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  1. Hi there! Here's my September pledge, 20ss this time, and quite early in the month too I think this might be a personal record 😬 Spooky Kirai: ... and her also spooky Lost Love: Bonus, my Urami crew so far, except for 2 goryo I forgot to put on the picture 🤫
    9 points
  2. Aaand 15 more soulstones bringing me to 25 so far, what a great model this was to paint!
    5 points
  3. @Caedrus Busy month, but managed to finish some models the last week: 2x Waldgeist and bad Juju (6+6+9 = 21 SS).
    4 points
  4. Just love the mental image on some dude pushing Levi, the harbinger of the apocalypse, off his horse into the mud... "Your welcome"
    4 points
  5. This. There was no Guild Player only because the Disease Containment Unit was not yet available.
    4 points
  6. 4 points
  7. 4 points
  8. Just played against @Kharnagerunning new Molly, and it was great. His playstyle suits her much better, so he did some serious work. He treated it like an AP-tax crew. So of course Philip and the Nanny did tremendous work against my wp 4-5 Redchapel crew. He also ran the Forgotten Marshal and drowned me in summons (which was funny as I also had summons but did not leverage them nearly as effectively xD) Molly got tons of value out of discarding and repositioning Night Terrors. That was probably the highlight of the crew. He was quite happy to use them offensively. He also got really good mileage out of parading models, forcing TN tests. So I think if you treat her as an AP tax/hand tax crew, she gets a lot stronger. So Forgotten Marshal & Philip work super well. He got 3-4 summons with the Marshal, which was serious value. He did use the Whisper with it which helped I think. Worth the investment for sure. Archie died pretty quick, but did take 3-4 activations for me to accomplish (and forced me to cheat initiative turn 2 and drain my hand, leaving me really vulnerable for the rest of the turn). EDIT: Oh, and Archie killed 2 models before dying which was huge.
    3 points
  9. So I have been very outspoken about how the model quality in TOS is not good, and led to me leaving the game. Because of that I wanted to make sure I posted here to say they have really made an effort to fix the issue. The quality of the models in the two player starter is EXCELLENT. I am incredibly excited that Wyrd has listened (or maybe was always going to change, either way) and has taken steps to fix a huge issue. Glad to be back in the game, looking forward to supporting the game for quite a while to come!
    3 points
  10. This community is all about sharing and helping others so I don't think anyone would have an issue with such question i'd only suggest asking more specific questions, e.g. about painting skin, material, freehand, basing techniques - that way you should get answers that could help you get more concrete details I think I'll try to add this lot to my September pledge, let's see how it goes.
    3 points
  11. So, I'm not competitive. In the OG-Masters my most favourite to least (based on a mix of fun, cool and powerful) was as follows (and this does impact my view on titles, the new titles each directly compare to the OG versions and the more I like the OG-Master the tougher time the title has to seize my attention); (1) Colette (2) Hoffman (3) Kaeris (4) Rasputina (5) Ironsides (6) Marcus (7) Sandeep & (8) Mei. Thus my Arcanist Burns summary, from most anticipated/favourite title, to my least interested/excited about: Great Mei, love this title, seems like it will be great fun (question open to how strong she plays, I also love Mah so this is an auto buy) Rasputina, ups her power, gives her more diverse play, excellent new minions (question about what they do for the old Frozen Heart models and OG-Raspy, which outside Silent One and Beast of December are largely disappointing, even with summoning, don't mind Euripides so auto buy) Ironsides, again loving this, I think this could be the best single master option in Arcanist, both versions are strong, they play differently, great (question on Drudge durability and power, not huge on Anya will likely get still) The OK Sandeep, don't mind this title, really intrigued by Four Winds Golem (biggest downside here is no Academic love and I don't like Shenlong, this is my first might buy) Marcus, I love brawl and bash Marcus, but still underwhelmed by his crew, specially Molemen (the lesser Beasts really need love, biggest hit is that I really dislike Lord Cooper, might buy) Kaeris, so she seems to be a beast, I'm actually a bit worried about the negative play of her potential massive alpha inferno, really need to see whether her power is locked up in this or if its a storm in a tea cup and she's good without just super combusting enemies (generally I like the Wildfire crew so even though I dislike Reva I have purchased this at GenCon, helps that I like Deacon and he is Arcanist) The disappointment (so unsurprising that my disappointments were my two favourite OG-Masters, high bar to meet) Hoffman, I actually like the idea but his Pylon mechanic is as troublesome as hell, it could lead to terrain-marker trap play which sucks, and equally with the Pylons being destroyed he is hugely handicapped, looks like a tentative on-table problem (I have purchased this at GenCon, really want to see if the title is as functionally troublesome as it has been theoretically, I love the Hoffman crew it is fun and independently powerful, don't mind the Von Schill crew, that also helped my decision) And here she is, sadly from first to worst - Colette, I just am so disappointed, the Performer crew was already a bit of a take these few all-stars and go, and Smuggler does nothing at all to change this, her card is troublesome, her play seems more or less the same as