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Found 42 results

  1. full gallery my most recent finished crew, mary bonnet +salty seadevil! this crew is so good to paint
  2. https://malifauxtattler.blogspot.com/2019/02/perdita-vs-molly.html This game was played on January 31st, and the updated files were released during the game, so we played using the old rules.Third game on the blog and third game against Ressers. However, those Resser players are their own separate people, or so they claimMy Perdita list:PerditaEnslaved NephilimFrancisco, Lead Lined Coat - 12Santiago - 8Monster Hunter - 6Monster Hunter - 6Abuela - 5Pistolero - 4Pistolero - 4Cache - 5My opponent's Molly list:Molly, WhisperNecrotic MachinePhillip and the NannyYinHangedRabble RiserRabble RiserCrooliganCache - 5Strategy was Turf War. Schemes were Breakthrough, Harness the Ley Line (Guild), Search the Ruins (Guild), Hold Up Their Forces, Take Prisoner I think I deployed quite well. Abuela was in a position where she could roll over and Obey, and the Monster Hunters and Pistoleros were in a position where they could score schemes. I planned to try and use the forest to play around Lethe's Caress a little, even though it would be hard. We lay around the forest a bit. His Rabble Risers approach aggressively, so I roll grandma up within 6" so Molly can't reactivate them due to Meemaw's disapproval. The Pistoleros and MHs run around and try to do some schemes. Perdita shoots Molly several times, but it turns out it is rather futile. My models can't do the necessary dmg to a Molly out in the open without taking way too much dmg from Lethe's Caress. Frank kills a Rabble Riser and holds up another one. Molly does 5dmg to Santiago and makes me draw 5 cards. I score for strategy and Harness the Ley Line, my opponent scores for strategy. 2-1 to Guild. We struggle some more in the middle and Frank is left on one hp, Perdita on 5. I score for strategy and Search the Ruins and move to 4-1. I manage to kill Jyn, but both Molly and Phillip are at full life, as well as his Hanged. I am clearly losing the struggle in the middle, even though my scheme runners are making sure I will actually win the game. We didn't have time to play past this round as the store was closing. I didn't get to use Tough as Nails a single time during this game. I managed to generate a single pass token during the game, which I used to pass and draw a card. Cards are easily the most valuable resource this crew has, and there is almost no way for the crew to get any card draw at all, I am therefore a little skeptical about the cost for the Family's ability being discarding a card. There are so many things they need to discard for already, or at least hit a 5+/6+ TN for to work. It gets even worse when playing against Terrifying, as they have no Ruthless models either. I am looking forward to trying the new ability, and I am very happy to see the designers keep testing out new approaches for the Family crew, but I still think there is a way to go before they are in a good place.
  3. https://malifauxtattler.blogspot.com/2019/01/lucius-vs-molly.html Lucius vs Molly My Lucius list: Lucius The Scribe Agent 46, Lead Lined Coat - 11 Doppleganger - 8 Investigator - 7 Lawyer - 6 Rifleman - 7 Rifleman - 7 Cache - 4 Molly list: Molly Necrotic Machine Archie, Grave Spirit's Touch - 11 Phillip and the Nanny - 8 Grave Golem, Killer Instinct - 12 The Forgotten Marshal - 7 Rabble Riser - 6 Cache - 2 (Should have been 6, but my opponent thought you had to pay for your totem. I think he also paid an extra SS for the Grave Golem) Strategy: Corrupted Idols Schemes: I had Claim Jump on the Investigator and Breakthrough. My opponent had Claim Jump and Power Ritual. After deployment, the board looked like this. The large terrain piece on the left side of my deployment zone is severe, so I decided to stay away from it. This may have been a mistake, seeing as the Idols might suddenly appear on the other side of the board, but I felt somewhat confident in my considerable firepower being enough to pick off any scheme runners moving toward that side of the board. My opponent makes a mistake here and moves his Grave Golem cautiously forward. I respond by pushing and shuffling with scheme markers