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Found 469 results

  1. So I have an odd problem - namely, I found a 1e Sue miniature lurking in my Deadlands stuff. When I went to the Print on Demand website Wargame Vault that 10 card minimum stumped me, because I already FOUND an Arcanist Wave 2 box which had everything I needed for the one Crew I own (Colette's) with the other odd mini (Gunsmith) also covered by that box. So I started looking at the Upgrade cards from the Wave 1 box I was missing and it's got all the good generalist stuff - like Imbued Energies - that I'm not sure IS available in an actual boxed set. That got me to thinking about what generalist upgrades to print out for the OTHER factions. At this point, I could see myself at least a dozen other Master boxes (Seamus, Molly, Kirai, Rasputina, Marcus, Pandora, Dreamer, Lynch, Viktoria, Misaki) and, uh... more than a few other boxes. But I have to focus, more's the pity. So, what upgrades would you guys recommend printing off to at minimum fill out the other 9 cards, for Arcanists and Neverborn at first with an eye towards Resurrectionists and Outcasts after that?
  2. With the release of the terracotta warriors and many new minions for both Neverborn and Guild, what kind of lists are people brewing up for Lucius? On the Neverborn side, I was thinking of two warriors in my crew. Any thoughts about how the Ripples of Fate models help Lucius?
  3. Plastics only! I'll need pics of models/items included in the sell! U.S. preferred for cheaper shipping/handling. Thanks!
  4. Me and my buddy sit down and look at ripples of fate. Guild Master- Henchmen- Minions/enforcers- Resurrectionists Hope you guys enjoy
  5. Saturday was the Governor General's Wake, rather fittingly I was wearing black (well, black shoes trousers and my trusty Jags shirt...), and to celebrate the Big Man's demise, we descended upon ABZ games for a 50s Fixed Faction, 3 round tournament. As it must have been an enforced holiday with all Guild Members paying their respect, there wasn't a Guild player in sight! I had big ambitions following our last tournament, where I succeeded in taking home the wooden spoon, my goals this time were to win a game or failing that, not come last! In preparation I painted up the final models in my Gremlin faction, The Survivors. This was a bit wishful thinking on their part, as I am not exactly sure if and where I'd use them, as other than being relatively cheap (for other factions, not really Gremlins) minions with a MI attack, which can only be extended to range with the use of a Ca (0). They have Hard to Wound, with Reckless and Armour +1, but for 1ss more, I can get 2 Bayou Gremlins, which Somer can summon off. I'll have to try them out, at some other time, watch this space! So with a fully painted faction (minus Gluttony) and plenty practice games under my belt, I felt I stood in good stead for completing at least one part of my goals. The first game up was versus Paul (https://thebovineoverlord.wordpress.com/ArgentBadger on the forum) who would also be using Gremlins. This would be my first time facing Gremlins, but on the plus side, at least I would know what they could do! Game 1: Standard Deployment Interference Convict Labour (both) Show of Force Leave your Mark Undercover Entourage Frame for Murder (both). Spot Prize: Flip both Black and Red Joker in 1 AP. (Limited Edition Bayou Gremlin). For this I decided to go for Wong, I had been playing him recently versus Martin, to great success, and I felt there was a potential that if I was playing a bunched up crew (Somer or possibly Ulix) that I may be able to get some blasts in, or failing that I had some great scheme running and denial in Wong himself. I went for A Gremlin's Luck and Dirty Cheater (which I didn't use once, which I found last time I took this with Wong! - make mental note). I planned to build towards Convict Labour as my first scheme, or possibly Leave Your Mark, so next up I wanted some mobility, cue 2 Rooster Riders. Due to their damage potential, they could also be good Frame for Murder targets. To boost the scheme running potential of Wong, I opted for Old Cranky allowing me to have an option to drop scheme markers for Wong to