OG-Colette game state wise, I was simply hoping for something really mixing it up and I got what felt like a artificial sweetener version of sugary Colette goodness, Smuggler adds nothing I like (now I do like Dorian a lot and the Pandora title I love and Woe was already a crew I occasionally slummed into, so despite this its an auto buy box but for Pandora Tyrant-Torn - which feels wrong) Ironically two of my 100% favourite OG-Master and title-Master combinations I will be getting by default; I love Mah and Mecha-Mah and also Pandora and Tyrant-Torn and think these two represent the best of what Malifaux Burns can offer (I also love the Lucius title but loath Nexus so passing on this, loved the Ophelia and Perdita titles and like both masters OG, so picked this box up). Finally Raspy has convinced me to check out Euripides, I'd been on the fence with this crew but love Abominable and Old One Eye looks intriguing + the Kaltgeist is amazing (please Wyrd give OG-Raspy and her older crew models a little love, that could make Raspy compete with Ironsides as the best and most rounded single master original/title combo). So based on the above my Arcanist Master tier based on OG and title is best to worst: Rasputina/Abominable Ironsides/President Toni A knot here of several close calls, I'll loosely say [a] Mei/Foreman [b] Colette/Smuggler [c] Hoffman/Inventor then [d] Kaeris/Phoenix Then pulling up the rear as jointly a little mediocre on both OG and title, loosely, [a] Marcus/Alpha [b] Sandeep/Font of Magic So if the primary goal was to shake my Arcanist meta choices up, objective achieved.
    3 points
  12. For me, I'm less about competitive viability. I'm more interested in finding new and exciting ways to play my favourite masters. Ascetics, mechanics and crew altering are all things that I hold in high regard when thinking of these new titles. Best: Rasputina: I think it goes without saying that she's gotten the biggest boost with her new title. Not only does it completely change how she interacts with the game, but it also changes up her hiring priorities. The new Kaltgeist are a huge shot in the arm that really elevates both versions of Raspy. My only real issue with this title is just how much better it is than OG Raspy, which continues to lag behind the curve. Look wise, I'm not as convinced, she looks rather plain compared to her OG version. Worst: Colette: It hurts to say it but I have to admit that I'm a little disappointed with Colette. I don't feel like she really gains much from her title. She still acts fairly independent of her own keyword and doesn't really offer any new hiring opportunities. Her mechanic feel undercooked and complicated and likely to cause many problems. I just don't see the draw over her OG version. I also feel like this new model doesn't ascetically fit with the rest of the crew and I'm not a big fan of the new look. The Rest: Marcus: I really like the new mutation sharing mechanic and feel like it ties in much stronger with adaptive evolution. Being actively encouraged and rewarded for passing around mutations is a great change. Marcus himself is a beast (pun intended) and likely going to greedily covet as many mutations as possible, turning him into a killing machine. Crew wise, not much has changed, which it probably the worst thing I can say about this title. Look wise, I'm totally sold. Sandeep: I'm still trying to process his card but I am intrigued. He himself gaining the elemental keyword is pretty interesting and opens up a lot of new possibilities. I do wish there was a bit more of a focus on the academic side as I feel like this and the original are still primarily elemental focused. Loosing out on summoning does likely change up his hiring priorities but I see myself reaching for the same models. Look wise, it's meh. Not much of a change really. Ironsides: Another big win, likely rivalling Raspy in my opinion. A complete change of mechanics, hiring priorities and scheme options. Going from a fighter/tank to a summoner/schemer is a complete 180. Her theme and mechanics seem very well aligned and I can see Ironsides being a real powerhouse for this faction. I don't really have anything bad to say about new Ironsides. While I like the boxer look better, this new art does seem fitting. Mei: She's gone from a card hungry beater to a crew enabler. I can see her open up her hiring priorities greatly with this new title. Ride the Rails feels like it'll just work better in this crew. I think it's debatable on whether this version is just better, which is not exactly a good thing. I also feel like she's very similar to OG Hoff. She does have her own things going on but largely I feel like she's doing a lot of the same things as him. I find her new look kind of boring, lacking even the personality of the steam fitter sculpts. Hoff: Okay so potentially broken marker shenanigans aside. I'm more intrigued by this version of Hoff. I prefer new Mei to OG Hoff and I feel like this version has a bit more interesting things going on. His gameplay is less constrained and you can take him in a few directions now. I'm not sure how much his hiring priorities changes with this new version but I'm thinking this version will certainly favour some models over others. Love his new look. Kaeris: She seems powerful but I'm still on the fence on how I feel about her. I don't really like how all discussion seems to revolve around her scorching radiance. I like the idea of it, but not the execution. It just opens itself up to bad experiences (on either end) and forces you to play her in one very specific way. I do like the mobility and her blazing a path right through the enemy line. Its a nice contrast from her OG version. I think both have their strengths/weaknesses. Look wise, I like how she's gone completely unhinged.
