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Sholto

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Everything posted by Sholto

  1. Thanks, everyone. Cool - superb job, sir Not at all. I used a speed-painting technique, since I am usually a very slow painter, and managed to get three of the crew done in one morning, and the other three done the next evening. Small minis like this that are crammed with detail really suit my painting style. PS. I realise I posted this in the wrong forum. Oopsie!
  2. I had to revive this thread, having seen the mini in person. It is easily the most impressive scratchbuild I have ever seen, but that is doing it a disservice, as were it a Wyrd-sculpted mini it would be among the best in their range. The attention to detail is superb, the pose is menacing, the stitching and eyeball on a stalk are genius and I wish I could buy one of these (hint, hint, DB)
  3. Painted version here (along with the rest of my Ophelia crew):- http://wyrd-games.net/forum/showthread.php?p=183490#post183490
  4. Here are Ophelia and her Kin (including scratch-built Pigapult) on Black Cat swamp bases:- Hope you like 'em
  5. Here's my Pigapult:- http://www.wyrd-games.net/forum/showthread.php?t=16824
  6. Thanks guys. Yeah, it was 50mm in the beta, so I assumed that was a typo in the book (but, phew! Glad Weird Sketch confirmed it) @Wodschow - in the UK, catapult means both slingshot and the wooden catapult. I'm not saying Wyrd knew that, but I bet the Gremlins did
  7. That is magnificent! I love Bayou tables, and this gives me lots of ideas to nick Can't wait for that video
  8. What's better than a bunch of green hillbillies drinking moonshine and herding pigs? Green hillbillies launching explosive pigs using bayou-built siege engines Since there is no Pigapult model (yet), I came up with this. I considered a trebuchet first, and then a Roman-style catapult, but this felt to me like what Gremlins would come up with. A giant swamp slingshot. The user ratchets the seat back with the lever and, when he's ready to go, janks the lever out and - wooooof! - off he goes! I will try and get it painted over the weekend. There's Ophelia, for scale. The bases are Black Cat Swamp Bases. I got the inspiration for using plasticard to make wood from this video - [ame] [/ame] Scoring strips of plasticard with a razorsaw is a wonderful idea, and produces quick and effective results. You can make the wood look properly bayou by cutting the strips unevenly, trimming the edges unevenly and cutting notches and splits in the ends. I tried string for the rope, but it was too large, so I stripped some braided wire, twisted that and used it. Superglue holds it in place. The bungee cord is a simple strip of precut, thin plasticard.
  9. I have fought LCB with Sonnia. I got lucky, being in range with a good set of cards when the Nightmare Bomb dropped in a cluster, and Flame Blasted them. Even so, it got nasty when LCB and Coppelius teamed up. I kept Sammael and Nino back and blasted away, and they won me the game. It could easily have gone very differently, though, if LCB had gone after my shooty guys instead of the obvious lure of the Executioner and Sonnia.
  10. Yeah - just watch out for models with Hunter (Nino and Sammael, for example) who can see 6" into Obscuring Terrain.
  11. What the Colette player meant was that had he taken Power Ritual he would not have had any great problems completing it during the game, but he didn't mean he could do it in Turn 1 (if he did, he was either misled or cheating!). With Colette's movement, getting Cassandra into one table corner and the Coryphees/ Colette into another on Turn 1 can be done, which just leaves the last table corner and a two-pronged assault.
  12. Leveticus and Pandora from Book 1, and Colette, Hamelin The Plagued, Dreamer/ LCB and Kirai from Book 2. They all have various rule interactions/ combos that can produce rewarding and unexpected results.
  13. Nice report. I just played a similar game (although at only 30ss, so it was this list but without Alps) and it was interesting to see how it went. Seems Coppelius is a out and out menace, and the Executioner tends to pull above his weight, but gets dropped by a melee powerhouse.
