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Tograth

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Everything posted by Tograth

  1. one mini I really like as a gunsmith proxy would be the solo Harlan Vash from PP.
  2. I tried using the toolkit with ramos and alyce there recently, and its actually sick how much card control it gives you. For instance, Start of the first turn I had 1 11, a few 8's and the rest were 4s or less. Using Burnout, and just casting like a mofo with Ramos, I ended up cycling through my hand. Ended up getting a ton of good cards. With this, and the draw at the start of turn 2, I had 8 cards which were 11+, including the red joker. The only thing I can think of which would make it even more sick is if you could somehow get arcane reservoir in there, either using Jack Daw or a freikorp librarian maybe?
  3. Actually, the V2 card says the following: (1) Swarm Together: Sacrifice this model and two other friendly Steampunk Arachnids in base contact with it. Replace these models with one Steampunk Arachnid Swarm. Any wounds or effects on the individual Steampunk Arachnids are applied to the Steampunk Arachnid Swarm. The Steampunk Arachnid Swarm may not Scatter this turn. Looking at that, It would at first glance seem you would be right. However, Isnt it stated (cant remember where, but in The Basics section somewhere) that a model may only ever have 2 general and 1 0 ap? or am i getting confused? Basically, theres 2 different options - either you get 4 general AP plus melee master, or 2 general ap plus melee master. This depends on both other spiders not having activated yet. PS. I think the rules discussion forum would be the best place for this.
  4. +2 def?? I thought that you got armour for each enemy model you were in combat with? or is this something that we've been confusing lots?
  5. We showed my girlfriend this there last weekend. She saw the back first, and she was like O_o, he looks ossum! Then we turned Teddy around. She got a little bit freaked out, shall we say?
  6. Looking fantastic man. I really like your Nekima proxy. That model is the sex. really nice paint job on just about all of them With the Killjoy, he looks good, although a little bit monotone. One thing you could do to spice him up is to use a red ink wash, followed by some green and purple washes on the wounds to give them a bloody, puss sort of look. I really like your daydreams too
  7. the reason for the blue trim was to tie the faction models together as a unit, give some sort of coherency across all the models. Im not too gone on how bright the blue is either, but im at a bit of a loss. Do you guys know of a way to mute the blue? still leave it there, but with a much darker hue?
  8. Hi guys, I picked up Malifaux along with Mergoth back in November, and I've been working on painting them ever since. Since I enjoy the game quite a bit, I kinda went mad when I was picking up the minis, so I have pretty much all the arcanists, mosts of the guild, and a lot of the outcasts at the moment. I hope that over the next few months I can keep a log of how I'm getting on with the painting. Anyway, without further ado, here goes nothing. I'll limit pictures to one per model. Other angles can all be seen on the picasa album. https://picasaweb.google.com/107734542030152861268/MalifauxPhotos# The Arcanists Tinas Crew: I first painted most of my Tina crew back at the start of january, and got my three gamin and my golem painted back then. My Tina and silent ones are currently on my painting table, waiting a finish. my Tina crew started with a basecoat using my airbrush. The basecoat began as a mix between GWs dheneb stone, bleached bone, and P3s lightning blue. This was followed by successive layers of an asurmen blue wash, skull white drybrush. after the second set, there was a thrakka green wash, followed by a further 2 layers. Finally, two thin coats of GW's 'Ardcoat gloss varnish were added to seal it all in. The bases were Dheneb stone, washed heavily in thrakka green and gryphonne sepia. Marcus' Crew: With Marcus and gang, I wanted to start out with a pair of sabertooth ceberii (ceberuses? ceberusi?), and wanted to wait until I picked up my Silurids before I did them and my rattler. Unfortunately, the rattler and silurids are still waiting paint jobs. The big kitties, however, are done! I give you Spots versus Stripes: The tigers were done using dheneb stone base, followed by successive washes of gryphonne sepia. The stripes and spots were done about halfway through with macharius solar orange, as were the manes and heads. The manes and heads were followed by a heavy drybrush of codex grey. This was followed by a heavy wash of chestnut ink, a drybrush of codex grey and then about 4 washes of gryphonne sepia. Before the last wash, there were three very thin drybrushes of skull white. The teeth and claws were done in chaos black with a thin drybrush of codex grey. Ramos: Ramos and co were a spur of the moment painting spree. I haven't gotten Rusty Alyce, Ramos or my Electrical Creation done yet, but in 7 hours (total) I went from opening the boxes to finished (bar a coat of varnish). The models done were 2 spider swarms, 6 single spiders, a brass arachnid, and my executioner. My dheneb stone paint ran out after the last lot, so I had to try something new. I used iyanden darksun as the base, followed by a heavy layer of brown ink. This was followed by a heavy drybrush of fortress grey, then a wash of thrakka green and gryphonne sepia (i sense a trend here...). With the actual models, I started with a base coat of a 90:10 mix of P3 lightning blue: Bleached bone, then an asurmen blue wash. The edging was done using shining gold and followed by thrakka green and gryphonne sepia. The red was done using mechrite red (before the green and sepia washes.) So thats all so far. I have a fair bit more to do, but its a work in progress. I hope to post updates pretty regularly, so watch this space!
