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guynamedFleck

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Everything posted by guynamedFleck

  1. Last time I was at the flgs, we still had 3-4 packs of Minky's bases. Check with him directly, but failing that, we can definitely get some to you from the shop if you'd like!
  2. Great. Different logic, same results. The most important answer is that with Reflect Magic in this instance, the caster target swap place for the purposes of the Lure. The confusion came from "how can a Belle be moved when she has to move toward herself". But effectively, the Belle was trying to lure the Stalker into a Shafted marker, so the Stalker turned it around and lured the Belle in. Thanks for the clarification on Lure too!
  3. This came up in a game tonight while practicing for an upcoming tournament. A Rotten Belle targeted a Witchling Stalker with Lure. The Witchling Stalker successfully resisted the spell and also pulled off the Reflect Magic trigger. In the above example what happens? My best interpretation of the rules would be that that the Witchling Stalker instead controls the Lure effect's movement on the Rotten Belle. Though since the trigger only mentions that the the attacker suffering the effects of the spell, that the Belle would remain the target for the spells reference to "this model". And since the spell says "push target model towards" rather than "push target model directly towards" the Rotten Belle is free to be placed anywhere within its movement distance (since it will end its push no farther from the target than it began). Correct? Or am I completely off in my thought process? Thanks for the help guys!
  4. Wow, where has the time gone? Let just chalk this extended delay up to Cincinnati weather. My mistake was coming up with a cobblestoning method that relied on melting foam. A problem with the method is that it is difficult to do safely when you cannot open the windows (and garage door) for proper ventilation. Well, fast forward a few months and cincinnati weather has decided winter is over and summer has begun (yes that is correct, spring is right out, straight on from mid-30's one day to high 70's the next!). Anyway, I decided to act while the weather gods were feeling chipper and pushed through finishing the cobblestone work on the last two boards! Here is where we are now. I got a bit bored of the same old cobblestones and needed some more texture to break up the train board, so I made a second tool for a more rectangular stone. You can see it used on the sidewalk along the tracks. Since I ran out of mordheim buildings, I was left with an extra large space on the one board (and about an extra hour of cobblestoning work). This shouldn't really be too much of an issue since we have a considerable set of resin terrain features at the flgs to populate this area, but I have a fun little project that I have been thinking about dong to add to the tables. I've always wanted a carnival, so I'm thinking a few caravans and a ticket booth to layout the entrance to the carnival! This will hopefully appease the locals that have been waiting patiently for the last 2 boards. The primer is currently drying on the cobblestones, so aside from doing the wood floors on the buildings the base construction is done. All thats left is paint, the train, and the carnival bits. Woohoo, its good to be back!
  5. All of my Guild are based using a combination of IronHalo, Deus ex Machina inserts and bases that I scratch built to match. They seem to match your description. https://ironhalo.net/store//catalog/index.php A friend from the flgs just introduced me to another line of steampunk bases. I actually prefer these as they are a bit more 'grungy', but they do not have any wood texture. Such a shame that I just finished my guild crews and don't need any more bases. http://www.pk-pro.de/index.php?page=categorie&cat=10 Hope these help you out.
  6. And don't forget the purifying flame is a spirit! That makes for some fun/high flexibility on the board, especially when you flip for an interior location. You'd be surprised how many opponents will think they are safe on the other side of a wall or building, only to be out maneuvered by this little totem! Also needing a high tome isn't too much of a problem as any time Sonnia 'really' wants to use a tome is a turn you are probably gonna soul stone to add it to her stat anyway. Which pretty much frees up any high tome in your hand for the purifying flame.
