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  1. I'm looking to play either Ramos or Collodi at my local shop, but I don't have a lot of experience with non-Bayou crews, my intuition says to go for the Arcanist Starter set for Ramos because the watchmen models have some solid synergy but I'm looking to get a second opinion.
  2. Hello. My first game with Collodi in M3E left me with two questions which I think I know the answers to but wanted to check. 1. Collodi's totem, Marionette, is Minion(4). The rules about hiring totems says that "the Totem's Cost is considered to be 0 during hiring". Even though it talks about the Totem (rather than Totems), I assume Collodi can hire all four of his Totems at 0 cost. Correct? 2. Collodi has a Tactical Action called "Fill with stones" which gives the target Shielded +2 and Staggered. Can Collodi use this on himself? The restriction is "Friendly Construct only", and he is a construct. I can't really see any reason why he should not be able to target himself, but it almost feels like cheating, since Staggered will be removed as soon as his Activation ends.
  3. Reading the rules for MuseOn Con, apparently you could use a DMH Master, but that had to be your chosen Master for the entire tournament. I've also seen (in my local scene) hiring restrictions placed on them. Like you can Versatile and Keyword in-faction but can't hire Out-of-keyword. Re-reading the Main rules, arbitrary restrictions like this are not allowed. If the DMH is allowed then those models are treated as Normal Models. Period. Dead Man's Hand is not a Faction and should not be treated as such. Anyone else seen anything like this? Where people, instead of just saying 'no DMH' are 'allowing' them while putting restrictions on them? From my reading, a TO has every right to not allow the DMH, I have no problem with this. But if they're allowed, they're normal Masters, period, with all hiring options on the table and treated as any other Master in their chosen faction. Am I reading this wrong?
  4. Hello Puppet-Lovers! This is going to be my first attempt at writing a Tactica for use with my favourite Master: Collodi. I used Collodi a lot in the Wave 2 Beta and think I have a good grasp of the tactics and abilities you can make use of in a Collodi crew, which I would like to share with New Players and old alike, as well as maybe give Collodi's Opponents a leg up if they are finding him a difficult Master to go up against in their local group. Let's begin with where we came from: In M1E Collodi's tactics involved spinning a small ball of marionettes into anything and having that thing die rather brutally, from just about anywhere on the board. While maintaining a lot of the same flavour in 2E Collodi is not going to fly across the board with his entire crew, that said he has never felt more like a PuppetMaster in my opinion, and I'd like to show people why, especially if theyre having trouble transitioning. StatBlock First off Collodi is a Low-Wound Master. His Df is average at 5, with good WP at 6. 5Wk makes him a little faster than average, but is going to leave some players missing his old 40" moves. However, he can push 3" after any Df targeting attack, so if youve got some low cards to toss you can attack him with your own models to push him up the board. We've also got Accomplice so he can always have a friend go after him and Puppet Friends, which gives him access to any out of faction Puppet model, which is currently Mannequins, Coryphee and the Effigies. The 6" Bubble Collodi's abilities and buffs all center around a 6" bubble around him. This makes him more vulnerable to blast-heavy crews, but also makes it much easier to buff your entire crew at once. Of note is that Collodi's buffs do not require you to STAY in this bubble. Learning when to venture from the bubble is going to be an important skill for 2e Collodi players. Personal Puppet This is one of Collodi's (0) actions and marks a friendly Minion as the Personal Puppet until he uses the ability again. This grants the PP a (1) action any time Collodi suffers damage from an enemy model while within THE BUBBLE, so long as they take 1 damage themselves. It also grants Collodi the ability to kill (not sacrifice, so it will drop Corpse/Scrap) the Personal Puppet to negate all damage from whatever just hit him. This gives us 2 courses of action with PP. 1) We can throw it on something menacing, like an Illuminated, Young Neph or Ronin, and furiously punish things for hitting Collodi (or stalk the PP closer to priority targets and mark something else PP on out next turn. Nothing says dont hit my Master like a magical