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Posts posted by Izzinatah
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Instead of starting with it attached, discarding Thousand Faces for Malifaux Provides is pretty handy when you need to remove a scheme marker/heal a model. This way your opponent probably won't see it coming.
Hadn't thought of putting it on a Doppleganger, that's pretty nifty.
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I was planning on scratch building a similar pig-cannon. That Confrontation cannon looks great - it's a shame it's OOP!
Looking forward to seeing the outcome
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Check the Errata'd Upgrades for Zoraida, both Raven Form and The Fickle Winds of Fate are Tactical Actions now
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Just Tactical actions, and limited to Friendly Neverborn models too. There's barely a handful you can use, especially in Gremlins.
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Two Warpigs is definitely a thing.
Creative Taxidermy is really good for Wong, as Stuffed Piglets give him a cheap Activation that he can lightning zap to hit things with high Df or just to get lots of shots off - especially with the new 'Do Over' upgrade, which allows you to discard a card to take another shot if you hit your own model when firing into melee. You could also use the Stuffed Piglets as extra Piglets to summon, I guess. The Taxidermists can also make Pigs fly, which is hilarious, and both the Taxidermists and Sammy LaCroix can summon Stuffed Piglets. Speaking of, Sammy LaCroix is an excellent model, and I consider her a must-take in most Wong lists - she can carry 'Ooh, Glowy!' and let Wong take 'A Gremlin's Luck'.
Finally, Old Cranky is a good Totem for both Wong and Ulix, Rooster Riders are great with anyone, and Merris LaCroix is an excellent Scheme Runner that can really help Ulix summon Warpigs as she can pump out Scheme Markers.
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One is enough to start with but you can definitely summon two. It's pretty easy to set up the scheme markers, all you need is a high card.
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5 hours ago, Stark said:
But it says: "Until the end of the Turn, friendly models within 3" may not be pushed or moved by the Actions, Abilities, or Triggers of enemy models. " When the Orderly step to the - start working ability and he can't continue move because this move\push caused by action of enemy model and it breaks sentence of ability.
And yes, spellcaster is pretty useless 'cause it's only one thing that he can do and the his area of is really small.
Yes. The prevents models from being Pushed or Moved by Actions when they are within 3". A model 4" away can still be Pushed or Moved. The has no effect, even if the model passes through it. If it were to have an effect, it would say so on the card.
Note that this is pretty consistent. For example, you can walk through a model's Engagement range without having to flip for a Disengaging Strike as long as you start and finish outside of it's Engagement.
And no, the Spellcaster is in no way useless - their (0) Action is useful if your opponent has a lot of Pushes and Lures, but surely you're hiring it for it's damage output....
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Your opponent was correct. Nothing in the wording of Singularity says that a pushed/moved model that moves within 3" of the Sanctioned Spellcaster stops. The aura stops friendlies within 3" from being pushed or moved - the Orderly wasn't within 3" when he was pushed or moved.
This doesn't make the Sanctioned Spellcasters useless. Just position more carefully now that you know how it works.
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Do Over should be in the Generalist Upgrade Deck 2. Hooch Igniter, My Threatenin' Gun etc. are all upgrades that are restricted to a Master (in the case of those two, Ophelia), and come with the models or in the Arsenal decks.
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I think Blacks85 meant Gracie, not Old Major, as you have him already
I'd agree with the above. I'd get Gracie or The Sow first, and at least one Warpig and some Piglets. Note that The Sow can summon Piglets too, and summons two when she dies.
The Pigapult is great but I wouldn't get it first. Sammy and Merris are really good with Ulix, Sammy can take his Hunting Bow and Merris can generate a lot of Scheme Markers for War Pigs and then go off and score VP. Burt is also great with a Saddle-d Gracie.
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Played the Day in Court Scenario against Ironsides. I thought Pandora would handle it pretty well, but perhaps I should have gone for Zoraida. Ironsides was built for that Scenario, and I definitely didn't see her "You Lookin' at Me?" trick coming...!
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I've played all three of the third set of Divergent Paths Encounters now. I didn't have enough pictures for the first two for Battle Reports, but here's the third:
50ss Pandora vs. Ironsides - Day in Court
This was my second game as Pandora, and I really enjoyed it. I'll still be playing Gremlins predominantly, but expect some more Neverborn Battle Reports coming soon I guess it'll depend who I want to fight for in weeks 7 & 8, though!
In the other two games, I played my first game as Pandora in the Trickster's Scenario against Yan Lo, losing terribly, and the Child's Scenario as Mah Tucket against Jacob Lynch, losing less terribly.
