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  1. There had been a bit of interest in Euripides and the Savage keyword here as of late, so we decided to do a deep dive into how to play them. The Podcast: https://www.podbean.com/ew/pb-nx933-105855d For those who are more readers than listeners, I've included my show notes below as well. Note: They are a bit raw, formatting wise, they were written as speaking topics more than an actual guide. These are just my opinions from playing Savage a lot, if something works better for you, than do it and share it!!! --------------------- Euripides He is a dark horse This means that he is harder to play than other crews This DOES NOT mean that he is “bad” Not recommended to start the game with, better as a “second” crew purchase (unless you like the models!) Purchase essentials: Core Box, The Damned, Geryon Newer crew/keyword to the game (introduced in 3rd) so has one of the smallest keyword selections; this should improve with time with new releases like The Damned Misconceptions Just because they are giants does not make them tougher than anything else Using Old Ways on every flip - don’t help your opponent kill you Challenges Movement, movement, movement You are slow You suffer terrain (yes there is a SINGLE model that can get Incorporeal) You are fat Lack of defensive tech and good stats Doesn’t really “challenge” your opponent Not “action efficient” Example: Geryon is a beater, but only 1 swing per ap, no “free swings” Example: Gigant is Rng 8 but gun auto pushes models away, tricky for second shot A lot of things can mess up Old Ways timing to maximize your discard Terrifying Flexible Morality Boring Conversation You can also cheat high and reuse versus a lot of these things too! Shuffle your deck extra - high cards group together Basic Advice Ice Pillar Placement Always place greater than 1” away from opposing models No downsides to you, most of your pulses (Euripides) are 2” But “Remove Destructible Terrain” general action is 1”, so now they have to walk and spend an AP, rather than just 1 AP Expect your opponent to bring things that remove the pillars Neutralize them or stay ahead Entomb in Ice STOPS MARKER DROPS Amazing into certain crews, also screws up certain schemes that rely on markers (Death Beds) Opponent can always just count pick ice pillars as their Death Beds marker. The Old Ways Think of it as 1 free offensive use a turn with Frozen Vigor Do NOT use it defensively Why? Bc you are pinging yourself for your opponent You have low stats, they can force the hit through and you have just made them +1 damage If you have shielded for the “free” use Defensively, it can also be Shielded on their damage flip too Reconsider only if they have low/no cards, you have a face card in discard, or it is a super relevant attack to dodge Do not use Old Ways when on 2 health, you are hard to kill There may be some models your crew is ill-equipped to kill Hard to Wound, Armor is rough Instead focus on tarpit and control, i.e. Geryon with Extended Reach, 2” melee, Slow trigger, Heave Interestingly the crew has a fair amount of ping damage (esp with Damned) so Hard to Kill isn’t so hard to kill Sit at a table at home and practice turn 1 Where do models go What order do they activate in How do you plan to move them Who teleports? Who puts down the ice pillars for that teleport? Upgrades Inhuman Reflexes - Good upgrade, but not fantastic on Savage (Scamper on Geryon with 2” melee and Extended Reach is a nice, not need to have) Ancient Pact - TAKE 2!!! Savage is minion heavy, you get all 3 abilities You NEED card draw, will talk about hand management +2 Initiative is solid defensively with Cave Drawings Eldritch Magic - Super niche, especially because you want Ancient Pact so bad and stones are a resource Have taken vs Brewmaster for Dispel Magic on the Primordial Magic Possibly more important that Distraction is a thing? Hand Management All podcasts talk about hand management in general, we’re going to actually TALK about it Arcane Reservoir, very important Primordial Magic is SOFT AS SHIT, HIDING IT FROM RANDOM ASS HANDGUNS IS MORE IMPORTANT THAN INCORPOREAL Form Given Winter is 6”, walk, bonus, walk back to safety You need to sort out on Turn 1 (based on sitting at home and practicing unpacking!!!): 6+ Tomes (Cyclops) 5+ Tomes (Geryon - Shoulder Rush/Focused Attention) 5 or 7 Rams (Gigant/Euripides - Shattering Surprise) Any low Tome (Gigant, Shattering Shove) Any low Ram (Geryon - Heave on friendly) Any low Mask (BBS) Important point is Cyclops, Euripides, and Geryon are all competing for Tomes in the same range, this is known as BAD SYNERGY MINIMIZE THIS After Turn 1 hand management gets simpler 6+ Tomes for Cyclops High Ram on Geryon Tomes for Euripides Euripides can stone for Tomes, so keep the suited cards for Geryon and Cyclops primarily TONS of suit requirements - This is why 2 Ancient Pacts Will change based on your list and plan of how to unpack (i.e. Gigant gunline vs Geryon Brick) List Building 3 Different “Styles” Geryon Brick Core resides on 2 Geryons Can bring in 1 Gigant Most common Turf War, Leyline; reasonable into Break the Line and Symbols Gigant “Gunline” Core resides on 2-3 Gigants Teleporting, Shooting, Blast, Scheme Denial Break the Line Way more niche than the Geryon brick, shooting is just so low range, bad staying power with 6 Wd models Frigid Friends Euripides has no “Savage” dependencies Take anything you want Least common, other masters do it better anyway Best for if you have dedicated a tournament to Euripides and need a lot of counter picks for a bad match up Difference between Gigant Gunline and Geryon Brick is pretty “fluid” But seriously….80% Geryon Brick Models in Crew Gigant Excellent shooter, shit ass range Really shines for Cave Drawings locking down Strategy points -- THIS IS THE REAL REASON TO HIRE THEM Geryon Vanilla wafer beater Heave and Chill are dope - remember we are wasting opponent’s AP Heave - AMAZING TRIGGER - put a 1” reach