crack addict clawing your opponent's Master's face off.) 2) We throw it on something throw away, most notable the Marionette totem, and kill them when a Seamus Flintlock RJ dmg flip appears. The nice thing about the Marionettes is that when they die they may transfer positive conditions off to other minions. So you can face-tank a number of hit equal to your marionettes +1 before taking any damage. Assuming they are all in THE BUBBLE. Ideally you will get a chance to gauge your opponent and pick a tactic that most messes up their gameplan. I usually start off now by putting it on something big unless I guess my opponent is a "kill the master at all costs!!!" kind of player. Beater tends to deter pot shots, chaff tends to deter people from concentrated efforts. Collodi Hates Mind Bullets Ok, so Collodi has Df 5 and WP 6, why does he hate WP duels more? Well, first off you'll only usually only be taking one hit from a Df duel due to the auto-triggered Run Away Home; letting you push 3" in any direction, usually good enough to push out of melee or into cover/out of LoS against shooting attacks. Against WP? He's a sitting duck if the attack makes it past his WP6. So prioritize those nasty WP targets, or just avoid them if you can. But Hates His Opponents More Lets talk about what Collodi does to your Opponent's crew before we get into what he can do for his own. Collodi's lone offensive skill is Pull The Strings. It is highly accurate, extending 4" past THE BUBBLE and best of all, isnt actually a ranged attack, so does not scatter and does not care about cover. The attack itself has a... poor damage profile for a master: 2/3/4, but comes with a positive twist to damage, so you can cheat in those middle of the road cards if you want the 3 damage. But no, where this attack shines is in its triggers. SO first of all we have a build in Mask. That Mask gives the opponent slow. A crow lets us damage AND obey the opponent's non-Leader model, as many times a turn as we have AP and fancy crows to throw at them. The last trigger; Idle Hands, requires a second maske. On that model's activation, you control one of it's AP, and spend it. Now, that on its own is great, but you can shut down nearly any model in the game with 2AP and some good cards. Slapping a model once for slow and then a second time for Idle Hands means they are Paralyzed, without being able to Frozen Heart Immunity their way out of it. They lose 1 AP and you're spending the other. Even models with specific AP like Nekima can be forced to move out of position so they can't make use of their extra AP. Or just stab away with them, your pick. Nasty Ability. Collodi Loves His Children Collodi has two more actions on his -base- card, both of which are for helping his wonderful friends out. Collodi has a deep affinity, like many buffing masters, for Minion and -Keyword- models. His keyword characteristic is of course, Puppets. The first, My Will, allows him to transfer some AP out to his minions/puppets giving them a positive twist to any DUEL they make during the action. So this allows for more easily passed Horror/Manipulative duels, as well as just flatly being more likely to hit. Often you'll be better off attacking with your own strings, but this ability should not be overlooked. It doesnt work on Collodi so dont try. Second, he can summon back his totem, the marionette, or wicked dolls from scrap left lying around from killing all your decoy personal puppets or killing whatever mechanical beasties your opponent brought. This requires a 9 of Masks, making it one of the worst return-on-investment summoning powers in the game. But only by a TN difference of 1 so, its not the end of the world. This ability is one of the reasons you might pause on taking some of the NB minions I mentioned because they will all be dropping corpses, save the Coryphee. But you should have plenty of scrap from marionettes dying and effigies getting taken out. Fated VS Props Collodi's two Limited upgrades are going to change how you're playing with him. Both provide Creep, a handy little 3" push (0) action, good for getting out of engagements and moving up the board. What they differ on is key though: Do you want to Buff Your Crew or do you want to Buff Your Master? Fated was my go-to during the playtest. Effigy buffs are very powerful and will be covered in more detail in their own section. But suffice to say, being able to grant your Puppinions healing on causing damage, burning on every attack unless your opponent discards, etc and being able to do so -without activating Collodi- is very powerful indeed. When Collodi activates he can also grant a second