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Argentbadger

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Everything posted by Argentbadger

  1. I think they look very nice actually. What's the issue with the paints anyway? Is it some kind of hobbiest faux pas, or are enamel paints made of dissolved orphans or something? I especially like the little details like the mirror on the Dreamer's base and the little rocking horse for Teddy.
  2. That Wastrel is great. I love the emphasised highlights you use. The base is an impressive work too. Is that commercial leaf scatter or do you use herbs?
  3. Great painting. I really like the way you've made Burt Jebsen's foot brace against the barrel on the base. It looks like he's using 'Aim High'.
  4. Those skin tones are excellent. Transparent clothing must be outrageously hard to paint at this scale. Is it just 'lots of thin layers', or is there some more detailed trick?
  5. I can now make this too. Lucky for me, the Scouts got their dates wrong so Mrs Argentbadger's course is on a different day. Sign me up for storytime goodness!
  6. So a little while ago, I bought the Masters of the Path box set as I thought that Yan Lo had some fairly amusing mechanics in-game (after playing a bit, I can confirm that this is the case). When I opened it up, looking forward to sticking the miniatures together, it turned out to actually contain the Relic Hunters sprue and cards. I put this to Wyrd’s mis-pack service and they very promptly sent me out a replacement box but this meant that I had effectively acquired Lucas McCabe’s box for free. It seemed churlish not to make use of this stroke of fortune so I eagerly assembled and painted the Wastrels. They are absolutely lovely miniatures with good sculpts, lots of character and very enjoyable to paint. The obvious Clockwork Orange nod is also a nice touch. In game, they are very mobile but I have to admit that I haven’t really done much other than irritate people into moving to counter them. Not that this is so bad as it gives good board control but it does mean that I haven’t seen the full gamut of their abilities. In addition, I almost never remember to use their cast-offs which may limit their efficacy. My love of bright colours got the better of me on this chap as I felt he was too dark without the red neckerchief. The monocle didn’t really come out too well but otherwise I am very happy with the look of this one. The pose of the leaning Wastrel is just so characterful that he was a joy to paint. I am not sure what has happened to his face in the photo as that enormous mould line isn’t noticeable in real life. As always I see a few bits to touch up now that I have the photos, which show mistakes that my eyes aren’t good enough to spot. Perhaps that is for the best. The final Wastrel is another with almost tangible personality. I love the way his facial expression compliments the aggressive pose.
  7. That bad boy looks good. The flames in the boiler are especially well done. The mould line on the fingers of the left hand detracts from it a little though. I like the thematic basing too.
  8. Very pretty. My favourites are the understated tones on the Riflemen.
  9. Great work so far on the Oiran. The face is amazing, I am in awe that you can put make-up on a miniature this scale.
  10. In general I think that you probably have enough pieces in your pool to give a good account of yourself in most 30SS games. I would echo Soul Puppet’s suggestion to write out (and play, even better) a few 30SS lists and see if you think anything is missing. I recently did a similar format event using Mei Feng and Jakob Lynch as my masters (there’s a lengthy post up in the battle report sub-forum about it if it matters) and I found that I was largely building two separate crews with only a couple of ‘shared’ minions who could work for both masters. Kang is notable for this in that he arguably can work well with any of the Ten Thunders masters, and you could say the same for Wastrels, Torakage etc. In this way you can build a bit more flexibility in to your pool. On the subject of Mei Feng compared to Misaki, I don’t think that the situation is as clear cut in Misaki’s favour as other posters on these boards state. Mei Feng is excellent in Beatdown / Slaughter as she is good for bouncing around with the Tiger’s Fury trigger and killing a lot of minions. Her Vent Steam ability is also very useful against many ranged crews such as Guild or some Gremlin builds. Finally, I would leave out Von Schill if you don’t normally use him. I think that a tournament is not a great time to be learning the ropes for a new master, even a relatively straightforward one like Von Schill. Good luck!
  11. That seems like a decent list to learn the game, or for some strategies. I’ve found that Yan Lo’s core crew (i.e. the Ancestors) tend to want to stay close to him so that he can collect their Reliquaries if they die. Archers are pretty fragile so they don’t want to stray too far from the protection offered by scarier threats like Izamu, and one of the Brother’s most interesting abilities is Companion so he doesn’t really want to be alone either. I would say that this list would do quite well with strategies like Master of the Hill where you want to deliver your mob of doom to a single point, but be less powerful at something like A Line in the Sand where you have to spread out. Chiaki has been rather hit-and-miss for me. Some games she earns her keep, other times she’s not really much more than an objective sitter. Don’t rely on Harmless to keep her going as it won’t stop anyone determined. As for Torakage, they are another interesting tool. I’m not sure that they’ll give you much in this particular crew as Izamu isn’t a possible target to be swapped into position. You can use them to get Yan Lo into or out of trouble though.
