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  1. CONTEST LINK! We wanted to take a moment and acknowledge and highlight some of the fantastic people within our community who have been creating community content for our products, whether it's reviews, hobby painting, podcasts, deep dives, teaching the game, or any number of other combinations. Take a moment to stop by each of their sites and if you like what you see, bookmark, subscribe, like, or just send them a message thanking them for what they do. If we missed someone, my apologies, and reach out to us and we'll get you in there the next time! And while you're at it, gather entries for doing so as we'll be randomly selecting and giving away three Malifaux Core boxes. Thank you!
    23 points
  2. Hi there! i finally finished (i actually have to fix some cracks on the sewer water, but other than that is done 🤫) the scenic base, it has been my “sixtine chapel”. I’ve put a lot of effort here, from planning, to building and painting, and i’m glad the whole thing worked out as I expected. SS wise i think it was about 30ss, could be 100 if you ask me XDDD Here are some pics (I took dozens of pics, I have a dormant thread with my stuff around the forum and i’ll upload there more pics to avoid spamming this thread)
    22 points
  3. Hi , These are some Bayou and Neverborn models I painted with sketch style. C&C are welcome . Mah Tucket The little lass Bushwhackers Rooster riders Trixibelle If you are interested in the paint process, I have an article here. At the moment, I'm painting the Weird Science box and two Soulstone Miners, they should be done soon and I'll put up pictures here .
    21 points
  4. Hey Wyrdos, This week, Waldo decided to make the best of the cold weather by trying out a new hobby: snowboarding! As soon as we explained that Georgia hasn’t gotten any snow this year, the idea went downhill real fast. So, while Waldo hits the slopes, let’s take a detailed look at a Malifaux Starter Box! For Malifaux Third Edition, one of our design goals was to make sure that the game was easy to get into for new and returning players alike. We are continuing that trend by releasing a Starter Box for each Faction, starting with the Explorer’s Society. Each Starter Box will include Versatile characters (and at least one Versatile Henchman) that can be used with any crew in that Faction. A Starter Box can get players immediately playing Henchman Hardcore, or can be treated as a strong foundation to start building a crew for a 50 Soulstone game. Models included in each Starter Box will come preassembled so you can start playing as soon as you open up the box. For the Explorer’s Society, players will have access to: Mr. Ngaatoro, a hard-hitting Henchman with a few tricks up his sleeve; Tannenbaum, a Versatile (and Seeker) Enforcer with the unique ability to Rewrite the Story, which allows him to replace a Scheme that isn’t going as planned; and two Hopeful Prospects, who are Versatile Minions that can adapt to almost any situation after getting a lucky shot on their opponent. But to get started in Malifaux, we know that it takes more than just putting models on the table. In each Starter Box, we are including their stat cards, 2 copies of each Explorer’s Society General Upgrade, a brand new Fate Deck, a measuring widget, and a handful of 30mm tokens, all of which are themed to that Starter Box’s Faction. Let’s take a look at the widget and Fate Deck that will be included with the Explorer’s Society Starter Box: The measuring widget will have sides for just about everything you’ll need to move or draw range, as well as a 50mm indent to help with Blasts. Each Starter Box will also have a unique Fate Deck styled with that Faction’s colors and characters. These Fate Decks won’t be available anywhere else! The Explorer’s Society Starter Box will be hitting local store shelves in May for only $45. If you won’t be joining up with the Explorer’s Society, don’t worry – every Faction will eventually get their own Starter Box. We’ll have news on the Bayou and Outcast Starter boxes soon! That’s it from us!
    20 points
  5. Autumn grows closer, the air is beginning to cool and the nights are growing longer. As the leaves change color and fall, we want to celebrate this spookiest of the seasons. Round about the paint pot go; On the palette throw Royal blue and bloody red; Thirty-one Days of Dread; Double, double toil and trouble; Fire burn, and paint pot bubble. That's right, it's Rotten Harvest time! Miniatures can be submitted any time during the contest, though none will be showcased until the day voting begins. Submissions will be accepted from October 1st up till midnight EST (UTC -5) on October 31st, 2020. We encourage you to submit your entries early, no submission will be accepted after the cutoff, no exceptions. If you need to make any changes to your upload prior to October 31st at midnight EST (UTC -5), please contact @Kimberly via PM on the Wyrd forum. Entries are to be submitted here: https://themostexcellentandawesomeforumever-wyrd.com/gallery/category/131-rotten-harvest-2020/ We have five (5) categories this year for this year's Rotten Harvest. Participants may submit one (1) entry per category. Please take a moment to peruse the rules outlined here for all single and diorama entries. "It's Alive!" (Individual model, Kit-Bashed) - A Kit-Bash contest. Show us your spookiest kit-bashed miniature! Entries will need to include their "recipe list", aka what companies/components make up your stitched-together creation. Entries made of over 50% Wyrd miniature parts will be eligible for the “Best Wyrd Miniature” Prize Monster Hunters and Ghost Busters (Diorama Event, multiple models in a scene) - Celebrating those who fight all the things that go Bump in the Night! Creep Show (Individual model, large and/or monster) - A menagerie of monsters, creatures and creepy critters! This is not for your undead things, that’s the category below. Hello, Boils and Ghouls (Individual model, undead themed) - Bring out your (un)dead! Vampires, Ghosts, Liches, wailing spirits or anything humanoid that has shuffled off this mortal coil. Unfathomable Horror (Individual model, catch-all) - Got a terrifying or spooky entry that doesn't fall into one of the above categories? This catch-all category is for you then! Miniatures that don't quite fit in any of the others but are otherwise horror/Halloween themed go here. The voting polls will open on November 4th and remain open until midnight EST (MGT -5) on November 10th. The winner in each category will be awarded to the entry that receives the most confirmed votes. Every forum member has one (1) vote per category. In the case of a tie, Wyrd will have an internal vote to decide the winner. Again, for complete Wyrd painting competition rules, please go here! Prizes - Each category will have the following prizes 1st Place: $75 in Wyrd webstore credit 2nd Place: $50 in Wyrd webstore credit 3rd Place: $25 in Wyrd webstore credit Best of Awards - The Wyrd Staff will take a look at all the categories and vote to determine the winner for each of the following. Best of Rotten Harvest: $100 USD cash prize (via PayPal) - Voted on by Wyrd Staff Best of Wyrd Miniature Entry: One (1) Nightmare Box of winner's choice (from a list of available Nightmare sets) - Voted on by Wyrd Staff Show your support! Lastly, show your fellow hobbyist's some support! Comment on every entry in the Gallery with encouragement or thoughts and be entered for a drawing! Ten (10) 10$ USD digital gift cards will be given to commenters drawn at random. Voting Due to unsportsmanlike behavior in the past, I need to reiterate that the votes need to come from active forum members. We will be post restricting the polls, so only active accounts with a minimum of 10 posts (not all in the same day) will be able to vote.
    20 points
  6. Am I mad, or are these secretly the same guy? Same hair. Same mustache. Same Df,Wp, Mv, Sz, Cost and Station. Taggart Queeg is just Winston Finnegan on a bad day. They even both roll up thier sleeves the same way.
    18 points
  7. Hey Wyrdos! This week, Waldo was a bit stunned coming into the office. Everywhere he looked, our staff seemed to be gearing up and getting ready to go to battle, packed with our foam-tipped rounds and padded swords. Not one to miss out on all the fun, he spent the next few minutes duct-taping ceiling tiles to his belly, claiming it was “gut armor”. That’s right, this week we are going to battle and will be discussing new changes to Malifaux Third Edition, with the introduction of Season 2 of Gaining Grounds, along with updated errata Stat cards for several models, and an update to the FAQ for good measure. Season 2 of Gaining Grounds is here, an update to our comprehensive guide to tournaments and organized play. For the past year, our community has been somewhat limited in how they play, often reaching out to online services such as Vassal or Tabletop Simulator to get their Malifaux fix. While many have continued to play online, a large portion of our great community had to put tabletop gaming on hold for some time. As the world starts slowly getting back to normal, we thought it was time to highlight the Strategies and Schemes that we’ve had the most fun with so far since Third Edition launched. In Gaining Ground Season 2, you’ll find some fan-favorite Strategies and Schemes, such as Symbols of Authority and Outflank, but we’re also introducing a new Strategy: Break the Line. Some fan-favorite Schemes will also be returning this time around, as well as some updates to older schemes to breathe some new life into them. Along with new Strategies and Schemes, Gaining Grounds Season 2 introduces a few other rules to help contain certain outliers with adjustments to Summoning and other gameplay elements within the competitive environment. But as mentioned, Season 2 isn’t coming by itself: riding alongside it is an update to our FAQ along with a host of changes within this April 2021 Errata. These updates will bring clarity on some questions brought up in the past and shake up the current competitive landscape with adjustments to various Masters, including both buffs and nerfs to various models contained within the Errata. Click here for more information on the M3E April 2021 Errata. While this Errata covers most Factions in the game, due to its recent release, Explorer’s Society will take some more time before any changes may be made to them. For those seeking to refresh their Stat Cards, updated versions of Gaining Grounds Encounter cards and Errata Cards can be found for print-on-demand now at Wargame Vault or on to download here for free. Errata Cards and Gaining Grounds will be updated in the M3E Crew Builder App in the days to come. As always, you’ll be able to find all of this content on the Malifaux Resources page. Before we go, if you haven’t yet checked it out, today is the last day to join us in our Instagram contest. Follow us on Instagram for a chance to win some web store credit! Otherwise, that’s it from us this week.
