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  1. Hello! I'm making this thread to document my games of Malifaux, 3rd Edition. This will be similar to my 2nd edition thread, which focused on Parker Barrows and Outcasts. I'll start this one on Outcasts and Bayou - and I expect Neverborn, Arcanists and Ten Thunders games to join the party eventually as well. Feedback is appreciated, as I hope taking these notes and sharing them will help make me a better player. Arcanists Rasputina/ December Rasputina vs. Dr. McMourning - 3/14/2020 - Corrupted Ley Lines - 7-3 - Win Bayou Wong/ Wizz-Bang Wong vs. Youko - 50ss - 2/14/2020 - Vassal League Game 1 - Reckoning - 2-3 - Loss Wong vs. Mary "Blacktongue" Bonnet (aka Molly) - 50ss - 2/22/2020 - Turf War - 6-4 - Win Zoraida/ Swampfiend Zoraida vs. Titania - 50ss - 2/18/2020 - Vassal League Game 2 - Plant Explosives - 6-7 - Loss Zoraida vs. Nicodem - 50ss - 3/19/2020 - Practice for Vassal League Game 4 - Recover Evidence - 2-4 - Loss Zoraida vs. Zoraida - 50ss - 3/21/2020 - Practice for Vassal League Game 4 - Recover Evidence - 2-8 - Loss Zoraida vs. Lucas McCabe - 50ss - 3/28/2020 - Vassal League Game 4 - Recover Evidence - 5-1 - Win Zoraida vs. Titania - 50ss - 4/04/2020 - Vassal League Game 5 - Corrupted Ley Lines - 3-8 - Loss Som'er Teeth Jones/ Big Hat Som'er vs. Brewmaster - 50ss - 2/29/2020 - Reckoning - 5-4 - Win Som'er vs. Captain Zipp - 35ss - 11/24/2019 (Round 1 of Tournament held at Comic Quest in SoCal) Som'er vs. Colette DuBois - 35ss - 11/24/2019  (Round 2 of Tournament held at Comic Quest in SoCal) Som'er vs. Barbaros (Outcast) - 50ss - 7/12/2020 - Public Enemies - 2-2 - Draw (Opponent Concedes) The Brewmaster/ Tri-Chi The Brewmaster vs. Sandeep Desai - 50ss - 12/08/2019 - Round 1 of Tournament The Brewmaster vs. Mah Tucket - 50ss - 12/08/2019 - Round 2 of Tournament The Brewmaster vs. Sonnia Criid - 50ss - 12/08/2019 - Round 3 of Tournament Captain Zipp/ Infamous Captain Zipp vs. Albus Von Schtook - 3/12/2020 - Vassal League Game 3 - Corrupted Ley Lines - 3-3 - Draw (Opponent concedes) Ulix Turner/ Sooey and Pig Ulix Turner vs. Sandeep Desai - 5/07/2020 - Vassal League Game 6 - Symbols of Authority - 3-3 - Draw Ulix vs. Mary "Blacktongue" Bonnett - 5/22/2020 - Vassal - Symbols of Authority - 6-8 - Loss Mah Tucket/ Tricksy Mah Tucket vs. Dashel Barker - 5/25/2020 - Vassal - Corrupted Ley Lines - 3-1 - Win Explorer's Society Lucas McCabe/ Wastrel McCabe vs. Tara - 5/17/2020 - Symbols of Authority - 6-8 - Loss Guild Nellie Cochrane/ Journalists Nellie vs. Hoffman - 50ss - Recover Evidence - 7/25/2020 - 2-3 Loss Charles Hoffman/ Augmented Hoffman vs. Mei Feng - 50ss - Recover Evidence - 8/08/2020 - 6-6 Draw Lady Justice/ Marshal Lady Justice vs. Yan Lo - 50ss - Public enemies - 8/09/2020 - 5-7 Loss - Dead Summer Round 1 Lucius Mattheson/ Elite and Mimic Lucius vs. Brewmaster - 50ss - Corrupted Leylines - 8/14/2020 - 4-2 - Win Dashel Barker/ Guard Dashel vs. Asami - 50ss - Corrupted Leylines - 8/15/2020 - 4-5 - Loss - Dead Summer Round 2 Cornelius Basse/ Frontier Basse vs. Kirai - 50ss - Symbols of Authority - 8/24/2020 - 4-5 - Loss - Dead Summer Round 3 Outcasts Von Schill/ Freikorps Von Schill vs. Reva Cortinas - 50ss - 11/26/2019 - Turf War - 7-1 - Win Von Schill vs. Kaeris - 50ss - 11/30/2019 - Corrupted Idols - 3-0 - Win Von Schill vs. Seamus - 50ss - Vassal - 12/14/2019 - Reckoning - 2-1 - Win (due to time, only 2 rounds played) Von Schill vs. Jakob Lynch - 50ss - DEMO - 12/17/2019 Von Schill vs. Lady Justice - 50ss - 2/15/2020 - Turf War - 4-4 - Tie Parker Barrows/ Bandit Parker vs. Seamus - 35ss - 12/21/2019 - Turf War - 7-1 - Win Viktoria Chambers/ Mercenary Viktoria vs. Shenlong - 50ss - 2/17/2020 - Plant Explosives - 4-8 - Loss Resurrectionists Reva Cortinas/ Revenant Reva vs. The Dreamer - 50ss - 12/31/2019 - Turf War - 3-2 - Win Reva vs. Collodi - 50ss - 1/04/2020 - Plant Explosives - 3-6 - Loss Reva vs. Youko - 50ss - 1/11/2020- Plant Explosives - 7-6 - Win Reva vs. Albus Von Schtook - 50ss - 2/20/2020 - Corrupted Idols - 0-2 - Loss Nicodem/ Mortuary, Zombie Nicodem vs. Euripides - 50ss - 1/25/2020 - Reckoning - 5-4 - Win
  2. Thoughts on the changes? Glad to see some of the other faction's changes (first mate being nerft made my day, it always bugged me that he does more damage than anything in Neverborn with his built in ram and a card or stone) I was surprised to see only Stitched and Zoraida altered at all, and boy were stitched hit (deservedly), and inhuman reflexes seems significantly less useful than before. The big question: are stitched even good now?