  12. It rather depends on the strategy and the opposing faction. 55SS scraps are way higher than I've ever done, but I feel that if I did then using duplicates of (already somewhat expensive) minions would not be my first choice. If you're limited by what miniatures you own then that might be your only option, of course. At the very least I would suggest replacing a Ten Thunders Brother with a Ronin for highly mobile armour-ignoring death. A further option would be to lose a Torakage or an Archer for an Oiran (to Lure victims into your clutches, or your own pieces out of trouble) and a Desperate Mercenary. Against some factions I would probably exchange Ototo for Kang (against Neverborn, due to the prevalence of WP effects) or Taelor (against Guild or Arcanists, in case of high armour). The crew my have problems getting out activated by some crews. Try it out and see if you find that you're overloading in some areas. Ten Thunders Brothers have never appealed much beyond their Companion ability, and I don't feel like Misaki really needs that in more than one place.
  13. Luna is still a cheap significant model so even without other Guild Hounds she still has a role to play. A simple use of the Hounds is to run them up with as much cover as possible and try to hide somewhere suitable to pick up Breakthrough or Stake a Claim. For this to work you need to be able to pressure your opponent elsewhere so that they don’t have the resources to spare to deal with the relatively low threat of the Hounds. I’ve used them to gang up on an isolated minion and just bite the poor victim to death over a few rounds. When activated together they get a free walk action, and since they’re quick anyway you can make the most of putting them in places other minions cannot reach. Be aware that McCabe’s hiring pool changes quite a bit depending on whether you’re using him as Guild or Ten Thunders. Much of the advice in this thread (e.g. to use Witchling Stalkers and Death Marshalls) is specific to Guild. As you’ve posted in the Ten Thunders forum, this might not be your preference. Also note that the Guild Kennels rule (which gets you an extra Soulstone in your cache for taking two Guild Hounds / Luna) is specific to the Guild faction so you won’t get the benefit in Ten Thunders.
  14. Sounds like a really good game, thanks for writing it up. I’ve always found Steal Relic to be a tricky objective to achieve, as most masters with low enough WP to be worth even trying it on can stay out of the engagement or simply stone their way out of it anyway.
  15. Thanks for posting the battle report, and congratulations on the win. I quite like playing against a Colette crew in Malifaux because they’re so different from most other forces in any wargame – comparatively little damage but great mobility. I don’t think that you need to ‘warn’ people about taking assassinate as there are plenty of other masters in the game for whom this is also an unlikely scheme to score on, Zoraida or Leveticus for instance. I totally agree with you on Coryphee. They cost about as much as half a crew so they had better be really potent.
  16. Nice report, I really like the style you’ve written it in. One of many things that I love about Sonnia is that she doesn’t have any special synergy with her minions so you can run varied lists with great success. It’s pretty annoying having a to pitch in a high card just to get the right suit down (as in the case of Nino’s Where’d He Go? in your report) but at least it seems like it was effective in this game. Getting a Witchling Stalker out of an enemy miniature always warms my charred heart.
  17. The flip side to that is: don’t be afraid to spend soulstones either. If it will allow you to carpet bomb through a huge number of miniatures or score on your schemes then I say go wild with the soulstones. I do try to take 6 – 8 soulstones with Sonnia if possible. I think your proposed purchase list will give you plenty of options for play to see what you like or don’t like. The Witchling Handler is pretty good in combination with the Stalkers, but I doubt I would take her alone. I also started out with the Witch Hunters. When I understood the game mechanics I bought the Witchling Handler, an Austringer, 2 Guild Hounds and the Exorcist. Of those, only the Exorcist doesn’t see regular play. He is great against Ressurrectionists so I don’t regret the purchase. As a side note, Sonnia, Witchlings and the Exorcist make Kirai players sad. Later on I got the Ortega box set, which adds some great shooting options to the pool. With that lot available, I’ve never felt out-matched going into a game. That’s not to say that I never lose, but rather that I have never felt that I lost a game due to lacking a critical piece. Wastrels are quite amusing, but I can’t quite get them to work for me. I think I use them too aggressively and I should probably keep them out of harm’s way to scoot around for things like Plant Evidence. Good luck raining fire down upon your friends’ crews.