    18 points
  8. As the guild for this year nearly finished I started to look at the bayou as my new protect. So its time to paint some green one again. I already painted m2e Somer, m2e Lenny and 1 boyou gremlin. Right now I’ll start with no other than Ophelia and her wonderful kin keyword. P.S.: This time I’ll upload a lot of WIPs for you. Feel free to ask me if you’d want to know how I paint certain things. All in all we are here to share!
    18 points
  9. Heya folks! I've been painting miniatures for about a decade, and started taking it pretty seriously about 2 years ago. Initially I was only focused on Games Workshop stuff, but then I discovered the beautiful sculpts of Malifaux! So far I've painted up a few crews, most recently Lord Cooper, and figured I could share some of my work here! I'd love to hear what you all think and see if you have any ideas for color schemes/styles to try in the future! All the bases I use are from Micro Art Studios since they're cheap and are far far better than anything I could make on my own. Currently working on Yan Lo's crew (just finished assembling everyone today) so will try and have an update at least every week or so, depending on my work schedule. By posting here I figure I can stop spamming the fb group (sorry) and also show more angles/close ups!
    18 points
  10. Caedrus, checking in! Greetings, fellow painters. I hope September has treated you well. So, I'll be doing a little feedback for all sometime soon, but for the moment, with 2.5 hours to spare, I finished a miniature this month! Here he is, the Freikorps Engineer! So, I'm slowly, sloooooowly getting a sense of NMM, but there are still a few areas where I need to improve (with "don't be afraid to use dark shadows" as the first thing I could improve upon). However, overall, I'm pretty pleased with this guy, even if I am painting at an absolutely glacial pace. There are so many wonderful paintworks here - I'm just constantly inspired. Stay well, stay safe, and keep putting pigment to plastic! Caedrus.
    18 points
  11. So I am quite new to the forums, so I decided to make myself a hobby thread of some of the Malifaux models which I have painted. I am still quite new to the game only really starting to get into it a year ago, but have been quite hooked. First is my latest and main crew, Asami. I love painting these models... but am so happy I never have to do anything like Ama no Zako ever again. These were all done mainly with contrast paints which I just love for Malifaux models and then highlighted afterwards. The spiders were the biggest pain in the ass... so many legs! Then we have the MVO (very important oni) Ama no Zako herself. She is my designated Archie killer as my friend usually play Molly, so she deserved a fancy paint job. Then we have my two versatile models that I most often take with her... though after the FAQ I don't really see me taking Yasunori that often... which is a shame. Still have a lot to get for this crew, but this is what I got so far. Later I will post my other models.
    18 points
  12. Edit: I've had some comments that this guide makes it seem like crooligans are primarily damage dealers. Note that 90% of the time I use them as schemers/point getters/point deniers. It is just good to be aware of the damage option. By popular demand, I'm working on a guide to Molly. But there's too much to say, so I thought I'd do a deep dive on one of the most important models to the crew: the Crooligan. In my view, a large chunk of the reason to declare Molly is to give you access to full-power crooligans. So let's dive into the tips and tricks that unlock their power. The role: Crooligans are a lynchpin of the crew, unlocking tons of things you want to be doing: Hand size control (being able to discard when you need, and sometimes pick up cards out of your discard pile with Forage). Super scheming potential. Scheme marker denial. Little murder children of doom with damage your opponent can't cheat against. Marker production for Molly's card draw. Constructive criticism target for Molly. Engagement fodder when you need it And more! Let's dive into the details. Crooligan Beacons: The most important text on the card is By Your Side. Being able to teleport around the board is absolutely essential to playing Crooligans. Indeed, it is so important I've discarded 13s to make it happen before when my hand was mismanaged! The only catch is they have to teleport to a Forgotten non-minion. Let's review the options. Philip and the Nanny - if you hire Philip and the Nanny, they should be dedicated full time to scoring points. This coupled with the extreme mobility of the model (it is the most mobile model in the keyword) means that crooligans will frequently be teleporting to P&N. Of course, Philip is not a great hire most of the time. Archie - I take him in every Molly crew, and that's because he is a perfect blend of useful model that can carry crooligans in his pocket. I view Archie's primary role as scheme-runner, and part of the reasons is because he carries crooligans around to keep scoring. Molly - She is a bit of a weaker target since she doesn't spend much time moving; I've had games where she moved 5 inches the whole game. That said, when Crooligans need to return to your side of the board (for Plant Explosives for example), Molly is a good target. Not to mention sometimes you need to get near Molly to reactivate or to drop scheme markers near her to use lost knowledge. There is always the last turn of the game "walk three times so crooligans can teleport to you and score points" option as well. An important part of the toolkit. Necrotic Machine - Typically Necrotic Machine has better things to do than teleport crooligans, but it is an important option in some matchups. If your opponent leaves a part of the board undefended, a machine can just walk across the board and crooligans get an extra movement boost. Even easier with Ride With Me, but typically you use Ride With Me on Molly or Philip. Rogue Necromancy - eh, I play it near Molly, so it often is unnecessary for crooligan beacons. Forgotten Marshal - I don't really play it, but I can imagine it can be used occasionally. It's not mobile, though, so is basically like Molly but worse. Overall, Molly, Archie, and Machine are your beacon options you'll use almost every game, while Philip and the Nanny is a tech pick for certain matchups (like Leylines). A note about timing - many players ask if you discard a card to By Your Side, do you remove the scheme marker before or after teleporting? The answer is ambiguous, but most players play it that you remove the scheme marker pre-teleport. However, always best to talk to your opponent first - especially since this is the stronger interpretation for crooligans (since your bonus action lets you remove a marker at the destination anyway). Update: Overall, I'd say that the rules say that if you discard to By Your Side, you eat the scheme marker after teleporting. From the Shadows: This ability I almost never use on Crooligans. You need at least one minion near Molly on turn 1, sometimes two minions. And typically Crooligans are the only minions I take. Additionally since Crooligans can teleport, I want them to be able to interact and drop scheme markers on turn 1 most of the time. That said, there is an extremely important niche tactic with From The Shadows. Some games you want to threaten points by placing a crooligan somewhere awkward. For example, you can deploy a crooligan near symbols of authority, threatening to score. Your opponent will be forced to send models running after your crooligan. At that point, you can activate the crooligan and teleport it safely away. It is a powerful way to bluff/force a response from your opponent and it can cause your opponent to run around the board at essentially no cost to you. It is niche, but very powerful when it comes up. Activation Control: One of the things that makes Molly very special in terms of mechanics is activation control. Molly's Constructive Criticism allows you to double activate a minion. Since this doesn't produce a pass token, it means you get more activations than your opponent. You can get guaranteed last activation! Crooligans produce the least value for Constructive Criticism in some ways (Rabble Risers gain focus when they discard, and Night Terrors get a free push), but since they are the best minion overall I just take Crooligans. My typical turn one with a Crooligan is focus, drop a scheme marker. Then Molly reactivates the Crooligan and eats the scheme marker with lost knowledge. Then it either does something useful at the end of the turn, or focuses again. Getting 2 focus on a Crooligan turn 1 is extremely powerful, as covered in the damage section. Against some crews with their own forms of activation control, you want to do this to two Crooligans to maintain your advantage. Doing this means you get last activation turn 1 without giving up pass tokens, which often means you can smash Archie into something at the end of turn 1, then win initiative turn 2 and run away with Archie before he takes any damage (perhaps double attacking before fleeing). Or if you're playing overpowered mode, your last activation of turn 1 can be Kirai double summoning two beaters and you just get several activations in a row. Always go second on turn 1 if you get the option, to increase the odds of getting last activation(s). These same principles apply to turn 5 as well - last activation of turn 5 wins games. I've had a 4 point swing by using a crooligan correctly on the last activation of the game! Scheming and anti-scheming: The most obvious use for Crooligans is their scheming and anti-scheming potential. Thanks to By Your Side, they can be teleport to any of your 'beacons' and drop scheme markers. You can almost always avoid engagement by placing correctly when you teleport, and forage can be used even when engaged. Most of these plays are pretty obvious, but some other highlights of ways to abuse crooligans with last activation guaranteed by Molly: Crooligans can reposition your lodestone in Corrupted Leylines if something went wrong. Scoring things like Breakthrough is trivial with a Crooligan jumping to the right spot. Take Prisoner can be scored by crooligans in a pinch. But Dead Rider and Yin are your go-tos. Crooligans