  3. In your experience of M3e thus far, who stands out to you as the most engaging and rewarding master or set of masters? DMH ecluded, (sorry Collodi and Lilith) I'm slowly working my way through my collection (I don't own Marcus, Zoraida or Euripides), so far having tried Titania a few times, and Lucius and Dreamer each in a good number of games. In practice, Lucius is as entertaining as he has always been to me (even before he was any good), and I very much love new Dreamer, and my win ratio with him suggests he might even be stronger. Of the crews I haven't taken to the field yet, Pandora stands out to me as potentially interesting, whereas Nekima seems a bit straight forward for my tastes, although I own all the models so will no doubt try her out. So, based on your own experience which master/masters are your pick? Which combos?
  4. First of all sorry for my english and possible game mistakes, I didn't take notes in the tournament and I can do mistakes here. This will be a different Tournament report, I will tell you my impressions and my game style, that report will be of the valuable actions of every turn, and I will save my oponent crews in case they do not want to teach them, I will not post my crew or his crew, but if you read you cant take notions of it. G1 Darky NB Zoraida G2 Jon Ortiz TT McCabe G3 Rober Resus Yanlo G4 Linar Guild Hoffman G5 Antonio Arcanist Ramos G1 Zoraida's crew with 2 Will o'the Wisp to summon Grupps from the 2Ap of the Mother and Dolls from Zoraida, for me his biggest error was expose Zoraida to Snow charge on T2, with my Gamin I can kills Zoraida really fast. T1 With one push from Angelica Banasuva charge to Nekima T2 He expose Zoraida to do an Obey on Snow and Snow charge her T3 Snow kills Zoraida, Sandeep kills enemy sucker one Will o'the Wisp T4 Nekima kills my sucker and later I kill Nekima with my Vendetta Oxfordian, Sandeep kills the Spawn Mother T5 With only a few models in enemy crew I take the rest of the points One great game and great opponent, his crew seems powerful with the Will o'the Wisp taking 2Ap's actions I was took Vendetta on Nekima, Sucker on one Oxfordian and the central mission was Ply Result: 9 - 5 Win. G2 McCabe's crew with a Emissary, Jorogumo and a lot of minions to give upgrades, the deployment kills my enemy, he put his 50mm miniatures cover the rest of the crew and the escenography doesn't let him pass T1 Banasuva charge to McCabe and Snow discard IE to charge Yin with the Gamin and engaged with Luna and Emissary T2 Snow kills Yin and Luna, my crew takes positions and do some dmg on his crew T3 Sandeep kills Jorogumo, the Oxfordians kills Emissary, a Monk and dismount McCabe T4/T5 McCabe move, reactivate and move to take points, I kill the rest of the enemy crew except Sun Quiang for Take the Prisoner My opponet loss for the table elements, he play good the miniatures but he can't pass and with my placements, pushes and teleports I doesn't have problems with that I was took Hold up, Take the Prisoner and the central mission was Symbols, I kills so fast his crew that I can't take points of Hold up, mistake here Result: 7 - 2 Win. G3 Yanlo with full spirits and Sybelle + 2 Rottens, so much movement tricks in this crew T1 One Oxfordian take Vendetta from Datsue Ba, Banasuva kills 2 Seishins to cut his activation control, a Rotten takes Vendetta from one Oxfordian T2 He expose Yanlo and Snow charges to him, mi crew takes positions and do some dmg T3 Sandeep + one Oxfordian kills Yanlo, Snow charge and engage with 3 miniatures, the rest of the Oxfordians push the wagon and do some dmg T4 I kill his sucker with fire that was Datsue Ba, he doesn't take points and I take 2 points from Vendetta, I kill all his crew except Sybelle, Chiaqui and 1 Rotten that can't let me move his wagon to denny his points T5 Continue the fight to move his wagon nothing inportant happens I can't kill Sybelle or Chiaqui, and can't move the wagon My opponent plays pretty well but his crew have a lot of incorporeal models and my crew have full Ca attacks, that lets me kill him really fast I was took Vendetta, Hold up and the central mission was Symbols Result: 10 - 5 Win. In that point I was happy but knew the last day would be hard, what I didn't know was how fucking lucky that I was going to be... G4 This man plays milimetrical, is a really good player, and his crew, for me, is the best in Malifaux: Hoffman + Ryle T1 He do his chain on Ryle with triple Obey and kills 2 of my Oxfordians, Sandeep push him closer and summon Banasuva and Gamin, Banasuva hit him, and later Snow walk and hit him with the first big luck of the day RJ on dmg, Ryle ends to 1Wd T2 Snow discard IE and triple hit with and... can't do 1 dmg on Ryle he has Df8 because of 'El Mayor', Hoffman Obey Ryle and get him out of the combat, Banasuva charges to Hoffman T3 My Sandeep kills Hoffman with a moderate on , Ryle can't come closer because I can summon a Metal Gamin or teleport an Oxfordian to kill him, we fight for the points, place markers and move carefully T4 Snow kills Ryle and engage with Francisco T5 Angelica push my miniatures to get points and Sandeep kill the Guild Investigator that deny my markers For me the most dificult game in the tournament, we move very carefully but when I start with 2 Oxfodian killed that was terrible, for my luck I have the RJ on dmg from Snow and that was a reliable point, in all moment I try to get my important miniatures like Sandeep or Snow in the range of Medical I was took Eliminate the Leadership and Search the Ruins central mission was Public Executions Result: 10 - 1 Win. G5 I know he is a great player and in fact are the only with me that goes 4 - 0 so that