  18. My friends and I made another trip out to Worlds at War for a Malifaux tournament, this time for the Blood, Steel and Stones II event. Compared to the shenanigans of the previous event, this was set up to be a fairly straightforward tournament with the only thing out the ordinary being flipping strategies on the day and using a hiring pool (i.e. a limit of 60SS of miniatures selected prior to the day from which to choose a crew). This might have been a useful field-leveller between the newest players and those with huge collections, though I am not certain that it ended up having too much of an effect for me. Gareth was still using my Guild, so I kept with the Ten Thunders miniatures. My crew list: Masters- Jakob Lynch, Mei Feng Hiring pool Hungering Darkness (0) Emberling (2) Kang (8) 2 Rail Workers (10) 2 Beckoners (10) 2 Illuminated (12) 2 Wastrels (8) Mr Graves (7) For 57 soulstones Game 1: Ten Thunders (me) vs Neverborn (Barry, Grumhelden on the forums) Strategy: Master of the Hill. Schemes: Ten Thunders: Stake a Claim, Exterminate (Beasts) Neverborn: Reclaim Malifaux, Bodyguard Crews: Ten Thunders: Jakob Lynch, Hungering Darkness, Kang, 2 Beckoners, Illuminated Neverborn: Zoraida, Stitched Together, 3 Silurids, Bad Juju I like the Lynch / Hungering Darkness combination for Master of the Hill as Hungering Darkness is great for taking and holding an area, and I am always happy to find enemies forced into his waiting maw. Kang and the Beckoners are a strong option in general for face-beating and board control respectively. I haven’t much been a fan of the Illuminated but this is the kind of strategy where its toughness should come into its own. Stake a Claim is a bit like doubling down on the strategy – if I can take and hold the centre then I can easily score on an item nearby. Exterminate seemed like a good idea as the Silurids make up half of Barry’s crew and they’ll have to come to me and fight (rather than their preferred hit and run style) if he’s going to score on the strategy. Turn 1: Barry’s Silurids jump around and reclaim various parts of Malifaux, and Zoraida predictably creates her Voodoo Doll. She then Obeys Kang to attack Lynch and I am forced to use a Soulstone to avoid getting the poor chap half beaten to death by a spade in turn 1. For my part, Hungering Darkness makes Kang permanently Brilliant with Light Inside so he has a tasty snack for the rest of the game and Lynch casts The Source to speed my crew toward the centre ground. Bad Juju puts in an appearance near to the centre too. Turn 2: The Voodoo doll tries to Obey Kang again but can’t pull it off, then Zoraida casts Raven and hides behind a building. I have no idea what purpose this served since I am nowhere near in range to do any harm to her anyway, but presumably Barry had some cunning plan. Kang, acting of his own volition for a change, attacks Bad Juju and puts a few wounds on him, and is then killed by the big chap. I move Hungering Darkness into the middle of the Silurids and the Stitched Together in the hope of affecting something with Terror. Sadly, my attack on a Silurid is greeted by the black joker so that doesn’t work well. He does make one the Silurids poke the Stitched Together with Heed My Voice though. Two of the Silurids gang up to kill a Beckoner, but the third is terrified and flees for the table edge. The surviving Beckoner gets a lucky red joker on a triple negative damage flip against Bad Juju, sending him back to the compost heap for another turn, and Lynch and the Illuminated put a couple of wounds on one of the Silurids. I score a VP for the strategy. Turn 3: The fleeing Silurid rallies and reclaims a bit more of Malifaux before the Hungering Darkness kills off one of his brothers. The last one joins the first hiding on a roof, and Zoraida continues to skirt round the end of the board interacting with scenery for her scheme. With not much to do, Lynch, the Beckoner and the Illuminated just get into handy positions in the centre, scoring me another VP for Master of the Hill. Bad Juju reappears in my right hand quarter. Turn 4: The Silurids leap around some more and end up near Bad Juju. Hungering Darkness gets the Stitched Together down to his Does Not Die reactivate, which is used to put a few wounds on Hungering Darkness with Deepest Fears. The Beckoner shoots Bad Juju fairly ineffectually and Lynch kills off a Silurid. Normally I am reticent to put Lynch in harm’s way but I thought that I would be safe enough considering my cache and the fact the Zoraida was on the far side of the board. To my surprise, Bad Juju doesn’t even try it on with Lynch, instead shambling away to reclaim a bit more of Malifaux. With no