    3 points
  13. Hey Wyrdos, This week, we are resting up after having just got back from The Best Four Days in Gaming™ because another great tabletop convention is just around the corner. It has been too long since we met up with our incredible community while at a convention, and it was great to finally be back. While at Gen Con, our amazing volunteers helped us bring new Wyrdos into the community by teaching them how to play our many games. This year we went all out, and the response from everyone who stopped by was well above and beyond our expectations. Vagrantsong flew off the shelves in seconds, we sold out of the pre-release of Other Side’s Starter Box, and introduced a ton of new players into the world of Malifaux. Similarly, Malifolks from around the world showed us that there’s still plenty to be excited about during our webstore sale. We couldn’t have done any of that without your help. Whether you volunteered at one of our booths, stopped by to say hello, or scooped up a title box during the websale – thank you for keeping it Wyrd. But here in the office, we’re just getting started. Next week, we’re headed to Ohio to meet up with our friends at the Origins Game Fair. Here’s what you can expect from us in Columbus from September 30th to October 3rd: Bayou Bash Learn to Plays Vagrantsong Learn to Plays Through the Breach Character Creation Sessions Through the Breach Adventures: Ghost House and Beneath the Baumwood Quick Demos of Malifaux and The Other Side Because we’ll be at Origins, there won’t be a Waldo’s Weekly next week. So, in the meantime, make sure to join in on the conversation about everything Wyrd on our Discord and A Wyrd Place. Are you headed to Origins this year? Let us know! We can’t wait to see you there.
    3 points
  14. This is basically going to rip off The Other Coast, but I thought their idea for a generic rule for ending conditions with a value. Something like If a condition has a value, instead of ending it, reduce it by 2/3/4 (or even 2/3/5, reward that severe!). That way you can't just strip 15 Burning of a Golem or 86,473 Poison off Brewmaster with a single action/ability. It's still better than Assist for friendlies, as most condition removal has a greater range and this removes more.
    3 points
  15. I don't think the aura works on none Tri-Chi constructs? Man, if it did It played out very well - I spend the first turn loading up Poison on my crew, and then rushing into the middle of his crew. The Lucky Emissary kept the card draw below 3, while I ping-pong'ed around, slowly wearing him and his models down. It was a solid win for me, against one (if not the) best player in my area. We didn't play it out, but I could see myself finishing the game 7 - 2
    3 points
  16. Sometimes to spread the tender warmth of the Burning Man you've just gotta put a bullet in a lawyer's face.
    3 points
  17. I must've missed the title reveal for Ramos, Jailbird.
    3 points
  18. Had a Leylines game against Titania 2 yesterday that ended in a close draw. I think I would lose the rematch though. I was able to Ice Pillar off Killjoy for most of the game (only a part of that was Creeping Ice, mostly just Silent One goodness) and in the post-game discussion my opponent regretted hiring him into this matchup and will take the Emissary in future. I'll post the lists and then talk about the Summons and after that the new models/Title. This was my list: Rasputina, Abominable - 10SS Cache Wendigo Envy with Diesel Engine Silent One with Magical Training Blessed of December Kaldgeist x 3 vs. Titania, Autumn Queen - 2SS Cache Gorar Killjoy Rougarou Erymanthian Boar Autumn Knight x 2, both with the Killjoy upgrade Changeling with Ancient Pact This list was very strong despite Killjoy making only 1AP of attacks against a Kaldgeist (which lived) over the entire game. My opponent was able to draw 6 additional cards every turn using Titania + the Changeling copying Titania which is very potent. On to what I learned. Summons: I think the worst summon in general is the December Acolyte, even if you have the card. Summoning one up the board on turn 1 before crews engage has some justification, especially if you can Tools for the Job the summon card back to your hand without your opponent interrupting you. The Ice Pillars being cover just kills this model, and while the Armour +1 helps, it does nothing to fix the models role in the crew. I am still desperately hoping that I've somehow misunderstood the Cryosleep ability and that by treating an Ice Pillar as a Corpse Marker you can also stop treating it as an Ice Pillar temporarily (problematically, this would allow you to walk on it), but as far as I know that is not the case. More on that later as it also hurts Rasputina. Silent Ones as always are excellent. I summoned one on turn 3 and it was immediately able to start dropping pillars or healing as needed, and with Armour +1 and being able to target through Ice Mirror it is very hard to remove. I summoned an Ice Dancer on turn 4 that may