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Argentbadger

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Everything posted by Argentbadger

  1. Wow, very neat. That green for the scrubs is just perfect.
  2. These unhappy looking chaps are Onryo, more Spirits to go in my Resurrectionist crews. They're cheap minions who don't really do too much exciting except pass on fairly minor conditions when hurt. Still, they pack a surprising punch when needed and more importantly are quite mobile thanks to Incorporeal. I mainly use them as Black Blood bombs with Molly if I need to stack damage onto high defense enemies, or just send them off scheme running. Onryo are cheap enough that I don't mind too much if they get killed (which will happen if anything actually seriously has a go at them since their defensive stats are terrible). I hadn't actually intended to paint the Onryo to match Molly's colour scheme but now that it has happened I think it looks quite nice. As befits their status I kept a limited palette without any needless flourish. I've seen Onryo out there with amazing freehand work on the kimonos but that would be way beyond me even for a master, never mind doing it on a minion.
  3. Here is Molly Squidpiddge; she's a summoner with a side order of crippling enemies. Molly's way of summoning is quite inventive, bringing in models with a number of wounds equal to the number of nearby enemies when they appear; in addition she grants Black Blood to nearby friendly models with the appropriate keyword. This, combined with the short range on the summoning action, indicates a highly aggressive playstyle that I very much enjoy. In terms of builds, Molly has two competing upgrades which align her either with the Spirit or Horror keywords. When I picked up the Resurrectionists for the first time I was drawn by the entertaining prospect of having ghosts that bleed over the other crew and I was highly gratified that this is an effective approach. Molly is technically undead, but after my unsatisfactory attempts at zombie flesh painting I decided to do more of a living skin tone instead. I'm quite pleased by the look here as her skin tone works rather nicely with the red and white dress. I sort of feel like she needed to be leaning forward a little more but without some modifications around that ankle (that I wasn't keen to try considering how slender it is) I couldn't quite get it to work. As an aside, I'm delighted that Molly was first introduced to the lore of Malifaux via the highly-talented hand of my friend Sholto (as he is known on these forums).
  4. Here are a pair of Dead Doxies for my Resurrectionist crews. I love these little ladies on the table and rarely leave home without one. The main draw is the (0) action to push things around; being able to hussle your master an extra walk up the table before they activate can be really useful in turn one. Since Malifaux is principally a game of positioning, anything that gives more control over this is helpful. They're surprisingly good at fighting too, which is handy since mine often find themselves in harm's way after repositioning something through the middle of the board. For the painting I still couldn't quite get the rotting skin tone to work as it looks in my mind. The one in the red dress is a bit better than previous efforts but the one in green just doesn't really look very zombie-like at all. More work is required, but these are good enough to count as finished for now.
  5. Good work! I think that the naturalistic clothes set off the magical fire rather nicely.
  6. Top painting, and well done in your first game. You could probably do with a little more terrain though, as open boards can be kind of annoying if someone starts going deep on the long ranged options like Katanaka Snipers or Freikorps Trappers.
  7. Here are my Shikome. They're Spirits and so I got them to pair with Molly and Kirai as they both have uses for that keyword. Flying options with a situational minimum damage 3 attack is quite tasty, and they recently were errata-ed to be cheaper which makes them even more appealing. In practice, I rarely summon Shikome with Molly as they're the same cost as Goryo which fit her needs better. Kirai loves them on the other hand; they can get Adversary very easily (which turns on almost all their cool tricks) and have an even number of wounds (relevant when you take half damage from summoning). The most amusing thing I ever do with them is to charge miniatures who like to bring their own Poison around (McMourning, Shenlong et al) since they can do so for a (1) action. I'm not really familiar with the mythology of Shikome so I didn't spend any time making them look like any kind of traditional representation of them; if anything, I ended up going more for the route of Greek harpies. I used these Shikome as a bit of a 'palette cleanser' between brightly coloured projects and painted them with more naturalistic colours. The one standing tall got glues on directly to the little pillar ruin on the resin base so that her contact point with the base was more than a single talon of one foot. If anyone can explain why scary vengeance ghosts wear no clothes at all but modestly cover their nipples with a saucer then I'll be happy to hear about it.