buff to the crew by taking an action. This is usually defensive stance or more notably: Focus. If you have been reading game dev Justin's blog, you'll know how valuable AP is as a resource and I found myself on average granting it to 4-7 Puppinions, which is a heck of a lot of AP saved. Props is the contrast. It allows Collodi to sap off Defensive Stances and Focus conditions from friendlies as required. Now on the surface this seems much less useful, but having Out of Position models ending their turn on a Defensive Stance or Focus can free up a LOT of Collodi's AP, let him stand a higher chance of drawing suits he needs and just generally let him be more effective while chaff models secure you activations and are no less effective at being in your opponents way. If you find yourself thinking Marionettes are not useful, this may be the upgrade to try. Especially with Avatar Collodi's attacks (covered in the third post) You'll also get the option to summon Effigies! You dont get their buff across your whole Puppinion base, but if there's scrap around they can be more useful than a Wicked Doll and Collodi certainly does still get to benefit from the Effigy buffs! I Heard There Are Other Upgrades? Right you are title! My favourite/always taking of the remaining upgrades is Strum The Threads. This allows Puppinions Puppets-Only in THE BUBBLE to take 2 unavoidable damage to gain fast. Now Puppets tend to have low wounds high defences, so if you dont have a way of healing (which you do! See: Effigies) you can quickly wipe yourself off the board, but Illuminated could heal that back same turn. And now they are FAST magical crack addicts. It should be noted this is NOT an action, its just an ability so you cant spread Fast to your Puppinions with Fated. Stop doing so, take your 2 damage like a... man puppet? Like a muppet. Breathe Life exists! Its another option for a (0), letting you toss 2 wounds back on a model, but it can't be you, so probably pass? Pushing Puppinions 2" is actually more useful than it sounds. You can unlock a lot of models from combat or manage some extra distance. If you're hitting 8 models with it, it is 16" of free movement? I dunno, I still haven't got it to be as useful as I think it COULD be. Threads of Fate. Not to be confused with Fated, this makes Collodi immune to forced movement, which is pretty dang super. You also get a (1) to give yourself Armor. Now, aside from the obvious interaction with Fated and giving that armor to your Puppinions, did you consider making yourself Fast with Strum, giving yourself Armor +4 and then not caring so much about the Beatstick in your face? Especially since that 1 minimum damage still lets your PP get free AP. Im sure I can do more with the Collodadillo. Next we'll be discussing Collodi's best pals the doll friends, followed by some Avatar Collodi pondering!
  5. I am quite new to Malifaux and I found that, it is very hard to play against Nicodem. My team Declared Faction: Neverborn Crew Name: Puppet 50ss Leader: Collodi - Cache:(3) Strum the Threads 1ss Bag of Props 1ss Breathe Life 1ss Marionette 3ss Marionette 3ss Marionette 3ss Marionette 3ss Widow Weaver 8ss Brutal Effigy 4ss Beckoner 6ss Arcane Effigy 4ss Lazarus 10ss A Thousand Faces 1ss I dont have a actual list of Nicodem but it is about this Declared Faction: Resurrectionists Crew Name: Nicodem 50ss Leader: Nicodem - Cache:(3) Asura Roten 8ss Mortimer 9ss Sebastian 7ss Philip and the Nanny 8ss Rotten Belle 5ss Rotten Belle 5ss My strategy is using Collodi to get 5 activation with Lazarus and fast and spam Slow/"A New Theat" and Burning on most of enemy crew and focusing to put slow on Nicodem if possible. I use my Widow to create the -wp zone for Collodi. But Nicodem stay defense at base and summon a lot of scary zombie at least 2 punk zombie and student of steel every turn. He draw a lot of card from sacrifice zombies and some SS every turn. After turn 3 I found that I was over ran by horde of zombie and I cant do nothing but kill some of his zombie and only few model like Mortimer and Belle. His aura immune to slow is very annoying. I try to summon Carrion effigy but I can summon him on turn 3 and it is too late. I lure Nicodem and some of his engine to kill zone but with 2 Belle He can lure his team back to position easily. And he counter by double lure my Widow to get charge by student of steel and say goodbye to her. I cant my the way to counter his summoning /drawing and getting SS like crazy. My crew dying every turn while his crew getting stronger and stronger. I know my set up is not good so I need some advice and some counter strategy against Nicodem.