can Vendetta surprisingly well. But due to the awkward nature of the timing and wanting to kill the model, I tend to pick other Vendetta targets. A crooligan + Archie is a fantastic hidden martyrs combo, but your opponent may see it coming. Catch and Release - a crooligan can teleport in end of one turn to score, and teleport away at the start of next turn. Often this is 2 points with your opponent having 0 chance to disrupt you (if you can win initiative the next turn). I think Crooligans are probably the best in faction for this scheme? And don't forget, Crooligans with their Fading and Bonus action can eat tons of scheme markers. Anyone who picks a scheme marker scheme against Molly & Crooligans is going to be filled with regret. Insane Damage Potential: During the world series, I frequently hear people commenting they had no idea how dangerous crooligans are. These little murder demons are AMAZING at dealing damage. Let's look at why. Recall that I tend to get Crooligans stacked with focus turn 1, so they've got two focus to work with. Also check out the crooligan italics on their melee attack: you can't cheat against them if your hand is bigger than the crooligans!! So crooligans will teleport in, take a focused attack, and you can't cheat. This typically gives them a straight flip. If they get a moderate, that's 3 damage that you couldn't do anything about. If they do this twice, that's 6-7 damage!! Some tricks to make it happen/to adjust hand size: You can use By Your Side to decrease your hand size, even if you're already engaged with the model you plan to kill. Note that you need a beacon to teleport to, of course. If you use focus, you can intentionally choose the LOWER card from your positive flip. Then you can cheat a higher card. This lowers your hand size by one before they get a chance to cheat. Combined with the above tactic, this drains your hand by 2 before they have a chance to respond. An opponent may think that a crooligan with 5 cards is no threat against their 4 cards, but they'd be wrong. If you cheat to win initiative and your opponent does not, your hand size is smaller than theirs - consider murder-stabbing! This is niche and only comes up once or twice a game, but having the threat of unstoppable damage in your back pocket is what takes crooligans from "oh, these are nice scheme runners" to "these do EVERYTHING." Other tips and tricks: Crooligans are super useful, and I work very hard to keep them alive. Since they can teleport, always keep them super safe until they're ready to cause chaos. However, occasionally it can be worth sacrificing a crooligan, or putting it to engage a key target that you need to tie up. Stopping an opponent from interacting in advance by engaging it is good, and crooligans are a 4-stone option that are surprisingly tanky (unless your opponent has min 3). Dropping scheme markers near Molly is a convenient way to power up Lost Knowledge. Hand size is a critical skill with Molly! I hope to write up a separate guide for hand management, but for Crooligans... Remember to ear-mark cards in your hand for discarding for crooligans for By Your Side (and Constructive Criticism). I've had turns where my crooligans eat up 4, 6, or even 8 cards. At the right time, they can be worth that many cards. So use your cards wisely. Well, that concludes a start to conveying how to play Molly. I hope that people have found this useful, and I'll start thinking about what to write up next. Maybe hand size management or list building. Rest of the guide Part 2 - Card Advantage Part 3 - List Building
    17 points
  13. Good News, Everyone! Although the Serpentarium's Malifaux Mondays project was closed more than a year ago I still have som Malifaux Minis to show. So I decided to start another Malifaux painting thread and I hope what it's going to be even more interesting. And at first I have to show you the Envy, a tons of steel and braas which walking down thrigh Malifaux City More photos as allways in Serpentarium blog
    17 points
  14. Caedrus, checking in! Folks, my apologies, I've been a bit non-communicative the last couple of weeks. There's a lot of busy going on in my world right now! So much so, in fact, that I have painted just one Malifaux mini this month. However, I spent, if I'm honest, waaaay too much time on a single minion. Still, I wanted to mess about with this mini for ages, and I had a plan in mind, and it actually worked out! Here he is, 8SS of Drachen Trooper! In case you were interested, the flames are greenstuff (formed over a bent paperclip for the jet of flame), and the thicker fuel hose is made from green stuff, run through the GSW tube-maker-thingy. I had lots of fun with OSL, obviously, and messed about with some NMM as well. Critiques and comments are, of course, very welcome! I'll be updating the spreadsheet very soon (I've let that slide a little - sorry 😞). I'm loving everyone's work! Stay well, stay safe! Caedrus.
    17 points
  15. Hey Wyrdos, This week, Waldo threw himself a little party to celebrate. What he was celebrating was a mystery to us all, but we joined in on the fun nonetheless. Things quieted down pretty quickly, though. After he bonked his head on the limbo bar, he was seeing stars. So, while we wrangle up his constellation prize, let’s take a look at another upcoming Master title. This time, we’re staring at the sky above with Von Schtook, Stargazer! It’s amazing how just a new perspective can shake things up. Thanks to Anna Lovelace livening up the University of Transmortis’ curriculum, Professor Albus Von Schtook has had the opportunity to crawl out from the Cistern Seven and enjoy one of his favorite hobbies: astronomy. But when he stared unto the stars for the first time in years, what he saw was not the same starscape that he had grown so familiar. Something was very, very wrong… Oh, how exciting! Rather than leaning on summoning as his previous version did, his Stargazer title brings him to new heights. Just as he looked out into the open night sky, Von Schtook is expanding his horizons with more versatility for himself and his crew to combat just about any situation, regardless of whether it comes from the battlefield or from the stars above. We could go into detail and tell you everything this starstruck professor is capable of, but why don’t we take a look at his stat card to get a better view instead? Lastly, many of you have wondered if these new Master titles will be receiving new sculpts. Of course! Do you think we’d miss out on a chance to put a headless zombie-turned-telescope into a miniature? To quote the professor himself: “Top marks, top marks!” Are you a registered student at the University of Transmortis? Will you be following Professor Von Schtook to the surface to study the stars? Let us know!
    16 points
  16. Hey Wyrdos, This week, Waldo found a stack of nametags in the warehouse. Now he’s commanding everyone to call him Sir Waldo Remington III, Prince of Impshire, Master of the Nine Hells, and Lover of Dogs. So, while we take a deep breath in preparation for saying Waldo’s new name (and hope that he doesn’t add more to it in the future), let’s talk about what’s next for Malifaux, as well as take a little peek into the upcoming Starter Box for The Other Side. Last October, we released Malifaux’s 8th Faction, the Explorer’s Society, and their Faction book. This year, we’ll be adding something a little different, but will have a major impact on how Malifaux is played, and how crews are built. Surprises, secrets, and crew building are all major themes in Malifaux. In the previous edition, we added special upgrades for each Master to provide them with specialized tools that slightly adjusted their gameplay. In Third Edition, we’re taking that concept a few steps further. In the upcoming Malifaux book, we are going to be releasing titles for every single Master in the game. Each new title will include new actions, abilities, and playstyles for that character. So, what are titles, anyway? You’ve already seen some titles in Malifaux, such as Chiaki’s “The Beacon” or Izamu’s “The Armor”. While these titles are mainly used for flavor, the upcoming titles for each Master completely shake up how that Master (and crew) will play on the battlefield. When declaring Masters, you’ll continue to state that Master’s name to your opponent, but you won’t say which version of that Master you’ll be playing. Your opponent will have to consider other factors and make their best educated guess on which Master you might be bringing out for the fight, which will make their crew building that much more interesting. Let’s take a look at one such Master title that will be released in the upcoming Starter Box for The Other Side (which includes models and stat cards for BOTH games!). Compare this title card to Sonnia’s existing stat card and you’ll quickly see the variances in play and function for her in a game. Sure, she still burns everything down to the ground (as we love Sonnia to do), but how she does it will depend on which Sonnia will be played. Now take this overall concept and imagine the possibilities with every single Master in the game. Not only will these variances create new playstyles, but it also makes some existing Masters that are more easily-countered see more play. Every single Master will be getting this treatment with the upcoming book release (and more, but that news will come in another Waldo’s Weekly!). But before we go, we wanted to also show how Sonnia will play in The Other Side. Whether she’s commanding her own Guild company or lending some help to another Earth commander, Sonnia will be a force to be reckoned with on the 4x6 field. The Other Side’s Starter Box will be releasing at Gen Con later this year. In it, players will have enough models to create two small introductory companies to battle against one another in The Other Side (or to be used to build upon existing Allegiances). Additionally, every single one of those models in the TOS Stater Box will also be playable in Malifaux as versatile Guild or Resurrectionist characters. Waldo will be covering some upcoming Malifaux titles in upcoming Weeklies, so make sure to stay tuned! To read up on other great Guild models that will be in The Other Side’s Starter Box, head here for the Gatling Gunners and here for the Guild Mages!