model greater than 1” away OR a 2” reach model greater than 2” away and use Extended Reach to stop the Charge Shoulder Rush is both faster than walking and gives you a focus Reform from Ice plus Chronicle (Betrayal) = Kills hard to kill Cyclops Change of heart; I used to say take 1, mandatory In GG2...I don’t think they are necessary Def 4 sucks, fishing for tomes sucks, and all the action is at the centerline, so staging teleporting is mediocre now I started leaving them out of the list and haven’t had regrets (yet) Serena Bowman Don’t kid yourself, the in keyword healing just keeps up with The Old Ways You need healing - Mostly for Euripides?!?!? She’s also STILL STUPID GOOD The Damned This model is CRITICAL for Savage Super mobile, stretches the field (so many OOK models were hired to cover this weakness, like Tuco or Grootslang, this model is sooooo much better) Amazing damage track with Crit Strike AP Efficiency with Pouncing Strike Built in Ice Pillar generation (does not trigger on friendlies, needs to be an enemy for blasts, common rules mistake) Chronicle is also good for brick lists, every Frozen Vigor is ping damage Thoon Oddly controversial He is “good” not “amazing”, but can PISS OFF YOUR OPPONENT, which is good Flanker, NOT a beater, do NOT send him into opponent’s blob For Frozen Trophy to be effective, a model must be ISOLATED Fastest other than Damned Take him for pools requiring opponent to spread out and have him work the edges for Frozen Trophy But also remember to just put Focus on the guy and use Intuition for 2/4/6 damage Just don’t forget, he’s not a beater, he’s a flanker and counter schemer I like him into Dreamer/English Ivan The summon models into your crew, isolated already from their own crew, 1 AP pillar them, they are gone, you are unjammed Quite good into Elite Alpha strikes like Nekima, x2 Mature Nephilim (low model count, they come to you), Lynch if the player decides to teleport Huggy into the middle of your crew Low model count, easily isolated Cannot cheat melee, so use Intuition to set yourself up to hit instead Black Blood Shaman Use a low mask, pulse out Focus on whole crew Turn 2, same Turn 3 - Mobile Schemer/Beatstick Hinamatsu Everything Savage is lacking Armor Distracted Fast AP Efficient Why is BBS important? And Shoulder/Rush + Focused Attention? Focus is KEY to using The Old Ways efficiently Only need Focus +1 Use it on first attack, get to straight flip Cheat Severe Old Ways in Severe for next attack Coupled with Frozen Vigor and Chronicle from Damned, Geryon can do really reliable 10 damage in 1 activation (Focus, Severe, Old Ways, Weak, Reform, Chronicle) Candy Bomb/Shattering Shove What is it? Euripides, Glacial Shove ice pillar into enemy crew (or Rune-Etched Ice, either, just get a pillar in there Make an Ice Pillar within 2” of Candy Gigant, Shattering Shove Candy into back pillar and teleport to front pillar Stunned, Discard, Profit This is STUPID and TERRIBLE 2 AP to put down pillars Very telegraphed Plenty of time for opponent to respond 1 AP to hit Candy, some damage Candy can Bomb Herself Walk, Walk, Glimpse of Insanity (18” threat before pushes) Shattering Shove is USEFUL, but RESOURCE INTENSIVE and SET UP INTENSIVE Use it for schemes and strats To get to areas of the board that are difficult to get to quickly the hard way (walking) Get models in position for alpha striking Mysterious Emissary (Rng 8 Shooting) Hinamatsu (use a closer, safer pillar, Charge 8” + 1” melee, 6 attacks, Armor +2, Distracted) Strats GG2 is a big buff to Savage You want to play the middle line, ¾ strats play to this strength Turf War Super Brick in the middle!!! Sample starting point: Euripides, 7ss Primordial Magic Geryon Ancient Pact Geryon Ancient Pact Serena Bowman The Damned Tip: Use Primordial to flip your Turf Markers Consider Hinamatsu in lieu of something else Serena helps a ton for staying power Get to opponent’s side of the table ASAP Leyline Super Brick in the middle!!! Same as above, really Need a Leyline Runner Meet the Bultungin!!! Mv 6, Deadly Pursuit = 16” Also consider Lyssa: Bring It on Stat 5 on Opponent’s Leyline Runner Symbols Most people put their Symbols across their deployment zone horizontally Put yours, 2 on each side vertically (Wedge, Standard, Corner) Flank do the normal thing Splits your opponent up, easier for Thoon to isolate a model Damned is your primary Symboler, Euripides is your secondary (reliable teleport) Play that Damned Cagey, keep him alive Other than Thoon and Damned, can take whatever you please really Break the Line Gonna be making sacrifices here Decide which two you will brick on Park Euripides and the Geryon there Thoon goes on a flank for the 3rd one Sacrifice 1 if needed Can go with a Gigant to drop a pillar and Cave Drawings to try to cover all 4
    10 points
  2. 18 soulstones at this point. Now in the batch assembly mode fo more things bound to appear. Sorry for poor quality, took this quick shot before packing them and sending to the Land Down Under.
    9 points
  3. Sammy LaCroix, swamp hag and gremlin cosplay on Zoraida. Playing with such a miniature is not very convenient, but I really like to make large-scale and spectacular bases. And this is my first attempt to do something in the style of grimdark. In my opinion, it turned out too "grim" and too "dark")
    8 points
  4. Finished my June pledge early. Here are my Infiltrators and Margaret for my King’s Empire army. Once more thanks to @Stranglelovefor his photographic expertise. That’s 60ss for the month, (15ss for Margaret and 45ss for the nine Infiltrators). I’m still hoping to get the Titan finished by the end of the month.
    8 points
  5. Finished Jedza's crew. The snowy bases contrast with this Texas heatwave 🥵. Also got back into the game proper with them and they have a very interesting play style. Need to go back and catch her goggles. I'll probably assemble and paint the rest of the Seeker models before returning to the Crypsis Corps. Have a good week, y'all.