will be hard again, he plays the Vox Ramos list, that push you with Mauler, Cojo and Captain and does 12 - 16 dmg out cards, bad news T1 Like in the G4 we move carefully, he put Strike markers with Ramos and the Child, I push an Oxfordian out of range of the markers, and summon Banasuva and Gamin ready to charge the Mauler, at this point starts the fight, he uses the Captain to push my Banasuva back, but I move one Oxfordian and shot my own Banasuva to push him again in charge range, Banasuva charge to the Mauler with +1dmg and , doing 9dmg + burning on the bear, and with melee expert atack hit the captain with a RJ on dmg, he prevents but gets BJ and die... this is the second point of luck and the biggest, Mauler dies at the end of the turn for burning T2 At this point he lost so many pushes, and the Strike markers doesn't are effective, I have the table control. Snow discard IE and charge to Union Steamfitter to try kill him and stop the scrap generation from Ramos, Snow can't do it and Sandeep finish the job T3/T4 I kill all his miniatures except Ramos, that can't move from his deployment zone, we decide stop play in this point I really have a lot of luck in the fist charge, because my Banasuva can't cheat the fate, the Mauler have a low defense but the Captain ... and he has bad luck on the prevention. Opponent crew and game style was good and hard but sometimes the deck want to speak. I was took Undercover and Guarded Treasure, central mission was Ours Result: 8 - 2 Win. I play a hight movilithy crew, pushes, teleports, placements and more pushes, with two/three heavy hitters and two supports, all the games have the Medical near to my key miniatures like Sandeep, Snow or Oxfordians My priority was engaged or kill his valuable miniatures with Banasuva/Snow and take position with my Oxfordians all the time that I hit I do with thx to the Gamin Try to not waste cards on hurt, select the right moment and waste cards on kill, a miniature do the same job on 1Wd or 10Wd Hope you enjoyed this report and thanks for reading
  5. What are main difference between Zoraida in those factions? My friend is interested in starting game with her, but because our meta is low on Zoraida, I am unable to tell him what are main differences. For me in Gremlins she has access to Sammy (free upgrade slot), some cheap hitters (Burt) and 1 AP charges from Pigs. In NeverBorn she has additional WP tricks (Widow Weaver, Insidious madness etc.) and easy access to wisps and Swampmother (summon). Did I miss something? Also, I am open to advices on in theme masters for start, especially Lynch in NeverBorn, Yan Lo in Ressers,
  6. I was aiming to create some list for Gremlin Zoraida after last errata. At first moment I was going to use Gluttony, so I would give voodoo doll condition to remove scheme markers (so enemy model would get it as well), but then saw that this attack can target only enemy models. Using him in Zoraida crew lost sense for me. Has anyone used him with success in any gremlin crew? At this moment I don't see where and why I should use him.
  7. So the wording on ever changing form isn't as clear as it seems. It is worded: "A single model may only be targeted by "ever changing form" once per turn. Because of this extra word it becomes unclear and I can see a RAW vs RAI argument. A) Because it specifies that a single model it means that whatever model you target with ever changing form is the only model that can be targeted by ever changing for until the end of the turn. B ) A model may be targeted by "ever changing form" once per turn. We know that "once per turn" is a subordinating clause (thank you highschool English) so we can put it at the front of the sentence as well. "Once per turn, a single model may only be targeted by "ever changing form". This makes it seem more like case A if you really want to play a RAW lawyer. Single specifies a model for some reason. Without the word Single this would be much clearer. Maybe it's just late and i've read the sentence too many times and i'm being stupid but.... I know that is is going to be semantics but as it currently stands can someone please explain why it is A or B without any grey area thanks to English grammar?
  8. 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)
  9. When zoraida make something charged with powerful control does it get one attack or two? I ask because obey says only one attack but powerful controls as charge which is usually two attacks.
  10. Hi, we are Agent(s) of the Breach, a couple who are starting to play with Neverborn. We love to have a painting thread of every game we play because, not only It keeps us motivated, but also, it’s always interesting to have different points of view of the things you are working on and share ideas. So, please, feel free to comment or ask whatever you want, we’ll try to keep this updated At the moment, we’ve been focused on painting Zoraida’s box (testing colours and doing some brainstorming), so we don’t have much to show yet; only an (almost) finished Silurid. The idea is that the Silurid had to look as froggy as possibly, but with a spice of lizard in it. Like we said, it’s not finished yet; we want it to have a brown pattern in her back. Something like these: Usually, the base is the last that we (she, in this case) paint, but we wanted to see how it was going to look. It tries to be an autumn swampy zone. Seeing the photos, we have realized that it's a little dark, so we still have to work it a little more. Malifaux it’s a strange game; coming from Warhammer and Infinity, we are kinda used to paint “armys of”, but every single miniature here looks like a separate challenge. We’ll see how this work!
