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  1. Here, finally, is the second part of the Lady Justice PMV - the costly battle between Lady Justice and Nicodem Lady J Grave Digger PMV Part 2 Lower Quality.mp4
  2. I finished the first part of a PMV (picture music video) of Lady Justice. It's pretty simplistic in style, but I think the song fits well with her. The next verse will certainly be fun to work on. 1709791982_LadyJGraveDiggerPMVWIP03.mp4
  3. Since my Collection of painted Guild models growing fast I decided to start a new topic dedicated to the Guild as a whole. Sorry for posting some photos again, but I want newcomers for my topic to see all of my miniatures. So lets get to the models I painted previously.
  4. Good news everyone! After some success and growing interest of the community on my bayou gremlins painting topic I decided to share my progress on LJ and her butt-hurting department with ya all. So LJ are coming to punish ressers and undead things. I’ll upload all my progress on painting marshal keyword and will appreciate your support folks!
  5. Just because I'm a little bored and stuck at home with this virus thing happening, I thought I'd show off my Lady Justice crew. I haven't played her in forever, so I just might have to add a bit more to her crew before I venture into games with her.
  6. Thought I'd write out a "crunchier" bat-rep from the tournament I went to in Des Moines last weekend! I finished top of Faction over zero other Guild players! Round One: 5-3 loss running Nellie into Shenlong on Corrupted Idols, Corner Deployment. Vendetta, Power Ritual, Take Prisoner, Assassinate, Outflank. Board had fairly wide open spaces. My list: (I took Outflank and Power Ritual) Nellie w/LLC P. Press Alison Dade Field Reporter Mounted Guard The Jury Undercover Reporter False Witness His List: (He took Outflank and Power Ritual as well, I believe) Shenlong w/Masked Agent Aspiring Student Aspiring Student Wandering River Monk Wandering River Monk Low River monk Samurai w/Trained Ninja Samurai w/Trained Ninja Sensei Yu Round One: My plan was to send Nellie one way with the Mounted Guard, and Alison and the Field Reporter to the other corner. I doubled up on Outflank and Power Ritual, and felt I could beat my opponent to the corners with Reporter speed and the Mounted Guard. I wound up deployed with the idol token on the Alison/Reporter side instead of Nellie, and adjusted my plan to have the Mounted Guard, Printing Press, and Nellie chip away at a Samurai (he deployed them both centrally to my deployment zone to take potshots) -- I think this was a game-defining waste of AP by me, but at the time I wanted to clear it so Nellie could have a line on potential idols through the central three drop points. His round one was a big Shenlong power-up followed by that crazy 21" charge into my Mounted Guard (again, I should have just moved it a full 19" to the corner, but instead took a potshot at the activated samurai, tempted by my own Pursue bonus!). My Undercover Reporter replaced his flanking monk running towards the opposite corner, setting him back a turn's worth of AP. Round Two: I scored 3-0 on him: the second idol landed by the first and I tossed one over as Alison and the Undercover Reporter had my Field Reporter interact to drop a marker. He wasn't able to bring enough force in to remove or contest that corner. Meanwhile, on the opposite side I had my Mounted Guard run in to drop a power ritual marker for the following round, and Shenlong came in and killed it -- critically misplaying by finishing it with a kick instead of the anti-demise Dragon's power, so I was able to "gotcha!" him by replacing into a Guard Patrol that counted as my outflank point. Nellie wasted more time stuck with the Samurai because I still wanted a line on the center. Round Three: he won initiative and was finally getting monks to bear on the Field Reporter/Undercover Reporter corner. He was able to tie up Alison finish off my Field Reporter, and score an idol. Shenlong handily cleared my guard patrol and stood defending that corner. He scored 3-0 on me this round on Outflank and (I believe) Power Ritual. Our game tipped into Round Four with about 10-15 minutes left. I hustled towards the corners and nearly kept Alison up for Outflank and Power Ritual, but he was able to kill Alison on one corner and then used Four-Winds-Punch into my Black Joker to move Nellie's marker and flip it to Ten Thunders (actually he just moved Nellie and dropped it; we post-gamed that and realized LLC would have stopped the movement, but he still could have simply flipped it's alignment in the corner. He scored Outflank and the Strat to end 5-3. Match Two: I ran Lady Justice into Jack Daw in Reckoning, taking Dig Their Graves and Power Ritual. I won 5-1. This game was pretty methodically a matter of applying the Lady J toolbox to an undead melee crew. I brought 2 exorcists, Judge, Jury, and