  7. In the case of the executioners ability, "...killed by a Executioner Claws Strike is removed from play..." is stated to ensure that the executioner heals when he kills an opponent. He is actually meeting multiple requirements. Rules Manual p13. Models in Play vs. Out of Play. Referring to the fact that a model killed, sacrificed, or buried is technically 'removed from play'. This clarifies the trigger in such cases that the enemy model is 'removed from play' vs. 'killed.' Without the 'killed by executioner claw strike' portion, the trigger would suggest that hitting an opponent with a strike and then burying the opponent with another ability would effectively heal the executioner. Without the 'removed from play', you could effectively come across a situation where the model was killed but didn't leave the table. So both portions are needed and neither effects the order of Timing. You all came to the correct conclusion, just via the wrong path. :hmmmm:
  8. Sort of... You are correct that the Executioner would heal after the Gamin shatters, but not for the reason of effect order choice. Rules manual p6. Timing. The fact that the Gamin died would interrupt the Executioner's strike and trigger "shatter". The gamin would dish out its damage (completely resolving its trigger), before you return to complete the executioners attack. The act of killing and removing from play the gamin would then trigger the "love the job" trigger. For truly 'simultaneous' effects (terrain, environmental, or encounter effects). Players only get the choice of order among their own models, not between friendly and enemy models.
  9. Ok, I've got it now. So to clarify on my own question with direct references. Rules Manual p19: "Game Effects - Effect is a game term referring to anything that changes a model's state." So although insignificant is a Characteristic, the matter of gaining it during the encounter is still an Effect and thus can be removed as any other effect.
  10. That was my perspective on the matter too, but do you have references or precedence that would back this up? I have looked but can't find anything concrete to back it up.
  11. I tried a couple searches for this, but couldn't find an answer among all the tears surrounding Hamelin, haha. Hamelin and crew have a few different ways of dealing out Insignificant to a model for the rest of the encounter. Insignificant is a Characteristic, so my question is, is there any way to remove this effect ('effect' in the non-game term sense of the word) ? For instance, when a master avatars the card states, "Discard all Tokens and end all effects..." The thinking is, Insignificant is a Characteristic, so would not be removed when the model avatars. For the same logic, something like the witchling stalkers "Dispel Magic" spell says, "Discard 1 Counter or end 1 effect on target model." so wouldn't work. The question is, does a Hamelin opponent have any method for removing the Insignificant?
  12. Oops! you are correct. I guess my love of the dogs got a little carried away. Well I guess that makes them all the better for the reactivate sack and cordon of doom!
  13. I find the hounds to be an excellent addition to any of the guild crews. For starters, The majority of the Guild masters run best with maxed soulstones, so taking dogs means you will lock some spare stones into your list, making you less likely to say, "oh, 7 stones will be about the same as 8..." (famous last words). -For any of the objective based strategies (treasure hunt, line in the sand, etc..), running 3-4 means you are moving 12" and still getting a (1) interact. -For the Breakthrough or holdout schemes you have an 18" move that can ensure you have 2+ models in either deployment zone. -For any master taking on ressers or arcanists, you've got an 18" threat to removing counters from the table (double move and 'bury"). A great thing when you decide to leave Justice (and or the executioner) at home. -If you're running Sonnia, as stated above in the posts, you have easy targets to focus your blasts off of (a trick I've never used, but nice idea), but more importantly, if you find a hound reduced to 1 wound, you've got Witchling Stalker potential! -Add in a Guild Guard or 2 and you have some ubber effective "Cordon" potential. Considering at this point you are probably including Lucius, you also have the benefit of fast moving "eyes" for the sniper ability or a cheap sacrifice to reactivate. So, I'd say anymore, once I have my strategy determined these days, if its appropriate to the task, you will find at least 3 hounds in any of my guild lists. They are an extremely versatile minion for any master or henchman.
  14. I'd have to say I give the liquid greenstuff a decent review. I dabbed it into the gouges in the dead horses flesh, let it set up and filed the excess even. I also gave it a go on a few seams between parts, and where it can be a bit difficult to get into some nooks, it was a heck of a lot easier than trying to use regular greenstuff and a sculpting tool. I opted to go ahead and get the model painted, since I really wanted to use him in games. I tried to use him in a game last night and the god's of fate wouldn't have it! They cursed my deck and let me off with a warning! Anyway, her he is in his slightly shinny glory (just sealed and hadn't had a chance to dull down yet). Finished just in time for the flgs' 20 player, end-of-league, mega battle this Sunday!
  15. I broke my own rule of playing unpainted mini's last night and it took its toll on my fate deck! To appease the malifaux gods, I managed to get a coat of paint on the models today. Here are the results... The Warden, by the way, is a brutal beatstick! Even unpainted, he managed to walk up and paralyze Kearis with an un-cheated shot.