utilise What Goes Up plus his Df and Wp buffing and potential to generate SS if closely to models killing enemies, I felt the 4ss, was worth the cost. 2 Stuffed Piglets would give me some cheap activations, and potential of easy targets for Wong to blast into, plus with the opportunity to Bacon Bomb for some additional damage. Next up I wanted a solid Glowy target, and despite his relatively quick and very painful death last time I played, McTavish got the nod. I took On Your Tiptoes which I still haven't managed to discard for the reflip (another mental note). With 17s left, I went for everyones second (maybe now supplanted Ophelia?) favourite Gremlin Madam, and opted for Trixiebelle to give me some scheme marker manipulation, pushes, and in this case a big gun! My final 8ss would be spent on Sammy, a staple in most of my crews, especially to prevent Convict Labour or Leave your Mark, plus the ability to get both of Wong's limited upgrades, with A Good Student, taking Ooo Glowy would get the most out of McTavish, whilst allowing me another upgrade that could work towards Show of Force. That was a full 50ss, so no spare stones for the cache. Paul went for: Ophelia 2 Young Lacroix 2 Lightning Bugs 2 Rooster Riders 1 Slop Hauler Lenny Whiskey Golem - Barrel Roll. I reckoned he wouldn't be going for Show of Force, which I wasn't too enamoured with either, as with the strategy I should be spreading out. Undercover Entourage could only be on Ophelia, so possibly I would spot it if she was making a beeline to my deployment zone. I had thought of going for it on Trixie, but my worry was that with Ophelia opposite her I may just end up being killed as I tried to get up centreline, the Whiskey Golem with Nimble may end up preventing a mad dash to the back line too. I decided to go for Convict Labour and Frame for Murder, the plan being to run a Rooster on either side, to drop schemes, then bring the framed one into Ophelia afterwards to try to get the VP early, on the pretence that it couldn't be ignored, plus hopefully I'd do a bit of damage first. My deployment: Paul's: I didn't take notes of the what happened in the game, so I won't go through a blow by blow, rather I will just pick out a few moments I can remember and my thoughts on the game as a whole. The majority of my early activations in turn 1 were just to move things up, I made a few errors (I reckon) with my activation choice. I sent my left Rooster up quite early to drop a scheme marker, which in turn got it charged by Paul's rooster on that side, and he took it down to 1 wound which limited any threat it would be able to pose for the subsequent turns. With this in mind I kept the other rooster to activate later to hopefully be able to get close to Ophelia for Frame for Murder. This proved successful as Lenny used Toss to push her up the board, and their Wk/Cg 7 combined with Reckless and (1)Charge, allowed me to reach melee with Ophelia and through a lucky negative damage flip (both severe), deal 6 Wd's! Unfortunately Paul had the same trick up his sleeve, and his Rooster used reckless to charge McTavish, also dealing 6Wd (negative flip...double severe...), and out of necessity I had to kill it in return. If I had been sensible I would have dmg prevented here, and this would come back to haunt me. I had hoped McTavish would be able to deal enough damage to the Rooster to kill it, unfortunately this wasn't to be, mainly poor flipping and his use of Bayou Two Card (I started to appreciate how painful it could be to face!), meant I had charge it with Wong to kill it off, to which he revealed Frame for Murder. I then got a stroke of luck with Paul opting to fall for my cunning plan and use Ophelia to kill off my Rooster, netting me full Vp's for Frame for Murder and tie the game up. This would become a relatively common occurrence in my games on the day, scoring early. End of Turn 1: Turn 2 I activated the Rooster first to try to do a bit of damage before it died, taking his Rooster in turn down to 2Wd's and into Stampede threshold. He opted to move it out of engagement to allow it to charge into Stuffed Piglet, he managed the disengagement, however we then spotted the non pig criteria and after moving out of engagement with