    7 points
  6. Finally finished putting together the Rio Sonoro set from Warcradle Scenics. Took way too long, but that was just me not having energy after the kids went down to do it. For the best pictures you can view the line here: https://scenics.warcradle.com/warcradle-scenics#rio-sonora I got the set, so just the buildings, no walkways. This was the hardest set I've put together. There were some bits that were difficult to figure out from the instructions and some pieces broke as I applied a little too much pressure to fit. Some things I decided the change on the fly to make the pieces more playable (the workshop wanted to glue the top on and leave a wall open.... I adjusted and made the roof removeable, though it wasn't as easy as I thought). The workshop also had a much bigger footprint than I liked so I didn't add the overhang or chimney in the back. I would give this set a 4 out of 5 for difficulty. If you are familiar with putting these kits together you should be fine, but go slow, always dry fit, and look a few steps ahead if you aren't sure how something fits. As always they are beautiful pieces. Most of these building are a bit larger than I like for Malifaux, especially the Domocile and Town Hall. I knew this going in though. The Town Hall is especially large (8"x7" and about 9" tall I think). It's a great center piece, but really takes up a lot of real estate. Unless you want to play inside the building, it makes is rough. Real downside of the Town Hall is there is only one door on the ground floor.... The Domicile is large as well and has limited roof space. I modded that one and didn't glue the smaller building on top. I left it so I can remove that piece. Then I used the punched out piece from the roof and glued a bunch of the leftover scrap wood pieces from the Workshop overhang I didn't use to make it look like the roof was 'patched'. Now I can play on the roof too and it's more interactive imo. I also left the Tower section unglued and I think it can work as a standalone piece as well to help fill space if you don't want to use the whole Domicile. So you can use all the pieces together, or take the building off the top and have two peices, or just use the tower and/or the building off the top for smaller footprints (see more pics below for a better idea - you can see the small building near the bottom of the image included in this post). The Dwellings are fine, but a bit taller than I like. The Foundry is a great piece that will see a lot of table time for me. My biggest issue with them is the set is severely lacking in scatter terrain. The Dunsmouth set is still my favorite and gives a ton of scatter terrain to really help any table. I feel like this set overall may be better for RPG play, but you can see the pics of table I set up using all but the Town hall. They make a good Malifaux table with some thought and a few more scatter pieces thrown in. I'm not sure how much I'll use the rooftops, but they're there if we want 'em. Still, I highly recommend any of the Warcradle Scenics stuff. Takes time to put together, but just enough color and texture I don't feel the need to paint them. The Dunsmouth set is still by far the best bang for your buck though. More pics on OneDrive: https://1drv.ms/u/s!AkfXqHIwwjCDg68muat2Lrt54muWrQ?e=OMfVh8
    6 points
  7. I got some malifaux painting done early this month, so I'm gonna post now, then post again if I finish more. (Maybe I'll even get around to basing as I'm getting closer to having good batches for basing together) 3 Akanane (12ss) for my Asami & Bayou crews. Orange nail polish as the tie in to my Asami crew... I also especially like the apple core. (All contrast paints, so kinda hits the monthly contest, even though I painted them at beginning of month before reading the contest Might still add splotches to make them more dirty trash demons. Or maybe try tattooing.
    6 points
  8. Hey Wyrdos, This week, we found Waldo trying to perform a séance with the office dogs. But without lit candles or a spirit board, all they were able to accomplish was leaving a mess on our office floor and angering every cat in the neighborhood. So, while we clean up all the kibble and styrofoam peanuts, let’s take a look at two more characters in Vagrantsong! In Vagrantsong, up to 4 players can choose a Vagrant to play as they navigate their way through boxcars full of Haints that want to trap their souls on the train. Vagrantsong is just as fun for 2 players (as the difficulty scales based on player count) for when you and a loved one are looking for a spooky adventure while stuck inside on a dark and stormy night. Previously, we revealed one playable Vagrant: the Cursebearer. This week, we’ll take a look at two more Vagrants that you’ll be able to choose, as well as some details in what to expect when playing them, as each Vagrant has their own unique playstyle, and their capabilities will grow and change with every Scenario. After failing to bring solace to the bereaved by attempting to speak to the dead, the Revivalist left his hometown to wander, hoping to find his purpose. The Revivalist always has his eyes on his friends and their wellbeing. His Skills focus on restoring Humanity and removing nasty Haint effects from other Vagrants. And thanks to the Revivalist’s past connections to the dead, his healing Skills can also often target Haints, making him a healer with a little bit of punch. After all, defeating Haints is often a matter of saving them, which can only be done by restoring their lost Humanity. Joining the Revivalist (and Cursebearer) is the Runaway! Accompanied by her loyal pup, the Runaway has hightailed from home in search of a new adventure. She’s eager to see the world, but it’s definitely a little intimidating… or it would be, without her shaggy best friend! With two characters to control, the Runaway can spread out across the train and get plenty done in a turn. Is there an Event that’s just out of reach? Send the Pup to go check it out! Not only can the Pup investigate, but he’s also a useful ally when the going gets tough, as the Runaway’s exclusive Skills often give her best friend the ability to restore Humanity for both Vagrants and Haints alike. Let’s take a look at how the Runaway and Pup play together: On their turn, Vagrants use Coins to determine which actions they want to perform and how potent they want to be. More Coins in a single action can help either increase the odds of success or Humanity gains, but spreading out your Coins on multiple actions will allow you to potentially accomplish more in a single turn. As the Runaway, that player can control the Pup by placing their Coins on any of the actions on the Pup card (or by using several of the Runaway’s exclusive Skills). While having a furry companion at your side can help calm your nerves, he can be a bit stubborn in his actions, as the Pup won’t be able to Rummage for useful items or Patch Up your friends. Here, we see the Runaway has placed her 3 Coins on 3 separate actions, and can perform those actions in any order. Starting with 1 Coin on her exclusive Skill, Who’s a Good Boy?!, the Runaway can call the Pup back toward her and restore Humanity to any Haints and Vagrants that the Pup Moves through on the way. Next, her Pup will be able to perform his Bust Action, which allows him to roll 1 Bone (a d6) for a chance to restore some Humanity to an adjacent Haint. Lastly, with 1 Coin in her Investigate Action, the Runaway can try to uncover the mystery of an Event Token in her space, which can provide a variety effects, such as a boon to remind a Haint of their former self, an item to complete a Ritual, or even a dastardly and well-placed trap! Vagrantsong is a challenging game, and many of the Scenarios become more difficult and punishing the longer they are played. Each time a Vagrant loses all of their Humanity, they will flip over one of their equipped Skills or Junk cards to Wounded (or Broken), which temporarily makes that Skill or Junk unusable. While Vagrants will often find themselves in these precarious positions, all is not lost if a Vagrant is down and out. When a Vagrant flips all of their Skills and Junk over, rather than be removed from the game, they instead become Westbound, with their souls on the brink of being trapped on the ghost train. Let’s take a look at what happens when the Revivalist becomes Westbound: After flipping your Vagrant card over to the Westbound side as shown above, you’ll also take your Vagrant’s Westbound Action card and place it over any of your Wounded Skills. As a Westbound Vagrant, you’ll still be a vital part of your team’s success, but your new goal is to get yourself back off your ghost feet and come back to the realm of the living. To do this, you’ve got to gain all of your Humanity back, but that isn’t as easy as it sounds! In addition to your normal Passive effect changing, you’ll also receive an additional Passive effect that’s going to work against you as the train tries to gain its ghostly grip on your soul, not to mention the pesky Haint in your way! But you’ll have to do everything your power to stop that from happening, because if you are Westbound when the Scenario ends, the Skill card that you placed your Westbound Action card on will be lost forever. As for what happens when every Vagrant becomes Westbound… well, let’s just say that losing isn’t the end, so long as you’re willing to make a deal with your soul as the bargaining chip. You’ll have to find out more about that when you pick up Vagrantsong this fall! Looking for more information on Vagrantsong? Head over to the Vagrantsong website to find out more details, and keep your eyes peeled for upcoming news and reveals! In the meantime, make sure to add Vagrantsong to your Wishlist on BoardGameGeek!