  8. Sweet work. The skin tone is very smooth, especially on the first Guild Guard.
  9. Thanks very much LusciousMcCabe. I'd love to say that my painting has improved but I think that it is just the lightbox I got a while ago. I'm still trying to get good photos though, since in addition to being an average painter I'm a decidedly below-average photographer. The Nephilim skin is very simple (like everything I do with a paintbrush): white, then an all-over wash with blue ink, then hit almost the whole area again with a thin white covering again. It should leave the blue mainly in the recesses but with a tinge in all but the highest areas. These chaps are the Hanged for the Resurrectionists faction. They're helpfully Spirits among other keywords so can be summoned by both Kirai and Molly. I found them rather less effective as hired models rather than summoned since they're such high priority to kill and so annoying when not killed that they're almost always dropped at range by the other crew if at all possible. Their abilities mostly revolve around making the other crew take more Horror duels than usual, but the main draw is the Whispers From Beyond action that knocks half wounds off their target and stops it from being healed. Overall, they're amazing when I use them and amazingly annoying when I face them. Being able to summon them into place with Molly and splash Black Blood on your hapless foes is probably the most satisfying way to use Hanged. I decided to paint the skin tone for the Hanged as if they are freshly dropped through the gallows rather than greying zombie flesh. I see them as more like ghosts rather than the corpses of the condemned (the game rules slightly support this with their Incorporeal rule).
  10. They look so cute! Good painting too, I love the weathering on the Executioner.
  11. Thanks Math. I'm always very grateful for your kind words. I rather like Hannah and Anna as a combination in Resurrectionists since Hannah can copy either of Anna's good actions. Hannah being immune to Black Blood makes her quite appealing in a Molly crew too, and you can also either copy Whispers From Beyond from the Hanged if you summon those or take advantage of the Unrelenting Terror rule to stack even more Horror duels with her melee attack. On the other hand, Molly doesn't help Hannah's biggest weakness, i.e. that she takes forever to get into the action. The scheme announcement thing was entirely on me. Luckily we're all grown-ups so no-one is getting really upset about it; I just regret my own conduct slightly (I should have just accepted my error and taken the loss). Both Kai and Lewis behaved impeccably so no fault at all on their side. I actually was going to be at the ITC (in Joe Taylor's team) but I've pulled out now as I don't want to commit to two days of Malifaux when I'm not really engaged with it. Are you attending? It would have been nice to meet in person after so long communicating via forum. Good luck getting your mojo back!
  12. Game 4: Resurrectionists (me) vs Ten Thunders (Dave Laing) Strategy: Symbols of Authority, Standard Deployment Schemes Pool: Punish the Weak, Set Up, Inescapable Trap, Take Prisoner, Public Demonstration Resurrectionists: Punish the Weak, Take Prisoner (Kamaitachi) Ten Thunders: Set Up (Izamu), Public Demonstration (Izamu with all three Yokai) Crews Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour (Unnerving Aura), Hannah (Unnerving Aura), Anna Lovelace, Rotten Belle, Dead Doxy, Graveyard Spirit Ten Thunders: Asami Tanaka (Nefarious Pact, Borrowed Time, A Heavenly Design), Katanaka Crime Boss (Equality), Monk of Wandering River, Ten Thunder Brother, Tanuki, Kamaitachi, 3 Yokai I was feeling quite tired here so I chose to pick my round one crew (except removing the Onryo for a Belle) simply on the basis that I might be able to autopilot my way to some VPs due to familiarity. The main plan was to push up the centre then send summoned models out to pick off the side Symbols. I picked Take Prisoner on the Kamaitachi as I figured it would be something that I could safely not attack, then summon something to it at the end. Punish The Weak was chosen since it plays into my normal style of killing things first and asking if anyone has any questions later on. Turn 1: The Doxy pushes Molly forward and the Wandering River Monk puts scheme