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Found 16 results

  1. Hey all, since I've been playing Malifaux, not once have I played a neverborn crew. However I'm going to be picking up the Dreamer crew from the webstore during Gencon. So here's the list I've come up with, it's mostly designed around just summoning everything I need to the table from the word go. If people could please offer tips, thoughts or suggestions that would be great. The Dreamer - cashe 7 -Otherworldly 2 -Dreams of Pain 5 3 DayDreams 6 Coppelius 8 Mr Tannen 6 Stitched Together 6 Lilu 7 Lilutu 7
  2. I have 2 items on E-Bay at the moment, please have a look: Nightmare Lord Chompy Bits (NIB) http://www.ebay.com/itm/231274510594?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649 Santana Ortega (New on Sprue) http://www.ebay.com/itm/231274515303?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649 Thank you
  3. From the album: Lord Chompy Bits

    Just to show how big LCB is. He's nearly 4" tall from base to claw.
  4. From the album: Lord Chompy Bits

    LCB before he was painted.
  5. Slimnoid

    The Dreamer

    From the album: Lord Chompy Bits

    I kept The Dreamer more subdued and simple, to better contrast LCB and his oversized base.
  6. From the album: Lord Chompy Bits

    Several elements were pulled together. Elements of nightmares; eyeballs, mouths, hands coming out of the walls and things under the bed. Stuff that would be common for a child to be frightened of.
  7. From the album: Lord Chompy Bits

    Cutting through LCB was surprisingly easy. All it took was a set of metal cutting shears and a little elbow grease. Pinning him to the top was a bit tricky, but with some apoxy sculpt and patience I got him to stay balanced and sturdy.
  8. From the album: Lord Chompy Bits

    LCB is build primarily with plasticard, greenstuff, and apoxy sculpt. The majority of the work is just GS, sculpted over several layers.
  9. So I'm just starting The Dreamer and have a few questions on Shared Actions and One Master: 1) Does this work? I'm still trying to understand the shared action pool... Activate The Dreamer: (0) "I Can Fly!", (1) walk 7", (0) Nightmare Friend Chompy activates because of One Master: (+1) Melee Expert Strike, (1) Regular Strike with All Done trigger The Dreamer activates because of One Master: (1) walk 7" away (because "I Can Fly!" is still in effect?) 2) Say a Daydream then uses (1) Call Nightmares later in my turn to bring Chompy back out. Does Chompy reactivate with AP via One Master, or does he "activate," realizes he has no AP left, and then move on? 3) Say instead of the action chain listed above in part 1), Chompy only takes his Melee Expert Strike. So Dreamer and Chompy only use 2 of their 3 shared AP. Then part 2) happens (a Daydream unburies Chompy). Does Chompy still have that 1 AP saved, or was it gone at the end of their activation? I really dig the ideas behind the shared activation pool, just need some help wrapping my head around it. Thanks so much for the help!
