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Showing content with the highest reputation since 01/16/2018 in all areas

  1. 44 points
    Hello Wyrdos, It is with some sadness, and some excitement, that today I announce that I am leaving Wyrd. My last day will be April 20th. Wyrd has been an amazing home to me and given me so many opportunities. I moved to Georgia to work at the company, and I don't regret a moment of it. I've gotten to work with some amazing people, and I've gotten to work on some great projects. I've learned a lot and grown as a designer, and I couldn't have done that if Wyrd didn't give me the freedom to try new things. And the reality is that Wyrd is so much more than a bunch of people sitting in an office in Georgia -- it also includes an amazing community of players, fans, and supporters worldwide. You've all helped me along my journey, and I appreciate that immensely. That is why there is some sadness at this crossroads. It'll be sad to leave my coworkers and my community. It will be sad to leave these games. I've been involved in Malifaux since 2009. Over the years my involvement has only grown to the point we're at today. As my wife said: it's the end of en era. But all eras end, and they pave the way for something new. I see bright things in the future for Wyrd. I'm leaving a great team of designers, and a whole host of people passionate about the games and projects of Wyrd, both internally and externally. I have every confidence in the future of these games, and this company, that I love. That's why this transition provides some excitement, too. There's always something exciting about the next horizon, sure, but I'm also excited to be able to play our games as a player again. I'm excited to be able to just be another face in the crowd of our community, and to be able to be genuinely surprised and excited for the new ideas that the Wyrd team is cooking up. As you can see, even though I'm leaving, I won't really be gone. There's too much to look forward to coming out of Wyrd for me to ever really give it up. Thank you all for the opportunities, the jokes, and the patience. Thank you, Wyrd, for everything you've done for me. I hope to see you all across the gaming table someday soon. Sincerely, Aaron
  2. 38 points
    Wyrdscapes is our new terrain line coming this year. Featuring detailed, high-quality plastic, the Wyrdscapes line will allow players to build beautiful, customizable tables. The buildings have interchangeable floors, allowing you to build different looking buildings, all of which will stack on top of each other (well, it's hard to stack on the roof pieces, but you get the idea). The table itself is made up of smaller tiles you can spin and put in different locations. And last but not least, different elements of smaller terrain can fill in the final details. We are very excited to have this project in the pipeline! Share your thoughts below!
  3. 27 points
    Hello, The March 2018 FAQ is now available! You can find it on the website or attached to this post: M2E FAQ & Errata (March 2018).pdf In this update, the formatting changed slightly so that each Faction section has its own numbering. This makes some of the updating easier on our end. In terms of content, the additions can be found below: Actions And Abilities in Multiple Factions #87-90 87. If a model has a Condition that was given to it by an enemy, and later becomes immune to Conditions from enemies, is that Condition removed? No. The granted immunity is only when the Condition is given to the model. 88. If an Ability states “within one or more models with this Ability,” does the effect/Ability stack? No. (3/1/18) 89. How do models with an Ability that lets them count as two models impact the different Strategies and Schemes (where it may be relevant)? For example, on Big Jake, the Tanuki, and Bone Pile. Models that count as two models do so, but the “second” model is not considered to have any Conditions, effects, etc on the first. If the model only counts when determining VP, such as Big Jake, it works slightly differently. (3/1/18) Below are Strategies where these Abilities are relevant. Ours - The model’s cost counts twice. Ply for Information - The Condition is only on one model. Public Executions - The Condition is only on one model. Headhunter - Models that count as two drop two Markers. Models that count as two for scoring drop one. Below are Schemes, so are only relevant to models that count as two for Schemes (such as the Bone Pile). Hold Up Their Forces - The model counts as two. Inescapable Trap - The model counts as two. Recover Evidence - The model may be selected twice for two Markers. Public Demonstration - The duplicated model is not also named, so it only counts once. 90. If a Marker is on the centerline, is it also considered to be on a certain half of the board? Yes. The Marker will also need to be on some half of the board, and it may be on both. (3/1/18) Gaining Grounds 2018 #1-4 1. Can a Supply Wagon Marker be removed via another Supply Wagon Marker? No. (3/1/18) 2. Do you need a Scheme Marker in the enemy deployment zone to score any points for Surround Them? No. (3/1/18) 3. In Inescapable Trap, do you need 2 or more enemy models within 3” of the same Scheme Marker? Yes. (3/1/18) 4. Do the Conditions from Ply for Information and Public Executions get removed even if no one scored? Yes. (3/1/18)
  4. 27 points
    Heh. Lets see if I can remember the questions asked here. What is it made out of - same stuff our Malifaux miniatures are. HIPS. They will come on a sprue and you bust them out, put together and you're good to go. We've gone out of our way to get rid of fiddly bits and thin parts and everything is pretty beefy and thick. An no, you don't have to put each roof tile on individually. Tiles are 12"x12" and can be spun about and put together however you want and connected on the bottom so that they don't slide apart, etc. There is quite a bit that y'all haven't seen, or I should say all of it. Yes we have scatter terrain, barricades, etc. Yes there are more planned beyond this set. Yes many of the buildings are modular. You can stack multiple levels, etc and then pick and choose between some roof tops as well. It's not all interchangeable (particularly the large building), but we've tried to build in some back and forth customization. Pricing - haven't gotten that tacked down a 100% yet but we're working on it. We're not after an arm and a leg - maybe a small finger or big toe perhaps. Yes for some it will be a 'luxury' item, but then again, anything beyond the basic necessities is. You'll also be able to pick them up as kits and build upon them as you want, so there is no need to break the bank all at once if you want.
