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Showing content with the highest reputation since 01/31/2014 in Blog Entries

  1. 18 points
    This blog entry finds me in an oddly reflective mood, and rather than waste the moment I thought I'd put it to use. For those who don't know, and given how open I am about it there probably aren't many, I suffer from bipolar disorder. Most of the time, thanks to medication, you wouldn't know. But there are times when things get a little beyond my ability to control them, and the upshot is normally mood swings from misery and depression, up to moments of hyperactivity and mania, and then back again. This can be accomplished during my commute to work. It can also happen during games. One trigger I've found has been pressure. I work in a high-pressure job and domestic circumstances aren't exactly stable. Gaming, and Malifaux in particular, has been my safety valve, my way of blowing off steam. I love playing in events, talking rubbish with like-minded people and flipping cards. Lately though, I've been piling the pressure on myself. I've been so hell-bent on proving to myself and to others that I'm actually not just a noisy chump, that I can actually play this game. And if things go wrong, as they so often can when you're playing a game as cerebral as Malifaux whilst dealing with a condition like bipolar (no, I can't remove the condition with Rebel Yell - I've tried), that can have mood swing inducing consequences. The revelation of today is, what on Earth have I got left to prove to anyone? Why am I pushing myself so hard? As I sit here, I've won 4 Malifaux tournaments along with a 2nd and a 3rd place in two others. I've been ranked in the UK top 10 for over 10 months, and for probably 6 of those I had a badge next to my name telling all and sundry that I was the best Guild player in the country. I have numerous certificates and plaques for best in faction. Even as my own worst critic, it's hard to argue that I just got lucky once or twice. To have that much success would indicate that I'm not entirely terrible at this game. So... Why am I still going all out to prove something that I've already demonstrated? I'm being an idiot. I have enough tin cups, certificates and BendyBoards glassware that I'm having to clear an additional shelf and I never thought in my wildest dreams that would ever happen. The moment that sank in earlier this morning, it really did feel like a weight came off my shoulders. I know that if the stars align and my head's in the right place, I can put together enough good games to take a tilt at winning a tournament. I've done it. 6 times, in fact. My proudest achievement is that, sitting in amongst the prizes for playing well, are two sportsmanship trophies. It would appear that even whilst going for the win, I can still make sure my opponents have a good time playing against me. In my local meta there are an awful lot of new players and I'm discovering that the kick I get out of showing new people the game, and helping and coaching them if they want me to, rivals those tournament-winning moments. So that's what I'm going to be focussing on. Having fun. Enjoying myself. Playing what I want to play at that moment instead of running particular crews out of an imagined duty to do better at the next tournament. And above all else, helping as many people as possible have the same fun I've had. It feels good to win. It feels even better to help others win. I said in my last blog entry that I'll be playing Gremlins next year. That's true. I definitely will be. But I'll also be playing Arcanists. And Guild. Probably Outcasts. Possibly Neverborn. Maybe even 10 Thunders. But not Ressers. I have some standards...
  2. 17 points
    This photo was made during one of our demos.
  3. 13 points
    Here are some photos of our WIP Malifaux gaming table made especially for Igrokon board games convention (it's like a Russian GenCon).
  4. 13 points
    Our lasercut guy made us a wonderful wild west building, and finally we painted it!
  5. 9 points
    Here's the first of the rotten belles for my Seamus crew. ..and some stills: Again, I really enjoyed painting this lady, quite fun to go with something completely new with the bright dress and interesting skin tones. Loving the Malifaux figures so far! More to come..
  6. 4 points
    We're also making an asian themed table for two grand conventions in October (Igrokon2016 and Russian Comic Con 2016). Here is a WIP photo.
  7. 4 points
    Today I had a great opportunity to talk about Malifaux on one of the largest Russian radio stations — Echo of Moscow. I hope that will help to spread the word about Malifaux. http://echo.msk.ru/programs/apriscatole/1831720-echo/
  8. 3 points
    It's been a little over a month so I wanted to provide an update on my progress. When I first started really putting thought into my crew selection and what I would be able to do I lost my first five games horribly. I scored 1-2 points one one scheme and one to two points on the strategy. As time went on, however, I improved. I focused first on just the strategy and built my whole crew around it. When I finally had a game where I scored full points and denied my opponent full VP i tossed in a Strategy and 1 Scheme mentality. After repeating the process here I tossed on a 2 Scheme mentality and, happy to say, over the past 2 weeks I've scored 7 to 10 VP on each game I've played. I think I'm really starting to get a good mental association between the models in my faction (Neverborn), what they do, how they do it, who they do it with best, and when to bring one over the other. And It's not just me getting better, either. A lot of the players in my meta have been scoring more VP, denying more VP, stepping outside the "thematic crew box" crew lock mentality, and trying a lot of new things. Now for the really exciting part..... Over the past 2 years of playing Malifaux I've only ever had one or two other people go with me to tournaments. I reached out to my local group yesterday about a tournament in October (Shameless plug for @PeregrineFalcon's LFoDC 2016 on October 22nd) I was looking to attend and six other people want to go, as well; out of the six four have never gone to a tournament before for any game. Another huge thanks to our community as a whole for the feedback (which has all been helpful to not only myself but to the rest of my group, as well!).
  9. 3 points
    Last saturday at Geek Wars we've had an awesome tournament! 12 participants, 3 rounds and tons of fun! Alas, I don't know the players' names on the forum, so I can't mention the winners. I had a small prize package from the henchman's welcome kit, but to encourage the guys I made for them a free participation in our next event, which is going to be held very soon!
  10. 3 points
    So after much thinking I've decided to hang up my Guild badge after the UK Nationals. I have loved playing them this year, ever since Lady Justice carried me to my first Malifaux tournament win in January. They have taught me whole new ways of dealing damage. Few things are funnier than seeing enemy Henchmen running away from the Governor's Proxy because they know what's coming from Ama no Zako... The rarity factor has also been great. Over here there's Paul Butler (now 10T), Paul Campbell, Aaron Bailey and me playing Guild at a high level. Players just don't get much chance to prepare for us, especially my particular brand of "wtfaux" inspired weirdness! When the Guild are running well, they're an awesome damage dealing machine. I've won 4 tournaments this year and podiumed another twice, chiefly by going on tears and smashing the absolute living bejeezus out of whoever's in front of me. But that's ultimately all they do. There is no control game. Card draw happens to other people. They can struggle to pull a game back if things go wrong. The biggest damage dealers can fall over in the face of a stiff breeze, despite high wound counts. In order to become a better player and build on what I've accomplished, I feel like I need some more options. Particularly when it comes to shenanigans! I have no doubt I'll play Guild again. They are fun. But for 2016, I'll be playing with little green men...
  11. 3 points
    I've been meaning to start a blog for a while, as I'm relatively new to Malifaux (starting to play pretty much dead on the launch of M2E, and only knowing the second edition rules) and I thought it would be good to get down some of my thoughts as a new player, and as one that has until now proven to be a bit of a rubbish one! Results spread to date: P W D L 23 2 1 20 So as you can see I'm not the best player in the world (and in fact may possibly make a fairly convincing claim to be the worst!) but I do love playing Malifaux. The experience of the game is what is important to me, and whether I win or lose is of negligible importance when compared to whether myself and my opponent enjoyed the game and the story told by the board was a fun and engaging one. So this brings me to my second point, and the reason why I have chosen now to start a blog post. I think I put my foot in it a little earlier this week when I posted to Twitter that I didn't want to play large tournaments. As it was during a conversation about the enjoyment of the gaming experience and referenced recent events at the UK GT, it came across that the GT was what had made me come to the decision to not play large tournaments. Although the discussion at hand was what led me to tweet, it isn't in any way connected to my decision. So, I thought I'd outline my gaming ethos in a blog post so it's clear to me, and to everyone I play. Anyone who has played me knows that I enjoy the game of Malifaux whether or not I win. I've sat across the table from at least two people and been smashed 10-1, and I would like to think that they would agree that I am a very gracious loser. Because if it was a good game, and some fun things happened (to my benefit or theirs) then I will have enjoyed the game as much as they did. I have only ever won two games, and both times, by some amazing fluke (and the fact that both times it was experienced players using a totally new master) I won by a good margin. And to be honest, neither of those games were ones that I would put in my top five enjoyable games. Why? Because I got the feeling that by the 4th round, it wasn't being that much fun for the opponent, and there wasn't a good board narrative. It was just sound flips and dead models, and that's not a story, it's just chess with fancier pieces. What's that got to do with me not playing large tournaments, you ask? Well, for one, I wouldn't say that my playstyle is at the level of a major tourney. I'm a little clumsy, and have been known to knock terrain whilst measuring. This could easily be seen in the high tension of a GT game as cheating. Also, I've on occasion forgotten to declare a trigger before the opponent cheated, another thing which could cause problems at GT level. I would like to think that people I play against would agree that I wouldn't ever try to do anything like this for my benefit though. In the past I've knocked a model when measuring, and because it was only just in range and it wasn't certain that I hadn't moved it the 0.5mm that it was in range, I've not taken actions. I've also argued a point of rule with an opponent where we were both arguing for the other's benefit. When winning isn't as important, it's easier to let go of stuff like that. I'm not so sure it's that easy at the top tables. Playing strangers though, in the third game of the day, when everyone is hot and tired, I can easily imagine that me playing slowly, or forgetting triggers, might be frustrating for the opponent. And it would also negatively affect my experience - as I said, I play for fun and a frustrated player is not fun to play against. I am dipping my feet in the tournament scene (I've got Elementary coming up on Sunday) and I had a great time at the last one I was at, but I play Malifaux to enjoy myself, and to me the idea of playing someone who is focussing on the VP and not the play experience I would find it difficult. Also, even though I don't mind getting beaten, losing six times in two days by strangers could probably get grating after a while. One thing that I am feeling very positive about is the increasing amount of non-standard tournaments that are being talked about, story encounters and campaigns. A game like Malifaux tends itself so well to these formats, having such a strong narrative and fleshed-out characters. I am looking forwards to signing up to these, and maybe once I've made a few more links in the wider community I'll feel a bit more comfortable about playing competetively, who knows. I'm not sure whether I've explained myself well, or whether this is a muddled stream of consciousness, but I do hope that it's clear that my reasons for not signing up for big tourneys is best described by the old breakup adage: 'It's not you, it's me.'
  12. 3 points
    Well, last weekend was Elementary, a tournament put on at the North West Gaming Centre, home of Element Games and my gaming team, The EleMentals. It was a 28 player game, so the full 100pts were up for grabs and there were several players there competing for a Masters place, needing solid podium places to guarantee their spot. I arrived with Aidan (the TO) beforehand and along with lots of other early arrivers, helped set up the tables, before nipping off for a crafty bit of breakfast. I also downed a can of Monster, which proved to be a bad idea later on in the day, as I had unbeknownst to myself caught a rather nasty cold that chose around 3pm to knock me for six. Game 1 was Squatter's Rights against PanzerHarris, who had everything to play for. He was teetering on the edge of the Masters cutoff and a strong finish here could guarantee his place. The game was very amiable and I can thoroughly recommend Panzer as an opponent and as an all round good bloke. Even though the game was high stakes from his side of the table he even pointed out a potential action that I had missed that helped me get VP. That's sportsmanship. I made a very fatal error which cost me 3VP before we even deployed though. I was so focused on making sure that my team was optimised for the schemes I'd chosen I didn't even do a cursory comparison of the schemes to his crew. So I made possibly the largest pregame error it's possible to make in Malifaux - I took Assassinate against Leveticus, the master that can't be killed. I got full points for Breakthrough (It was close deployment so it wasn't hard to get enough scheme markers down) and so the game finished 8-5 to his Leveticus crew, a result that left me very happy indeed and bumped me up to the heady heights of table 9. We then stopped for lunch, which was edible. After lunch we voted for best painted, I put mine up purely because I've not done that before and it was nice to get some positive comments about my crew, even though I knew I wasn't going to stand a chance against some of the frankly amazing paint jobs people had on display. I personally didn't vote for the winning crew, as although it was VERY good for me the subtle paintjob of Praetoriian's Guild crew was by far the most impressive, although it lacked the bright 'pop' colours that draw the eye to a crew. The raffle was next and I was rather chuffed to win a £10 voucher for Element Games (which amused me as it was myself who made the vouchers). Game 2 was a corner deployment Turf War against Tapdancer1967, who I have met on other occasions but never played against before. It was nice to see that he was using Sonnia Criid, as I have been looking very interestedly at her crew of late as I think it would be a good start for expanding McMourning into Guild, and as a Master I do like her play style. The game was another close one, as usual with Turf War it was a bit of a battle of attrition in the middle as our big hitters circled the centre and took occasional swipes at one another. VP for Turf War was always on the cards, but finishing on turn 4 and missing out on my Assassinate due to a pesky Abuela getting in the way of Bete Noire's assault on Sonnia led to another loss, this one 9-6. So I dropped back down to Table 13 for Game 3, where I was playing Stake a Claim against Nick, who is Makrar on Twitter but I don't know what he's called on the forums. This was a Doctor-off, both of us bringing McMourning, Belles, Nurses, The Valedictorian and Flesh Constructs. We only differed in that he took Sebastian and 2 Necropunks and I took Bete Noire and some Guild Autopsies (I think I might have over-hired Bete, using her in all three games and only really getting the soulstone's worth out of her in one). By this point my cold had hit HARD, and the buzz from the energy drink I had for breakfast was mixing with the slight drowsiness of my stuffy head and making it hard to concentrate, so I probably wasn't the best opponent. Or rather I was, because I made some shocking strategic decisions which ultimately ended up with a Flesh Construct eating a paralysed McMourning, and my worst loss of the day, 8-4. I found it very hard to play against McMourning in a mirror match, as it meant that a lot of my (rather textbook) tactics were already countered de facto by being against the same crew. Also my Valedictorian went down very quickly after doing very little, and losing a fifth of the value of my crew so quickly put me on a back foot straight away. I also lost out on Claim markers as I got started on that far too late, by which point the Necropunks had already spread them far and wide and I was never going to keep up with my lack of fast objective runners. Poor crew selection on my part, that one. All in all it was a great day, three enjoyable games and well done to the podium placers who picked up some rather nice glass awards. The wooden spoon went to someone else, which is a definite improvement on my last tournament, so all I need to do now is up my goals and aim for at least one draw in the next one that I go do. And as for my feelings towards tournaments (after my last post explaining why I don't like them) I had a great time but I think that this is the optimum size for me, three games in a day is just right and gives enough time for a bit of socialising as well, and I really don't think I could manage a sub-2hr game, we only managed to get to turn 4 in any of the games that I played, although I don't think that the scores would have been much different if they had all run their course.
