in order to do what Kaeris does. It just feels like so many more hoops to jump through. I will admit that Raspy has a higher chance to spike but honestly the amount of cards needed to do so makes it unrealistic at best.
    1 point
  15. Oh, so do you play it that the effect stops when the Lamplighters die? Or do you play it that it persists for different reasons? I kind of would just eyeball it and guess the intention is the effect persists, as it is describing how the markers work, but unsure (similar to how Drowned remove their Riptide markers even if they're dead, although you could argue that to be a delayed effect generated when you create the marker). This ties into a conversation about "Kick Up Dust" markers in another forum. If you stop the markers being remove with the sand worm once, do they persist? Is the 'remove at the end phase' a trait of the marker or a delayed effect?
    1 point
  16. It is once per activation. Which means a model can use it outside of its own activation, like when being attacked in enemies activation.
    1 point
  17. If you table a Tricksy crew, the Pit Trap markers don't just stop holding you up even though there's nothing on the table saying the markers are Severe, Hazardous (Damage +1 & Injured +1). Same logistics would apply.
    1 point
  18. Hey all, I just posted my in depth EVS First Impressions Review. Check it out if you're interested and let me know if I missed anything really strong. https://youtu.be/XZdOwEgn9_0
    1 point
  19. I'm eager to try him with Outcast Zipp. Pushing something 4-7 inches with the zippzapper then having the effigy slap it with slow at range sounds great.
    1 point
  20. Here is the artist's instagram https://www.instagram.com/p/CAsNg4BjUCm/ A blog about malifaux I mean in russian language. Wrote battle reports, reviews on masters, and hosted tournaments. I wanted to start writing in English, but the energy for hobbies diminishes over time.
    1 point
  21. 1 point
  22. These are non-Wyrd minis, but I have to show off this photography light I got from kickstarter, called BIGSOFTI: No light, just iPhone camera With new BIGSOFTI light I am super pleased with the difference it makes. I got it to take photographs for a board game I'm designing, and I think it will be perfect. 😁
    1 point
  23. My January pledge complete 9x Riflemen (45ss) and 1 Adjunct (5ss) for 50ss total. Thanks again to @Stranglelove for taking the great pictures. PS It's much nicer finishing on the 14th and not the 31st at 11:00pm.
    1 point
  24. So there's a trick you can give it a Rocket Launcher, shoot, then Armoury from the Steam Trunk the Rocket Launcher to a Grenade Belt or Land Mines and use that bonus action because Flying Piglets don't have their own Bonus Action. ..... but mostly it's to see pigs with Rocket Launchers & Rocket Boots.
    1 point
  25. They should just bite the bullet and make the donkey a real Rider, and give it an analogue to Ride With Me... "Donkey Kick - target takes two damage and is pushed 4 inches away."
    1 point
  26. I can't wait to turn a hopeful prospect into a runaway! "Welcome to the society! Now I'm hunting you down!"
    1 point
  27. OK, so I got my set and assembled it all. It looks great. https://1drv.ms/u/s!AkfXqHIwwjCDg4RNJDnQMP-9WwvdEw?e=aidU18 Everything on that table except for the large ferry/raft comes in the set. A ton of scatter terrain and some great buildings. I love that the three townhouses have a smaller footprint - I find that easier to play around. Honestly, this may be a bit too much terrain. I also bought a Mythos themed mat from Mats By Mars and had the M3E lines added. The only issue is one corner is almost all in water. So I made a quick and dirty ferry/raft out of craft sticks. It makes that corner more useable for deployment. I'm hoping to get a few more small boats for the other water areas if needed. Quick review: If you've ever assembled any mdf terrain it's pretty easy. The quality is similar to Sarissa Precision or 4Ground. The online assembly guides are pretty good, but there are a few tricky points that you want to make sure you dry fit first. My one complaint is that they didn't double up hardly any walls. For the most part, that's fine. But for the bit Market Square it means the interior walls are obviously bare. Thing is, they did include a couple double sided pieces for one of the shacks, so they are aware of the issue. Not sure why it wasn't included for more. The Townhouses say not to glue on the back wall so you can access the interior, but they are very narrow buildings. They are aprox 3 inches a side (varies a bit each building). So using the interiors during a game seems unlikely. I've left them unglued for now, but may just glue them shut. The roofs are still removable. I love the look and feel of them. And other than the one with the small overhang over the door and two posts, they are very sturdy I think. The Marketplace I thought I would hate, but I really like it. I didn't glue in the middle post or two of the top supports that connect to the roof. That way I can remove them more easily and access the interior space for play. Again, I wish they had doubled up the walls since you can see the