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Found 514 results

  1. Can Lucius use his ability Commanding Presence on himself to do a walk action indefinitely as long as he keeps on winning his TN 12 Horror Duel? By doing a walk action each time he wins the horror duel and that then activates the ability again?
  2. Hi everybody! I´m new here and I've started with Lucius crew. Here is the first mini. Hope you like it^^
  3. Recently I’ve got an idea of new model. I’m not totally convinced, but I suppose this model’s conception seems to be pretty balanced. It has a great synergy with the Brewmaster, Zoraida and Pandora. It may interrupt enemy models or push friendly ones. I’ve decided to post it on the forum because I hope that my idea has a chance to be heard by Tyrant if you like this conception. Sticky Frog 10SS Minion, Living, Rare 1 Swampfiend, Woe Df 5, Wp 5, Wd 10, Wk 5, Cg 7, Ht 2 Gremlins/Neverborn dual unit 50mm base Abilities Perfect Camouflage: Attacks generated by the Charge Action and Sh Actions receive while targeting this model if this model has not yet Activated this Turn. Hard to Wound +1: Damage flips against this model suffer . Poisonous Fog: Models which begin their Activation within this model’s engagement range gain Poison +1 condition. Stifling Smog: Enemy models with the Poison Condition which end their Activation within this model’s engagement range immediately suffer 2 damage and then lower their Poison Condition value by 1. Attack Actions (1) Sticky hug (MI 6 / Rst: Df / Rg 1): Target suffers 2/3/4 damage. This attack gains to Disengagement strike. Slime: After damaging, the target receives the Poison +1 Condition. (1) Charming’s tongue (Sh 6 / Rst: Df / Rg: 6) Target suffers 1/2/3 damage and Poison +1 Condition. Kiss the prince: Push target in base contact to this model. Fall in love: After damaging, target gains Slow Condition. Obsessed by Passion: After damaging, target gains "Obsessed Condition: This model decreases it's Wp equal to amount of Poison Condition on it." Tactical Actions (0) Lazy Leap (Ca 6 / TN: 10): This model immediately moves up to 3/4/5, ignoring intervening terrain and models during the move. Joined at the hip: Before the moving every model within this model’s engagement range must pass a 14 Wk duel, or be placed in base contact to this model after succeeding this action and receive Poison +1 condition.
  4. Are dual faction masters like Lucius allowed to hire minions from both factions per game or one or the other?
  5. First time post from a new player. I have lucked my way into a decent Neverborn army, featuring Collodi, Pandora, Titania and Lilith (which is good, because I am not that interested in Zoraida, Lynch or Lucius). I will eventually pick up The Dreamer as well, but I feel like I have a good starting point. My question to the Neverborn masses is what Mercenaries should I be looking for? From skulking in the forums already, I know of Lazarus, Freikorps Trapper and Envy off the top of my head, but want to know what other Mercenary models you would suggest. Help me purge the humans off of our land.
  6. gozer

    Nekima Crew?

    I'm looking into getting a crew lead by Nekima with one or two Black Blood Shaman as support. However, I'm not sure what types/quantities of nephilim I should run. Here's what I'm wondering: Should I field more terror tots and focus on growing and scheme running with them? Instead, should I focus on young nephilim for a kill squad with mature growth as a bonus? Or, would an even mix of both tots and young nephilim be most advantageous? Also, are mature nephilim worth bringing? How about Black Blood Shaman: one or two? Finally, are there any other models that might synergize with this "divey", black blood slinging party? Thank you!