  13. 3 points
    Not a Real Tale of a Malifaux Blogger Month 2, post 2 (Finally a Game!) For more information on Tale of a Malifaux Blogger (ToMB) event see: http://taleofmalifau...blogspot.co.uk/ So, as noted in my previous blogs for ToMB, I've been pretty busy and unable to make much progress in assembly, painting and getting games in. All that has changed ever so slightly. I finally got in a game! Yay me!. My daughter was home for Spring Break, back from college for a week, and she had previously promised to play a game with me as her Father's Day present. At the beginning of Spring Break she was busy with her friends and such and I was still pretty busy with work, so the big game kept getting postponed. Finally, however, on this past Saturday, her last night before heading back to college she came up to me and said she had time. I quickly grabbed my game table, a folding 3' x 3' table, my terrain (old cardboard ruins from Mordheim), my models and various gaming stuff (arsenal decks, measuring tape, fate decks, and tokens). I set up the board as a ruined town, with a two story building in the center and the other buildings of various levels surrounding it. This left various alleyways as firing lanes, but plenty of buildings to attempt to hiding behind as we advanced across the table. As this was going to be my daughter's first M2E game (4th or 5th Malifaux game overall), and this was a ToMB game, I thought it would make sense to essentially play a 26 soulstone starter box game. I also decided to skip upgrades and schemes for this game, so we only flipped for the shared strategy. We ended up with standard deployment and Turf War as the strategy. This meant we would be fighting over the central two story building mentioned above, which seems like a good fluffy way to start. Perhaps there were barrels of very good scotch laced with powdered soulstone. My crew was: Somer Teeth 2 Skeeters 4 Bayou Gremlins Warpig +1 Soulstone in Cache (5 total) My daughter has used Rasputina in all her games (selected initially by looking at all the old metal boxes I had side by side and picking the prettiest picture), so her crew was: Rasputina Wendigo Ice Golem 3 Ice Gamin +1 Soulstone in Cache (4 total) As noted above, no Upgrades for either of us and no Schemes. We both deployed in cover, behind ruined buildings. My forces were deployed with Somer and the Warpig in the center, with groups of two bayou gremlins and skeeters to the left and right of Somer. My daughter deployed her forces in the following order (from my left to right): Rasputina, 3 ice gamin in a line, Wendigo and Ice Golem. Turn 1, I won initiative and walked a Gremlin up twice towards the center building. My daughter countered by moving up the Wendigo and using magical extension to fire off a December's curse at the foolhardy Gremlin (I hadn't thought about the ranges involved and had left him in the open thinking I was far enough away, whoops). She won the duel barely, then flipped two Moderates on the negative damage flip. 4 Damage and first blood to my daughter. I spent my next two activations attempting to exact revenge (and remove the scary Devour ability), by moving up two more gremlins and taking pot shots. Unfortunately, my daughter had moved the Wendigo into cover of ruins before shooting my gremlin, so my negative flip shots missed. I then moved my Warpig up next to the center building, in cover, but not noticing the open door on the other side of the ruin. My daughter then moved up an Ice Gamin to gain line of sight, and on her next activation Rasputina moved up and launched a few December's curses through the open door and over the ruined cover into my Warpig. She managed only one hit, but flipped two severe damage flips on the negative damage flip. The double blasts were just long enough to get to the 2 gremlins that had shot at her Wendigo, and now I was down 3 Bayou Gremlins, had 5 wounds down on my Warpig and had done nothing to my opponent's force. Somer and the Skeeters had not activated yet, so Somer moved up and shot a Ice Gamin, I triggered Thinking Luck on the shot, got a moderate (so 4 + 1 blast) and put 3 damage on two separate Gamin. The Skeeters then both did double flight-enhanced walks and moved into melee with two of the gamin and the wendigo. Turn 2. I don't remember who won initiative here, or exact actions, but the following happened. The Skeeters failed to do any damage, but the one tying up the Gamin closest to Rasputina remained in combat so Rasputina could shoot the Warpig again. The other Skeeter survived two devour attempts only to be punched in the face by an Ice Gamin who scored a moderate damage result and killed it. The Gamin Somer shot was able to charge Somer and put a few wounds on Somer. The Warpig then ate that Ice Gamin (who blew up putting more wounds on Somer, but fed the Warpig, who healed up completely*. Somer shot the Ice Golem 3 times, putting the Golem on 1-2 wounds, and the Ice Golem walked around the intervening building and punched Somer in the face (taking him down to 4 wounds). We both had 2+ non-peon's within 6" of the Turf War marker and scored 1 vp. *We played that the Warpig ate his fill to heal completely, then the Gamin exploded to cause 2 wounds to the Warpig. Not sure if that was the correct order, but it never mattered this game. Turn 3. I won initiative, and with an Ice Golem in Somer's face (and enough melee power to kill both Somer and the Warpig, I think), I went first, with the Warpig. Sadly at this point I realized that the Warpig only had a 1" melee range, while the Ice Golem had a 2" melee range, so I needed to walk then attack, rather than Charge. I did so and managed to hit at kill the Golem. The Warpig healed to full again, but Somer took the explosion to the face and was down to 1 wound. My daughter then charged Somer with a nearby Ice Gamin. I had been using soulstones for earlier damage prevention, so I had only one left at this point. I probably should have used it for the defense flip, but I saved it for damage prevention, figuring on my higher Df saving me. My daughter promptly flipped the Red Joker on the attack and I therefore couldn't cheat the defense flip up. On the resulting straight damage flip, Somer took severe damage and therefore needed a Red Joker on the damage prevention to survive. He didn't flip the red and died... On the left side of the board, my Skeeter still had the Gamin tied up in combat (both sides failing to do much) and the Wendigo charged over from the right side to help, but failed to get a crow on either devour attempt. Having nothing to use for Ice Mirrors, and not wanting to shoot into combat, my Daughter moved Rasputina up closer to the fight, where she didn't need the Ice Mirrors, but was fairly safe from retaliation (a ruin building with a window). I had a gremlin on that side of the board, which tried firing into the Skeeter+Gamin+Wendigo combat, but failed to hit anything. We both had 2+ non-peon's within 6" of the Turf War marker and scored 1 vp. Turn 4. The Wendigo finally ate the Skeeter. The Warpig ate the Gamin that killed Somer Raspy attempted to Curse my last gremlin, getting only 1 weak damage hit in and leaving the Gremlin alive, but unable to reckless. The gremlin shot at the wendigo, failing. The Gamin charged the gremlin, killing it. I no longer had 2 models, much less 2 models in range of the Turf War marker, while my daughter did, so she went up 3vp to 2vp. Turn 5. The warpig walked around the corner and pigcharged the Wendigo, getting both it at the last Ice Gamin in melee. I managed one severe damage on the Wendigo, eating it whole. I think I might have forgotten the automatic trigger on it's attack this time (each previous time I had either the heal or slow triggers, so never stampeded). At this point it would not have made a difference as I was down 1vp and could not score anymore. The Gamin attempted to kill the Warpig in melee and failed and Rasputina's shots into the melee all missed their mark. The flip to continue playing was a 3, so the game ended. As noted above, I couldn't score anymore, so an extra turn would have been meaningless. Lessons learned: 1) I should have moved the Skeeter's up sooner to tie up my opponent's shooting. They eventually went down, but I could have save two of my Gremlins from an early death by doing this. 2) Choosing to shoot at an already activated model, rather than deal with pending threats was also a mistake and is related to the above. If I had tied up his remaining shooters (Ice Mirrors) earlier, I could have safely shot at the Wendigo later in the turn. 3) I didn't start making use of Bayou Two card until a few turns into the game. I'll need to work on remembering it. It did help keep my last Gremlin alive longer than expected and almost helped Somer survive a few really bad hands. There was enough cover (creating negative attack flips) that it wasn't able to help with shooting or damage much (I rarely managed a straight flip on damage), but on occasion it did. 4) Without upgrades the Skeeters couldn't do much, especially with the very early death of 3 gremlins. Somer's support abilities were also lost with their early loss. I still think I could have used those abilities (the automatic suit ability and the no triggers) much more effectively. I only ended up using the automatic suit ability to give Somer automatic Rams and automatic Thinking Luck, but it might have helped to have other triggers in effect for my Gremlins. 5) With the above in mind, I typically activated Somer last, as I might for another master, who wants his crew to set up the enemy for him (like Pandora waiting to activate until after the Sorrors are in place, or Rasputina waiting to activate until after the Ice Mirrors are in place and the Bite of Winter buff is up). Given that Somer supports his crew, I probably should have activated Somer first so he could buff the later activations of my Gremlins. 6) Hide from December's Curse, it's nasty. Moderate flips on negative damage flips happen more often than you might think... Side note, my daughter didn't use Bite of Winter and could have made better use of Focussing/Soulstones. I could have also used focussing and soulstones better. All in all, though, we both had fun. My daughter enjoyed the game and will be back for more. She does want to see me paint the models so that they are more pretty however, and also wondering if anyone would know what she was talking about if she asked random people on the street about Malifaux. Well, that's it for my second Month 2 blog. Hopefully next time there will be another game and/or some progress on assembly and painting.
  14. 2 points
    Look, Mimics. Most of the crew sticks around Lucius, to empower Mr. Graves and Doppelganger to beat face and cripple the opponent's ability to hit back, while Vogel runs schemes and eats other runners. Candy (and the Terracotta Warrior by shunting damage) keeps the main group healthy, and acts as a layer of protection for the Lucius command bubble with her control abilities. Doppelganger will just need to stick close to The Scribe for defense. Terracotta Warrior and Mr. Tannen share the same slot now, but I think Terracotta Warrior has more utility for this build. Lucius - Surprisingly Loyal (1) - Deep Pockets (2) The Scribe (2) Candy (9) - Depression (1) Mr. Graves (8) - A Thousand Faces (1) Doppelganger (7) Ferdinand Vogel (8) Terracotta Warrior (6) Guild Lawyer (5) Edit: Left out The Scribe @tactician@Ludvig@H4ml3t@Vorschlag@CaerSidis
  15. 2 points
    *This is just a fun "in-character" ledger detailing the acquisition of my Amalgamation Charter Enforcement crew. Guild Assets: March 2rd: Construction started on our "Brutal Emissary" after the required materials arrived from the various 3rd party manufacturing companies used to obscure the project's existance. Reviewed and modified the project plans to ensure the most efficient end product. The excess material will be put aside for future projects. March 4th: Our department funds for this month finally arrived. Repairs for our small unit of constructs, and my steam-harness, may now commence. March 5th: Lucius sent word that Ryle's "responsibilities" to the Guild had been fulfilled for the time being, and that he would be returned within the week. Not too much worse for the wear I hope. M&SU Assets: March 2rd: Received word from an M&SU associate that the survivor of another mine collapse in the northern hills requires extensive prosthesis, and is willing to work for ACE in exchange for access to our maintenance facilities and proprietary augmentations. Marcus, an associate of Victor's, will ensure her safe passage to the city if we supply him with a pack of the Guild's pure-bred hounds. I have already submitted the requisition order. @H4ml3t March 5th: The department's efficiency is top notch, but there are a few menial things that keep needing to be done. To solve this, I spoke to the local M&SU leader and politely implied my need for a Mobile Toolkit for the department. The man said it wouldn't take long for one to arrive at my office. March 6th: Miss Step was escorted into the department this afternoon. The M&SU engineers did there best with what was on hand, but she requires extensive augmentation to offer any assistance. Ramos intercepted her before Marcus brought her down from the foothills, and entrusted her with a copy of his Steamborg blueprints. A nice gesture, it won't be unappreciated.