pressure on the centre at all, I score a further VP for the strategy. Turn 5: Lynch finishes off the last Silurid by soulstoning a gunfighter shot out of sight and dropping the red joker on the damage flip, getting my Exterminate scheme. Zoraida and Bad Juju move around and finish off Reclaim Malifaux and my Illuminated moves to get Stake a Claim. We end the game for time and I score again for Master of the Hill. I take the win 8 – 4 (full points for me, full points on schemes only for Barry). Game 2: Ten Thunders (me) vs Resurrectionists (Steve, Forkbanger on the forums) Strategy: Treasure Hunt. Schemes: Ten Thunders: Save Face, Hold Out Resurrectionists: Eye For An Eye, Bodyguard Crews: Ten Thunders: Jakob Lynch, Hungering Darkness, Kang, 2 Beckoners, 2 Wastrels (one with Earth’s Elixir and one with Soulstone Bullet) Resurrectionists: Seamus (plus Avatar), Copycat Killer, Izamu the Armour, 3 Rotten Belles Lynch and the Hungering Darkness feel like a good option in Treasure Hunt for exactly the same reason that I liked them in Master of the Hill – I can put Hungering Darkness on the counter and force everyone to come and deal with him. The board we were playing on had the treasure marker in the centre of a big forest, which promised to be a real pain in the neck. I swapped the Illuminated out for a pair of Wastrels, mainly for a change and to try and get some mileage out of them, though I thought that they might provide a useful distraction. Save Face is an easy choice in this strategy since the chance of the treasure being cleared out early enough for either side to rack up 4 VPs on it is very low. I took Hold Out to force Forkbanger to split his crew or give me a couple of easy VPs. Turn 1: Hungering Darkness makes Kang permanently Brilliant again and everyone moves up to the treasure marker. I do finally remember to get a Beckoner to Come Hither Kang forward to get him in the action a bit sooner. Seamus does some stuff to allow him to become the Avatar of Dread. Turn 2: Seamus shoots a Beckoner who rather foolishly is standing in the open in front of Malifaux’s premiere misogynist mass murderer. To add insult to injury, he then raises her corpse into a Dead Doxy. In fairness, this is probably the transformation that makes most sense in the game (i.e. live prostitute to zombie prostitute). Hungering Darkness hits a Belle in the wood and tightens his tentacly grip on the treasure. The Belle lures a Wastrel forward, who uses Earth’s Elixir and shoot the Copycat Killer rather uselessly. Copycat Killer shows the Wastrel how it’s done by smoking him with a giant handgun and the Wastrel only survives thanks to the Elixir. Kang moves up and smack both Belles out of the forest (and away from the treasure) with his spade, and Izamu moves up to threaten my heavy hitters. Finally, various combinations of Beckoners, Doxies, Belles and Wastrels all attack each other with little discernible effect thanks to the black jokers and general low flips. Turn 3: Kang puts some good wounds on Izamu, but not enough to take the Armour down. In a surprise move (a mistake in my opinion) Forkbanger activates a Belle instead of Izamu, killing off the cheeky Wastrel whose Elixir has now run out. Taking advantage of my good fortune, Hungering Darkness happily eats Izamu’s soul, getting rid of one of the big threats. A Belle kills my other Wastrel and is taken out by Lynch in turn. Lynch is mostly using his card trick to move for a clear shot and back to safety each turn as I can’t risk losing him to a good shot from Seamus. The Avatar of Dread is unleashed in the forest and starts off by smacking Kang, getting a trigger to cause a terror check and sending him fleeing when I flip the black joker. Turn 4: Hungering Darkness attacks Seamus, causing massive damage with a red joker flip, but Seamus is able to burn his last few Soulstones to survive and I can’t quite finish the Job. Not surprisingly, Kang is easily dealt with by Seamus, and everyone else continues their general useless flailing around with doing a lot of damage to anyone. Turn 5: I get initiative again on this critical turn and Hungering Darkness finishes off Seamus. The last wound (because of Hard to Wound) is dealt by a Heed My Voice’d Doxy who was formerly my Beckoner. It’s the last turn due to time and a last sprint for my deployment zone by a Belle isn’t quite enough to deny me my Hold Out. I take a narrow 4 – 2 win, neither of us scored on Treasure Hunt but I did get points for both my schemes while Forkbanger didn’t get Bodyguard. Game 3: Ten Thunders (me) vs Outcasts (Paul) Strategy: Beatdown. Schemes: Ten Thunders: Bodyguard, Kill Protegé (Burt) Outcasts: Frame for Murder (Burt), Breakthrough