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chunky04

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  • Birthday 03/22/1979

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  1. Managed to complete the Copycat Killer - my Ressers are starting to round out nicely now.
  2. Thanks, its something I learned via not actually being a technically good painter - make everything nice and coherent and plan your colours and it will look nice on the table.
  3. OK, got somre more Ressers done, including finally getting Seamus completed.
  4. Ooh, I like the feat card idea, that would work and be very Malifauxy with the cards.
  5. Thanks - it was a helluva lot of fun to play - and the stuff we used could easily be subbed for many other grid arrangements.
  6. See battle report here: http://wyrd-games.net/forum/showthread.php?t=12216 Hopefully Skell will drop by and leave some comments on how to improve the scenario.
  7. This is a report of a playtest we did of the scenario I posted through the link: http://wyrd-games.net/forum/showthread.php?t=12147 Players were: Me - Guild Skell - Neverborn Jar - Guild/Flesh Construct/Ice Golem Muzz - Ressers First step was to fill the rooms in the dungeon.First flip looked like this: The Black Joker would curse Jar's entry flips for quite a while... The first 8: and we're off to start the game. Neverborn reinforcements! Apparently Ortegas have never seen ice before, and cannot stand up on it. Perdita enters the fray. The Neverborn score the first kill. Though Perdita begins to strike back. The teleporters seem to know exactly what Lilith wants for Xmas. Perdita finishes off the mature Nephilim More Neverborn reinforcements... Telefragging goodness! Lilith continues to enjoy the accommodations Perdita has treasure envy. Lilith kills a Belle, who reacts by hopefully luring her onto a telefrag death... A Punk Zombie, with Runekey in tow, manages to get to the right room to use it... then... Finally, when all was said and done:
  8. My Malifaux group is a bit light on for terrain most of the time. A couple of weeks ago, we had a four way game on an Octagonal table, using primarily the old Mordheim terrain. There were a lot of doors present, and we invented on the spot a silly scenario involving teleportation through the doors. Partway through the game, with us all being fans of FPS videogames, we decided telefragging was possible. This resulted in much hilarity when Perdita's Df8 could do nothing against the might of the telefrag! This seemed like a fun idea, and I couldn't help but think how the glyphs in Descent look an awful lot like the old teleporters in Doom, and thus was born... Malifaux Descent Scenario of Teleporting Doom! This post will go through the process around the scenario. This post contains the first draft of the rules. I'll then do a battle report on a crack at it, and at the end I hope myself and at least one of the other players will chime in with thoughts on how to make it flow better. This scenario makes use of Descent board to create a fun and utterly ridiculous variant of Malifaux. The emphasis is very much on fun and frivolity, and is definitely intended for group play. The idea is to create a dungeon full of separated rooms. To traverse these rooms, players must use a variety of teleporters and doors, all of which can have semi-random effects. The objective is to find the lost treasure of Inigo Montoya. This is contained in a chest in the central room. However, the central room is the hardest to get to, relying on either luck, or getting one of the the rune keys and going through the two run doors. The rune keys are also found randomly, but when in play, should become the focus points for a blood bath! When players get into the central room, they will be able to choose on treasure chest to search before they are teleported back out of the room. If they find the artifact, the win! Otherwise, they are teleported back of the room to start again. There is also a Royal Rumble element to the scenario, in that there will be a random selection of participants starting the scenario, and then random additional models come in over time. The following pic shows the board setup - the number are room numbers. Royal Rumble Rules: Starting Models: For each non-central dungeon room, randomize to select a player. That player then randomly selects one of his models to go in that room. Repeat until each room is full. The GM will then draw a random fate card. This will be the number of activations required before a new model is randomly selected to join the fray in a random room. A Black Joker selection will mean that the last model placed has experienced an unfortunate accident and had the wrong map. The other players may immediately decide which room he is placed in. A red joker will mean that the player who had the last model enter will immediately get to choose another model to enter and its starting room – this cannot be the master of another crew. Doors (5 move points to activate) The doors are joined in the following sequence: 1, 4,7,2,5,8,3,6 Again, a card will be flipped when any door is used. On a Black joker, the door hits them with a Bash attack using combat 8! On a Red Joker, the player may use any non-Runekey door. On any other card, they will go to the next door in the sequence. Teleporters (3 move points to activate) Note that when a model is on a teleporter and is teleported onto, that model has been telefragged and is immediately killed, unless it can use a soulstone. The Glyphs are teleporters. When activiating a teleporter, models will jump to a random other teleporter. When the teleporter is used, flip a card. Black Joker – Model draws again, but their activation is ended as soon as they go through the teleporter. 