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Found 94 results

  1. Good morning everyone, I have a question. In a list, we hace Lucius and 3 changeling Cangeling 1 activates, just like you "issue command" to lucius, lucius issues command to changeling 2, now comes the question. Can changeling 2 just like you "issue command" to lucius again? Issue command and just like you states the following. Issue Command 12" 7 - 12 This Action cannot target the same model more than once per Activation. Friendly Minion, Mimic, or Elite model only.Target takes a non-F Action. Just Like You! 5" Once per Activation. Target a model with higher Cost than this model. Select one of the target's non-F Tactical Actions that does not Attach Upgrades or list a model by name.This model may take the selected Action with a penalty of -2 to its Stat. As i understand, as is the changeling 1 activation, even they are different miniatures doing actions, as is the CH1 activation yet, you can't target lucius with the same ability as the ability states you cannot target the same model more than once... Can you solve me this question please? Its valid to Lucius beign targeted by various issues command in the same activation as they come from different miniatures, or just 1 time as the ability states Once per Activation? Thanks!
  2. Hey wyrdos, we have some troubles undestanding a combo one of us have developed, We need your help to get to the solution. This is the situation: Lucius, 3 changelings and the Agent 47. So this is the combo: Changeling 1 activates, uses his Once per Activation action to copy Issue Command, targeting Lucius to use Issue Command over Changeling 2. This way you get 1 card and the Changeling 2 uses his action to copy Issue Command again to target Lucius. At this point is where the doubts are. Issue command says: Issue Command 12" 7 - 12 This Action cannot target the same model more than once per Activation. Friendly Minion, Mimic, or Elite model only. Target takes a non-F Action. So in theory, as Changeling 2 is using the same action to target Lucius, Lucius can´t be targeted more than once in this activation. But the rulebook "Once per activation" says: A model can only take an Action or Ability that is once per Activation once during an Activation. A model can only take an Action or Ability that is once per Turn once on any given Turn. These limitations are all by Action (or Ability) and model, so a given model could, for example, take multiple once per Activation effects so long as they were on different Actions or Abilities. Additionally, multiple models that have the same Action (or Ability) with a once per Activation can each use that effect once per Activation. Some of these effects have additional modifiers, such as being limited to targeting a specific model once per Activation. These work the same way, with the specific limitations mentioned. If it works as we have figured out, you could Issue Command like this: Changeling 1>Lucius>Changeling2(1 card draw)>Lucius>Changeling 3(1 card draw)>Lucius>Agent 47(1 card draw) This way, you cast 3 Issue Command over Lucius by 3 diferent models and as Lucius uses it´s Issue Command with 3 lower cost models, you get 3 cards and the Agent attacks. I don´t know if we are missing something on the wording or this is not how is intended to work. Any comments? Thank You
  3. 1. Strategy: Corrupted Idols (), Deployment: Wedge Deployment () 2. Scheme List: 3: Harness the Ley Line (Lucius), 10: Assassinate, 11: Deliver a Message, 12: Claim Jump (Seamus: Bete Noire, Lucius: Alan Reid), 13: Vendetta (Seamus: Bete Noire VS Executioner) 3. Total Time Played, Rounds Played: ~3.5 hours, 5 rounds 4. Final Score: 7 - 5 5. Player 1's Forum Name, Leader, Crew List, Strategy VP Scored, Schemes and the associated VP scored: @re999, Lucius Mattheson: - Lucius Mattheson (1ss cache) - The Scribe - Agent 46 - Alan Reid - Executioner - Changeling - Greed - False Witness - False Witness VP total = 5: Strategy - 2, Claim Jump - 2, Harness the Ley Line - 1 6.  