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  1. This was too big to add to the pinned Colette thread, apparently, so here's a new post. Mods, if there's a way to add this to the thread, please let me know. Places everyone! I've often heard people describe everyone's favorite Showgirl--as people describe many strong women--as complicated. In Malifaux, as in life, it can be daunting to approach such a confident lady. What are her interests? What friends does she enjoy spending time with? What should you do with your hand? (Hold on to every for starters.) Basic mindset for me has always been: My crew is practicing/performing a show. The opponents are being a horrible audience. Get off my stage! The Star - Colette, Prompt…and So Much More: Without trying to spell out everything on her card, since I know you all can read, here are the important points. - Defense - You've heard it before, Colette is "Impossible to kill!" Which *can* be true. Her two Df/Wp triggers are nigh-legendary. Just make sure you have a accessible (Artificial Soulstone is your friend!) and a friendly scheme marker 1" away. Even low s are great, since it goes off when she suffers damage and *poof* she'd 6" away, hopefully next to another scheme marker, you only wounded a smoky shadow. Her trigger is less often used, despite being built in on Df, but because of that I find people often forget about it towards the end of the game. If she's killed, a nearby friendly steps out of their costume and--Wow! It was Colette all along! -Things to watch for - Attacks that cannot be prevented, since that's how her trigger is ignoring the damage. There's more of these coming out lately, Zipp is probably the most notable. The trigger won't care, as it heals her depending on the sacrificed friendly's wounds, but still for both triggers you'll need to watch out for things that turn off/ignore the trigger, notably Joss's axe, Executioner claws, and s. - Support Shenanigans - Let's get it out of the way; Prompt is great. It's the obvious bread & butter of her actions. 3" push and a (1) action on a friendly in 10". Makes picking up heads easy like coloring inside the lines, extra attacks on your more kill-y models (only once per model per turn after her errata. I think it's an improvement, honestly), and a quick push out and interact for your scheme-y models. When you start with Colette you'll do this a lot. I encourage you, as you progress, to look beyond this to other actions. Using Disappearing Act to pop Colette into an area with many scheme markers to boost her Hooked Cane to a Ml8, followed by her (0) Saber Trick can be surprising--it's not going to kill anything big, but it will shut down a charge lane for a turn, and Colette will have plenty of scheme markers around if they want to hit back. Or pop a few of your models up the board much further and quicker than your opponent can. Bypass them, or beat them to the objectives. Squatter's Rights, anyone? For non-actions, remember every friendly Minion and Showgirl (including her) gets a (0) interact while within her 8" . Scheme Markers *everywhere*. Or any condition based Interacting schemes. Go nuts! And finally, her artificial Soulstone. Remember it, use it, love it. Starting out, I recommend using it as her first soulstone in the turn, no matter what for, so you get in the habit. Later, I might hold on to it if you expect her to be attacked a bunch and you don't have the s in hand. Even if you don't use it then, it probably deterred at least one attack. A Magician's Props Are Her Best Friends - Upgrades: 4 exclusive upgrades and the vast cornucopia of Arcanist goodies. Only 3 upgrade slots. What's a Showgirl to do? - Cabaret Choreography - I pick this one up when I pick up Colette's card. Every. Time. And that was before I realized Union Miners made All Together Now so simple it was ridiculous. Summoning doves with the other action on this upgrade is worth the 2ss by itself. Being scheme markers for your crew (for non-scoring purposes) means she can Disappearing Act and pop out a defensive scheme-dove if there aren't more around. Doves and Practiced Production is how you get those markers up the board in the first place if you don't want to kill the dove in the teleportation process. Above all, Colette likes bringing the best Arcanists have to offer to her show, meaning she usually likes a few cheap activations to pad out the crew. Or she can summon more in, and they can buff her crew! When starting, I would often hire one dove to give Colette +Ca flips on her turn in case I didn't have the cards in hand to summon more doves. Not always the case now, but it's still nice to have the option. - A Lady's Secret - I can see how this upgrade should work wonders in my head. I have yet to unlock it's full potential. It's designed to power up Disappearing Act by making the scheme marker/dove reusable. So redeploy a clump of your crew around Colette much further up the board. And it lets her use her Saber Trick a second time when she arrives at the end of the teleport. Again, not going to kill a ton, but an extra hit is one closer to the thousand cuts that will kill. I'll take this one when I have the stones and I want to be super mobile. - Shell Game - I tried it early, didn't really get much out of it, though I know some people swear by the Surge trigger on Prompt. Try it and let me know what you think. - Nothing Up My Sleeve - Seems really good on paper, but that's 1 of Colette's AP every time you want to use it. Personally, I'd rather take Arcane Reservoir. - Arcane Reservoir - Take it. Seeing more cards is good. Plus, makes up for the card your going to drop for Cassandra's Southern Hospitality every turn. - Practiced Production - I always take it, for pretty much infinite reasons. But I never take it on Colette. It goes one Cassandra. Or, occasionally, Carlos. I'm still trying him out. Auditions - Crew Composition: The girls of the Star Theater know their craft well, but there are many parts to be played in any show. - Cassandra - She's 8ss of amazing. Plus upgrades. I've never taken Colette