    16 points
  17. Hey Wyrdos, This week, after performing one too many séances, Waldo found a new appreciation in scented candles. Unfortunately, none of the local candle shops offered any of his favorite associated aromas, so he decided to make his own. So, while we try to figure out how to get the smell of “Scorched Packing Peanuts” off the walls and furniture, let’s take a look at the upcoming title for Asami: Takusen! Asami has learned a great deal about herself and her capabilities since she was first introduced into Malifaux in Ripples of Fate. Thanks to the guidance of Yan Lo, Asami has found a deeper understanding in her connection to the Beyond in ways that she never could have imagined without his lessons. Where shame and fear once consumed her, now confidence and control have taken their place. With Amanjaku’s sudden silence – largely due to quelling the warlord Lingxuzi, Asami has embraced a blissful calm and quiet. In this temporary peace, she has found a rare opportunity to focus on what she once feared, and to limit Oni from crossing over from the Beyond and into Malifaux. She still has a great deal to learn, but she is no longer a puppet to demons from another realm; the power she wields now is hers and hers alone. Mechanically, Asami will be taking a break from summoning and will instead focus on keeping her Oni crew on the table by maintaining a stronger control over her Flicker Tokens without having to lose health in the process. Her new Ability, Flickering Lanterns, will allow her to peel off a Flicker Token from a nearby Oni with ease. Unstable Rift, a new Trigger on her melee Action, will give her another opportunity to keep the Flicker Tokens down, as well as reposition her opponents with a Rift Marker. Speaking of Rift Markers, her new Dimensional Rift Ability will have her Placing her Oni all over the battlefield so that they can get a leg up on the competition. To get those Rift Markers in the most opportune positions, though, Asami will have to utilize her new Action, Into the Beyond, which will send out a Shockwave from the Marker to dish out some damage and potentially reposition nearby opponents (thanks to the Pulled In Trigger). Seeing a trend here? Let’s take a look at her stat card: How do you plan on adjusting your crew to this new Asami? Which models will you bring along (and try to keep from slipping back into the Beyond)? Let us know! --------- And in case you missed it, we just fired up a new painting contest! This time around, things are getting Hot, Hot, Hot! Glowing hot weapons, scorching deserts, flames that spread like wildfire… we want to see it all! This summer’s painting contest starts RIGHT NOW and submissions will be accepted from now until midnight on July 28th. For a complete breakdown of what to expect in the hottest painting contest around, head over to this forum post for more details! We’ll see you there!
    15 points
  18. Hey Wyrdos, This week, after Waldo’s failed attempt to contact his friends on the Other Side with his séance, he asked around the office trying to borrow our cell phones in order to scrape together an extra-dimensional communication device. When we realized his “device” was just sticking all their batteries together in order to “juice up” his own phone, we figured it would be best for him to just try another method. So, while we clean up from Waldo’s mess this week and remove the candid photo of Imp Butt left on each of our devices, let’s take a look at The Other Side Company Builder app, available now for free on the Google Play Store, Apple App Store, and through your browser. Click here for more info! With The Other Side Company Builder app, you’ll be able to build a Company and share it with your friends, have easy access to every Unit, Asset, and Support card in the game, and create and track games via either local or network connections with all the information needed to play The Other Side (such as Tokens effects and Basic unit Orders) right at your fingertips. Additionally, for those of us that often leave our books at home, the entire rules PDF is freely accessible directly through the app menu, so any question can be answered in no time. Once you’ve built your Company, you’ll be able to generate random encounters using the Core Encounter Set or Fields of Glory Encounter set and keep track of your Units’ information (Tokens, Glory, Health) in-game. With ready access to Tactics Token tracking, Stratagem decks, and VP information, The Other Side has never been easier to play. If you love the M3E Crew Builder app, you'll feel right at home with The Other Side's Company Builder app. Both apps were developed by DZ Liergaard, and his attention to detail and polish shine when building crews and companies. With the Company Builder app available now and the Starter Box just around the corner, there's no better time than now to step through the breach and play The Other Side. Available now on:
    15 points
  19. Hi there! i finished the Emissary! painting the guy and the trinkets in the baskets was a serious steady-hand test, i didn't do great, but i didn't have to correct many things after At the end i enjoyed it more that i thought i would.
    15 points
  20. 60 soulstones + 3 runaways for a grand total of 63ss Those were test models for Cooper crew (I will be painting it twice in February )
    15 points
  21. Okay guys ! Here is the result of my first Painting Challenge of the Year ! (Notice i'm in time for once !!) I've been hugely productive this month Soooo ! For the count : Kaeris : 15 Elijah Borgmann : 9 Firebranded: 6 Fire Gamin x3: 12 Sparks: 8 Guardian x2: 18 Ferdinand Vogel: 8 Moleman: 4 Arachnid swarm: 8 Electrical creation x3: 12 Effigy: 4 For a total of 104 SS !!!
    15 points
  22. @Caedrus Finished 13 SS for this month.
    15 points
  23. Hi there! Done for the month with the obsidian statue (9 SS) I tried to keep it as much "obsidian black" as possible while also creating a color contrast going from blueish grays on the top highlights to red/orange on bottom fire OSL highlights. The images are so dark is quite hard to see the bottom OSL though... i might try to take pics with a lighter background and see if looks better. Next year there will be more and (hopefully) better ^^ And in case there's no chance to write here again in the next days: merry Xmas to everyone, and have a happy entrance to a less crazy new year!
    15 points
  24. Hey Wyrdos, This week marks Wyrd’s 15th birthday of being a company, and we’re celebrating by reading all of your posts about the recently released Explorer’s Society Faction. Which new Master is your favorite? Which crew has you the most excited to get on the table? Let us know in the comments and on the forums. Didn’t get a copy of the latest Faction Book yet? Our Retail Therapy 2020 Event is almost over, so make sure to get your orders in by tomorrow, December 3rd! After that, check your local game store for a copy. Make sure to hold onto your receipt for the digital book promotion! It looks like Grumpus, Baby Kade, and Candy have all sold out, but there are still some Nightmare boxes and alt models available, including Fat Cap. Check out everything that is available by visiting our webstore. You can also see the which promotional models are still available in the image below: But wait, there’s more! For our 15th birthday, we decided to pull out one more surprise: a gift to our community. The Malifaux Crew Builder app (both on mobile devices and on the web) will be updated later today with all of the Explorer’s Society stat cards. The Rotten Harvest and Fat Cap cards are already live, so you can take a look at those now. Keep an eye out for the Explorer’s Society to make their way to the app in the next few hours. That’s it from us. We can’t wait to see players enjoying the latest holiday Strategy and Operation with Grumpus! Let us know how your games went!
    15 points
  25. Still couple of minutes left until midnight here so i'm finishing this month on with a total of 160 ss, it's been a productive one
    15 points
  26. Phew, somehow managed to paint something for September to avoid first mulligan. 3 Bokors and 3x Lyssa = 30ss
    15 points
  27. Finaly some time to paint again! Don't know if I'm already out of the challenge, but here is my first model of. August, hope you enjoy! :
    15 points
  28. DISCLAIMER: Transmortis received a hefty nerf in M3E GG2 und many more specific gameplays do not work anymore, so this guide got trimmed down/changed accordingly. Welcome everybody to your first Introduction Lecture here at Transmortis University! Sadly, Prof. von Schtook won't be able to hold this lecture, but do not fret! This course was expertly designed to follow his teaching. Those that excel here, might even get the chance for some individual tutoring with him personally! Work hard and you can become a distinguished Student of Transmortis University as well! For now, lets start with a general overview of the crews models and some common versatile picks, so you have a general idea what you've got to work with. I will leave out OOK, simply because my meta doesn't favour playing that. I expect you have done your mandatory reading, studied the crew's cards and gained a basic understanding of their rules. Transmortis General Transmortis Crew Generally speaking, Transmortis is a mid-range crew of diverse abilities, falling in the "jack of all trades" category. They are tough for a Resser crew, but much softer than specialists like Hoffman. They have reasonable mobility, but can't jump around the board without serious investment. They have a good damage track, but rely on high flips and min. 3 attacks aren't common. Piloting the crew means picking when and where you apply their (de)buffs to make the most impact. They largely rely on triggers for that, so you should watch out for any "Stunned" conditions from your opponent. They also have access to a lot of specific counter-picks. This makes list-building even more important than usual: If you know what your opponent is weak to, you can tool your list to exploit this. Studied Opponent The common ability all Transmortis models have and their main source for card draw. It can be a bit swingy, as it's somewhat luck based, don't expect to get a bunch of cards out of it. In my experience, you get about 1-2 card on the low end, and 3-4 cards on the high end per turn. Never forget you can draw one card per *activation*, this mean friendly as well as enemy activations, so duels instigated by your opponent count as well! Remember your opponent to anounce all their suits each and every time! You can slightly modify your "luck". Look out for build-in suits. Also, you cheat in low cards, if a duel is lost anyway, to at least cycle one card. Model Overview Prof. von Schtook roles: support, blast damage What is his most important aspect? Not any singular action he can take, all of them have their place. Imho it is: you have base 3 action per turn. This is the limit within you have to make him work. More often than not, you have to decide which kind of support Schtook should provide his crew, though the lines might blur sometimes. Offensive mode: Select a single priority target to get rid of. This means, even if you do not get moderate/severe and therefore no blast effects, Schtook will apply Injured to his target. If you