and Lucius and suddenly have all my four rifles (Riflemen, Dopple and Agent) in range, two of them even not having LoS to Molly. The Grave Golem goes down without managing to get out any Corpse Markers and I have a huge advantage early. Archie moves into position to jump onto Lucius. I realise that I cannot actually prevent Archie from getting into Lucius without moving out so that Molly can see me, so I decide to keep him there and hope that Serene Countenance and soulstones will be enough for him to survive for a while. Worst case scenario, I can shoot into combat with Riflemen and take off a few wounds of Archie. Agent 46 steals Archie's fist and charges Phillip, but back to back 13s saves him and his Nanny from taking any dmg. His Rabble Riser pushes the Idol to my side of the board and charges a Rifleman. I pick off the Rabble Riser and manage to push the Idol back to his side of the board. The Investigator does some shenanigans with a corpse maker and pushes out of combat and walks to the middle to Claim Jump. Turn 3, I gun down Molly and my opponent concedes. I have almost full board control and can more or less score the points I want while preventing him from scoring. Thoughts on the crews: GUILD: Lucius: Lucius seems like a solid master. He has a great toolbox for controlling the pace of the game and to apply pressure where needed. I am still not convinced how useful he is commanding non-elites, as he has to pass an additional test without any card draw, but at least it is an option. Molly dictated his placement in this game a lot, but it worked out OK-ish. Agent 46: Still the be-all and end-all of actual combat capability in the Elite crew. His Inhuman Physiology makes him Inhumanly strong (sorry), but I also feel like he is desperately needed at all times for this crew to actually accomplish what they are trying to do. The Scribe: I misplayed the Scribe a bit this game. I should have been playing him closer to Lucius to pull him out of combat. I like him as a toolbox totem and think he is elegantly designed for what he is. Doppleganger: My first time playing with him. Copying guns and shooting at people with stat 7 or charging with Agent 46s Twirling Blades was fun. As many other things in the Elite list, the doppleganger is a toolbox and often have the right tool for the job. Investigator: Investigator is also really good at what she does. I seldom manage to get her to attack in any meaningful way, but often use her for card draw, pushes, discarding opponent's cards and running schemes. She is great at all those things. Lawyer: I really like how the Lawyers play. Tools for the job just makes them so much fun to use. You often have to make a choice of whether to activate them when you have the right card on top of your dicard pile. As all the other elite models they are heavily reliant on actually having their beater in play to obey. Riflemen: I mainly brought these guys to shoot, and for the two mimics to copy their weapons. That worked out really well, but they also provided my crew with some additional soulstones due to their ability to pick up corpse markers, as well as some additional dmg against charging enemies. I am still not sure if they actually fit in this crew, but they provide a deadly firebase and a lot of ranged threats, especially for an opponent who only wants to fight in melee. The fact that they ignore friendly fire is also extremely solid. RESSERS: Molly: So, Lethe's Caress sure is something. I think changing it to LoS really helped and it is in a much better place now. I managed to hide my combatants behind my opponent's bigger models, which allowed them to actually hit twice. I also had Agent 46 and Dopple as my primary beaters, which could copy other attacks to prevent me from taking dmg. I am not sure how this would work if I instead played something like Perdita and her gunfighter buddies though. With only one attack to choose from, the game would have been almost unwinnable, I think. Grave Golem: I don't know why he lost his ability to generate corpse markers, but he seems weak now. I was easily able to pick him off turn one, even though he used the totem to try and heal it. The rest of the crew seemed to work as intended, I especially liked Archie with his leap.