my Rooster, he had to charge straight back! I took down Lenny and the Slop Hauler, as well as one of the Lightning Bug's, unfortunately losing McTavish and my last stuffed piglet in reply. I rather foolishly got a bit caught up in the killing, and didn't have enough/any models in the correct quarters to score any VP's for Interference, Paul had enough to score. We both scored a point for Convict Labour (although we realised my left most scheme marker had a Lightning bug too close, so mine didn't count). So it sat at 3-5 End of Turn 2: I got initiative and struck the Whiskey Golem, stoning for a mask to use Wong's Iron Fan and Poof!to place up to 6" to leave engagement, giving me free reign to do some damage to Ophelia. I was running out of activations to try take out Ophelia, so Cranky tried a speculative shot with his Sawn-off, with her and Wong being engaged, I had to randomise, and managed to pick out Ophelia in both attempts! The Rooster charged Trixiebelle, unfortunately only being close enough to engage her, and not Old Cranky, preventing her from allowing Old Cranky to generously step in the way with Don't Fight Over Me Boys! Sammy used Jinx to prevent the Whiskey Golem from declaring Wk/Cg actions. Cranky then died to a Much Abused Pistol from a Young Lacroix (the youthful upstart!). Paul scored again for convict labour, taking it to 3-6, at this point the game was out of my reach. I feel I perhaps got drawn into a brawl, rather than concentrating on the schemes and strategy. Another turn of carnage was in store for us with the last standing Rooster being killed off by Sammy, who also turned a scheme marker into a Stuffed Piglet, (a personal favourite of mine). The Lightning Bug killed off poor Trixie, Wong had to Iron Fan/Poof combo again to escape the Whiskey Golem (proving that there is at least one Gremlin in the Bayou who isn't drawn to the Brewmasters offerings!), opting instead to stand on a scheme marker, whilst using What Goes Up, to move one of mine into a scoring position. Unfortunately the Young Lacroix was close enough to me scheme marker to stop me scoring, so no scoring kept it at 3-6. Going into the final turn, I felt I had to try to score at least one from somewhere to reduce the deficit (hopefully with better results than a Tory budget!), as this may be something that would ultimately influence my tournament ranking, thus hopefully not finishing bottom! With no Trixie to cheat initiative, and no stones I had to watch on as the Whiskey Golem won initiative, and despatched Sammy then the Stuffed Piglet (both of whom were pretty battered up), the piglet subsequently used Bacon Bomb, and took out the Lightning Bug! This left me with Wong, so I would need careful manoeuvring to try and score any points. Thankfully I was just in the right spot to use his (0) Boom, to take out two of Paul's scheme markers,and put a Df duel on the Whiskey Golem, meaning he couldn't get his final Convict Labourpoint (which I felt was one of my craftiest displays of the day!) I then Wk'd, dropped a scheme marker for my own Convict Labour, and then Lightning Jumped the Young Lacroix, to secure a final VP. The game ended 4-6. The game was great fun with loads of damage on both sides, it perhaps wasn't the best showing from me for the strategy, as I managed to lose my mobile models, and then moved a lot into the non scoring point in the centre. Although I feel that this in part was due to deployment, I didn't put enough stuff to combat the left flank, and the models I did send were sacrificed. If I had one more model over that side, I may have been slightly better equipped to deal with them, but its speculation, as both the Rooster and the Golem had the speed to move almost anywhere. McTavish continues to take a lot of punishment and then die, only managing to do a small amount in return (he killed a Lightning Bug if I remember rightly), as a Glowy target he is very appealing, but I'm not sure if I've just been unlucky so far, as versus Martin he RJ'd the damage and the Rooster hit him with double severe on a negative flip in this one. I'll have to try him again and see...
  6. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio https://www.facebook.com/SkullArtStudio/