want to spread Injured (e.g. for AOE from Assisstent or Anna), you likely will need to cheat some cards in. Look at the boardstate and what hand cards you can spare. Usually it's better to save up and kill one target, than failing to remove two targets. If your target makes use of high counts of shielded, focused, etc.: Use Administrative Review first, with the True Disappointment trigger, strip their buffs away and soften them up at the same time. Try to push, not move, him into position beforehand. You cannot reliably count on coming through with 2-3 blast attacks, so you need every action you can get. Focus on the same models to actually get rid of something. Low flips on your side or high flips from your opponent can really mess with you here, so there should be a model in position to clean up afterwards. Support mode: So Schtook shall support? First action usually goes to Academic Broadcast, pick either AOE Focus or free pushes as necessary. For buff support and dealing with conditions on your crew, Administrative Review comes next with Positive Results trigger, e.g. for a Viscera. Do not forget to drop schemes beforehand, usually with Necropunks and/or Undergrads. Academic Superiority/ Disarming: Do not rely on those for your safety. Superiority can soften some blows, but since Schtook prefers not to be closer than mid-range, it's usually a bad sign if his aura comes into play a lot. Disarming protects reasonably well against basic minions (often ranged ones), but when opponents really go for his throat, it's usually with masters/henchman/enforcers who have enough different triggers or can stone for them. Peer Review: It requires either a lucky draw or a 9+ and a stone. Consider if you can actually spend these resources and if you do, how to make use of something, that might give you a summon or it might not. It requires a lot of hoops to jump through, so the only safe result you'll get is the pressure on your opponent that you could get a summon. That's what you're planning for, not an successful summon. If you're summoning, it's very likely Schtook won't be within 6”, so expect to take the 2 damage on your new model. You can remove slow and maybe replace it with fast thanks to Administrative Review. But, to kill the juiciest targets, you often need to activate Schtook first, to apply buffs on your beater and/or Injured. That's very dependent on the situation, so look out for what's the best move at the moment. My recommendation would be: a slow summon is still better than a failed kill/summon attempt. Upgrades The Whisper: It's my most played Upgrade for him and usually saves me 2+ stones during the game and card draw is always good. While I have played without this upgrade, I regard it as a high priority pick. Checking and sorting cards back, also gives you a small trick: If you don't need to actually apply a Lecture Upgrade or use Grade Assignment, you can use the former bonus action to get rid of a low card. Killer Instinct: Similar reason to GST not to take this Upgrade. Schtook wants to keep further away than 2", so Loot their corpses doesn't do anything most of the time. But Ruthless could be helpful against crews who rely on Terrifying for their defense, only then it can be a serious consideration for him. Grave Spirit's Touch: Meh. Blasphemous Ritual is unnecessary on him. Regen +2 is a nice ability, but Schtook prefers to hang a bit back and stay out of the worst trouble, so you won't have much need for it. Better save those stones for during the game. Research Assisstent roles: blast damage, support That's a strong totem, a true glass cannon. His Mv buff is passive and therefore doesn't need actions, this ability alone can be worth double moving him into position, if necessary. He is the reason why Transmortis tends to bubble up during deployment, even if they fan out turn #1. It gets scary, especially for a 2 cost model, when you manage to move him into position without activating him. Double Alchemical Vial for up to 5 damage (including poison) on a shockwave is really good. His balancing factor is his low health stat. So what I try to do is pushing him into close proximity, but with blocking terrain between him and potential threats. Schtook goes before him in blasting mode, but spends 1 activation to broadcast, so the Assisstent moves 2" to draw LOS and needs to weather only a single activation (make sure he can't be easily enganged), before he activates himself. You can use his bonus action before shocking away, but never rely on it. It doesn't help the Assistent's own AOE, has a low stat and the difference between 6" and 8" distance to the enemy is significant. Valedictorian roles: threat, (semi) beater It's important to realize Valedictorian is not a high power damage dealer. Decent for her cost, the moderate dmg is fine, the severe even good, but the 2 dmg on weak can make you a bit sad. Her beater role she fulfills not with a great damage track but by generating attacks, e.g. Flurry. A drawback of this: it eats a lot into your resources, both stones and handcards. Also, as soon as she comes up against e.g. armour this approach falls flat quickly. This is why you need to know the opponent's crew before the game, so you pick the correct counters, like the Student of Steel against armour. Within the crew she belongs to the tougher models but for a high priority target she's firmly in the "killable" range. What makes her strong are her mobility tricks. She is a scalpel and works very well when you pick targets she can deal with quickly (roaming schemers, many flankers) or which you softened up beforehand with blasts and made the better parts of her damage tracks more likely. She is a hefty investment though, if she dies turn #1 or #2 and hasn't done something game changing, you've wasted her potential. If she made it to turn #3-4, in my experience, you're usually on the right track. So, how do you do that? That's why I picked "threat" as her primary role. Even if you don't mindlessly slingshot her behind enemy lines, she still *can* rocket across the board. She still *can* kill important models (given you have a hand and enough stones left). She still *can* transmortify models to your side. So your opponents have to keep playing around that fact. If they don't, go ahead and pick off those cocky schemers who moved to far away from the rest of their crew. If not, your opponent moves with constraints and probably can't move into perfect position and often they will turtle up, to deter you from going in. That's the moment when you wip out your previously mentioned blasting abilities to punish them for it. If you're sure before the game this will happen, you can include a Student of Sinew and allow your Valedictorian to go into bubbles even with all their retaliation potential. Read more about that in the tactics section. Valedictory is an odd one. Up-cycling of cards is good, but for me it often conflicts with turning corpses into scheme marker. But if you don't need that where the battle is located, go for it, it's a bonus action. If nothing else, it's more corpse/scrap hate, if your opponent utilizes those markers. Upgrades After the errata I tend to skip upgrades. If you want to use her as an alpha-striker, you already need to invest into Sloth. Both together is to much investment for my taste. Killer Instinct: Tech piece to gain access to Ruthless. Wouldn't take it in any other case, as she will often move out of Loot their Corpses distance. Whisper: Valid choice and the more offensive alternative to GST. Might be an option if you include multiple versatiles to generate a bit more card draw, but otherwise not necessary. GST: This formerly was her basic loud-out, but isn't necessary anymore. It was taken for the regen, but since you combine her with Sloth now, when you plan to dive her into enemy lines, he already provides healing. Anna Lovelace roles: support, special Oh Anna, you big toolbox! I sometimes was reluctant to include her in my lists during GG0-1, since I preferred Valedictorian for my "expensive Henchman" slot and still wanted to use a good portion for minions. While she also was hit by the nerf and cannot gain fast from Schtook anymore (and Sloth does not as well!), she still appears more often on the table now. One thing has not changed: Include her instantly, as soon as you see summoning or prevalent flight/teleports on the other side of the table. Gravity Well is so unique, she gets included even in other crews. Hostile Work Environment can work against nearly every crew, it's rare in Malifaux not have some kind of targeted buff. The more they come to you, the better of course. As a 10 health Henchman with Armor +1 and solid Df/Wp she may not be a tank, but she still can take a hit here or there. This is necessary, because the 6” range on her auras, which goes a long way to make her cost worth it, requires her to move far enough forward but likely will put her in harms way. Accept that you'll lose her sooner or later. Her own target priority conflicts with the Valedictorian. Since the zombie bird play less aggressive now, they can be used in tandem to increase their footprint and to perform a one-two punch against very tough targets. Her offensive capabilities can be tricky. The melee is fine, as long as she's able to trigger, she's a rare Transmortis model with effectivly min. 3 melee damage. Glimpse the Void can be game winning in the right circumstances and it always helps against pesky tanks, who just won't die. Send them away from the board for a bit and mess up their positioning. Also nice against models, who got slingshoted into your lines, with this you can make all the activations go to waste. Definitly worth stoning/cheating for. Her gun poses a few questions for you though. While it's great to kill anything with less than 5 cost, as those do not matter for your summoning, you might fail your summoning run with Vale, do you now finish the target off and only get a Zombie instead of a full fledged Transmortis model? While this situation is to be avoided, it will happen. I cannot give a general answer to this, it's to dependent on the specific game. Instead, look at the board: Can you kill-summon next turn without losing models? Can the target get away somehow? Can the target accomplish VP (or other goals) while still alive? Consider these aspects and decide for yourself, just don't get greedy. If you don't know *exactly* how to gain a better summon, a dead enemy model plus Zombie is still better than nothing. In theory Spirit Barage is intended to fuel Remote Detonator, but in practice it's unreliable. For that Anna needs a constant source of expendable models, with the Emissary as the prime choice. Asura also works, but I think the Emissary is usually the better pick. Toshiro would be possible as well, but Ashigaru are to good and expensive to detonate them regularly. Those models need to bring a bit more to the table, as all of them have high costs. If you can't find another reason to play them, other than cannon fodder creation, maybe skip on regular Remote Detonator AOEs. Undergraduates roles: support, allround Undergrads are your average, resonably priced minions. Their most game-defining ability is to push your other models up the board with Lead the way. When we come to the tactics section, you will see how to apply it. Other than