  11. Hello friends, new to the forum, and to Neverborn. Thinking about picking up Zoraida and I had some questions about Changelings and Voodoo Dolls... Firstly, how does Copycat work with Hem? Hem specifically states that a model "gains the following Condition until this model takes this Action again or leaves play." Soooo, if a Doll Hems something, and then a Changeling Copycats Hem onto something else, you should now have two models with the Sewn Fate condition, right? As written models only lose the Condition if "this model" takes the Action a second time. Not any model. This seems pretty good for multiplying the Doll's mischief. I understand I will need at minimum an 11 of Masks for this to work, but assuming I have it in hand this seems like a good time to use it. Nextly, I hear people like to take a Nurse to..."treat"...the Voodoo Doll, and this seems awesome. With Copycat you can stack insane Poison on a Doll and its related Sewn Fate friends, and with no real downside as Syringe is a Ml4 unsuited Action anyway. In a reasonable turn with just one Nurse and Changeling you should be able to get to at least Poison +16...right? Then I thought, does anyone ever take a Performer to then "pop" that insane Poison bomb (on the Sewn Fate target, not the Doll) to do like 16ish dmg at 12 inches? Also, assuming you don't kill the target due to Hard to Kill, they still take 1 dmg when the Doll's Poison ticks down at the end of turn. This seems goodish, and possibly unexpected...especially against a crew with little condition removal. Thoughts? I am thinking something like this to start, based solely on models I own plus Zoraida crew if I get it... Zoraida with Hex Bag (for Burning or blocking SS use) Barabaros with Thousand Faces (to gum up the middle with challenge...though I would consider another model here) Illuminated x 2 Performer Nurse Changeling x 3 (this could also be one Changeling and some Tots...or something else, but I love a good Changeling or two, especially following an Illuminated around) Anyway, looking for answers to my Qs, input, etc. Thanks!
  12. So whenever I play up against Guild, I am always staring down the Brutal Emissary. Last game, I decided to have Zoraida Obey the BE to cast Back in the Box on himself. I argued this effectively put him out of the game... but I need a check on this. This was my argument - going thru the ability description after I won the Obey and the Cast flips: - "Target non-Leader model is buried..." (BE is buried and leaves play). - "...Unbury the target model in Base contact with this model..." (model is currently buried - so model isn't in play) - "...or any scheme marker in LOS ..." (while buried he doesn't have LOS to anything) - "...when this model leaves play." (again model is currently buried - so model isn't in play) The BE's Back inn the Box ability is different than the Death Marshall's Pine Box - because Pine Box has specific timing rules about unburying. Specifically it says "target model is unburied with this model before this model is removed from play." The BE does't have that clause on the end. So that effectively take thes BE out for the game. It's not easy - you need two flips to pull it off. So two questions: 1) am I missing something or mis-interpreting something? 2) what would happen if someone was already in the box when the BE was Obeyed to use it on itself? Frugalbar
  13. Hello guys, I'm going to my first tournament in a couple of months and wanted to ask for some general advice as well as advice on the limited model pool I have. I currently only have zoraida and titania. Apart from the box sets I own: waldgeists, mctavish, gators, wisps, rougarou and the emissary. Some questions: 1. Are there general tips for tournament play? 2. What strats and schemes will make zoraida or titania shine, and what strats/schemes should I look out for and are difficult for both these masters. 3. Are there models I should get before the tournament? I'm thinking primordial magic for titania? I can borrow some models such as the doppleganger from a friend if necessary. Looking forward to your advice, Joachim.
  14. Hello guys, I'm playing a game in about two weeks and both players declared neverborn. I currently own Zoraida and Titania cause of aesthetic reasons and I also like to play at least partially thematic crews. That said, I'm wondering what you guys consider the best choice of crew given the models I have, neverborn opponent and schemes and strat. Alternatively if you think I really miss a certain category of model or a model in specific pls tell me and it might influence my purchase plans. I own the following models: - Zoraida crew box - Titania crew box - McTavish - Bayou gators - Waldgeist (proxy, getting them anyway in the near future) - Rougarou - Mysterious emissary - Changelings - Wisps This is the scheme pool: strat: Collect the bounty schemes: - claim jump - eliminate the leadership - frame for murder - leave your mark - hunting party Greetings, Joachim.
  15. Hello i'm new in the Forum so i hope i'm in the right place for the question I've a few questions and it would be great if some of you could answer to them: 1) Can a model decide to avoid spending Ap and just "skip" his turn? (i know he can't take it back later on but could he just pass in order to prevent zoraida from drawing cards due to bewitch? 2) Can a model hit himself with an Mi action? i know all models have LoS on themselves but can they actually punch their own face (fight club style)? This would be useful for obey's purpouse 3)I'm a bit confused upon Hazardous terrain when do i have to flip for the damage? Let's make an example: my opponent has jaakuta Ubume which get in range to a model of mine, in that moment do i have to flip for damage? if she lure another model in, or i Wk/Cg toward her it'll have to make the flip? 4) Do all ability Stack? When/When not? Disturbing whisper, Misery ... they all stack? Wouldn't it be a bit too strong? I hope it's all clear my English is not the best, thanks all malifolks!
  16. So in general, do you all field Roaster rider or War Pig with Zoraida ? If yes , do you like one over the other and why ? Same question with Bad JU JU or McTavish? If yes , do you like one over the other and why ?