    5 points
  9. Just a quick re-cap of running Guild in GG2 at the Des Moines tournament. We had about 6 of the top 25 players from the MWS there (so a lot of the non-Texas Americans), so a good strong field. Packet is here: https://docs.google.com/document/d/1LqINYIAWf72RWv7qi1nL0MBIAxWNcUrcKDmfP6xOcI0/edit?fbclid=IwAR2JF8wl9W_3c0_cVfyshm2Dqh01U-zhP7haxtEhy4Eb4slQHcDhM0HYBPM Round One: I had prepped Hoffman for this pool (deny assassinate, threaten all schemes, throw a watcher or two back for the symbols), but hit an ES opponent and read Ivan, so I declared Lady J and took Research Mission and Breakthrough, figuring I could flank with my master and then deep-dive her for symbols and breakthrough. There was also an elevated walkway and I had attacker, so I started J up there, looking for some security and leap range. I brought Lone Marshal to pop summons, Pale Rider and Domador for the fight, the Jury as AP spread and incidental summon damage, and Dr Grimwell for out of activation movement and a second fast figure who could threaten the symbols (I'm trying to get this figure to work, and having issues there). Cache 6 or so, after a LLC on Lady J. Played against Roman running Ivan, Mordrake, Eva (secret passage), Rook, a Nocturne, an Operative, Gibson, and Vernon and Welles -- I think there may have been an upgrade on somebody. Round one I dropped the Operative on the approach with the Lone Marshal and was able to prevent summoning by outflipping his single attack onto one of my horses, as I recall. I believe he killed my totem, which had double-walked forward to blow up some destructible terrain. Lady J went right to deal with Rook and Eva on the walkway, while everyone else in both crews went to my left. I wanted to keep my ranged advantage through round 2, so I kept fairly far back, using the Jury and Domador to get obeys out of the Riders. Grimwell used Dr's Orders to move J forward, but held back -- not sure how best to use him, but I decided I wanted to preserve the "explode forward" threat and rely on Lady J to get my first symbol. Lady J activated last and got a swing or two onto Corvis, but nothing major. I drew an 11C and 10C, which I saved for the Lone Marshal. Round two I dropped the Nocturne before it was relevant and put some damage into Vernon and Welles, getting it more cautious. Ivan and Mordrake came forward and we began a summon dance with the Lone Marshal where Ivan would get a summon off with some min damage into Hard to Wound, and the Lone Marshal would then activate and kill the summon with an exorcism trigger on startle to heal back 2. Lady J leapt away from Rook to get my first symbol; Eva teleported forward to get his. Round three the Pale Rider attempted to tie up Ivan, Gibson, and Mordrake with an initiative advantage to stop my left-side symbols, while the domador, Jury, and Grimwell meat-shielded the third that was near Eva. Mordrake simply shadow-stepped to his own aura to get away from the Rider and picked one up; I responded with Lady J leap/walking to another symbol, dropped a scheme marker for Breakthrough and then forgot that you need a model in the deployment zone and walked Lady J back out to get back towards the fight.Some minor fighting between the models in the middle, and the Lone Marshal either tanked away his summoning options or he got off another Brocken Spectre and I immediately exorcised it -- I popped two through the game in rounds 2-4. I noted that he was showing Research Mission but didn't declare it, and decided he must have Death Beds instead, as he'd been dropping scheme markers on AP in pacing activations. We both scored strat; I scored research mission on his shadow marker, scheme, and the corpse of the operative and tried to reveal breakthrough only to be reminded of the full terms. Eva scored breakthrough reveal for him. Round four, with schemes basically known, turned attention to the fight in the middle. He tried to tie up the Lone Marshal and did some damage to it, but ultimately he summoned a brocken and I popped it. He DID manage to make me use LM AP in a way that prevented me getting to his deployment zone, and chased Lady J with Corvis Rook to be within the distance to prevent reveal. Eva got to a strat marker and I finally abandoned my own backfield with Grimwell, triple-walking him forward to make a fourth model across the line for Research Mission endgame. Ivan, Mordrake, and Gibson started charging my deployment zone to set down more markers. The Pale Rider got good pulse damage off. We were tight on time and both had some misplays. We barely turned the corner into round five and got a few activations each, scoring our full symbols. I never was able to break away Lady J from Corvis, and ultimately had to choose between the endpoint of research mission and the reveal of breakthrough. He easily had the endpoint of death beds. The game wound up decided on time, as I had the Jury as the last-activation and focus-obey'd Gibson to pick up the scheme marker he'd dropped for breakthrough, setting him back to four strat, one breakthrough, and endpoint of death beds. If he had an activation, Ivan could have leap-walk-schemed to restore that point; if he had killed my lone marshal with his last AP, he might have denied RM's endpoint, while if I had remembered the breakthrough reveal properly (I play Guild, guys; I don't score breakthrough!) I would have had a 7-6 win, or possibly a 6-6 draw still. Good game; great opponent; we both really enjoyed it and felt like there was good play and counterplay. Postgame: it's scary how effective Ivan is, that even having exactly the cards I needed to stop his summoning cold, we played to a high-scoring draw.