have been able to help me score the Strat that turn, and definitely would have helped the next turn. Butterfly Jump, Armour +1, and easy healing is a good combo. These are definitely good summons sometimes due to the ease of leaving engagements and the synergy with Kaldgeists. Finally, I summoned a Hoarcat on turn 1 because my highest card was a 9. I severely underrated these as summons purely due to how effective Manipulative is when you can place the model up the board unactivated. These guys with Armour +1 are amazing tar pits, and the range you can summon them is amazing. On turn 1 I was able to summon one engaged with two Autumn Knights (both had already activated, but Titania hadn't so this blocked her free movement aura) which delayed my opponents entire game plan. My opponent went with Titania and used her, plus a triggered attack from an Autumn Knight, to deal four damage to it after Armour and move it out of Engagement with one of the Knights. Then it went at the end of the turn walked back into engagement (it was still Engaged with one so couldn't charge) and ate an Ice Pillar to heal up 2 ready for next turn with Manipulative back up. Later in the game when I summoned a December Acolyte I sent it in to do a similar tar pit role (as I couldn't shoot ANYTHING with all the Concealing Markers + all the Cover my markers provided) and it just folded. Kaldgeists: They are amazing. I strongly recommend keeping one back in your crew to stack shielded on your backline when necessary. Otherwise, a pair of these make for excellent schemers surprisingly while also acting as forward nodes. Their Jagged Ice action is quite good when you're just trying to annoy models that you've pinned down on the other side of a wall of Ice with Silent Ones or Raspy. The only problem I have with them is that Frostbite actually has very little synergy with the rest of the crew as it has very little synergy with the Mutilate trigger, which is how most of the crew gives Slow. Mutilate checks if they have Slow already and only tries to apply it if they don't, which means this aura is still bad even now that you have it on a minion that is actually good, with the mobility to get it near enemies and good ways to give out Slow. Raspy: Abominable Rasputina is way better than Raspy1. But like Raspy1 I found her shockwave to be the only good attack action she has. She also has the Summon, which is very, very good, but I'm just talking about the attacks here. I copied Fissure of Frost almost every turn with the Wendigo just for the extra Pillar, the range, and the chance of card draw, and it's what i had the most success with on Raspy's turns as well. The other attacks have a few problems that work against them, but they aren't competing for AP with Fissure of Frost so it is more a disappointment or personal gripe about how this version of Raspy is similarly Shockwave focused in the end. The problems with Northern Winds are that it doesn't ignore Friendly Fire, and that the damage will usually be at an extra negative on an already terrible spread due to cover from Ice Pillars unless you want to discard a card for every trigger due to Ice Mirror (which still sucks). Cold Snap is decent but it has some problems as well. The good parts, you can use it on a charge (which will probably give a Shielded due to Ice in the Veins) and the Rift of Snow trigger can get you out of engagement. The bad part is that it's range 1" and you never want to put your Ice Pillars within 1" of your enemy as that saves them an AP to remove it. The Rift of Snow trigger helps if you can land it, but it still might be a better option to just Create the Pillar 2" away and not attack with the melee, thereby guaranteeing that your enemy will have to spend an extra AP to remove the pillar. Still a good attack, just not the focus of her offensive combat like I'd hoped. If they release a Focus spamming model in the Arcanist starter box this attack gets way better. Overall what this crew is missing is card draw, and a way for the crew to ignore Ice Pillars. If Cryosleep was intended to do that and they FAQ it I will be very happy with the crew. If Hoarcats, Ice Dancers, and December Acolytes (along with Ice Gamin, Snow Storm, and maybe a Laugh Off equivalent ability while touching an Ice Pillar for the Ice Golem) are buffed for Raspy1 then that could also bring up the crew and fix the most egregious Ice Pillar problem (which is definitely December Acolytes).
    3 points
  19. Caedrus, checking in! I've made a start on the freehand! I've also started a new project... Stay well, Caedrus.
    3 points
  20. Is it still High Noon if you're a Dawn Serpent?
    2 points
  21. As I mentioned, folks, this one is going to be a very quiet month for me, as life-outside-playing will have to come to the front burners for a while. My pledge for this month is going to be starting one of my few remaining Outcasts keywords: Amalgam. Let's start big, with an eBay Rescue Leveticus and Rusty Alyce. Have a great October, my friends! Caedrus.