  17. This is the first of I hope several battle reports that will be coming out of our new group here in Osaka. Most of the players are relatively new, but there is already quite a bit of enthusiasm and most players already have fully painted crews. In addition, I will be attempting to dramatize part of the battle reports as more of a story and not just pieces of plastic being moved around a flat surface. I will keep those parts separate from the tactics by italicizing the story for those who aren't interested in such things. With that, let's get into our first game. It is Guild vs. Neverborn. This is the Guild players first time playing a full 50 soulstone game. The Neverborn player is a bit more experienced. Standard Deployment Strategy: Extraction (Greed was used as the informant “marker”) Schemes: Claim Jump, Eliminate the Leadership, Dig Their Graves, Hidden Trap, Set Up Guild List: 8 Members, 3 Soulstones Sonnia (The Mask, Reincarnation, Cherufe’s Imprint), Puryfying Flame, Dr. Grimwell (Research Grant), Samael Hopkins (Witch Hunt, Disrupt Magic), Guild Pathfinder, Orderly, Witchling Stalker X2 Guild Schemes: Eliminate the Leadership, Hidden Trap Neverborn List: 8 Members, 4 Soulstones Zoraida (Hex Bag, Crystal Ball), Bad Juju (Eternal Fiend), Mysterious Emissary (Conflux of Fate), Doppleganger, Waldgeist X2, Bandersnatch, Will o’ the Wisp Neverborn Schemes: Dig their Graves, Hidden Trap Background: “Samael Hopkins Field Report to the Office of the Governor (Reviewed by Secretary Lucius) “This is the follow up report into the investigation of the destruction of the Pig’s Eye Hamlet. As indicated in a previous report, the hamlet was abandoned after several of the locals attempted to murder the others and make off with all the valuables in the village. The final survivor of that night was mostly incoherent, but made reference some kind of music. Guitar music, which ‘filled him with such desire.’” “Well, my Mistress and I were out hunting in the Hag’s territory. Dr. Grimwell had made, and was granted, a request to hunt the bayou. He was hoping to catch some specimens of fast healing Neverborn or swamp creatures and with Perdita off engaged elsewhere Sonnia took it upon herself to help. The Dr. brought along one of his Orderlies as a personal assistant. To help with the capture we also employed a Pathfinder and brought a couple of the witchlings to help carry the traps. “We had been roaming for about an hour before we heard the sound of a guitar echoing on the breeze. Immediately I remembered the report of the vanished hamlet in this area and informed Sonnia of it. She agreed it was worth investigating. Sure enough, we followed it straight to the hamlet and in the main courtyard there stood a woman playing a soft tune. I recognized her as someone that occasionally joined in with us on hunts or other Guild expeditions. “We started our approach to detain her and find out what we could, but then the forest on the other side of the hamlet came to life…” Guild Deploy: Sonnia, Puryfying Flame, Dr. Grimwell, and Orderly deploy in the middle. Hopkins takes cover behind some crates. The Stalkers spread out to the right and Pathfinder deploys further up behind a large building on the left. Neverborn deploy: Mysterious Emissary takes the center flanked by the waldgiests. Zoraida crouches behind a nearby building with the Wisp. The doppleganger prepares to advance on the right flank. Bad Juju and the Bandersnatch take the left flank. “It seemed like the forest itself was marching on us as several towering creatures that looked more like trees than people or animals lumbered into our lantern light. I immediately took cover behind some crates while Sonnia started directing the stalkers to fan out to our right flank and our Pathfinder to our left. The only sound from our side was the mad Doc who started cackling madly. Apparently he thought this was a perfect chance to catch his prize. “Sonnia immediately went about preventing their approach by advancing on them and summoning a great wall of fire between the living forest and the woman we were after. She still threw down the trap she had been carrying for the doc and the Witchlings advanced and did the same seeing a gigantic creature of moss and logs approaching them. “The doc himself was only too eager to get up close to them and take a “sample” personally. I had to run up and cover him since I could see trees and shrubbery sprouting up all along the edge of the courtyard covering the advance of these monsters. I didn’t know what was going to come out the other side, but we needed to be ready. “We lost our pathfinder first. He laid one of his animated attack traps on the far side of the building, then stalked over to the other side to get ready to set another trap. He seemed startled by seeing a small brown homunculus of some kind, like a walking doll, run off into the trees after seeing him. After that though, he suddenly doubled over like he was having a heart attack. I saw him stand again, only to be brought down like he was crushed by an invisible weight. The last I saw of him in mostly one piece, his body was being dragged into the newly grown trees by a woman with camouflaged skin.” Round 1: Neverborn win initiative, force Guild to go first. Sonnia walks and casts a flame wall off her upgrade to block the direct advance of the neverborn, then drops a scheme marker. Waldgiest walks up, places scheme marker, germinates trees to cover the right centre flank. Dr. Grimwell double walks to get into position. Bandersnatch double walks. Pathfinder lays trap covering entry around far left side of building, then double walks to get into position on the other side. Waldgiest walks and places another scheme marker, germinates trees to cover the left center flank. Puryfying Flame double walks to get into position. Bad Juju double walks on the left flank. Witchling Stalker walks and places scheme marker, preparing their Hidden Trap expecting the Neverborn to push far into their territory. Mysterious Emissary uses upgrade action to look at the top 4 card of the deck and draw one. Then walks and summons a Changeling out of a scheme marker. Other Witchling Stalker walks and also places a scheme marker for the coming trap. Will o’ the Wisp walks to the edge of a building and summons a Voodoo doll, copying Zoraida’s ability. The Doll successfully Hems to the Pathfinder. Samael Hopkins double walks forward. Voodoo doll walks closer to Zoraida and other Neverborn models. Orderly walks up and places a scheme marker. Zoraida draws a card with crystal ball. She then casts Obey on the Doppleganger, forcing it to walk forward. She then walks herself forward and casts Hex Bag on the Voodoo doll and pricks it for 2 damage and two damage on the pathfinder. She then fails to cast her last Obey. Doppleganger walks up and places a scheme marker within 4” of pathfinder. The changeling, still slow from being summoned, uses it’s only action to attack the voodoo doll