    5 points
  10. Updates regarding terrain table added - gallows pole and tree stumps from foil and clay and started placing everything on ground. started making streets and etc. question - does anybody would be interested about terrains like this manual? or possibility of purchasing ? just asking about possibilities. its not an offer
    5 points
  11. @Caedrus Finished up the all Umbras I didn't quite get the final touches on last month (along with the Operatives) and kind of glad I did, since this is probably the most contrast heavy crew I've done. Given the light/shadows theme of the DUA/Umbra, I tried further darkening the darkest darks (using Black 3.0 even, which turned out pretty well, though it does mean those parts of the minis aren't varnished, and the effect is better in person than in picture) and brightening the brightest brights (rarely use pure white anywhere normally, but with this crew it's around a bit more. Had a blast with them, but definitely looking forward to not focusing so hard on the contrast extremes (and keeping this crew the most contrasting will further contrast them in contrast to my other crews). All told for all the Umbras +2 Operatives, 66ss.
    5 points
  12. Can't. Even though we're friendly, Errata is a Simple Duel. We can't affect the outcome once they've decided to flip.
    4 points
  13. Great work! It's great to see some love for Euripides and his gigant crew. I'm really looking forward to trying him in a real (not virtual) game soon. I'm surprised that you rate the Cyclopes so low. They have low defense for sure, but they are so versatile and great schemers! (...and awesome models too!) I'd like to test your suggested listbuilding tips anyway. My "special take" on a super mobile and annoying list includes this: New Euripides Crew (Neverborn) Size: 50 - Pool: 5 Leader: Euripides Totem(s): Primordial Magic Hires: Thoon Cyclops The Damned Black Blood Shaman Vasilisa Mysterious Effigy Effigy of Fate First turn, BBS gives focus to the whole crew. He gets a free action from Vasilisa, grows to mature nephilim, she goes in front of the crew to still add 1'' movement to others, drags the effigy with her and interact for scheme marker. Whole crew (now with two focuses) does it's things. Thoon can move 14" anywhere with incorporeal. If it's possible, Cyclops casts pillar (Thoon's intuition helps greatly). Euripides teleports up the field and block oponent with as many pillars as possible. The Damned run and leap forward. Effigy lures the mature to the scheme marker and moves up. After first turn, you should have most of your crew near the center line, with full focus, oponent partially blocked and all set up to ativate Vasilisa, pull the strings again, let her fly with nephilim to the Effigy and move both of them up the board again. Oponent should have enough problems caused by crew being in his face. You wanna end your turn moving the Effigy into engagement. Third turn, oposing crew should get staggered from puppets, Euripides and Emissary attacks against movement, creating more and more obstacles. Cyclops supports from behind with "autostagger". I tested the first two turns several times and it can be surprisingly consistent. Is it worth it? I hope so. Seems fun anyway. I played a full game with Vasilisa and BBS only and it was viable. Needle and thread is a serious threat (😀) with staggered all over the place. Even with small Wicked dolls. Ugly? Gigants are one of the aestethically most pleasing crews in whole Malifaux and my reason to play Neverborn in the new edition. 😉
    4 points
  14. The voting for Flowers and Showers 2021 has closed, and we’re pleased to announce the winners! The competition was steep and everyone put such talent and creativity into their submissions. In the Singles Category, we have: “Aspiring Student” by @Skrytnik wins $75 in Wyrd webstore credit “Somus” by @Brushwarrior Studio wins $50 in Wyrd webstore credit “Genbu” by @Federico Rovida wins $25 in Wyrd webstore credit In the Diorama Category, we have: “Whack-a-Mole” by @Diddick wins $75 in Wyrd webstore credit “Untitled” by @Sparker wins $50 in Wyrd webstore credit “Flower Magic” by @helldrad wins $25 in Wyrd webstore credit Next up, we have our Best of Awards, voted on by Wyrd Staff and definitely not decided over an office game of Bayou Bash. The winners are: Best of Flowers and Showers 2021 – “Aspiring Student” by @Skrytnik Best of Wyrd Entry – “Genbu” by @Federico Rovida Finally, the following commented on every gallery image with words of encouragement and support. Each will receive a $15 store credit coupon: @MisterWerks @A_Rabid Nun @Jecko @Nathan Sells @catsgamesandpizza We will be in touch with the winners shortly to sort prizes. Thanks again to every one of our participants, especially the talented artists of this amazing community. I raise my mug of paint water to you!
    3 points
  15. In the vassal world series FAQ, bete noire is allowed to use the charge while on the table. So they decided for the RAW ruling, and I think most people use it now since Wyrd has had two erratas/FAQs to address it and haven't.
    3 points
  16. As far as spell casting outside of dramatic time goes, I’m fine with it. The thing to keep in mind is that you’re basically looking at “I takes you X minutes of exertion comparable to jogging to cast this spell.” And then make sure they realize that the player realizes that that will eventually make a difference. I say this as someone who currently has a job with a pretty fixed schedule and has discovered all sorts of important things like “how long does it take to patch up that old pair of boots each morning.” “Hold on, I ain’t got my leg on yet” is the downside to continually casting animate limb.
    3 points
  17. Five games using 1 or 2 of them, with and without GST, summary: I'm not sold on them. I'm gonna list some reasons: They're squishy as fuck, even with GST (that puts them at the price of a Mature Nephilim). Df 4 means that even the smallest of the Gremlins is going to hit you, and they don't gain that much burning if you actually want them to do something else. They also lost 1 Wound and The final Veil. Flaming body is great, don't get me wrong, but not that much when you still have Df4 and Wp5 and someone can remove all that burning with a single attack (or a tactical action that you cannot resist, yes I'm looking at you Shenlong!). The Demise is nice, but you have to spend 2 resources a Pyre Marker and a card (which Reva doesn't draw in any way). I understand that the card is mandatory (so you can not trigger demise multiple times and go around the board or stay in the same place jumping from one pyre to the next one). Also, having to jump to a pyre marker can be both, beneficial or a detriment to use the demise (maybe you'll end up blocking other models, maybe you'll be in another quadrant for Turf War or maybe you can't even see the Pyre Marker and you die. Their damage track is still quite "meh" for a 8ss model. I don't think that a 2/3/5 would have been overpowered. The "Flame Wall" trigger is a "create" and not a "drop", so you cannot place it touching the enemy you're attacking. Just compare a Lampad to a Student of Viscera. The Viscera ties him or wins at all categories: Mobility: Ambush is more reliable, they have Rush and Unimpeded. Viscera Wins. Damage output: Better Damage track, slightly better triggers. Viscera Wins. Tankiness: 9 Wounds, Armor and HtW. Viscera Wins. Utility: Situational Card, situational healing and pushing the enemies, hands out Stunned and prevents enemies from disengaging. I would say that Viscera wins, but since Lampads provide some targeted utility to Reva with the Pyre Markers and giving out burning, we could consider it a tie.