    2 points
  22. PLEASE ask! I love talking about painting, and for my skill level, I am more than happy to chat! Here's a very quick update as I get on the home stretch for September! September has been crazy, and October is going to be even more so, so I was looking for a quick way to get my points. More images to come as the month closes out! Stay well, Caedrus.
    2 points
  23. Thanks for the add. Very excited to be getting back into Malifaux with Third Edition, hoping to begin with Lucius as I loved his backstory and looks. Suggestions for running a Neverborn list wit him to start? If the community picks up I might begin to explore other Neverborn masters, such as the Dreamer.
    2 points
  24. Also imagine getting a parasite on a summoner. They cheat a 13 and use a stone to get their summon off. Nexus reduces it by 2. GG.
    2 points
  25. So I just played this deployment and strat last night with Rollins vs Hoffman. We had a similar pool, but I chose Death Beds and Spread them Out. Here's what I ran, my opponent allowed me to proxy a Corpse Curator and then promptly regretted it. A lot of the new enforcers are really good, but man... the Corps Curator in Rollins/McCabe is super good. Rollins Iggy Pup Elli Patti Samurai Cherri Huckster Corpse Curator 6 Stones Game finished Rollins 6 to Hoffman 5. The Huckster was ace for Death Beds. The Ramones were able to get me the first part of Spread Them Out and 3/4 Strats, I would have had the 4th, but my opponent got off a great slow on Patti and I Black Jokered a RWM to leave engagement with Elli. Rollins did a bunch of murdering with Time Worn Blade which was really good versus Augmented. He killed Hoffman rather than grab the strat the Ramones couldn't get (probably a mistake in hindsight, but killing Hoffman saved me a bunch of trouble), the Mech assistant, and a Hunter. This is the first time he's done that much work with melee for me. In hind sight taking both Spread Them Out and Death beds together was a bit difficult because it required so many schemes down. I probably needed another Huckster, but I wasn't going to miss the chance to run the Curator. He was a rock star too, lots of passive card draw, but his fast activations let me get out a 50mm Poison Terrain token and punch a Peacemaker with it, stacking 3 poison in addition to the damage. The poison killed it. He was also able to keep a Hunter from engaging Cherri so she could shoot at Hoffman out of cover after an Analyze Weakness. If your opponent will let you, and you want to, the Corpse Curator could be good for moving Karen's (sorry that's our nickname for Kaeris, she has the haircut and everything) Pyre markers. You can get condition removal from the Mask, but using it for that means you cannot pass it along and get more Fast activations. Still, I think this may be the artifact you want to pull out on turn one and pass around for Fast activations just to be able to give it to someone to stop burning on turn two. Additional condition removal would probably be a good idea. I'd recommend Jessi too just for her marker removal and she's good for Death beds, but it looks like you'd have to proxy. My typical 1st turn is Iggy digging scrap, using it to make an artifact, and then get a bunch of fast activations by passing it around. On Flank deployment, you are likely to have some ranged attacks with Samurai after they RWM. Having them fast is really helpful as you may get the opportunity to drop multiple blasts. If you want to drop scrap for card draw, I'd use the huckster's False claim early with the Inflated Worth trigger and then make sure he can't get wrecked because he won't be Manipulative. There are other options in keyword too like Jessie but the Huckster just brings a lot for it's cost. The Corpse Curator is pretty fantastic for Looted Supplies. I do like the Crypto vs Karen. FWIW, I tried the Mirror for card draw, but then forgot to Focus, or didn't have the AP to Concentrate. I was only able to get like two cards from it all game. I'm going to have to practice with it more.