without Cassandra and been pleased with the result. On the other end of the spectrum, I'm had plenty of games end in victory with only Colette and Cassandra left on the table. Put Practiced Production on her, plan to activate her first almost every turn, and go to town. For a second upgrade I tend to like Recharge Soulstone so long as I expect living targets, otherwise Imbued Energies is never a bad choice, or Imbued Protection if you want her to be even more ridiculous to remove. - Carlos - I would seriously take him just for the immense satisfaction I get for outrageously saying the names of his abilities. Luckily, no one has to, because he's quite good. Above all, he holds points and tanks like a champ - something the Showgirls were in need of, and thankful to get. His healing upgrade is free in a Colette crew (though with the wording it still counts for show of force). For a second upgrade I take a Union Minor, but we'll touch on that in a bit. Basically get him where you want him, engage a bunch of enemies with his 3" Ml range, and punch them with fire. - Joss - Does what he says on the tin. Chops enemies up and ignores just about every defensive tech. That said, I tend not to bring him if I think I'll be facing any Obeys, since he cuts through Colette's defenses too. - Arcane Emissary - Only tried him once, but he packs a punch and counts as a scheme marker for showgirl purposes with Colette's Conflux. I'd probably suggest bringing a Silent One to sit behind him for healing purposes, but he's a decent beater. May be the key to unlocking a more teleport-focused Colette, but I need more experimentation time. - Angelica - She's great at pushing things and carrying Practiced Production for cheap. Which the Showgirls already do. Take her, but in different Masters' crews. - Oxfordian Mages - Their main weakness is slow movement, which Colette can take care of easily. Take all three with wards and Temporary Shielding, put Warding Runes on Cassandra and Carlos/Joss if you bring a second henchman, and sling some serious magic. Great for facing Ressers, since the Runes shut down Lures and you have plenty of furious casting. - Coryphee/Duet - They're surprisingly resilient for the few wounds they have, and Colette can make them have a truly silly turn ending in merging into the Duet, which can generally take care of itself. I usually aim for early turn two. Word of warning, keep them away from everything that ignores armor. - December Acolyte - Ignores Horror. Solid range, above solid damage, auto-slow, auto-opponent discard trigger. And you can Prompt them. Need I say more? - Silent One - Ignores Horror. Can shoot through the Acolyte. Can heal in a pinch. Most importantly, casts, with , with no . We'll cover her a bit more below. - Union Miner - Most obvious too charge Carlos up, but I'll bring one even without Carlos because of his False Claim ability. - Performer - Don't mistake her place this low on the list for a lack of use. I do find I bring one of these girls more often than not, and not just in Colette crews. Don't Mind Me is fantastic, and there is much to be said for the ability to remove enemy scheme markers at range -- and *then* it causes enemies nearby to take a test or gain negative flips to wp/df for the turn. They pair well with a mannequin. - Mannequin - I take one as a mini tank to follow around the Showgirls, let them throw scheme markers at range, and do a bit of damage/slow when the opportunity arises. - Arcane Effigy - Full disclosure, this lil' guy's actually my favorite 4ss model in the faction in general. Nigh-impossible to take out in less than 3 hits, walks faster than most of the faction, and removes conditions. I'd take two if I could. Learn Your Lines! - "Macros" A few of my go-to cascades of actions with Colette. May they serve you well. - The Show Must Go On - Last minute before the curtain rises and the crowd's getting restless, better get into position, fast! Most easily used turn 1, Union Miner takes his (0) Interact from Colette to place a scheme marker, then uses his False Claim to place 2 more markers within 3" of him. They aren't placed via Interact, so they don't care how close they are to other models. Important thing is to get them each within 1" of another friendly model (could be Colette, but that one would only be for defensive tricks). Then do it again, or walk to where it would be close to a point useful to do it again. Since it's early in the game, it's ok if Colette goes early, but I still suggest moving up anyone not near a marker, then placing one of their own. Ultimately your goal is to have Colette use her (2) All Together Now on Cabaret Choreography to make everybody else near a scheme marker take a (1). It's in the order of your choosing, so the Union Miner can either walk or False Claim again if there are more models who would benefit from a marker. Generally this is just going to be a walk action, but that's still getting a boatload of AP for the price of 2, the Union Miner just makes this super simple. The trick is doing the different actions in the right order when it's more than just walks. - The Perfect Double Act - Why spend Colette's AP walking when she teleports further without using any? Turn one, before Colette goes, get a scheme marker near her before Cassandra activates. Or even when Cassandra activates. All she needs to do is attack Colette once that marker's in place. All Colette needs is a low card (preferably a , but use the fake soulstone if you have to) to make sure Cassandra's attack goes through with whichever trigger you'd like…and not black joker the damage. Note: Colette cannot relent this, she needs to be able to declare her Df trigger. So in a crowd-pleasing opening number, Cassandra appears to stab Colette (unable to declare triggers of her own, as they're both after damaging and Colette triggers first as defending model) and then, in a puff of smoke, Colette appears 6" from where she fell bloodied, but no more! And, if you have Cassandra use her Nimble to catch up, have another marker waiting, and another low for