    3 points
  18. Are you refering to this?: http://gmortschaotica.blogspot.com/p/malifaux-character-backgrounds.html
    3 points
  19. @Maniacal_cackle This post is for you! 😁👍
    3 points
  20. Won 6-3. It was a delicate positioning battle, with him being on 0 stones by the end of turn 2 thanks to burning through them fast and some crooligan stealing. Then on turn 3 the battle truly began. He used Von Schill to throw Archie and had the suit in hand to get the pull trigger. Then he used leap to get near mad dog and accomplice into Mad Dog. This got Archie down to 1 wound. Then I used necrotic machine to heal archie, then accompliced into Archie. Then Archie attacked hannah lovelace 3 times, declaring three triggers and discarding three more heals. Third attack hit red joker. Net effect hannah lovelace went from 8 hp to 0 hp, and archie went from 1-9 before he could follow up on his combo. 5 cards discarded to Archie over (basically) a single activation. Now that's how you use a hand full of moderates and weaks xD Then I reloaded with molly shortly after so I was on 4-5 cards to his 1-2. The game was pretty much over at that point.
    3 points
  21. Yeah. Everyone is just a bit busy right now but it'll come about.
    2 points
  22. I really like Sammy. I'd say the monochromatic environment is more bleak than Grimdark. Yes it's dark, and pretty grim, but it doesn't have that characteristic grimy miserableness. Nice Blair Witch reference as well.
    2 points
  23. Oh, I agree and have always thought it should run this way, but got a lot of pushback on the forums. I know the VWS ruled it this way, that you remove after the teleport. I'll try to edit it later.
    2 points
  24. Overall I agree with most to what you wrote and concur that Crooligans are amazing and the key to winning with Molly in many games. However, I disagree with this interpretation of the timing for By Your Side and Fading (Footprints). The Rulebook (P. 34 in the Digital Non-Fluff Version) states: "SEQUENTIAL EFFECTS Sometimes, an effect will create additional effects as it resolves. In these cases, fully resolve the initial effect before moving onto any additional effect. Additional effects are then resolved in the order they were generated, after any effects which had been previously generated have resolved." The Crooligan's By Your Side ability reads: "At the start of this models activation, it may discard a card to Place itself within 2" of a friendly non-Minion that shares a keyword with it." Fading (Footprints) reads: "After this model discards any cards, it may remove an enemy Scheme Marker within 2" and LOS." This is a sequential interaction. The use of "After" in the Fading text reinforces this and it occurs after resolution of the BYS ability. There is no pause in timing between the discard of a card for By Your Side and the Place for anything else to occur or trigger and there is no pause in the way it is written. The Forgotten player discards a card and the place is resolved with the discard. After this initial effect (the place) is resolved then the Fading triggered by the discard as part of the BYS will be resolved. By Your Side triggers the Fading and the BYS resolves according to the sequential timing, then the Fading resolves. You pitch the card and place the model, then you can resolve the Fading and remove an enemy Scheme Marker within 2" of the new location.
    2 points
  25. So I was bored, and wanted to help out my playgroup. I have gone through all the maps available on Vassal and defined them, based on tournaments I have been in, or using the rulebook. I did this to make it a lot easier for the newer players to look at what each map does, and makes starting a game a lot simpler and quicker. I tried to keep it consistent throughout all the maps, but some didn't make sense. Also because there are now 57 maps, so I numbered them to decide without looking (random number generator) at names and biasing decision for 1 player or another. What do you guys think? *Edited for full PDF on 1st page! Malifaux Maps on Vassal.pdf
    2 points
  26. She can now start and try to tarpit a lot of different models which she wasn't able to do before - even with less actual health. I liked her very much in the game I had her so far after the errrata and will run her more often in the future.