  10. "It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles" -Sun Tzu Welcome to my Anti-Dreamer tactica. When I first started playing The Dreamer way back last year, my intention was primarily to learn how to deal with him. At the time I promised that when I'd done so, I'd write up my thoughts, and so this article is born. Unfortunately, beating the Dreamer is not so much a matter of "do x, y and z; achieve victory", although nothing in Malifaux is ever that simple. Rather, to have a chance of beating the Dreamer, you need to understand him; you need to play to certain very specific ends, and you need to not have luck go against you. Pound for pound, the Dreamer and his crew (when properly selected) are straight-up better at movement and combat than every other crew in the game. You will almost never be on an even footing from the second lists are chosen. Games against Dreamer *will* be difficult, have no doubt about it; if your opponent is very skilled and you are not, then you will have a very tough time. Remember though, that every time you lose to the Dreamer, you can learn from your mistakes. Don't get upset; he is overpowered, and that's that. However, with the right list, and some skill, luck, and patience, you can give him something to worry about. This tactica will take the form of a discussion on the Dreamer and his crew's various strengths and weaknesses, and how to mitigate and exploit them. It's going to get very maths heavy in parts, which you can choose to ignore or take on board at your leisure. Threat Range The Mechanics & Activation Order The first thing to understand about the Dreamer is how his signature slingshot mechanic and hence threat range works. It goes like this: Dreamer and 2 Daydreams within 6" companion activate Daydream moves 6", and uses (1) Magical Extension to cast Frightening Dream, placing Chompy within 6". Daydream uses a (0) to use Calm Dreams, burying Chompy and replacing him with The Dreamer (in base contact with Chompy) Dreamer uses (0) "I Can Fly!", giving him Wk 7 and Flight Dreamer moves 7" Dreamer uses his instinctual (0) to use Nightmare Friend and replace with Chompy The Distances Daydream moves 6" = 6" moved Place within (not completely within) places Chompy a further 6"+2" (Chompy's base size) = 14" moved Replacing with the Dreamer gains a further 1" (Dreamer's base size) = 15" moved I can fly move moves another 7" = 22" moved Replacing with Chompy gains 2" of base size = 24" moved NB: Due to the difference in mm and inches in base sizes, the actual gain is approximately 24.15" Chompy will mostly be using his Claws, which have a 3" reach, meaning that at this point Chompy's threat range is 27" with 2AP and his +1 Melee Expert remaining for a total of 3AP. This can be extended by either The Dreamer moving another 7" giving a threat range of 34" and leaving Chompy with 2AP. It can also be extended by Chompy charging for his first attack giving a threat range of 33" with two potential attacks, one of them with +ve damage flip. The Retreat Once Chompy Triggers "All Done!", he is buried and replaced with The Dreamer. Daydream uses (1) Magical Extension to cast Frightening Dream, placing Chompy within 6". Daydream uses a (0) to use Calm Dreams, burying Chompy and replacing him with The Dreamer (in base contact with Chompy) The same Daydream has a (1) action remaining, with which it can either Walk or use (1) Lead Nightmare to pull the first Daydream back 4" to safety (if it can see it; this is targeted) Note that this retreat has a 100% dependency on Chompy triggering his "All Done!" trigger. If he doesn't, then he is still on the board, and the Daydream cannot cast Frightening Dream as it is not a valid spell for Magical Extension. More on "All Done!" later. Conclusions: Deployment Tactics Between deployment zones, there is a 24" gap. This means that if the Dreamer deploys directly opposite you, he can hit you over 3" into your deployment zone. If you're deploying second, he is almost always going to deploy opposite you and do this to you. If you want to deny him 1AP worth of attacks, you can only deploy 2.8" onto the board and be safe; it therefore follows that a model on a 50mm base cannot avoid the full fury of a 3AP Chompy on turn one in this situation. You therefore have the choice when deploying of staying safer by deploying back, or deploying your full 6" forward and eating the Chompy attacks. Deploying second gives you a lot more room to breath. It is a huge advantage against the Dreamer and any time you win the deployment/board edge flip against the Dreamer, you should always choose to deploy second. I won't bore you with the trigonometry involved in working this out, but in order to deny the Dreamer his full AP in attacking you turn one whilst still deploying on the edge of your deployment zone, you need to be 12.4" away in horizontal distance (ie 12.4" away measuring across the width of the board) from the nearest Daydream. This is easier said than done given that the board is only 36" wide and The Dreamer will likely deploy relatively centrally, but you know where he's placed so you know if you can take advantage of this. If you deploy just 5" into your deployment zone, you only need to be 10.2" away from the nearest Daydream. Knowing these distances is handy, so I'll summarise them in a little table: Safe Deployment Zone - Horizontal Distance from Daydream 3" - Always Safe 4" - 7.3" 5" - 10.2" 6" - 12.4" Maths I said I wouldn't bore you with the maths so it's in a separate section. Skip this bit if you like. Read it if you like maths. It's relatively simple highschool stuff. It's how the above was worked out. Pythagoras' Theorem states that a² + b² = c² Where: a = cross-board distance to Daydream target (24" by default, deployment zone to deployment zone) b = horiztonal distance from Daydream to target c = Distance moved to reach target with Chompy (27" maximum to get there with 3AP) So to work out whether or not you are safer when deploying vs the Dreamer: Let's say I'm deploying 6" onto the board, so a = 24 I want to know how far my safe horizontal distance from a Daydream is, so b = x I know Chompy's threat range is 27", so c = 27 24² + x² = 27² 576 + x² = 729 x² = 729 - 576 = 153 x = root153 = 12.4" When I play Dreamer, I do trig on the fly to work out where I can get to and where I can't. Being able to do this in reverse can massively help your placement against the Dreamer. Whether or not you want to go to this level of detail is up to you Actions and Action Points Dreamer's Actions The Dreamer and Chompy's One Master rule means that they can only spend a maximum of 3 general AP between the two of them. What this means translated into real terms, is that if either of them spends more than 1 general AP, the other one loses 1 general AP. For this reason, it is optimal for The Dreamer to only ever spend 1 AP. Most of his actions are (0) actions and he gets two of them with Instinctual, but he does have some notable 1AP actions also: (1) Walk - The Dreamer's most commonly used (1) action. (1) Frightening Dream - This spell places one Nightmare within 6". It can be used to place Chompy as an alternative to (0) Nightmare Friend. It requires only a 4 to cast, and with a mask trigger, can summon any number of Nightmares. (1) Calm Dreams - Buries any number of Nightmares within 6". Usually used as an escape mechanism or to reposition minions. Not one you'll see too often though. And The Dreamer's (0) actions: (0) "I Can Fly" - The Dreamer's most used (0) action. He's going to want to cast this almost every time he moves, eating up one of his (0) actions. (0) Nightmare Friend - The Dreamer's second most used (0) action. Turns the Dreamer into Chompy. (0) Inflict Dreams - This is a spell you should be very, very afraid of. -ve flips when defending against Nightmares. Pretty much guaranteed death to anything this hits, whether death comes from Chompy or elsewhere. (0) Unhinge - Not one you'll see often, but devastating against low Wp models. Automatic paralyze with a 6" range. Silurids, Terror Tots, Doves, Gremlins and more beware! (Paralyzing Ophelia is hilarious) (0) Night Terrors - Not one you'll see often, but gives all Nightmares within 6" Terrifying 13. Can be quite brutal if you're playing a crew susceptible to this and Dreamer has just dropped his crew off. Alternate Slingshot & Inflict Dreams Now that you know the Dreamer's movement mechanics, you know that he pretty much requires both of his (0) actions and a (1) Walk action to gain the threat range he's so feared for. But, you also need to be very aware of Inflict Dreams. A good Dreamer player will do everything he can to save himself a (0) action so that he can cast Inflict on something before he drops Chompy. I present to you, an alternate activation sequence for the Dreamer slingshot - and one that you should fear more than the 'standard' one mentioned above. Dreamer and 2 Daydreams within 6" companion activate Daydream moves 6", and uses (1) Magical Extension to cast Frightening Dream, placing Chompy within 6" = 12" moved Daydream uses a (0) to use Calm Dreams, burying Chompy and replacing him with The Dreamer (in base contact with Chompy) = 15" moved Dreamer uses a (0) action to cast Inflict Dreams at a target, with his Ca 7 and possibly a soulstone Dreamer casts (1) Frightening Dream and summons Chompy within 6", also gaining 2" of base size = 23" moved Chompy's 3" melee range gives this maneuvre a total threat range of 26" As you can see, this slingshot is much, much worse than the original and loses only 1" of threat range. Conclusion: AP Denial As you can see, it is impossible to avoid the damage that the Dreamer and Chompy do, but it is very possible to mitigate it. The key