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  1. Adepticon Master’s Battle Report Table 2 Round 5 Ryan Michel vs. Wiktor Szafranski At the bottom I explain the Pere combo for those who don’t know what it is or how it works. It didn’t occur in our game because of how actively I tried to avoid it, but heavily forced my movement and the interactions during the game. I’ve played this specific crew multiple times (and Wiktor playing it), so going into it I knew exactly what to watch out for (sadly it didn’t help). Collect the Bounty, Flank Deployment Claim Jump, Accusation!, Leave Your Mark, Tail 'em, Inspection 9 models Lilith - Aether Connection, Rapid growth, Beckon Malifaux Crew: 2 Freikorp Trappers, 4 Young Nephalim, Cherub, Terror Tot Schemes: Inspection and Accusation! 13 models Zipp: Upgrade was the SS discard one, forget the rest Crew: 2x Iron Skeeters, Pere Ravage, Francois Lacroix, Raphael Lacroix, Earl, 6 Stuffed Pigs Schemes: Inspection and Claim Jump Deployment: Trappers deployed in either corner 4 inches from the edge (for Inspection ) and spread out the rest of my models around the center of my deployment zone. My primary goal in deployment and movement turn 1 was to stop Pere from wreaking havoc on my crew. See the bottom of this article for a detailed explanation of how the Pere combo works, and the effects of it going off. He deployed all his models close to the deployment line all around the center. He kept all his models out of LOS of the trappers. I don’t remember all the damage flips on each pig, but every pig blows up for 1-4 unresistable damage, and some of them also charged for even more damage. At the bottom you can read about the Stuffed Pigs in more depth and their effect on the game. Turn 1: 1. Opponent activated all his pigs first, 1 at a time each walking forward, making sure to stay out of los of trappers. This easily gave him massive activation control letting his whole crew to take actions after mine while I had no ability to respond. 2. I move all my non-trapper models ~6-8 inches forward, doing my best to stay back and spread out to avoid pere and the pigs. 3. Trappers go and have no targets to shoot so each go double defensive. 4. Both of his skeeters do the same thing, they hop on board raph/fans towards my trappers on either side of the board, each skeeter giving fast (from the Earl tome), then Raph and Frans both go reckless, and shoot at my trappers, raph kills one with a dumb luck trigger, Raph has 3 hp left. (Note they just moved and shot at my trappers with 3 ap each, a skeeter walk + 1 walk, then reckless) Pere walks twice and hides behind a building Turn 2: I win initiative and go first with Lilith. 1. My goal was to kill Pere, he has 7 hp so it will take a minimum of 2 attacks from Lilith (or charge through terrain + severe dmg to kill him). Since he was out of range of Tangle Shadow from my starting location, I had to walk then charge at Pere (going through the building). Lilith kills him with two attacks, needing to cheat one card in ensure killing him. Lilith takes 4 dmg from his explosive demise, SS to dmg prevent flipping - I take 2 dmg. 2. He activates Francois who goes reckless and shoots my trapper, I cheat the first flip, dodging it, he flips high on the next shot with the dumb luck trigger which kills the trapper and leaves Frans at 3-4 hp. 3. I sprint my tot, flip a mask for a 2nd walk and engage Raph, I attack with my last ap and get a straight flip I cheat the dmg to kill Raphael, growing into a Young Neph. Now I have 4 cards left in hand. I drop trees directly next to Lilith blocking los to her from Zipp and Raphael. 4. He activates Zipp, walks up and melees Lilith, I cheat a 13 hoping to avoid the attack, but he has one as well so it goes off. He gets severe dealing 5 dmg. I ss to prevent get a weak and take 3 dmg but Zipp aura costs me a card. At this point I’m down to 2 cards in hand - a 12 and 8. He attacks again, I cheat a 12 in hopes he doesn’t have another high card, but he does and it goes off. Ends up flipping severe again for 5 damage. I burn my last card and SS to prevent and flip weak taking 3 damage - Lilith goes down to 4 hp. He triggers the place effect moving her 5 inches away towards the center of the board, putting her between 2 stuffed pigs, 1 and 2 inches respectively between Lilith and the two pigs At this point Lilith has a very high chance of dying. The stuffed pig damage isn’t something that’s resistable, and due to Zipps aura I can’t even SS to prevent the damage. Thus these silly 2ss models are easily killing my Master with almost no ability to prevent it. I do my best to stop it by attempting to push and Paralyze one of the two pigs away from Lilith, so she can live through the turn. 5. I activate a Young Nephilim charging one of the pigs, goal is to trigger the push and paralyze it so i can get another turn out of Lilith, but having no cards in hand - I miss both of my attacks him cheating cards in to stop them from going through. 6. He activates a pig and engages a different Young Neph in the center of the board. 7. I charge the 2nd pig by Lilith, miss both my attacks again. 8. He activates the pig by Lilith, missing his attacks then explode himself dealing 2 dmg, black blood from Lilith triggers killing the other pig who dies from it exploding for 3 dmg killing Lilith. Stones available but unable to use them since I have no cards in hand. 9. The rest of the turn is the other two Young Neph each killed a pig - one taking the damage and the other pushing the pig away paralyzing it so that the Cherub could walk then shoot it at range to avoid taking the explosion dmg on my Young Nephilim. The iron skeeters running into the corners scoring for interference, Earl in the top corner with an Iron Skeeter, Zipp nearby. He drops scheme marks with earl dragged up with Zipp) and Francois. 