  7. Put the Fear in ‘em Target friendly minion must pass TN # horror duel. If successful, target can perform a 0 action. The following is a list of models that can benefit along with their 0 actions and a brief description. The descriptions are deliberately vague and not reprints from the books. Read as: Name of Model = Horror Duel Flip >= Number to match Action Name Action effect Guild Wave 1 Guild Guard = flip >= 7 None Death Marshal = flip >= 6 None Witchling Stalker = flip >= 7 None Austringers = flip >= 7 None Wave 2 Guardian = IMPOSSIBLE Immune to horror duels Guild Hound = flip >= 7 None Hunter = flip >= 7 Pounce on Chest Force Move, trigger attack, negative Ml to target Lawyer = flip >= 6 Impassioned Defence Hard to Wound Watcher = flip >= 7 None Pistoleros = flip >= 7 Shrug off Warden = flip >= 7 None Brutal Effigy = flip >= 7 Fear not the sword Does not stack Guild Rifleman = flip >= 7 None Guild Pathfinder = flip >= 7 Set the Trap Summon Clockwork Trap Reset Trap Move Clockwork Trap Luna = flip >= 7 Warning Back Gives out Defensive +1 Wastrel = flip >= 7 None Wave 3 Mounted Guard = flip >= 7 “Mount Up! Rank and File!” to Df, does stack Orderly = flip >= 7 None Sanctioned Spellcasters = flip >= 6 Singularity Stop force movement Does not stack Hoffman ms&u models: Wave 1 Metal Gamin = flip >= 8 Magnetism Force movement, damage, slow Steam Arachnid = flip >= 7 None Steam Arachnid Swarm = flip >= 7 Devouring Swarm SELF repair Wave 2 Large Arachnid = flip >= 7 Temporary limb Destroys scheme marker but it's not its activation. Soul stone Miner = flip >= 7 None Wave 3 None Mourning Minions: Nurses = flip >= 8 None Lucius Mimics: Changlings = flip >= 7 In the blink of an eye Force Movement McCabe declared as 10t: Wave 1 Dawn Serpent = flip >= 6 Calls unto the Chi Heal Monk of the Low River = flip >= 7 Calls Unto the Chi Heal Oiran = flip >= 6 None Rail Worker = flip >=7 Shovel Faster Attack Action, requires burning Implacable Assault Does not stack if taken twice Illuminated = flip >= 6 Brillshaper Heal Thunder Archer = flip >= 7 None Torakage = Wp6 <= 6 None Wave 2 Kamaitachi = flip >= 8 At the Crossroads Push target friendly model Ten Thunders Brother = flip >= 7 Dance of the Heavens Either Armor +1 4 inch range melee Draw a card then discard a card. Or heal. Force move Shadow Effigy = flip >= 7 Blend into Shadow Does not stack Komainu = flip >= 7 Spirit Scent Force move Fermented River Monk = flip >= 7 Ready for Another Round Reactivate Have a sip Self gains poison Monk of the High River = flip >= 7 Wander the Earth Force move Tengu = flip >= 8 Still the Earth Destroy scheme marker Katanaka Sniper = flip >= 6 Blow Dart Target gains slow Wave 3 Wandering River Monk = flip >= 7 Leap Force Move Obsidian Oni = flip >= 7 The Strong Grow Stronger Damage target Jorogumo = flip >= 6 Vicious Bite Attack action Wander the Earth Force Movement Lucius declared as Neverborn Wave 1 Poltergeist = flip >= 6 None Beckoner = flip >= 6 None Silurid = flip >= 8 Leap Force Move Sorrow = flip >= 8 None Terror Tot = flip >= 7 None Waldergeist = flip >= 7 Germinate Markers that are removed when action is used again. Young Nephlim = flip >= 7 None Wave 2 Gupps = flip >= 8 Leap Force Move Juvenile’s Wail Does not stack Insidious Madness = flip >= 7 None Stitched together = flip >= 7 Creepy Fog Does not stack Wicked Doll = flip >= 7 All Sewed Up Target Heal, +flips to attack Mysterious Effigy = flip >= 7 Rapid Acceleration Does not stack The Depleted = flip >= 8 Drawn to the Light Force Move Wave 3 Corrupted Hound = flip >= 7 None Changeling = flip >= 7 In the Blink of an Eye Force Move Bloodwretch = flip >= 7 None Bunraku = flip >= 7 Obscene Preparations Focused +1, trigger +m Mercenaries Wave 1 Desperate Mercenary = flip >= 8 None Freikorpsman = flip >= 6 Reference the Field Guide Gain suit for activation Ronin = flip >= 7 Seppuku Sacrifice for resources Hog Whisperer = flip >= 8 None Oiran = flip >= 6 None Torakage = flip >= 6 None Wave 2 Performer = flip >= 7 None Freikorps Trapper = flip >= 6 Retreat into Cover Force Move Wave 3 Bloodwretch = flip >= 7 None Orderly = flip >= 7 None Note: Queeg has a tactical action that can allow minions to perform 1 interact actions as 0 actions. So any model that says None can at the very least drop a scheme marker if Queeg gets his tactical action off.