    2 points
  26. I've had 5 games with Twotania and my findings are as follows She actually needs a cache, I didn't think she would because she plays pretty far back, but without her triggers her actions are really, really weak for a master. A Changeling is the first thing I'm putting in the list. Behold Her Glory is absolutely insane value. AP transfer for a Focus, drop a scheme within 2", and *draw three*. All from a 5ss model???? Cleansed by the Wood is also very good. No TN condition removal that heals 2 and gives Sheilded +1. Rider or Rex are coming in, leaning Rex as it gets the extra benefits from the tacticals. The large Sz and 50mm is great for the scheme drop and guarantees LoS to Underbrush for the draw and combined with 2" melee and min 3 is exactly what she wants for Coordinated Attack. Emissary is not on the same level with her as it is with 1. Without the Tactical sliding Underbrush under peoples feet unresisted, you dont have the easy Roots from Below setup. Additionally Knights absolutely *hate* Hungry Land mucking up the fighting. If you want Hazardous I think Hooded Rider is probably the pick. Champion Knights are very cool, as has been stated. Alot of Twotania's power comes from reeling dudes in with her attacks then Companioning with a Knight for a couple min 3 swings. Only played the Boar once, played it poorly, but I think it'll be better with T1 and Marcus1. Its extremely mobile, but Twotania builds more to a mid table crew in my experience. Still lots of experimenting to do! Probably going to try this next if the pool allows. BigUns (Neverborn) Size: 50 - Pool: 8 Leader: Titania Totem(s): Gorar Hires: Autumn Knight Autumn Knight 2 Changeling Ancient Pact Malisaurus Rex Hooded Rider
    2 points
  27. I think you guys make a valid point about a model being present on the table. I've just looked at rules once again and noticed one more thing. The first paragraph of Area Effects says "Area effects are game effects that influence an area of the table..." and Bury rules in turn say "Buried models are removed from the table...". I guess that's it. Thanks everyone
    2 points
  28. Yes. You are right. In my Real life it doesn't apply.... I have the Abillity to read. But oviously this Aura wont work on myself. 🤪 Thanks again...👍
    2 points
  29. I used Jessie sometimes. but for now I really like Winston. It's a descent tooljob to place friendly model (but be carrefull to concealment) and he's good scheming in the centers. Oh and Arcane Reservoir.
    2 points
  30. And now a little water fx to build movement to Rollins.
    2 points
  31. Pursuits that add suits to skills ABOVE THE LAW -Bureaucrat: The System Is Rigged-Treat Ram and mask cards as having both Rams and Masks -Magewright: Transmutive Comprehension-add ram to enchanting skill CORE RULEBOOK -Academic: Mental Conditioning- add a suit to a mental-based skill -Dabbler: Arcane Musings-add Tome to your sorcery skill --Graverobber: Morbid Thoughts- add crow to your necromancy skill -Overseer: Supervision-discard a card to add the suit to final duel total of any friendly character that can see or hear her (including herself) FROM NIGHTMARES -Manifester: Sleepwalking-add mask to prestidigitation skill INTO THE BAYOU -Copycat: Klaatu, Barada, N.... - complicated read it. Pg 99 Talents that add suits to skills CORE RULEBOOK -Specialized Skill-add a suit to a skill when the talent is selected. FROM NIGHTMARES -Shifting Blood (Neverborn only)- add crow to enchanting skill -Fortunate Familiarity-complicated. Read it. P. 129 INTO THE STEAM -Channel Destiny-suffer 2 damage to add a suit to a duel Refined Oxford Method Variant theory pg190-increase AP of a spell by 1 to add a single suit of choice to final duel total
    2 points
  32. Easier approach - add "string" to the nose. Possibly paint the nose pink whilst the rest of the face is green. No I don't know how an incorporeal model can attach a fake nose, or if that nose is also incorporeal. If you're going to ask questions like that you haven't drunk enough...
    2 points
  33. You can use sparks and make brewy himself a tri-chi construct Give him a hazard aura
    2 points
  34. Perfect! Now I just need to eventually buy the model, find a way to file off her nose, paint her green and make the water-effect look like slop.
    2 points
  35. I still stand by my "Defender eliminates one of the two sets of DZ's, Attacker chooses which of the DZ's in the remaining set to start in" proposal. Allows the Defender to remove the one DZ that's the absolute worst for them (or alternately, not allow the Attacker the best). There's nothing worse than there being one clearly sucky DZ, and knowing that you're going to end up there if you lose one flip.