10. I score Collect the Bounty 2-1, (pigs killed Lilith) and he scores interference and claim jump Turn 3: At the beginning of the turn, there is 1 pig left in play between the center and Frans, 3 of my youngs are fairly low hp, (1-3 health left), 2 still have 6+ wounds. At this point I'm in serious trouble. Due to the stuffed pigs - I’m stuck in bad positions going into this turn (away from the corners due to spreading out, then being forced to kill them) and his models have higher threat range than mine (reckless giving a potential walk, and then rng attack with a total of roughly 15 inches and 2 shots). His schemes are now revealed, displaying that It would have been in my favor to focus down all the models in one corner, however at this point I can’t do much to stop it. 1. I win initiative and run up to his Iron Skeeter with my Young Neph (the one who grew) to Earl and interact giving him the Accused condition.. 2. He activates Zipp attacks that young nephilim who is engaged with Earl, placing him 6 inches away so Earl is no longer engaged, then Earl activates removing accused and drops a scheme marker. 3. I move all my remaining models (2 young neph and a cherub) towards Frans, but the one stuffed pig is engaging my closest young nephilim. The Nephilim attacks the pig, triggers the push and paralyzes it. 4. The Iron Skeeter on the bottom moves into position for Interference and drops a scheme marker for Claim Jump. 5. Frans moves towards my young neph (~8 inches away in a straight line) but the neph is hiding behind a rock out of LOS. 6. He scores Collect the Bounty, inspection and claim jump Turn 4: 1. I win initiative but due to terrain on the bottom my young nephilims at full hp does not have LOS to Frans, so it takes me two walks to get to him him hoping I can flip / cheat well and survive the turn. 2. He activates the pig, and engages my 2nd young nephilim who was moving up towards Frans. 3. I activate that nephilim, kill the pig then walk toward Frans in charge range next turn 4. Frans and kills the young neph I engaged him with. 5. My other young Nephilim and the cherub move up, hoping to next turn kill Frans for a point before he kills me. 6. He scores for Collect the Bounty, Interference and Claim Jump Turn 5: 1. My young neph charges Frans, but my attacks fail. 2. Frans goes reckless (2 hp left) and kills my last young nephilim 3. I move then shoot with the Cherub and miss my attack. 4. He scores for Collect the Bounty, Interference and Claim Jump Wiktor wins 9-1. Playing a solid game like always. Wiktor being one of the best players in our Chicago meta, usually the tournaments are won between him and one other player. I think this was one of my better games against him, even though the score was so drastically in his favor. In summary: 1. Pere was such a huge threat I had to basically sacrifice Lilith to kill him. 2. The stuffed pigs were a major problem for a number of reasons: a. They consumed close to all of my AP on turn 2, while dealing significant damage to those models. b. They granted him activation control and while engaging my models keeping them stuck in a location. Those two reasons then allowed his key models to be completely unopposed. 3. Reckless and the Iron Skeeters allowed significant movement and AP advantage allowing great positioning that prevented me from charging his important models (The young nephilims have a 10 inch threat range), while still allowing them to shoot my models. The combination of the Fast and Reckless (since reckless doesn’t just give fast) allows his important models to have 4 AP after moving a free 12 inches. The Skeeters granting 12 points of movement + fast (so another 5 inches) are really what end up allowing Pere to become so effective. 4. In hindsight i should have focused more units towards Francois earlier, and ignored trying to save lilith. If I guessed that he had inspection I could potentially been in better positioning in order to focus one of the corners better, but the pigs were the major thing that impeded my potential movement. 5. Don’t play Wiktor he’s too good Stuffed Pigs: Each pig has insane power at 2ss - they have a walk of 5 and have a neat AOE effect of exploding for 1-4 unresistable damage in addition to a melee attack that can deal damage. They can also lock you into engagement - which guarantees the engaged model can’t charge that turn even if their MI is only on a 4. Engagement with the pigs: If you do get engaged, it ends up being best to just kill them. If you walk away they can just activate after you and either charge or walk back into engagement forcing you to take another test. You can’t shoot them (due to randomization) so you’re forced to either charge in with another model (meaning you’re taking the exploding damage on two models) or just attack with the model currently engaging them. Disengaging: A good player such as Wiktor will cheat the disengaging strike when needed burning an AP on your expensive models (Hannah is a great example). The worst is having to cheat first against pigs for disengaging strikes when you need to get an attack off that turn. You now either have to burn a fairly high card to guarantee being able to walk away or run the risk of them cheating a card to prevent you from walking away. Him cheating a 13 to stop your 10ss model from doing anything useful this turn (solely walking once) is hardly a waste. In my specific game, I can’t out range their explosion ever since the Young Nephilim have an engagement range of 1 inch. Because of this, every Young Nephilim who killed a pig (6 ss models, with 7 hp each) each took at minimum 1 and 4 damage without the damage they also took from charges. Pere combo: 1. Earl activates discarding a tome to give tomes to all constructs / leaders in range. Optional on the situation: 1. An Iron Skeeter activates applying Poorly Handled Explosives on Pere 2. Zipp walks forward twice, shoots a model and places them 6 inches away towards another model. 