  16. 2 points
    Background: I am fond of technology. I get excited by using tools that make my life easier, more efficient or just plain pleasant. There is no turn-off like realizing that you are captive of such a tool. Mischief plays no part in this. Sure, it makes the feeling worse, but captivity is bad regardless of context. Just absolutely bad. Bad things happen Earth-side, too. Vendors lose interest, passwords get forgotten, databases fail catastrophically: all very improbable contingencies, but not impossible. Captivity stifles creativity by restricting its pool to a cabal. It is the equivalent of monopolist practice in the real economy and its effect is the equivalent of that other evil's effects: monoculture, discontent, decay from within. Thoughts: These points pertain to Logfaux. Players and organizers put a lot of time and effort into enriching the Logfaux database for their individual and the communal benefit. It is only fair that they have access to their data. But why stop there? They could have access to all the (anonymized) data! Logfaux users should be able to get the game data they have filtered for on the My Dashboard and Meta pages in a ubiquitous format, like CSV or XLS. Then they could import that data into other tools and do all sorts of data analysis. Who knows what they might come up with? Let's find out!
  17. 2 points
    Hey! I am painting my miniatures again after my daughter get well after hard illness. First of all I finished this base for Malifaux Raptor (1 of 3) and started the female Guild Guard. It was hard to start this base because of it's size and different details which I don't know how to paint. Then I decided to make one base from this and one ready more easier miniature from my main fractions.
  18. 2 points
    Hi! I spent some time in painting from may 2016. It is important for me because it was my first good paint untill I became a mother of some wonderful daughter. She is elleven month now, and I have some free time at night to my hobby. This is my new album here The LowRes Paint where I and my husband wont to represent our processes in painting minitures, making terrane, and many other things we want to do. I'a a main correrctor of russian language Malifaux Wikia, and I want to make it a strong platform of Malifaux not only in Russia, but all over the world. Thank you. Special thanks to Wyrd for Malifaux!
  19. 2 points
    Having recently returned from BK-Faux (A decently sized event in New York City) with my metaphorical tail between my legs I've resolved to become a more competitive player of Malifaux. I've made the rounds through my LGS and found 4 or 5 players that like the idea of being more competitive as well, so we have decided to help each other get there. I've played Neverborn since 1.5 and, although I was very interested in foraying into Arcanists, have decided to stick with my favored faction of lovely ladies and terrifying monsters as I figure out if I have what it takes to go the distance! What do you think makes someone a more competitive player? What tips do you have for someone looking to turn their game up to 11 (from, admittedly, about 4)?
  20. 2 points
    But I’ll tease a bit first. What can I say? I’m mean and it’s funny. You know, unless you know how to scroll down and skip the rest… I should stop giving ideas now. So this Saturday just gone, I went to another tournament (third in three weeks! Kinda tired now) which was Ante Up in Northampton. I’d spent the previous week messing about with Collodi and loving every minute of him, this week I was planning on doing the same with Rasputina. Unlike the great puppet, I have some experience from last year where I always chose to use Armour of December and lacked the Blessed of December, Snowstorm and Silent Ones due to the lack of plastics. For the most part, these games bored me. Raspy didn’t want to move and if I did move her, a masters AP for a 3” push to get a mirror target was entirely underwhelming. As were her attacks, for that matter. Raspy was an effective Ca6 vs Df without triggers, when I’d come from Kaeris and her Ca7 vs Df or Wp, as I saw fit. Sure, she had a decent damage track and I now understand the role the focus action a whole lot better than I did before but I found the games to be static and lacklustre. Move on to now. I have Snowstorm, the Blessed and two Silent Ones and an itch to see how I could do with the Shattered Mirror upgrade. As the tournament pack showed the strats and schemes early, I made a list per round to use these models/upgrades and see how much I enjoyed them. I won’t bother with a blow by blow as this blog is not intended to be about battle reports. I played three cracking games, two of which were against members of the Squigs and had a blast (hur hur) again. Damn it. I was hoping to be proved wrong, that I would find Raspy to be lacklustre once more and have my choice made easy but between leaping Blessed’s, Snowstorm rocking the joint (and not once exploding) and a hilarious first turn charge by Kaeris/Ice Gamin grenade (hurled by Kaeris, not smashed by me), this was not to be. The frozen heart themed crew was very pleasant to play and, if I added the Ice Dancer, I could see running Raspy in theme quite happily. So what’s a guy to do to make a choice? Well, I figured I’d have to move on to my other undecided masters (Mei and Ironsides for Arcanists, Lynch and Dreamer for Neverborn) and do much the same: test and review. A daunting task, though I guess half the games would count as practise when I did settle on a faction. I figured I’d start with Ironsides. Yes, she’s got a reputation for being a weak master but I remembered a guide put onto the Wyrd Place* Facebook group that I read last year, and I firmly believe she can do well in the right situations. Plus, she’s a pugilist in a Steampunk world. That’s just cool. It was as I was reading the potential crew members for Ironsides that I was struck by an epiphany. I’d approached this all wrong. Yes, masters are a hugely important part of the game, but if I’m playing Seven Masters for Seven Rounds, then the actual consistent factor is going to be the other sodding models I use. And this is where I know exactly what faction to play, as I just think the Neverborn minions, enforcers and henchmen are more fun to use and plain cooler. The M&SU doesn’t inspire me. Beasts don't inspire me. The Showgirls are nice (Cassie is awesome) and the December cult appeals, but the majority of the Arcanist faction leaves me meh. Compared to Neverborn, they have character galore from the top to bottom. With Pandora last year, I’ve run lists with Hans and the Doppleganger, no minions, all minions etc. With other masters, I can do even more and thanks to Collodi, Zoraida and Lynch, be highly flexible in the models I use. So this third post has taught me two things. First, I’m dumb and still don’t know how my mind works 34 years into life. Secondly, this is my year of the Neverborn. *The guide is excellent and can be found via Ironsides Pull My Finger page. Kudos to Rhiannon Morrison for her excellent write up.
  21. 2 points
    I had a plan for this post. Okay, it was fairly rough and may have ended up as two posts but nonetheless, I had a plan. I was going to analyse the two factions I can use for this self-imposed challenge, examine my feelings on each of the seven masters for both Arcanists, focussing on those that hold little appeal to me (Lucius, Zoraida and Marcus, if you’re curious). I would then move on to general lists, see if I could make a pool of models that works for the majority of the masters (so M&SU for Arcanists, as they’d serve Kaeris, Mei, Ramos and Ironsides well) to see if that affects which faction I choose. I’d weigh my options and settle on a choice, hopefully before Lost Love this Sunday. Then, I’d take a master from the chosen faction and begin the practise. Instead, I looked at Collodi. I realised I was supposed to look up the other masters… and kept looking at Collodi. I went to Lost Love 4 on Sunday and guess what? I ran Collodi. I had an absolute blast with the Puppet king, playing four rounds and winning three of them, as well as a practise game and a half on the Saturday (my first Collodi games ever). I learned some important things from the weekend that will definitely influence my choice. First of all, my theoryfaux is far worse than I thought, at least in relation to myself. For the unfamiliar, Collodi has two ways to play: buffing his puppets/minions to greater power OR stealing their buffs to boost himself. I love the idea of the former, making Collodi run around as a general leading his frankly bizarre army of ‘Puppinions’. I was wrong. It may well have been due to this being my first game with Collodi, but I found the Fated upgrade to be underwhelming and it was only when I got more aggressive with Collodi that I found my stride. I thoroughly enjoyed the master from this point, and I’ll write more about that elsewhere. Well, maybe. I can procrastinate like a writer, so I’ll admit a write up of my weekend may never happen. So where does that leave me for the challenge? Well, I need to rethink my strategy. I don’t think persuading myself to enjoy masters that just don’t appeal to me is the right tactic (slight lie, I can see some appeal in Lucius and Zoraida, but Collodi covers those bases for me). What I need to do is look at the masters I’ve not tried and currently think I like. These are Rasputina, Ironsides, Ramos, Dreamer and Lynch. I’ve got Ante Up in Northampton on Saturday (go on, buy a ticket, they are still available). I think I’ll try at least one of them out there.