  9. Ah. I knew there was somewhere where I was going wrong...
  10. heres a how to: Warband = 35 points Lilith +4 primordial magic -2 Black Blood Shaman -6 Nekima -13 3 x Terror Tots -9 2 x Desperate Mercenaries -4 Total 34 points. Leaving Lilith with 5 SS. deploy with the shaman and 1 tot in base contact with the 2 desperate mercenaries. Nekima and Lillith up front, with Lillith within Melee range of one of the DMs. Turn 1 1) activate desperate merc. pass 2) activate desperate merc 2. pass 3) Activate Nekima. a) Cast 0 Nephilim Heart for CA + Mask Cast 0 Blood Offering. Take 4 wounds and receive 1 Blood counter. 4) Activate Lilith a) Kill a Merc Using 1st action Nekima gains 1 Blood Counter from Blood Sense c) Use the Mercs ability A Last Noble Deed to heal Nekima d) Use Lilliths 0 to use Drain Blood and get 1 Blood Counter. Draw a card. e) use the last action do blood from stone. discard 2 SS, gain a blood counter. you now have 2 blood counters on Nekima and 2 blood counters on Lillith. 5) activate a terror tot a) cast Grow. discard 1 blood counter from Nekima. replace with young nephilim use your melee expert attack to kill merc 2. c) Use the Mercs ability A Last Noble Deed to heal Nekima c) Nekima gains 1 blood counter from Blood Sense d) use (0) drain blood to gain 1 blood counter. e) cast Mature, discarding Lilliths 2 blood counters. Replace young with Mature. you now have a mature nephilim, 2 blood counters on Nekima, and 1 on the mature nephilim 6) activate second terror tot a) cast Grow. discard 1 blood counter from Mature Nephilim. replace with young nephilim cast Mature. Discard 2 blood counters from Nekima. replace with second mature. 7) Activate BB Shaman a) Cast 0 Blood Offering. Take 4 wounds and receive 1 Blood Counter. Using corpse Counter cast 1 action Inject Blood on Nekima and heal for 2 and gain Blood Counter from Trigger. c) Using corpse Counter cast 1 action Inject Blood on Nekima and heal for 2 and gain Blood Counter from Trigger. 8) activate third terror tot a) cast Grow. discard 1 blood counter from BB shaman. replace with young nephilim cast Mature. Discard 2 blood counters from BB shaman. replace with second mature. 9) move your primordial magic up. Cast Transposition to swap it with one of either Lillith, Nekima or your 3 Matures. Doing this in this order nets you a total of 9 blood counters over the course of the first turn. It means you go from having 9 models worth 34 SS (including Lillith) to 7 models worth 51 SS. casting wise, it requires 6 5+ cards to do the growing/maturing, plus whatever you need for Inject blood. With primordial magic and Lillith, you will draw 8 cards and discard the worst (i.e. anything less than a 5). when you kill the first DM, you get another card. the big downsides to doing this is that your crew is static for a turn , and it is bunched up. something that can move fast can really ruin your day by getting in your face. then again, as long as lillith and Nekima are up front and the other guys hanging out behind, who cares? anything that gets that close is gonna get an ass whooping The other big thing to watch out for is a Tina List (which can target you from turn 1 with Ice gamin providing a mirror and Silent ones extending range).