  5. 22 points
    Because I like getting my toes dipped back in the early days to play around. Because I could. Because I was curious again about metal and some other things I'm messing with. And because even more bluntly, I've got my plastic people up to their eyeballs between finishing up TOS, continuing with Malifaux, knocking out the new Wyrdscape - and I don't need to add on top of it at the moment. It was a bit nostalgic to go through the process of cuts and having metal in hand again - and the damn slivers of little metal everywhere. :)
  6. 22 points
    Hey Wyrdos! Time for another Monday Preview. This week we continue taking a look at the Undying box, this time we are taking a look at the Grave Golem! The Grave Golem is, essentially, a large chunk of graveyard that has been animated by the Resurrectionists to serve as a heavy enforcer. During battle, a Grave Golem can sink into the earth and reappear a few moments later halfway across the battlefield, provided that there is a corpse for the golem to form around. That something so large could move so quickly often comes as a surprise to the golem's enemies, many of whom end up either battered to death by its massive Tombstone Fists or buried in a landslide of corrupted earth and grasping skeletal arms.
  7. 21 points
    Alright, Iron Skeeter is done for a total of 21 soulstones for this month. Crew to date is in the final picture below.
  8. 21 points
    Happy Monday Wyrdos! Today we take a look at an upcoming Story Encounter & Adventure Box, The Undying. It contains thrills and chills for Through the Breach as well as some amazing new models for Malifaux. Let's take a look! The Undying details two forces that have come into contact with each other: the Resurrectionists and the Ten Thunders. Today, we'll be looking at the leader of the Resurrectionist forces, Manos the Risen, and his two Mourners. Manos is an immortal assassin who once belonged to the Order of Balance, a group of priests, warriors, and assassins who brought an end to those who had fallen from the kharmic wheel. The Order were mortal enemies of the Jiangshi, terrible sorcerers who fed on the souls of helpless peasants to extend their own, unnatural lives. The immortal sorcerers corrupted Manos and taught him how to feed on the souls of the fallen, and he used that knowledge to grant himself a perverse form of immortality. Bolstered with forbidden knowledge, he returned to the Order and murdered all of his former friends... all save for one, Minako Rei. After he takes an assignment, nothing - not even death - can stop Manos from completing his mission. On the table, he harvests the Chi of those who die around him and expends it to increase his own capabilities, becoming Fast, more resistant, or empowering his powerful Celestial Strike attack, which ignores Hard to Kill. Accompanying Manos are his Mourners. These undead women are defensive Belles; with Disguised and Manipulative, they're difficult to target, and their Funeral Shroud action prevents enemy models in their engagement range from targeting anyone not in base contact with them. The Mourners aren't entirely defensive, though. They also possess the Feed off Grief attack, a ranged attack that heals them if it kills the target. Better yet, the attack is resisted by Willpower. Perhaps it's time for Seamus to swing by the local cemetery to pick up some new friends!
  9. 20 points
    Just because ...
  10. 20 points
    still some details to fix (hair, book, crown, face front, weapon and the (probably) red shoes, but Anna is almost done. I spent about 15 hours on her but I'm quite happy about the result. I have 3 day for start and finish a 2SS model to end succesfully my monthy projects! pant pa(i)nt!