marker precisely in the middle of the semicircle of Yokai. This is so that when they activate they’ll also pick up a Poison from the Tanuki and therefore enable extra jank with their end-of-turn placing. The Kamaitachi pushes Asami forward. Molly moves up and drops a Goryo near Asami who kills it with a Focus attack and summons a Yokai. The hired Yokai crowd round Izamu, placing here and there due to the Poison and scoring Public Demonstration for an easy three VP. Turn 2: A Yokai hurts Hannah. Molly summons a Goryo and Hanged then chain activate Izamu who fails to kill the Katanaka Crime Boss when I flip a Black Joker on the second attack. This turns out to be quite important as I’d forgotten that they have Calls Unto The Chi, so most of that good work is immediately undone and Izamu takes a thorough beating for his troubles. The Doxy kills one of the Yokai and pushes Hannah, but Asami teleports over and kills Hannah in a single go. Anna shoots at the Ten Thunder Brother on her side and the Yokai flail rather ineffectively at the Hanged. Somewhere in there the Ten Thunders dropped a few scheme markers and score Set Up on Izamu for two VPs. Turn 3: The Katanaka Crime Boss finishes both Izamu and the Goryo. Molly drops Whispered Secret on Asami to make her a bit more manageable and summons a second Hanged which chain activates to Paralyse Asami. Sadly, the Kamaitachi dies as a result of all of Molly’s summoning (and probably some incidental Black Blood). A Yokai collects my Symbol in the middle. The Doxy drops a second Yokai and the other Hanged kills the Crime Boss. Even the Graveyard Spirit gets in to stack a few wounds on Asami. My notes confirm that I score Punish The Weak here but I can’t work out how. Turn 4: Molly puts Whispered Secret on Asami again and hurts the Tanuki. The Hanged kills Asami and the Tanuki stabs the Hanged, dying to Black Blood in the process (I think that this was deliberate to avoid giving up Punish the Weak). The Hanged and Ten Thunder Brother get Symbols. Turn 5. The Ten Thunder Brother hides so that Anna can’t kills him for Punish The Weak, then the Dead Doxy and Wandering River Monk both remove a Symbol each. Resurrectionists lose 3 – 9 (2 for Symbols of Authority and 1 for Punish The Weak for me; 4 for Symbols of Authority, 3 for Public Demonstration and 2 for Set Up for Dave). A well-deserved win for Dave who outplayed me quite thoroughly. As always we were joking and chatting through the game and I’m delighted for any opportunity to match up with him. I took the wrong crew for this encounter entirely as it was just too easy for Dave to spread out and deny my summoning. I didn’t have anything fast to go for the outer Symbols and should have realised that I would be held up in the centre for too long to go for them after mopping up. I don’t own any Necropunks but perhaps I should have tried Crooligans to work the edges (though I don’t have any experience with Horror Molly). Or maybe even just hired a pair of Goryo to make use of their crazy speed and gone up the flanks; they could have probably outfought the Ten Thunder Brother and Wandering River Monk on the way if needed. Clearly the Kamaitachi was a poor choice for Take Prisoner so that is a lesson that I can learn. So once we’re all done I come in 8th place (of 20) which feels quite good considering that I don’t think I played particularly well in any of the matches. Thanks as always to Stewart, Michael, Lewis and Dave for four fun games of Malifaux and of course to Kai for his tireless work to promote the game here and run the events. I’ve been feeling a bit unenthusiastic about Malifaux for the last few months (probably this is why it’s taken me so long to write up this tournament report) and I’m not sure if I’m burned out on the game or the competitive aspect. I’ve also had the feeling lately that the current edition is quite bloated with confusing rules and could probably benefit from another round of flattening such as the way that the ME1.5 to ME2 was handled; it is quite hard to teach the game to new people in my gaming group as there are so many moving parts for them to learn. In the short term I’m going to take a bit of a break from events and play a couple of other good systems with friends so we’ll see if my mojo comes back. I already have my ticket for the Scottish GT so I’ll surely be there.