  11. Last night myself and Mergoth played a game at 40SS. we ended up playing in an industrial zone on a 4 by 4 table. terrain was set up with various 3" tall impassable walls forming loose oblongs, with avenues between them. ruined buildings interspersed these, with a burning building off to the right hand side. There were also small, 1" tall terrain pieces scattered around that gave soft cover. (for directions, All directions are from my point of view, i.e. facing out of my deployment zone) Mergoth got reconnoiter, while I got destroy the evidence. Deployment was standard deployment (8" deep) and I won the flip for deployment. crews: My crew was as follows: Lady J the Judge Death marshal x3 Executioner Francisco Nino Mergoths crew was as follows: Seamus rotten Belle Canine Remains x2 The Hanged x2 Onryo x2 grave spirit for schemes, we both took holdout, while Mergoth took bodyguard on Seamus as well. I deployed to the right of centre in my deployment zone, while the destroy the evidence counters were placed directly opposite in an equilateral triangle formation reaching from the edge of Mergoths deployment zone outwards. Turn 1: Turn 1 saw me moving all my stuff up, while mergoth linked his grave spirit to a hanged and moved both hanged and the rotten belle up to one of the small terrain features to get cover. He also moved the onryo up to a different piece of small terrain. The canine remains then moved up next to the onryo. One of them was outside 1" of the terrain piece, so he didnt get cover. Finally, Seamus moved up, shot the doggy that was out of cover, and killed it. He then used Arise my Sweet to get another belle, which he moved left towards the table centre. Turn 2: turn 2 saw nino move up, in my sights and then shoot one of the onryo. I had forgotten about Hunter, so this was at a minus flip. I hit, did weak damage and got trigger happy. Shot again, bringing the onryo down to 2 wounds. Nino took 2 wounds from the imediate revenge ability. the rest of my crew moved up, some of them being lured by the belles. more shuffling by seamus and crew, leaving them slightly further forward, slightly better spread out, and still in cover. I used Restore Natural Order with Lady J, which killed the second doggy. Turn 3: Turn 3 saw Francisco being lured forward and killed from some Malevolence from the Onryo. He managed to put 2 wounds on the belle closest to that onryo. The Executioner got hit by a Whisper From Beyond from the Hanged, and a malevolence from the other onryo, bringing him down to 2 wounds. Nino took some potshots at the belles, doing 4 wounds to 1 and 2 to the other. I then charged the executioner at the belle closest to me, which was silly - I should have charged the Onryo on 2 wounds that was just past it. Ah well. Anyway, I charge in, Hit big, flipped severe damage and popped Critical strike, and killed her. He healed back up to 5 wounds (since he was affected by Whisper from Beyond). The last belle then Distracted the closest death marshal, getting it off and popping slow onto the Judge. The Death marshal resisted. Seamus then focused a shot at the executioner, which flipped moderate damage and killed him. With his Slow to die, I tried to kill off the belle, but failed to hit when the belle flipped the red joker for defense. Seamus then brought the belle back with Arise and put it back by the hanged. the rest of my stuff moved forward, with Lady J moving to prepare for a charge at the hanged next turn. Turn 4: At this point, I had killed a belle (which came back...) and put wounds on the other belles. I had lost francisco and the executioner. I won initiative, so I used the Judge to Judged the hurt Onryo, killing it. the Belles started to Distract my guys, managing to get slow on the Judge. I sword styled for Onslaught, and charged the further away hanged with Lady J. This charge ended up with her in BTB with one of the objective markers and in Melee range of both Hanged and the slow belle. She hits the Hanged, does severe damage and triggers Onslaught, and the second hit kills that hanged. She then used her Melee expert AP to hit the other hanged, which brought him down to 3 wounds. The hanged activated next, and tried to hit Lady J. I cheat with the 13 masks, pop a soulstone and manage to get off the Riposte trigger, which