Player 2's Forum Name, Leader, Crew List, Strategy VP Scored, Schemes and the associated VP scored: @NotSoEmpty, Seamus: - Seamus + The Whisper (2ss cache) - Copycat Killer - Madame Sybelle - Bete Noire - Dead Doxy + Grave Spirit's Touch - Dead Doxy + Grave Spirit's Touch - Rotten Belle - Sloth VP total = 7: Strategy - 3, Claim Jump - 2, Vendetta - 2 7. Any additional feedback and information from the game, as provided in the form: TURN 1 HIGHLIGHTS: - Seamus tried to kill False Witness with desperate jump, but failed, leaving him with a 1 wound. (12 vs 13 with focus) - Agent 46 with a lot of movement tricks managed to charge Madame Sybelle and hit her for 3 damage. - Doxy, Bete and Rotten Belle start to stick around the Agent 46 thx to Fast from Sloth. TURN 2 HIGHLIGHTS: - Seamus managed to kill Scribe with moderate damage (failed to use his corpse with bonus action because of range 2"), charge to Agent 46 for 2 damage and 1 Injured - A lot of Orders from Lucius + Changeling at Agent 46, who managed to beat Sybelle for 6 damage (with ss reduction) - A quite unplanned blob of Bete + Rotten Belle + Sybelle + Seamus was organized in the center of the table close to Agent 46. So, thanks to movement tricks of Rotten Belle and Dead Doxy I managed to give Fast to Rotten Belle and Bete, Focused +1 to Rotten Belle and provide couple of free attacks for Seamus with his "Why Hello, Love". - Lucius's crew came close to the centerline for devastating third turn. Score: 2 - 0 (Strategy, Claim Jump) TURN 3 HIGHLIGHTS: - Devastating activation of Lucius: with his orders he easily managed to kill Sybelle, deal about 6-7 damage to Seamus. - Seamus is forced to jump away, so he jumps, finishes off False Witness, FINALLY uses his corpse for Bonus action and Shooting at Agent 46 (killing him thx to Redchapel Killer). Awesome feeling, that was first time for ~4-5 games where I managed to use corpse on enemy half of table for Celebrate. - Alan Reid was extremely fast and furious, he managed to avoid all my screens of Doxies, Bete and Belle for charge Seamus. Seamus is dead by Garrote. - Centerpoint was almost fully claimed by Seamus's girls. Half-dead Executioner spoils the fun. - Bete + Doxies managed to deal 8 damage to Executioner. Bete damaged him for Hard to Kill's 1Wd and disengages + walks (thx Sloth) to the Centerline. Score: 3 - 3 (Strategy, Strategy, Claim Jump, Vendetta) TURN 4 HIGHLIGHTS: - A massive slaughter with Doxies, Executioner and Bete: Copycat Killer is dead, Executioner is Dead, Changeling is dead, Doxy takes a hit. - Blood shower for Idols, False Witness place 2 Scheme Markers on the Centerline. - Lucius have only 3 models for turn 5: Lucius himself, Alan Reid, False Witness. - Seamus have 5 models for turn 5: Bete, Doxy, Doxy, Belle, Sloth. - I made a terrible mistake (forgot about Alan's Diversion) so Lucius managed to drop third Scheme Marker on the centerline and I wasn't able to use my Bete's Trail of Gore to remove this... Score: 4 - 4 (Harness the Ley Line, Strategy) TURN 5 HIGHLIGHTS: - Lucius tried hard to slay or at least bury Bete and managed to deal 5 damage... - Thanks to Sloth Bete healed 3 damage, so she stayed at 4Wd. That gives me the final point for Claim Jump. - I made a terrible mistake again and just skipped my activations on Belle and Doxiy who could easily move out of 2" of Centerline Alan Reid... I totally forgot about his last Scheme. - Second Dead Doxy killed False Witness so there's no hope for second point of Harness the Ley Line. Score: 5 - 7 (Claim Jump, Strategy, Claim Jump, Vendetta) Final thoughts: I was surprised by the synergy of Seamus's crew. Seamus - Seamus himself is very mobile and can do good damage, I knew that. But I underestimated his ability to do damage passively, out of his activation. That was really unexpected and feels so good: girls pulls enemy models around while Big Scary Daddy slaps their faces with some Injures. But the happiness did not last long, and on the third move