    2 points
  27. Round Three: Break the Line I had been planning Nellie into this but hit Explorers again and again hard-read Ivan, so I switched back to Lady J. I decided I needed more frontline and dropped my Domador, LLC, and a stone to pack the Brutal Emissary (whose crowd control can also stop Daeva placement attacks). Otherwise I kept Pale Rider, Jury, Lone Marshal, and Dr Grimwell (looking for Dr's Orders to enable him to break engagement and interact, or nimble to allow toss/walk/toss). He brought Ivan, Mordrake, Archivist, a Crypsis Corps with Hidden Agenda (damage for cheating), Grave Goo with Flush with Cash, a Nocturne, and Gibson. The map involved two high platforms with severe/dense/concealing crowds in the middle. I set the Lone Marshal on a high platform with my crew around it, Pale Rider and Grimwell towards the farthest marker, and the remainder of the crew staged behind the platform to walk around and towards the major set of strat markers. I took Death Beds on shadow markers assuming he'd have plenty, and Bait and Switch on Mordrake, assuming he'd be somewhere forward, and looking for a heave attack with the Brutal Emissary (I never did get the ram I needed for that). Round One the Crypsis started, focused for range and hit moderate to kill my totem, eating the damage back, so he wound up with activation control back. Lone Marshal put a few shots into Gibson, but otherwise I was mostly cagey. He used a crow with Gibson's tools to put burn out fast on the Grave Goo, and used it late in the round to launch forward and swallow Grimwell. I went last with Lady J and leapt forward to throw a symbol over, saving a 13M for a counterattack if he summoned; Ivan was able to summon a Brocken off her and used its non-attack actions to do further damage to Lady J. Round Two he won initiative with archivist help and kept hammering my master. Lady J failed to kill the Brocken for heal help and I saved my high cards hoping for a counterattack kill. Grimwell remained poisoned and stuck in the Grave Goo, and I had no high crows for the Lone Marshal. The Brutal Emissary helped me double commitment to my tossed-across strat marker, and he used Mordrake to scheme and set up Death Beds. He got a Daeva summoned off the Brutal Emissary and it helped lower the defenses of Lady J with base contact for a kill from the Brocken, dropping my overextended master turn two and declaring death beds. Lone Marshal tried to shoot down the Grave Goo with no luck and the Pale Rider ran forward to throw another strat marker across; he sent the Nocturne to tie it up and started working on its wound pool with the archivist and Crypsis Corps. I managed to score strat while denying his, but he was way up on attrition and the fight. Round Three to Five essentially continued that; Grave Goo was in terrain such that if Grimwell popped out he would immediately die to the hazardous effect, forcing me to fail the exit-duel and then pass activation with him. His team dropped the Pale Rider before it could clear the Nocturne, and it threw the marker back to deny my second strat. Lone Marshal had to run up and drop a scheme marker to set up my death beds, and I tried to top-deck an exorcism trigger into concealment and failed (missed the red joker I was fishing for by one card). He mused about self-killing the Daeva with some ability but we weren't sure if the rules allowed it, and we moved to round 3 with him scoring strat and either scoring or setting up for Spread them Out. I lost Grimwell to poison. Round Four I pulled off Death Beds with the Brutal Emissary clearing the Daeva and he scored another strat marker while setting up more scheming for Spread Them Out. I raced the Lone Marshal to the table edge to toss a marker over, but he was able to shade step Mordrake with some marker help from Ivan and throw it back. Round Five we were pinched for time, but he walked Grave Goo to my deployment zone and scored his spread them out markers again as well as the second point of death beds; I couldn't get a second marker across, but he missed the cost on Bait and Switch and I scored the endpoint. 7-3 loss. I think I had a better shot if I had kept my team together; trying to prevent him attaining any symbol was successful round one, but spread my crew too thin. Similarly, Lady J could have kept cagey round one, rather than looking for an early advantage tossing a marker over and trying to out-stat Ivan for summoning. I DID have rough hands, but I think I lost this one positionally in round one, when I had a few good cards (although he confessed afterwards that he drew into 3 severes, and then picked up a 12T with Gibson's Tools in round one). Lone Marshal, Jury, and Brutal Emissary all look good as anti-Ivan tech to me, and I still think Grimwell has play, but this game swung hard away from me.
    2 points
  28. Very nice concept and packed in a fresh new setting for a coop crawler/battler. Looks very promising. Coop games are still a big thing and campaign and scenario based games sell very well. Should be a success!
    2 points
  29. I played my first game against zoraida yesterday. I used published models only so my list was: Jedza, Sophie,Mikhail, damned, austera, 3x lamplighter and effigy. we played symbols and I took spread them out and catch and release. Both schemes were very easy to do also my opponent managed to kill damned and austera. The lamplighter shined while using the „you’re coming with me“ trigger every turn. They survived some sillurid attacks and went on as if nothing happened and scored most of my 7vp. I placed one on each flank and one in the bubble (the one with catch). mikhail is awesome to engage zoraida as for „caught in the ring“ and the effigy spend his AP leading the way most of the time so other models could use their AP for better stuff than walking. i know this build ain’t good but it managed fine getting to know Jedza and until further models are released I will play 3 lamplighter to see what they can do. In a interact and scheme marker heavy pool like yesterday their mobility put their weight.
    2 points
  30. Found the error. It doesn't initialize the DMH setting when starting the app to your previous selection. After starting the app, if you go to settings and deselect and select, that fixed it temporarily for me. I can also create crews with the Masters. I will submit a fix to the bug in 1.3.7.
    2 points
  31. Yeah, I never "just spread out". The most I do is a 2/1/1 split (2center, 1 at opposing table sides), when I know my opponent has light scheme runners and I a hard hitting flanker. My main crew defends 2 tokens and my flanker picks to attack the weaker side, 1 token is sacrificed to the opponent. What should be noted is: don't put your center to far back. Put it where you want to end turn #2. It won't help much to defend your tokens on your backfield, where you have no chance to score yourself. It might seem obvious, but I've seen people make this mistake.
    2 points
  32. Rubs hands together Matchup analysis! One of the most important components of playing Molly! I love this topic. Right, here's my thoughts with an attempt to do some structure. Step 1: Identify your opponent's plan for scoring symbols. Perhaps your opponent is playing a crew that uses Tara or First Mate to pick up all four symbols, or Jedza with Damned + Archivist so they have two scheme runners who can accomplish it. Perhaps they play a Molly crew where they have Yin + Dead Rider + Manos + Archie + Crooligan and can use their whole crew to run symbols if necessary. Or perhaps they're playing a bulldozer bubble crew where their whole crew just rolls over the symbols. Step 2: identify how to disrupt that plan. For the cases where my opponent has only 1-2 scheme runners (like Tara), I usually prioritise killing their scheme runner and place the symbols so that it is naturally hard for one model to pick up all four. I tend to place 2 against the right wall 8" apart, and 2 against the left wall 8" apart. This ensures that between symbol 2 and 3, they have to cross the maximum amount of distance to continue scoring - especially difficult if I'm focused on killing them! For cases where the entire crew can run the symbols (like Molly), consider a castle formation. Last game against Titania, my opponent put three in an 8" triangle together, and one off to the far right. I only got one symbol that game (the one on the far right). He used his powerful crew to just defend the other three, and make it impossible for me to breach his base (although careful with this strategy - I ended up winning on schemes). Step 3: Profit I thought there were more steps, but that's the basics. So the things I commonly use or encourage are: 2/2 split against the walls, making it so your opponent can't score the third symbol with only one model. Good for when you want to kill their scheme runner(s). 3/1 castle or 4/0 castle, where you put symbols together and defend them (Ashigaru against a crew without Don't Mind Me). Just spread out Although I can't think of a time I actually recommend this, it must come up sometimes. Probably if your opponent has tons of options for scoring and you don't plan to castle.