kills the hanged. The heavily wounded belle moved out of LOS to the centre of the table, while the Onryo Malevolenced the closest death marshal( bringing him down to 2 wounds) and the remaining belle double cast Distract on him. This time, the Judge and the 2 death marshals closest to him all got slowed. The death marshal that didnt get slowed move round, going towards the other objective marker outside of the deployment zone. Nino, finally remembering he was a hunter, cast in my sights at the onryo and shot it twice, managing to kill it. Seamus then moved up and shot one of the unwounded death marshals, killing him. Turn 5: Start of turn 5 saw me with Lady J, the judge, nino and 2 death marshals left, while mergoth had the 2 wounded belles and Seamus. I won activation, and Lady J kill the belle in her melee range with her Melee AP and onslaught, popped the objective marker and moved towards the objective marker in Mergoths deployment zone. The belle that was closest to Seamus hightailed it directly away from him, towards the far left corner of the board. Nino activated, moved, cast in my sights at the belle in the table centre on 4 wounds, and then got a critical shot off which killed her. She used her slow to die action to move her corpse to within 6" of Seamus. Seamus then activated, moved into melee range of the judge and the death marshal, and popped trail of fear and face of death. The judge activated, failed his terrifying resist, and ran like a baby. The death marshal closest to Seamus cast Finish the Job, and hit seamus, doing 4 wounds. The last death marshal then walked over to near the objective out of Mergoths deployment zone. Turn 6: I won initiative, and moved the death marshal over to get rid of the evidence marker. Mergoth then activated Seamus. Seamus killed off the death marshal with a bag of tools strike, shot (and killed Nino) and then tried to cast Arise my Sweet. However, since he had run out of SS, this failed to cast. His other belle continued to run away. I now had the Judge, one death marshal and Lady J still alive, so I moved Lady J over to sort out the last objective markers. At this point, she was in Mergoths deployment zone. The Judge then moved forward and used Bullets and blades to do damage to seamus, but not enough to kill him. Mergoth then flipped to see if the game ended, and it did. Mergoth got 2 VPs from bodyguard, and another 2 from his strategy, while I had 4 from my strategy and another 2 from Holdout, meaning it was a 6-4 win for the guild. This was the first time I had run any guild crew, and it was a major departure on Mergoths part from his usual Seamus list (belles, doggys, sybil, and Bette with the grave spirit), so we both had a lot of new things coming at us. A couple of things that I learnt from the game: Nino has hunter. dont forget this again!! Lady J is sick in combat. The executioner is very nice, so long as he doesnt get Whispered. I really need to have a think about Francisco, and about how good he may or may not be for this crew. All in all though, it was a fun game, and Mergoth was great to play against as always.
  12. Hiya Ratty, With the henchmen and their SF: you can now see the different models for selection, but when you click select the models arent added to the crew.
  13. fantastic work man, this is awesome! couple of things though: Ophelia. If she is selected as the master, you cannot hire any kin at all, only the pigapult, taxidermist, normal gremlins and the hog whisperer. If you select somér as your master, you can take up to 2 of the Kin, as long as you dont have ophelia in your crew. If you take ophelia as a henchman, its preventing you having any kin with her as well. Kaeris: she can currently only hire Joss and Johan. she should also be able to hire the gunsmith, the large SPA, and the soulstone miner. Arcanists: for the arcanists, there are duplicates entries for certain models with certain masters, with the second entry being 1 SS more expensive. Ramos: mechanical rider, executioner, spiders and spider swarms marcus: ceberus, rattler, myranda and hoarcat prides.
  14. all the updated (v2) cards can be found in this topic: http://wyrd-games.net/forum/showthread.php?t=17608 they are divided according to faction, and are available as pdfs at hte bottom of the page.