I paid a lot for this show, I paid with the life of Seamus himself. His bonus action feels good, really thematic and strong, but with range 2" it's really hard to get that sweet benefit. I think this is pretty balanced tho: a strong effect requires some significant efforts. Seamus is EXTREMELY fragile, he's made of cracked glass and you need to plan his position and interractions with Copycat Killer. Seamus starts to demand more tactical attention. His Feast of Fear is incredibly useless in my opinion. With "Once per Activation" restriction this is simply doesn't work (at least for me) and Terrifying is still a joke: my opponents not stupid, they never even trying to trigger Terrify if they're have a risk to fail. There a lot of models with Ruthless, in this game it was Agent 46 (and I want to admit that Ruthless on Seamus is great! Finally the most scary and mad person in Malifaux actually not afraid of anyone). My suggestion for Seamus - give him Hard to Wound at least or maybe return some healing options. I think this is not critical, but it would make it less painfull process of planning. Bete Noire - It was not just her test game, it was her exam. There was a load of two whole Schemes on her shoulders and she brilliantly coped with her difficult task. She no longer deals damage, but can meddle well. I'm not sure that she is worth its price, given that her survival rate was significantly reduced. But you can work with it if you think out in advance of its role and approximate moves. My suggestion for Bete Noire - Reduce her cost to 7ss (6ss would be amazing, but I afraid that's too much). I personally really miss Onslaught and really hate Unexpected Ferocity trigger. Just replace it already with Critical Strike, stop this Distracted-based-torture! Madame Sybelle - She's not survivable (even with ss reduction and Sloth's flat 3 heal), she's not so dangerous at damage dealing, she's not so good support (Bump in the Night is pretty good tho). For 10ss she's just a... meeeh. I really love her model and I would play for her anyways, but, really, look at other 10ss models. She's close to her final place I think, but we definetely need some final weight margin at one of this three directions: beater, support, tank. My suggestion for Madame Sybelle - 6Df or Flurry or Scarlet Temptation with range 2-3" (She's Madame btw). And she needs to exchange useless Projected Voice for something usefull. I would glad to see Lure (even without a triggers). I would happy with Lead the Way. Dead Doxy - They are good models for 6ss, but only with Grave Spirit's Touch upgrade in my opinion. They were rather ignored in this game, but in the rest they died too quickly, especially without an upgrade. My suggestion for Dead Doxy - Give them pounce and they're perfect. As I said before, Unexpected Ferocity trigger is a trap, whole crew need to swap it to Critical Strike if you want to give to the crew a chance to deal damage without Seamus (with damage lines like 1/2/4 and 2/3/4 any sort of Armor +1, Armor +2, Shielded becomes a dead end with a pain) Rotten Belle - Almost useless. Yeah, Lure, okay. All my last 7-9 games with Seamus (in Closed Beta-test aswell) Belles just failing Lures (because cards in this crew is a most valuable and very limited resource) and doing schemerunning. I regretted, once again, that I did not take Nurse for 7ss or Crooligan for 5ss instead. My suggestion for Rotten Belle - Give to her Lure for Distracted source. Just look at Lynch's Beckoner who plays the same role as Belles but waaaaay better. Their synergy is insane while they're cost same 5ss. Sloth - Great Versitile model, totally worth his cost. With Seamus he's not so good (Seamus, Copycat Killer not Undeads) and I chose between him and the nurse. My suggestion for Sloth - He's perfect, pretty balanced for all Masters in faction. English is not my native language, so I apologize for the mistakes! Thanks for reading! @re999 will surely describe his thoughts about his master in the near future.
