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  1. INXVI

    Collodi Tactica: Many String-Based Names

    I tend to run 2 Marrionettes and 2 Effigies, the 2' push is surprisingly good as you aren't always guaranteed to get tied down, and pushing out of combat to drop a scheme marker for dig, or to interact with a recover evidence marker is great. Effigies are durable, especially at 4ss, with schemes like Punish The Weak, if the opponent is Min 3 without ignores armour or something like that, 2 AP isn't enough to sink into them. I can't really see myself never taking a Marrionette (or maybe I just don't experiment enough with Collodi as much as other masters) significant, Wk 5, 3ss totems that have HtK. Going fast if needed, pushing out of combat and proceeding to walk, drop a scheme marker and walk can be compared to a Silurid.
  2. INXVI

    Pull My Finger WIKI closure...

    A few months ago, a mate of mine got together q group of people to start re-constructing the articles, not sure what state it is in at the moment, I think they were using a blog site like Wordpress at the time. That being said, it is a good oppurtunity to update the information, since new scheme, synergies, waves have arisen since then so less accurate representations of models are shown.
  3. INXVI

    Starting Asami, What To Buy.

    Thanks for the advice, I'm not too bothered about the Yasunori right now. My meta has started playing competitively, but I'm playing Neverborn (specifically Collodi and Lilith) competitively, so Asami will be for fun, for now then competitive later on. I mainly picked up Asami because I love pushes and buffs, Collodi opened that up for me, pushes are probably one of my favourite aspects of Malifaux as weird as it sounds. The fact she can push, place, summon, assist models (charge for 1 ap) she's the kind of master I want, it's the style I love. I have a good mate who plays 10T, and he'll happily let me lend some stuff for some trial games I forgot Yamaziko is mod 3, I really need to stop trying to remember things off the top of my head for models I don't own. I'll definitely try out Samurai after all the advice and see if I like them
  4. INXVI

    Starting Asami, What To Buy.

    I've been thinking about Yamaziko and wasn't sure about getting her, but at 6ss, 3/4/4 is pretty nice, think I'll grab some Ten Thunders Brothers as well and Low River Monks. Thankfully, 2 of my mates have the Emissary so hopefully I could trial run it. I'll read up about the Charm Warders when I get home. I'll definitely try out a Samurai, I wasn't a fan when I first saw them, but having the positive flips and ignores armour will be nice, thanks for the advice.
  5. Hey, so after playing Neverborn for a year, I've filtered which masters I want to play in the faction and I've figures I fancy a change. So I bought myself Asami, with some Jorogumo and Obisian Oni, here's a list of what I own in total. Asami's Crew + Summons Jakob Lynch's Crew Mr Graves Mr Tannen Bunraku Any advice of what to buy next? Thanks for any responses.
  6. INXVI

    The Dreamer in GG18

    Stitched are pretty insane, especially with The Dreamer, as if you drop them onto their HtK and can't finish them off, they can heal back up from reactivating within 6. They caused anarchy in my game last Monday, summoned 3 turn 1, pushed them up with Daydreams and caused a tonne of damage. To be fair though, I must have casted at least 10 times and didn't fail once, my drawing and card cycling luck was incredible.
  7. Vasilisa 1ss Upgrade - Old Strings, New Tricks This model gains the following ability: This model may discard a card to add a mask to its next duel. This allows Vasilisa to add a mask to her obey, DF & WP. Could potentially work well, as it counters the thirst for masks which Collodi probably wants more.
  8. INXVI

    Collodi Tactica: Many String-Based Names

    I've recently picked up Collodi again after a fixed master tournament (somehow managed to come 2nd) so I'm thinking about adding to his crew. So what are your opinions on Coryphee and Mannequins? I bought some Coryphee after the tournament, and wouldn't mind some Mannequins but I'd like to hear your thoughts beforehand. I know they have been touched upon somewhere within this large thread, but with new models, new schemes, strats etc do these models find a place for you and why?
  9. INXVI

    The Dreamer in GG18

    I had a game on Saturday, running 5 AP Dreamer, which was a lot of fun. The Dreamer having so much AP makes him feel like he can do a lot, even if you give out Fast to a model then summon a daydream for example, he still has 1 AP and a Shot Expert and Melee Expert. I love the trigger on his bat, it just allows him to get in there, and if things don't go your way, he can get out of there and drop a nightmare in there to tie models up, or help beaters get into position. Plus, there is the added ability to drop Chompy in 1 turn, as discussed above. I managed to pull it off, (however it was turn 3) but it did eat my hand, I still managed to drop one model in the process, then Chompy cleaned up the Swine Cursed nearby. The Nightmare Illuminated were good, it didn't help that one got RJ'd on damage and insta-killed, but the other tanked a couple of hits from the Dreamer, then proceeded to heal back up to full and kill a model for Dig Their Graves, I'll probably experiment a bit to see just how useful it is, or if The Dreamer doesn't need protecting to that extent. Onto tomorrow, I'm having another game, running Summoning Dreamer. The pool is Public Executions, but I'm going to run him anyway, so I can focus upon placement and resources, these are essential anyway, but I have a tendency to struggle with card efficiency with The Dreamer at the moment. I'm going to try out the Card Cycling list, at first I saw it and thought nothing of it, but I really like the idea now, and might as well give it a shot. My thought process is, before killing Serena, a Daydream sacrifices itself to give the Dreamer a mask, he then proceeds to do a 1 ap action, using the mask to summon a Stitched Together or something, then another daydream goes, sacrifices itself and then the dreamer goes and summons again, regardless of the suit in hand. Sure that is 2 daydreams lost turn 1, but it means the crew is less hungry for masks, and the card cycling now allows for a random 9 or 10 to be used by the Dreamer, if no masks are available. The Dreamer could then summon 2 daydreams for example, or another model if a mask is in hand, and throw out Chompy turn 1. The only issue then, is the lack of healing for the summons, but Chompy can always activate before the summons and bring The Dreamer back into play, that way he is no waking and allows for a nice healing of 3. But then again, my focus is summoning Stitched Together, I used to use them a lot with Collodi and high risk, high reward is good fun, so summoning, say 3 of them with the Dreamer, potentially leading to 4 ap a turn (summoned without slow, heal up then damaged down to reactivate) could be devastating, so I'm looking forward to trying it.
  10. INXVI