  13. Game 3: Resurrectionists (me) vs Guild (Lewis Philips) Strategy: Ours, Corner Deployment Schemes Pool: Guarded Treasure, Set Up, Take one for the Team, Recover Evidence, Hold up their forces Resurrectionists: Guarded Treasure, Take one for the Team (Dead Doxy) Guild: Guarded Treasure, Set Up (Asura Roten) Crews Resurrectionists: Reva (Maniacal Laugh, Beyond Death, Decaying Aura), Asura Roten, Carrion Emissary (Carrion Conflux), Guild Autopsy, 3 Shieldbearers, Dead Doxy Guild: Nellie Cochrane (Guild Funds, Misleading Headlines, Delegation), Printing Press, Phiona Gage (Wrath of the Guild, Debt to the Guild), Alison Dade (Transparency), Executioner (Ready to Work), Big Jake, Thallarian Queller, Guild Guard I have very little experience playing Ours, but I decided that a summoner would probably be wasted here since Lewis is too experienced not to just leave my summoned models alone and instead kill the scoring pieces. So with that and the corner deployment I decided to try out Reva as she can project damage a long way across the board. I went for both Asura and Carrion Emissary not only to summon Mindless Zombies but also to give them something to do once they were suitable gumming up the Guild crew. I didn’t like any of the schemes here and it showed. I chose Guarded Treasure but I read the rules wrong and didn’t realise until we were part way through the game that I was making it very hard for myself to score on it. After a bit of indecision I also picked Take One For The Team on the Dead Doxy; it was nearly on the Guild Autopsy instead and I got mixed up about which I’d chosen. Turn 1: The Press gives Nellie Evidence, the Doxy pushes Reva forward and the Queller drops a Suppression marker in the middle of the board. Nellie makes both Phiona and the Executioner Fast and passes some activations so that she can get the drop on me. The Emissary puts Shards down in the middle of the board and eventually Lewis decides that he won’t get the alpha strike he’s looking for and moves up the Executioner rather more cagily. Turn 2: The Executioner drops a Mindless Zombie who has wandered in to engage him then charges the Emissary leaving my big bird feeling rather poorly. Reva fails to kill Phiona thanks to a timely Black Joker on her last attack. The Press again gives Nellie Evidence and she chain activates; I’m forced to use my good cards to stop her from making the Executioner kill the Emissary. In fairness I’d somehow forgotten that she could do that or I might have used the Emissary earlier. We move our cheaper models around to score and I start to get a weight of Mindless Zombies into annoying positions. Big Jake saunters over into a corner and starts dropping scheme markers. Phiona eventually spends her activation mowing down Corpse Candles and Mindless Zombies. We both score for Ours and Lewis scores Guarded Treasure but I don’t because I didn’t read all the requirements… oops! Turn 3: Reva finally kills Phiona. The Press again gives Nellie Evidence and she kills the Emissary between her own attacks and free swings from the Executioner. The Executioner kills the Doxy and I forget to announce Take One For the Team (I’d got in my head that it was instead on the Guild Autopsy); more on this below. Asura and one of the Shieldbearers gang up to kill the Executioner in return. Once again both score for Ours and Lewis scores Guarded Treasure. Turn 4: A Shieldbearer makes a start attacking Nellie, mainly in the hope of draining Lewis’s hand. Reva completely fails to do anything at all to her. The rest of the turn is just moving our models about to try to score Ours, which we both do and Lewis gets his third VP for Guarded Treasure. Turn 5: As usual, the Press gives Nellie some Evidence and she scoots over to my right corner of the board. Reva kills the Guild Guard and the Shieldbearers kill the annoying Printing Press. I score for Ours and, finally, Guarded Treasure. With the last action of the game, Nellie drops a scheme marker near Asura to pick up a point for Set Up on her. Wow, what a game. Lewis is a really strong opponent and I’m always pleased to play him. He used Nellie to her strengths and had a clear plan to wipe out my big stuff early on with her, Phiona and the Executioner, then play defensively for the second half of the game to deny me any chance for Take One For The Team. I was especially impressed by his play of Set Up; he left it to the last minute to score it so that the threat of me handing over two or even three VPs for Take One For The Team was always there. From my side, my inexperience with Reva showed. I spent too much effort getting rafts of Mindless Zombies around and not enough time actually doing anything useful with them. I would have been better served focussing Reva’s attacks on the Executioner as his raw stats are worse than Phiona’s but I got too caught up in getting use out of Decaying Aura. The Shieldbearers were really good; nothing flashy but they were always an annoying threat to do a bit of damage and they are such a pain in the neck to remove without a really dedicated fighter that it just wasn’t worth the bother of anyone attacking them. The big point of this game was my forgetting to declare Take One For The Team when the Executioner killed the Dead Doxy. When I realised at the end of the game I discussed this with Lewis as, obviously, I wanted to have the VP for it. We agreed to ask Kai as TO and he ruled in my favour. Having had time to think on this now, I believe that actually Kai should have ruled in favour of Lewis in this case; the rules clearly state that the scheme should be revealed once it is scored. And while I don’t think that there was any big impact on the rest of the game play (Lewis didn’t have anything that could really have killed my stuff by that point so it wasn’t like he had to work hard to avoid killing anything else and risking me having the scheme still active) it still meant an unpleasant surprise for Lewis at the end as he thought that he had the game in the bag. Lewis took this frustration admirably and we’ve spoken since so that I could apologise for this. I think that Kai ruled in my favour partly because he understood that it was a genuine mistake on my side but also because he didn’t want to be seen to favour his club-mate; I’m very grateful to him to have made a ruling at all. Fate restored itself as Lewis went on to win his last game and take first place overall.