  14. Robert and I had a 30ss game last night. Robert had just finished assembling (and, in the case of the Daydream, sculpting and firing) his Nightmare crew, and I decided to bring Sonnia and her Witch Hunters. On pulling my Malifaux city terrain out the box, I saw two or three patches of scratch damage. Odd, since the terrain had been kept neatly packed in a large cardboard box. On closer inspection, little silvery trails. Son of a – a slug had got in my garage, climbed up a stack of boxes five high and EATEN MY TERRAIN! We hunted through the pieces for a fat-looking slug and never found it – I reckon it was a Nightmare and the Dreamer had managed to bury it when I wasn’t looking. Still, when I can simply print out the damaged part and stick it back on – no bother. I love this terrain (and so do itinerant hermaphroditic gastropods, apparently). Robert’s cunning plan involved:- The Dreamer/ Lord Chompy Bits Daydream Coppelius 2 Stitched Together Teddy That gave him five Nightmares and so a cache of five soulstones. I decided to go Guild, and brought:- Sonnia Sammael Nino The Executioner 2 Witchling Stalkers That left me with Sonnia’s starting cache of four soulstones. We flipped and got Shared Plant Evidence along with diagonal deployment. We got 1VP for every piece of evidence planted in the opponent’s half of the table. We chose Industrial Zone for the setting, which gave us a random event of Foggy. I chose a Guild-Specific Scheme, Round-up, meaning I had to kill all his minions, and I also chose Breakthrough, where I got 1VP if I had more models in his table half than he had in mine. With the Strategy we had flipped, Breakthrough seemed a no-brainer. Robert chose Breakthrough as well, along with Frame For Murder. We announced everything, but decided that although Frame… had been announced, you did not need to announce which model had been picked. Robert won initiative and deployed the Dreamer as far forward as possible, with Coppelius also starting on the table. I deployed all my models, with the Executioner and a Witchling Stalker shielding Sonnia and Sammael, Nino off to the right, and the last Stalker off the extreme left. Turn 1 Initiative: The Dreamer. The Dreamer activated Fly and zoomed up 14″, landing atop the tower in the middle. Coppelius advanced. I moved Nino up onto the walkway to my right, keeping him as far away as possible, while a Witchling headed away to my left – he would be the Evidence Planter. Everyone else shuffled 4″ to the right, but not much forward. There was no point advancing with a Nightmare Bomb about to arrive. Turn 2 Initiative: The Dreamer. The Dreamer activated Fly, moved across the tower to my side, and dropped Teddy, the two Stitched Together and the Daydream at the base of the tower (ie. within 6″). I spotted a couple of opportunities here. Firstly, there was no model within 3″ of the Dreamer, and I had shooters who could ignore cover. Secondly, the Nightmares were clumped together and I had Sonnia Sonnia went to town. She was in range of the lowest Def model (the Stitched Together) that was not Hard To Wound, and she fired her Flame Burst spell three times. The first and second time she got Moderate dmg, and the third time I got Severe damage. With all the blasts, Teddy was down to 4 wnds, the Daydream was dead, one Stitched Together was dead (but back with 1 wnd and sacrificed at the end of the Turn) and the other Stitched Together was down to 3 wnds. This was looking good! The 1 wnd Stitched Together moved forward, took 4 wnds from the Executioner with Gamble Your Luck and then generated some Creepy Fog, obscuring the others from Sammael. The Stitched Together activates Creepy Fog I activated Nino, and killed the other Stitched Together (Does Not Die bringing it back with 1 wnd), and then put a shot into the Dreamer, who was just in range I got him down to 1 wnd. Teddy Regenerated 2 wounds, moved up getting into melee range of the Executioner, but had no AP left for attacks. Sammael couldn’t shoot Teddy without risking hitting the Executioner, and I didn’t want to kill either of the Stitched Together again (as they would just gain Reactivate), and so he moved to join Nino. The last Stitched Together moved forward and tried Gambler on my Witchling, but failed. Coppelius planted some evidence and moved up, while my other Witchling did the same thing. At the end of the Turn, both Stitched Together were removed along with the Creepy Fog, and I flipped for the random event. Next Turn would be Foggy, meaning –neg flips for ranged Strikes and ranged Spells. Uh-oh. Turn 3 Initiative: Sonnia. The Executioner killed Teddy, triggering Love The Job and getting all his wounds back. The Dreamer flew down from his tower to land next to the Executioner, and turned into Lord Chompy Bits. He had two strikes left, and wasted the Executioner. I knew that was likely to happen, so had saved a high card for the Executioner’s riposte. Slow To Die enabled him to make a strike on LCB, and he got Moderate dmg with +2 due to his trigger! 