Colette, Cassandra should be in range to do it again! (I'd be careful with that though, it can become easy to over-extend). - Cassandra's Cold Steel - I've had games where I get this off to good effect a few times, but once is the norm, and it takes some resources in either good s/s, or a few soulstones. Take your Silent One, put her within 8" of where Cassandra will be attacking. When Cassandra attacks, get her understudy trigger. After damaging, take the Silent One's Freeze attack, and get a second to do it again. Three key points: nowhere in the Understudy trigger does it say the action taken needs to target the same target as Cassandra's original attack, Freeze is a cast without a close or projectile symbol so it can shoot into or out of engagement, and it's trigger doesn't say who the second shot needs to target either. And she'll have her second attack afterwards to push away. So, your choice if she hits the same target 4 times, or spreads it out a bit. I find concentrating the shots helps best, usually, but there are times. For best results, pop a dove to buff her damage flips and chain activate into Cassandra. - Puppet Shuffle - Probably the most infamous one. This can work in turn 1 in a game where everybody's going for the center, otherwise, I play a little tighter and aim for turn 2. Both Coryphee move up, drop (0) markers and move again (or charge for turn 2, pushing out with their 2nd attack). I like to end them 4-5" away from a threat since they can't be charged. You're going to Prompt both of them, the push will get them into range to attack. One of those Prompts you want a ram for the reactivate trigger. That Coryphee second activation will, if the two of them are close, be an attack with the built in push, then Dance Together. If they're far, you won't be doing this without the 4 of s for their teleport action to get to the other Coryphee, and end with Dance Together. Either way, you end up with the Duet (which won't sacrifice at end of turn from the reactive since it's a new model) which still has 2 of its normal 3 AP from being slow, and should be in a good position to finish off whatever one of the previous Coryphee started on. It's great activation control, getting 4 activations (10 AP with the Prompt factored in) for the price of 2 that turn, and the Duet is much more survivable for the rest of the game. - Carlos' Sucker Punch - So normally, it's nice to hit Carols with the Union Miner's welder, then unload all the burning in Carlos' first punch, gain a burning back with the second punch. After that, Carlos then proceeds to hold the line and tank for the turn. With Colette, you can Prompt the Union Miner to burn Carlos again, then Prompt Carlos to fire-punch a second time. Downside is there's not an easy way to get his burning back up for armor/healing, but not much will survive two min damage 5 flaming fists, and if he has no burning you don't need to discard at the end of the turn to heal him/keep him from taking fire damage. - The Ol' Switcheroo - Less a macro and more a neat trick. Leave Colette away from a scheme marker but within 8" of a Performer, preferably close to something big and scary of theirs. Like I said, a lot of people, mid to late game, have seen her trigger enough that they forget about her trigger. They kill Colette. But then she steps out from behind the Performer costume, letting it fall. Colette gets healed, and reactivate because the Performer dies. The audience reacts with thunderous applause. - The Big Finish - So you took Undercover Entourage on Colette, because of course you did. She may even be your last model on the table, your opponent still wondering what your second scheme was, guessing you're stuck and they just have to wait out the turn. Then the spotlight swings to Colette and the music swells. She summons a dove, Prompts it a total of 13" away, and *poof* Colette disappears from her bonds, dodging the guillotine and reappearing in the upper balcony to take her bow. So long as Colette was within ~14" of the opposing deployment zone, you most likely just got 3 points. I hope you all find this helpful in your fledgling forays onto the stage, I certainly had fun writing it up. What are your favorite combos/macros with Colette? <MOD HAT> This is becoming the new Pinned Colette post. The old pinned thread can be found here </MODHAT>
  2. I'm relatively new to Malifaux, been playing for about 2 months but the game has inspired me to paint like never before. My first crew is a Leveticus crew with all the bells and whistles, and I'll post that up if I can get a decent shot of all of them. But for the past few weeks, I've been eagerly painting up the Nightmare Edition Dark Carnival box that my friend picked up from Adepticon 2016, plus a few in-theme extras (Angelica, Coryphee), and I'm really excited to share this here as my first ever post on the forums. Some models were more interesting to paint than others, but overall I had a blast working through this crew, and it's quite a brain burner in-game too! Here goes...
  3. Hello! I've just started working on my smoke and mirrors box, to prepare for some Colette action. What do you guys hire for her? I ordered the special edition performer from the black friday sale. Do you ever use 3 of them? Thanks! <modhat> I'm arbitrarily designating this the generic Colette discussion thread. </modhat> <MODHAT>There is a new discussion thread </MODHAT>
  4. Hi dudes! Reading the new upgrade i have a doubt: Audience Particiapation (2ss): Friendly Minion Showgirls Within 8 of this model gain the following Abilithy: Add An Extra Flourish: When this model Activates it gains the Focused +1 Condition ... So... it ONLY affect to Minion + Showgirls like Performer or counts for December Acolyte and Cassandra? Kind regards.
  5. Hi all, A friend of mine is selling: Colette Du Bois, Cassandra, 2 Performers, 2 Mannequins, 3 Mechanical Doves, Angelica, 2 Coryphee, 2 Ice Dancers, 3 December Acolytes, 3 Malifaux Raptors What do yuo suggest? Are these enough to build a good competitive list or have I to add some other models? thank you!