this movement support, they have decent stats with a solid damage track for their cost. Study won't happen often, but it can be very valuable for your schemes and anything with the potential to score would be missed. If nothing else, it's always valuable corpse/scrap hate in Ressers mirror or specific Arcanists. Patronize is easy to forget and can slow down games, so I usually just ask what suit an enemy models doesn't have and pick it, if they can make use of all, I usually just skip it. Of course, if you're familiar with the enemy crew, you can make more informed picks. Lead the way is worth including at least one Undergraduate in each list, at least Schtook and the Assistent will benefit. Wedge is the one deployment where this isn't necessarily true, since you're already very close to your opponent, though you still can use Undergrads for lateral movement and to avoid charges, if that fits your gameplan. A second Undergrad is a reasonable investment, if you want to conquer boardspace asap, but most of the time not necessary. The third one only comes into the game, if it's the best summoning option. Previously, Made to Kill was one of their most important abilities. That's not the case anymore, because they hardly ever get placed. Their native placement effect requires both enemies and friendlies close-by, but most importantly it costs a mask. Not many models need them, but those who do, require them desperatly - low masks for Necropunks, high masks for Valedictorian. Unless you include Dead Rider (Ride with me) you won't be able to use Made to Kill in a reliable fashion. Necropunks roles: scheming They are a cheap and resilient with an expensive leap, the TN is low but it needs a mask. Solid scheme runners, they're good targets for fast/ focus/ etc., if it helps earning VP. The amount of effective leaps is limited, as you either don't have a mask available or you need to overpay significantly. A single Necropunk, generally speaking, is still a solid inclusion into your list. Using the GST on them became even more important now, as you need to make their survival more likely with only one in your list. Your opponents still have to play around their movement potential, as long as you have hand cards left. If they have nothing better to do, they are a cheap option to get schemes on the board, even if you only use them to give out fast with Schtook. They are the lowest cost Transmortis model, so they often are the only choice for summoning available. Student of Steel roles: support, anti-armor tech Also pretty straight forward: If you expect armor, take a Student of Steel. Personally I think one usually should be enough to include directly into your list, since Transmortis is good with picking their fights. But if you get the chance to summon, a second one wouldn't hurt. Be aware, they only have Mv4 and therefore need help to get up the board with the rest of the crew. One of the few light heals in the crew but only for constructs, therefore limited to your undead models (and Anna). On the one hand, the Steel moves with the bulk of your crew, on the other it's far less mobile and the range limited. I wouldn't count on it to much, but apply whenever possible, as a bonus action it doesn't take away from what you're doing otherwise. Student of Sinew roles: support Sinew can extend your threat range with their Command Corpse action, but in my opinion it is better utilized as a life insurance for your expensive models. Read more in the tactics section. Later it can be used for whatever purpose, may it be generating additional attacks (which can have further benefits other than damage) or scheming. Therefore the Sinew functions like an additional action for any undead model. Their Dissector attack is insofar of note, as the Sinew is the only crew model able to make reliable use of Transmortis typical 2/4/5 damage track, if cheated (likely both flips). Keeping the Peace might feel a bit lackluster, but it's also relevant to remember: If it works, you won't see much of it, unless your opponent explicitly complains about getting fever attacks on your model. With the changes to the crew, they tend to stay closer together, so it's more likely now you gain something from it. As far as I read about Sinews they're not very well liked. They are a bit expensive, but that's not uncommon with allrounder models. Their biggest issue is their reliance on high cards you propably need elsewhere. Check your crew for TN requirements, if you think about playing Yo-Yo with them. Student of Viscera roles: threat, scheming Visceras combine the reasonable tough body and Transmortis damage track with speed and all-terrain mobility, making them the crew's premium flankers. In my opinion the best minion model and the only non-support one that's a regular pick. They work a bit like a poor man's Valedictorian, making them a legit choice in most situations. Similar to the zombie bird, their price tag is an issue though and you need to make sure they survive for a couple of rounds to make it worthwhile. Depending on the table, they might need some help to get around terrain they can not move over, but in this crew that's no big issue. Deadly Pursuit from the Killer Instinct upgrade looks nice to have there as well, but it increases the target on their head even more. Unless it helps scoring, I prefer to invest those SS into more bodies. Bone Pile roles: support Another versatile model that finds a place in many crews, if the circumstances are good. They offer a light heal for any friendly model, have a Ruthless gun and offer condition removal, while being immune themselves. Especially Staggered is bothersome for Transmortis, since they heavily rely on their triggers. While Schtook already has strong condition-hate, using a Minion's actions has a much lower opportunity cost. Overall they are as flexible as the Transmortis crew and a good pick for them. When playing Corrupted Ley Lines, they even become a near mandatory pick for me. If you have the points, you can add a GST to the pile and don't worry anymore about their self-inflicted damage. Carrion Emissary roles: support Probably the most beloved versatile pick for Transmortis and often mentioned when people talk about maximizing threat ranges. Its Mv buff is passive and combines well with the Assisstent and Undergraduates, but investing into mobility alone isn't enough, you also need to capitalize on your positioning. Luckily there is more! While the Emissary doesn't need much input from your crew, it is in line with Transmortis' concept of mutual cooperation. Obvious is the synergy with Anna. Transmortis itself cannot afford to sacrifice its normal picks for Remote Detonator, but Zombies are ideal for that. They also work as corpse markers to create an emergency scheme marker. As always, you even don't have to summon the Zombie and instead use the two coffins as roadblocks, to deny LOS to your smaller models and make charges difficult. The Injured condition on its gun meshes well with Transmortis and brings a min. 3 attack into the crew, which doesn't rely on its triggers. All in all one of Ressers favourite versatile pick for a reason. A very solid, especially when combined with Anna, even though it gets a bit expensive. Carrion Effigy roles: support It happens only rarely, but if you have few points left to spend, but already covered your scheming, the Effigy is a cheap significant model with a small heal. Only for undead though. I include it when I don't know what else to do with my points, but with one exception: against masters, who want to get into your face quickly (Lady J e.g.), the Effigy is a cheaper deterrent than the Emissary. Dead Rider role: beater All around great beater model and your best pick if you need a min. 3 beater in your crew. It gives you another option to move your crew without spending actions and Revel in Death combines really well with Schtook's/Assisstent's blasting, though it tends to be more flashy than effective. The real money lies with his Scythe attack. Ride with me is an evergreen ability as in any crew and can substitute for an Undergraduate. The Rider's mobility also means you have another model that can keep up without Undergrad support. When using the Dead Rider, Sloth is (similar to Transmortis own expensive models) a pick to consider, as only he can give the Rider fast. All in all, the Dead Rider not only is his usual good self-sufficient model, but also synergizes well with what the crew wants to do anyway – if you can afford his cost. Gravedigger role: support Not much to say here, they do what they always do. Transmortis needs corpses only when they want to create more scheme markers and Study/ Grade Assignment makes Field of Corpses a bit redundant, same with Academic Broadcast and Blasphemous Ritual. This model isn't bad, but simply not as needed as in other crews. It can be an option if you pick marker-heavy schemes and a more interesting pick if you include corpse-dependent OOK models, like e.g. Toshiro. Sloth While he has been good before, with GG2's changes, Sloth became the most important versatile pick for Transmortis. He is the only option to give fast to your non-minions. Sadly, this doesn't include Anna, but Valedictorian, Dead Rider, etc. all are happy to have him at their side. Sadly, his heal is best only on minions, because Administrative Review as condition removal doesn't help non-minions much, but survival of your expensive models can still be worth it. Manos Your Demise hate on a stick. Superior to Datsu Bae, Manos is much more crew independant and can bequeath the main reason to take him should he die. He's mobile, with a solid gun and melee attack and also can avoid burdening your SS pool. Not much discussion here, he is a very good model, take him when you need his tech. Nurse Nurses are good tech pieces for the whole faction. I assume this as being obvious, even when they don't get included in every list. Most of the time I prefer Bones Piles for their flexibility. If I need condition removal and nothing else, then Nurses are my go-to though. Bedside Manner is also as strong as always. Toshiro Excluding Valedictorian, Transmortis can depend largely on minions for their battle prowess. If you need killing power, Toshiro can dial up the effectiveness of Undergraduates and Students a lot. He generates Focused, additional attacks and has a light heal, with the potential for Shielded - buffs well aligned with Transmortis. He can be a bit card hungry though, so take care not to include too many other high TNs in your list. Strats & Schemes GG2 is very scheme focused, which would be a huge plus for Transmortis, but their nerfs hold that back. Most often you want to good mixture of schemy and killy strats/schemes, not going to far in either direction, to capitalize on their flexibility. Never forget: Points mean prizes! Transmortis can accomplish a lot by killing stuff, but you still have to focus first and foremost on gaining VP! Corrupted Ley Lines: This is a movement and position based strat. While Transmortis lost a lot of their mobility, they still are a mid-range crew and with the right choices can suffiecently move from point A to B, as required by this strat. Symbols of Authority: Depending on the deployment and opponent's choices, this schemes likely requires a lot of mobility for you to score. Transmortis likely will struggle more here than with Ley Lines, depending where your opponent places their markers. Since the crew has a couple of anker models, you can reasonable defend your own markers though. You can guide the opponent by placing your own markers in specific fashions. Most often, I tend to clump 2-3 markers as close as possible to funnel a portion of my opponent between terrain pieces, where I can blast into them efficiently. 