1 – 8 Model teleports to the appropriately numbered rooms teleporter. 9 – Model may choose to teleport to any room containing a friendly model. If none exist, model may choose location other than central room. 10 – Model is hardened by their travel through the teleporter. Flip again until the model flips a 1-8, but model gains Armour 2 for the next 10 activations. 11 – Model realizes that time has slowed down as they exit the portal – this model gains Fast. This is an exception to the normal rules and can stack with a model which is already fast. Reflip until a 1-8 is flipped. 12 – Model gains enlightenment in passing through the portal. Their actions seems guided by fate. All attacks made by this model gain the benefits of Focus. Reflip until a 1-8 is flipped. 13 – Model receives a training montage while in transit – model receives the benefits for 10, 11 and 12! If the suit on the 13 matches the models faction suit, the model may teleport into the central room. Red Joker – model may teleport into the central room. Money Piles (2 Movement points to activate) Black Joker – TRAP! – a bash attack with Combat 8 is immediately made against this model, ignoring armour. 1-5 This model gains Hard to Wound 1 for the next 10 activiations 6-10 This model receives a plus damage flip on all of its attacks for the remainder of this turn and its next activation. 11-13 This model receives 1 soulstone Red Joker This model receives 2 soulstones Mystery markers (1 Movement point to activate) Black Joker – BAD TRAP! Model is immediately struck as though from the dual sword wielding Viktoria. 1-5 TRAP! – a bash attack with Combat 8 is immediately made against this model, ignoring armour. 6-10 Model receives 1 soulstone 11-12 Model receives two soulstones 13 Model receives two soulstones and a runekey Red Joker Model receives two soulstones and a runekey, and is invulnerable until its next activation. Soulstones In this scenario, all models have the use soulstone ability. Masters will start the game with their soulstone cache, and no other soulstones can be bought. Soulstones can be found in the dungeon. Soulstones can be used in the following additional ways: If telefragged, the model may use a soulstone to force a reflip on the telefragging models teleport roll. Models can use a soulstone to reflip any roll on any of the tables above. Winning the Game! The game is won byrecovering the artifact from one of the treasure chests in the middle. When they activate a treasure chest (at no cost in movement), they flip a card. If the card is 13 or higher, they find the artifact. If not, they are teleported to a random location. There are numbers on the back of the various chests from Descent, and we used these as a modifier to the flip. So if a 3 came up on the first chest, the second flip would get a +3 bonus and only need a 10 or more.
  9. I've also finally gotten off my bum and started painting up my Ressers. Some pics of Punk Zombies and Flesh Constructs:
  10. OK, fixed up the links for some of the previous pics after I re-organised my photobucket - I also have some group shots to see how the colour scheme for the guild comes together:
  11. OK, in between Games 2 and 3 I basically roamed around a bit and took some pics of crews I could find, and also checked out some of the other games going on at the Pig. On to game 2, I was drawn against John McDonald, he of the awesome painting blog: http://auswarramblings.blogspot.com/2010_02_01_archive.html See the January through March posts for pretty much every Malifaux mini made to date all painted up quite nicely! John had a Seamus crew, and again, wasn't the most experienced player. Followers of John's blog will be aware that he and John Ross are mates. John's crew, which I gave my best painted vote to: John's crew really didn't have a great deal of killing power in it, so I pretty much figured if I could largely stay out of Seamus' range, I'd be pretty set. My schemes/strats were: Raid, Assasinate, and Holdout. John was a bit too timid with his crew in this game I thought, trying to skirt around the perimeter for Reconnoiter. This meant he never really got to grips with the Ortegas to tie them up in melee, so I pretty much shot the crap out of the poor dead things. We ended up calling the game early with only Seamus remaining on the other side of the table, and I don't think I'd lost anything. I think this was a pretty frustrating game for John. Things I learnt: Sammael Hopkins does ridiculous damage. Nurses plus