  4. https://malifauxtattler.blogspot.com/2019/01/perdita-vs-mcmourning.html Perdita vs McMourning My Perdita List: Perdita Enslaved Nephilim Fransisco, Lead Lined Coat - 12 Santiago - 8 Papa Loco - 7 Nino - 7 Monster Hunter - 6 Monster Hunter - 6 Cache - 4 McMourning List: McMourning, The Whisper Zombie Chihuahua Sebastian Rogue Necromancy Carrion Emissary Canine Remains Nurse Nurse Cache - 5 Strategy: Plant Explosives Schemes: Hold Up Their Forces (Guild), Deliver a Message (Ressers). Both had Harness The Ley Line Deployment looked like this. I planned to start scoring Plant Explosives early by placing with Nino in turn 2 and try to move the Monster Hunters up to Harness the Ley Line turn 2, and score Plant Explosives on turn 3 and 4. Nino starts by doing 2dmg to the Rogue Necro. One of the Monster Hunters move up, stun the Rogue Necro and land 4 dmg on him, he later attacks back, dealing 2dmg to the MH after I spent a pass token to reduce the dmg by 2, the only time this game I got to use Tough as Nails. Frank finishes him off and I am in a good spot, seemingly. Carrion Emissary moves up a little, builds a wall to Mexico, cutting off my rightmost Monster Hunter and Papa somewhat. Perdita moves into the forest and shoots a few points of dmg off of him. Papa hits a blast of dynamite into the church, but both the Nurse and the Canine dodges gracefully. Santiago removes the poison from the MH damaged by the Necro and gives focuses her. McMourning was much quicker than I thought and moved into the forest, hit Perdita twice for massive dmg and was suddenly in the middle of my crew. Frank heroicly intervens to push Perdita away from McMourning, flurries and hits McMourning several times, but due to hard to wound, never for more than two dmg. McMourning stones some of the dmg and heals most of it back after he Rancid Transplants Perdita and is back in the middle of my crew again. Rogue Necro does 5dmg to my Monster Hunter and poisons him. Nino picks off the totem. Santiago removes injured and poison from Perdita and gives her some focus. This is where things start to go bad fast. My crew doesn't do enough dmg to take out McMourning, which is kind of annoying, as he has been in the middle of all my beaters for a while now. McMourning kills Perdita and Santiago, but is in return put down by Frank. Both my Monster Hunters die, and so does really my chances of scoring anything meaningful as well. I cannot even score Hold Up Their Forces due to the Nephilim being insignificant. Frank picks off the Carrion Emissary, but I cannot manage to place enough Scheme Markers on the centreline, nor any additional bombs on my opponent's side of the table. In the end, he wins 5-1 This may sound bitter after having lost 1-5, but I am not sure how Family is supposed to work right now. This isn't something I suddenly realised after losing yesterday, but something that has been on the mind of both the players for quite a while, seeing as both of us play Guild. Perdita and her Family have been our most played crew by far, and they haven't really impressed us at all. Whoever plays them tend to lose big. There are several grit abilities in the crew, but no way to control them by turning them on now that Shotgun Wedding and Amina is gone, there is no card draw at all outside of Pass Tokens and Hero's Gamble, an ability that triggers off number of models in the crew, and doesn't really have anything to do with the Family keyword per se. There is also no ruthless in the entire Family, which means that Monster Hunters are horribly afraid of monsters, and that the entire crew has yet another thing they need to spend cards on, on top of no card draw and seemingly everyone having a 5+/6+ free action they need to get off. In my group, I have been advocating some changes to how Family work to make them synergise more with each other. I felt I had this combo piece when Shotgun Wedding allowed Abuela to hire Amina into the crew due to her anti-charge bubble, obey and her turning on grit. Admittedly, it felt weird that an Arcanist piece provided more synergy than a Family piece, but it was a workaround. I would love to see Abuela get an ability like Matriarch, where she turned on grit abilities for friendly Family members in an aura. Perdita should also have some of her abilities synergise more with Family members I think. As it is now, she is probably best in a multi-master crew with few models due to how Hero's Gamble and Tough as Nails work.
  5. Ahoy! Very recently, my friends and I discovered Malifux and after pretty much falling in love with the aesthetics and mechanics of the game began collecting and playing. With a handful of games under our collective belts, many miniatures are getting painted, rivalries are beginning to develop and inter-faction plots are starting to form. With that in mind I thought it would be fun to detail our triumphs and failures, our victories and defeats and our painting progress for all and sundry to critique and enjoy as we explore the city. I hope that my fellow Newbies will follow me in this endeavour as we post battle reports, pictures of beautiful new miniatures and in-character banter on these forums. As our games progress I hope to cobble together some sort of narrative campaign structure which I will also post if there's a demand. The four of us are still very new at this so any and all help/tactics/advice would be greatly appreciated, and try not to laugh too hard as fate kicks us in the ass over and over again Without further ado I shall introduce the players so far: Swiglitz (me): Playing as Ressers with Dr. Douglas McMourning, Nicodem and Yan Lo. Vaiuri (lovely and talented): Playing as Guild with Lady Justice, Sonnia and Perdita (and maybe Lucas McCabe). Shadowfane (cunning and deadly): Playing as Neverborn with Lillith, Pandora and Jakob Lynch. Suvalas (patient and thoughtful) Playing as Outcasts with Misaki and the Viks. Please feel free to have a gander at our painting logs too over here: Vaiuri: http://wyrd-games.net/community/topic/101019-vaiuri-paints-malifaux/ Shadowfane: http://wyrd-games.net/community/topic/100761-shadowfanes-random-models/ Suvalas: http://wyrd-games.net/community/topic/101347-suvalas-small-scale-showcase/ Swiglitz: Coming soon (honest!) Guild (vaiuri) vs. Outcast (Suvalas) battle Report: http://wyrd-games.net/community/topic/101105-a-transcredible-battle-report-or-something/ With more to follow. I hope you enjoy our transcredible exploits, see you soon!