  11. 19 points
    Still didn't manage to get going on Barbaros so he's still waiting for his moment on the paint table....so....for April here I am with two Black Blood Shamans for a total of 14SS
  12. 19 points
    Well, thank you, I think. :) It's not so much about cutting costs - though frankly if they were and we could keep quality, you certainly wouldn't hear me complain about it. Honestly, I have, will, and likely will continue to do so, experiment and check things out from time to time. Sometimes ya'll see the end product, other times it goes straight into the trash and we go 'well, that learned us something!'. Mostly, it allows us to move forward and learn as we try to bring together new product, projects as well as manufacturers (cause lets be honest, its a lot of work). Metal, we started with metal and were one of the first to move away from it to the plastic we see today. I'm VERY proud of that, but I don't forget our roots either. To this day I still hear people cry about why we left it, or ... well any number of things. And then there are the folks that go 'yay - plastic all the way'. Then someone reminds me of a gremlin ear or foot. :) As I said, this time about, I did it for a few reasons, one, cause I was a bit nostalgic to do so, two - because I wanted to have some fun around Easter, but I'm not interested in pilling it on with our other projects in the pipeline. We'll do things in metal from time to time I'm sure - but again - for me more than anything - was a bit of walk down memory lane. Resin, not something I normally go for as it takes a bit of work and the costs are rather high actually. That said, I do like the few things that we've done in resin and the experimenting that we did with that allowed for some interesting decisions on our end. Not something I'll do a lot of, but occasionally I'm sure. The Murder Xmas tree was a happy little result of that for instance. Aionis - I'm actually pretty proud of that one, and the tort and hare - as those pieces allowed us to see what changes or direction we could go on a few things. Some folks love, others hate, but at the end of the day, it allowed us to develop the plastic that we're using for The Other Side. I'm SERIOUSLY pumped about that and folks that have gotten ahold of it seem to be on board as well. Allows us to do a lot, less cuts, keep up with some dynamics, etc, etc. I can tell you right now if we didn't do those others, it wouldn't have led us to where we're at on those plastics right now. For anyone that wants to see the quality or feel it yourself, the new Alt Lazarus is made out of it. Why you might ask - we like the hard plastic! Stop messing with our goodies! Well yes, I'm happy with our plastic as well, but there are times where a dynamic piece, or undercuts, can cause a miniature to be cut into quite a bit of pieces. Hell - I see folks complain about that all the time. Alt Lazarus for instance in the hard plastic would have been over 40 pieces. I laugh long and hard when I saw that and said 'nooooo'. Thus the delay in him hitting the public, decided to try him out in the new plastic. New stuff - 17 pieces - which might sound like a lot, but they go together a dream, and cleanup - minimal. So yes, sometimes I do stuff just because I have a wild hair up my ass and decide to do so. Other times, I'm experimenting for reasons that y'all might not see for years out yet.
  13. 18 points
    You have been waiting. You have been asking. You have been begging. Finally we are glad to announce that Alt Lazarus is available! You may be asking yourself "How can I get a hold of this magnificent piece of plastic?!?". Well, the answer is Guilders! Head on over to the Guilder store (https://www.wyrd-games.net/guilders) and follow the steps! P.S. @Aaron is pretty excited that this guy is finally available!
  14. 18 points
    So....almost the middle of the month now 😂.....time for a WIP....lots of winged Neverborn underway...Barbaros begun but now set aside for finishing next month...big weekend of painting ahead
  15. 18 points
    First of my two pledges for this month...so...while the last touches go onto Patti Ramone here for 8SS is Mr Graves
  16. 18 points
    I finished painting The Dread Pirate Zipp for 15 soulstones this month. I tried out a lot of new techniques this model. We had a crew box exchange at Christmas and I got Zipp. I decided to push myself to try non-metallic metal and some more two brush blending. He was a lot of fun to paint.