by copying the Mysterious Emissary’s Nature Reclaims All attack. The Changeling cheats high and the voodoo doll cheats its defence low letting the Changeling hit it for moderate damage, killing both the Voodoo Doll and the Pathfinder. The Neverborn gain a VP for Dig their Graves and discard the scheme marker next to the pathfinder (maybe, see end of game thoughts). The dead Voodoo Doll and Pathfinder. The orange disks are Sonnia's flame wall. End of Round 1 Neverborn 1 ; Guild 0 “After seeing the pathfinder, a man I have worked with before and trusted well, crushed and destroyed in such an inhuman manner, well, I was ready to roast some of these freaks. The first one to come crashing out of the foliage to face us was a huge white oak creature with pale green energy flowing from it’s eyes and hands. It extended a hand and immediately some hideous toothed plants sprung up and tried biting at the Doc. It then blasted the doc with some strange green energy that also blew up a trap one of the Witchlings had placed. “Well, the doc wasn’t having none of this, he ran straight past those plant beasts and jumped up with his little hand chainsaw and dug right into the creature’s forehead. He then used his full weight and pulled it straight down ripping into the chest of the creature after completely bisecting it’s head. The thing was still alive though. I knew I had no time to lose so I ran up and aimed as carefully as I could. I could see some kind of pulsing green light inside the things split open abdomen and I shot it dead on. Green goo exploded from the cavity as it collapsed into timber. “I wish I could say that was the end though. But at that point I happened to look over and my heart nearly stopped. There was the hag herself. Worse, she was clutching a little brown doll with a toy gun. I saw her move the gun arm and sure enough, though I prayed it wouldn’t, my gun arm moved with it and pointed straight at the good doctor. “I know I couldn’t have stopped myself at that moment, but I never will forgive myself for that. He looked up at me in shock from the bullet wound, but I was sure he’d be okay. So I hoped but then, of all things, a strange green child walks up to me, looks at my gun and asks me “like this?” and I swear that thing’s arm turned into an exact replica of my personal customized revolver. “And it shot Dr. Grimwell straight in the throat. “He fell over and the last I saw of him, one of the tree creatures was piling dirt over him. “I looked back over at the Hag. She set the doll on fire and handed it over to one of her tree monsters to tear apart. Sure enough, I could feel the heat rising in me as much as I felt the stabs and thrashing of the living vegetable as it tore my effigy apart.” Round 2 Neverborn win initiative, chose to go first. Mysterious Emissary walks through the trees on its left and summons a Hungry Land marker (metal tin). Then uses its attack to hit Dr. Grimwell, getting the tomes trigger and removing a scheme marker next to a Witchling Stalker. Dr. Grimwell bravely walks up to the enormous beast (using Nimble AP) and attempts a lobotomy, flipping a Red Joker for 14 damage. The Mysterious Emissary survives only due to Hard to Kill. A waldgiest walks up and places a scheme marker just behind the Mysterious Emissary. It then Germinates a pair of trees next to the Emissary and the doctor cutting them off from the left side of the board. Samael Hopkins walks up behind crates for cover and shoots at Mysterious Emissary. He has to randomize between it, Dr. Grimwell, and the Bandersnatch that was sneaking around, but successfully hits the Mysterious Emissary, finishing it off. The Will o’ the Wisp walks through a building and summons a Voodoo Doll which hems to Hopkins. A Witchling Stalker walks up and shoots at Bad Juju doing damage and burning. Voodoo doll walks closer to Zoraida while staying within 1” of active flame pillars. The other Witchling Stalker walks and shots Bad Juju but misses due to cover. Zoraida peeks at the opponents hand with her crystal ball, then casts Obey on Samael Hopkins, but failing to the Black Joker. She tries again and this time successfully forces him to shoot Dr. Grimwell for three damage, bringing him down to 2 health. She then uses Hex bag to give both the Voodoo doll and Samael Hopkins burning. Orderly double walks up behind Hopkins. Changeling walks up near Hopkins and copies his gun to shoot Dr. Grimwell, killing him and scoring 1VP for Dig their Graves from the Scheme marker the Waldgiest left. Sonnia double walks, which causes the pillars to disappear dealing 1 damage to the Changeling, Voodoo Doll and by extension of the Hem ability, 1 to Samael Hopkins. She then blasts Bad Juju for Severe damage and chain blasting damage into the bandersnatch and a Waldgiest. Doppleganger fails to mimic Samael’s gun, so just walks and places a scheme marker. Puryfying Flame walks and tries to hit Waldgiest and misses. Waldgiest hits Voodoo Doll for 4 damage, walks and fails to Germinate trees. Bandersnatch runs over to Hopkins and vanishes into his shadow. It then reaches out and attacks the orderly behind him dealing 2 damage. Bad Juju double walks up to Sonnia and a Witchling Stalker, fails to landslide. Activations end. During the upkeep, burning goes off for both the Voodoo Doll and Hopkins killing both of them. Neverborn have several models within 6 of the informant and score a VP. Guild only have Orderly and Puryfying flame, which is a peon and doesn’t count. No VP. End of Round 2 Neverborn 3 ; Guild 0 “I passed out not long after flames consumed both me and the doll image of me. I remember only a few things that seemed to be going on around me. I remember the docs orderly running up to try to help, but a huge black spider came out of the woods and started devouring him. “I also remember the woman we were going after. I had tried to reach for her at my last, but she just turned, still playing her accursed instrument and went to the Hag who smiled when she approached. “I looked over to Sonnia. She was with her Witchlings. They had been using many bullets and energy to hold back the living pile of moss, but it still approached them. The last thing I saw was her and the monster facing off. “Then all light went out.” Round 3 Guild Wins Initiative, chooses to go first. Witchling Stalker charges Bad Juju, and hits twice for 4 damage total, bringing bad juju down to 1 health. Bad Juju activates and landslides. One stalker takes damage and is slowed. Bad Juju flurries into Sonnia dealing severe damage on both the first two attacks. Sonnia soulstones to prevent three on the second attack, barely keeping 1 health. Bad Juju’s last attack is still too much and finishes her. We decided to end the game there as Guild only had only two Stalkers, the Orderly, and the Flame left. Ariel of the board when we ended. Game end “The next thing I remember is waking up in the Guild Hospital. Dr. McMorning was there leering over me. I jumped up and demanded