  6. Hi dudes! This weekend I played an aprox. 30 people tournament, and now I'll report ^^ I don´t remember all the things, for example I can't tell you the upgrades of enemy crew, and if you see something wrong tell me please! In my opinion I played this tournament good but a lot of fucking red jokers on dmg killed me xD So... lets go! ------------------------------------- Round 1 Colette(A) vs Jacob(TT) Schemes: Headhunter - close deployment Claim jump Frame for murder Leave you mark Show your force Hidden trap Colette [CC, AR, SotD] + 3ss Dove Cassandra [PP] Myranda [IE] Howard [IE] Performer Arcane Effigy Jacob Hungering Darkness Emissary Lust Wastrel Monk of Low River x2 Katanaka ------------------------------------- I take Frame for murder on Howard and Leave your mark, Jacob deploys first and put the 2 Katanakas on my face, so I deploys Cassandra and Howard to charge him on the first turn ------------------------------------- T1 I win the initiative Cassandra nimble+charge to kill 1 Katanaka, use defensive trigger for - Lust double defensive with an As and return it to his hand Howard nimble+charge to kill the other Katanaka Monk hit Lust cheat with As and As to trigger draw card, and do it again Dove does + on Ca for Colette Wastrel hit Lust cheat with As and As to trigger draw card, and do it again Arcane Effigy moves to pick head next turn Emissary push and push Hungering Darkness Performer moves to pick head next turn Hungering Darkness kill Cassandra with the first JR of the day... Colette summon Dove, prompt Myranda to reactivates, and moves Jacob moves Myranda move+move+turns into Cerberus Cerberus charge Jacob let him on 3 wounds Colette: 0Vp 6 miniatures Jacob: 3VP Frame for murder 6 miniatures ------------------------------------- T2 I win the initiative Howard IE+nimble+flurry Jacob to kill him Hungering Darkness hit Cerberus Cerberus hit Hungering Darkness let him on 2 wounds Emissary kills Cerberus Arcane Effigy picks one head Lust move Performer try lure Lust with 12 of crows in hand but he flips 13... Wastrel hit Howard Dove does + on Ca for Colette Monk move Colette prompt Howard to hit Emissary, move + hit Hungering Darkness and flips BJ on dmg... Colette: 1Vp Headhunter 4 miniatures Jacob: 4VP Show your force on Hungering 5 miniatures ------------------------------------- My oponent plays so slowly and the round is near to finish... =( T3 I win the initiative Colette kills Hungering + prompt Arcane Effigy to reactivates + prompt Howard to reactivates try force him to kill Howard or loss all his miniatures Emissary kills Howard Arcane Effigy moves and place a Scheme Marker Lust kills Performer Monk picks one head Wastrel shots Colette Colette: 4Vp Frame for murder + Leave your mark 1 miniature Jacob: 5VP Headhunter 4 miniatures ------------------------------------- First game loss I think that it's my worse game because my opponent plays so slowly, and his JR on Cassandra kills my Leave your mark strategy ------------------------------------- Round 2 Ramos(A) vs Perdita (G) Schemes: Extraction - standard deployment Claim jump Eliminate the leadership Accusation! Cover breakthrough Search the ruins Ramos [UP, CM, SotD] + 7ss Brass Arachnid Joss [IE] Howard [IE] Angelica [PP] Mobile Toolkit Malifaux Raptor Perdita Enslaved nephilim Francisco Brutal Effigy Emissary Abuela Nino Santiago ------------------------------------- I take Cover the breakthrough and Search the ruins, and deploys all my crew in a corner to be on save from Perdita's and other shots ------------------------------------- T1 He wins the initiative Malifaux Ramos fly Enslaved nephilim push Francisco and Perdita Mobile Toolkit gives + on Howard Emissary move Joss charge Mobile for 2 scrap markers Francisco gives El Mayor to Perdita, moves + defensive Ramos does 2 Arachnid with one of the scraps Nino shots something but doesn't do anything Arachnid move Santiago move Abuela + move Arachnid move Abuela move Brass Arachnid reactivates himself Perdita move + defensive Brass Arachnid reactivates Joss and Howard Brutal Effigy move Angelica push Joss and Howard Joss charge Santiago and kill him Howard charge Abuela and kill him Malifaux Raptor down in enemy square Ramos: 0Vp 8 miniatures Perdita: 0Vp 6 miniatures ------------------------------------- T2 He wins the initiative with 13... he wins all initiatives in that game even with my upgrade Seize of the Day Perdita JR and kill Howard, second JR of the day on dmg Joss IE and charge Francisco he flips three 13 on defense and survives Francisco hit Joss Angelica put scheme on Raptor, push Brass Arachnid and moves Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary move Ramos does 2 Arachnid with the other scrap Nino shots Ramos Arachnids move and interact Brutal Effigy move New Arachnid move arround Francisco to low df Brass Arachnid move Malifaux Raptor down in other enemy square Ramos: 1Vp Extraction 9 miniatures Perdita: 1Vp Extraction 6 miniatures ------------------------------------- T3 He wins the initiative with 12, I use stone because have 13 of crows to 2Ap atack from Joss 5/8/10 and paralyze Francisco... and can't win Perdita JR and kill Joss, third JR on dmg Ramos try summons Arachnids but BJ on summon... FUUUUUUUUUUUUUU, shots Francisco with -2 df and kill him Angelica put scheme on Raptor, moves and interact Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary hit an Arachnid but doesn't do anything Nino shots Brass Arachnid and kill him Arachnids move and interact Brutal Effigy and interact Malifaux Raptor down in center of enemy zone Ramos: 2Vp Extraction 8 miniatures Perdita: 2Vp Extraction 5 miniatures ------------------------------------- T4 He wins the initiative Perdita kills Ramos 3 Arachnid form an Arachnid Swarm Emissary bury Arachnid Swarm Angelica put scheme on Raptor, moves and interact Nino kills Angelica Malifaux Raptor fly Brutal Effigy and interact Arachnid move and interact Enslaved nephilim move Ramos: 3Vp Extraction 4 miniatures Perdita: 5Vp Eliminate the leadership 5 miniatures ------------------------------------- T5 The time finish he can't put out my scheme markers and I can't do nothing Ramos: 9Vp Search the ruins + Cover the breakthrough 4 miniatures Perdita: 8Vp Extraction + 2 Cover the breakthrough 5 miniatures ------------------------------------- Second game win Hate, no, you can't undertand me I REALLY HATE the fucking JR xD and the BJ... I think he had a good luck with JR and initiative, if I can started one turn in the game could be diferent Every turn I has spends stones to draw cards and I never saw a book higer than four, so can't summon 3 Arachnids ------------------------------------- Round 3 Sandeep(A) vs Misaki (TT) Schemes: Guard the stash - corner deployment Claim jump Dig their graves Recover evidence Set up Last stand Sandeep [CAP, US, SotD] + 7ss Joss [WR] Kudra [WR, FoMS] Oxfordian [TS, BW] Oxfordian [TS, DW] Oxfordian [TS, NW] Sanctioned Spellcaster Arcane Effigy Misaki Emberling Izamu Toshiro Yin Johan Monk of Low River ------------------------------------- I take Dig their graves and Claim jump, I waking up since 4:45, I'm tired xD ------------------------------------- T1 He wins initiative Arcane Effigy move Yin move Oxfordian move and copy Sandeep push for push him, and Sandeep with the AP from book move Toshiro move Oxfordian move Izamu move Oxfordian try teleport but fails and move Emberling move Sanctioned Spellcaster move Johan move Kudra move and put forest Monk move Joss move Misaki move and stalks Sandeep Sandeep teleport + move + summon IceG with + + summon Banasuba engaged with Yin, Toshiro, Monk and Johan IceG do +1dmg Banasuba hit Yin but only do 4dmg with 3 Aps and + from the IceG Sandeep: 0Vp 10 miniatures Misaki: 0Vp 7 miniatures ------------------------------------- T2 I win initiative Sandeep summon PoisonG engaged with Misaki + teleport + focus + shot Yin... and flip only weak dmg Misaki move into engagement range and charge Sandeep... I doesn't expect that, but np 12wd + imposible wound + 5 stones... Misaki flip the FOURTH JR on dmg and kill him... Banasuba kills Yin and hit Johan Johan kills Banasuba and Banasuba explodes, fire + dmg for everyone The rest of our crew moves to positioning Johan dies from burning Sandeep: 1Vp Guard the stash 8 miniatures Misaki: 2Vp Last stand + Guard the stash 5 miniatures ------------------------------------- T3 I win initiative Joss paralize Izamu with his 2Ap atack Misaki charge on Oxfordian and kill him Toshiro charge Joss Kudra kills Monk The rest of our crews positioning and interact Sandeep: 4Vp Claim jump + Guard the stash 7 miniatures Misaki: 2Vp Guard the stash 4 miniatures ------------------------------------- T4 I win initiative Joss kills Izamu Misaki charge on Joss and the fifth JR on dmg ladies and gentlemens!!! Toshiro move Kudra stay for Claim jump The rest of our crews positioning and interact Sandeep: 5Vp Dig thei graves 6 miniatures Misaki: 3Vp Guard the stash 3 miniatures ------------------------------------- Third game win JR another time fuck my game, can't belive that ------------------------------------- Conclusion Really nice tournament and travel, nice games and in the end I won a mystery box with a special edition performer and can change it for a special edition firestarter ^^ The only thing i hates is the destiny and the BJ and RJ IMO JR are so powerful, I agree in the case can pick RJ even with - flips but weak + severe are so much, only do severe are ok for me... Hope you enjoy that report, sry for my bad english and sry to doesn't have photos to be more funny to read, and thx for all!!!
  7. Hi dudes! The next Saturday I'll go to a tournament [Declare faction + 50ss], and someone that knows me a little you can imagine I'm a very very meticulous man xD First of all this will be a hard and long post, if you keep reading assume that, and... if that are the case... thx!!! I'll go to explain all the shit of my head, and if you can and want, I'll really appreciate all the advices can give to me, thx for all blue mates =P I promise a report later if can ^^ I'll divide the post on sections: 1. Introduction 2. Miniatures that i have 3. Better Masters vs Factions 4. Better Masters vs Schemes 5. Schemes explanation 1. Introduction Thats are my opinions for the tournament and masters: Colette doesn't shines vs any faction but she doesn't are bad vs any faction, and she really shines on practically all Schemes, is a solid election for that reason if I doesn't know the enemy Sandeep is a new Master and I can get advantage of that if the enemies doesn't know all his tricks and he is strong like the fucking thunder kebab (Joke of my group of friends xD, don't kill me) Marcus is my better hitter with all of his Alphas for try to win fast and it's very versatile, can give me the oportunity to change hitter Marcus on control Marcus Ramos are a safe election if I doesn't trust on a victory, he can give me time to analyce the ground thanks to his arachnids and go for the victory Raspi doesn't are awesome on Schemes but with a gunline Crew and Ice Pilar can give a mental win before a real win on the adversary, and let me be honest, she is a fucking killer, and if the enemy doesn't have crew he can't score any VP 2. MiniaturesI have these masters: Colette[C], Victor Ramos[vR], Sandeep, Marcus[M] and Raspi[R] And these miniatures: Colette, 3xDove, Cassandra, Angelica, 2xCoryphee, 2x Manequin, 2x Performer, Ramos, Brass Arachnid, Joss, Howard, Mechanical Rider, Johan, 6xArachnids, 2xSwarms, Arcane Effigy, Sandeep, Banasuva, Kudra, 3xOxfordian, 3xSantionated Spellcaster, 2xPosionG, 3xIceG, 1xMetalG, 1xWindG, x1 FireG, Marcus, Jackalope, Myranda, Cerberus, Cojo, Rattler, Raspi, Wendigo, Snowstorm, Essence of Power, Arcane Emisary, Envy, Ice Golem, 3xDecember Acolyte, 3xMoleman, 2xSilent One, 3xRaptor, Mobile Toolkit, Rogue Necromancy, 3xCanine Remains, Dawn Serpent 3. Masters vs Factions The order of Masters it's below the factions with my decisions Guild (M > R > C > S > vR) Marcus and Raspi can hit fast and hard all his masters except Hoffman, if I can kill enemy miniatures fast I usually can get sobreactivating for easy win Perdita is a famous Guild master and didn't want Obey on Ramos for explode to Howard... Resurrectionists (S > vR > R > M > C) Sandeep it's awesome in that match, Ca burn incorporeal and can summon Ramos have a lot of armor and summon too Raspi have Frozen Heart so good vs Horror duels Marcus can get down easy his Masters Arcanists (S > vR > C > M > R) In general they have a lot of armor, the best Masters vs armor are Sandeep and Ramos, and the worst Marcus and Raspi (In the other hand, its really fun Alpha Ramos for explodes Joos and Howard =P) Neverborn (R > S > C > M > vR) In that matchup the best Arcanist hablity IMO it's Frozen Heart and if we add Ice pilars and Paralyze... Sandeep and Colette can do nice tricks here and can give tricks to Arcane Effigy a must on that matchup Again time I doesn't want Zoraida Obey Ramos for explode Outcasts (M > R > C > vR > S) Viktorias are the best hitters in the game, but Marcus really shines here, he can Alpha further and better, can kill his master in T1 and hit hard other Outcast masters Raspi can go to kill Masters too and blast are good vs Hamelin Sandeep and Ramos