  14. Game 2: Resurrectionists (me) vs Ten Thunders (Michael Arnott) Strategy: Ply for Information, Standard Deployment Schemes Pool: Surround Them, Covert Breakthrough, Dig Their Graves, Inescapable Trap, Show of Force Resurrectionists: Covert Breakthrough, Dig Their Graves Ten Thunders: Covert Breakthrough, Dig Their Graves Crews Resurrectionists: Kirai Ankoku (Wronged Spirits, Unforgiven, Maniacal Laugh), Asura Roten, Anna Lovelace, Rotten Belle, Dead Doxy, 3 Shieldbearers Ten Thunders: Shenlong (Peaceful Waters, Yang, Wandering River Style), Peasant, Tengu, Yasunori (Recalled Training), Yamaziko, 2 Ten Thunder Brothers, Monk of Low River, Monk of Wandering River I chose to try Kirai for this match-up, not because I think that she is especially good for the strategy, but because the board here was wide open in the middle and I was expecting a lot of ranged attacks to come in. I was hoping that Kirai’s ability to bring Ikiryo into play might be a bit of a deterrent to this. With that in mind, I took a crew with mainly Living or Undead characteristics to force the issue. The Rotten Belle (and, to a lesser extent, the Dead Doxy) were there intending to bring Michael’s pieces to me so that I could Ply them effectively from my side of the board. With that in mind, I chose Dig Their Graves, so that once I had completed sufficient Plying, I could kill the model in question for another VP. Covert Breakthrough felt like the least bad of the rest of the bunch; hopefully I’d be able to get an attrition lead with Kirai’s summoning and score at the end. Michael did put down Shenlong, but slightly to my surprise he didn’t include much in the way of long ranged force projection. On the other hand, Yasunori in that crew was going to be able to reliably delete one of my key pieces within turn one if Michael chose to pull the trigger. Turn 1: As if by magic, the Peasant reproduces by binary fission. Asura puts down a scheme marker and summons a Mindless Zombie to get my ghost factory rolling. The Doxy pushes Kirai and the Zombie moves to be just within range to summon from. Moving the Zombie just wastes another activation and I can always hope that Michael would fall for over extending to kill it early in the hope of slowing down the summoning; of course he’s far too good a player to fall for this. Meanwhile, the Peasants hand Focus to Shenlong and poke Yasunori to move him forward a little; eventually the Monk of Low River heals the rider too. The opening moves are quite cautious and I realise that with the threat range on Yasunori so large (especially once Shenlong inevitably makes him Fast) I’m going to have commit pieces. The Shieldbearers move up to be just within range to get Fast from Kirai when she uses a Soulstone for summoning. The Belle Lures Anna forward and Shenlong pushes Yasunori up and gives him Fast as expected. Kirai summons a Hanged off the Mindless Zombie and then a Downed and a Shikome off one of the Shieldbearers. Yasunori uses Recalled Training and comes in to kill Kirai; I do summon Ikiryo off the first attack so at least it is on the board. Yamaziko kills the Hanged and sets up Brace in an annoying position. The rest of my crew beat up Yasunori and eventually he dies of Poison. I’m left with the uncomfortable feeling that trading Kirai for Yasunori might not have been in my favour. Turn 2: Yamaziko kills one of the Mindless Zombies. Anna shoots her down to a single wound and pushes her back to remove Brace, then Shenlong swaps in Low River Style and heals Yamaziko right back up. The Drowned puts some damage into the Wandering River Monk (I’m trying to deal with him before he Leaps off into my backfield and starts dropping scheme markers everywhere). The Doxy pushes Ikiryo forward a little and uses Grasping Hands on Yamaziko. The Ten Thunder Brother on my left kills my Drowned, scoring Michael a VP for Dig Their Graves, then Ikiryo uses her ludicrous charge range to kill Yamaziko to get me a VP for my own Dig Their Graves. The Tengu hurts Ikiryo and even a Peasant charges in. The Belle Lures the left Ten Thunder Brother over and one of the Shieldbearers kills it after Plying for Information. The others hurt the Wandering River Monk and Peasant. I score for the strategy. Turn 3: Shenlong picks up Fermented River Style in the Shenlong Phase. Ikiryo kills the Tengu (another VP for Dig Their Graves) and the nearby Peasant. The Wandering River Monk Leaps away from the Shieldbearer and runs for the board corner. The Shikome takes advantage of Shenlong having Poison on him to charge in, but fails to actually achieve anything useful. In return, Shenlong kills it (scoring Dig their Graves in the process) and Ikiryo. The central Shieldbearer