    2 points
  36. Black Tower wargaming group meets at Lazy Dragon Gaming - https://www.facebook.com/groups/619870718171611 Speak to Darren and he'll hook you up. If you want a regular weekly game after, look at the Harl'e'faux group in Harlequins Preston - https://www.facebook.com/groups/467259853852947 who have Wednesday games that the Black Tower guys will drop down for every couple of weeks. There's an active chat too which is helpful when learning the game. Finally, we made this which might help in the meantime -
    2 points
  37. Okay, tried new Parker vs new Lady Justice on wedge leylines. It wasn't a 'typical' experiment as Lady Justice is one of those crews that completely warps the game (since suddenly the game becomes about burying/reburying/position shenanigans), but here's some thoughts. My list: Parker & Doc Hodgepodge Emissary Mad Dog Wokou Raider Pearl Scavenger 8 stones Parker DMW (Dead Man Walking) is as powerful as I thought. The most important thing on his card is the 6 damage severe and the crow trigger, so let's talk about that. Should always throw focus onto Parker (Scavenger?) when possible, because this unlocks straight flips on a large number of models in the game (such as Guild Lawyers) I one-shot a Guild Lawyer turn 1 and it was the best feeling in the worldl. Spam attacks. The more you attack, the more likely you are to get to cheat second. If your opponent has to cheat first, they have to worry about you having high crows in your hand (or even really like a 9 of crows will unlock the trigger sometime). This is SO much hand pressure on your opponent. Typically they just have to shrug and let some of your attacks hit. Blow-it-to-hell for cover elimination and less minus flips to damage is so important. You can also unlock straight flips just by getting 6 higher than your opponent - they can't cheat everything. 5% of the time you'll just flip two severes off the top on a neg flip. Spam spam spam! So I really like the raw power of Parker. I guess he has some scheme marker synergies? I did like 1-2 damage with those over the course of the game, but I'm sure a better player could probably make a bit of use of it. But yeah, the attacks are really the big thing it seems to me. Crew building is tricky. Mad Dog 100% auto take for his cover ignoring and general bad-assery. Hodgepodge Emissary feels pretty good there too. I didn't pull off the companion combo, but again, it was a weird game. Hodgepodge adds even more hand pressure to the opponent - would you like to cheat, or suffer damage and a slow? I could see an argument for effigy + fate upgrade over Emissary, depending on stone hunger. Scavenger also seems fantastic for Tools for the Job + Focus for Parker. The rest of the crew, hand pressure/positive flips seem good? I had Pearl & Wokou Raider for running the leyline, but it felt a bit inefficient. Overall, I didn't know how to play the models and kept tripping over myself/getting in my own way... Wokou raiders seem badass when they get to be in combat. The crew felt really weak to Parker being engaged by strong, unkillable models. So that's probably a major consideration (perhaps Wokou Raiders getting some attacks in on things helps). The fact that Wokou Raiders can do double positive flips to damage flips is also super nice. The crew just threatens SO many high damage straight flips. Definitely recommend people give a go to Dead Man Walking if they like the feel of him.
    2 points
  38. So Raspy's crew has some big issues going on. While I'm glad Raspy2 is seeing some good (well deserved) praise. I do feel like her summon is problematic. There's simply no denying that living December minions are just outright better with Raspy2. This makes balancing them way more difficult. Then there is the added headache with the fact that nearly all her models are shared with other keywords. Both the Hoarcat and Blessed are shared with Marcus (mostly Marcus1). Gamin and Golem are shared with Sandeep. Ice Dancers are shared with Colette. Acolytes, Silent Ones, Kaltgeist and Snowstorm are really the only pure December specific models. So now you have all these layers of balance to try and achieve. Make it a good hire with Raspy1 Make it a good hire with Raspy2 Make sure it's not too good with the summon upgrade Make it a good hire with shared keyword Now I will say that for the most part Wyrd has done an excellent job with the burning man release and having all these dual keyword models that feel good for both masters. So I think it's entirely possible. The problem is that Raspy1 is so far below Raspy2, that you have to start with her first. Once both masters feel equivalent, then you can look to the crew and make sure balance struck there as well. As for the tied keyword models. They should make sense in those keywords but priority should still go to December. The worst case is that it's good for Raspy and not the others. However given the this huge release, I'm confident Wyrd can make those models feel good for both keywords.
    2 points
  39. I just think that if you're going for the double matures, you'll need to be dedicated to making it work, and you'll need to support them well, because if they die it's game over. One way of doing that is just go all in and try to kill all threats before they get to retaliate, but I would probably try to bring in some healing just to keep the engine running. I don't really think there is room for a dedicated lodestone carrier in such a crew. After thinking it through a bit more, I'd just swap out the Emissary for Serena. New Lucius Mattheson Crew Size: 50 - Pool: 6 Leader: Lucius Mattheson Totem(s): The Scribe Hires: Serena Bowman Guild Lawyer Changeling Mature Nephilim Inhuman Reflexes Mature Nephilim 2 Inhuman Reflexes
    2 points
  40. That was the joke. My joking font is very similar to my normal font.
    2 points
  41. On the Irresistible Dance front, it's worth noting too that it may come up a lot more than you expect. My default crew for my first few games have had the Hodgepodge Emissary (melee zero) and Mad Dog (melee zero), which when coupled with the Stolen (melee zero) and himself (no melee range) is a significant number of models likely to get engaged by but not be engaging enemy models. Now, ordinarily, this is a bad thing. But on a Stat 7 Obey Master it means you can usually Obey enemy models of your choice to charge as they won't be engaged, sending them off to fight one another. So turn after turn your opponent is forced to discard just to regain board position. Most turns it'll just cost them a few weaks, but it's not nothing. Also my first game with him was against the new Titania and it turns out against someone with monstrous card draw sculpting hands of all severes that forcing the trade-off of either 2-3 discards or effectively gaining a bunch of slow is pretty funny.