2. Iron skeeter uses hop on board on Pere (giving fast), walks twice placing the back of Pere’s base 18 inches from the deployment zone, Pere gains fast due to the tome provided from Earl’s ability 3. Pere activates goes reckless (so 4 ap total) then walks 1-2 times (wk 5 so 5-10 inches depending on where he needs to get), and uses Oopies 2 times (discarding 2 6+ tomes) causing a TN 13 Defense duel to everyone within 6" or they they take 5 damage. After that Oopies kills him triggering his 4 dmg explosion to all models within 2 inches (unresistable). Pere can move a guaranteed deployment zone size ( so lets say 6 inches) + 12 + 10 inches and still have 2 ap available. That’s the back of his base being 28 inches upfield while having 2 AP. So how many models can he hit? The board is 36 inches wide. His ability Oopies is a radius of 6 inches + his 40mm base size + 6 inches diameter so ~13.5 inches that his bubble can hit. So when playing against this, each of your models must be at least 13 inches away from each other, or he can hit multiple models with his ability. The board is 36 inches wide, and on average I’ll run ~7 models, so 36 / 7 = ~5. This means best case scenario, my models spread out evenly will be 5 inches away from each other. This is assuming a horizontal plane (which the board isn’t) so the numbers aren’t guaranteed but I’m not taking into account terrain (causes impassible locations so more clumping of models, blocking/dense terrain potentially allowing smaller distances) and bases being ~1 inch or larger so you’re most likely going to be forced to be grouped even more than that. This guarantees that Pere is always going to be able to hit at minimum 2 models on the board with his 6 inch AOE, most likely 3 models if Zipp places once 6 inches away from its original location. There is also a VERY high chance two of those models (probably the one Zipp places) will be within 5 inches of each other which is in range of Pere’s guaranteed unresistable dmg of 4 from his explosive demise, and an additional 4 dmg if they used Poorly Handled Explosives.
  2. Hey all! Finally ordered my first set for Malifaux, after getting puppet wars:unstitched. I have ordered The queens return, Nekima, and Stitched together. I love the sculpt for titania over the one for the current rasputina. My reasons for getting this are mostly asthetic, with synergies as an after thought. I like the idea of teddy in a Titania list, but I am reserved at the moment. I have played a demo game (last year) and have put a lot of thought about what I want out of the game. (Fun) I am looking for some hilarious combos. What suggestions do you have?
  3. Hello all! I was just wondering what you all think are key Neverborn models to fill out my options. I currently have: Dreamer Box Collodi Box Jakob Lynch Box Pandora Box Titania Box Insidious Madness x3 Doppelganger Teddy Waldgeists x3 Beckoners x2 Stitched Together x2 Lelu & Lilliltu I am really looking to see if there are any key models that people think every Neverborn Player needs in their toolbox, or that are staples for the masters I have. If I get any other masters I will probably be staying in faction. I was leaning towards The generic totem for Neverborn, as I have heard good things about it. Any input would be appreciated!
  4. Hey guys, I am new to the game with less than 10 games under my belt and I kicked off with Lynch in Neverborn (just prefer the thematic side they offer over TT despite opinions on him being better there). I have the bug and want to add a crew in that is capable of covering Lynch weaknesses, so I guess less killy schemes. I have all of Dark Debts box, Teddy, Doppleganger, Tots, Graves, Depleted and Beckoners currently. I have been looking at both Zoraida and Dreamer as my next choice and wonder what the pro's can con's would be based on the crew that I have? And then what models would be fun to add in? So if we said, the new master box and then another box/model. I fancy something a little more trick based which is why I have chosen those two masters and I mention fun because I play 98% casual (hence casual brilliance, my opponents will tell you that is not a valid brag about my ability on the table) games with the hope to attend the occasional small local tournament. Any help would be much appreciated. Thanks
  5. I've been trying to think of a good way to do the bases for Titania's box set, I keep coming up with A Midsummer Night's Dream and/or Alice Descent into Madness with the large mushrooms and aethereal mix of autumn colors with colors that I think are very 'Malifaux' the purples and reds, etc. I'm just not really sure how to go about creating mushroom type effects/forest bases. The models all very much have a fairy tale feel to them, and being that Titania is Queen of the Fae/Queen of the Neverborn, I really want to convey that into the bases.
  6. Can the Doppelgänger copy hem ? if not why? The way I read hem is it give out condition X. THEN You see what the condition dose.
  7. 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?
  8. Hi everybody! I´m new here and I've started with Lucius crew. Here is the first mini. Hope you like it^^
  9. 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.
  10. Are dual faction masters like Lucius allowed to hire minions from both factions per game or one or the other?
  11. 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.
  12. 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!
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. 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.
  18. 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?
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