  22. 2 points
    Well, I finally finished off my bases. I still need to do the rims, but I'll do that as part of finalising the model. After the achievement of getting the bases done, I figured I'd assemble a new toy: furthermore, I got 3 models painted (mostly). Daylight was running out so I still need to do the eyes. I'm thinking blues? The bark is done using about 6 layers of airbrushing. I am not 100% happy with the gradient variances, but hey they're waldgeists; I can only make them look *so* good. Current tally: 3 games 1 assembelled 3 painted 0 purchased
  23. 2 points
    So its well overdue for an update and here we go: In the last 4 weeks there has been a lot going on, both Faux wise and IRL. Things of note should have been posted - so here they are: 3 Feb: I was invited to play in the Red Jokers slow grow campaign. This was kinda sprung on me when I rocked up to play. I was all fired up to try out GG16. But had a crack at the campaign instead. I had what was in my miniature case and as my waldgeists were 90% complete I decided to run with: Juju with the unkillable upgrade (from the swamp?) 3x waldgeists 2x tots 1x primordial magick 1 stone I was up 10 thunders, it was my opponents 2nd game in the campaign. Can't exactly remember what he took. I made a huge mistake of trying to bodyguard a Geist - do'h! Lost 3 vp there. game ended up a draw 5 each or something. It was the first time id played Jeremy and it was a cool game. The campaign is mostly run on Wednesday nights at a rotating venue and there isn't always room for additional people to play. It's also run on Friday nights. Unfortunately my Friday nights can't be dedicated to faux. So I've had to drop out of the league 6 Feb 2016: I managed to get in my first game in preparation for Twatifaux - what's shaping up to be the premier malifaux event in Melbourne. The players pack can be found here: https://drive.google.com/file/d/0B6NPUtRKDPt7V0poejdhUV9DNm8/view?pref=2&pli=1 Opponent: Luke Crew: Outcasts Jack Daw Can't really remember his upgrades or much of the rest of his crew. My Crew: Lilith Wings + Beckon Nekima Doppleganger + Mimics Blessing Graves Waldgeist Waldgeist Tot Primordial Magic +1 cache Strategy: Squatters Rights Schemes: Convict Labour Hunting Party Show of Force Covert Breakthrough Catch and Release Report Scheme Selection I took Hunting Party and Covert Breakthrough. Luke Ended up with Convict Labour and Hunting Party Convict Labour seems very very hard.... Deployment: Luke deployed first fairly front and centre not going deep down his max length of 18 inches. I deployed half of my crew at the top of the deployment zone (18 inches) and then the rest at the 9 inches up and 18 across. Game Summary: We both moved in for the middle Squatter, I pushed up one tree, and failed to show the door to the other. I was able to get Lilith into combat with Jack Daw on the first turn with a move, charge and engagement range. I burned through my stones so I could get the +'s to hit enabling me to be at neutrals. I had Graves in the thick of it as well, splashing black blood all over his minions. I did lose my tot without anything in return. That bought the second turn around in which I cheated in a high number with the doppleganger. I got Nekima in as well, Jack was toast. I took out most of his crew on this second turn. I think the finishing move for Nekima was actually stoning for a Blood for Blood so I could do two guaranteed points on Daw. Nekima then ate the rest of his crew. I used the Illusionary Forest to great effect blocking Johan off from being able to get in. By the end of turn two, I had lost Lilith but his crew was down to a montressor and *maybe* a Johan plus one small undead minion. Final Score We called it at the end of turn 2, it looked like I was going to get up 7-2 or something. Thoughts/ Things I learned: Zero Actions, I'm finally getting better with them Choose one or two things to focus on a turn, and make one of these scoring points Make sure I keep cards for defensive flips Lilith is plus to damage and not hit (i made a mistake and got confused. Thankfully I had some spare stones so Luke was happy enough to let me just pretend I had burned the stones to be at a neutral flip to hit Daw. Had this had happened in a tourney I may have had to just give my opponent the win. We had a rule query about Liliths illusionary forest and if it disappears when she dies. We didn't want to get too bogged down with doing internet searches and stuff so just played it as it was written - so apparently correctly - it doesn't disappear when she dies. · 22 Feb: And.......................It took me way too long to post this so here is a 4th entry of note - another game! Opponent: James Crew: Ramos -- 5SS Cache Field Generator Under Pressure Arcane Reservoir Brass Arachnid Electrical Creation Howard Langston Johan Joss Bleeding Edge Tech Metal Gamin My Crew: Lilith Wings + Beckon Nekima Doppleganger Graves Waldgeist Waldgeist Tot Primordial Magic +2 cache Strategy: Interference Schemes: Convict Labour Exhaust Their Forces Leave Your Mark Neutralise the Leader Occupy Their Turf Report Scheme Selection I had Neutralise the Leader and Occupy their Turf. James had Convict Labour and Exhaust their Forces Deployment: Standard deployment. There were two medium sized severe terrain points around the middle of the board. James had a H2 blocking piece of terrain on his side of the board about 5 inches or so from the midline. Game Summary James and I the only ones at this games club who relatively actively play Faux. The last few times we have played I have been beaten rather convincingly. The game began with James moving Ramos upto hid behind the blocking terrain. I was able to show a Waldgeist the door and then walk twice to be within 6 inches of Ramos. When it was liliths turn to activate she tangled shadows twice to try and pull ramos out to say hello. I stoned twice but was unable to get him. I moved nekima up to be able to take advantage of the second turn tangle. Second turn, I cheated fate to get initiative. I had a pretty good hand, two picture card masks. I was able to get off tangle with my second action and then start wailing on Ramos. He was pretty well blocked in so he couldn't get away. Nekima finished him off. Howard came in and failed to kill Nekima. I fed james a Primordial Magic on the right hand flank and my Waldgeist who got tangled was eaten on my left. I also lost my Tot gaining nothing in return. Once again I used the terrain to block off Johan and the systematically take out some stuff with Nekima. James ended up having Joss alive and maybe the metal Gamin. Final Score I got 4 for Interference and 3 for Neutralise the Leader for a total of 7 James got 1 or 2 for Exhaust their forces and 2 for Interference for a total of 3 or 4. 7-3/4 win Things I learned/Thoughts How will this list get more than 7 possible points? This will have to be something for me to think about... I think I played a pretty much flawless game, not missing any zero actions, maybe I missed one with Lilith... I did runout of cards for the insta kill ability of Howards. I had to punt 2 soul stones instead of cards. I don't want to be in this position ever ever again. All Month Long Hobby Updates: Assembly I put together the Guild Models from the two player boxset and got some base colours onto them. But nothing to really show as yet, they are just a blue blur at this stage. I may be doing some demo games and needed them put together so I went the extra step and got the base colours onto them too. Additionally, Not sure if this counts as assembly or not but I am also working on some Illusionary Forest, Germinate and Scheme Markers done with the cheque floor plasticard. At this stage I have cut out 3 50mmx50mm forest markers and 5 scheme markers. No photos of these till they are painted though… Painting! This time all models are 100% complete and have been varnished. My Photo skills are pretty rubbish and are shot with my iPhone. Firstly the 3 waldgeists: I'm fairly happy with how they turned out. I could have done a little more work on the bark but at the end of the day they are animated trees. Not too much I can really do with them. Secondly Graves. I've continued with the purple skin for the nephilim. This guy wasn't too hard to paint. He's a nice model and can't wait to start showing people the door. Finally, the true mother herself and the name of the post - Nekima! Being such a central model to my crews I put a lot of work into her. I'm very pleased with the result. New Years Resolution Count: Game Count = 6 Models Purchased = 0 Models Painted = 5 Models Assembled = 4 Total Count = -3; I think its going to be hard to end up in a positive given the amount of models I plan to paint this year but heck I can give it a shot!!!
  24. 2 points
    I've been meaning to update the blog for a little while but have found time today finally! 3 posts in 2 months isn't too bad really by my standard. Painting, I finished my first crew of this year! I'm aiming to get at least 5 done this year after the last 2 years paultry output. Yan Lo in all his glory Happy with the way the crew turned out. Izamu's eyes were my first proper attempt at OSL other than a couple of half-arsed ones, think I'll be trying it a bit more with other stuff. Next crew box I'll be doing is Salvage and Logistics, make a start on playing the Outcasts I've wanted to play for a while. I've made a start on other goals for this year too, I've entered 2 best painted contests at tournaments which is already half of what I did last year! I won both of them as well with the Yan Lo crew which I was pretty shocked about, other people not so much, but I'm always suprised if I win a best painted. Gaming wise I've tried out Yan Lo which I'll try more of, I think he's probably lacking in some respects as everyone says but think I might enjoy him. Only more games will tell. I've been trying to get Seamus to finally work for me after a few failed attempts since M2E started, but I think I've finally cracked him which pleases me immensely as he is one of my favourite masters in terms of fluff and style. Now I understand the way he plays a lot better, I really like his playstyle too as it's very thematic to his background and fun. I also feel it satisfies certain sets of strats and schemes that other Ressers struggle with so win:win Kirai has only seen table time lately at tournaments for me and I had a single game with Jack daw also, someone who I want plenty more with. Continuing with the getting along with my aims for the year, my competative game keeps getting better I think. In the LoEH I played with Ressers (Kirai/SeamusKirai) against (Lilith/Pandora/McCabe). First game was very close, I managed to take out Nekima before she could do too much damage and managed to just deny one point of turf war making a 10-9. 2nd game was cool, Nekima killing off a very wounded Pandora to gain melee master and wreak havoc. 3rd game I was on table 2 last round in contention for 2nd place of the tournament, timing called at a very in-opportune time for me and meant I ended up losing by a point. If it was called 30 seconds either way I would've won by a point minimum. Frustrating, but thems the breaks. Then I played in Ante up taking Ressers again (Seamus/Kirai/Seamus) against (Pandora/Kirai/Kaeris) a memorable moment in the first game was my copycat killer lobbing the head of a fully fit Nekima with a flourish and then dying to black blood!, it took some patient waiting and a bit of set up but well worth it! The Kirai-off was a very tactical tit for tat game but good fun. The last game would have been a lot closer if it wasn't for my awesome luck getting iniative just when I really needed it even though the odds were against me, making me able to heal up Seamus to full from 1 wound left, and able to still score Entourage. I ended up on 3 wins at the end of the tournament and taking out first place! as well as 1st for painting! That's pretty much my hobby since last post, hope to get another entry in soon after I complete more models or go to another tournament!
  25. 2 points
    I’m writing this to try and figure something out. See, I love this game and have been playing for around 16 months now. For the first eight or so, I went Arcanists and had a middling to poor record though I will note that I thoroughly enjoyed playing Kaeris. So much so, that I bought bits from the Easter sale to get the alternate version of her. Then I moved onto Neverborn, playing them almost exclusively from June until the nationals (Okay, mostly Pandora. You probably could guess that from my avatar). And I had some success, getting a second place and a fourth place at some smaller events, and managing to get 19th at the 2015 nationals! Definitely pleased with that performance. Still, there’s only so many “Oh, you’re a Pandora player” I want to hear, so I figured I’d start someone new. When Mike revealed the pack for the 2016 nationals, I even thought I might take a stab at the fixed list approach, practise for most of the year with one master and see if I could equal or even beat my performance. Then, when I should’ve been working, I thought of some simple maths. Prepare to be stunned. There’s seven masters to a faction in Malifaux. The nationals consists of seven rounds. These numbers match! My mind is astonishing to behold, I know. Moving on, the idea is that I could play seven rounds using all seven masters for a faction at the nationals. It’s the only seven round event in the UK (that I know of), so the only chance I’d have to play this. Question is, do I want to? A part of me definitely wants to say yes. And part of me wants to say no. So in no random order, let’s throw down some thoughts. I’ll note down positive or negative, though it’ll likely be clear. variety is fun (and I will get bored of a single master until the nationals, definitely) - Positive I have the better part of two factions, mostly painted. There’s not going to be a tremendous amount of work getting the models to tabletop quality. - Positive I don’t all masters for any faction - negative (wallet speaking here, I don’t own Marcus. All those beasts if I go arcanist… yeouch) 7 rounds, 7 masters, 10 strats. I’ll need redundancy, knowing three strats confidently with each master (I want to do this well, not just turn up and play). This is a lot of work - negative I won’t learn any one master in depth - negative It’s different. - positive I’ll learn the faction as a whole better - positive No chance of a trophy. I know what I said about my placings, but it’d still be nice to dream - negative (albeit, minor one) Having to play as either Marcus or Lucius, neither of whom appeal - negative ….having to try out masters I wouldn’t otherwise and, just maybe, improve my game - positive Hmmm. The list is rather balanced if you just add things up, but writing it, I was struggling for the negatives more than anything else. That’s the deciding factor. I’ll do another post weighing up my two options as I’m not starting a new faction for this. And I may do some posts along the way, tracking my various failings. For now though my plan is to do Seven Masters for Seven Rounds.
  26. 2 points
    So I've been eyeballing Malifaux for the better part of three years, buying a M2E rule book and the M&SU crew box. A baby and new career later and i've finally found the time to pursue the game! I've come from a war-gaming background and found Malifaux refreshing in game play and aesthetics. This past Friday I was able to play in Atlanta at the most excellent Giga-bites cafe' I'll be working towards a Henchmen position and growing a community in the Macon/Warner Robins area of Georgia So far I have finished my Ramos crew (speed painted, 2hrs) I'm now working on a Yan lo Ancestor crew and the Rail crew (who doesn't want Mei Feng Kung Fu'ing someone off Joss' head!) Ill be updating Regularly!!
  27. 2 points
    So, I thought I'd do a kind of resolutions post, a look towards what I want to get done or achieved for the coming year. Or at least what I'll be doing hobby-wise in the very near future. I'll start with gaming, there's nothing too much with gaming for me. The main thing is to have fun and play as much as possible, the fun takes care of itself, so I'll try to attend more tournaments than 2015 which was 8 in total. Anything over that will be a win. I also would like to try out lots of new masters, probably in new factions. I'm a big Resser player, I just love the fluff and summoning mechanics so while I'll be looking to build back up my resser collection in plastics after selling pretty much the entire faction that was fully painted in metal, I'll be looking to expand to some new non-resser masters. I've always used Outcasts too in the form of Viks and Von Schill so trying out most of the other Outcasts and maybe further afield would be nice this year. I may even work in painting puppet wars stuff into trying some new masters for Malifaux. I would also like to continue to improve my competative game in tournaments, feel it's been improving over the last year or so, maybe a podium would be nice at some point, but this is all definetly not at the expense of fun. Painting and hobby-wise? Well, for a start I want to really up my crew painting this year. Over last year and 2014 I managed to paint a grand total of 1 new crew which is pretty pathetic for me. This wasn't helped by commission work and non-malifaux focused painting which took up most of the time, as well as dwindling painting time due to general life commitments. Think I'd like to end the year with at least 5 new crews/crew boxes painted altogether for Malifaux, maybe more. Also a fully painted Guildball team and more progress on my Puppet wars stuff is a goal I'd like to get done. Entering more 'best painted' competitions than last year will have to be a goal too, after only entering a shock 4/8 possibles it shouldn't be too hard. I'd also likè to beat the 25% win ratio on those from 2015, but wouldn't we all? The plan for the time being for painting? Currently trying to finish a Yan Lo crew, this'll be based the same style as the Kirai crew for a coherent interchange of models. Done these chaps for it so far, just need basing Yan, a Soul Porter, Izamu, Yin and the Emissary are pretty much what I need to finish to complete the crew, there's some other bits on the painting table too to finish at some point... After the Yan Lo crew I've got these two to do too From there? who knows? but I have my eye on a few bits....