plies the Monk of Low River for information and the Doxy pushes Anna around. The Monk of Low River puts down a scheme marker by healing Shenlong. I realise that I need to drain Michael’s hand if I am to deal with the Wandering River Monk; luckily I have a couple of decent crows in hand so the Belle Lures the Ten Thunder Brother to her, getting the discard trigger both times. A Shieldbearer knocks him down to a single wound and Anna kills the Wandering River Monk now that he can’t Butterfly Jump to safety. I score again for Ply For Information. Turn 4: The Ten Thunder Brother flees and drops a scheme marker, presumably for Covert Breakthrough. A Shieldbearer Plies Shenlong for Information but is immediately killed by him. Asura and another Shieldbearer move up and put down scheme markers for my own Covert Breakthrough. The Doxy Plies Shenlong, and the Belle Lures the Ten Thunder Brother back, killing him with a Pounce to get Dig Their Graves. I score again for the strategy. Turn 5: The Doxy Plies Shenlong again, so he kills her. Anna Plies him instead. The Monk of Low River removes one of my scheme markers and my Shieldbearer puts down another to replace it. Resurrectionists win 10 – 5 (full score for me; 3 for Dig Their Graves and 2 for Covert Breakthrough for Michael). That was a tough game right from the start; I thought I was in for a very rough ride when I lost Kirai in turn one. I had considered trying to leave Yasunori alive at the end of turn one so that I could possibly Ply him at the start of turn two, but on balance I think that was probably too risky. I was able to hang on for the rest of the game, but I think that Michael might have forgotten that Peons can be Plied For Information which would probably have impacted the margin if not the result. Michael’s game is getting better and better, but I do slightly wonder about some of his crew picks; notably the Tengu didn’t really seem to serve much purpose here.
  15. As is our custom, Gareth and I took the train over to Common Ground Games in Stirling for another excellent feast of Malifaux laid on for us by Kai Young, this time in the form of the four round Broken Promises event. Game 1: Resurrectionists (me) vs Resurrectionists (Stewart Herbert) Strategy: Public Executions, Close Deployment Schemes Pool: Eliminate the Leadership, Dig Their Graves, Undercover Entourage, Vendetta, Public Demonstration My Resurrectionists: Eliminate the Leadership, Dig Their Graves Stewart's Resurrectionists: Dig Their Graves, Public Demonstration (Hannah with Kentauroi and both Necropunks) Crews My Resurrectionists: Molly Squidpiddge (Forgotten Path, Take Back The Night, Wronged Spirits), Izamu the Armour (Unnerving Aura), Hannah (Unnerving Aura), Anna Lovelace, Onryo, Dead Doxy, Graveyard Spirit Stewart's Resurrectionists: Reva (Guises of Death, Decaying Aura, Litany of the Fallen), Kentauroi, Carrion Emissary (Conflux of the Reaper), Anna Lovelace, 2 Necropunks, Chiaki the Niece I picked Molly going into this match-up as I’ve found that she can afford to give up a point of Public Executions during turn 2 in order to get her engine running, then overwhelm the other crew in turns 3 to 5. Public Demonstration in the pool also adds to this as it encourages a certain amount of clustering from the other crew if picked. Seeing Reva across the board I realised that I probably wasn’t going to get much use of Izamu as he’s such an easy target for her, so I decided to take Eliminate the Leadership and use Izamu as bait to get her to activate early. Plus, I need to deal with Reva to stop her bossing the engagement range and scoring the strategy unopposed. Dig Their Graves seemed to fit well with the general plan of killing everything. Turn 1: A Corpse Candle appears in front of Izamu, walks forward and sacrifices itself. The Doxy pushes Molly forward and the Carrion Emissary puts down Shards in one of the two choke points across the centre to keep me off Stewart’s crew. Reva summons another Corpse Candle but, to my huge surprise, doesn’t immediately vaporise Izamu; instead she puts down a scheme marker in midfield. Anna misses a shot at Reva but pushes the Corpse Candle back a bit. Hannah copies her sister’s attack and sticks it on Reva to start chipping through her wound pool. The Necropunks Leap toward Hannah and start dropping scheme markers and the Kentauroi follows suit. Molly moves around the wagon in the middle and drops a Goryo into the middle of the other crew; it then hurts Reva and, crucially, Slows her. Stewart reveals his Public Demonstration for three VPs. Turn 2: Molly summons another Goryo and but fails to achieve anything else attacking the Carrion Emissary (I was hoping to get the