  8. Trying to thin my collection a bit: MALIFAUX - Dreamer Crew + Lilu & lilutu (metal) + teddy £45 (Lilu is missing one of his arms) (crew and teddy primed grey) Sommer teeth jones crew + warpig £34 (mostly unbuilt) Ophelia crew (NOS) £25 Burt, Gracie, Wong £15 Hoffman Crew £27 (assembled, watcher has had it's wing modified to fix the perspective issue) Pathfinder & clockwork traps (NOS) £10 Sullirids (NOS) £10 Old Ashes and Dust (assembled) £15 Old Mechanical Rider £10 Rasuptina crew (Ice golem + ice gamin painted. Missing Wendigo) £20 30k: The Horus Heresy - Legiones Astartes: Age of Darkness Army List (newest version, mint) - £30 WARMACHINE - (purchases of £100 or over will receive an additional 5% off) Cryx army - £525 for the whole thing Denegrah 1 (Resin, Painted) - £7.50 Denegrah 2 (old sculpt, painted) - £7.50 Asphyxious 3 (painted) - £16.50 Sturgis (Kickstarter exclusive + coin) - £10 Skarre 1 (newer sculpts) - £6 Skarre 2 (newer sculpts) - £8.20 Witch Coven (egregore is damaged and requires rebasing) - £9.70 Goreshade 1 (newer sculpt) - £12.70 Goreshade 3 - £22.50 10 Bane Thralls (painted, resin) - £30 Bane officer & standard (painted - £15 10 Bane Thralls (resin) - £30 10 Mechanithralls (painted) & 3 Brute Thralls (painted) - £30 5 Bane Riders - £40 Blackbane's Ghost Raiders + spare raiders - £23 Withershadow combine (painted) - £12 necrosurgeon + stitch thralls (painted) - £6.50 Cephalyx overlords (painted) - £10 6 Bile thralls (painted) - £12 10 Satyxis Raiders (painted) - £29 Satyxis Sea Witch (Painted) - £5 Satyxis Raider Captain (Painted) - £5 2 Deathrippers (resin, 1 painted) - £12 (both) 1 Defiler (resin) - £6 1 Death Jack - £35 1 Nightmare - £24 1 Erebus (painted) - £20 1 Harrower (painted) – £20 1 Kraken (Painted) - £60 1 Reaper (painted) - £20 1 Seether (metal, missing base) - £10 1 Cankerworm (painted) - £10 Skarloc thrall (painted) - £5 Madelyn Corbeau (painted) - £5 Ogryn Bokor (converted + painted) - £10 Bane Lord Tartarus (painted) - £8 Darragh Wrathe (painted) - £15 Pistol Wraith (painted) - £6 Machine Wraith -£5 Necrotec + scrap thralls - £5 Warwitch Siren (painted) - £5 Cryx MK2 Tokens - £5 Buyer pays postage
  9. I started to photograph my completed Neverborn models, and thought it was a good excuse to build a website to showcase them. twentynineteen.org I'm going to be updating this site regularly as I finish, and photograph new models.
  10. So, after having the models since 2011 I finally sat down and started painting them, plus after a couple moves I have a local group now. I won't post ALL my photos in thread (though I'll provide a link to the album) to avoid it getting image heavy, but I will post some highlights. Basing: I'm sculpting my own bases to look like wooden boards. I may add creepy artifacts here and there (IE Children's blocks for Teddy, some 6mm soldiers for Toy Soldiers for Malifaux Child) Color Scheme: Purple and Green, with a bit of blue. I had tried this scheme on another project that got sidelined in another game. Amusingly I realized the humor in this scheme of choice... as there is an in joke where someone says "PURPLE" and the other shouts "GREEN" (or vice versa). So one of my scheme markers will have children's blocks that say "Drazi" as a nod to that in joke. Points if you catch the reference. Each of my Sorrows is a different color, with the body using anywhere from 3-5 shades. Teddy: Other crew: More pictures here: http://imgur.com/a/yW5Zg
  11. Hey all, I'm sorta new here so apologies if this isn't the right spot to ask for help. I recently got into the game and I really like it, but I'm having a hard time playing my crew effectively. I went with a "ooo you look creepy" impulse grab on Pandora's crew, and I've since acquired a Widow Weaver and Teddy to help me out. I mostly play my partner (he's got a couple Ten Thunders Crews, Led by Misaki and Shenglong), and my willpower duels are pretty much useless it would seem. He always is able to cheat up to a decent save. Therefore nobody fails a WP duel, nobody is terrified or paralyzed, nobody is losing wounds to the auras of my sorrows and Pandora. Then I get messed up bad in close combat and by his snipers and Misaki, who also has hella good willpower with certain upgrades. I guess my base question is this; how the hell do I play these guys against high willpower crews? Do I need to go get even more models? I'm sorta trying to not spend all my cash but if that's my only option, oh well. I will say that I'm trying more now to keep the crew as close together as possible (where schemes and strategy allows), as it seems to help, especially having Candy on hand to heal my pathetically low wound models. Thanks in advance for any advice.