Crews: Ten Thunders: Mei Feng, Emberling, Kang, 2 Rail Workers, Mr Graves Outcasts: Ophelia Lacroix, Rami Lacroix, 3 Young Lacroix, Burt Jebsen, Wong, Slop Hauler, 2 Bayou Gremlins I had pretty much decided to use Mei Feng for the last game anyway so I was quite pleased to see that Beatdown had been selected as she’s fairly good at killing stuff. She’s also very handy against Gremlins as they tend to be stronger at range, which she can shut down with judicious use of Vent Steam. I figured between that and a full cache of 8 soulstones I should have a decent chance of scoring Bodyguard. Kill Protegé seemed was promising since the choice was of three relatively cheap models so I selected Burt as he’s most likely to be in melee where I can kill him. So of course I was thwarted somewhat when I found that Paul had chosen Frame for Murder on him to make it pointless to finish him off with Mei Feng. Turn 1: The Emberling starts 2″ behind Kang, Seismic Punches him, Mr Graves and Rail Worker forward then walks up and links. Most of my crew moves up, but most of the Gremlins seem keen to stay put and let me come to them. I am mostly trying to stay on one side of the forest in the centre to keep some gun fire off my crew. Wong races up and hits the leading Rail Worker with Lightning which jumps to the other one. Rami shoots an exposed Rail Worker but flips a one and abruptly ends his activation. Mei has already had enough of her crew being shot up so she Rail Walks to the front and puts up Vent Steam. Mr Graves uses Bar’s Closed to move Kang a bit further forward, and Kang then races up to Wong and black jokers his attack. Oh well. Ophelia drags Wong back to safety with Ooh A Girl! and finally the Slop Hauler heals all those pesky Reckless wounds the Gremlins have suffered. Turn 2: I win iniative but I’m not really in a position to launch a decent attack so I just move the Emberling forward and Vent Steam to thwart much of the shooting. The back Rail Worker moves forward out of Rami’s line of fire, and the sniper Gremlin laboriously climbs up a big rock on the far side of the forest so see if he can see anything. I move the leading Rail Worker forward to act as a launchpad for Mei Feng to attack, but Ophelia inconsiderately kills him before I get the chance. Kang moves forward and black jokers his second attack in a row, this time against a Young Lacroix. Mr Graves uses Bar’s Closed to get Mei forward now that I can’t Rail Walk to anywhere useful, and she charges Wong, dropping the Red Joker to put him down. She uses Tiger’s Fury to follow up into a Bayou Gremlin but he survives and escapes with Squeel! so instead Mei casts Scalding Breath and cheats the damage up to kill a nearby Young Lacroix. I get a VP for Beatdown. Turn 3: Ophelia shoots a few wounds off Kang but poor flips mean she misses a crucial shot. She companions the Slop Hauler who heals the nearby Gremlins. Kang kills off a Bayou Gremlin then black jokers an attack on Ophelia to complete his hat-trick and she uses a Soulstone to avoid a final hit. Burt Jebsen moves up to attack Kang but even he can’t finish off the big man, although he is down to his Hard to Wound. Mr Graves charges over to smite a Young Lacroix which had been heading to get Breakthrough until Paul remembered that Insignificant models don’t count for that scheme. The game is about to end for time so Rami tries to leg it down from his lovely perch to score Breakthrough, but he’s not quite fast enough. I win 4 – 0 (2 for Bodyguard and 2 for Beatdown). The scores come in and I am in first place! Hurrah. I try to treat victory and defeat the same, but I can’t deny that there is a certain sweetness to victory. Especially since my kids had promised me two stickers if I came home having won the tournament – they are now adorning the trophy. I’ve had another great day of playing with toy soldiers with three highly enjoyable games against three nice folk. In some ways I would prefer not to be drawn against Gareth, Steve or Andrew in a tournament since almost all my games are with them anyway, but there’s nothing to be done about it. For their parts, Andrew came in 6th, Steve in 8th and Gareth in 9th, but I think we were all satisfied with the days entertainment.
  19. I really like these. You’ve captured the character of the Wastrels perfectly, and I agree that they are very enjoyable to paint. Did you leave off the rising skeleton from Yan Lo because it didn’t fit your plans for scenic basing, or did you just not like it? Sonnia looks great with the blue eyes. But with her dark blue shirt and red amulet, I can’t help but think that she’s about the remove her overcoat and reveal the full Superman outfit!