push trigger to move to a better position but the cards didn’t work out). Hannah Chain Activates and drops a Focus attack on the Corpse Candle. This causes a pleasing raft of Horror checks, Paralysing one of the Necropunks, scoring a VP for Eliminate the Leadership and draining Stewart’s hand quite effectively. Reva Focuses and hurts Hannah right back. The Goryo from the previous turn Slows both the Kentauroi and Reva again, critically stopping the Kentauroi from just charging off into the sunset; meanwhile the Emissary puts Shards in Izamu’s way then kills the unactivated Goryo for Dig Their Graves. My Anna finishes off Reva (for the rest of the points on Eliminate the Leadership) and drains the rest of Stewart’s hand with the Horror pulse; I do paralyse my own Goryo in the process but that doesn’t matter as the Kentauroi kills it in the next activation anyway. I’m doing quite a lot of damage simply by spraying Black Blood about the place in the massive scrum. The Onryo knocks the Kentauroi down to a couple of wounds left and is wounded in turn by Stewart’s Anna. The Doxy pushes Izamu back toward the centre and Chiaki fails to remove the strategy condition on Hannah. Izamu shows his worth by dropping a Mindless Zombie and the last Corpse Candle pokes Molly, dying to Black Blood in the process. We draw on Public Executions. Turn 3: Stewart uses the Emissary cleverly to put down Shards stopping the Onryo from getting Black Blood from Molly, then hurts Izamu. Molly summons a pair of Hanged (probably not really needed but I had the cards, felt that the game was in hand and enjoy summoning Hanged when I can) and misses yet another attack on the Kentauroi. She does make one of the Hanged hit it to force another card out for the Horror check. I chain activate Izamu who finally contributes by killing Anna Lovelace. The surviving Necropunk Leaps clear and drops a scheme marker. Hannah finishes the Kentauroi, drops a scheme marker and copies from Anna to shoot the Emissary; the Doxy then Takes the Lead to push Molly out of her way then charges in to kill the Emissary and score me a VP for Dig Their Graves. Chiaki fails to deal with the Onryo, who pokes her back equally ineffectively. I score for Public Executions. Turn 4: Chiaki kills the Onryo (for Dig Their Graves). The Hanged drops a scheme maker then Molly kills Chiaki to score Dig Their Graves for me. I should have left it there, but I forgot (again) how Public Executions is scored and so have Molly finish the Necropunk and hence not get the Shed Blood condition. Oops. My Resurrectionists win 6 – 5 (1 for Public Executions, 3 for Eliminate the Leadership and 2 for Dig Their Graves for me; 3 for Public Demonstration and 2 for Dig Their Graves for Stewart). As always it is a pleasure to face Stewart; his skill is constantly improving and I think that he’s really only hampered by the relatively small and inexperienced Malifaux scene in Aberdeen not getting him the opportunities to test his mettle against stronger opponents so often. I felt that I had the game in control and then let a couple of points slip through my fingers right at the end; that could have been costly but fortunately I was still able to squeak out a narrow victory. I’m not sure why Stewart didn’t just go in for wiping Izamu straight away in turn one; he had all the tools with Reva to do so and unless his hand was catastrophically bad it would have been very possible to force through.
  16. This is Asura Roten, a henchman for the Resurrectionists. Asura's main trick is to create Mindless Zombies and let them (and other nearby Undead) use her actions rather than their own terrible attacks. I've found it quite hard to decide how much work she can get done, since a lot of the benefit she brings is filtered through other pieces. Still, she has generally made the cut if I'm looking to bring the Maniacal Laugh upgrade on my master (which summons even more Mindless Zombies) so I guess I must be getting some use out of her. In practice this means that she's mainly been useful for Kirai, as I can use the Mindless Zombies as wound pools to summon other, more effective, Spirits out of. My experience with Reva is limited at this point, but she certainly does appreciate more corpse markers on the board so Asura is definitely still on the list for consideration. I kept the painting simple, with at least slightly realistic colours on Asura. I switch between painting and not painting the pupils of miniatures' eyes, but in this case it was a deliberate choice to suggest her magic powers over the undead. The kits comes with a pair of zombies flanking Asura but they got left off and will eventually appear as Mindless Zombies in their own right.