  12. Hey all, So since I got my grubby little mits on Ripples of Fate, I've been all about the Queen, I've played a few games with her and feel I've gotten a pretty good grasp on her, but still want to learn from other people's experiences. So I thought I'd kinda do what Daniello has done on the Outcasts Forum and start what will hopefully be a pretty epic thread with Tacticas, thoughts on models, crew builds, links to Battle reports and so forth. So to begin with, I thought I'd post my initial thoughts on the Queen after a few games. Titania 101, Da Git’s way So, I’ve been having a few games with Titania recently, so I thought I’d share my thoughts on how I’ve been playing her. While I don’t think she’s the be-all-and-end-all of power masters and can’t see her overthrowing say Lilith/Dreamer at the top of the Neverborn competitive scene, she does have a lot going for her and she has been a lot of fun once I got a grasp on how I think she should be played. First off, everyone’s been harping on about her tankiness and yes, compared to our other masters, she takes a hit a lot better, like Seamus, I think she should never be thrown in the middle of the enemy crew or you’re gunna end up with a dead (and not in the good UNdead way) queen. So keeping the Seamus theme, I’ve been playing her as a bit of a skirmisher like a mosquito, buzzing around the edges of the conflict (pissing people off!), but never in the middle. So, in this way she doubles as an enabler/debuffer using her Bloody Command Action and its Triggers combined with the Behold My Glory Upgrade. Bloody Command is a really solid Action. With a range of 8” (or Melee 2”) without a gun icon, you can freely shoot into engagements. Sure, it’s damage track is not really what you’d expect on a Master, but that’s not what you’re taking it for. To highlight this, all of the Triggers are after succeeding, so even if the SS away the damage, you still get the trigger. So let’s talk about these Magical Triggers (in order of importance, IMO): Behold My Glory: This one is where it’s at, stopping all attacks that aren’t directed at Titania unless they discard 2 cards is beyond huge. It’s also built in! I’ve had Izamu and Ohaguro engaged with Teddy and basically just pass their activations as they didn’t have any cards left! As good as paralyse! Then Teddy butchered Izamu and he couldn’t even have a proper Warrior’s Death! Neverborn are well known for their Glass Hammers and this is a fantastic way to keep the likes of Teddy, Nekima, Hooded Rider, etc safe. This plan is unfortunately not full proof (probably good for the game!). Some things to be aware of with this would be of course Condition Removal and crews that can draw lots of cards to burn… Special mention here goes out to Lynch, whose Ace in the Hole Ability can halve or completely negate this Condition with one or two aces. “Deal With him”: This one is also great for getting all of the aforementioned beaters into place and doing their thing. As noted above, Titania’s forte is not her damage spread, but with this trigger, she can apply Nekima’s impressive damage spread where needed. My Loyal Subject: As noted, Neverborn is full of glass hammers, with very little in-faction healing, so this one is solid, but the other two are better! They can’t hit you if they’re staring at the Queen or being buried by her lackeys afterall! Into Thorns: Like Behold My Glory, this one is also built in, but much more situational. This one suits the more aggressive style of Titania where she’s getting stuck in laying down Scheme Markers galore with A New Harvest, A Wicked Silence, the Forest Claims All Upgrade or her crew’s efforts. If you’re going that route, this could be good, but I like Titania as a skirmisher. For me, most of her other stuff is not every turn stuff, but usually I’ve been utilising everything at least once in a game. So all of this is not to say A Wicked Silence is not great, far from it! If you do get caught with your pants (not entirely sure she’s wearing any, but what the hey!) down then this could be a good attack to get out of dodge with the Trigger. It also targets Willpower and Neverborn have lots of things that key of Wp duels like Sorrows, Insidious Madnesses, Teddy’s Smell Fear, etc. Combining them all, this little attack could certainly rack up a bit of damage, then apply Bloody Command with the Into Thorns trigger for max carnage! (Note, this is the best case scenario, it’s unlikely all the stars will align too often! Both her Tactical Actions are (0)s and do good things for her, A New Harvest allows her to deal some passive damage (again good if your hanging around the edges and the opponent is engaged and shaking at Titania’s Glory) This requires two simple duels however, so is far from reliable,, but it can also drain an opponent’s hand. It also makes schemes like Detonate the Charges, fairly simple (this is basically guaranteed 3VP for Titania!) Coming from a Ten Thunders background, I love pushes! The Queen Has Risen, is another