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Frugalbar

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  1. My two cents on a Wyrd assembly challenge and potential solution... One of the biggest challenges I've ran into with assembling Malifaux minis is the "two arms to one object" issue: Both arms are separated and have to be glued to the body.... but also the hands have to come together to interact with the same object. You can see it on models like the Union Miners 1 & 3, Rat Catcher 1, McTavish, Guild Patrol 4, Young Nephilim 4... This kind of sculpt adds more dynamics and drama than a figure just holding an item in one hand. But the trial is trying to get the arms and hands to line up. Most glues/liquid cement don't have enough strength to keep one arm in place until it starts to dry. And once you're in that sweet-spot of "drying but not dry" - you're up against the clock to get the other arm on and the hands lined up right. If you fiddle with either arm too much, you break contact at one point for one of the limbs. Then you have to start over with gloppy contact point for a shoulder or hand, and it makes subsequent attempts more challenging. And yes, I always dryfit and use poster tack / silly putty first to see how everything lines up. These sculpts are beautiful but also very exact, so if you're off just a tiny bit you have something that looks "off". So fiddling is necessary... and overfiddling in a short time is probable. In the past I've just accepted that a solid 45-90 minutes would be needed to assemble just this part. And even at that, one shoulder was still going to need a serious amount of green stuff or milliput to fill a giant crack. But I've found a solution that uses two glues and one tool. Now it takes me about 5 minutes or less with great results. And I know @dgraz said to step out of the dark ages and stop using super glue. But - forgive me - I'm breaking out my tunic and re-opening Ye Olde Shoppe for this one application. ITEMS NEEDED Quick Grip All Purpose Permanent Adhesive (NOT the liquid solvent for plastics) Super Glue Gel (I tend to use Loctite) Disposable Micro Applicator Brush for Makeup and Personal Care (link below) STEP 1 Put the Quick Grip tube on a paper towel and open the cap. Put a dab of it on the contact point of one arm. By dab, I mean very, very little - about 25%-50% of the contact point in the center. If you get too much on, you can wipe it off with your fingers, roll the excess between your fingers in a ball and flick off. Then add the 1st arm to the joint. You want to avoid Quick Grip from oozing out of the joint. If that happens, pull the part out, wipe out the excess, and try again. STEP 2 Repeat with the other arm. STEP 3 Fiddle to get everything lined up right. Quick grip is gummy so it will take a while to cure and yet still hold the piece in place. STEP 4 If you can walk away from the mini and let it cure overnight, this might be enough adhesive. (Skip to step 5) But I tend to go one step further using super glue gel at the shoulders. You need to pull the arm from the shoulder joint a TINY bit to squeeze some super glue gel in there. If the gel oozes out - don't panic. See Step 6 Note: Once the two glues interact, fiddle time is over. The connection will dry hard in 20 seconds or less. STEP 5 Connect the hand connections with a tiny amount of super glue gel. You might need an applicator to wipe (see Step 6). Do NOT use Quick grip here. Wyrd's hand connections are too fine and oozing/gloop will happen. STEP 6 Once done with both arms, if any of the gel glue has oozed out from the arm joint you can wipe it off with a micro-applicator. (Props to Ninjon on youtube for pointing this one out.) DISADVANTAGES Unseen oozing from quick grip. If you missed a spot in Step One, I've heard you could use acetone on a cotton Acetone will eat the plastic, so once you get your ooze bubble removed wipe it down gently - but multiple times - with a dry swab or cloth. About 90% of the quick grip gets wasted. Once the 2oz tube starts pushing out adhesive, it keeps going. This is why it's under a paper towel in Step 1. If you don't get the cap on quickly, you get a small marble-sized ball of glue that you're basically throwing away. Depending on the challenge of the model, I sometimes let the gloop flow to focus on the model. I'd rather spend another $7-10 US once every 6 months or so and be happy with the assembled model than panic to save some glue. As always your mileage may vary...
  2. Does anyone have a pic of The Kurgan facing away from you? I'm trying to figure out where the second set of vines (B5 on the sprue) attaches to, but it's really difficult to figure out where it goes... Unfortunately, all the pics are like below... with the face looking at you....