  4. So tonight me and my buddy played our 4th game of M3E beta, and I finally had the idea to post a battle report with some thoughts. For reference, I am new to Malifaux, but not war games and my opponent, Joebill, played M2E quite a bit. We played Plant Explosives in Flank Deployment LimitedClown Seamus - The Whisper upgrade CopyCat Killer Sybelle Bete Noir 2x Dead Doxies 2 x Crooligans Schemes - Search The Ruins and Breakthrough 2 vp each Strategy vp 3 Seamus and the crooligans were phenomenal as scheme runners. With Seamus using Secret Passage and the Crooligans using By Your Side, they get across the board fast. This was instrumental for the Strategy and the Schemes. Seamus also provided a nice bit of intimidation by dealing 9 damage to a Mounted Guard by flipping RJ for damage on his gun. Joebill made the decision to stay away from Seamus for more or less the rest of the game. Everything else on the list I feel I probably mismanaged. I focused to much on trying to seduce with the Doxies and kill with Bete, than prevent Joebill's scheme running. I don't have much to say about Sybelle, she never really got to activate, getting murdered on turn 2. She tanks well, and in retrospect I should've activated her before she died, as I had initiative. Oh well. I really can't say anything about Copycat. He was shot in the face by Mounted Guard on Turn 1, BEFORE he got to activate. I was displeased with the loss of my lord of hats and made sure Joebill understood this. All in all, I enjoyed the crew and hope to actually play with Copycat in the future. Also Disguise is great. Joebill Lucius The Scribe Agent 46 with a lead coat Alan Reid with a lead coat 2x Mounted Guard with No Prisoners Schemes - Dig Their Graves "Because I'm a Moron" 1 vp and Breakthrough 2 vp Strategy 3 vp As noted above, Joebill regretted taking Dig as a scheme, as Bete removed them to boogeyman herself around the board. So between that and his Mounted Guards looting, there were rarely corpse markers to score with. In my opinion it's the Mounted Guard that got him the tie instead of a loss, as the demise ability kept a model in the game to run schemes, rather than losing one. Seamus disintegrated the Mounted portion of the Guard with 9 damage, at which point the Guard's demise ability happened, putting a Guard Patrol on the table. The Guard promptly ran screaming from Seamus, and starting score breakthrough. I personally feel Alan didn't do much other than attempt to ask questions and loaning Agent 46 his gun. Agent 46 is pretty good. Between lead coat, having the ability to spend soul stones and not being able to cheat while defending against him, I had a lot trouble dealing with him. Enough trouble that I probably should have stopped wasting activations trying to kill him, as at a certain point all he was doing was distracting me. I don't think I have any complaints about the state of any of these models in M3E beta right now. Seamus's gun might be a little strong, but I guess that's the point. Also Joebill informs me, from his M2E days, Seamus isn't as ridiculous or scary as he used to be. If anyone has any questions about our battle report, feel free to ask. Joebill may chime in with more thoughts from his pov.
  5. So I have been playing a bit of Lucius in Guild and throw it would be nice to through in a couple of out of faction Mimic’s into the lists just for fun (ok maybe that’s a bit of a lie, probably looking more for models that look cool). Obviously you have the Doppelganger but I am rather underwhelmed with the model (any cool ideas on how to kit bash this would be appreciated) so what other things go well with the masked man.
  6. Hello, I have an upcoming tournament this weekend were the TO has decide to use the Iron Scorpius rule. (You can only play a master once), it will be 3 rounds. I haven’t much experience preparing for a tournament with this characteristics so any input is appreciated. I usually play one master at most two (Nellie is usually the one I use) for tournaments so I adapt my list depending on my opponents faction with just minor changes, in this case I want to prepare 3 list and go with them. I will post the Rounds and my ideas, here goes. • Round 1 Extraction (Rams)/Standard Deployment (Paired Rams) Surround Them (Number 5) Undercover Entourage (Number 6) Inescapable Trap (Number 10) Take one for the team (Number 13) Public Demonstration I was thinking Lucius with 2xThralls+1xGuardian+The Jury as they can take the middle and hold on very effectively and take out what they engage. A watcher for Surround them and if he has Hench/enforcer take Public Demonstration, if he does not Take one for the team with the watcher. A possibility is to use the Terracota and a Queller for SS and a card cycle. Also the Queller can put suppression markers and give out ignore armor if its needed. • Round 2 Ply for Information (Rams)/Flank deployment (Paired Rams) Surround Them (Number 2) Dig Their Graves (Number 6) Inescapable Trap (Number 8) Search the Ruins (Number 10) Take one for the team I like Nelly for this as I like her with PLY with 3 Hench and LLC (Phiona/Frank/Jury). Scheme wise there are two possibilities, go for the watcher and try (Surround them and Take one for the Team) while we are engaged and plying or go Kill scheme and try Dig their Graves(Phiona is good at this) and maybe Search or Surround them. • Round 3 Headhunter (Tomes)/Close Deployment (Paired Tomes) Eliminate the leadership (Number 1) Cover Breakthrough (Number 4) Hold up their forces (Number 8) Search the Ruins (Number 13) Public Demonstration This is where I am not very comfortable, I didn’t play much 2017 so I am no very experience with Head Hunter, the times I played it I used Nellie and never did to well, I usually dropped the head and couldn’t pick it up. I think Lady J is viable here with Sword fighter and closed deployment. Scheme wise I think Eliminate + Search the Ruins. List I am thinking something like Frank + Peace keeper + Recruiter+ Brutal effigy. If you have any good suggestions here it will greatly appreciated as my experience with Lady J is very limited, I prefer Perdita for killy Strats but not for dropping heads at range for my opponent to pick up. I have a lot of Guild miniatures and access to almost everything except Mccabe and the brutal emissary really don’t like both. I haven’t played much Hoffmann or Sonnia(I think Sonnia for Blasting in Extraction might be interesting). If you have any suggestion I would really appreciated it as I am taking this week to prepare for the tournament and I am looking to bounce ideas with other people’s experience and not sure havin just 3 master will be a bad idea and put me in a bad spot/bad match up.