to doing this is to make sure that the Dreamer's actions are used on movement-related actions; be it (1) Walk actions, (1) Frightening Dreams, (0) "I Can Fly!", or (0) Nightmare Friend. This can be difficult to do, especially as you close the distance to them, but you should always bear it in mind. When playing against The Dreamer, inches matter. Lord Chompy Bits Eating Your Face Let's take a look at exactly how and why Chompy eats the faces off everything. Including things that don't even have faces. Attacks Claws - 3" reach, Cb 5, Dg 2/4/6, Paired (Triggers: Flay, Onslaught, All Done) Teeth - 1" reach, Cb 7, Dg 2/3/5, Poison 2 (Triggers: Disembowel, Onslaught, All Done) In almost all cases, Chompy will be hitting you with his Claws. A Dreamer player is looking to do the following: 1) Hit an Onslaught trigger, and if not a Flay trigger. 2) When the opportunity arises, cheat high enough for a straight flip and cheat damage 3) Make absolutely sure he hits an "All Done!" trigger before Chompy is out of AP Sometimes Chompy will use Teeth. This is normally due to some combination of Is in range for it (1" is a small melee range compared to what Dreamer players are used to) He has a suited/high card to cheat so cares less about wanting paired for the extra flip Wants the extra 2 Cb against a hard-to-hit target Wants to try for a disembowel Wants to use the poison against an armoured target, spirit, or 4 Wd model for a good chance of a one-attack kill. Most of Chompy's threat potential comes from Onslaught, not in the least because he doesn't need to share the Rams with anyone else in his list. The normal tactics for Onslaughting, depending on your hand, are that Chompy will be happy hitting low and often with a -ve flips. When the opportunity arises, he will cheat high and stone, maybe with a Flay, to get a big damage attack to kill something. If Chompy flips higher than you on the initial flip and your total is low, you should *never* pass your cheating opportunity and allow him to cheat up high and make his damage flip cheatable (if you can help it). It can be demoralising to have a Chompy in your face, but remember; every AP he spends killing one model, is an AP he doesn't have to kill the next model, so don't give him easy big hits. Chompy is also scary because he can use soulstones. A good Dreamer player will have 7/8 in his pool in every list. You have to make him burn those stones one way or another; every time you force him to stone an attack flip, it's one less stone to deal with later. He wants to alpha-strike your guys off the board before you close with him. Make sure he has to burn stones to make that possible. Conclusion: Weathering the Storm Chompy is going to attack you and things are likely going to die. You need to accept this fact, and build your early game around it. -DO NOT GET DISHEARTENED! Chompy's biggest asset maybe, is his psychological effect on the player. -Be very careful with your cards, gaining every point of combat difference that you can, and intelligently deciding when to cheat and when to save your high card for the next attack instead. Don't throw good cards after a lost cause, but do try to stop him getting +ve flips. His minimum damage of 2 isn't very scary. -Don't hold cards for later turns unless you absolutely need to, and try to prioritise effectively whether you *really* need to save that high card for casting something with your crew this turn. Remember that if you don't weather the storm effectively, there won't *be* and endgame. -Remember he is only Cb 5 with Claws, which is decidedly average, and remember that stone flips can and do flip low numbers. Don't be afraid to take a punt on making him miss. If he stones to hit, it's one less stone, and a better chance of him only flipping -ve on damage. -Remember, Onslaught needs to hit to trigger. If you can make him miss a potential Onslaught, you've maybe gained two misses for the price of one. -Know when to roll over to Onslaught attacks. If he kills your model, his Onslaught trigger does nothing. Cheating may sometimes simpyl be wasting cards. "All Done!" This is so important to the functionality of Dreamer & Chompy, that it deserves a section all to itself. As I mentioned earlier, Chompy's "All Done!" trigger buries him and replaces him with The Dreamer. This trigger is what makes the Dreamer slingshot so feared; the lack of ability to answer it. Here's some facts about all done: 0) Dreamer players will always try to trigger all done on the last attack of Chompy's activation. 1) It needs a Tome, meaning no Tome = Chompy standing in front of your whole crew. 2) It needs a Tome, meaning on the attack he triggers it, you won't have to deal with any of his naughty killy triggers. 3) It triggers whether Chompy hits or misses with the attack 4) It buries Chompy and replaces him with the Dreamer before the attack is resolved (more on this later). 