1-2 markers are spaced out very far, so a flanker might catch one or two schemers running around on their own. Turf War: This is more of a kill strategy. With its mid-range capabilities, Transmortis is decently set up to deal with this scheme as necessary, but it will likely need to tailor its list. Compared to other Ressers, Transmortis is a bit tougher, which helps here. You also can play with a low model count, which denies your opponent chances to flip markers, as long as you have enough models to not just get bypassed. Break the Line: This can be tricky, depending on the marker positioning and type of enemy crew. Same as with Turf War, Transmortis likes to have a solid presence in the center of the board, but same as with Symbols, it can get difficult to defend your center and Interact on both flanks. On average, the crew still has the tools necessary though. As a jack of all trades crew, Transmortis can play into all strategies in my opinion, though some are harder to accomplish now. Both Lines and Turf are solid, Symbols can be difficult, if deployment allows your opponent to spread markers out very far. Breakthrough: Not as good as in GG1, but if deployments aren't too far from each other, still a scheme for Necropunks. Viscera can also assist, though I wouldn't let them do it alone, due to their cost. But be aware it eats a lot of actions, both for getting there and dropping schemes. A better choice with Wedge, less so with Corners. Vendetta: Good pick and many choices for your own model. Visceras are fast on their own and if the have room to move, can rush their target. Making sure they survive is the hard part here, don't pick this scheme if your opponent can hunt down your model easily. Assassinate: If you know, you'll have to deal with the enemy master anyway, you can pick Assassinate. Otherwise, I prefer to kill softer targets. Claim Jump: A strong Necropunk scheme. They have the ability to move into the scoring zone and quickly draw back into safety until the game is over and shouldn't need to leap more than once. While staying in safety they can busy themselves dropping markers for fast minions. A resilient mid-ranger like Anna also can work, if you play her carefully. Hidden Martyrs: I like Bone Piles as one of the models, as they can bury into safety. The second model can be anything that fits within the 13 cost limit. Catch and Release: Not a big fan. It needs more cooperation from your opponent than other schemes. The first VP is no issue, the second one is harder though. Let Them Bleed: Transmortis blast abilities can work well here, but this scheme is a bit to chaotic for my taste. To many avenues your opponent can stop you from scoring. I also prefer getting rid of models completly instead leaving them damaged on the table, as this doesn't hinder them. Research Mission: Weird one imho. Our Undead are also Constructs, therefore we can pick if we want to drop corpses or scraps, which can help out nicely here. But Transmortis likes to do stuff with markers, which runs contrary to this scheme. I would say Research Mission is... optional. Spread Them Out: Became much more difficult, now that Transmortis needs to be close to Schtook to drop markers from killing enemies. But I think it's still in their ball-park and therefore a legit choice. Detonate Charges: Transmortis accidental marker drops work well, though I don't like it need your opponent's cooperation. The more the table enforces specific lanes to move through, mitigating your opponent's ability to avoid this scheme, the better. It also works quite well with some strategies. Death Beds: This is easy enough, thanks to Recruitment Drive. Just pick your non-scheme marker according to your opponent (scrap for constructs, corpse living/undead). Look out for a chance to kill two models close to each other or drop the right marker type when they catch one mod of yours and counter-kill. Outflank: Possible to do, if you tailor your list, but the mobility nerf makes it difficult now. Against slow and/or bubble crews it can be worth the risk, but I would look out for more beneficial factors (other schemes, strats, etc.) to pick this one. Bait and Switch: Should work fine with Turf War or Break the line, but can end up both in a win-more or lose-more situation. Be careful not to telegraph the picked model, as Transmortis needs them to come to you to a degree, until you can push them to be where you need them to be. Dead Rider makes the first point easy, just pick something that can't be killed with one swing. OOK you can include Lures and similar abilities, to move them past the centerline. Battle Strategy, Tactic & Combos Common turn #1 actions Transmortis tends to bubble up during deployment, so as many models as possible can benefit from Academic Broadcast. Schtooks first activation is essential and follows this pattern: Academic Broadcast Peer Review, on Valedictorian, Anna or Viscera - if you have the card to spare Administrative Review on a minion (beware you need a scheme marker) free to use, either movement or another Review Because Schtook needs as many models within 6” for the Broadcast, he activates early in this turn. It's of note that you don't necessary want to activate Schtook before Valedictorian, because quite often it's not a good idea to slingshot her into enemy lines turn #1 (assuming you also have Sloth). In this case, it's better to activate her first, so Fast will carry over into turn #2. Push It Early-game is all about getting into position and a good portion of Transmortis models either need a speed bump or prefer not to spend their actions on walking in general. This is where Undergraduates come into play. During deployment you position two models close to each other, so an Undergraduate is less than 2” of both. When you activate the Undergraduate, use Lead The Way to push your first model forward and follow as far as you can, to still be within 2” of the second model. With another Lead The Way you let it follow by push. You can repeat the process with a second Undergrad, if you have a Dead Rider or something similar to get it into range, but usually the investment isn't really worth it. I prefer to push two other models forward with a second Undergrad and keep pushing turn #2 as well, if you need the extra movement. Valedictorian Alpha Strike & retrieval Using the Assistant and Emissary or the Push It combo, Valedictorian has a HUGE threat range. If maxed out, you could reach the opponents table edge, if you wanted. Not that this would be useful, I mention this to prove a point: you can get anywhere, if you invest the resources. Usually a threat of a bit over 20” is more than enough. Do not forget: Transmortis is not so resistent to be able to weather a whole crew pounding on them and you don't want to pay a bunch of SS and sacrifice multiple of your own models, just to get one of theirs. If there is no somewhat safe landing spot, better refrain from using this alpha strike or at least better make sure the target is worth the sacrifice, because most models aren't. After you've buffed your beaters (mostly Sloth's task) and made sure you're within +Mv buff range, you double move + charge + charge attack + flurry attack your target. As long as your opponent doesn't make the mistake to give you a lone model somewhere, but instead covers his crew's models with each other, you have to think about how not to lose Valedictorian to quickly. At least during turn #1 it's often easy enough not to rush forward into certain doom, but there are corner cases and you also can't avoid engagement the whole game. So, what do you do to still capitalize on her offensive potential but return her back into safer locations? First, on your last attack, you can spend a stone/card to ensure her Shove Aside trigger. The additional attack might seduce you to go in even deeper, but you have to resist! A surviving Valedictorian is worth so much more than a single attack. Just use your own push to move her back into the direction of your own crew. Your opponent will get another activation, before she can be safe, consider this before you go in with her in the first place. Use activated enemy models, terrain, etc. to hinder anything that can reach her. Also, the further you hunted on the fringes of the opponent's crew, the fewer models they might have for that. Your next activation will be the Student of Sinew, moving forward and then using Command Corpse, they get her another 5” out of threat range. Naturally you have to save a fitting card in your hand for this action. It's important to calculate the max. threat range beforehand, within which the Sinew will still be able to retrieve Vale. In case Valedictorian charged more into the center of the enemy crew, there might be a model on a close flank, outside of the threat range of the remaining crew. Then, after using the 4” Shove aside trigger, Vale might to able to use Lecture Not with its On Your Heels trigger, to jump another 6”. Even if the flanker hasn't activated yet, weathering the attacks from a single model often is much more survivable than staying within weapon range of the core of a crew. List Building This is the part, where you have to apply everything you've learned until now. For Transmortis, it's hard to give general list building advice, as it is a crew that needs tailoring in every match-up. The crew's core list is rather small for this reason: Leader: Prof. Von Schtook Totem(s): Research Assistant Hires: Undergraduate Schtook and Assistant are natural parts. Valedictorian is still the crew's main mobile beater, but to utilize her fully, you also need to include Sloth. Next, you want more models that can punch: Anna, Visceras, Dead Rider. After that you take your counter-picks, usually one or two models. At this point, make sure you take a good look at the opponent's crew and the scheme pool. Don't be afraid to ask questions, most information in Malifaux is open. Expect good armor? Take the Student of Steel. Need a lot of scheme markers, either for scoring or for giving fast to your minions, include a Necropunk. The strat is mobility based, like Corrupted Ley Lines? Include more Visceras and/or Bone Piles. You're up against a summoner? Pick Anna Lovelace. If you still have points left, include a second Undergraduate. The recommended size of your Soulstone pool varies with the models you include. Valedictorian eats stone for breakfast, so 6 stones are minimum and with 8 you'll feel much more at ease. When she is not part of the crew you can easily afford to go down to 4-5 stones.
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  29. @Caedrus, the job is done. A total of 77SS this month. 10SS for the metal golem. 15SS for the three metal gamins (5SS each). 4SS for the essence of power. 24SS for the three shastar vidiya guards (8SS each). 9SS for Kudra. 15SS for the three poison gamins (5SS each). I will be painting Apex in March.