  6. HELLO EVERY ONE, I SEE THERE IS A 2014 TACTICA ON COLLODI ABOVE, BUT FOR 2017 WHAT ARE MY MUST HAVES WITH THE PUPPETMASTER? ALSO WHEN IT COMES TO THE EFFIGIES LETS BE HONEST WHAT ONES DO I NEED? AS FAR AS I CAN TELL BRUTAL, ARCANE AND HODGEPODGE ARE SOLID WITH HIM. I PERSONALLY AM WANTING TO KEEP A THEME WITH HIM AND RUN ALL THE PUPPETS, I ALSO AM SNAGGING A BECKONER AS WELL. THANKS FOR YOUR INPUT
  7. Hi! I started painting Malifaux few weeks ago. To be honest this is my first thoughtful and mature experience. Love this guys, they are fun, dinamic and simply awesome! I also already painted Puppet Master Crew but unfortunately don't have appropriate photo camera right now. I'll realy appreciate all of your criticism and opinions because I want to stay in this field for a long time. Since I am painting everyday I declare this a weekly blog. I hope I'll be managing to post every thursday. Hail yourselves and be fun! This guy is so tough and scary
  8. So I'm trying out bag of props instead of fated. I'm still using a standard list to get to know my models better (I started by switching in and out to try and match the strategy and schemes and found out it worked better to just use the same model three times in a row, at least, to understand it) 50 SS Neverborn Crew Collodi + 5 Pool - Strum the Threads (1) - Bag of Props (1) - Breathe Life (1) Marionette (3) Marionette (3) Widow Weaver (8) - A Thousand Faces (1) Teddy (11) - A Thousand Faces (1) Mysterious Emissary (10) - Conflux of Music (0) Lucky Effigy (4) Arcane Effigy (4) Thousand on teddy gets swapped for retribution, malifaux provides or maybe very rarely wings. Weaver swaps for mimics blessing or nexus. The idea is that emissary summons in some early changelings and then either goes after scheme runners or throws out hazardous that collodi can walk people into. Weaver's only real job is to throw out -wp for collodi and force horror duels with exhale. Also the extra move for constructs can be a God send. Teddy is there as he's the only big beater I currently own that can get retribution. I took lucky over brutal as collodi flips so many cards in a turn he usually gets more healing out of it. The marionettes are for personal puppet and to run schemes. With strum, weaver and a 2" push they can go 20" in one activation, that is usually enough to set them up for scoring schemes out of my opponents reach. This also works if my opponent has an annoying sniper placed somewhere. Simply run a marionette into his face and have it stand there. Arcane is for what he always does. I've come to love walking people into emisarrys terrain. If you place them in base contact with it after they've activated that's an average of 11 damage. 3 from strings and 4 from terrain and then 4 again when they activate next turn. (Edited cause I wrote it wrong) I've considered replacing teddy with an illuminated when I get them. So far the only thing I'm afraid of is facing a really shooty list or a Ramos arachnid swarm. I play against gremlins, TT, outcasts and arcanist and one of the others is thinking about ressers. Anything you think I've completely missed
  9. A thought came to mind last time I played Collodi. Conflux of Music gives the emissary Puppet Characteristic so can Collodi actually hire any Emissary in the game if the emissary has Conflux of Music on it? As the upgrade gives the emissary Puppet Characteristics making it hireable to Collodi. I couldn't find anything on the forums about this and at least quick rulebook check didn't give me insight to this. One thing I find in support of this is that some upgrades also widen the hire pool of models. Like Tarot Reading on Zoraida that gives her the option to hire Swampfiends from other factions. Also to me it makes sense in a way as Collodi can hire any Effigy so maybe he could also hire any emissary. But yeah in the end I'm not on either side of this. I just wanted to ask if anyone else has something that would settle the debate in my head.
  10. Hi folks, I’m still new to Malifaux. At the moment I love playing Collodi. But I’m really struggling with Headhunter & Reckoning I can’t kill enough to get these done. Headhunter is a bit better because there I can collect some Headtokens but overall I’m not good at this So how do you guys & girls get this done? Are you playing fated Collodi or Bag of Props and how? What are your Key Models? Maybe you have some crazy combinations flying around? I’m curious! Thanks for your help!