to know what happened. Apparently, the last soulstone had barely saved Sonnia’s life. One of the stalkers had run off with her while the other stayed to hold of the monster. As for me and Dr. Grimwell, well, Dr. McMorning says we were in bad shape, but he’s “worked with worse before.” I mentioned that I saw Dr. Grimwell shoot in the throat and buried and he just chuckles and says it was the morphine talking and that I should still be resting. His nurse pricked me with something and I passed out. “I do not like that man. “My conclusion though, it did not end well. We were lucky, those of us that left alive. I won't say what condition the Pathfinder and Orderly were found in. Even McMorning hasn't worked with anything that bad before. We didn’t catch any samples for the Doctor, and in the end the woman with the guitar evaded us as well. But now we know, and next time I will see that living forest razed to the ground.” ~Samael Hopkins End Game Thoughts The Guild player was hammered with a pretty average and lower hand turn 2 which really did a number on them. Destroying the Mysterious Emissary on turn 2 with a Red Joker Lobotomy was fun. One of the tactical differences that I think would have swung things more in the Guild favour would have been to just ignore Bad Juju and gone straight down the middle for the informant. Bad Juju is slow and can come back if destroyed, so better to just ignore it. This was the second time the Guild player has run the Pathfinder and the second time that it was jumped and destroyed first turn. They are trying to figure out how best to deploy them most efficiently without being overly vulnerable. Changeling was perhaps the most potent little critter this game as he scored VP for the neverborn twice (probably) by destroying the Voodoo doll on the first turn when all other models were out of attack options and again on the second turn by taking out Dr. Grimwell with Hopkins revolver. Will o’ the Wisps were supper useful to Zoraida for summoning dolls and freeing up Zoraida’s AP. Recommended to always have at least one around. The Bandersnatch did very little, but that was expected. The Neverborn player is still trying to figure out how to optimize it. Mistakes (?): It seems that victims of the Voodoo Doll’s Hem ability may not count towards Dig Their Graves since technically it’s a condition damaging the model according to the wording. If anyone can confirm for or against this I would appreciate it. So that is the first report from our new group, the Wargamers of Osaka. Let us know what you thought, did you like the story, the photos, tactical advice, all welcome. Thanks, see you again soon.
  18. Hello everybody! My gremlin collection is missing the Swamp witch, so I was thinking, is there anyone running a successful Grem-raida? I know she can do some nasty tricks with models that have 1ap charges, but aside from that I have some hard imo figuring out crew ideas with her (which is a pity cause I love the box models and Will o' Wisps!), and how she would work with gremlins
  19. Quick question on will o' the wisp ability and how it interacts with Zoraida as a gremlin master. Basically, is Zoraida still considered a Neverborn model for purposes of Ever Changing Form. The rule book so far as I can tell only states they are both for purposes of hiring, and that they must take upgrades from the declared faction. Ever Changing Form: Target a friendly Neverborn model within 10". Take a (2) Tactical Action printed on the target's stat card or one of its Upgrades. This Action may only be taken once per Turn...
  20. Gremlins are the faction that got me to play malifaux. Although I started with ten thunders I found them kinda boring and not very thematically fun so I only played occasionally. Gracie hooked me and i've been a gremlin player since (who doesn't want to play a pig in armor from the kitchen). I don't post on the forums much but i've been having serious problems running gremlins. As this is the only faction I have I thought I'd look for some advice here before I sell them and try to start over. I've played for 2 years almost, over 100 games, and I own every gremlin model in the game. During this time I've gotten so badly beaten by even the newest of players that I'm having a hard time reconciling the balance of the game when it comes to playing gremlins who seem to crumble by the middle of turn three. I'm disheartened to the point of just selling off my models and finding a new game to get into. So to get deeper into it.... I tend to play Zoraida and Ulix most followed by Somer. I've not gotten much play time in with Wong or Brewmaster and I dislike how ophelia plays. I tend to try to focus on strategies and schemes that require scheme markers as I expect to be able to out activate opponents for a turn or two and can get 3-4 points this way easier. I typically avoid points requiring long term terrain holding as this has always failed when gremlins get into combat.... they always just die in droves so I lose models and often gain zero points. Most of my games are basically over by the end of turn 2 or middle of turn 3. I understand that the out-activation that gremlins bring because they are cheap to purchase and have reckless abilities is how they should be powerful. However, in my experience the extra AP and activation control is only relevant until the end of turn 3 as by that time I've lost so many models, been forced to retreat or hide out in terrain, or just can't stand up to even a moderate sized opponents hand that the extra power in AP and activation is gone. I've had several games where I've lost a huge number of points in a turn and a half (turn 2 to middle of 3) and can't claim points beyond maybe 3 or 4. Comparing equal points model to model I can't see the balance in abilities and stats. Although many gremlins can get extra AP with reckless/drunk and reckless, the payoff isn't enough to make them that much better compared to models of the same points that can do the same or better actions without a down side that can cause them to get killed in one shot. Example: Nino (the big guild sniper) compaired to Rami. Nino can kill models by focusing quite easily with a high damage flip. For Rami to do the same I've had to reckless, get the ram trigger to knock myself to half health to get the same effect. If you consider the damage level a gremlin can do with a Ram trigger they are decent hitters but they also blow themselves up in the process and cost me models when this happens. One of my worst outcomes was losing Francois to a massive hit (admittedly killing the minion he hit) followed by losing Bert because of a ricochet trigger (flipped late and couldn't cheat to change), then because my two big hitters that were protecting Somer were gone he also died that turn. All because of one turn of damaging myself. My local Henchman has been extremely patient working with me to either get better or figure out lists to play for certain schemes