interior walls very easily. Similar to the clock tower a little more color would have been nice - it looks like 'mdf' which a lot of the other pieces don't. The clock tower is nice, but similar to the Townhouses, I doubt I'll ever play the interior. It's even more narrow than the townhouses. I do with they had used some color for the clock tower - it's the only one that really screams 'mdf' terrain and looks a bit unfinished. I may try adding some detail. I did add some color plastic behind the windows to give an illusion of glass. The small huts are all great and were quite easy to assemble. No issues there. Again, small on the interior, but I don't see any reason to glue the roofs on yet.I love the little newstands as those seem like they will be useful for any city table. I'm going to cut out some small 'newspapers' to glue to them as well. The best and worst thing about the set is all the scatter terrain. There is a lot. However, they are a pain to assemble. For example, the little lobster cages have 11 pieces each.... There are probably more giant anchors than you really need too. The two cars are perhaps a bit out of place in Malifaux, but hey - we have giant stompy robots. I thinks some early combustion engine vehicles aren't that out the realm of possibility based on the timeline and tech levels. The scatter terrain is a bit of a hassle to get together, but it's worth it in the end as I find that is the best way to help block open lanes and create a better looking table. The mailboxes are a cool little touch, but again they were a real pain to put together. The street lights are pretty fun, but they are one of the most fragile pieces. Most of the pieces seem pretty sturdy, being mdf. However, there are a few pieces that are fragile since this is thin mdf. The streetlights are very fragile and I'm not sure how long they will survive. The fire escapes on the townhouses might be a concern down the road too. One of the townhouses has two supports for the small roof over the door and I already broke one off. I might cut those off and go without. The roof of the Marketplace has a lot of thin bits too and might break over time. Overall I'm not too worried about them - I think they should stand up to normal usage and storage. For the cost of about $120 depending on where you find it (I got it from Noble Knights online) you get enough terrain to just about fill a table depending on your tastes. It might be too much for some people. I'm definitely interested in checking out more of their terrain down the line.
    1 point
  28. Achtung: Any and all veteran Sonnia players - Advice needed to devise a competitive crew and knowledge of any trickery that might be provided through the keyword of the faction, thanks:
    1 point
  29. I just had a scout be the absolute MVP in a public enemies game. Scored all 4 of my points, 2 from public enemies, 2 from vendetta. I put Soldier for Hire on him and got drew 5 cards thanks to that. I deployed it about 8" in front of my crew (in standard). He spent turns 1-4 camped in a little swamp. So return fire had to deal with concealing while he didn't. I was facing Som'er so eventually my opponent summoned Bayou gremlins to try tie him up, but I'd just shift a tiny amount with his bonus (0" engagement not going to get the job done here). On the final turn using his bonus and the built in reposition trigger, he was able to scoot 7" away into a different swamp piece and my opponent had to walk charge him and losing those extra actions saved his life (plus hard to kill from SfH). I suspect how good scouts are is very dependent on the board. A lot of concealing and not too much blocking and they can dominate.
    0 points
  30. Not really the same. A marker has traits. Models getting to ignore the concealment isn't a trait of the marker, it's an effect of the Lamplighter.
    0 points
  31. Do you like the stories? Do you like knowing a bit about each unit? Do you like physically seeing the cards to plan crews and future purchases? If the answer to any is yes, then it's pretty worth it. Likewise if you don't use the app and want to see what there is out there it's worth it.
    0 points
  32. Or obey something the first lawyer had already obeyed...
    0 points
  33. Weary road on an engaged Alice or Mad Dog and a heal with the trigger for handing out the companion trinket from the Emissary is always nice.
    0 points
  34. If (insignificant) Karina does it, there's no limit to how far you can throw the lodestone. Just closest model
    0 points
  35. One to start with is Freikorps with the Midnight Stalker. Thanks to hidden in plain sight he counts as having the same key words as the leader, when out of the leaders LoS. Hanna is a 50 mm so it is easy to hide him behind her, so: 1. Hanna can use adaptive tactics to copy his leap. She can use siphon power for the suit so it is trivial to pull the card for it. 2. The steam trunk can give him equipment upgrades and replace them for a card as he counts as Freikorps. 3. He is a valid target for the Engineers strengthen armour as you can draw a card after discarding for card cycling.
    0 points
  36. 0 points
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