  11. Good morning my fellow Puppet Masters! I just finished assembling my Coryphee last night so all I need is a Widow Weaver and a couple effigies and my Collodi army is done. But I was going over the Wyrd store this morning and saw Bunraku. I don't know how but I never saw/noticed them before and to my amazement they're puppets! YAY! More wood for the puppet fire! I have never seen them mentioned in Collodi posts though, so are the models new releases or something? Are they good with him or so bad no one talks about them? What's their deal with Mr Fingers?
  12. Hey everyone, A friend and I are looking to get into Malifaux and we come from a Warmachines background, so we're familiar with war gaming but not Malifaux. My friend wants to get into Resurrectionists (Seamus first) and eventually go into Molly and Nico. So, I have a few questions: 1) Which Neverborn master would best handle Seamus, Molly, and Nico? 2) Between Lilith, Pandora and Collodi, which box is most complete out of the box and has the best synergy? 3) Out of the Neverborn masters, which would you say share the biggest pool of Neverborn models? 4) With the Queen box having been announced (omg I want that box so badly) who do you think she would best pair up with in a tournament setting? Thank you for the help
  13. Zuka: The wooden Woe Zuka wooden lifeless eyes peered out of the shop window, into the decrepit cobble streets of Malifaux. The darkness provided him comfort, it is where he saw the real grit of humanity, the struggles and schemes they ran in the night. He wished he could talk, and tell the secrets he had learned sitting on the shelf of the tiny shop he occupied. Oh the stories he could tell. All he could do is watch though, this didn’t bother him to much. He faintly remembered the arrival of the humans as they filled the streets and buildings . Though he could remember the human who occupied the shop he sat in now. He hated the human, He didn’t know his name, but he knew that the human was cruel. He watched as people entered the shop, dropping off items for paper and metal coins. The things people brought into the shop was always random as were the items they took. Sometimes someone would stop to pick him up, and he always met their gaze, as they would sneer and return him to his window throne. This night was quite as he peered out into the darkness though. Usually it was filled with degenerates, and drunken humans who stumbled loudly down the streets. Tonight nothing but the glow of the lamps, peeking into the shadows as if they had fought for eternity. Something felt wrong about tonight though. A sort of creepiness claimed the night, and crept through his seams and joints. Still it made him feel like he belonged, and almost excited. It was then he noticed a movement in the shadow. His attention focused on it as a small wooden cart emerged from the shadows into the light. Being pushed by what he could only guess was a human. She seemed old, and moved like some of the gray haired humans that he saw before making their way in the daylight. This one seemed different though, her stiff movements seemed almost graceful, though most of her remained covered by the shall she wore around her arms and shoulder. Her face still covered by shadows, she seemed to look right at him sitting on his shelf. Much to his surprise she made her way into the shop. He listened as words where exchanged behind him. He had began to understand some of what the humans spoke from the time he had spent in that window. He could at least make out the words “How much?” His attention focused trying to hear what they were discussing, and what they could be talking about. He hoped that it was about him. Their talking got more intense and soon the mans, voice grew loud, then to a scream. Zuka panicked he wondered what the scream could be from, he knew it had to be the man. Silence came next followed but the sound of foot steps headed in his direction. He then felt hands wrap around his body, as the shelf seemed to disappear under him. He felt his body rotate as his finally met eyes with his holder. Soft wooden eyes met his as he peered at his handler. He strained his eyes in the darkness as he looked into her face. A twisted smile sprawled across her face, as she looked up to him. “Don’t worry child, I shall bring you to your true home.” She pulled him close as they walked across the room, his eyes pointed behind her as he looked at the lifeless body of the shop keeper sprawled across the counter with “Ours” Stitched into his forehead. All Zuka heard was the shop bells as he finally felt free..