  28. 2 points
    I've decieded I'll start a blog on this here site, it seems to make sense being as most of my hobby focuses around Wyrd games. I also run a blog on Wordpress, so it'll be the same post as on here, if I like posting here more I might move over altogether, but will see for now. First up, a look back on my hobby for the past year seems to be a decent place to start..... I've been meaning to do a little look back on what I've been up to last year in both gaming and painting, as much as for myself as for the blog. It being a fair old while since my last post I thought I'd better. Thinking back to the start of 2015 gaming wise I was still playing a lot of Molly and got my highest placing of the year at the leauge of Extraordinary Henchman in January (6/30). I played in four tournaments from Jan to March, LoEH sat and sun, Vapnartak and Lemonentry, using Molly in 3 and Viks in 1. I then had a massive tournament hiatus not going to another one until September, playing a lot of Guildball in the time between as well as Malifaux. I sold most of my Resser collection in the spring and then learnt how to play Kirai, using her in tournaments for the rest of the year. Attending From the Shadows, Drunken Monkey, Into the Quarantine Zone and the UKGT 2015. Best result from these was probably the UKGT, finishing 32/88, winning 4/7 games. Favourite tournament of the year was the UKGT, it was an awesome weekend, as weekend events tend to be, 7 great games and the social side was amazing, not least because the of the awesome night out on the Saturday. I must say 2 day tournaments are by far my favourite because of the total immersion you enter into, but these are few and far between for me due to family commitments etc which makes them all the more special. So a total of 8 Malifaux tournaments in 2015 which is fairly low considering 2014 was 10. I have a feeling there'll be more for me this year. Non-malifaux and Guildball gaming consisted of family gaming, Puppet Wars (fricking love this game) a game of Dreadfleet and the usual board style games, Forbidden Island, Dobble, Takenoko, Small World, Ticket to Ride, Love Letter, Zombicide etc. Painting has been pretty lacklustre this year for me I think. The year started with me finishing of a 30K Worldeaters army commission Another Commission in the form of a high level Fisherman team for Guildball After this I decided I was giving up commision painting for several reasons so focused back on painting up my own models. I Painted up a couple of Puppets Also a full Puppet crew, in a week, to play Malifaux in the GT Did some Dreadfleet terrain and other bits (not finished) Painted and textured some boards to make a gaming table Made myself a paint rack Put together two Guildball teams, made a goal and painted one model Painted some random Malifaux models that needed finishing And pretty much finished painting the whole of my Kirai crew So actually looking at it like that I've just convinced myself I haven't been too unproductive with the painting/hobby in 2015, I just haven't painted many Malifaux crews I guess. Awards for painting in tournaments? Well, I entered into 4/8 best painted competitions of the tournaments I went to (really seems like more than that, actually shocked that it's that low!) Of the 4, I won best painted once with my Viks crew and placed 2nd in best painted trinity of models. 1/4 and 1 2nd place isn't bad at all, happy with that. Next up I think I'll write a post on what I'll be planning on doing in the coming year and my aims/goals for it, so until then! Bye
  29. 2 points
    It's been almost two months since the TOMB3 has started, and I had a slow start. But I am getting up to steam now! Last week I played my first game (against Lucius) and I am finishing up my paintjobs on the Cerberus, Silurid and Jackalope. So this blog entree is about that. First some words about the test game. I played against Lucius, the guy playing him quite new to the master (as I am to Marcus). Due to time we didn't finish the game, but we both knew how it would end: total annihilation of the Guild forces. If there's one thing that stuck with me from that game, it's that the Sabertooth Cerberus is a beast! (pun intended). He mauled Dashel to death on his first attack after a leap, so had 1 AP left after doing what she should do. I love that cat, so she went higher on the painting list. I was running the list I posted in my previous blog entree, and got a good general feel for the crew. There's lots of things I could have done better. A couple of things I liked: Marcus with Pack Leader is awesome (so many free attacks its silly), Cerberus is hawt (ofc!) and with all the unimpeded forests are my friend. Didnt get a good feel for the Silurid, so will give that thing more tries, especially as I am quite proud of my painting job on it. So that brings me to my painting. I decided for this crew that everything should have an example picture or inspiration to give me ideas for the colour scheme. The Cerberus is obviously one of our cats, and turned out much better then I thought she would (after base coats it looked horrible). The Silurid is my pride of the crew so far. I really tried hard to paint it like a frog, including the yellow line across the flanks. I will have to paint the cat's rock, and then do the basing. Otherwise they are done. That brings me about halfway the basic crew, next up to paing will probably be Myranda or the Waldgeist. Want to save Marcus for last, and do a real dark (close to black) skin colour, as I think that's very pretty. I did notice that my phone isnt taking good pictures. When I finish the basic crew I will ask someone to make some good pictures for me so I can share them Still loving the naked molerat. I think it sees Marcus as it's queen
  30. 2 points
    Hi all! On the Wyrd forums I found the TOMB 3 Rules and Signup thread. It inspired me - I have so much lying around. This is a great way of building up a new crew, sharing experiences, and getting some feedback about it all. So here's my blog for october! I am choosing to play Marcus! Why you would ask? Apart from him being a beast (pun intended) there's another story to that. Recently I really started painting my models. I made basic bases from greenstuff, and as I progressed I wanted to do better bases. My Google-Fu directed me towards Basius; awesome tools to make cool bases. There was a Basius kick-starter, I backed it, and am now awaiting my stuff. Of the three pads I backed, for one I choose the forest pad. I recently got back from vacation where we wandered through the forest almost every day, and really loved that idea for bases. And who live in the fores? Yes, beasts! So actually my desire to run Marcus was born in the availability of cool forest basing! I have the Marcus box for $50, leaving me $10 for this month. I will save that up. This month I want to put the models together, maybe start painting, but I am waiting for my forest basius to arrive before actually putting everything together. On my wishlist are: Molemen (although I read mixed reports about them), Silurids, Waldgeists, Rogue Necromancy. From my rezzers I already have some canine remains to reuse, which should be awesome as well. With this TOMB I am also setting a higher bar for painting the models. I am not a great painter, but am aspiring to get better at it. Doing a lot of rezzers lately I guess this will be a nice change. I will try to paint more neatly, use vibrant colours for all the beasts, and otherwise just make them awesome models. As for figuring out how/what I am going to play, I am revisiting some of the Marcus resources I have read and listened to the last couple of weeks, grouped together in this topic: http://themostexcellentandawesomeforumever-wyrd.com/topic/92826-m2e-marcus/Also looking forward to the excellent podcast Schemes and Stones doing a Marcus edition! Here's some inspiration I found for some models. For Cojo I am really liking the albino paintscheme that dgraz uses. The fiery paintstyle is nice as well! For the Rattler there's like millions of cool options. This snake is very vibrant, for example: The tiger might get a paintjob to look like our cats? Not sure how that will work out Anyways, so here it is: my start to TOMB!
  31. 2 points
    Characters present: Name Joseph Sturm Joanne Strivins Arnold Bergrand Devar Wolf The game began with four players boarding the train that would take them to Mallifaux. - It was clear and warm midsummer day when the fated ones first met each other at train to Malifaux, in the passenger carriage number 6. First one to arrive was stoic german man wearing an uniform called Joseph Sturm. Right after him a quiet man named Devar Wolf from Threekindoms arrived, wearing black long coat and cowboy hat he walked past Joseph and took seat at the back of the carriage. Next one to step in was Joanne Strivins. A young, well dressed lady who sat in seat opposite to Mr. Sturm and started a pleasant conversation. Large, deeply tanned man wearing a clawed metal gauntlet in his right hand was the last of them to arrive and sat next to Miss Strivins. Right before the train was scheduled to leave, lady in green summer dress and white sun hat rushed in. After noticing that there were only four passengers, she greeted them with sunny attitude while taking seat amongst the three others sitting nearby. She introduced herself as Amelia Hendrickson and joined the conversations, taking it more towards of what thoughts others had how Malifaux would be, while they talked the train started moving. Soon the conversation died as Breach started to get closer at alarming rate and anxiety rose amongst the passengers. They noticed how their feet tapped and hands started to slightly get moist while they waited the moment they would travel through the breach. Then came the silence and darkness, followed by lights without light and shapeless shapes. The mere moment felt like minutes had passed, then a loud crack of glass broke the silence and blinding sunlight was upon them once again. Suddenly scream of an woman cut through the air and travellers noticed what had happened to Amelia. Her left arm was without skin which continued among the one side of her neck to once charming face, now having left side of it horribly scarred and even her hat mostly formed into twisted and shredded remains. Amelia fainted and Joseph caught her from falling off the bench. He then proceeded to rip cloth of the seats and covered the injured areas best he could. Those close by noticed how small amounts of something resembling black ooze slowly started crawl from under bandages. Then, conductor arrived to the carriage slamming the door behind him, asking how the trip had been and did not seem to act like anything weird had happened. When asked about Amelia he simply stated that other passengers should leave the injured for the proper authority to handle. For the last minutes of what was left before train arrived at Malifaux station, no words were spoken. When the train finally stopped three who had sat in group left to retrieve their belongings, but Devar stayed behind. Once no-one else was around he started to inspect and search for valuables on unconscious body of Amelia, despite the black blood that had now already stained her dress and the seat. Devar quickly drew his hand out as he felt burning sting licking the back of his hand and upon looking noticed large injuries that resembled ones from burns or acid. This had been enough for Devar and he hurried out to where others were already getting their belongings. Before leaving, all exchanged the few contact information they had in case they would require assistance from one another. Two weeks had passed since they arrived to Malifaux and luck had not been on their side. Though they had managed to find places to live for now, no work of their liking had been found and their savings were starting to wear thin. Malifaux proved to not be the land of opportunities they had hoped. Still, Joanne, Arnold and Devar were able to keep some contact between each other but Joseph Sturm disappeared during this time and no sightings of him were made. Like the fate would have tied them together, one day all three came across a fliers for same job. They were not appealing fliers and they did not promise glorious rewards, but something in them drew their attention. It was request to retrieve an pendant that was stolen and for those who could bring it back, the client could reward them with something more valuable than money. Each also had an address attached to it and signature at the bottom: Nana. Devar was the first to arrive at the rundown house with untended yard, he walked the cracked stone path to porch and knock on the door as Arnold was about to enter yard. Along the way he greeted Devar and walked up the damaged stairs next to the man in black in front of the aged door. They could hear some sounds of movement from inside, but that was when Joanne called for them from the gate. As she walked towards the house with the gunslinger she had befriended, she noticed that the cracks on the stones were caused by something heavy walking on them and how the stairs had almost been broken at some point under the weight of something. As the lock on the door was being opened she could see how the door frames were not just old, but also damaged from something forcing through them. The door opened and revealed an old, frail woman. Though age had had its toll on her appearance, they could still see how she must have once been beautiful lady. Woman greeted them and asked if they were here because of the fliers she had given for distribution. Once inside, the elder told them to wait in the living room while she would get them something to drink and reference material regarding the job. Team took seat on the worn but cozy seats which were placed around an old tea table. They could hear woman talking to someone, telling him to go and greet others. Heavy metallic sounds started as the construct began moving towards the living room. Barely fitting through the door, the hulking invested with large shield attached to its left arm squeezed into the living room and the guests were on the edge just in case something unexpected would happen. The machine greeted them with slightly metallic voice which they might have heard, but none of them could remember where they had heard it. Joanne inquired if they had met and invested said to be Sturm.He also told that lot had happened and how he would not want go into details. Soon old woman arrived with platter, carrying bottle of cherry brandy, four glasses and some sheets of paper. As Nana poured brandy to each glass, she told how burglars had one day broken to her house and taken nothing but an old pendant which she had received from a friend that had already passed on. She had found out that the pendant was in the hands of local scum, man named Michael Dodgers who usually spent his days at small club named Devil’s Den. As Nana talked, others shuffled through the papers and pictures that had the pendant in them. Then she continued how she could only pay them 3 scribd for each, but Nana promised that there were other ways she could pay them. And so the party left towards the Devil’s Den. It took awhile for them to find the club, but within few hours they were at the door of Devil’s Den. Place was at the end of small alley, bit off the larger roads in the slum area, there was an sing that resembled small hill with devil’s horns and tail, with the club’s name written in red letters hanging above the door with closed hatch in the middle. Arnold went and tried the door, only to notice it was locked. He then proceeded to knock on the door, soon the hatch opened and a grumpy scarred man looked from the other side, asking for some sort of invitation. Joanne told him how they did not have any papers but they had come to see Mr. Dodgers, to which the doorman told them to leave and closed the hatch. It didn’t take long till the door came off as the musclebound man barreled through, surprising the doorman thoroughly. Inside of the club was gloomy with strong smell of alcohol and cigarettes, with six round tables and counter at the back. There were five people sitting in two groups, two at the table to left from the door and three in right back corner. While the rest of the team was getting in, Arnold walk right to most crowded table at the back, slammed his hands to table and demanded to know where Michael Dodgers is. One of the men stuttered and said that he had seen “sir Dodgers” somewhere in the back. Arnold struck his iron fist to table, almost breaking it, saying how he did not believe him. Tiny man that had spoken raised his arms and confessed that he was the man they were looking for. Dodgers had barely stopped talking when Arnold’s huge, plated fist was striking his cheek, sending him through the air and straight to the wall, knocking him unconscious. Other customers rose from their chairs and drew their pistols. Two who were sitting with Dodgers were quickly take out by quick strike from Arnold and dark magical bolt fired by Devar which also shattered the table nearby. Man in other table along with the doorman who faced metallic construct almost twice his size were beaten or shot in moments. Last one of them standing dropped his weapon and gave up, while Sturm took hold of him. Jeanne saw small glint in the corner of her to see the pendant fall from the pocket of Dodgers to the floor. It clicked open, showing gears inside as if part of clockwork mechanism. “When the gears turn upon the story best forgotten” - To be continued...