  7. Hey everyone, Witchling Thralls have been somewhat controversial in my group because they are expensive, but I really like their flexibility (ranged and melee attacks), (0) action to push, and their ability to auto-pass horror duals regardless of how poorly you flip. Given these traits, and their station as "minions," I imagine they would synergize well with Lucius and Queeg, who can use all sorts of out-of-activation shenanigans to get them up the field. In this case, I think they are better than other hard-hitting alternatives like Executioners, Grimwell, Gage, Judge, Jury, etc. How do people feel about this build? Note that there is no specific strategy in mind, which probably defeats the purpose of the exercise, but let's assume that it's mix of offense and defense for zone holding like Turf War or Reconnoiter. Lucius (Deep Pockets, Surprisingly Loyal) Scribe Master Queeg (Debt to the Guild) Doppleganger (Lead Lined Coat) Witchling Thrall x 2 Lawyer Austringer The core of this combo relies on the dynamic between Lucius, Queeg, and the Thralls, and pushing the Thralls up early in the game into scoring zones or threaten enemy pieces. My opening moves would be activating Queeg and using his Put Fear in Them ability to push both Thralls up, which will succeed without risk of the Thralls suffering Paralyzed because they autopass the horror duel. Then, Lucius can do the same thing with Commanding Presence, which will also auto-succeed. Before the Thralls have even activated yet, they've each effectively walked twice. The other pieces are there because they synergize well with Lucius; the Scribe can remove conditions, the Lawyer can lay out a Hard to Wound bubble (ideally on the Thralls, and can buff both in the same turn with Multiple Defendants), and the Austringer could issue orders or attack from a distance. Doppelganger helps to mess with initiative. What do you all think? I suppose part of the problem is that the only hitting power in here comes from the Thralls... once they're gone, there are no heavy damage dealers, although the Doppelganger and walk up to an enemy beater and mimic them. Would you replace the Lawyer, Austringer, and Scribe with something more tanky?
  8. wongcho

    lucius

    From the album: Firsts minis

  9. wongcho

    lucius

    From the album: Firsts minis

  10. wongcho

    lucius

    From the album: Firsts minis

    My first incursion painting wyrd
  11. Is the card draw of A Thousand Faces into Pact, then resetting A Thousand Faces via Terracotta Warrior, worth the effort?