  14. Hi all, in first place, i introduce myself ! First thing, i appologize for my bad english, i understand this language very well but that's hard for me to talk/write !! i hope all my mistakes don't make you cry blood too much I know malifaux since few years but i just started to play for real at this game... and i definitly love it. I study the rules book since 2 weeks and finaly, i fix myself on this awsome faction neverborn. After that, i focus on 3 masters (pandora / lynch / collodi) and create alone, without experience, 3 lists. I know make a "generic" list on malifaux is not a good thing because that's change a lot with the primary and other scenarios but that's a way for me to know what miniature i buy in first and have some "pre-build" list for my first games. And today, i need you to have your opinion about my list, give me some answer about thing i don't understand and maybe, have some advices ^^ ! I try to explain for all my list what i want and the goal when i create it ! JAKOB LYNCHE That's probably the list that i like least... I have many models who have good synergy with "brillance characteristic" but i don't have many synergies with "ace in the hole" ... don't know if that's a problem or not. I have 2 variants and i don't know wich one take and if play only in brillance is a good way. What kind of model can i take to maximise the "ace in the hole" capacity ? First one : Second one : JAKOB LYNCHE : Woke up with a hand / the rising sun / wanna see a trick 5ss JAKOB LYNCHE : Woke up with a hand / the rising sun / wanna see a trick 5ss * Hungering darkness : Addict 1ss * Hungering darkness : Addict 1ss * Beckoner 7ss * Beckoner 7 ss * Beckoner 7ss * Beckoner 7 ss * Illuminated 7ss * Illumanited 7ss * Illuminated 7ss * Illuminated 7ss * Doppleganger 7ss * Doppleganger : Retribution Eyes 8ss * Hans 9ss * The depleated 4ss * The depleated 4ss And a little question about lynche, and to be more precise, about the hungering darkness. If i play hungry, later during the turn, he die, and after (again during the same turn) he come back in game (with rising sun upgrate), i can play him or he considerate like already play ? PANDORA For this one, i don't use Spirit models because ... i don't like them at all. Not in game, but just the visual !!! So i try to find an other way to generate many WP test without them !! Finaly, i finish with this list. I add a mysterious effigy for the last 4 points but i admit i don't know if it's a good choise or not... i don't find an other thing PANDORA : box opens / wings of darkness / Aether connection 4ss * Primordial magic 2ss * Mr Graves 9ss * Doppleganger : Retributions eye 8ss * Nekima 13ss * Johan 7ss * Mysterious Effigy 4ss *ADD 3 soulstones 3ss COLLODI For this one, i realy try to play with many effigy and puppet thing ... i guess that's normal !! Like for lynch, i have 2 lists and i don't know wich one take. The first one i take Aionus inside because .... i LOVE the visual of miniature and i want play this model !!! I put him with collodi because he add to my list many "control" and make that composition moreeeeee toxic with more trics !!! After, i don't know if it's the better choise, that's why i create a second list without him (because it cost realy expensive >< ) First one : Second one : COLLODI : fated / Strum the threads / Breathe life 3ss COLLODI : fated / Strum the threads / Breathe life 3ss * Stiched together 6ss * Stiched together 6ss * Stiched together 6ss * Stiched together 6ss * Doppleganger 7ss * Doppleganger 7ss * Aionus : Mimics Belssing 14ss * Vasilisa : a friend to talk 9ss * Arcane effigy 4ss * Arcane effigy 4ss * Brutal effigy 4ss * Brutal effigy 4ss * Shadow effigy 4ss * Shadow effigy 4ss * Mysterious effigy 4ss * ADD 2 soulstones 2ss ADD 3 soulstones 3ss So, thx to all person who take time to read me and help me a little bit to make my choise when i have 2 lists, or advice me for some synergies/changements...
