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Treehouse

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Everything posted by Treehouse

  1. Ah, maybe Will 'o Wisp could be nice. (?) They could also copy the (2) Weaver Teddy summon if she's got Handbag...but I wouldn't count on it. But mostly for Shememarker-dropping. There should be enough WP duels in a Dora crew.
  2. Mhm, will have to see what to do about the 0.01 MB limit.
  3. Thanks, I was aiming for that :). For some other models I used more green, but I dind't want the crews and single models to differ too much and look weird on the table. For my new Arcanists I'm going for a colour sheme per crew/theme. Is there a limit for uploading pictures?
  4. Hi, I have been reading this forum with interest for quite a while now and finally signed up. I have been playing Malifaux for almost a year now and am expanding my collecting. I enjoy painting miniatures alot (that's what got me back into the hobby). Posting pictures help to keep me motivated. So here we go, I'll upload what I already have one by one and see where it goes from there :). How it all started:
  5. Glad it's helpful About the Changelings, I guess they have potential, I'm just not sold on them yet. Guess I'll have to try them out. I'd go with either copying WP targeting attacks to get extra damage of Misery Aura. Try to activate late to get the most out of manipulative (they are, aren't they?) and maybe your opponent won't have good cards left and you'll get lucky with your 4. Also works probably best in combination with web markers from the Widow Weaver, as each practicaly gives +1 to your copied action. Models I would copy of in a Pandora crew: - Pandora's Self Loathing. He wants to be close to benefit from Misery (but not so close to be int the Fears Given Form bubble, as that will hurt) anyways. - Widow Weaver's Exhale Terror. You still cause the Horror Duel, as it's not a trigger. Even Needle-Filled Mouth is nice if you end up in melee, as you ignore Armour. Heck, you could even copy Seite Prey, I think. This can really catch someone of guard comming from a changeling. - Mr. Graves. If you use him to push someine around with Show You The Door, the Changeling can also do it, as you can just relent with your target friendly model. You can't copy Fence Post, though. - Insidious Madness: Neverborn Whispers. Situational, but hey. Also no triggers anyway. - Primordial Magic. Nullify. Needs a mask, but feels so good if it's needed and succeeds.
  6. Pandora needs Soulstones, especialy Brawler Dora wants them for damage prevention. Speaking of which, I would strongly advice on taking Aether Connection. Basically what I do first when building Brawler is to buy Box, FgF and Aether and then 3-4 extra stones. I wouldn't put FgF on theWidow Weaver, as she only has a 2" melee reach and you don't want her in melee usally anyways. She's only DF4 and will go down fast, even if she is a henchman and can use stones. She's better in casting Exhale Terror against an enemy model within Pandora's Misery aura. If you also have a Sorrow in there and said enemy model fails the WP-duel, Exhale Terror is practically a 3/4/6 cast that causes a horror duel (which, if failed, pings some more damage). Remember, Misery damage ignores armour and hard to kill, as it's resolved separately. So in this example: 1/2/5 of the cast + 1 Misery from Pandora +1 Misery from Sorrow. Depending on the sheme, you probably don't need 2 Madnesses - especially if its Reckoning, you have 6 weak minions in there and a weak-ish (Iggy can die quickly) enforcer. I don't know about the Changelings. HAvent used them, but 2 seem to bee too much. I'd go with: Pandora +3 SS (total of 6) - Fears, Box, Aether +4SS Primordial Magic +2 SS Doppelgaenger +7SS - A thousand faces + 1SS Iggy +5SS - A thousand faces +1SS / or new 0 upgrade (you can swap Faces for either Depression or Malifaux provides - Iggy is most useful castin Incite as a 0 action and prevent damage from other woes. His cast with burning is nice, but you could also use 1AP a turn to drop a sheme marker and then at the end of turn 'eat' it with Malifaux Provides to heal damage that you have previously suffered by preventing damage from other woes using Martyr. Sorrow +5SS Sorrow +5SS Widow Weaver +8SS Insidious Madness +5SS Leaves you with 4SS to add a Changeling, or you could drop an upgrade on either Iggy or Doppelgaenger depending on sheme and add a 5SS minion.
  7. Well...embarassing, but that's what I get for giving advice from memory. Thanks for calling that out. @Redline: This is actually funny (and a bit sad,too) - for when I learnt the game I connected Insignificant with Peon and must have never really looked at the Depleted's characteristics. Just kind of crossed them of as 'Well, they are Peons'. Now it makes sense that people recommend them for Turf War, I've always wondered
  8. Lynch is awesome, he was my first Neverborn master - mostly because of looks and fluff though. He mostly works with card manipulation to get good hands to support your crew or deal out a lot of damage with one cast with 'Woke Up With A Hand'. The 'second' master, aka the Hungering Darkness (the real master, really) can be played two ways, with its +1 Ca AP or Rising Sun. I haven't used Rising Sun often because it forces you to work around the brilliance characteristic too much, IMO. Speaking of which, dealing out brilliance is great and let's most darkened models (Lynch's theme) hit like trucks. However, I found that it is usually not a good idea to force it or build your game strategy upon. Brilliance can be dealt out in many ways and can be, well, brilliant (ehem), but don't get to focussed on it. As far as models go: Theme: - Illuminated: Staples for other NB crews as well. Resilient, hit very hard, are even nastier when exploiting brilliance - Beckoners: A tad expensive for what they do most of the time and they rely on having enemy models have brillinace to get the most out of their abilities. If they haven't, you pay for those abilities anyway. However, they are good to move the opponent or your crew around and can actually move while luring with their trigger. Hence they provide nice opportunities for movement shenannigans (use Graves to push Beckoner, Graves walks up and possibly does his 0 action, Depleted activates and uses its free push towards Beckoner, Beckoner activates and lures Lynch + moves up 4, lures Depleted, moves somewhere else 4"). Oh, and they hand out Brilliance from a distance, but you need an extra Mask. - Depleted: Nice little tarpit bombs. Can sometimes hand out brilliance more reliably than Beckoners. BE careful, they are only Peons (which can be an advantage) but they are very cheap for what they do. - Stitched: Very fun, but I like them with Dreamer more. Can give you some protection vs. range. - Graves: I use him alot. Great for pushes, resilient, OK-beatstick. But he isn't as tough as his card reads. - Tannen: A tricky model, I honestly never take him. He can be good, but I never have the itch to put him in a list somehow Out of Theme: - Terror Tots: The reason they are great with Lynch is that he can recycle Aces. So once you get hold on to the Ace of Mask, you can always take the sprint action with your tots, giving you models that can move 20" with 2 AP.