  6. I played a little Malifaux a year back and want to get back in the game. I love the Japanese style and sad story of Kirai. What boxes do I need to field a 50SS Kirai Crew that would give me a solid base to build on?
  7. So. I'm typically a Neverborn player but I dip into TT from time to time. I really enjoy Yan Lo aesthetically and thematically. I've almost always played him TT. I think TT are just a really strong, tight knit faction. I've been picking up a few extra non-TT models (goryo, hanged, belles, datsue ba) to boost my crew and widen the scope of my play. Running Datsue Ba to drop those early Seishin for the early Yan Lo chi is pretty obvious but I've seen some folks talk about dropping mindless zombies in a similar way. Obviously this would be great because I could boost chi and turn their corpses into Ashigaru. That's pretty strong. But the zombies are un-hirable. Must be summoned. So. Other then My Little Helper how do I get mindless zombies on the board?
  8. So I may be missing something obvious. if so just point it out and ill beat my own face, but why does McMourning's new upgrade let him summon "NON-GAMIN" beast? would it just give him access to too much, is it for fluff reasons. or is there an obscure broken synergy with one of them I'm not seeing? I bet the answer is staring at me somewhere lol
  9. Hey all. Just had a game against Zipp using Reva. It did not go well... Before I get into it, here's the rough breakdown: 50ss, Headhunter, scheme pool - claim jump, undercover entourage, leave your mark, dig their graves, mark for death. My crew: Reva (guises of death, litany of the fallen, maniacal laugh), Toshiro (command the graves), Bete Noire (my little helper), Forgotten Marshall, 2x Shieldbearer, 2x Crooligan. Schemes: Claim jump, leave your mark His crew (from memory): Zipp, Earl Burns, Fingers, The First Mate, Ronin, Jetpack LaCroix girl (?), 2x Iron Skeeter. Schemes: Claim jump, undercover entourage. Now I'm pretty new to Malifaux and it's only my second game with Reva. My positioning wasn't great, I had no idea what his crew could do and my luck was abysmal, both in hand draw and flipping (I hit an Iron Skeeter four times with Reva and failed to wound it once for example). My game plan was using the crooligans for claim jumping (which admittedly I stupidly set up on opposite sides of the board, completely exposed) while using Reva's early corpse candle through guises to get into his back field early with Bete, then tandeming in the Forgotten Marshall for leave your mark/disruption/killing, while the Toshiro/Shieldbearer bubble/Reva wrecked face for headhunter. I quit end of turn four, had we played it out to the end I would have lost like 10-3. I could not get anywhere near his crew. Their mobility was crazy and if I did manage to get into melee, he just bounced away. I left my crooligans out to dry to be honest but I didn't know they could get hunted down so quickly and they died after dropping one scheme marker between them (which Fingers then got rid of). Bete did nothing except die before she could do anything (she got into melee twice; first being gibbed by the ronin, the second pushed away and slowed by The First Mate who then leapt to the other side of a building, just to add insult to injury). The Forgotten Marshall managed to score twice but aside from a few ineffective shots did nothing. Reva was effectively sidelined by the threat of having pianos dropped on her. Fingers scored about 7vp on his own before tying up half my crew by getting into engagement with them and going double defensive and bouncing away if anything did get through. It was a horror show. What could I have done?
  10. Question that came up and I hadn't thought about and now I'm not sure any more. At the end of the turn the model suffers damage equal to half its Wd stat. Is this the Wd stat printed on the card or the number of wounds it has left. E.g. If I summon a Guild Autopsy and my opponent puts a few wounds on it will it be killed when it takes its half wounds?
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