  17. 18 points
  18. 17 points
    I've been seeing a lot of talk lately about Seamus; a lot of questions, too. Like, is he viable in a competitive tournament, now? And the answers to most Seamus questions make me think that I run a very different Seamus than everybody else. So the purpose of this post is three-fold: to give a brief accounting of my experience with Seamus at Adepticon (I ran him all 5 rounds), for me to explain my play style, and to briefly explain how to get more out of one of his upgrades. I don't believe my way is best, just different, and, in many cases, more effective than the more traditional methods of running Seamus. So, first, Adepticon. Actually my first Adepticon. I placed 4th, with a 4-1 record, running Seamus all 5 rounds. I'm also not the greatest player ever, though I'm certainly not awful, so I would say that the way I run Seamus makes him a viable contender in a tourney to a better player. I won my first game against Lillith primarily because that player underestimated how bad it was to be within the -2 WP aura Seamus gives out. I lost my second game because Nekima won Initiative and immediately wrecked Seamus in Turn 2. How? She flipped two moderates and a severe, Seamus stoned for all 3 (because I made a mistake and panicked), flipping weak on each, which got him down to Hard to Kill. Nekima then used Black Blood to kill him, because dear Seamus was out of stones. Had I not panicked, Seamus would have survived, then likely healed close to full the next turn. In my panicked state I made another mistake: my Red Joker was in my hand and Nekima was down to 6 wounds. I thought my opponent was activating Titania instead of Nekima, so did not do the 6 wounds that would have killed her after she passed the Terrifying duel (I also take Decaying Aura, so the damage isn't preventable). My next three matches went much the same as the first, with Seamus being underestimated and surprising the player on the other side of the table. I built my list after about 2 months of practice and tweaks, all predicated on three ideas: 1) Seamus heals whenever you fail a WP duel within 6" of him, 2) he gives enemies -2 WP whenever they're within that bubble, and 3) Boo is really, really, really good. The important thing to note is that this isn't theory-faux. This has proven to be good in practice, against competent opponents. I've heard all the complaints. Infamy is hard to get. The damage track is weak. A WP 12 duel isn't that hard to pass, and it negates his defense. No opponent would be stupid enough to clump enemies within 3" of a spot Seamus can teleport to. And yet every player (save one) I sat down with at Adepticon says something like "Oh, Seamus. I know exactly what he does." And roughly 2 minutes into the game they're asking to see my cards because what he's doing doesn't seem possible based on what they know about Seamus. Here's the thing about Seamus. He's got a pretty powerful gun that can shoot once. And Back Alley is really useful. Everybody knows that, and those are certainly a big part of his toolkit. But his best ability is actually Boo. I mean, sure, 1-shotting Hannah is always great. Raising Belles is a great way to go. But I would much rather Back Alley on turn one, Walk twice to get into range of a big group of scary important models, then take Seamus's (0) to Boo. Your opponent may not clump 3" from a spot Seamus can teleport to, but I really doubt they'd be able to anticipate a 24" movement from Seamus and clump nowhere. I'd much rather do that than Back Alley, Focus, and Shoot. Even though most models will pass the WP duels on Turn 1, which is fine. Because I'm going to deal damage to one of them with Do You Know Who I Am?, then cheat in Severe if I have to. With Seamus's Infamy +1 and Sinister Reputation, that means your opponent essentially needs to flip a WP 15 to pass Seamus's Terrifying checks. You know what makes an opponent with WP 7 angry? Needing to flip an 8 to pass a Fear duel at Turn 2, then taking damage for doing it. At turn 2, by the way, I usually no longer cheat in the Severe for damage unless it means I kill something. Do You Know Who I Am's virtues are many, but first you have to recognize Boo's true range. It isn't a 3" Pulse. It's a 7" hole in the board. There aren't many crews that can spread out that far and still maintain cohesion and buffs and what have you. I, at least, have not seen any. Get into the middle of a clump. Walk if you have to. Go to town. There's no hiding from Seamus; he's got a 16" placement and can walk twice afterwards; that's 24" if the Terrain is with you. Virtue One: Boo with Sinister Rep leads to increased WP duels. If you've cheated Severe on Turn 1 It means that your opponent has to flip moderate cards to do anything. Which is my primary goal; get the high cards out of your deck. Seeing the Black Joker is fine. Seeing the Red Joker is incredible. Seeing those 11s, 12s, and 13s is great. At minimum you're flipping 8s. Sure, you're not paralyzed, but I'm insuring you're not really going to do much with the rest of your turn, either. And if I don't see those cards it means you're losing activations and healing Seamus. This is a win for Seamus no matter what. Virtue Two: Boo's damage track. You know what's depressing? Attacking Seamus, cheating in a Severe to pass Terrifying, then losing the