  12. Look, Mimics. Most of the crew sticks around Lucius, to empower Mr. Graves and Doppelganger to beat face and cripple the opponent's ability to hit back, while Vogel runs schemes and eats other runners. Candy (and the Terracotta Warrior by shunting damage) keeps the main group healthy, and acts as a layer of protection for the Lucius command bubble with her control abilities. Doppelganger will just need to stick close to The Scribe for defense. Terracotta Warrior and Mr. Tannen share the same slot now, but I think Terracotta Warrior has more utility for this build. Lucius - Surprisingly Loyal (1) - Deep Pockets (2) The Scribe (2) Candy (9) - Depression (1) Mr. Graves (8) - A Thousand Faces (1) Doppelganger (7) Ferdinand Vogel (8) Terracotta Warrior (6) Guild Lawyer (5) Edit: Left out The Scribe @tactician@Ludvig@H4ml3t@Vorschlag@CaerSidis
  13. Hi guys. After a few months of McCabe-ism, I finally finished painting the Lucius box and decided to play him in a tournament this weekend. I played two games with the tournament schemes this week to test-run him and he was really fun. I put together a list that seems ok, but am open to suggestions and tips. I listened to the Schemes & Stones podcast, but most of the models mentioned as awesome are not released yet, or always out of stock (i.e. The Jury, Monster Hunters). So, my list was: Lucius with Deep Pockets, Surprisingly Loyal and Legalese The Scribe Captain Dashel with Arrest Him Executioner with Ready to Work Witchling Thrall Guild Lawyer Guild Austringer Terracotta Warrior I noticed that, compared to McCabe-like lists, this one lacks speed (I got used to dogs running around and mounted guards and such). The S&S podcast list consists of Lucius, The Scribe, The Jury, 2 Witchling Thralls and flexible spots including 2 austringers, guild investigators, guardian, thallarian queller, doppelganger. Is it a good idea to try and mirror it to some extent (like 2 thralls and 2 austringers) or try and put in a few dogs or a hunter? The schemes for the tournament are: Round 1. (50 SS game) Guard the Stash Standard deployment accusation, claim jump, frame for murder, recover evidence, last stand Round 2. (50 SS game) Reckoning Corner deployment accusation, dig their graves, search the ruins, hunting party, claim jump Round 3. (50 SS game) Squatter's Rights Flank deployment dig their graves, leave your mark, set up, inspection, claim jump. any tips appreciated
  14. Misdirection, safe in my bed, secret service, defend me: All these defense triggers use the wording that some kind of other model suffers the effects of the action instead of this model. But only safe in my bed (dreamer) and secret service (lucius upgrade surprisingly loyal) have the additional part "as if it had been the target instead of this model, including any triggers" Now for most cases I would treat both wordings as being equivalent. However, when it comes to the terracotta warrior things are difficult. Can the terracotta warrior prevent damage that he got from lucius secret service trigger? For misdirection he clearly can, as the additional part is missing and he was clearly not the target of the action. But the additional part makes things weird for secret service...
  15. Hi, got dragged into Wyrdness and Malifaux by the Iron Painter contest. During the pickup of some miniatures in my local store, I found out that quite some people here also play Malifaux. Long story short, I decided to give it a whirl. Now, I am mostly interested in painting and visuals, more so than in winning games. But not losing all the time would also be nice. I picked up the Lucius box and have an impulse buy lying around "The Wild Ones". What I would like to know - how to branch out from those 2? Restruction: Models must stay in theme and for starters strictly "Guild Only". Themes for Lucius: Guardsman, Bureaucrats, Reporters, Investigators. Themes for Rollins: Everything Steampunk (constructs, mad science) Any models that would be recommended and are fun to paint? Note: budget wise no restrictions Will try to make a list of suitable models, but there are just soo many...:-)
  16. 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!
  17. Hey chaps, I am aim to buy lucius' box but i play neverborn. So i have some questions on how to buy guild models for his "surprisingly loyal" upgrade. Question: do you think this upgrade really adds some value on neverborn playstyle? And if yes, then what models are worth collecting/painting. I intent to collect all neverborn models so i want peoples opinion before i start collecting out of faction models. Thanks!
  18. Hello, Can someone please clarify if Lucius can use commanding presence more than once on the same model? Many thanks in advance.
  19. As in topic? How do you use him in Neverborn? I saw him with riflemans and thralls in Guild, but that may not work here. I was thinking about some models from Titania Box and Fae models (mostly minions). Have anyone tested that? Thanks in advance for all advices
  20. Hi all, Been a while since I invested in a crew box and was thinking about Lucius after hearing some good things post-errata. Wondering if anyone here has found any particular models or combos that work well with him? I've noticed on the other threads some of the Fae models have had interesting results. I've already got: - Pandora's box (Favourite dumb joke in this game) -Lynch's box -Lilith's box -Graves, Teddy, Nekima, Weaver, Beckoners, Waldgiest, Madnesses, Depleted, Doppelganger, Iggy Not looking to power play or get the most efficient combos per se, just curious to try some interesting and fun crews with him. Don't mind venturing into a few Guild models to make use of Surprisingly Loyal since that alone I feel can make for a very different style of NB crew. Thanks in advance!