Yan Lo's crew was full of Ca actions, which tore my Insignificant minions to shreds, and Candy couldn't heal the Trickster enough to get her on my side of the board. I learnt quite a lot from that game, though. The game against Jacob Lynch was better, but a well placed Mr. Tannen prevented me from cheating a whole lot of important flips. I'll be facing him again soon for some revenge, I'm sure.
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Played against Ironsides for the Self-Righteous Man. She pretty much guarantees 3 VP. I wanted a proper Lucius-style Werelawyer, and perhaps it'll happen, but I think you guys have a pretty good chance at getting a Union Werelawyer!
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The Guild have done great in setting the Self Righteous-Man on his path to becoming a Werelawyer, but the Neverborn need to step in and help out. I'll be playing my first proper game as Neverborn to try and help achieve that goal Also, you guys have had the Child for long enough. Give the Gremlins a chance
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1 hour ago, DoltishKiller said:
Now comes the hard question. With the Guild winning the man in week two, do I keep pushing his Guild result and make him a legal thug or do I play for Neverborn to have him sign a contract with the Governor's Secretary?
Neverborn. The Guild have started him on a path, but the Neverborn are needed to solidify him as a Werelawyer
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Disappointing to not get a win this week, but the Child's Gremlin Victory for weeks 5 & 6 sounds awesome. Any ideas for a good survivable, killy crew to get the all-important victories?
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Yes. Exceedingly. The "Do Over" upgrade in Ripples of Fate makes it even better. It lets you discard a card to take an action again if it hits a friendly in combat. You can also discard it to draw two cards. All for 1 SS!
Note that it's really handy to be able to use the blasts to hurt high-Df enemies without having to beat them in a duel.
Also, A Gremlin's Luck gives you positive twists to both randomisation and the pulse damage. It's a Limited upgrade that competes with Oooh, Glowy! but this brings me nicely on to my answer to your second question...
Sammy LaCroix! She can hold Oooh, Glowy for Wong and she can make more Stuffed Piglets. She's an auto-include for me in Wong lists now. That, and she keeps Jynxing big scary beaters
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Huh, you are right. I could have sworn that it was errata'd to be a Flight. Well, that's awesome - no more disengaging strikes, either
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Some things:
- I wouldn't focus too much on Bewitch. Zoraida has an awful lot of options available to her. Bewitch if you can, but aiming to get three off a turn is difficult and likely puts her somewhere she doesn't want to be. There isn't much that can move her about for you in Gremlins either - she's immune to Trixie and can't ride in a Saddle - so getting 3 AP for Bewitch is unlikely anyway.
- Yes, she still counts as Neverborn for Wisps when taken as Gremlins. And yes, Wisps and Spawn Mothers is awesome.
- Raven Form gives the Wisps a fun 15" Flight move (not quite a teleport!) as a (1) action, but remember they are Insignificant. They can run Schemes, but if you need to put down Markers then you'll need to scare it out of them with Feed On The Lost.
- There aren't many (2) Tactical Actions available to the Wisps in Gremlins. Most are covered here already. Two more are Flurry, which isn't amazingly useful, and The Fickle Winds of Fate - which you get for taking Tarot Reading anyway. This needs a 7, and a Wisp can't stone for the Masks, but keep it in mind!
Zoraida is lots of fun, and can definitely run a 'large, elite, dangerous crew', but you'll get more out of her other Actions than spamming Bewitch. Crystal Ball would be a good take if you want to mess about with hands, as would Sammy LaCroix and the new Banjonistas. I definitely recommend the Spawn Mother - I borrowed one for a game and bought one for myself immediately afterwards!
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First two of three Battle Reports for Divergent Paths Weeks 3 & 4 are up!
50ss Ulix vs. Sandeep - Gathering Scraps
50ss Wong vs. Shenlong - Rampage
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Wood Elf sprites make for good Wisp proxies too
P.S. I tried a Gremlin version of this list and it was quite a bit of fun, although it was a Story mission where I couldn't really pull off most of the tricks. The Wisp/Spawn Mother combo is great, though. Looking forward to trying them out again. -
Dark green base -> Vallejo Olive Green -> Vallejo Lime Green works well for lighter Gremlin skin.
Vallejo Air Dwarf Flesh works great for pigs. Highlight with lighter flesh.
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Played the Inquisitive Child and the Self Righteous Man's Encounters. Lost the Child's Encounter to the Arcanists, but won Rampage against the Ten Thunders with Wong.
I'll get some Battle Reports up soon. A tip: Wong's (0) Actions are amazing in Rampage!
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And, failing that, a new 'swine'-cursed for Wong?
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how many interact actions?
in Malifaux Rules Discussion
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Her aura is worded models may take interact actions as a (0). So you can take a (0) Interact action and then a (1) Interact action just fine.