model after Seamus cheats in a card to do 4 from DYKWIA. Sure, the damage is weak. But you get to do it when your opponent does something they want to do. There aren't a lot of effects in this game that allow you to just hand out damage without flipping for it. There aren't any that I know of that deal damage when your opponent succeeds without having some sort of cost to it (Black Blood requires damage on the model, for example). This effect isn't really a goal; I don't necessarily care that Seamus can do 2/3/4 damage when you succeed on a Terrifying duel unless Punish the Weak is in the pool. But my opponent has to. Get it? You can't attack Seamus with a model that has 4 Wounds on it and hope to get that through. Because if Seamus has that Severe in hand after you pass his Terrifying duel, your model is toast and you've wasted a card that you had to flip or play to pass his WP 15 hurtle. Icing on the cake for Seamus is that after doing it, his Terrifying Duels get worse. So, no, the damage track isn't great. That isn't really the point. The point is that your opponent's decisions get harder. Virtue Three: The push. This ability cannot be understated. Your opponent passes the Terrifying duel, then gets pushed 2" + 1 per Infamy. So, if I'm playing, that's usually 3" at Turn 2. This is ideal for Seamus because first you can put models wherever you want them. And second it means that you're free to take a focused Attack against whatever you care to shoot at. In fact, Boo means that (barring Laugh it Off) Seamus is ALWAYS able to take that shot. Third, it's a push, so your Doxies (which should absolutely be up the board by Turn 2) can be ready to make mince meat of them off of Pounce. And Fourth, if you've got a troublesome model handing out some happy buff or whatever, you can shake up his positioning. Nothing is more frustrating than winning a duel and then losing control because you won the duel. Virtue Four: Do You Know Who I Am as a whole. The best thing about Boo, and the thing I see most players (even amazing players) not realize, is that Boo isn't just a good Push sometimes and a paralyzer sometimes and a damage track sometimes. It is all three all the time. If I cheat severe on the damage I'm making my Terrifying duels more powerful and my pushes better. The damage is nice, but it isn't usually why you cheat that Severe. If I use Boo I'm gaining an opportunity to drastically improve Seamus while reducing my opponent's crew effectiveness due to forcing their cards out or paralyzing them. There is NO bad result on using Boo unless you fail to flip that 8 and cannot, for some reason, cheat it in. None. Even if your opponent passes every single Horror duel, Seamus is ahead and his opponent is behind. Do You Know Who I Am is done, so lets move on to the crew. I prefer to take models that force Wp Duels; first because of the -2 Wp from Sinister Rep, and second because Seamus heals. In fact, almost ALL my model choices revolve around Wp duels. Shikome will make things within 6" of Seamus melt, and cause Seamus to heal 4 wounds in the process, provided they can hit the (0) Shriek, that is. Yin does too much work to ignore. Her attacks can all hit Wp, and thus Yin on her own can heal Seamus for 6 during her activation. 8, if you activated My Little Helper. But her real value is the neg twist to Wp Duels. Obviously, you can use this to force Paralyze from Boo, if there's a model that you don't think you can murder but need to deal with. But more often than that, I use it in conjunction with other Wp Duels, to insure Seamus is healing. Pushes from Belles, Yin's attacks, attacks from Shikome; all of these are virtually guaranteed to go off, now. Chiaki will literally win you games. She's an easy 6SS. She's got a (0) Wp attack, a (1) Tactical Action that forces all models in a wide pulse to take Wp duels, and, of course, can remove conditions. An auto-take for Ply or Public Executions. A serious consideration no matter the pool, though, especially with that -2 WP aura of Seamus's and her dope Manipulative 12. Dead Doxies are Seamus's MVPs. A 2" Engagement range with min 2 damage and a Ml 6. Take the Lead is a (0) that moves the Doxie AND the target AND hits Wp. AND the trigger puts the target on negative flips. Even if your opponent doesn't want to clump, they're not going to have a ton of options. You can Take the Lead as a (0) to move up the board, push away a model, and (1) Interact. Super useful for models protecting a Symbol of Authority, or for Ply, or for Supply Wagons, or for dropping 2 schemes in a turn, or for taking 3 attacks against a model that was 10" away at the start of the turn. Their Df/Wp trigger is hell, and killing them only gives something within 4" (usually Seamus or a Belle) fast. Use these 6SS models right and your opponent will be checking your cards to insure you're not cheating. But you aren't. They're just that good. Rotten Belles are obviously great. Two high-Ca Wp duels from 18" away make Seamus happy. Flipping a crow is a real treat, too. And those are the models I usually draw from. A Rogue Necromancy is a good time. Carrion Emissary is very strong. Asura Roten carries the possibility of healing Seamus from Hard to Kill to full in a single activation before she does anything. I don't think I need to extol the virtues of the Copycat Killer. Datsue Ba