Lone Marshal. He brought a handful of hanged, guilty, dead outlaw, and Montressor. The real defining feature here was that we were in Flank deployment and my zone literally had an elevated platform with a ramp up to it. I put the exorcists, Jury, steward and Lady J up there and put the Judge and Lone Marshal on another flank. The Lone Marhsal charged out and took a run-and-gun shot on his way to round 2 Power Ritual. My (significant) totem stayed in my back corner for the second power ritual point, and in round 3 the Marshal, totem, and Lady J with her leap scored that. Round 2 Lady J set up the Reckoning and Dig Their Graves point by leaping in, dropping a marker (2" engagement advantage) and dealing most of the damage required: an exorcist finished up the kill and the point for strat and scheme. The Judge harried his sidelines and dropped a bunch of damage into Montressor, who I killed Round 3 (size 3 model is VERY visible to ranged attacks). He dogpiled the Judge in rounds 2 and 3 and got his point from Reckoning -- even that was a close thing. If we'd had more time, I had a pretty clear field round 3 to finish up Dig, even by finishing off my own models that his Drowned had spammed some damage onto with a Red Joker blast. Match Three: I ran Nellie into Zipp on Wedge Plant Explosives. Schemes were Deliver a Message, Claim Jump, Detonate Charges, Take Prisoner, Hold Up their Forces My list: (I took Detonate Charges and Claim Jump on my Investigator, hoping to get some good synergy going in the middle by having the False Witness drop multiple scheme markers while the Investivator's bubble pushed people away.) Nellie (bomb) P. Press Field Reporter (bomb) Alison Dade (bomb, bomb) The Jury Investigator False Witness Undercover Reporter Guild Hound (bomb) His list: (He took Deliver a Message (misplay!) and Take Prisoner on the Investigator ... stopping my Claim Jump hopes!) Captain Zipp Earl Burns (bomb) The First Mate (bomb) Pigapult Bayou Gator (bomb) w/ 12 cups coffee Taxidermist w/ Inferiority Complex (bomb) Taxidermist w/ Inferiority Complex Flying Piglet (bomb?) I had a rough deployment here, with a patch of spikes adjacent to the front of one side of the wedge. It bunched me up a bit. I may have his bombs wrong. Round One he opened with Zipp and dropped 2-3 pianos along my remaining open flank, really bottlenecking me. It scattered a bunch of damage and I mostly took it, since a concerted attack was going to finish my Guild Hound or False Witness anyway. A handful of models simply made their saves because my hand was trash. My opponent seemed frustrated that I held so many cards, and told me post-game he was worried I'd be able to win real duels later in the round from that. Alison bolted free and tied up Earl Burns, clipping him early round 2 and denying one bomb. The Undercover Reporter activated late to send the caffeinated Bayou Gator home, so he lost one round's worth of upgrade movement. The Pigapult launched a Taxidermist into my backfield to cut up my False Witness and I just gave up on him and pushed everyone else forward. Round Two was a chaotic mess in the middle. I kept trying to clear ground for Claim Jump with marker dropping and Nellie-mispositioning; he kept shoving models back at the figure to score Take Prisoner. At one point he tried to Deliver a Message to Nellie, only to have me point out the Exclusive Interview problem. I felt bad about the Gotcha! but it hadn't occurred to me to explain it pre-game -- I'm really new and I'm used to everyone else knowing more than me, and it hadn't occurred to me that he wouldn't know the mechanics there. I had simply chosen Nellie to foreclose one of his choices. I scored the strat easily, and he was able to get a marker down as well. By round Three he'd torn my force up pretty well. Alison was able to score me strat points and I got off a detonate charges with Nellie by interacting through Don't Mind Me and forcing one of his models to drop the other token for it. He scored Take Prisoner on the Investigator and denied my Claim Jump. Round Four we were pressed for time, leading to us each scoring the strat. He took the win at 5-4 or 5-3, I honestly can't remember which, but I think it must have been 4 because I was able to get strat points with Alison consistently and did pull off detonate once. He got three strat points and both Take Prisoner points -- the second one he dogpiled models onto the Investigator and blocked a good amount of space with a piano to prevent any escape lanes. These were good games and I think Guild has play, for sure. I probably need to bring a bit more firepower or tarpitting into my Nellie crews, and Lady J really had a chance to shine when everything went her way (matchup, terrain, schemes). Meanwhile, I'm on the player learning curve trying to catch up to all you guys who have been playing for years -- these were my 6th, 7th, and 8th games of Malifaux skirmish!