  3. So I've started a TTB campaign with three friends. One of whom is familiar with Malifaux as a wargame - but doesn't know much of the lore. The other two know nothing about the setting or mechanics. What's surprised me is the other two have asked questions about Earthside that I wasn't expecting. And the more I read up on the Core Rules, I realized there were huge gaps that I did not know -- like the two US-Texan wars and California still being under Mexican rule. So is there a map of North America under current timeline?
  4. Okay - I know it's red and grey... but in 1e it was red coats with grey sash / affectations. But since 2E it's looked more like grey coats with red sash / affectation. Is there some sort of ranking system that the colors represent?
  5. So I've been gearing up for a small game, digging deep on the setting and the rules, when one of my future players asked me how big Malifaux City is in comparison to other US "football" cities. I had no idea how to answer. I recognize as a Fatemaster I could make it as big or small as I wish. But to me, stories around Reva make it appear that Rotenberg night be as significant as "North Brooklyn" or "Oakland" - something more than a couple blocks but not. Thoughts?
  6. Sorry to resurrect this old post, but how would Bishop's Adaptive ability be affected by Nether Fluctuations? I recently had a Friekorps Librarian in melee with him. The argument was the ability says Bishop gets to allow the chosen suit to the final dual - not to the Ca, Sh or Ml stat. So Nether Fluctuations didn't apply. It seemed like a sound argument.
  7. Well something tells me it's not the Bayou Bash.
  8. Ran into this in a game last night. Disengaging Strike on a model with Terrifying prompts a horror duel. Does a disengaging Strike on Insidious Madness prompt psychosis?
  9. Hey guys, so I finally got a chance to try the crew out. I tried a combo of some of the suggestions made here - but the main one being take Nekima: Nekima + 1K faces Candy Baby Kade Terror Tot So my opponent surprised me by not taking Guild... but Neverborn... with Nekima. Neverborn with Nekima+FGF, 2 young neph Serena Bowman So it was Nekima vs. Nekima I won init but had terrible cards - a single eight and the rest were 3 or below. So I made a risky move and tried to lure opposing Nekima twice w/ Kade so Candy's Sweets bubble would prevent her from attacking first. But it backfired. I only got one Lure off, not the 2nd, which set-up opposing Nek to charge my Nek - taking her out round 1. Candy and the Terror Tot did some damage to Nekima - while the opposing crew closed in. I thought it was going to end with my conceding the win by end of round two. But I won init and surprisingly enough, a few good cards had Candy taking out Nekima. By mid round three, three models were standing - Baby K with 5 wds, Candy with 5 wds, and opposing Serena untouched. It ended in a tie - two rounds of it being Serena stuck in a Candy Sweets bubble - scoring me two points. Bottom line - Candy is a lot tougher than I thought. And a Nekima vs Nekima fight is quick.
  10. Thank you everyone for the great suggestions. Many ideas here that I may glean this and that from. I'll keep you posted on how it goes!
  11. So in a week or two I'm going to be going into a HH game with a few friends. I full expect I'm going to be facing the Jury (ecch) and an Executioner. I'm not looking forward facing 6 DF / 6WP, a 2" range and min 3 damage. I was thinking of using Candy with Widow Weaver to lower WP but that's such a squishy crew I can't imagine lasting long. Any suggestions?
  12. Got it. Thanks guys. Was looking in all the wrong places...
  13. So whenever I play up against Guild, I am always staring down the Brutal Emissary. Last game, I decided to have Zoraida Obey the BE to cast Back in the Box on himself. I argued this effectively put him out of the game... but I need a check on this. This was my argument - going thru the ability description after I won the Obey and the Cast flips: - "Target non-Leader model is buried..." (BE is buried and leaves play). - "...Unbury the target model in Base contact with this model..." (model is currently buried - so model isn't in play) - "...or any scheme marker in LOS ..." (while buried he doesn't have LOS to anything) - "...when this model leaves play." (again model is currently buried - so model isn't in play) The BE's Back inn the Box ability is different than the Death Marshall's Pine Box - because Pine Box has specific timing rules about unburying. Specifically it says "target model is unburied with this model before this model is removed from play." The BE does't have that clause on the end. So that effectively take thes BE out for the game. It's not easy - you need two flips to pull it off. So two questions: 1) am I missing something or mis-interpreting something? 2) what would happen if someone was already in the box when the BE was Obeyed to use it on itself? Frugalbar
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