6 wnds for LCB was Fatty’s parting gift. Coppelius advanced, getting awfully close to Sonnia, but not close enough to be within Terrifying range. Sammael decided it was time to get rid of the wounded LCB. He activated Flaming Bullets and triggered Rapid Fire, giving him three shots. Unfortunately, they were all at –neg flip, and with some great cards for LCB and some poor flips for me, Sammael missed with every shot. Eek! Nino tried a Focused shot to negate Foggy and wounded Coppelius. Sonnia activated Inferno, cast her Flame Blast on Coppelius and then charged him. The Witchling Stalker was just within charge range and charged Coppelius as well, and they both managed to get him down to 5 wnds. My other Witchling Stalker continued planting evidence. At the end of the Turn, LCB, Coppelius and the Witchling all took 3 dmg from Inferno, bringing LCB down to 1 wound and Coppelius down to 2. The next Turn would be crucial and, after flipping a card, would not be Foggy. That had really cost me in the last Turn, so I was relieved. Turn 4 We both realised how crucial Initiative would be, and both wound up spending two soulstones between us to try and seize it. In the end, Robert had flipped a 3 and I a 2. I spent a soulstone and flipped – a 1 Initiative: The Dreamer. Coppelius activated, and started to claw into Sonnia. He took an eye (ouch!) and ended up putting her on only 3 wounds left, with Poison 2. I had to burn my last soulstone to make a damage prevention flip. He also used the eye counter to let LCB make 2 healing flips. In addition, LCB regained two wounds from the hits on Sonnia. Suddenly, what had been a perilous situation for the Nightmares was now looking a lot better. I activated Sonnia. She immediately lost 2 wnds from Poison, putting her on a single wound, and tried to hit LCB twice, failing both times due to really poor flips and a very weak Control Hand. Lastly, I tried to cast Inferno (knowing she was about to die) but again flipped poorly, getting a six when I needed a seven. I had been hoping for an explosive finish, but no such luck! LCB activated. I cannot remember clearly what he did, but it resulted in the Witchling Stalker exploding Everyone in the melee took 2 wnds (apart from LCB who was too far away), killing Sonnia. But all was not lost. I had two of the finest shooters in the game left to go. Sammael tried to get Flaming Bullets off, but poor flips and a weak hand combined to fail again. And then my cards turned. With Coppelius being Ca6, Sammael would be +2Cb and +1 Dmg against him! And my Scheme was to kill all the minions. So I shot Coppelius. Not only did I kill him in a single shot with Severe damage, but I also got the Ricochet trigger! And flipped Severe damage on LCB, killing him The Dreamer turned up, injured and confused, and tried to hide behind some steps. All that was left was for Nino to finish the job. He hit and killed the Dreamer, and it was all over. Result: I had planted two pieces of evidence to Robert’s one, and with at least one Turn remaining and with me still having three models left on the table, it was a victory for the Guild. Commentary: Slugs notwithstanding, this was a fun game. Robert was playing The Dreamer for the first time, so he hadn’t quite worked out the key tricks for this crew. He has now, though! He also knows not to bunch up near Sonnia I know not to let Coppelius get anywhere near my models – his auto-Paralyze is very nasty. The combination of Sammael and Nino worked very well, and is one I will certainly use again.
  15. Doh! I wrote that bloomin' story as well You think I'd remember!
  16. Could you bombard the Nightmares within 3" of the Dreamer with Disappearing Act (Colette, 3 Mechanical Doves and Cassandra can all cast it, and can all use Soulstones to boost it), and then whatever you have left can target the Dreamer? Given the number of Soulstones it would cost, it would be an all or nothing tactic, but would be epic if you managed to pull it off.
  17. Perdita's totem is better than she is at Obey, since it is easier to cheat in a high-ish card of any suit than a not-so-high one of the right suit. Add Granny Ortega for triple-Obey fun
  18. Good report. I enjoyed the interplay between Colette and Cassandra.
  19. The Duet is by no means unbeatable, but in addition to setting up to kill it in one go, you need to watch for Cassandra popping into B2B contact with one from up to 18" away using (1) Dance Partner. You might have thought you could handle the Duet, but Duet & Cassandra are nasty (esp if she brings along a Linked Mannequin that lets her and the Duet ignore Weak dmg). When I run a Duet I always keep a Mechanical Dove within 3", so that the Duet can use it as a Soulstone before it activates. This helps avoid it being killed by eg. the Leveticus method mentioned above, so get rid of the Dove if you can before you try and take out the Duet.
  20. Good report - thanks. Colette could always use more soulstones, but with no cheap Showgirls it can be hard at lower SS limits. Doves cost you 2SS to buy, but only 1SS to make in-game, and they are very effective at using Magician's Duel.
  21. I don't know what the Dreamer's life is like Earthside (I have my own theory on that, and it doesn't involve the Dreamer being a mage), but I think he's been coming to Malifaux in his dreams for so long that he thinks nothing is unusual about it. I think he is old enough to suspect that when he is dreaming it is not just his own head he is in, and that the people in his 'dreams' might be more than just figments of his imagination, but he doesn't like to think about that too much. It spoils his fun, and the Dreamer likes his fun.
  22. One of the key things about Perdita is that her abilities are straightforward and her learning curve starts low and grades smoothly. It is obvious to even a beginning player what Fast is good for, or high Def, or Execute, or Bullet Bending etc, but she is not without depth, and the possibilities of Companion and Obey are powerful and effective when used without much tactical nous, and more so when their use is more carefully planned out.
  23. So pretty much measure your terrain, and every 3 square inches of footprint = 1 point? Sounds quite sensible I think the example in the rulebook is pretty unhelpful, and doesn't seem to match what is described in the text. FWIW, I think Malifaux needs lots of terrain.
  24. I like it - means you don't have to cut the basing tabs off your models and pin them
  25. @mangustheix: That was changed in the Errata:- Declare Target, then Check Range (p.54) Replace second sentence with “Any model other than the attacker within the attacker’s LoS can be targeted.”
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