  15. I'll start it off with Lucius, just to make the Guildies jealous. OURS. Other masters, henchmen, enforcers and minions to come. Lucius Wallpaper, with room for resizing
  16. Heyo! So, Collodi has finally been added to my arsenal - completing my collection of all the Neverborn masters. I've played a number of games with the master of puppets, and I've found myself relying on the staple Illuminated. This isn't a bad thing, as there isn't a bad thing about the Illuminated, but I already run them in my Lynch and Lucius crews. So, I'm looking to not use them as much in a third crew. Also, I'd like to run quite a themed playlist. So, I'd like to hear your thoughts on my ideas, and of course, your suggestions. Stitched Together These guys are great, for their obvious reasons with Collodi (getting those positives etc. from Collodi's My Will, etc.). But, with Vasilisa, a pair of them become quite a mobile little death unit with the combination of Twist, A Little Drink A Little Water and Obey. Incredibly maneuverable without having to use their own AP to move, means they can focus on being nasty. But what about Bunraku and Wicked Dolls? Wicked Dolls I can see the synergy with Wicked Dolls - again using the control shenanigans of Collodi and Vasilisa to pump out extra activations on the little puppets - but it seems you need at least three to make them impactful? Getting the Crow on Over The Needle could be really useful. There All Sewed Up also adds extra synergy for being controlled by Collodi and Vasilisa outside of their activations. Accomplice also lets you activate two of them consecutively if they'e in melee range, to stack up those Poison counts. Bunraku They have Armour, high defence, auto DF trigger that debuffs Ml, they have Retract (nice for Personal Puppet). They can gain Focus with a (0), the Ml attack ain't bad, and like the Wicked Dolls give out Poison. They have Snatch, which is a great ranged attack, which allows you to draw in models into the puppet bubble, and if you get the trigger, you get the free strike. They're far more resilient than Wicked Dolls, but at the same time, could drop the model into range for the Wicked Dolls to go to town on it (so there is synergy there to). Looking forward to any thoughts, suggestions.
  17. Nevermind, sorted.
  18. So both Collodi and Lucius are good at getting out of activation AP from their minions and Corrupted Hounds love being used outside of their activations, so who uses them better? I'm leaning toward Lucius, especially since he can bring Guild Hounds as well 2/2 mix seems very good to run a "pack" but Collodi would give our puppies a double positive on out of activation attacks. Thoughts?
  19. Hey there, yesterday i was playing with a firend a couple of games, I was playing with a Collodi band, and I included some Illuminated to test them, the problem began when i decided to use the "Follow My Lead" ability from the "Fated" upgrade card ("Follow My Lead: Once per turn, when this model recieves a Condition from one of its own Actions, all friendly Puppets and Minions within (x)6 may gain the same Condition."). I saild that all my friendly puppets and all my fiendly minions were affected by a condition gained by collodi ,while he said only the models with puppet and minion caracteristic simultaneously could be affected by this ability. English isn't our native language, so it's possible that that one of us misunderstood the card. Someone can tell us how this really works? Thank you.
  20. Hi everyone, I'm new to Malifaux and have ended up starting out with Lilith (love the nephilim) and Collodi (interesting play style). Malifaux seems to be about hiring crews based on certain objectives, but as I'm new I'm probably going to be running one build into come-what-may and see what happens. I'm having a little trouble designing my first Collodi crew, I've got an idea I'm thinking of as the 'Collodi Slingshot', but would be great to get some experienced opinions. 50ss (4ss remaining) (THE BUBBLE) - up to 17" movement (fast + pushes), central support toolbox Collodi - breathe life, strum the threads 3x Marionettes (THE SLINGSHOT) - coryphee delivery, punchy scheme runners Vasilisa - a friend to talk to Hooded Rider - retribution's eye (THE PELLET) - 16" charge, at least 20" movement (revel + friend), early mess-up-opponent-game-plan pieces 2x Coryphee Thanks!
  21. I am going up against Neverborn, we have flipped Reckoning as strategy, we have added a condition, we are not allowed to bring the master we played the last game, so no Perdita for me. Lady J time then, suddenly it dawned on me, I might meet Collodi, which I know nothing about, the other two masters who can appear are, Lilith or Pandora. How should I counter Collodis strengths, maybe Lady J is the wrong master, as proxies are a no no, I can only bring McCabe or Lucius. I can't use austringers or riflemen, stupid LGS. Should I merc in Killjoy as a large killy suprise? Best regards Cate
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