  21. I'm starting to finish painting a bunch of my nephilim and would like to try them out. I have a couple of lists that I'm thinking of running in an advantageous pool like headhunter with dig their graves or mark for death. List one is a lot more aggressive, the second one has more activations but less credible threats. When the strat and schemes want you to kill anyway growing shouldn't feel like a third scheme but aomething that just happens. List two kind of lacks teeth but can single out enemy models and trigger pounces en masse. If they get to your tots you can grow their buddies with the corpse. I'm also having trouble deciding between the pukesnake and cherub. Cards are nice but with my intended plays I think the (0) interacts might be crucial. Suggestions? List 1 50 SS Neverborn Crew Lilith + 6 Pool (or 5, see below) - Beckon Malifaux (1) - Wicked Mistress (1) - On Wings Of Darkness (1) Primordial Magic (2) or Cherub (3) Barbaros (10) - A Thousand Faces (1) Mature Nephilim (11) - A Thousand Faces (1) Young Nephilim (6) Young Nephilim (6) Terror Tot (4) Terror Tot (4) List 2 50 SS Neverborn Crew Lilith + 6 Pool - Rapid Growth (1) - On Wings Of Darkness (1) - Beckon Malifaux (1) Primordial Magic (2) or Cherub (3) Lilitu (7) - A Thousand Faces (1) Black Blood Shaman (7) Young Nephilim (6) Young Nephilim (6) Terror Tot (4) Terror Tot (4) Terror Tot (4) Terror Tot (4) List 3 (I had to try with Lucius). I'm kind of liking the pounce trap within the aura. The scribe raising the already decent defence on most nephilim and protecting them through red tape could prove more worth it than the cards from the snake. 50 SS Neverborn Crew Lucius + 4 Pool Primordial Magic (2) Mr. Graves (8) - A Thousand Faces (1) Lilitu (7) - A Thousand Faces (1) Black Blood Shaman (7) Young Nephilim (6) Young Nephilim (6) Terror Tot (4) Terror Tot (4) Terror Tot (4)
  22. I've just come back to Malifaux after a long time and am catching up on some of the changes. I've seen a few people talking about Lucius' ability to heal himself but I can't find where he gets this ability. One person in the pointed to Issue Command's 'watching closely' trigger but "the target heals 2 damage" to me reads as healing the minion Lucius has targeted rather than himself (Link to that thread at bottom). If this is the case, where does he get his healing? P.S. because I don't want to make a whole separate thread about this, is there any way to access the schemes/strategies released subsequent to Crossroads? Do I have to buy every book I've missed in order to play with people who've kept up to date on these?
  23. I'm brand new at Malifaux (learned at Origins) and am thinking about building around Lucius. After the recent errata, can folks with more experience a solid 50ss build? I'm not asking folks to do my work for me, but the choices in this game are sort of overwhelming for a new player! I need some focus from folks who have been playing for a bit! Thanks!
  24. So, I'm planning on adding lucius to my neverborn options and I have a couple of questions I'd love to get a response to. Mostly it's what guild models are worth bringing. Austringers: I can't figure out how good they are in a neverborn crew. On one hand they seem kinda awesome, on the the other I don't really need the boost to scheme running their (2) action gives and range 12" isn't that impressive. Emissary: I haven't really heard anyone mention the emissary with lucius, which I find kinda odd. His summoning alone seems to be worth it, also his hungry land could be really good with a shooty crew. I could see taking mysterious Conflux for additional boost to minions. Conflux of tyranny could also be good as both doppelganger and changelings could use it, on top of the heal itself which isn't bad, but nothing to write home about. Master queeg: he seems like he could be really good in any minion based crew and especially combined with fae knights. Also he seems great for fgf. Captain dashel: I can't really see myself using him unless I bring riflemen or pathfinder along, as I can't bring his 0 upgrade and he doesn't seem to be worth it by himself. Pathfinder: is it worth bringing him when you can't buy starting traps? I'm thinking blast in neverborn makes him worth it, plus with queeg he can make/move two traps a turn. I've looked at guild hounds but I can't see any compelling reason to bring them as I find I have much better options for only 1ss more. Does spending stones on redraw count as lucius doing it for devils deal? I'm thinking no, but I've read that wings should 've really God on him and this is the only reason why that I can see. Thanks in advance
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