great get out of dodge if Titania, or one of her plebs is engaged with someone they don’t want to be. It’s a little costly, but it’s another way of discarding your Scheme Markers if they’re in the wrong place (say, too close for Convict Labour). You can also discard enemy Schemes too! Great to mess with their schemes or Schemy masters like Colette/Parker/Asami/etc. As for upgrades, as a Skirmisher, the only Must Have Upgrade is Behold My Glory. The others I’ve been taking are: The Queen’s Champion, this one makes your heavy beater even better and tougher, as well as dropping Scheme Markers galore. So far it’s been amazing in half my games and useless in the other half, so I’m still undecided on it. The last one is An Audience With The Queen. As a Placement, not a Push, this is could have been huge, but you can’t target Leaders. Still on the fence here too. The range on The Forest Claims all is too short for this build. Aether Connection is nice to have, but hopefully Titania shouldn’t be copping too much heat to warrant it. If you do decide to go down the aggressive, in-your-face Titania, I think a combination of Fears Given Form, An Audience with the Queen, The Forest Claims All, Aether Connection and Behold My Glory would serve you well. This should let her take several hits and still keep coming as well as stop them from running away and doing what they want. Really though, I’d probably say Pandora does the whole Whirlpool of Doom™ thing better. Overall though I’ve found this a good approach to get her killed, there’s simply too many high damage models for ItW to save her. Thoughts? Anything I've missed?
  13. So I've been playing Malifaux for around a year (well, playing again, its a long and uninteresting story). I play exclusively Neverborn. I'm not a fantastic player, but I'm not a terrible player either. I have no issues playing against any faction, except Gremlins. I really hate people who make casual unbalanced accusations as most of the time its a lack of imagination. In this case though I really struggle to see a pathway to victory when my opponent is a skilled Gremlin player. When I first started playing I heard some people talk about how OP gremlins were, but I also heard others say they were terrible so I assumed a balance there. But after going against them enough times I, frustratingly, am starting to agree that there are balance issues. Being able to buy up to 6 stuffed piglets for 2ss each is ridiculous. Even if ALL they did was given an activation that would be good. But they can deny schemes like Convict just by existing. If you can reliably kill them from range they will run up and tarpit you, and the fact that their explosion on dying is OPTIONAL is even more ridiculous, since you can't even force them to explode by killing them next to their own models. Add in a Pigapult, which is ludicrously low cost for what it does, and you now have 7 activations for 20ss which can deal MINIMUM 3 attacks from 24" away without requiring LoS which have a decent likelihood of blasting. Rooster Riders are ridiculous for 6ss cost models. Combined with the presence of Dumb Luck and Bayou Two Card on most of the faction I don't see what they don't do better than everyone else. High number of activations, essentially 3 ap for their entire faction in the form of reckless, insane damage output for what in my opinion is minimal cost, initiative control, hand control, high speed. So I'm not trying to be a whiner. I just am at my wit's end. I've asked experience players I know, I've asked forums on Facebook, I've asked my local henchmen. How do you beat Gremlins? I've been told to take WP attack models, but on a whole I actually don't find their WP THAT low. I've been told to isolate and kill off key models, but I'm completely unsure as to how to even get close. Manipulative, Mimic's Blessing, and Perfect Camouflage are all basically useless since nothing important on the Gremlins' side will happen before I'm completely finished activating. The only things I've come up with so far are things like Tuco, which can alpha strike the pigapult with Rets Eye from the shadows and hopefully take out a few other models with blasts, but if you lose the deployment flip then that strategy goes out the window, and even if you succeed Tuco for the Pigapult isn't an even trade. Zoraida seems to be a really good master against them. Obey's can make Stuffed Pigs go off, I think, and turn Rooster Riders back on their own with 1ap charges. Collodi could do that too I suppose and could bring Vasalisa along for more straight Obeys. So.... what do you guys have? Considering posting this in the Gremlin forums too. I'm not saying the game is broken, or even that Gremlins are definitely unbalanced, but curious how others feel on the subject and to know if anyone has figured out a way around these issues. I'm very interested in figuring out a way through this problem rather than saying its a balance issue, I'm just becoming exasperated trying to see the balance and failing.