  17. Wow, I love the purple fire on that totem! The painting is so smooth and soft. Great work.
  18. Here is (or are?) Philip and the Nanny for my Resurrectionists in Malifaux; they are part of the thematic Molly crew. Philip is the surprisingly talkative disembodied head who now has the indignity to be pushed about the streets of Malifaux by a zombie Nanny. The pair seem to be a highly popular inclusion in Ressurectionist crews I see, and I can certainly agree that they have a lot going for them. Of note, Philip can discard a nearby scheme marker to draw two cards and discard one which is obviously an excellent card engine. While some top players get a lot of mileage from this approach I find it quite dull to have Philip (and whatever I'm using for the scheme markers) just messing about in my own deployment zone for much of the game and have moved on to more aggressive pieces. Philip can also activate Chatty which is situationally superb and has surprisingly good defenses for a head in a pram. They do have both the Spirit and Horror keywords which give them some interesting utility with Molly and Kirai; indeed I've had most success using them with Kirai as she's more defensive than Molly and is a good way to get the Take Back The Night upgrade into an otherwise Horror-less crew. I picked a deliberately muted colour scheme here with mostly blacks and whites; this is the look that the miniature immediately suggested when I assembled it. The zombie flesh was not a success as I had hoped though. I wanted to have a slightly greying, green-tinged look to their skin but I just couldn't seem to get the colour balance right and grey has dominated far more than I had intended. More work is needed there I think, though I have hope as I'm finally starting to feel satisfied by the more healthy skin tone I've achieved for other miniatures lately. I don't think that Philip is supposed to have a giant head, so I assume that this is another of Wyrd's famous scale inconsistencies (in this case it does make the painting a bit more straightforward).
  19. Nice work! The blood splatter on McMourning's coat is especially nice.
  20. That looks really nice. It's a good job you persevered to the painting stage.
  21. Here is Hannah, Chief Freikorps Archivist for Malifaux. She's strictly part of the Outcast faction and I originally bought her when I was playing them, but as a Mercenary can appear in any crew. I really enjoy playing Hannah. She brings Arcane Reservoir to the crew which is pretty much always awesome, and also has a huge base and melee range. Her main trick is being able to Make A New Entry to copy Cast actions from nearby miniatures which opens up all sorts of entertaining options. In Neverborn she can partner up with Lazarus to copy the latter's Assimilate action which itself can be then used to make Collodi take a sixth (!) AP with My Will. In practice, I never really got much value out of that approach (too costly in terms of cards and positioning) but it is funny. In Resurrectionists I've been having fun using Hannah with her sister, Anna Lovelace, who brings two excellent Cast actions in addition to being wonderful in her own right. Presumably this means that Hannah's surname is also Lovelace though that isn't explicit that I've ever seen. I painted Hannah in the same colour scheme of grey with pink trimmings that decked the rest of my Freikorps crew. My brushwork looks even less adequate on these large curved surfaces than normal, but nonetheless I did enjoy finishing her off after a long delay. This particular version of Hannah is not the standard release; I actually spent extra money to source the limited edition Through The Breach kickstarter version. I'm not normally bothered with limited editions, but this miniature is so much better then the normal version that I considered it worthwhile. As a final aside, Hannah is the name of my younger child. She doesn't wear a giant robot suit though... yet.
  22. I like these a lot. The bases unifying the crew is a great idea and very well executed.
  23. Sweet work. You have a very neat style. The bases really take this to the next level though.
  24. Good work on that OSL. I love the expression on Marcus's face in this sculpt.
  25. I would suggest to run with the 25SS crews each and embrace the madness. My experience was that there are a lot of ways to skin the cat here so you might find some surprises compared to what you're expecting to be the 'best'. The most horrible I heard of was Viks plus Tara for a fully loaded Vik of Blood bomb at the end of turn 1, but I didn't play that year. I did take part in a doubles tournament a while ago (actually a couple of years it seems!) and wrote about the experience here. I think that the main changes from the rules mentioned above by Dogmantra was that different factions counted as neither friendly nor enemy when mixed in a team and that teams shared a single control hand.
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