Jump to content

Search the Community

Showing results for tags 'Guild Pathfinder'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Wyrd News
  • Games
    • Malifaux 2E
    • Through the Breach
    • Puppet Wars Unstitched
    • Evil Baby Orphanage
    • Jetpack Unicorn
    • Showdown
    • Kings of Artifice

Forums

  • Forum News & Rules
    • Wyrd Announcements
    • Wyrd Board Help and Code of Conduct
    • Community Events
    • Wyrd Events
  • Discussions and Interests
    • News, Reviews, & Discussion
    • The Hobby Room
    • Wyrd Apps
  • Malifaux
    • Faction Discussion
    • Malifaux Discussion
    • Malifaux Rules Discussion
  • Through the Breach
    • TTB Discussion
    • Player Creations
  • The Other Side
    • TOS - Allegiances
    • TOS - Discussion
    • The Other Side Rules Discussion
  • Board Games
    • Vagrantsong
    • Bayou Bash
    • Other Games
  • Super Secret Forum

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Location


Interests


Biography:


Location:

Found 5 results

  1. Your one stop shop for Guild Pathfinder tactica and utilization strategies.
  2. Hey all, An interesting conundrum reared its head tonight. Can the Doppelganger Mimic the Guild Pathfinder's Hunting Musket attack action? I read the cards and Hunting Musket references Clockwork Traps by name, thus referencing a model by name. My opponent posited that in the spirit of intent, Mimic should still be able to work on the Musket because it doesn't reference the model which owns that action natively, but refers to the Traps passively. Thank you for any and all help here. This got us a bit heated and while I'm okay with whichever outcome, we played it with the ruling that the Doppelganger could not copy Hunting Musket. That said, this is purely curiosity. ~Lil Kalki
  3. I'm looking at picking up the Pathfinder and Clockwork Traps soon because it looks cool in both aesthetics and gameplay. I'm thinking the Traps will work well for cramping my opponent's play (making certain areas of the board hard to navigate safely, applying Slow to models), while the Pathfinder will be nice for cycling cards, shooting, and backing up the Traps (resummoning and shifting them next to unactivated models). Does anyone have any play experience with the Pathfinder and Traps in TT? I currently have the Rail Crew, but will be picking up the Thunder in a while, and am strongly considering McCabe's box as well.
  4. Hi all, I've finally got round to photographing my Guild crew and since I have posted it on Facebook, I though I'd share it with the community here aswell. Hope you like it. Sadly her Sword is broken, It came in the box like that, I've fixed it a couple of times but it breaks when ever I catch it so It's staying like this while I play with it and till I can get round to making a new one. The Goveners Proxy is almost finished and after that next in line is some Guild Guard and Riflemen along with Captain Dashel. If the Guild Austringers don't hurry up and come out, I'll have to resort to making a couple.
×
×
  • Create New...

Important Information