etc. However, we've run out of ideas. I've tried playing conservatively, which helps with gremlin survival but I often still only get 3-5 points because my opponent has had two turns of free roaming for points. I've tried being aggressive with expendable models but find that I'm just spending two turns and 3-4 models to nullify one 5-10 point model, often losing 8-15 points of my own models in the trade. I've tried being more selective with schemes and strategies by focusing on what other gremlin players play (from podcasts and tournaments) but inevitably lose so many models so early on that I'm just waiting for my opponent to get max points and end turn 5 with a 4-6 point spread between us. I'm extremely positive and excited about playing every game (one to three games a week). I listen to and read hours of malifaux posts and podcasts every week trying to learn to play better. But by turn 2 or 3 in most games, even against new players, I'm just wanting the game to be over because i've lost so many models and will only be able to get half or less than half points and feel like i'm just waiting for my opponent to max out their points while I wait an hour for the game to end. I understand that it's possible, and very likely, that I'm playing extremely badly and can't figure out what to do to get better. But I also can't see the balance of the game when looking at a gremlin card compared to other factions. I love the game and how it plays but I'm very close to just selling all my models...... ANY advice would be great, any ideas for lists, advice on schemes and strategies to choose, any help with understanding how gremlins are even close to other factions in power level would be great before I decide to dump them. Thanks in advance
  21. Hi to everybody! First for all, sorry for all the misspellings that you are going to read, english is not my primary language. I've been doing a bit of theory-faux during this weekend thinking about a Zoraida crew and I was wondering if someone could help me finishing the list. I was thinking in something like this: - Zoraida. Hex bag, crystal ball, fears given form. - Spawn mother. Hexed among you. - Widow weaver. Handbag, pact. - Waldgeist x 2. - Will O' the Wisp x 2. That's 43 SS, so that leave us with another miniature of 4-6SS and a SS pool of 5-7 SS. The idea of the crew is the following: The waldgeists are there to slow the enemy, meanwhile the doll factory starts running leaving the Spawn mother as the last one trying to maximize her perfect camouflage. An ideal secuence for the doll factory would be something like this: - Will O wisp activates and summons a voodoo doll. Voodoo doll hems an enemy. Will O wisp uses his last AP to attack doll (If you are lucky and get a crow Voodoo can get slow) - Voodoo activates near Zoraida and fails the Fears given form duel. - Zoraida activates. Draws a card. Summons a new voodoo doll. Voodoo doll hems an enemy. Zoraida hexes voodoo with prick. Zoraida orders widow exhale terror on vooddo. Voodoo fails the horror duel and you draw another card for inhale terror. - Voodoo activates near Zoraida and fails the Fears given form duel. Voodoo dies ( 2 + 1 + 3 wounds) - Widow activates and summons two wicked dolls. I like the fact that you are summoning AND debuffing your opponent. If everything runs you end your first turn with 2 wicked dolls, a gupps and you have done 4 wounds and slow on a model and 6 wounds and paralized another one. The bad news are that the factory is cards and SS intense; I've been running some tests and usually spend 2-3 SS and end with almost an empty hand (always save a 6+ crow for the spawn mother), the goods new are athat while it's hard to get and ideal turn it's not SO hard to get it ( the SS spent on the drawing phase, the two cards that you draw and the SS to add masks or crow ...) Also, the idea is run the factory only on the first turn, on second turn I think it's better summon just one wicked doll and cast exhale terror on two different dolls. So ...... do you think it could work? What model would you add to the list? (Yep, I know that in Malifaux is a mistake decide your crew before the game, but I feel I don't have enough experience to play it on this way). I don´t want to invest more points on the factory and I would like a model that can run alone and without support, but at the same time I feel that it needs a bit of support to run without problems. So far I've been thinking on Iggy (Incite is a 0 action and you can hit it with the new upgrade and trigger the push), a stitched together (it can support the factory killing one doll with gamble your life and can be used to draw some cards), another waldgeist or mysterious effigy. Thanks
  22. Afternoon, It's been a while since I painted any new models for Malifaux but I've just bought a few new models for my Leveticus crew and have been looking what I might buy after I finish these ones... At some point soon I do want to add a couple more models to my Zoraida crew. Top of the list is a Nurse but the Wyrd ones don't really fit the 'rustic bayou' look of a Zoraida crew, so does anyone have any suggestions for an alternative nurse model? How do people feel about this model as a bayou Beckoner? (Do Beckoners even work well with Zoraida?) http://www.freebooterminiatures.de/index.php/en/shop2-2/kult/product/view/2/246 Also, this guy looks like he'd make a great tough guy for a Zoraida crew, but I have no idea who it could be who would work well with her - any suggestions? http://www.freebooterminiatures.de/index.php/en/shop2-2/kult/product/view/2/247 Thanks in advance, - Dave
  23. I don't think I've seen much discussion about The First Mate here, so I thought I'd start the topic. He's Gremlin-faction only, but has the Swampfiend typing, which allows Neverborn Zoraida to bring him in with her upgrade. Outside of the interesting synergies with NB Zoraida, he has a pretty solid defensive statline for a Henchman, and he brings the "typical" Sluirid abilities of Perfect Camouflage and Leap, which are always great. Moving on to specific synergies, he has Pounce, which plays well with Zoraida having the option to Obey and use the Voodoo doll to shove something around. We've seen the combo before with Lelu and Lelitu, but this gives us another piece to use it with, even outside of bringing the twins package. He also has some interesting abilities that interact with the Slow condition. He can hand it out on a non-built-in trigger, Paralyze a Slow model with another non-built-in trigger, or simply devour whole a Paralyzed model with a high Tome. This set of abilities gets especially interesting with the models that come in Titania's box, as the henchman and minions have an aura which force tests against gaining Slow. They're also compelling choices in any crew since they're great for dropping and playing around with scheme markers. Any of you play with First Mate in Zoraida yet? How was he?
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