play's style is on a bubble, and Arcanist faction play's a lot of armor models, solid reason for play Viktorias and if i take this masters probably lost the game on T2 Ten Thunders (C > S > vR > M > R) In that Machup, the best master is a minion... Arcane Effigy it's a mandatory, so much conditions and tricks, and another time the masters can move and do tricks with that model are the best Colette and Sandeep Colette, Sandeep and Ramos can do a crew with Joss and I love cut defensive triggers Ramos and Marcus can do a great Alpha fast on his models Gremlins (R > C > S > vR > M) Wendigo can Devour virtually all Goblins and with Ml8... and Ice Pilars are good cover vs Snipers Again Colette, Sandeep and Ramos can do a Crew with Joss and this is the best weapon for kill the goblins 4. Masters vs Schemes Round1 Headhunter - close deployment (C > S > vR > M > R) Claim jump (C > vR > S > M > R) Frame for murder (C > vR > M > R > S) Leave you mark (C > vR > M > R > S) ---> (C > vR > M > R > S) Show your force (S > R > C > vR > M) Hidden trap (C > S > vR > M > R) Round2 Extraction - standard deployment (vR > S > C > M > R) Claim jump (C > vR > S > M > R) Eliminate the leadership (M > R > C > S > vR) Accusation! (C > S > vR > M > R) ---> (C > vR > S > M > R) Cover breakthrough (C > vR > M > R > S) Search the ruins (C > vR > S > M > R) Raound3 Guard the stash - corner deployment (C > S > vR > R > M) Claim jump (C > vR > S > M > R) Dig their graves (C > vR > S > M > R) Recover evidence (C > vR > S > M > R) ---> (C > vR > S > M > R) Set up (C > S > vR > M > R) Last stand (S > C > M > vR > R) 5. Schemes Headhunter (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model B. A model in base contact with a Head marker may spend a (1) Interact action to pick it up C. Picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. Tip: You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. Tip: From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum Tip: Lures are also great for bringing opponents to your crew for easy killing and Head retrieval Tip: Models To Consider: (Arc) Performer; (Grem) Fingers; (Guild) Guild Austringer, Master Queeg, Nino Ortega; (Never) Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; (Out) Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; (Res) Mortimer, Philip and the Nanny (10T) Mr. Tannen, Sensei Yu Extraction (T2) (Ramos > Sandeep > Colette > Marcus > Raspi) A. Crew 1VP if it has two or mroe non-Peon models 6" of the Marker B. After points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model) Tip: This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's Tip: Tip: movement doesn't make a huge difference in most games Guard the Stash (T2) (Colette > Sandeep > Ramos > Raspi > Marcus) A. Two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline B. 5" from the center of the board in each direction C. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. Tip: Presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability Tip: Also, since players need at least one model in each of two places, there are two areas that need to be reinforced Tip: A single model in either location can be killed or displaced to ruin an opponent's scoring opportunity Frame For Murder (T1) (Colette[Howard] > Ramos[Howard] > Marcus[Cerberus] > Raspi[December] > Sandeep[Kudra]) A. Name non-Peon model like "sucker" B. If model is killed or sacrificed 1VP C. If the enemy model was Master/henchman +1VP D. If its before T4 +1VP Covert Breakthrough (T5) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. End of the game +1VP for each Scheme Marker within 6" of enemy Deployment Zone Hidden Trap (T5) (Colette > Sandeep > Ramos > Marcus > Raspi) A. End of the game +1VP for each enemy non-Peon within 3" of one or more Scheme Markers B. Remove all Scheme Markers which are within 3" of an enemy model Claim Jump (T2) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Scheme Markers near the Centerline B. Scheme scores at the end of each turn after the first C. Need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker D. If you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed Tip: Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn Eliminate The Leadership (T1) (Marcus > Raspi > Colette > Sandeep > Ramos) A. Reducing the enemy Leader below half their Wounds B. Killing or sacrificing the Leader (or reducing them to 0 Wounds) C. Having the enemy Leader out of play at the end of the game Accusation! (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. You cannot target a model that has already activated this turn to give the Accused Condition range 1" B. Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged C. Removing Accused is only a (1) at least D. Only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn Dig Their Graves (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed Tip: Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy Tip: If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea Leave Your Mark (T1) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point Show of Force (T2) (Sandeep > Raspi > Colette > Ramos > Marcus) A. ount the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board B. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total C. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point Recover Evidence (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent B. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact Tip: Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Tip: Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points Set Up (T1) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game Search the Ruins (T5) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board B. Get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table C. Be careful, because Scheme Markers within 2" of each other don't count for scoring Tip: Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish Last Stand (T1) (Sandeep > Colette > Marcus > Ramos > Raspi) A. Get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone B. Need to have fewer models in play than your opponent. Tip: Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring
  8. I was playing in a tournament yesterday and one of the Schemes was Search The Ruins. Pretty much in the centre of the board was a cliff which was Height 5 Impassable. It was sufficiently large and so placed as to block 6" of the board centre from 6 to 11 around a clock face. My question is: If I have a model next to the cliff, using the Practices Production upgrade on Colette, could I place a Shame Marker on top of the cliff, in a position to score for Search The Ruins?