  7. Lady Justice is a pretty great wrecking ball, but the only hand manipulation her crew seems to have is on the Judge's free action to gamble against tomes (sort of fine; tomes aren't the best suit for this crew, and the Guild Stewards can heal/focus the Judge if she does take any damage). It seems to me that Lady J runs high on soulstones in the first place, so your two hand manipulation mechanics are 1) stoning for cards every turn and 2) using the Judge turn one (after that, the stagger attack may be better, especially if you're up against undead!). It's nice to get the +flips to damage on Lady J's greatsword, and the Steward can give you a few focus to work with to help against a rough flip. Do people have other tricks they use to mitigate a cold opening hand? Or just general card draw in Guild, outside of the Lucius crew?
  8. So I’ve just started this wonderful game - and now I’m finally ready for my first fight. I’ve gone with the Ortegas and tried playing around with still water fix for a swampy theme.
  9. So, these are my first Mailfaux painted minis. I hadn't touched a brush for approximately one year, and was never much of a painter, but I decided to give the Contrast range a try. I'll add to the post as I finish the rest of the crew.
  10. Hi folks! Approximately two months ago I was invited to Moscow Novice Legue of Malifaux. That was the second time when I faced the Malifaux. First time was eeehhh... 3 years ago, I guess. And then I was thinking: "What the awesome rules, let's look at the modeEEEEEEBLUAARGH!!". Nothing remember after that. Imagine how surprised I was when I saw absolutely delicious, gorgeous and awesome models at this time? Add to it the fresh new game mechanics and very interesting background - soo I couldn't fall for Malifaux c: Difficultys began with the choice of faction. I didn't know much about world of the Breach (honestly say I just finished reading the Core Rulebook), so my choice was based on view of models. Who can guess what models I liked best?)) Thats right! The Death Marshals! Seriously, what could be cooler than the sheriffs with burning skulls riding on coffins?? I think not many things xD And then when I came to the course of affairs, I realized that the Guild I like most. For their motives and the strict state-bureaucratic apparatus)) So let me introduce my Death Marshals. It was my first expirience with light effects and I almost satisfied, what I can't say about photo. Occasionally I will update this topic and will show the new members of the crew)
  11. Hi The Death Marshalls (and their pine boxes) were the minis that got me into Malifaux and now Lady J can get her own pine box, I want to do a conversion. I've got a 1e Lady J so I could go down the route of getting a 2e box and just converting that with one of the pine boxes from a death marshall in there but that would duplicate a lot of minis I don't want / need and an expensive way to go about it too. Has anyone got suggestions for good Lady J proxies? A bit of green stuff can provide a blindfold, so that doesn't matter. I'm specifically looking for dynamic poses in 32mm, so I'm guessing the field is rather limited. Unless of course someone has a 2e / alt Lady J they want to part with?
  12. Hello guys, I'm going to give writing some battle reports a go. The main reasoning is that usually after playing a game I try and think about what plays made me lose/win the game, and what are the points I need to improve on. Therefore I'm trying to write out some battle reports and incorporate my thoughts building my list and picking schemes as well as pointing out where I made mistakes. The goal is to learn more about the game by doing this and to have some fun in the process. I hope you enjoy reading these battle reports and all feedback is very welcome. Greetings, Joachim (aka Jope)
  13. Some great Lady J vs sandeep action! I listen to you guys about your suggestion for the upcoming videos and i hope the quality of the video have increased https://www.youtube.com/watch?v=BuAt8zn8RY4
  14. So I'm planning to convert the alt Taelor model from Gencon into Lady Justice. Modelling putting for the blindfold is the easy part, I'm just trying to decide what to use for the sword. The ones from the Through the Breach model sets are too small, so I'm wondering if anyone can recommend a model with a decent sized Katana or similar that I can steal.