isn't a terrible choice, but isn't a good one, either. She does have a very weak Wp attack, and a good Df attack, but she tends to crumple up. And for the points, Yin does so much more work. You might be wondering "Why so many WP duels? Surely Seamus doesn't need that much healing." That'd be where you're wrong. Most people still imagine Seamus in the role he used to fill: flit around the board, staying out of LoS, killing a model, raising a Belle, then jumping away. But the New Seamus doesn't care about that. Wave 5 Seamus wants to be known. New Seamus will Back Alley once at the start of the game, find a clump of high-value targets or a master, then Fear them to death. That means new Seamus will take a heck of a lot of damage. That's absolutely fine. With crews that focus on Wp duels, every activation brings him off his Hard-to-Kill while weakening your opponent. Your opponent may not realize how much Seamus can heal, which is better for you, because they'll focus their AP on murdering him. And unless they can ignore Hard to Kill...they aren't likely to do so. They may decide that ignoring him is the best tact. Except it turns out that they can't. See, my ideal Seamus Activation past Turn 1 is (1) Walk to position, (0) Boo, (1) Focus, then (1) Shoot. Generally speaking, I want to scare as many big scary models as I can. I'll lock them into my 6" - Wp Aura, then hit something that passed and hasn't activated and I can kill with my gun. Barring that, I target a model with a ton of health and I'll just focus my damage on it. Because my next activation I'm going to use my Shikome or a Doxie or Yin and everything eventually dies if you lay into it hard enough. The bottom line is if you focus on hitting Seamus, he'll survive. And if you don't, my crew gets to slowly dismantle you piece-by-piece as Seamus chooses his targets and weakens you with his -2 WP bubble. Because THAT is Seamus's new playstyle: everything I do forces my opponent to make a decision with a bad outcome. Fail a duel and be paralyzed, or take damage and get pushed (to probably take more damage)? Attack Seamus to achieve nothing, or let him dismantle my crew while I unsuccessfully ignore him? Just to be clear, here at the end: obviously this crew isn't unbeatable. Losing Seamus before his second activation is probably going to cost you the game. Your opponent picking off your models is going to make you less effective, too. Your goal with this crew is to get your opponent's attention on Seamus. Make him deal with HIM because his -2 WP aura makes his entire crew so much better. There are still crews which are going to require more finesse than others (for example the Viks), or crews that can easily out activate you. Part of the reason I like playing Seamus this way is because he feels like a puzzle; he slowly dismantles the enemy crew, taking key models while soaking up their AP. And he's got a ton of options. I still haven't found a scheme pool he's bad in; AKA Sebastian Baker insures he's got so many options there's literally nothing he can't do. And "Boo" is my favorite ability, but it's hardly the only one to take. Summoning Belles might be the way to go if your opponent is somehow denying you 'Boo' options (like Rooting him, for example). Anyway, thanks for reading! I hope this was helpful, if you've never played Seamus but want to, or thought-provoking, if you've been playing Seamus since forever but not like this.
  19. 17 points
    Lazarus is almost done, Wrath, sloth, pride & greed almost done too. Bonus : Symbol of authority tockens (customeeple) finished. More photos to come
  20. 17 points
    Malifaux Monday #81: Rowan Nilsson Rowan Nilsson is alt Rafkin Limited Edition Black Friday. It is my second version of this miniature. More photos in our Blog http://serpentarium-painting.blogspot.ru/2018/03/malifaux-monday-81-rowan-nilsson.html
  21. 17 points
  22. 17 points
    @Kogan Style mentioned the inspiration drawn from the great entries this month...me too...haven't had time to comment on them all yet but "Wow !" ...and that in turn spurred me on so here is my mid month WIP...that I shot just now....loads of work to do yet but I think I should just get them finished by the end of the month....so here they are so far : Mr Graves and Patti Ramone
  23. 17 points
    Below is a list of helpful resources! General Wyrd Resources Customer Service Chronicles & PDFs Facebook Twitter Malifaux-specific Resources Website FAQ & Errata Organized Play documents Pull My Finger (tactica) Wargame Vault (print on demand cards) Through the Breach Resources Website FAQ Books and Adventures The Other Side Resources Website BackerKit
  24. 17 points
    I finished painting the taxidermist for 7ss. I'll hopefully get another model or more done this month. The taxidermist had a few little conversions to have the frilly shirt and treasure map to match the pirate crew theme.
  25. 17 points
    The Will o' the Wisp is finished and the 3 SS it is worth are enough for my minion pledge Now I have to varnish it, let the varnish dry for at least two days (otherwise dust and cat hair stick to it ), add some leafs, take proper photos and post them here and on my blog The Monthly Painting Challenge helped me to be more organized and disciplined with my painting, which is great. Already looking forward to painting another miniature