Seamus makes him very hard to kill. Next up, on to Game 3. For this one, I was drawn up against - none other than another Perdita crew! We quickly raced over to the Western table for an old fashioned Wild West shootout. My schemes/strats: First up - the pics: OK, so there was only a slight variation between the two crews. We both had Perdita, Nino, Convict Gunslinger, and a Ronin. I had Samael and Francisco, while the other Perdita had another Ronin and Santiago. So you can see the rough flow of the game above. It sort of split into to two smaller games early on. The first revolved around my Treasure Hunt objective and the left side of the board, while the other happened in amongst the crates and barrels on the right. On the left, I sent my ronin in for a sneaky attempt on the objective while both Perditas sat there with Quick Draw up, waiting to see who'd shoot first. The answer to that, as is usually the case, is Nino, as the opposition Nino nailed the Ronian carrying the objective. Perdita finished her off. We then had the epic Perdita vs Perdita showdown. Bad Perdita drew first, but my Perdita was faster, getting two Faster'n'you shots off into bad Perdita. Between Nino and my own Perdita, we were then able to kill bad Perdita. Perdita then grabbed the treasure, and the action shofted to the right, where models had gradually been moving closer to each other. On this side, the two Ronin gave the bad guys the advantage, as I couldn't flip a decent card to quite literally save my life. Francisco got left on one wound and activated Flurry, but didn't manage to hit on a single one of his attacks to kill the Ronin who was on one wound. This would have freed up Samael to shoot the crap out of people, but twas not to be. In the end, we had to call the game and end of turn 5, and in turn 5 I decided (knowing the game was ending), to throw Perdita into the fray to try and get some more kills in the shootout rather than secure the objective. This meant the game ended as a 8-2 loss rather than 8-6. The game however, was the most enjoyable I've ever played. Much credit must go to my opponent whose name my shoddy memory can't recall, but who was awesome.
  12. OK, so last weekend I went to my first Malifaux "tournament". The reason I keep throwing those quotation marks in is that though it was a tournament in name, it really wasn't according to the vibe. This is not to say that the normal tourney vibe is a bad thing - I have attended and enjoyed many a tourney over the years. This just felt a bit different - more casual, more fun. This tourney was held at the Blind Pig gaming club in Brisbane, QLD, Australia, the World. This is the first time I had ever been, but I had heard a lot of stories about the quality of the terrain. I must say, even those stories don't do it justice - this terrain has to be seen in person to truly appreciate it. See this thread for some general pics of the event and the terrain: http://www.wargamerau.com/forum/index.php?showtopic=93447 So the time for the first game arrived, and I think from memory we had 16 entrants. We were paired up, and told we could grab whatever table we wanted. I immediately shambled as quickly as possible over to the Western town table, as I'd been on a huge Western watching kick lately and am also playing the Ortegas, who pretty much fit right in there. First gratuitous terrain pics: OK, with some gratuitous terrain pics done, its on to the first game. I'd been drawn up against John Ross, with his fantastic looking Gremlins (who went on to win Best Painted Crew): The rules for Strategies/Schemes in this event were that each could only be used once in the 3 games. Mine for the first game were: Stake a Claim, Bodyguard and Slaughter. Me being a fantastic strategist, I didn't actually bother to name a piece of terrain or ntoe one down for the claim, so that was pretty much null and void lol. I believe John also had Claim Jump, can't recall the others. I'd suspected at the start that John probably hadn't been able to play too many games, and this certainly seemed true, which combined with playing the difficult to use Somer, it was always going to be an uphill battle for the Gremlins. This is the way it turned out, as the firepower of the Ortegas was mauling the Gremlins pretty rapidly. It turned out that the game would have to finish early however, and by John keeping a solid eye on his objectives, he was able to stake his claim, while I got my Bodyguard objective for a 2-2 draw, as I was unable to kill the Skeeter on the claim, and John still had 3 models remaining for my Slaughter.
  13. Thats for any fans of the pixie sketch that unfortunately torpedoed the Chappelle Show.
  14. OK, a number of people both here and elsewhere have been suggesting I get some Matt Varnish instead of the Satin I've been using for my minis, so with that done - I must say it really makes a huge difference to the photos! Here are by far the best pics of what I've done so far:
  15. Is that front mini in the second pic your version of a Crooked Man? If so, you mind telling us where you got it?
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