5) If he hits a Black Joker and it was his last AP of the turn, Chompy is in deep trouble. So what does this mean and how can you exploit it? -The Dreamer player has to have a Tome in his hand to pull Chompy & Dreamer back to his lines. If he doesn't have one in his hand, he is either not going to slingshot in the first place, or take the first tome he flips earlier in Chompy's activation. Either way, it means that without a high tome in hand Chompy will lose some effectiveness on that turn. -If Chompy has already used 2AP, you know on his next AP he needs to hit a Tome. You can with some certainty know that your worries for that turn are almost over. Some Chompy players will get cocky and take an Onslaught trigger with their last AP; if they do, you should do everything in your power to make that Onslaught miss, as he won't have an easy way to run away after this! -If you have a model that is almost dead but not quite, and he is on his last attack, exploit the fact that he has other things to worry about by cheating high. You may well save your model when he is forced to cheat a low Tome, and if he uses a stone to hit you, then at least he's using a stone on a non-Onslaught/Flay attack. -The Dreamer is on the table when your model dies, probably standing just behind where Chompy was (most Dreamer players don't know or do this; dont let them get away with it!). If the model Chompy killed was Slow to Die, it could well get off a shot or ability at The Dreamer. This makes playing against Von Schill crews quite dangerous! ...to be continued!
  11. Something has come up in this thread about LCB's "All Done" trigger. In the first printing of Rising Powers and on the cards the trigger makes no reference to damaging the defender and LCB can lose the duel with a :tomes and get his trigger off (removing him from play and replacing him with the Dreamer). However, in the second edition of Rising Powers it seems that the wording for "All Done" was updated to read "When damaging defender..." so LCB needs to win the duel to place the Dreamer. (As raised in the thread) it seems odd that you guys would have added words to the second printing of Rising Powers to bring it in line with other Cb triggers by mistake, and with no V2 cards for LCB, could a RM confirm if this is actually an errata to "All Done" which has been overlooked until now and if the trigger is "When damaging defender"? (If it is it will need adding to Malifaux.com too) I hope so because it will go a huge way to stopping the LCB sniping which makes him so overpowered. Thanks ya'll
  12. At GENCON, my opponent surrounded my dreamer with his models, then killed the dreamer. LCB then unburies, but as the Dreamer was completely surrounded, the other models had to be pushed so LCB could fit where the Dreamer was - at least this is what the GENCON judge ruled. Is this correct? What if there was some hazzardous terrain and the models being pushed ended up in it? Are there rules in the rulebook that govern something like this? (i.e. are they all pushed evenly, or can it be in one direction?) And what if the Dreamer was not killed, I simply just unburied LCB. Would the same thing happen? Seems like there is a lot of potential for abuse here. Anyone?
  13. Hello, This is my first post on these forums. I come looking for comments and criticism on my LCB conversion. It is now in the final stages with just some minor touch-ups before I'll consider him done. The few things I know are left are the nose, which I'm having problems getting to look "right" since it needs to be done in such a small space due to his extra eyes, and the upper claws, which i recently cut down a bit. I might also smooth out the sculpting on his tail a bit. So feel free to tell me what you think! (Ideas for the base also most welcome) Time to shut up and post some pics! Front: Back: Side: More to come.
  14. I have been a great fan of Malifaux since the first rulebook came out, and have tried out a few games using (god forbid) unpainted miniatures, but now I have got a friend into playing and painting I have at last started to paint some figures. My first choice of gang was Collette as I love the miniatures and they remind me of one of my favourite recording artists (more on that in a later post!) but my friend has chosen Ramos as his starting gang and I felt it went a bit contrary to the background to have all our battles between these two gangs, so I am also painting up a Dreamer/LCB gang as I love the fluff and rules for them. I have finished a Teddy apart from the base and some gore. Teddy with rest of gang so far. Collettes gang so far, bases built from individual planks, the details on Collettes base should give a clue to the musician in question ( a big clap on the back to anyone who can guess) I have a week off next week so hope to make some significant progress.