  20. I love using Sonnia, and I don’t really agree with MavisoftheDead’s assessment that she is more challenging to play with than other Guild masters. It is true that against Freikorps-only crews then you won’t get much value out of Flame Burst or Inferno, but there are plenty of other tricks. Try putting Flame Walls in inconvenient places to force the (generally rather slow) Freikorps to waste actions walking around them. Violation of Magic is as awesome as ever, and Sonnia is no slouch in melee if push comes to shove. Crew selection can help a lot. None of the Guild masters have much in the way of amazing synergies with their minions so taking a good mix of melee and shooting models can pick up the comparative slack left by Sonnia’s inability to spread blasts around.
  21. Use your contacts Joe! If you can get to York, they can get to Livingston (or at least Edinburgh where we can reasonably help them get to Worlds at War). Incidentally, are you going to York just for that tournament? Or is it that you’re there anyway and decided to play? Good luck representing the Society of Scottish Malifools or whatever the FB group is called.
  22. I am looking forward to bring out Jakob Lynch and Mei Feng to play again. All I need to do is stop playing like an idiot with both of them and I might actually rack up a couple of VPs. Also: only 10 Scottish Malifools that day? Weak. Come on Malifaux players, get out to Worlds at War and have a great day playing with toys!
  23. @Evilbleachman: Thanks very much for the kind words. The metals are indeed simply silver drybrushed over black. I am going to try putting a black wash over the next set I do based on a suggestion from Viruk as it might smooth the colour a little. Though in some cases I’d say that the rough look is fairly appropriate looking. The leather colour comes and goes based on the individual miniature, so it’s more prevalent in some cases. Sonnia (and Samael, since they have the same legs) have a lot of straps and belts so they get a lot of it. Mei Feng, for example, doesn’t have anything that I thought would be appropriate as her belt is more like a cloth sash than a leather belt. My Guild were painted largely with a consistent colour selection, partly because I wanted to tie them together and partly because I was still in the army-painting mindset when I did them. The Ten Thunders miniatures are so diverse I couldn’t think of a good way to link them with painting so I’ve put consistent bases on them instead. As it turns out, they actually are linked quite nicely on the table top as they are the only ones painted in my style. For the most part, the people I play against fall into one of two camps: either they are amazing painters who outclass my work by a huge margin, or they don’t bother at all and just play with bare metal. @Viruk: Thanks a lot. I’m really enjoying painting these Wyrd plastics, and the skirmish nature of Malifaux means that I can feel that I am making a lot of progress.
  24. @i_was_like_you: There is a lot to like about Kang on the table, and I'm particularly enjoying that there is (a bit) more to him than just hitting stuff with a spade. I'm still getting to grips with my Ten Thunders miniatures so every game is a fun learning opportunity. Mei Feng is the master thematically linked to the Rail Crew, and so far seems to make very good use of the miniatures that come in the box. She is pretty hilarious with a great potential threat range if I manage to get my Rail Walker jump points set up in a useful way. I am still learning to get the best out of her impressive list of abilities (notably, I never remember to cast Overheat) but even just the ‘headline’ actions of Rail Walker into melee with something, triggering the Jackhammer Kick attack from Terminus then bouncing around beating people up with the Tiger’s Fury trigger on her Tiger Claws is both effective and amusing. I find that I am far too aggressive with her and end up basically burning my entire set of soulstones to keep her alive if I don’t win initiative. Still, a recent game of Contain Power against Furycat’s Viktorias crew (not an easy strategy to score on) had me get the full four points for killing both Viks with Mei Feng so that was better than expected. Sadly, Mei Feng was then stabbed to death by a pesky Ronin. I opted not to use the exploding box that she’s supposed to be based on and just pinned her to a suitable bit of scenery on my resin base to keep that kung fu pose. The skin tone is still not completely satisfactory but after a while I realised that I would have to go to much more significant lengths to get the results I wanted, and decided just to move on to the next project. In theory I might return and rework the skin later, but in practise I doubt it. I have at least been back to tidy up some of the little issues that are apparent in these photos but less obvious in real life.
  25. I like your colour choices. I am always a fan of bright primary colours and I think that yours go together really well. Are you planning to keep the rest of the Ressurrectionists more drab in their usual style, or will they also get touchs of blue and red?
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