  15. I think Kaeris is meant to work quite a bit differently than you would expect. her Overheat ability is meant to be situational, not commonly used. A Kaeris list would most likely involve a lot of gunsmiths, with one or two large SPAs to back up joss or johan who would be your heavy hitters. Consider Kaeris as support master - she uses her flame wall ability to control your enemy's movement, (remember, they are hazardous Dg 3) and if you get the chance immolate for some nice damage. The list of models she can hire at the moment is as follows: joss large SPA gunsmith soulstone miner johan its a bit sparse, but when you consider that she's going to get a lot of loving in book three, its not too bad.
  16. In a crew with Somér and Ophelia, you would be able to connect a total of 7 totem models as follows: Somér can connect up to 4 giant mosquitos at a time. Ophelia can connect up to 3 young lacroix at a time. Masters and Henchmen both can always connect totems. Henchmen can do this regardless of whether they are acting as henchmen or if they are leading their own crew.
  17. Personally, I would say must haves are the GW foundation range (all are fantastic, and give great coverage) as well as the GW washes. In addition to those, Chestnut ink and Fleshwash ink by Cote D'Arms are fantastic. they really work well with just about everything - chestnut is great for dirtying metals, adding depth to browns, etc. While fleshwash is great for general toning on just about everything.
  18. The only way to take the DE in ramos' crew is to use Alyce to summon steampunk abominations. You can do it turn 2 actually - summon 2 first turn (you need an 8 of any suit to cast - you'll have the 8 tomes from ramos) summon another 2 turn 2 then move the 4 up (via Keep Pace). Use the last AP of the last one that moved to do a Concentrated Deformation to create a Desolation engine. Only problem is that it'll require 4 scrap counters. easiest way to get these would be killing off some spiders with ramos. tbh, not all that viable. shame really
  19. Hey folks, I was looking at The steamborg executioners stats, and it seems that its possible to charge across the entire board in one activation with him, assuming you have low cards in your hand. Activate ramos, move forward, summon spider 6" out. do other stuff with him. When it comes time to activate the steamborg, you charge the summoned spider. Cheat attack flip using a mask, cheat low on def with spider. Push spider 4" forward, and charge at another model further up. Chain this as you like. When you get to the model you want to target, you have a straight up charge attack (+1 damage flip), then anotehr melee expert attack. Do you guys think its a viable tactic, or ?
  20. Ice pillars are not an effect. They are specifically breakable terrain. The spell creates the terrain, but it isnt an effect. That would be like saying that Summoned models would go away at the end of the turn too, since they dont specifically say that they remain in play.
  21. Biggles, armour works as follows: if you have armour, unless the attacking model has an ability which specifically ignores it, you always reduce damage you take by the amount of armour you have, down to a minimum of 1. this works on spells, melee, and ranged attacks. well, just about any type of damage tbh. If an ability, spell, or attack does Wounds, distinct from damage, you cannot use armour to disregard it. Magic doesnt mean you cut through armour, unless its a spell which secifically states that it does.
  22. Colette is supposed to be quite tricky to use - her crew has some mechanics which are very advanced when compared to some of the other crews. Question for ya - what other crews was your wife looking at? was it specifically colette, or arcanists, or were there others that she had taken a look at? If she wants to stay with the arcanists, I would recommend starting off with Rasputina. Her box set, plus 2 silent ones and possibly either a freikorps trapper or Hans are a great starting point for the arcanists. Once you have the basics down, and are confident with the rules etc, i would say look at Colette. She's not for the faint of heart.
  23. im not too sure about that jason - the librarians ability to give an extra card, is it called "arcane reservoir"? if yes, then it wont stack with raspy already has, so only a 7 card hand im afraid the healer bit is nice - does it only work on living models, or can you also use it on constructs?
  24. Ah, sorry folks - I thought it said she got effects, but it says abilities.
  25. With the v2 stat cards, thats the way it works. You nominate Ramos, then use the toolkit to give him the extra tome. Alyce can then choose to use his Ca, and gets to use effects on his Ca as well, so she gets Surge and Ca8 tomes tomes.
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