  16. hahaha! well I suppose that would depend on if it were an african swallow or a european swallow... Well here is my logic. if you consider the horse and rider to each be half (thats a very small horse and a very large man...insert crude joke?), then the rider is half another companies model, so that's only 25%! and yes, I just responded to your hazing with a ridiculous mathematical logic just so that I could make a monty python joke and a crude reference to a man that is 'larger' than a horse! :+fate and further yes, that does all add up to the maximum :+fate:+fate on thread rebuttal! :fight:
  17. Thank you for all the comments, they are always a powerful motivator! @Antizombie - thank you, that hat probably took as long to work out as I spent filing the puss pockets off the horse. That's a long time! but I'm pretty happy with how it came out. @ Gollum528 & Bucket Monkey - My original thought was to curl, shorten and GS the dead riders horns, but luckily I found the ram horns (old GW skeleton sprue) in my bits box while looking for a suitable gear to support the raised hoof. I was quiet happy with how they fit! @ Mr. Smigs - mistercactus is correct, the insert is from ironhalo, with some slight modifications using other watch gears. @ Slimnoid - I'll be interested to see what you've come up with. This was a last minute, "ah-hah!" moment for me. I've been trying to come up with a good proxy for a while, with all my ideas being either too far from the wyrd style, or too expensive to be a viable proxy. @ Lonelypath - It may just be the angle of the shot. The torso and waist matched up perfectly without any overhang. That, and it may be that the upper body has a coat on while the legs do not. This is why I am contemplating GSing the duster down over his legs. Anyway, I picked up some liquid greenstuff last night that I'm going to try out on filling in the "dead flesh gouges" on the horse with. It will be a good first test of the new product. Then its off to the painting table!
  18. I've recently found a lot of use with the Pale Rider in my crews, but hate proxying models. So, the only logical step was to convert something up to fill the role. Since there are a limited number of options when it comes to horse riding gunslingers, I wanted to make the conversion worth its cost and appease the Wyrd tourney conversion rules (no more than 33% other game companies models). This way, when the official model comes out some day, all I need to do is pick up an official card and all will be good! Anyway, I picked up a dead rider and turned to my old standby conversion miniature company, confrontation, to knock together this little number. The biggest part of the conversion was giving life to the once dead horse. A few hours with a file and some greenstuff fixed this issue. Mostly just removing the bubbles (puss pockets?) from the belly of the horse and generally removing his spiky bits, for a more 'approachable' appearance. The rider is the upper torso from a Griffin Fusilier. This guy in particular... All I did was add a hat and remove the sash from the end of his rifle. Other than that, it was as if the two models were meant for each other. The original idea was to greenstuff his duster to blend the two models together, but now I'm kind of liking him without it. We'll see... I can't wait to get him finished and painted. Now I just need to come up with an idea for aHoffman!
  19. Great point, I had overlooked that. So you're already looking at a on attack and Dg against an opponent that has activated. For a potential :+fate on attack and on Dg if you've got "shooting range" up. Add in "machine puppet" and watch the mayhem unravel! I take back the comment on burning through your hand, haha. Nice combo there. I suppose there is also some benefit to be had with "Assimilate: Overprotective" if you really wanted to do some crazy stuff.
  20. Good ideas! Though this was just a quick (until the real thing comes along) conversion, so "less is more", haha. And I guess my mind is slipping. I meant to say Pale Rider... I have a good idea for a Pale Rider conversion. Too many riders to keep straight!