  9. Hey folks! I'm looking for anyone who has a 1e Colette avatar they're willing to part with. I'm willing to pay cash or arrange a trade, so if you have one, please contact me. Thanks!
  10. While I think the answer is no, I'm going to ask anyway. Can a Mannequin make an interact action when within 8" of Colette, under the Rehearsed ability? While I understand that Peons and Insignificant models can not normally make interact actions, the wording of Rehearsed says: Rehearsed: Friendly Minion and Showgirl models within 8 may take (1) Interact Actions as (0) Actions. So, why the question? A Mannequin is a Showgirl. The rule says that it may take a (1) Interact Action as a (0) Action - it doesn't say a (1) Interact Action as a (0) Interact Action I have scanned the forum, and I can't find anything related to this question. Thanks in advance HNS
  11. Specifically want the one where she pulls a rabbit out of a hat, but will buy the full pack of three if that's how it's sold.
  12. So Cassandra has an ability called (1) Understudy: Take a (1) Ca action belonging to target friendly non-leader model within 8". This action may target friendly leader models if they have the Showgirl characteristic. This action may only be used once per Turn. If Colette gets some (1) Ca actions via upgrades, can Cassandra use those with understudy? If so, does she also have access to the triggers given by the upgrades?
  13. Hello everyone, Welcome to my painting log! I'm new to Malifaux. In the first part of this log I will share some pictures of my Ramos crew and some pictures of my other painted models for other systems. I have a painting blog at Rust and the City. I'm going to save this space for links to different projects as this grows beyond 1 page.
  14. Hi,. I have a friend that is just getting into malifaux and has colette's crew and a few other models. We are going to be running a 2 master tournament and he is looking for a good master to compliment her. Since her crew is exceptional at scheme running I assume Something a little beatier would be better. He likes Marcus and Mei Fang if they work
  15. Morning everyone! This weekend I finally got to play my Colette crew and she was...AWESOME!! I could not have had a better scheme pool Squatters rights protect territory, spring the trap, plant evidence line in the sand and break through. I ran Colette Cassandra, 1 mannequin, 2 performers, 2 doves, 2 coryphee and they all did pretty well. There were two problems though 1. Anna Lovelace @#$%@%# #%#@% #$#@@ she is the worst thing ever for this crew. I was really under whelmed by the Coryphee they helped a bit with schemes to start but after that I just kept wishing I had taken Howard for the better damage. So I'm hoping for some good tips and trick for using them well. Do people split them up? when do you make a duet? do you try to combo their attacks performers seduction or there own condition? any and all help welcome thank.
  16. A mannequin looking at her reflection in a mirror backstage at The Star Theater.
  17. I'm working on putting together a Colette crew and one model that comes up a lot is Howard Langston. Now, Hank is a great guy and all but I feel like he is a bit... out of sorts with the rest of the showgirls- and also I know that if I buy the Ramos starter I'll end up filling out that crew as well, which I should probably hold off on.) So I'm looking for ideas for something else that could be turned into a good conversion for ol' Hank. My best one so far is Hannah- with a bit of re-working to add some steam vents and mechanical cabling and claws (which is pretty doable, since I have a large box of spare bitz to work from) she seems like she'd be a very passable conversion, but I'm not married to the idea yet. Obviously anything I use will have to be on a 50mm base and will ideally be roughly the same size as him. Can anyone else suggest any good stand-alone kits that might work?
  18. Colette Crew =) Comments are welcome =P
  19. Hi everyone, my name's elinore. There's an introduction-thread in the introductions forum if you want to know more about me - http://wyrd-games.net/forum/showthread.php?p=260624#post260624 Here's my first showgirl The pictures could be better i'm afraid. You can't quite see all the detail, like her eyeshadow. Oh well This miniature was so fun to paint. i spent a lot of time painting her and it was hard to stop. In the end, i'm very happy with the result. i tried to make her look hispanic. Oh and the base might get something stuck to it in the future, like some playing cards, coins or something. i hope you'll like her! i've got a mannequin in the works too.