  32. 2 points
    By the time this gets published, the #wtfaux podcast will be a thing! This podcast won’t be me spouting opinions. I have Twitter for that, as I’m well aware that the only person who agrees with me is me. And even that’s only some of the time… No, this show will be about Malifaux events. I love these days out, flipping cards and having a laugh with good friends. The best part about them is that everyone talks to everyone and there is always interest in how things go from those who can’t make it, and that's what I want to share with the world. Each event will be an episode of itself. I’m hoping to convince at least one co-host to join me per episode, and that will probably be whoever is travelling in the same car. For that episode we’ll cover our games, what we played, who we took, and how we got on. There may be some deep tactical insight, but that depends very much on how things go on the day as I plan to do most, if not all, of the recording either travelling to and from events or at the event itself. Alongside the progress coverage I hope to mix in interviews as the day goes on. Funny stories, interesting crews, maybe a Master you don’t see very often. And hopefully some painting advice from those who’ve got particularly awesome-looking crews. As you’ve probably learned by now, this show will be reliant on me getting people to talk into a mic / voice recorder / phone and talk about Malifaux. That’s not normally a problem. We play a game that features zombie hookers, leaping mutant catfish, grannies in steam-powered wheelchairs and walking tributes to Johnny Cash. We should be talking about it because it’s awesome! I think what I’m trying to say is, please don’t be afraid to grab me if you have something you want to talk about! This is an ambitious idea but if it works, it will allow potentially anyone at an event to have their say over the airwaves. It doesn’t bother me what level you play, whether you consider yourself a ‘name’ (I hate all this 'celebrity' rubbish at the best of times!) or even if you just want to sing the praises of a particular model. If it’s interesting, I’ll quite cheerfully slap it in the ‘cast. The plan is to try the format out at a few events, put a few shows out and see if it works. If it does, great. If it doesn’t, oh well. It’s a gamble but not an overly expensive gamble so I’m happy to take the risk. So. Thanks for reading, and hopefully you’ll give us a listen once the shows hit the Internet!
  33. 2 points
    The most important rule in Malifaux is to READ! READ the damn cards! Read them twice, its okay!
  34. 2 points
    Hey all. So after thinking about it for a while, I've decided to start a new blog here to track my progress for 2015, with an entry after every event and some thoughts on crew selection, schemes and the UK tournament scene in general. Just to put that into context, I attended 20 tournaments and 2 story encounters since starting to play in March last year. If all goes to plan, there should be a lot going up! After finishing last year in 19th place on the UK Malifaux rankings (www.malifauxrankings.com - thank you to the man, the legend, that is Mike Marshall for keeping these going!), I missed out on qualifying for the Masters event by one place. To be honest I'm pretty happy about that - although I've been playing games in general since I was 11, I've only been playing Malifaux for 9 months and it's a complete departure from the style of games I was used to. That said, my aim is to go one better this year and qualify for the Masters. After coming so close I want in! It's being able to point to myself, a man frankly known for moments of utter bone-headed incompetence, and say that I deserve my place amongst the best players in the country. That would mean a lot to me. The first job was to choose a faction to focus on. I started out with Neverborn, my decision heavily influenced by being a member of the Leicester Squigs gaming club with luminaries including Joel 'Undisputed Number 1' Henry and Graham 'BluTack' Bursnell as regular opponents. The Neverborn served me well and I still enjoy them, but I moved onto Outcasts for the last 6 months of 2014. This was for two reasons - I wanted a more damage-orientated faction to match my playstyle, and there weren't many Outcast players out there at the time. Six months later, whilst I've done pretty well with the Outcasts, I still don't feel I've 'clicked' with them entirely. Looking at the other factions, the Guild and the Resurrectionists caught my eye. The idea of raising shambling hordes of Undead has always appealed, and Ressers as a faction, with a couple of exceptions, seem to do appallingly badly at events and I can't understand why that is. Guild are woefully under-represented, and I've identified with the models in the fluff. Whilst the evil overlords of the Guild are growing rich, the actual guys on the ground come across as trying to do their best in a deeply flawed system. Anyone with a day job knows how that feels! And if I ever feel all imperious and superior, I can play Lucius, call everyone 'lackey' and thump them with a cane. After playing a few games with both factions the Guild were my decision, and it's these guys that I'll be starting 2015 with. I've always been a very aggressive player, and I like to impose my game on my opponent and try to make them play on my terms. It became clear very quickly that the Guild were an awesome match for me and playstyle. The best way I can think of to explain this, is if you encounter a problem model in an enemy crew. Neverborn will run around it or block it off with trees. Resurrectionists will hit it with nasty conditions and summon zombies in the way. Guild? Guild will kill it until it's dead. Their favourite trigger is Critical Strike for extra damage. Of their 7 Masters, Lady Justice, Perdita, Sonnia Criid, McMourning, Hoffman, Lucius and McCabe, I would argue that only the latter 3 aren't primarily focussed on destroying the enemy, and even then they tend to achieve their aims by making their crew better at doing the destroying for them. That's a very good thing for me! Of course, smashing stuff in the face to the exclusion of all else won't win you many games of Malifaux. And there I still feel the Guild have much to offer. Guild Hounds and Watchers are fantastic, cheap scheme runners. There are a number of fantastic little tricks you can pull with the Henchmen - my current favourite is using them to propel Lady Justice 10" up the board before she's even activated, without using a single AP. And we haven't even mentioned what shenanigans you can get up to with Austringers, Hunters, Witchling Handlers and the like... So, decision made. I'm spending the start of 2015 playing Guild. I'm not going to make any big sweeping statements that I won't use anything else for X number of months. That's not going to happen - I enjoy Lilith, Leveticus, the Viks, Seamus and others, so they'll get some table time. But my primary focus will be the 'thin red line'. I've already attended one tournament this year, at the Grid in Doncaster, and will report on that in a separate post. There are the two League of Extraordinary Henchmen events this coming weekend, followed by Frostbite at Sanctuary in Mansfield, and that's just January! My new Guild models will be getting some serious exercise. Hopefully this ramble will give you some idea of how I chose a faction to play with, and I'm intending later entries to actually include some useful tactical nuggets that other players can learn from. Well. As much as I ever say anything useful... Cheers!
  35. 2 points
    I've probably spent too long over the past week listerning to podcasts talking about hobby goals. I didn't really have any last year, and it made me think about formalising some for this year. (Fools Daily - Go give it a listern) And I've come up with a tough one, which is worthy of blogging on a semi regular basis. I want to use every Malifaux model I own in a game over 2015 Some starting information. I've been collecting pretty much since the begining, According to my collection tracker I currently own 408 figures. This is 1876 ss worth of figures. This is spread over all 7 factions, although the only faction I own everything (released) for is Arcanist (outcasts do very well, there are actually only 4 models in total I don't own an offical model for, which is lower than the 5 Arcanists I don't own)) Ideally I want to use each individual sculpt at least once, so as I own 3 Sabertooth Cerberus, I'll need to field them at least 3 times over the year. Likewise I have 3 Rasputina models (original, alternate sculpt and Transparent blue + I also have avatar) so I need to field her 3 times at least. Models summoned in game do count. I will only play them if they are at least minimumly painted. (Current total has 57% painted, and 83% undercoated, but several of those that are undercoated will have some paint on them, and so can be used) That 408 models does include Avatar sculpts. Since we currently don't have rules for them, they may get dropped from my list of playable models. I have 11 Avatars (counting the Colette avatar as 1 avatar, although it is in my model count as 3 models). I'm quite likely to buy more models over the year. Due to my low hobby/painting time models bought after Gencon may not count. My local games clubs meet on Tuesdays, so I'm most likely to update on wednesdays I might include battle reports for some of the games, but I'm unlikely to include reports for them all. Watch this space
  36. 2 points
    ...In his very, very fancy hat.. I seriously loved painting this model, my very first intro to Malifaux figures, their diminutively gorgeous details and unrivalled charisma and style, I seriously believe Wyrd and leading the way in plastic figures currently. Here's a nice little video 360 view of him: And some shiny pictures: Hope you all enjoy!
  37. 2 points
    I chose Hamelin band in 2012. But during some years we lost our interest in Malifaux and have some other games in sight. I don't know what happened now, but we return to Malifaux together with my husband and I started painting my miniatures. I began from Nix, it is hard to paint it on the base, and it was the first minnie which I painted such way. Obedient Wretch was painted as Nix and then put on a base with bricks and dirty water. Last miniatures which I pant before Malifaux was Freebooter's Fate and Infinity.
  38. 2 points
    Not a Real Tale of a Malifaux Blogger (ToMB) - Month 0 Intro So I have faction ADD and bought into every faction in this game, even the Not a Real Faction Gremlins, back when they were part of the Outcasts. I have a small Ophelia crew that consists of her starter box and a couple of Slop Haulers, that is actually my most self-painted Malifaux Crew. (I got a few painted crews when another local player unloaded his stuff). At the time I had started to pick up Somer's box and other related models with the intention to expand my Gremlins, but faction ADD took hold and I moved on. Those models have sat in their boxes/blisters since 1.5 without ever having taken the field in a game of Malifaux. With the start of the Tale of a Malifaux Blogger (ToMB) event (see more info at: http://taleofmalifauxbloggers.blogspot.co.uk/), I thought now would be a good time to look into starting up my Somer crew. I know the dollar limits on ToMB will cause issues with my crew expansion and game size, but those same limits might actually help me with painting and such. The local scene is fairly small, so players are still willing to get in smaller soulstone sized games, which should help my Somer Crew take shape those in smaller games. From my previous purchases in 1.5 I have the following: (All are metal figures) Somer Box ($37.50): Somer Teeth (Master), Warpig, 4 Bayou Gremlins 2x Giant Mosquito (two $8.50 blisters) Hog Whisperer & Piglet ($10.50 blister) 2x Slop Haulers ($14.00 blister of two) - partially painted as part of existing Ophelia crew (as a side note I actually got these as a trade for a Miss Pack nurse in the Ophelia box, back when I didn't think I would get faction ADD and never intended to pick up Ressers, oh how I regret that trade...) Egg Hauler & Rooster Rider (can't remember their costs, I have until later months to figure that out) 3x Stuffed Piglets ($10.00 blister of three) Naturally that all won't fit in the Month 1 budget, so for Month 1, I'll pare that down to: Somer Box($37.50) Arsenal Deck ($8.00) = needed for M2E cards Hog Whisper & Piglet ($10.50) Total: $56.00 ($4.00 in bank for Month 2) I know the Giant Mosquito totems are probably a good purchase, but the 1.5 Somer Box includes only ~21 soulstones worth of actual models (3 soulstones for each of 4 bayou gremlins, and ~9 soulstones for the Warpig), so to get up to a reasonable game size, I thought the ~9 soulstones in the Hog Whisperer + Piglet blister would be a better start than the 2 soulstone Giant Mosquito. I'll look to pick those totems up in Month 2. Additionally, I should have some important data on playing without the totems (whether they are auto-include or not) from Month 1, if I can actually get in any games. I also thought the Hog Whisperer would be good to take with the Warpig, since a Warpig that's been set off is probably not a good thing for my plans. Finally, I like the idea of pigs and might go with a pig themed list in the future. Anyway, the above list will give me: -Somer Teeth, my master, whose tricks and such I will need to learn -A big beatstick in the Warpig -A model that controls and supports my beatstick in the Hog Whisperer -A little melee model in the Piglet -and 4 utility/shooty/scheme models in the 4 Bayou Gremlins. These models total ~30 soulstones before additional cache or upgrades, and seems like a good amount to start with. No idea on how they will play on the board, but from a general Malifaux gaming standpoint, I've got a good number of scheme completion models, a beatstick for killing things and some support for the beatstick. Seems somewhat well rounded, but we'll see how that plays out on the field. As for initial "progress" or getting a head start on other gamers, all of these models for Month 1 are still new in box/blister. So I guess once I get home from this work-related roadtrip, I need to get my models out of their boxes and onto the hobbytable.