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  30. Hey Wyrdos, This week, we’re too excited to even pay attention to Waldo. So while he’s off doing whatever it is that he does when we look the other way, we’d like to make a very special announcement: It’s coming. No, really this time. Seriously. The long-awaited beat-‘em-up racing game, Bayou Bash, will be releasing June 2021 for just $55. Between now and its release, we’ll be covering how to play Bayou Bash, each racer and their many unique antics, and more. Stay tuned!
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  31. First of all congrats to all of you who managed this month's challenge, i'm seeing very good results 🙌 @Harlekin i think that your work with the mourner is amazing. I really like the clash between the dark model and the bright base. If anything the green on the hat is the only bit that seems out of place, only from close and still gives an interesting effect. From playing distance looks very good. On my side i managed to work a bit on the hodgepodge emissary, it's a truly beautiful mini, with lots of details, and different textures, a tricky pleasure to paint ^^ here's a couple of WiPs
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  32. A community project by the Gentlemen Gamers to bring Malifaux to Tabletop Simulator. Just another way to enjoy gaming while wading through this pandemic.
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  33. Got a decent amount of work done on my Apex Crew. And a fisherman to use as a proxy for a Harpooner And of course no apex crew is complete with out a model that overhangs like a mofo That means the only models I have left are crypsis corps (who I don't even use that much, so ... shrug). And for anyone who says the rex is too big... clearly he isnt, he's basically the size of a puppy.... I also put together a few bone piles. So @Caedrus that puts me at 68 for the month.
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  34. So, Jakob Lynch is done, which means the Core Box is complete. Pictures aren't vrry kind to my paint jobs.. Edit: Almost forgot: @Caedrus 15 Soulstones done. Will probably try to add a Depleted for the 1 day challenge.
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  35. @CaedrusMy February pledge is complete. Three LaCroix raiders for 15ss and Sir Charles Edmonton (15ss) for 30ss total. I'm still working on some Dragoons for my King's Empire Army. I'm hoping to get the unit done by the end of the month. We'll see. Thanks again to @Stranglelovefor the pictures.
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  36. Started my cooper box. Man these models are tougher to paint than I thought they would be. Between the detail + wanting to try a slightly different color scheme than usual. So far think they've turned out ok.... So that's cooper+model 9 for 24 for the month. @Caedrus
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  37. Well, here we go! First of all, minis. 12SS for the three crooligans, 4SS each. 9SS for Arrrchie and his icecream. And now... Terrain! 50SS for the masterpiece. It is huge, it is awesome, it is unique and it took me so much time, so I guess it is a masterpiece... 50SS for five focus pieces, 10SS each (each one made from scratch, runes carved, painted, decorated...) 10SS for the altar as a focus piece (it's sad that the candles are barely recognizable as candles...). 10SS for the crates (although they could seem made from resin, I made them from scratch with cofee sticks, carved the wood grain, assembled, and painted). 5SS for the strategy markers for Corrupted Ley Lines from Customeeple. So, @Caedrus, all this makes 146 soulstones for January, I guess... And, as an "extra"... I was making this pond, but somehow the water resin reacted badly with I don't know which other component and now there are a lot of white marks on the water that ruins the overall look. So, this it's not done...
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  38. Caedrus, reporting in! So, this month, I pretty much completed my Mercenary keyword. The theme for this keyword was that of the Replicants from Bladerunner. The mercenaries were a mix of cyborgesque (Viks, Student, Vanessa), and the flesh-and-blood (Taelor, Jake). I used Vallejo Dark Sea Blue extensively, and used the contrast of Vallejo Magenta to bring them together, visually. The end result was satisfactory. I knew they'd be desaturated, so I worked on high-highlighting to give them a bit of presence. The magenta, I think, worked well. Here they are! I've put the Viks as two Masters, so 30SS. 18SS of Ronin. 4SS of Student of Conflict. I was quite pleased with the flow of the fabric on the Student. 8SS of Vanessa Chambers. I'd never used white ink before. That stuff makes things white. 9SS of Bishop. Really happy with this one. The NMM worked quite well, I think. The sculpted rose is a bit dodgy. And now, the colourful living: 9SS of badly photographed Taelor. This one looks quite a bit better in real life. Jake was an absolute joy to paint. 5SS here. The skintones were based around Scalecolor's Indian Shadow (SC-23), and the Reaper Rosy Skin triad of paints. ...and, as a final addition, I decided to go all OSL-crazy on a Midnight Stalker. 8SS of learning here. I enjoyed this mini. Even without the light source being evident, it feels like he's under a gas-lamp, on a lonely Victorian street. Finally, this month, I created and painted two little pieces of scenery, but the big reveal for that will be later in the year! So, Caedrus claims 91SS for January! I would have liked to complete my Alt Vanessa and Alt Taelor (Miss Deed), but they can go onto the February list! I'll have a good long look at everyone's (fantastic) efforts, and give my thoughts very soon. As always, feedback is very, very welcome on my minis. Don't be shy - that's how I'll improve. Finally, I've been so happy to see some new names to the painting Challenge, and I think I must check in every day to see what new works have been added. It's inspiring, folks! Caedrus.
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  39. Another one done. Dead Doxy for 6 Stones. Not my best work but it is a miniature from secondary market and came with a few flaws. So, I will just leave it as it is now. Now, I just have to wait for those rats and streetlamps to arrive to finis the base.
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  40. So, finished up The Real Power of the Honeypot Casino, the Hungering Darkness! I wanted the term Darkness to be meaningful, so I went for midnight blue color scheme. Turned out a little lighter in the picture than in reality. Still I'm pretty pleased with how it turned out.
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  41. Wow! Amazing entries this year! We would like to take a moment to thank each of you who participated in the 2020 Rotten Harvest, whether by submitting entries or taking the time to vote and comment upon them. Thank you! It was a pleasure to look at all of the interesting entries. Due to the 10 post requirement for voting, we had Kimberly manually verify the votes and alter the poll tallies to match. If any participant has a question about their final totals, feel free to message her. Once again, congratulations to our winners below, and as an additional surprise/thank you, all participants who did not place will also be receiving a $10 gift certificate to the Wyrd webstore by way of thanks for taking the time to make this a very fun and visually entertaining contest. It's Alive 1 - @A_Rabid Nun - Alive 11 2 - @Caedrus - Alive 01 3 - @Diddick - Alive 12 Monsterhunters and Ghostbusters 1 - @Doc Lead - MHGB 02 2 - @Brushwarrior Studio - MHGB 08 3 - @Roomtone Records - MHGB 18 Creep Show 1- @eHobo - Creep 24 2 - @oistene - Creep 10 & @Hellogre - Creep 06 (TIE) 3 - @YokaiMiniP - Creep 30 Hello, Boils and Ghouls 1 - @oistene - BG 10 2 - @Nathillien - BG 19 3 - @Gaxx42- BG 29 Unfathomable Horror @Corrgon - Horror 06 Станіслав Польськой - Horror 21 @Moondog - Horror 18 Finally, after chasing down the Wyrd staff who could NOT come to any sort of agreement, we finally managed after several rounds of voting (and let's be honest, I had to kick them every bit of the way) to come to our winners for Best of Show and Best of Wyrd! It was hard fought! Best in Show - @Brushwarrior Studio with MHGB 8 Best of Wyrd - @YokaiMiniP with Creep 30 Thanks again! We so very much appreciate everyone that took the time to join in!
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  42. Here's my start into November, 37 soulstones for these. This wraps up my commission and allows me to focus on my Nightmare keyword More pictures on my blog and IG http://www.whatthefaux.net/2020/11/colorul-ladies-and-new-approach-to.html
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  43. 14 points
  44. Hi guys !! seems like i'm late !!! (as always !!) Here are some of the last marcus models for a friend ! Order initiate : 6x2 Ss Cerberus : 8 Ss Slate Ridge Mauler : 8 Ss for a total of 28 Ss
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  45. Had a few good late night painting sessions and here are the results: (92 soulstones for the time being, expect a few more to come ) More pictures on my IG account here:
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  46. Pushed for a big month, and got one. The whole Honeypot crew (minus Kitty from last month) plus Miss Guided! Total of 90ss @Caedrus
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  47. Mrs. Lynch Hello, I got troubles with the original Jakob Lynch figure (M2E): after many efforts and hours I catched out a very flat and anonymous miniature so I dedided to after something different, replacing him with a female figure from TTB Female Multi-part Kit. As a result I got Mrs. Lynch you can see in the pics. In last pic the Alt. Hunghering Darkness I pledged previous month. @Caedrus, I guess my efforts should be worth 15 ss, beeing anyway a Master mini.
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  48. The final part for my august painting challenge is now done. You will see more photos tomorrow morning in my LJs painting topic. My total score is 35ss for august🤟🤟🤟
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  49. Finished up Pandora. It's the box art but I'm happy with her
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  50. Finished painting this girls today. With those model done my soulstone pool gets to 25 ( 10ss for The Judge +15ss for 3 Death Marshsls). Also finally received brutal emissary which I’ll convert slightly before painting. P.S.You can find more photos in the link below:
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