  15. This tournament was run as a showcase of all that Book II has to offer. Thusly, many proxies were played by most of the participants. I played with my Pandora crew whilst my opponent had The Dreamer and a slew of Alps. Here is the first game, played with 35ss. (The ending between turns is broken up by three tildes.) Zoraida had instructed her to deliver the note. That is what fate had demanded. As such, the woman walked across the cracked cobblestones of the unkempt streets of one of Malifaux city’s outer regions, cradling both box and parcel. What that parcel contained, she did not know; she just knew that she was to deliver it to the Earthside child. To accompany her on this mission were her children, if one could refer to them in such a manner: the able-bodied infant known as Kade and his elder sister, Candy, who has an undying love for her sweets and bitters. The trio walked until they spied the human. He was a small boy, blond, and he seemed to have nothing with him save for his blanket and the nightgown which he wore. Even so, he bounced into the air as though the ground was made of springs to propel him. Pandora opened her box. From the vantage of one of his many bounds he spotted glow of what appeared to be luminous people emerging from a diminutive container. “Oh, cool!” the child exclaimed. “You have friends too!” ~~~ “The Dreamer,” as they called him, sent himself aloft towards his new playmates, soaring on the wings of his own imagination. “Let’s play ‘Monster’!” he dictated as he descended. Before he even hit the ground, a great many horrendous wonders materialized around the boy. The worst of these beings to appear was one that Pandora had been familiar with prior. Nytmare was his name. Almost as quickly as the dreams had appeared, one of Pandora’s sorrows whisked the parcel from her hand, promptly pinning it to Nytmare’s calf with a pin. (As it were, one could never part from Zoraida’s home without later finding a number of needles stuck on their person.) Nymare reacted to this violently. One mighty clawed arm struck the sorrow with such a force that, if the building that surrounded them had windows, they most certainly would have shuddered. With another swipe, Candy was sent flying into obscurity. The boy’s imps that surrounded them, called alps, took to the excitement with such a malevolent glee. Whenever a companion of Pandora’s would try to act, an alp would hop onto his face and suck the breath right from his lungs. The ethereal woes began to vanish almost as rapidly as they had appeared from the little box. Urgency became incredibly pertinent to Pandora as the alps rampaged. She turned quickly back the way that they had come to retreat, only to be met by the intrusive fingertips of Coppelius’ greedy hands. Everything went black and Pandora dropped to the ground. The last thing that she would hear before losing consciousness would be the melodic gloating of a joyous young boy boasting “I win!” So here's how the game went, thaehl and I were playing a 35ss game. The chief objective for both of us was to deliver a note to the opposing master. Turn 1- We deployed from the corners in the terrain of 'ruins'. I sent out Pandora, Candy, Kade, the Doppelgänger, the Poltergeist, and three sorrows. Thaehl sent forth The Dreamer. Buried was Coppelius and as many Alps as he could manage. Turn 2- Thaehl got initiative and landed the dreamer directly in front of my cluster of models and released his around all of mine, Bits popping up Between Candy and Pandora. Bits bites Pandora, giving her two wounds and poison 2. He then begins an onslought: He hits Pandora for four (two of those wounds passed to a sorrow,) then gets the trigger to attack again for free. He violently lashes out against Candy with the same trigger, using 2 action points to kill her and the sorrow that she had been passing damage off to. It is my turn, and I choose to activate a sorrow, an I make sure that he passes all of his will tests to avoid being slowed. The sorrow's action ends with passing the message to Bits. Coppelius activates and spends his activation passing off the note to Pandora and by striking her for the last two of her wounds. For the rest of the turn, thaehl's alps fail their attacks against my models, but all of my models fail their checks against being slowed upon activation and promptly die. The remainder of the game (four turns) involves thaehl leisurely claiming his other objectives. (Continued in part two here.) (Skip ahead to part three here)
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