  39. 2 points
    I have a million things I want to do in my life. Not exactly a million - in fact, probably a lot less. But I have a lot of ambitions, great and small. Developing my own indie video game is an ongoing project and one which could take years. But it's a path I'm on and if I just keep putting one foot in front of the other I will get to the destination. One of my other ambitions is to fully paint a Malifaux crew to a pro standard! I love the pictures you see of professionally finished pieces, subtle gradients and fine details. I can't do them though - not yet. I can do some things well, and sometimes accidentally do awesome things, but it's nearly always fluke! I have a bad combination of frugalness and impatience. I squirt a blob of paint into my tray and mix it with water. Then I do a tiny detail. Then I realise I have a WHOLE BLOB of paint mixed with water that's going to waste. It just stares at me. I stare back. Before you know it I've painted a load of other details in this one colour on my other models purely so I don't waste my 5 pence worth of paint. So if I ever post pictures of my models and there appears to be a common colour theme throughout different crews, now you know why. Another ambition I have is to write a novel. An amazing sci-fi/fantasy novel in the vein of those in the Black Library. But not for Warhammer. I'd love to write about Malifaux one day when I feel I know enough about the fluff to do it justice. I'm pimarily an artist and do a lot of digital painting (when I'm in 'digital art mode') and Malifaux has actually inspired me to design creatures and characters from parts of my imagination I never knew existed. It's such a rich world full of character it's hard not to want to be part of it somehow. As you can probably tell I get easily carried away. And that's why I have a million things on my 'to do' list. Now, for the rest of my evening shall I paint digitally, paint minis, fix coding bugs in my game, read a book, write a story, play some games, practice the Malifaux rules or do some exercise? I'll probably just sit here getting agitated because I can't do it all at once.
  40. 2 points
    Well, it's a new year, a new site, let's get a blog started. That's always the plan right? Fresh start. Resolutions. Follow through...Wait, what's follow through? Last year, 2013, I had the lofty goal of getting all of my Wyrd models painted before Gencon. Although I have a lot of models (understatement), it was something I could have attained. Sit down, watch some television (marathon a show, ya mean), and paint up a slew of models. How hard could it possibly be? I did get a good start, courtesy of watching all five seasons of Babylon 5. I worked through a lot of the Ten Thunders and associated models (McCabe, Mei Feng, Misaki, Lynch), and even some Rezzers (Seamus and Molly with the Belles), but I was working assembly line style and eventually the whole thing came crashing to a halt. [M2E, I choose you...Then along came Summer and I started grinding away at Mechwarrior Online, instead.] All of the fire just went out of my painting, replaced by discussions of each week's rules updates...But that's all over now. One less excuse. Heck, my den is fairly organized, and I can actually sit down at my painting station to paint (at the cost of burying my prep station, but I can dig it out for messy work like basing if I need to). As it's three in the morning, eastern standard time, I think that this is as good as it gets for an introduction. WIPs to follow, eventually... P.s. Some quick notes: My name is Johnny. I live in the Akron, Ohio, area. I assemble the models for most of my friends. Our usual game day is on Sunday. I have a 4 x 4 table that we tend to play three or four player games on. Usual terrain is usually either Terraclips (Streets and Buildings x2 each with which to use) or Heroscape terrain (plus other odds and ends like a whole forest worth of pine trees I picked up from Dollar Tree around the holidays). If you really wanna speed up a game, measure by Heroscape hexes instead of inches. It's great for quick demos.
  41. 1 point
  42. 1 point
    On September 24-25 we organized a grand Malifaux presentation at Igrokon 2016, the largest board games convention in Russia. Together with Sergey Gybin (Ravenswood) and some volunteers we made demo games for more than 200 people. Everyone was really amazed by Malifaux and Through The Breach style, so after this huge event Russian Malifaux community will grow even faster than now! You can take a look at our booth at our image gallery. P.S. Teddy was a true star.
  43. 1 point
    Last Saturday, July 30, 2016 Cardplace club (Mendeleyevskaya metro station) hosted the first Malifaux tournament "Welcome to Malifaux!", in Henchman Hardcore format (20 Soul Stones). The format turned to be very lively, active and all participants enjoyed it. And some of them were especially pleased, since they managed to finish the battle with prizes) To conclude: 1st place: Atwei and his Arkanists (S mall Mystery box + diploma) 2nd place: Toktogul who played for Outcasts (1 SS guilder + diploma) 3rd place: Bukr Jenkins , The Guild (Foil card + diploma) Let me once again congratulate the winners, and thank all the participants for a good game and warm and homely atmosphere! We look forward to seeing you at our next tournaments!
  44. 1 point
    I want to focus on Neverborn this year. I've dabbled in Guild and had a few games with Ressers but I finally settled on Neverborn. Such a cool backstory and a great range of models to boot. I painted up the Mother of Monsters box set about 18 months ago and since then, I have decided that I want to change the basing. I was originally going with sand + grass. This will now be black and white chequer bases. I'm not going to rebase this box set until I have at least gotten some other models painted and based. I have also, in stupidity, decided that I will paint the bases before I paint the models? WTF - why would I do that....???!!! As such, none of my models are actually attached to bases. I need to blu-tac them down in order to have a game. I detest doing this and hopefully it will make me paint more so I can get rid of the Blu-Tac. In keeping with my NYR, it is probably fitting to list the models that I have and the various states they are currently in: Masters: Lilith (painted and varnished, but I want to come back and highlight her up a bit more and She in need of rebasing) Pandora (undercoated white) Zoraida (on sprue) Dreamer + LCB (on sprue) Jakob Lynch (on sprue) Lucius (on sprue) Collodi (assembled) Henchmen: Barbaros (painted and varnished - in need of rebasing) Candy (Undercoated white) Bad Juju (assembeled) Lord Chompy Bits (on sprue) Nekima (assembled) Vasilisa (assembled) Widow Weaver (on sprue) Alternate Barbaros (on sprue) Wrath (assembled) Angel Eyes (assembled) Enforcers: Baby Kade (assembled) Coppelius (assembled ) Doppleganger (on sprue) Mr Graves (assembeled) Mr Tannen (on sprue) Miss Ery (assembled ) Tuco (on sprue) Lilith (on sprue) Lelu (on sprue) Iggy (on sprue) Mature Nephilim (assembled) Hooded Rider (assembled) Scion of Black Blood (assembled) Minions: 3x Sorrows (assembled and mostly painted) 3x Silurid (assembled) 6x Terror Tots (assembled, 3 finished and varnished) 3x Illuminated (on sprue) 2x Beckoners (on sprue) 2x Young Nephilim (assembled and half painted) 3x Depleted (on sprue) 3x Waldgiest (assembled) 3x Wicked Dolls (assembled) 3x Insidious Madnesses (on sprue) 2x Black Blood Shaman (on sprue) Mysterious Effigy (assembled) 2x Bloodwretch (assembled) Peons: 3x Alps (on sprue) Totems: Cherub (Painted and varnished, in need of rebasing) Poltergeist (assembled and half painted) Voodoo Doll (assembled) 3x Daydreams (on sprue) Hungering Darkness (on sprue) The Scribe (on sprue) Primordial Magic (assembled) 4x Marionettes (assembled) So there we have it. My first plan of attack is to get the bases done. Lets have a look at where these are now up to: 50mm: 1 - Complete 5 - Black squares done 40mm: 7 - Black Squares done 30mm: 24 - Complete This will raise the issue of what am I going to do to undercoat the models. I'll have to figure something out. I am hoping for inspiration while I paint up the white and painting the white is much harder than painting up the black. I'm going to aim to get that done today. I have finished off the black squares on the 50mm and 40mm bases today already so that will be a good amount done in one day for me if I can manage it.
  45. 1 point
    Week 2 Our Gremlin player shows up, and so we have a 5th player. The event this week is Sandstorms, which force Blind deployment, and at the cost of discarding a card, you get to make all the board severe, and get 2 script for killing a model. The first thing we have to do at the beginning of a week, is buy a new model. I select a rail worker, as I normally don’t find much use for them, and so don’t select them. Should give him a decent run in the campaign to show to me what he is really worth. I watch the first game, Hannah, against Bad juju, and see how this event is nearly ideal for Juju. Waldgiest are unimpeded, and the event gives them a permanent ml range of 4. They do well, but the game is a blood bath. After that I face Hannah. She has 2 trappers, Johan, a Liberian and the hodgepodge effigy. We are playing turf war. I am down my Ronin, so a small game in which I pretty much have to pick everything in my Arsenal. We have entourage, distract, protect territory and Assassinate. I hate assassinate when I have to take Myranda. For anyone reading this blog and thinking of making a Shifting Loyalty crew, remember that if you do pick Myranda, then about half the games she either is not going to be able to shapeshift, or she will give up points. We get to deploy, and if you haven’t every tried blind deployment, I really recommend it for fun. You place cards where you want a model to deploy, and then after they are all placed you turn them over to find out which side is going to deploy there. After deployment, Hannah had 4 models in the turf war area. I had 1 nearby. I also had a model pretty much in each corner. I had tried protect territory and distract. After seeing my deployment I probably should have picked entourage Myranda. Turn one saw my rail worker killed by Johan. My spider was able to charge the librarian, but missed with both attacks. My trapper nearly killed the hodgepodge, but then got engaged by Hannah. I managed to score a turf point on turn 2 because Johan black jokered his damage flip against Myranda when he had the knockback trigger. The rest of the game was a one sided march to victory from Hannah (9-1, he only scored 2 VP from assassinate), with me unable to do anything to him really. I walked away from the game with a mannequin that wanders off. And the Sabotage bounty. There was time in this week for me to get a second game, and I went up against Juju again. It was squatters rights, which might be tricky if deployment doesn’t go my way, as I have nothing unimpeded, and he does. But finally assassinate isn’t on the table! We have Vendetta, distract Breakthrough and cursed object I pick Vendetta – Trapper on Illuminated, and Breakthrough. I get a much better luck on the deployment, with an even spread across the board for both of us. Trapper takes a shot on the illuminated, to get me a start on my vendetta, and thanks to the red joker, I have 3 VP. I set my rail worker up in the back of his deployment zone, and try and drop markers. The Mysterious effigy is the only thing nearby that can stop me. Over the course of a few turns, I get some markers down, and put some damage on the mysterious effigy, who manages to get me to my hard to kill and with poison, so when I activate, I die. (or at the end of turn, which ever happens first). Myranda manages to get 2 squat markers tagged by going fast on the second turn, and juju and a waldigist get two for him. My ronin and my spider are busy trying to deny breakthrough points by killing waldgiests. And they aren’t doing too badly at it, but 1 lives long enough to get him some points. Juju heads off after Myranda, and by the end of the game, she has had to shapeshift (to a blessed) to survive. I also manage to get juju buried, but not in time to get across to remove any of his squat markers. (I could have summoned a blessed Earlier, but would have given up 3 points for assasinate, as opposed to 2 or 0, but I might have been able to deny squat markers, for my sabotage). I end up on a 8-7 win, as I only get 1 break through marker I get 2 barter flips here, and one of them is a Gatling gun! Having a quick look at my crew, I see the swarm ability that gives them positive damage flips is any attack. I also buy them a change of station to enforcer to let them carry the gun. My railworker becomes accident prone (automatically finished off). At this point, I’m fairly happy with how the crew is doing. I have an overall campaign rating of 0 (2 campaign upgrades, and 2 injuries), meaning that I generally get extra script from who ever I play. The absence of non minions in the list has drastically reduced me looking for equipment, and I haven’t seen skills I want for anyone. (plus until that last game I was script poor).
  46. 1 point
    There's something that gets under my skin, heh, when I theory craft my Lucius crew and I find non-mimics therein. Certainly, you can't go wrong with Austringers or Riflemen, or whatever you feel like taking. But, the point is, I don't feel like taking them. Personally, I feel that the sole purpose for Lucius to take 'Surprisingly Loyal' is to run Guild Lawyers under the Neverborn flag. Each Neverborn Master represents a facet of Neverborn culture and how it interacts with human society, usually as a manifestation of one of humanity's primal fears. I'm rather taken by the uncanny, kangaroo courts, and smiles that don't reach the eyes. That's the facet of the Neverborn that Lucius provides, and while taking Austringers may be the fashionable choice for the competitive, I'd rather not have the success of my crew depend on a model that represents everything my chosen faction despises. If you take a look at the models with the mimic keyword, you'll find almost all of them aren't meant to be played straight. Neverborn Lucius needs some finesse, no doubt. Sure, other Masters may do it better, but this is about style and theme.
  47. 1 point
    My first list creation going to 50 points! What can possibly go wrong?