  15. Hey, so I have bought a Lady Justice crew, just waiting to get it painted, I am planning on playing it and testing it (alongside my Tara crew) so I want to know what works well with Lady J, I know Death Marshal Recruiters and Brutal Effigy are really good but what else can work, I know hunters are good and may be nice for dragging close to a marshal for pine boxing. So any ideas what is worth researching into a playtesting with the crew? Thanks
  16. OKay, okay, she doesn't have the easiest time compared to what other masters can bring to the table, though I believe she can be competitive in some schemes/strat. I'd like to start a dialogue of what works for you with LJ. I ran her, recently, with the alpha strike list (Abuela getting emissary to box LJ; with Franco, eiffigy) to decent effect. Abuela can also get work done by obeying Franco or other. I also found the emissary's 4" activation aura fantastic. The recruiter also did work with a Death Marshall keeping him alive 3 times to then box the opponents master when they had burnt all their high cards. How do you run her, after wave 4? When do you bring her and not?
  17. Hi All I have lurked on the forums for a long time, and have finally mustered the courage to share my models with you all. I haven't got photos worth sharing other than my Brutal Emissary for whom I made a custom 'gunblade' type weapon to replace the simplistic blade it has as standard. Hopefully will be photographing the rest of my miniatures over the weekend/Xmas holiday days. I looked around at great knives on the internet, and ended up being heavily influenced by Pyramid head's knife from Silent Hill. I measured out the existing blade and marked off the dimensions on some thin plasticard. I sketched out what I wanted and cut the first layer of card to this shape. I repeated the process with two thicker pieces of plastic and glued them to either side to give me a rough shape. From here, I started to carve and file the contours into the blade to give it an edge and tip. I wanted to represent the ‘never bluff a six gun’ ability so I added more plasticard pipe, cut and greenstuffed until I was happy. At this stage, I'm still so shocked that I haven't completely ruined the model and been left with no weapon for him, so I forge ahead and start to embellish with greenstuff and attach it to the miniature. And here is the finished product, of which I’m immensely proud Thanks Lofty
  18. Recently I took the Death Marshal Recruiter as part of a Lady J list and I got to say I was not disappointed at all. The List: Lady J Last Stand Judge Unrelenting Leader Brutal Emissary Conflux of Judgement Lone Marshal Debt to the Guild Death Marshal Recruiter Death Marshal Death Marshal Not only did the Death Marshal Recruiter make it impossible for my opponent to kill Lady J it forced him to focus his Lures on the DMR instead of other more important models. Because Marked for Death was in the pool I was able to Mark and then get the Glimpse the Void trigger off at one point. But THE BEST PART was the Into the Fray + Give 'em Hell trigger. All it needs is a 6 or greater and you can give Lady J a free extra attack action. Here is the actual text of the trigger to further show how good this action is. Also take note that this is a simple TN action, there is no opposed check by the opponent: Again note that this is a (1) attack action. Not an Ml action, not a action, this is any attack action. This could be the Sh on the Brutal Emissary, this could be a Ca on Greed, this could be any number of attack actions that can be used while a model is engaged. Granted it needs a 6 of to go off, but even with the Judge's "Bullets and Blades" and Lady J's defense trigger middling s won't be need by them and can be saved for DMR. What do you think? Is the Death Marshal Recruiter the 7ss enforcer that Guild needed?
  19. Ran a full Guild Marshal themed list tonight against Zips full crew box + Sammy and Trixi. This was my first time playing since last October? Score 8 : 7 Flank deployment ; Guard the Stash; Exhaust Their Forces; Leave Your Mark (Both); Catch and Release (Me); Set Up (Him). I screwed up and denied myself the last two points. Lady Justice Vendetta Last Stand Scales of Justice The Judge Unrelenting Leader The Lone Marshal Death Marshal x3 Brutal Effigy Full 7 Cache Anyways, I've got a couple of areas I'm looking to/for comments on, and really just looking for any general advice. First, the Guild. I'm not sold on the Scales of Justice. I managed 2 card draws of him and the will power boost helped keep The First Mate in the box, but was never the deciding factor in the duels (so really he didn't help). I honestly don't think it'll ever see the table again. Is there something I'm missing? The wording of the Gaining ground schemes Exhaust and CaR seem to rule out placing the condition then boxing the model as they must remain "In Play". This seems like a huge cuddle to Death Marshals. Leave your mark seems like a guaranteed 3 points for both forces as long as you can get anything with mobility by itself. The Lone Marshal's shot seems really powerful which is actually what cost me a point. Instead of dropping a scheme marker I killed Trixi who had basically already accomplished her mission of Set Up on the Judge. It seems like you have to choose with him, either be a very expensive scheme runner, or be offensive. I almost feel like he's over-costed. I kind of forgot about the Last Stand : With Me! ability, but I took the upgrade for unimpeded anyways. Now I'm wondering if that could have gained me that last point on Guard the Stash. Vendetta I'm not sold on, I didn't get my 2ss worth out of it I think. Unrelenting Leader also felt expensive, but being able to throw around attacks and generate extra AP where I needed them was a break even I think. I totally forgot about Inspiring Swordplay but I'm 90% positive it wouldn't have affected anything anyways. Against Gremlins. Trixibelle, wow, is there any way to stop her from just scoring on scheme running? I killed her on turn 3 or 4? but she basically scored 6 points buy herself. Zip seems to have some weird wording with his upgrades, He's insignificant so he can't interact, but his upgrades allow him to remove conditions. I assume, it's not scheme related conditions, but we weren't 100%. Iron Skeeters were kind of ridiculous for 6ss; huge movement and lots of shenanigans. So, yeah, I don't have the memory for a full or even decent battle report but I'm looking for advice or comments how to improve my game next time. I'd like to stick with the theme of the Guild Marshals, but I'm open to any kind of suggestion.