    The Dreamer in GG18

    Thanks for the replies, it does make a lot of sense that he has lost some strength but still holds up. I'm planning on putting Lilith and Collodi aside and running Dreamer in the next tournament or 2. The first few times I played him, it was Symbols with me choosing Breakthrough, he scores it pretty easy so I'm guessing I just need to experiment with schemes and figure out what type of build is best suited. I've been playing around with the idea of just dropping models like Nekima and Rider in with him, rather than looking at Serena dishing out Warped Reality, only taking her when I really need to. I've been playing Collodi a lot recently so my ability to value pushes and healing will help when playing Dreamer. The tier list threw me off a bit, which is why I wanted to ask, it makes more sense that it's scheme viability rather than master power in general, not it's down to figuring out what The Dreamer can do best and adding to his arsenal. One thing I do want to try though is The Dreamer and 2 Illuminated, they could be given Warped Reality but it isn't compulsory, that way they can heal a tonne, do good damage and Dreamer can push them around and cause extra damage, bonus points if the target has brilliance on them. He probably only struggles with Ours, and he doesn't necessarily need to summon, I'll definitely try him some more as he can probably score a variety of schemes, now it's just figuring out what clicks
  11. INXVI

    The Dreamer in GG18

    Hey, so recently in 'The Wyrd Place' Facebook group, there was a tier list released, it will be subjective as tier lists usually are, but the one thing that caught my eye was the placement of The Dreamer. It seems like The Dreamer might not live up to his previous standards and I'm wondering why? I started playing Malifaux about a year and a month ago, and recently have started participating in tournaments, mainly favouring Lilith and now Collodi, I want to add The Dreamer to this trio, but is he competitively viable, or a situational drop? The fact that he can be suited up as a summoner means surely he should be able to complete a variety of schemes? Or are the resources required a struggle to bypass? I never played him pre-daydream nerf, but with him being my first and only summoning master to date, excluding Woe Pandora and Collodi's summoning action I've barely ever used, it can sometimes be a struggle. With summoning still holding strong viability in GG18, does The Dreamer still remain in the higher tiers, or is he struggling? Maybe the other variants are more prominent now, or maybe I haven't played him enough, but I would really like to be able to drop him in a competitive meta, we aren't highly competitive as of right now, but we are beginning to go to different tournaments, and be able to at least put up a good fight. I really like his play style, managing waking is cool and I love Neverborn for the pushes and placements, so this just adds to that. I guess a way to summarise the above is, do you ever bring The Dreamer to an event, does he still hold a strong grip on GG18 like in previous years, or has he rapidly dropped, now overshadowed by our other masters? The secondary reason to me playing him, is because I won the large mystery box at a local tournament and it was the translucent pink Dreamer crew Hope this all made sense, thank you to anyone who replies.
  12. INXVI

    Where do hunters fit in your lists?

    I think the hunter pushing the Supply Wagon is a great idea, somebody like Langston or the Peacekeeper could do it for example, but they could be out threatening the enemies crew and potentially stopping their wagon instead. If Hoffman gave the Hunter nimble, or interacting as a 0, the Hunter could push, walk, push turn 1. Preferably, you'd push the wagon 3' turn 1 so The Hunter can prowl into base contact at the end of the turn and repeat.
  13. INXVI

    Supply Wagons

    Wait, so you can't interact regardless of where you deploy if you have 'From The Shadows'? Damn, doesn't really make sense as the whole point was for the Nightmare keyword. Guess I won't be using that again.
  14. INXVI

    Supply Wagons

    For pushing my own Wagon, I've been using The Hooded Rider with The Cherub. 1st turn, the rider pushes (interacting as a 0) then walks and pushes again. The Wagon provides some cover for him and he is a pretty strong unit to protect the Wagon for a few turns and then potentially counter the enemies push, or complete other schemes. I also did a similar thing with The Dreamer (using Serena to give Warped Reality to him, then targetting the Rider and hoping to drop fast on him) In terms of denial, I had a really good game using Lilith, turn 1 I rooted both 50mm models my opponent had set up for the push, meaning he didn't pass over the centreline until turn 4 (as I continued to do this) then tangle shadowed in The Doppelganger (for recover evidence) so Lilith could remove McCabe from the situation. When I rooted the Mounted Guard on turn 1, it had been given reactive too, which made it even better.
  15. INXVI

    Unique Levi combos

    @Davos that's what I was thinking, the Bunraku is only 5ss now due to the errata, I've been trying to figure it out for a while in the hope something clicks, so thought I'd suggest it and see what happens, it's just too many resources. If only we could make it happen in a Collodi crew, giving him Reactivate would be a little too crazy though 😂