    2 points
  33. Thnak you! Maybe you are? What corgis..? 😛 I kid, I kid. I needed something to cast the shadows for the Umbras to rise out from (or take the Bocken on walks, they're dangerous and shouldn't be left to their own devices) that would fit on the bases without crowding the models out, and with my love for themes, I needed a way to work Ein into this Cowboy Bebop themed crew, with no canines in sight. Two birds, one shadow-y, stone.
    2 points
  34. @Diddick- absolutely love your Dwarf engineer. Makes me think of Paul Bonner illustrations. @astapable - really dig your style of highlights on Gremlin skin. Super smooth and brown is really well used for deep shadows. The swamp spirit on Bokor is just amazing. @Ja9nge - very nice clean paintjon and those edge highlights really make them pop @Cats Laughing- I like the choice of colors for this Tengu @Engorn - love the vivid colors on the Vatagi and Corps. Super crisp work on the highlights too @Vessien - very nice realistic colors on the Tanuki @bedjy - metallics look amazing, rich and saturated colors. Lucious and his crew look great too I just realized I still haven't posted pics of the Gamin I painter early in May. Here they are - 23 soulstones I also managed to finish three Dinos which makes it a total of 53 soulstones for the month of May. Some more pics below. @Caedrus- hope these count as completing the Base challenge
    2 points
  35. Caedrus, Checking in! So, this month, I completed 36SS, from three Void Hunters (21SS) and three Witchling Stalkers (15SS). Behold, some awful photography! I'll try to take some better pictures soon! Caedrus.
    2 points
  36. Here’s the Bokor that closing my painting month.
    2 points
  37. If other TT keywords are not aesthetically appealing to you, then you should probably stick to English Ivan. In any case you should know that Youko's profile has been entirely reworked in the latest errata. The way Malifaux is played is that players declare masters before they compose their crews. If your Colette (who was also heavily changed in the last errata btw.) friend knows what is coming (s)he has to adjust and pick other models. I understand that (s)he may not have a large collection yet, but the very nature of the game requires having at least some options. Having said that, Ivan is indeed a very strong master, and Colette used to be one of the strongest (not sure how she fares now after the nerf), but in competitive scene she was played mainly with models outside of her keyword, so if your friend stays mainly in keyword (s)he may get different impression (especially if you insist on playing the latest, i.e. nerfed, version of Colette's profile). Anyway, I hope you will find the way to make the game enjoyable for everyone.
    1 point
  38. Most of time played around fufu in shen. Made him fast and load of focuses good combo but sometimes not working. About frm they very solid pick until meet some dispel , need to be ready for this. Last test show how good charm warders and i played with 2 of them. They can easy make handless opposite crew to help kill. Or with right setup kill with 1 activation enemy hench and mb master. About hrm they cost a lot and very fragile for it cost . In gg2 archers one of the most solid pick , they just remove enemy schemes. Good combo archer + charm. Lrm is super great they can be battery for shen to make him 12 chi on 1st turn. Lotus eater was bad in my test , they lost his place cus of other monks. I like take desper in shen to scheme runner. He more mobile than wrm and with a lot of heal in shen u can use hook to hit monks and fly like crazy.
    1 point
  39. Hello everyone! I would like to share with you my currently painted miniatures, and later post new works here. The Bayou is my favorite and so far the only faction. I love these little green guys
    1 point
  40. Hey everybody! I just wanted to give some props to everybody contributing here. I finally got back to painting (some pix will follow soon-ish) and seeing all the marvelous work everybody's sharing here really helps me a lot in keeping the motivation up. You guys rock 🤓
    1 point
  41. As a game with such a strong sense of aesthetic, playing on a grid would feel a bit ugly to me. I like to play on amazing tables with strange terrain pieces. Many times some buildings have presented problems for placement and the likes, but as you can measure before performing actions and making decisitions, I think the movement works just fine.
    1 point
  42. Went against Zoraida so had to drop all my models that have adaptive evolution basically. Went with: Marcus & Jackalope Grootslang w/ inhuman reflexes Myranda Order initiate with ancient pact Cerberus with ancient pact Bandersnatch Will o' the Wisp 2 stones The Grootslang, Jackalope, and Wisp essentially shut down his melee-based crew (and Wisp scored hidden martyrs when it died). Extremely potent combo and it may become part of my base crew against melee crews. Bandersnatch died in a single activation because it stepped about 2 inches out of my deployment zone xD Really not sold on the model when you don't have Widow Weaver. You can do a lot more with it if you're pouring AP from other models into it, but I'd rather spend my AP elsewhere. Will give it a few more goes, though. Neverborn Marcus feels more and more powerful the more I play it. Can't wait to play some more!
    1 point
  43. Greetings, fellow painters, and welcome to the Monthly Painting Challenge for May! Everything you need to know for the Challenge is right HERE. I'll be away for a couple of days, so I shall put this thread up a little early. It looks like last month's Highlander Challenge was a little too easy. Also, since Wyrd are hosting a Spring Painting Challenge, for the Month of May, welcome to: The Base Challenge! (No, it's not a Star-Wars-May-4th reference. Also, yes, I am now singing "It's all about the bass" in my head) For the month of May, I want to see your absolute best base. Tell a story with the setting and basing of your miniature. Water, grass, flowers, stone, ice ... go nuts! Have a fantastic May, look after yourself and your loved ones, and keep those brushes damp! Caedrus.
    1 point
  44. Hi there, reporting *very* late, but my pledge for this month was in the "flowers & showers" painting competition, and couldn't share it while the voting was still ongoing. On this occasion i submitted one entry on each category: My diorama "Whack-A-Moleman" got 1st place in the diorama category 🙌 And my thunder archer ended up 4th on the single miniature category, not bad at all, given the amount of amazing works people submitted in this category too:
    1 point
  45. Congratulations to all of the winners. Some excellent and inspiring entries. Cheers.
    1 point
  46. My finished Empire Dragoons, it really makes me want to finish up the army. I would love to play a fully painted two Master battle against @Strangleloveand his Cult of the Burning Man. Thanks again to him for the pictures.
    1 point
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