  21. "Dampening" will only stop the Drill Sargent from using "shooting range" when he tries to activate it within 3" of Hoffman, so you are right on that logic. Though at that point, you are limiting your AP for shots, as well as increasing the length of the priority activation chain. What I mean to say is. Say turn 2 you have the perfect set up. Your first activation would be the drill sergeant for "shooting range". Then you would have to activate Hoffman's ride (Warden), burn a card to walk(w/ relentless) into position and take 2 shots (possibly burning more cards for your paralyze trigger). All before you could activate Hoffman for his "machine puppet" shots. If you "tap power" with Hoffman for a 3rd AP, you're guardian will be slow next turn. So for turn 3 to even potentially repeat this strategy, you would have to first activate the second warden (linked to the drill sergeant in a previous turn), pull the drill sergeant out of Hoffman's bubble, with the potential to take 2 shots un-buffed. Then activate the drill sergeant and put out "shooting range". Then Hoffman's ride (1st warden) would use relentless and get a single buffed shot (he's slow). All before Hoffman got to go himself, for a potential 2 or 3 shots! So on turn 2, you would have to activate a minimum of 2 models before Hoffman could go (a potential of 7 buffed shots from hoff and 2 wardens. which is nothing to scoff at!). But on turn 3, you would have to activate 3 models before Hoffman let loose (a potential of only 3 or 4 shots). Giving your opponent plenty of time to break your combo. This is before you account for wanting to use the watcher to stack your deck, or clear "harmless"/"pitiful", which would further delay your activations. Not to mention, with all the relentless and cheating for triggers, you have eliminated your fate hand (especially rams), so Lucius and the Guardian are struggling to assist you at their full potential. Which also puts you are at the mercy of models with any "discard or suffer X" types of damage. It also puts a lot of big bases in a relatively small grouping, which might be ok when it's Hoffman ("dampening" again), but you are going to want to spread those models out when aHoffman arrives (Precious Cargo)! Sorry if that got really detailed, but as I said before, I've been working a lot with figuring out aHoffman, so this was as much working through the logistics in my head as it was responding to your tactic!
  22. I am tooling around with a similar list (pro-aHoffman and no peacekeeper), my only concern looking over yours is that you are relying heavily on the Drill Sergeants "shooting range" interacting with Hoffman's "Machine Puppet". While this is possible, you have to take into account Hoffman's "Dampening" ability. This is going to force you into being very careful with model placement (only having 1" to work with) and potentially leaves Hoffman without a buddy (unless you plan to run him attached to the Guardian. I tend to run the Drill Sergeant linked to a melee fighter away from Hoffman (since the extra training bonus is not a or you will always get the bonus). At 12" range "Attennn-Hut" can be used to ensure Hoffman's "tap power" doesn't slow down one of your other models. And you can still make use of your "Shooting Range" with out Hoffman objecting. Just my 2 cents, I'm interested to see how your list works out!
  23. @Slimnoid - It is the familiar of Light, but don't go removing a kidney, just do what I did... Spend 4 years getting in good with the owner of a game store and say, "well now I just need a good stand in for the effigy" if you are in luck he'll just toss one at you! I also agree with your thoughts on the Warden, taking another look at him, his legs do look rather weedy. I may be able to quick fix this with a bit of warjack/dreadnought ingenuity. I'll have a go at shaping a bit of plastic tubing and attaching it to the upper thigh. That should bulk out the legs and better approach the "goat leg" style. I also came up with a great idea for the Dead Rider last night and will hopefully collect the pieces for the conversion tonight!
  24. I've been expanding my Guild force lately and found a lot of good use in both the Warden and Brutal Effigy. Only problem, there are no official models for either. Not to be discourages, I set to task at making my own. Here are the results... Warden. Nothing fancy, I decided to base it off the Guardian model since the general shape was just about the same. As the Warden will be released someday, I opted to keep the conversion simple, only removing the sword and replacing the shield arm with a Restraining Claw made of various plastic tube and chain. This way I can potentially remove the converted bit and turn it back into a Guardian (hmm, why don't I just go back and magnetize it? May just have to do that.) Brutal Effigy. In the artwork, it resembles a Death Marshal, the model I managed to source as a starting point more closely resembles a witchling stalker. Part of me wants to go in an replace the sword with a pistol and sculpt a cowboy hat on, but again, I know at some point wyrd will release a cool official model. I suppose I will leave it as is and blame it on my affinity for Sonnia and her witch hunters! And the two together. Hope you enjoyed.
  25. If I recall, the two arms with separate claws are identical, but you've definitely got three of them there. The Harpoon arm doesn't have a bend (joint) in it. It is just a straight piece that connects at one end to the body and the other end to the gun.
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