  20. Now that the 7th, and final, Arcanist crew has been released in plastic, I've now painted it up. This involved a bit of innovative basing (for me), some cute use of mini magnets and a lot of flesh coloured paint as Colette and the Showgirls take to the stage for the first time! Full details of the (pretty average and unskilled compared to most folks here, but hopefully still useful to mere mortals ) painting and basing here on my blog
  21. Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. And that we did. Now we are onto Stage 2 of this wonderful journey of ours: Playtesting. If you have been watching this space with great interest (or any interest at all, even), you probably have done so with the interest of playtesting this unofficial crew. That, or you probably just want to watch our process and progress. We finished the brainstorm rather early, and now it is the public's turn to give as much feedback as they desire. Unfortunately, I got a reply from Aaron Darland about getting this crew ruleset into the Chronicles and he said that between people skimming the Chronicles for things, and people just plain not reading the Chronicles, it wouldn't reach a wide enough audience and those it would reach may accidentally take the crew as solicited and official. So, the Chronicles is out, but I'm still by all means down to do this! Hope you are too. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset. ~~~~~ Credit thus far goes to: Solicitor 6 (major idea contributor) Da Git (major idea contributor) Manic Mouse (major idea contributor) Crush_Jansen (major idea contributor) SpiralingCadaver (for providing stat card templating) Phinn (idea contributor) Dirial (idea contributor) Fetid Strumpet (for recommending I contact SpiralingCadaver) Patzer (idea contributor) Victoria (idea contributor) Bstorz (idea contributor) Clockwork Top Hat (idea contributor) Jafar (idea contributor) Adran (idea contributor) TimH (idea contributor) and myself, as well as anyone who voted. ~~~~~ Models representing models: Mr. Cooper (30mm) = Colette Lola (30mm) = Cassandra Flying Monkey (30mm) x3 = Mechanical Dove (x3) Thin Lizzy (30mm) = Performer Mercury (30mm) = Performer Mummerette (30mm) x2 = Mannequin (x2) ~~~~~ The model cards for this week will be put in the post below. Below that, the schedule will be posted. At that point, Da Git wants to reserve the following post. After that, please, by all means, have at it! This is a space for both balancing and typos, so do what you can to do both. ~Lil Kalki
  22. Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset. ~~~~~ PROJECTED DEADLINE FOR PROJECT "COMPLETION": November 15th, 2015 @12:00AM, EST (one week before the week of the Black Friday sale) I figure that'll be the next time Mr. Cooper's Dark Carnival is publicly released, and we hadn't enough advance time for the GenCon release to do this, so this should be best. DEADLINE FOR BRAINSTORMING SUBMISSIONS: July 30th, 2015 @12:00AM, EST (the night before GenCon begins) Ideally, I want to start playtesting ideas starting August 10th, one week after GenCon ends. By then, some people might have the crew already - additionally, they will have had some time to recuperate in the aftermath of the convention. Setting this playtest between August 10th and November 15th gives us just under 100 days to playtest this singular crew - which seems to be plenty of time (according to my math, which may be off as I am bad at it, we'd have exactly 98 days). ~~~~~ Constants to adhere by: This crew is dual-faction Arcanist/Neverborn. Mr. Cooper is the Master of this particular crew. Sadly, we are missing a Mr. Peanuts (the elephant), so we must omit him from the roster (for now). Baritone Lola is the primary Henchman for this crew. Thin Lizzy and Mercury are both Enforcers for the crew. Flying Monkeys have the "Totem (Mr. Cooper)" and Rare 3 charcteristics. They are significant Minions. The Mannequins in the box are a new model as well, collectively called Mummerettes. The Mummerettes are not differentiated. Non-Constants to decide upon sooner than later: What does the condition Hazy do? I would like no less than 4 different ideas for Hazy before I make a poll to choose. If we do not have these ideas, I propose we revert to the standard "The Haze Only Gets Thicker" template. ~~~~~ So, let us get started! POLL RESULTS: 1. Faction for Crew (Ended 6/18 @12:00AM EST): Arcanists - 1 vote Neverborn - 10 votes DF Arcanist/Neverborn - 31 votes 2. Totem choice (Ended 6/20 @12:00AM EST): Flying Monkeys - 7 votes Mummerettes - 5 votes Thin Lizzy - 4 votes Lola - 1 vote Mercury - 0 votes 3. Mummerettes or Mannequins? (Ended 6/20 @12:00AM EST): Mannequins - 1 vote Mummerettes - 16 votes 4. Baritone Lola's station characteristic? (Ended 6/21 @12:00AM EST): Henchman - 4 votes Enforcer - 3 votes 5. Should Flying Monkeys be Significant or Insignificant, and should they be Peons or Minions? (Ended 6/24 @12:00AM EST) Significant Minions - 13 votes Insignificant Minions - 4 votes Significant Peons - 7 votes Insignificant Peons - 10 votes 6. Should Thin Lizzy be an Enforcer, a Minion, or a Henchman? What about Mercury? (Ended 6/24 @12:00AM EST) Both - Henchman - 2 votes Thin Lizzy - Henchman; Mercury - Enforcer - 4 votes Thin Lizzy - Henchman; Mercury - Minion - 1 vote Thin Lizzy - Enforcer; Mercury - Henchman - 3 votes Thin Lizzy - Minion; Mercury - Henchman - 0 votes Both - Enforcer - 15 votes Thin Lizzy - Enforcer; Mercury - Minion - 1 vote Thin Lizzy - Minion; Mercury - Enforcer - 4 votes Both - Minion - 4 votes 7. Mummerettes - should they be 2 differentiated models? (Ended 6/24 @12:00AM EST) Yes - 10 votes No - 24 votes 8. Should Mr. Cooper have Infiltration (Showgirls/Puppets), or something more/less? (Ended 6/27 @12:00AM EST) Yes to Infilltration (Showgirls/Puppets) - 2 votes Yes to something less limited - 0 votes Yes to something more limited - 9 votes Yes to something equally as limiting but different - 1 vote No to all of the above - 5 votes 9. Should the Haze described in the fluff be a condition (Hazy)? (Ended 6/27 @12:00AM EST) Yes indeedy - 9 votes No sirree bob - 7 votes 10. Should this crew's mechanics heavily involve simple duels, or something else? (Ended 6/27 @12:00AM EST) Yes, the crew should make heavy use of simple duels - 13 votes No, the crew should find another mechanic to use - 4 votes ~~~~~ FUTURE POLLS: What should Hazy read as, as a condition? (begins 6/30, ends 7/3) ~~~~~ Does anyone else have any other questions to put on the polling block? ~Lil Kalki
  23. When Ramos lent Colette one of his rail golems, he had no idea she planned certain modifications. "Just keep it," Ramos sighed.
  24. Me and some friends want to start playing malifaux. I really love 3 masters of this faction: Rasputina, Colette and Kaeris. I wish to make a play test with all of them before buying a box. So i would like to know pros and cons of this masters and maybe some crew examples to play at 50 ss. Thank you for your help
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