    2 points
  42. So my official thoughts is that first of all, we're seriously due for a round of buffs and we should compile them. Some stuff from our starter box strongly suggests that Wyrd has understood a few truths. Such as, for instance, that 5 health 4/5 soulstone minions with no defensive tech are much better off being 5 soulstones than being the action, high card, and maaaybe soulstone it cost to kill them. Hi Desperados/WingedPlague/Desperatre Mercenary. So I can only think that a buff errata is coming where things like them, the Convict Gunslinger, Barbaros (the Catalan Brawler is so much better) et al get tapped up. My thought is it is ALSO going to be part of an errata that adjust most of the 4/5 soulstone models in the game, and that's probably a big sucker. So I'm going to have faith in Wyrd. Leveticus So at his best, Leveticus was kind of a math problem. He was 6/7, min 20, max 28 health, did beacoup damage, could constantly heal, and balance healing/damage very well. From that perspective, I'm not overly sad he lost some survivability. The damage on the other hand... I'm sorry, this is getting really irritating. This is exactly the problem 2E Leveticus had, where you made him a damage monster but then removed it because "damage is scary". Unmaking was 2/3/4 did it really need a nerf? After we tap danced on Ashes and Alyce already? Suggestion: Remove the from Unmaking. It's 2/3/4 damage on a master action, does it need the ? No. The Scavenger "nerf" may actually be a buff to bringing 2/3. The biggest change here is Wyrd Device losing fast, but gaining bonus. That's overall huge, even if it means less Fast Alyce, because they now can do two normal actions, leading to their melee being far more useful (and their gun actually maybe firing now that you can walk/shoot it). I believe it increase consistency, at the cost of maybe some Fast Alyce/Mad Dog shenanigans. Tara Woo boy I have words. So Talos' biggest problem was that in a hyper mobile crew based around hit and run tactics he didn't have access to his crew's signature movement option, making him a dumb robot with no ranged attack who you always saw coming and could blow up at your leisure. Well, letting him hit buried models at least fixes that problem of "my opponent can measure 11 inches so now Talos is utterly useless" but oh boy the rest. See most of this stuff really doesn't help Tara much, as The Nothing Beast and Scion of the Void could already land min 3 attacks on buried models. But other crews? Well, they often have mobility options that are NOT "Stutter Time" like pushes and places. For instance Scavenger's Weird Device, or Friekorps Librarian's Consolidate Power, or Dead Outlaw's Covetous Cravings. The biggest reason no one brought in The Nothing Beast to "counter buries" was you'd spend nthe stones and then your opponent wouldn't bury their Soulstone miner or something, so yay. Great use of 10 stones on a reasonably fragile beater that doesn't synergize with your crew. OTOH Talos at 9 is probably a much better beater for non-Tara crews. Overall great for Outcasts for a tech piece, but not sure it helps Tara as much. *sigh* Midnight Stalker/Big Jake So they replaced our 8 cost, hard-to-kill scheme runner with a 6 cost hard-to-kill scheme runner. Interesting choice. New Midnight Stalker is probably a tad fragile to spend 8 stones on, but Work of Art is certainly interesting. Wanted Criminal What a great improvement. Free 2" move (so disengage), bonus scheme marker removal, and for minions Disguised. If your opponent has a gun line they might not even have a sane way to handle that. I'm not sure how some crews handle a Wanted Criminal Ronin for instance, I guess they just let you score points. Overall, I'm eagerly trusting the buff patch and Wyrd to fix things, but this wasn't awful for us. Just not great, and I feel like we weren't doing hot to begin with.
    2 points
  43. Mimics and robots? I'd say the Guild's all monsters (especially Nellie) myself, but...
    2 points
  44. This bear hat I've painted as part of my master-class about texture imitation. I hope you enjoy the result as much as I enjoyed the process.
    2 points
  45. Thanks for dropping by @Diddick Really recommend checking out all the streams out there. Each of the painters has a different style and approach to the creative process so a lot to be learnt there. I've painted this big bad guy during my first two streams and will continue with Jedza shortly
    2 points
  46. I'm more in the camp of not nerfing archivist so much as just making it more expensive. Make the thing 10. I'd still bring it in keyword and ook is far less appealing at 11 stones. Don't change its health or anything. As for the power of the Nexi its hard to say yet. Still super early, but I'm excited to see how this new meta overall develops
    1 point
  47. Almost tempted to run them in a puppet focused, Hinamatsu led crew! Hinamatsu bringing the free effigy, Widow Weaver, Vasilisa, a couple of Wicked Dolls and the Grim crew! Could churn out a fair amount of puppets, lots of armour and Hinamatsu and an eventual Emissary as beaters. No clue if it would be good, but seems like a fun idea.
    1 point
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