  48. 1 point
    I’ve started this blog to discuss the mechanics and rules of the campaign that myself and my fellow Transcredible minions will be playing over the coming weeks. Ideally, I’ll post something on here each week following the campaign update on the thread in the forums. I’ve chosen to separate this out from the main thread to avoid too much digression from the cool and fun bits of our escapades and because I’m incredibly vain and enjoy my own work immeasurably. The idea for the campaign was born from my inability to enjoy a game without asking ‘Why?’ Why are these two forces fighting? What’s at stake? How did they get to this point? What will happen next? This probably comes from my background in RPG’s and obsession with narrative. I struggle to not want to devise some sort of story about any game I play and Malifaux is no exception. If anything Malifaux’s ongoing storyline and idea of strategies, schemes and encounters actively encourages some sort of structured play, at least to my mind. I’d read a couple of other campaign ideas on the forum and Justin’s article in the Wyrd Chronicles and wanted to bring a number of those elements together to form a more cohesive whole. I also wanted to update those ideas to be more in keeping with M2E’s design ethic of less complex but still deep. Quite the challenge. My idea is the campaign will play like a game of Malifaux, but done on a larger scale and with a far simpler ruleset. Each player takes control of two masters who form a conspiracy to achieve a number of plot objectives within Malifaux, while simultaneously trying to stop the other players from achieving theirs. At its simplest, the players move their masters around a map of Malifaux and perform actions using AP, just like M2E. The map is split into Neighbourhoods and Locations. Neighbourhoods are the large named areas on the Malifaux map; you know the ones; Quarantine Zone, Little Kingdom, Slums, etc. Locations are the named and numbered places within those Neighbourhoods; Governor’s Mansion, The Star Theatre, etc. Moving from one Neighbourhood to an adjacent Neighbourhood costs 1 AP and moving from a Neighbourhood to a Location within it costs 1 AP. Players achieve their objectives by moving a master into a pre-determined location and taking a 2 AP Interact action. If they perform this action without interruption from another player, they score one their plot objectives. The first player to score all of their plot objectives wins the campaign. Pretty simple really. Of course, the fun begins when we start to add in various wrinkles. The first of these is, of course, the other players. Whenever two or more players occupy the same Neighbourhood or location, they must choose whether they wish to avoid or encounter the others. If both players choose to choose to avoid, nothing happens and they may continue on their way. If both players choose to encounter they play a game of Malifaux using the standard encounters. If one chooses avoid and the other chooses encounter, they both perform a standard flip, with the player whose card has a greater value choosing whether they avoid or encounter. Finally, if a player is performing an Interact action to score a plot objective they may try to avoid any other players in the same location, in fact they must play the story encounter detailed in their plot and only score the plot objective if they win the resulting encounter. To make things slightly easier, Locations can only hold up to two masters at any given time, while Neighbourhoods can hold an infinite number. Each player has a unique set of plot objectives, drawn from the Story Encounters in the M2E Rulebook and fitted together to form a narrative. Each plot objective must be assigned a specific Location and a player can only score a plot objective by occupying said Location when performing an Interact action. The locations available to each player are drawn from a communal pool generated in a similar fashion to the scheme pool in a standard encounter. Thus, each player will be visiting roughly the same locations, but not necessarily in the same order. Each player gets 100 Soulstones to hire a pool of models to help their chosen Masters complete their plot objectives. Whenever an encounter is played, player’s only have access to models, upgrades and Soulstones in their pool. Following each encounter, players will determine if any of their casualties have injuries and their severity, they will also get the opportunity to earn more Soulstones to expand their Conspiracy and purchase event cards that give them advantages during subsequent campaign turns. That’s it more or less. My plan is to examine each phase of the campaign in more detail as the weeks go by and finally post a completed set of rules and resources for folks to download if they so choose. Next week I’ll look at Plot Objectives and the Location Pool. Cheers,
  49. 1 point
    The second dual faction Master, The Brewmaster, unknown in Malifaux until he and his Tri Chi (in Greek letters it is XXX, why did I not notice this before?) Gremlins came over the mountains with Shine that exceeded even Somers. So powerful is his Shine that he could take over the Bayou if he was interested, but this doesn’t seem to be the case. What is he here for? Abilities Brewmaster, the shiny new master in the Gremlin faction is a cool master to play because he and his “base” crew are so counter intuitive. Brewmaster is all about control, even more so than Zorida. His defense of 5 keeps him in the fight and he has an Ophelia-esque willpower of 6. Brewmaster is a Ht 2 master and as such devour has to be set up against him. Brewmaster must be part mountain goat as well with a respectable walk of 5 and charge of 6. Now onto the cool things Brewmaster brings to the table, Intoxication, that causes enemy models to reduce their Wp stat by the amount of Poison they have, up to a maximum of -3. This is a great ability since there are many ways to get Poison going in his crew. One of the best abilities is his Another Round, which allows ANY model to take the On The House action a 1/2/3 heal and Poison +1. This is a 3-inch bubble around Brewmaster and you would think that allowing any model to get a free heal would be bad, but as we will see, often enough, they don’t stand a chance. The last thing on the front of Brewmaster’s card is his trigger on defense, You’re Drunk Go Home; it requires a mask and a tome so you have to stone to get it since he has no built in suits onto any of his stats. This trigger is powerful, after an attack action fails; the attacker is placed into its deployment zone. Actions Onto the Brewmaster’s attack actions the first one is Ml 7 (making Brewmaster the strongest Gremlin in melee) and does no damage just gives out Poison +2, even when used as a disengaging strike. On a Crow, you will give out the Swill +1 condition (yes they stack); giving the unlucky recipient of the attack negative flips to all duels and flips. His second action is Hangover, giving out the Swill condition at a 12-inch range on a Ca of 7 with no gun icon so no randomization as well as being able to use it in melee! His last (1) action is an Obey, really, we all should be familiar with this but for those Obey virgins here is the explanation. Obey is a Ca 7, TN 14 Mask attack that lets you target a non-leader enemy model and force it to do a (1) action of your choosing. If you use the obey to force a model to attack, then that model cannot be Obeyed again on the same turn. Note that Brewmaster does not have the Mask built into either his cast, so you need a Mask in hand or a Soul Stone to make this action happen. Brewmaster has two (0) actions the first one being One For The Road, a Ca 7 that gives out Poison +2 and gives Brewmaster a 6” push towards that model. His last action, and only tactical action, is his (0) Drinking Contest. Drinking Contest is the bread and butter action on the Brewmaster’s’ card. Until the end of the turn, enemy models within 3-inches must succeed on a Wp 12 duel or take the On The House action instead. This combined with Wesley can lower a models Wp by a maximum of 4 and then force them to either spend cards cheating the duel or heal and gain more Poison, thus keeping the Wp low for the Brewmaster and his crew to be able to tee off on the model. Upgrades Binge This Upgrade give Brewmaster another attack action at Ca 7 with no randomization and able to use it in engagement range. The great thing about this is that your opponent must discard a card and depending on what the suit of the card is, determines the effects of the spell. On a Mask, you get a (1) AP action that you control. Basically, another Obey except this one is not restricted by the attack clause. On a Tome, the target gains the Inebriated condition and loses all suits printed on its Ml, Df, Wp, Ca and Sh for the rest of the game! On a Crow, the target gains the Paralyzed condition On a Ram, the target suffers 4 damage As you can see, since this can target any model, it can be an effective way to rid your opponent of cards since the only cards that have no effect are the Jokers. Also, remember that this is a (1) action, so Wesley can use his Magical Extension and you can drop 4 cards from your opponents hand per turn. Hold Their Hair Back This gives Brewmaster as attack action that swaps the Poison +3 on a model for Paralyze. Again, he has a Ca of 7 with a 10-inch range but the resist is defense instead of willpower. This is important to remember since almost all of the Brewmaster’s attacks target Wp. The key to this is to spread poison about and then hit up to 3 enemy models with Paralyze, possibly 4 with Wesley. This is a lot easier to say than to do since the opponent won’t just let you poison their models willy-nilly! Running Tab This gives the Brewmaster the Pay Up (1) action that allows him to discard all scheme markers within 4-inches and heal an amount of damage equal to the scheme makers discarded. While this can be a good ability in a scheme marker heavy scheme pool the real reason to take it is for the Kegger ability that allows Brewmaster to hire any Tri-Chi models regardless of its faction. This one upgrade allows Brewmaster to hire his entire crew even when declared as Ten Thunder since he is the only dual faction model and everyone else is just Gremlin. The Good Stuff This upgrade gives Brewmaster a Ml 5 attack that does 1/2/4 damage but gets a positive to the attack and damage if the target has poison. This gives Brewmaster a reliable way to put out damage but at the cost of spreading the poison around. Overall Overall, the Brewmaster is all about controlling the opponent whether through giving them negative flips, through Poison, and through his (0) action of Drinking Contest. What Brewmaster brings to the table is the ability to not only support his crew, but also the ability to interrupt the enemies plans with his Obeys, and Binge. Park Brewmaster in one spot and just start flinging the Shine around. Let the Shinobi do the heavy lifting of damage and objective taking, they are great at both. Fingers is a model that really fits in well, being able to target models and give them Poison +3 on one attack is a nice setup to Paralyze the model with Brewmaster. Don’t forget about the Whiskey Golem! His presence in the crew as an escort for Wesley and the Brewmaster works well with their Wp dropping auras and will help to keep him on the field as well. Keeping him within 6-inches of Brewmaster means that any model that attacks the Golem and has the Poison condition is forced to pass a Wp 15 duel at negatives to their Wp for the Poison, or gain more poison and end its activation. Brewmaster and his crew can be a tough nut to crack, but they are also a tough crew to get the hang of. Most people are concerned with the damage dealing potential of a model, and as we have seen, the crew actually doesn’t do a ton of damage. The play style is so different from the Kin and even Zorida; in fact, I don’t think that there is another crew that plays this way. So if you want a refreshing change of pace and a ton of fun alcoholic references then pick up Brewmaster, guaranteed to have fun no matter what!
  50. 1 point
    Welcome back loyal readers today I will peek at the faction’s resident alcohol wagon, scroll to the bottom for the bolded definitions. The Whiskey Golems is a mystery even the most brilliant Arcanist minds cannot solve, since they often find themselves drinking the shine he hauls within him instead of studying him. Built by the Brewmaster himself to haul Moonshine he is Nimble for his size, able to get to where he needs to go quickly. Imbued with a bit of Iron Bound Armor to reinforce him on long journeys the Golem often suffers from Spillage and Sprung Leaks that reduce the amount of Shine that gets to the destination. Lest anyone try to steal the Shine, the Golem can retaliate with a Barrel to the Face sometimes resulting in a leaky barrel making the would-be thief Smashed. Sometimes, the Brewmaster will want the Golem to imbue a Smokey Finish to the Shine to offer a different flavor or just to try to tone down the burn of the potent alcohol. Okay with all that out of the way how does he play you ask. He is a good piece for area control as well as dropping Scheme Markers. With a nimble walk, he can cover fully half of the board in one activation. Often though the smart play is to move him up with his nimble walk action and then use his fine craftsmanship to up his defense to 7. This allows him to be more of a “tank” (I see what you did there -G). You want to keep him in cover if possible since even defense seven will not protect him from any Sh or Ca actions. His defensive trigger of Sprung a Leak only works on melee attacks, so melee range is where he wants to be. Once engaged in melee you want to try to kill whatever he is engaged with as quickly as you can. Luckily, his upgrade makes him an Angry Drunk and allows him to flurry. This essentially gives the Golem 4 AP if he starts in melee. You can discard a card to flurry and get three attacks and, if you kill the target, you can then nimble walk to safety or towards another target. His Armor is decent and nine wounds will keep him in the game but anything that focuses on him can be quite problematic. Sprung a Leak and Armor will only protect him so far, if the opponent decides that the Golem must die often he will go down quicker than a working girl at Madame Sybelle’s. He is a great choice for area denial when combined with the Brewmaster and his aura of Drinking Contest. This helps when he suffers damage so the attacker must pass a willpower duel or end its activation; Brewmaster has his willpower-dropping aura that will help his survivability. Overall, he has amazing synergy with the Brewmaster (obviously, he was designed by the Brewmaster –G) but do not overlook his mobility when building crews for other masters. His poison does not synergize well with other masters but he can be a fearsome presence on the fields of Malifaux by himself. Nimble - One additional AP for Walk actions Armor - Armor +1 Iron Bound - One AP “Fine Craftsmanship” action gives Iron Bound condition that grants +2 Df Spillage – When killed all models in a two inch pulse gain Poison +2 Sprung A Leak – Defensive trigger that causes a Wp duel, failure results in the attacker gaining Poison +2 and ending its activation. Barrel to the Face - Attack action dealing 3/5/6 damage to the target Smashed – Trigger off Barrel to the Face that gives the target Poison +2 Smokey Finish – Lets the Golem perform a healing flip and gain Poison +1
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