  20. I hope it's ok to post this here. I have a YouTube channel (yes, it's under a different name than the one I use at forums) where I upload videos of me drawing something or sometimes even a slideshow of other works I've done and for my latest video I chose to draw the Guild's lovely Lady Justice! It's a roughly quick sketch so don't expect anything too stunning!
  21. Looking for a M1E Perida or Lady Justice model, Perdita preferred. If anyone knows of one in a LGS or has one they will sell at a decent price let me know!
  22. Lady Justice is awesome, its true. But there is only one way she is more awesome... I'm pretty sure she is better off undead. Rezzers for (un)life!!
  23. Hi, I saw that a lot of people have problem with LJ and making on her good crew against other faction than Ressers. So let's start from my crew. Lady Justice 7 SS pool -Vendetta 2 SS -Implacable 1SS Scales of Justice 3 SS Fransisco Ortega 8 SS . -Wade In 1 SS The Lone Marshal / Greed 8 SS Hunter 7 SS Hunter 7 SS Death Marshal 6 SS Brutal Effigy 4SS So there is my 50 SS Crew. Tactics from the Malifofo. - Fransisco give LJ "El Mayor". After it DM get Fransisco to the box and make LJ almost all the time Df 7, Wp 9 and 14 Wd. That make her the thouthest Lady in the Malifaux. Also her Df trigger Riposte () very dangerous. Of course you still need to trigger it but, You can burn one of her SS to deal atleast 3 damage to enemy. This is realy easy and powerful. Noone can escape her engagament 'cause of her ability on Implacable. Enemies can still push out from her but not everyone have it. She don't have to be scared of some tough guys or Massive Firepower. Just make her (0) that give her soft cover from in 12". And even if the Enemy will have range and to attack she still have Df 7 and 14 Wd. Even if the enemy will hit her. He can heal up from Juggernaut 1/2/4, Greed (After spending a SS but you have 7 of them + little mine on Greed) 1/2/3 and 1 on every time she damage an Enemy with her Atrack Actions by the way She have Onslaugth on . That give her another Attack which can heal her. Ok, we might have bad hand and maybe one or two 11's. Our Totem. Scales of Justice can give us up to 2 cards. And giving everyone in (6) +1 Wp. He is not realy strong like Luna or Enslaved Nephilim but he give in theory 2 cards after our assault or defence. Fransisco have be a realy good savior. For example if our LJ could take a lot of damage and she need to run out. DM can release him catch up LJ and activate Fransisco with Companion. Then he do his (1) teleport which push out his allies. Pretty strong Defence Mechanic, isn't it? Hunter pull to your Crew potencial Enemies and They are pretty strong Mille Models which can be ever boostet by LJ with "Inspiring Swordplay" which give our Minions within' (8) to the Attack Flip. They are here to protect your 2 Scheme Runners and eliminate enemies. The Lone Marshal is here bcs he can make your targets softy. Greed don't do it as good as The Lone Marshal but she has Healing and and SS mine. Your choice on what you wanna play. Our Scheme Runners are Brutal Effigy, Death Marshal and Hunters (only if their job is done or not neccesarry to be done right now. So I think my job here is done. If something is not clear just write in comments I'll answear them as fast as I can. See ya soon.
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