  7. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio https://www.facebook.com/SkullArtStudio/

  8. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio https://www.facebook.com/SkullArtStudio/

  9. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio - https://www.facebook.com/SkullArtStudio/

  10. From the album: Skull Studio showcase

    Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio https://www.facebook.com/SkullArtStudio/

  11. From the album: Skull Studio showcase

    http://paintingskullstudio.blogspot.ru Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio

  12. From the album: Skull Studio showcase

    http://paintingskullstudio.blogspot.ru https://www.facebook.com/SkullArtStudio/

    © Skull Studio

  13. From the album: Skull Studio showcase

    http://paintingskullstudio.blogspot.ru https://www.facebook.com/SkullArtStudio/

    © Skull Studio

  14. From the album: Skull Studio showcase

    http://paintingskullstudio.blogspot.ru Skull Studio https://www.facebook.com/SkullArtStudio/

    © Skull Studio

  15. I've had mixed rulings from this and was wondering if I could get an official ruling. For the Mysterious Emissary's Hungry Land Markers it states "Hungry Land Markers are Ht 0, Severe, Hazardous Terrain which deal 1/4/5 damage. Any model which ends a move or push within 3" of a Hungry Land Marker must pass a TN 14 Wk duel or suffer damage as if entering it." From the Rulebook here is how hazardous is defined: Hazardous - Terrain that is considered hazardous deals damage to models that Activate while within it, or enter it (if they are pushed, moved, or placed within the terrain). All hazardous terrain deals 1/2/4 damage by default, but some may cause greater damage if both players wish. The opposing player flips for hazardous terrain damage, which may not be cheated. A model may only suffer damage from each piece of hazardous terrain once during each Turn; it is immune to further damage from that piece of terrain during that Turn. 1. Does the dmg from failing the wk duel (I'll call it "bubble") count as hazardous terrain damage (which then would causing the model to become immune to the "bubble" dmg till the end of the turn) or just normal damage? 1a. If you took the dmg from the "bubble", would you also be immune to the dmg from landing on the Hungry Land Marker? 2. If you're within 3 of two Hungry Land Marker's does it cause 2 checks if you end a walk inside both of them? Thanks for the clarification!
  16. Ok, as pledged for October, I almost completed painting my Neverborn (mostly Dark Debts). Let's start with Dark Debts: Comments and criticism will be more than welcome. For more (and bigger) pics: https://gabbigames.wordpress.com/2015/11/01/malifaux-neverborn-dark-debts/ A side note: it seems I'm unable to upload images, even a single one of smaller size than the 0.24Mb apparently set as maximum.
  17. Just finished painting this up and I wanted to show it off. I'm far from a great painter but I'm really pleased with it Would love some criticism if any would like to give it. (The base is not her finished base.)
  18. Hello all! I'm absolutely new here. I wander around the topic on this forum and it's really good stuff to read. Generally, I'm new to Malifaux. I had only one game so far (against Ten Thunders). I lost but it was top neat game, and I want more. At the moment I'm quite away from my area (Poland), but soon I'll be back and I'll start regular games. Meanwhile I paint:0 For the last few months I was painting Neverborn. First was Lilith and her monsters, and now I'm working on Pandora. few pictures of my crew. If you have some comments or tips what to improve, please go ahead:) I will be posting here my progress with all Neverborn. And I have pretty exciting models to paint:)
  19. Ten-Thunders player here. I recently went to a tournament were I did not win but managed to get the the Translucent Green Pandora Crew box as a mystery box in a raffle. I plan to keep it, mostly to build my model collection for Malifaux but also get some additional choices when I get Jakob Lynch. Mostly for this decision, I am trying to get the most for two factions and expand my collection as well. Now, the main question that I had: What works well with Pandora with what I got, and how does she usually play? With that, how well does Lynch play in Neverborn in comparison to his Ten-Thunders version and what are some of the differences that are highlighted between the two versions. And with this considered, what are some purchases that I can use to fill out these two Master for Neverborn and my crew choices in general? Thanks! Tanako Skyler
  20. I am relatively new, and have been getting into the game via Seamus and Rasputina. But I have had Mr. Lynch on my table for a while, so I decided to play him in a 40SS match yesterday against Leveticus. Let's just say there wasn't much I could do haha. But what I feel like I struggled with was applying and exploiting Brilliance. The latter is probably due to the fact that most things in Leveticus' crew tend to drop like flies (abominations, Waifs, Leveticus himself), but the former is my real issue. So, has anyone ever compiled a list of tips, tricks, and tactics on how to apply Brilliance? Like a comprehensive, detailed list of every model that CAN do it, how they SHOULD, in what order, etc. I realize it always comes down to the individual game, and that technically there can't be a "end be all" recipe for this sort of stuff. But something general would be really nice. Also, Lynch - Neverborn or 10T? I feel like he would probably do better in the 10T... Which 10T units are recommended with him? Or is it best to just stick with Darkened models? Thanks!
  21. yipiyip

    Angel Eyes

    From the album: My Painted... Stuff.

    "These eyes miss nothin'..."
  22. yipiyip

    Cherub

    From the album: My Painted... Stuff.

  23. yipiyip

    Cherub

    From the album: My Painted... Stuff.

  24. yipiyip

    Cherub

    From the album: My Painted... Stuff.

    Not too happy about the skin, but the wings I like.
  25. yipiyip

    Lilith

    From the album: My Painted... Stuff.

    So, my first painted master. I like the way she turned out, even if her skin was pretty tricky...
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