  9. Hi, (long term forum lurker here,finally signed up ) I've played Pandora quite a bit an she really is fun - both of her builds. They also depend on whether you want Pandora to be in the thick of things or in the backfield. Which is also dependent on strategies and shemes. Turf war calls out more to Brawler Pandora for example. Then again, I would be careful to choose Brawler in Reckoning, since she is best IMO with her (weak) minions in that build and having weak minions in Reckoning can be a big drawback. Models you should always consider regardless of build: Doppelgaenger (why wouldn't you...) A model fit for any sheme really. Excellent for bodyguard (Manipulative, Blend in and 'Malifaux provides' so he can always plant a sheme marker and use it to heal). Anti-shemers by mimicing Primordials 'Nullify' etc. Insidious Madness Basically never use it for the auras, primarily for sheme running. It can be nice, but if you play Brawler, you already probably have weak Sorrows to worry about, if you play Paralyze they might be the only weak models close to the opponent. But it's there. It's also a Woe and so benefits from the 'Depression' upgrade. Primordial Magic Though I kind of like the Poltergeist, The PM is just so flexible and resourceful for its cost. One more activation vor 2SS, being able to act as a sheme marker (which, arguably isn't as good in GG2016 anymore but still good), more card cycling for those sweet crows and able to 'Nullyfy' enemy sheme runners is fantastic. If shemes will likely sent models into your tablehalf, having the PM, Padora with Fugue State and Doppelgaenger Mimicing Nullify can really stop any attempts at playing sheme markers for Breakthrough etc. And the PM wants to be somewhere safe anyway. Iggy Iggy is really good with Pandora, mainly for his Incite (very important for Paralyze 'Dora, double the fun for Brawler) and Martyr ability. Basically, Iggy can be used to keep your vulnerable Sorrows around longer, or even save the Doppelgaenger or Pandora herself sometimes. Also, in combination with Padora you can do two things: - Chain-Martyr: Use Iggy or Pandora as a channeller, for example, Pandy absorbs dmg from nearby Sorrow and as she then suffers dmg and is a woe, Iggy can absorb that dmg. This way, you can keep them more spread out and hide them better. - Double-Martyr: Keep Iggy close (you could even think about activating him early, skipping Incite and Throw a Fit instead) so that you can absorb 2 dmg (1 by Iggy, one by Dora) from nearby woes, such as Sorrows. As Sorrows have to be very close, this is a good option. Paired with their Incorporal, this can keep them alive long enough to really benefit from their Misery and Life Leech Sorrows Many don't like them but they have their place in a Brawler list and even sometimes a Paralyze (Voices) list, since you sometimes want to play Voices into Turf War if the shemes are right and get close with Padora for the Ca7 instead of Ca6. They are just tricky to keep alive long enough. But if you want to get good mileage out of Brawler Pandora, Sorrows are the way, at least one. They are also quite fast, actually. Misery Loves Company is easy to cast and can target your own models. And it's a place not a push, so including the targets' bases, the Sorrow can cover at least 18" (8+1 (base) per AP). Beckoner More situational/sheme dependent, but both her attack actions target WP, and while Lilitu has the better Lure and Engagement range, the Beckoner has a solid ranged attack without a gun symbol, so she can draw models closer to Pandora (and possibly get 1 or two damage from Misery auras) and then cast into engagement if you have a mask, causing more damage by Misery. She can also move with a successful lure and get your own models around. Bishop Expensive with the mercenary tax added, but he can beat face so well, and he can choose to target WP, which is really mean if Pandora and/or a Sorrow are near. Widow Weaver If you have a game where models are expected to be bunched up or you want to create a no-go area, take her. The -1WP webmarkers are hilarious with both Pandora builds. Illuminated A solid, tough minion who can do some heavy lifting if you play Voices. ---------------------- As for Nekima, she seems good on paper, but I haven't actually played her. I think the is quite expensive. All in all I would see her more in a Voices list, where she can bash paralyzed opponents. Teddy just dies so fast. Graves is fun, but I don't take him with Pandora because Voices doesn't need him to push around and Brawler will have Fears Given Form, wasting an AP on him if he wants to start outside of that aura since he'll ahve to walk up to Dora to Show Her The Door then. Also, Doppelgaenger can't copy his melee attack. --------------------- As for Upgrades, the best (IMO) build have already been mentioned. I sometimes like to go with Voices - Wings - Fugue, if Fugue might be worthwhile because of shemes. If you want to take a 1SS upgrade on a model, always take 'A Thousand Faces' first. Not so much to confuse your opponent but to give you the chance to adapt. If your opponent doesn't field much armour, why place Retrib.Eye on Doppelgaenger? _____________ Kill or Paralyze any models with condition removal early if possible. They can wreak your game plan. Use Incite to have other models (preferably paralyzed ones) activate before them, or Incite them, if they can't take the condition off of themselves. Have them acitvate first and then dish out Paralyze.
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