  14. Looking for Neverborn (ideally not built or painted but let me know just just in case if not), especially Hide and Seek. All below are metal and unpainted, most are pinned and some glued together. Also have most cards. Guild: Lady Justice Governor's Proxy The Judge 3 x Death Marshals Lucius Ryle Guild Sergeant (Captain) Lawyer Guild Guard Resurrectionists: Seamus Grave Spirit Madame Sybelle 3 x Rotten Belles 3 x Guild Autopsy Outcasts: 2 x Viktorias (the twins) Taelor Bishop Johan Ophelia Francois Raphael Rami Pete Ravagé Drop me a PM
  15. So, as 2016 comes to a close, I thought it would be cool for all of us to share who our Neverborn MVPs of 2016 are! List your top 5 to 10 models down (and if you want, your reasons)! Here are mine: Nekima - just a brutal destroyer of all, with serious disruptive abilities. Changelings - have surprised me more times with not, producing those 'WOW' moments often to with their Copy Cat ability. Waldgeist - protecting me from those hideous Viks' charges more times than I can count with Germinate. Widow Weaver - because of webs. The Claw - hands down, my favourite Autumn Knight. Bunraku - just for unlocking a very interesting way to play Collodi and for their versatility in many NB crews. Vasilisa - an indispensable control/manipulation model. And for making Stitcheds incredibly maneuverable. Aeslin - what a beautiful model, and just a scary casting beast for Neverborn. Insidious Madness - because Insidious Madness. Scion of Black Blood - this guy in a Lynch crew, against that annoying Brewmaster... What an uber counter measure to Poison!
  16. I am looking to build a Neverborn Lucius list that is "in theme" for him. What would the manipulative Mimic bureaucrat bring to the field? His signature pieces are the Guild Lawyers and The Scribe, so Surprisingly Loyal is an auto-include. I figure that he is allied to Mimics, so the Doppelganger and Changelings are in order. However, the rest of the NB Mimics are strongly linked to other masters (Lynch, Pandora), which is not ideal. Out-of-faction Mimics for Personal Retinue are: Guild Lawyer, Terracotta Warrior. Surprisingly Loyal opens up his hiring pool to Guardsman models and it stands to reason that Lucius would be bringing some. Of all the Guardsmen, I think Guild Hounds fit Lucius' story best. Him signalling the hounds to charge is something I can very well picture. Captain Dashel is dear in Lucius fluff, but I want to avoid him because he does little without shooty Guild models to support and the Guild slots are few. So far I have: Lucius (Secret Assets, Surprisingly Loyal) The Scribe Doppelganger (Mimic's Blessing) Guild Lawyer Guild Hound x2 Terracotta Warrior That's 20SS more to go and I would love to hear your suggestions! Especially for the Changelings because I can't figure them out and they look like support pieces. Your thoughts on the above are welcome, too.
  17. I took the plunge with Malifaux after I fell in love with the minis, they are so pretty! I've been painting over a year now and the Malifaux minis are the highest quality ones I've tackled. They were a joy to paint. Hopefully the game is fun to play too If I could fault one thing it would be Angel Eyes pose, she's a bit boring when you compare her to, for example, the Guild riflemen. I wish she stood out a bit more. I'm maybe a bit conservative when it comes to sticking to the official character portraits for the colour schemes. I put the Scion in blue jeans because he needed a bit of colour and maybe I should have mixed things up for Angel a bit too. Thematically, these guys are my favorite. They are not elves, space marines or zombies, which is so refreshing! Anyhoo I'm looking for feedback. Just looking at these pictures I can see, like, a dozen things I want to go back and change but overall I'm really chuffed how they turned out. Gonna go paint more Guild now..
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