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Found 23 results

  1. New player and I am currently building playing with Von Schtook. But looking for a second master and crew that complements VS crew and is a little more offensive for when I want to switch it up. I am leaning towards Reva but I am not sure since I keep reading that Reva has better crews from out of keyword models. Other contenders are Seamus, and Kirai. Open to others if the argument is made. What do you guys think?
  2. Hey Guys, my local group is brainstorming on Masters that could be experimented with to capitalize on Pass tokens. We want to know your thoughts? I have seen talk of VS successfully doing so. My lady J tests do too with small crews.
  3. So I've played a few games with Hamelin now and have some thoughts I figured I would share about how he and his crew interact, and some things to avoid. My games and end results were as follows: Hamelin w/ 3 stolen, 2 rat kings, 1 rat catcher, obedient wretch, nix, a few rats and 6ss vs Nekima won 5 to 3. Hamelin w/ 3 stolen, benny, nix, wretch, 2 rat kings, 1 rat catcher, hodgepodge effigy, 3ss vs jack daw loss 4-1 . Hamelin w/ 3 stolen, benny, nix, wretch, 2 rat kings, 1 rat catcher, 1 rat, 5ss vs somer draw 3-3. (lists may be off by a few ss, didn't double check just typed what I remembered. A few general tips I want to state before I get into a few nitty gritty things: 1) Turn three is when you should be swinging at full force and causing some massive damage. Surviving until then without falling too far behind in points can be the difficult part. 2) Don't focus to heavily on the rat engine (I'll bring this up again later) 3) STACK BLIGHT LIKE YOUR LIFE DEPENDS ON IT 4) Hamelin is pretty squishy when cornered, but the stolen offer some level of protection. Let them die when needed. 5) The crew bubbles to some extent, but if you work out your bubbles the right way you can easily divide and conquer. The points I really want to discuss in depth involve how to bubble up your crew properly, and what I mean by don't rely on the rat engine. Most of the other points are self explanatory and a bit more obvious from the get go. BUBBLES!!!!!! Lots of crews have to bubble, and Hamelin is really no different. My suggestion is to bubble Hamelin, Obedient Wretch, 3 Stolen, and nix together from the get go, and bubble up 2 rat kings, benny, and a few rats. Benny will normally break off when he needs to in order to go do other things, but starting him there is a good idea in order to not have him get singled out. When it's time to split up, the rat kings can slingshot themselves to some extent, and your other crew members can help out with that if needed. Hamelin needs to be with the stolen at all times, and leaving him with the wretch helps support him and provide an additional source of rats and blight. Nix can be used wherever, I've just preferred starting Nix with Hamelin and breaking off later if needed. These smaller bubbles keep the board from getting too clogged up, and allow you to separate your early game from your late game without risking being the target of repeated hit and runs. Why the rat engine isn't all I had hoped it would be It's really easy to get caught up doing wild summoning with all of your fun abilities, but they really aren't as great as they seem. Loyal rats with tiny hats eats up way too many of your schemes in a crew that can summon to scheme run efficiently. Use it when you have scheme markers that you aren't planning to use, or when you can target enemy schemes. If neither of these applies, avoid the ability. A usable scheme marker is not worth trading for a rat. Tangle together is probably the best summoning in the crew, as sacrificing 4 rats for a rat king is amazing, Setting it up can be tricky, as can getting enough rats close together without dedicating your turn to it. If it happens it happens, if it doesn't just keep playing. Rat problem is situationally better than tangle, as being able to kill an injured rat king and surrounding rats for a full health slowed rat catcher not only gives you an awesome new model but also allows you to draw cards. Just be careful using it, as it can unintentionally kill rats your forgot were there. What to watch out for Hamelin's crew is afraid of a handful of things. Terrifying is big. WP 5 only pretty much everything and WP 2 on rats is really tough, especially if you are low on cards to cheat and have been flipping poorly all day. In my game against Daw my opponent's hanged held position against a rat king, a rat catcher, nix, and 2 rats for 2 turns because I had very few cards to cheat and couldn't flip above a 7 for my terrifying duels. Armor and hard to kill are tough to keep up with early game since so many of your attacks that do decent damage rely on blight which takes some time to stack. Slowed and stunned are also difficult to fight through. The biggest thing when playing Hamelin is carefully selecting your schemes. Pick ones like harness the leyline or assassinate that don't require you to break up too much. Final thoughts Hamelin definitely has potential to be a good master, but suffers from how wide the variety of abilities and potential strategies. Don't get lost in the rat engine, be careful with your scheme selection, and don't get too broken up and you should be fine.
  4. So before I do a test run of some Guild Masters at my FLGS tomorrow I’d like the Bureaucracy’s take on it. The ones I’m looking at are: Lady J, Hoffman, and Sonnia Some models I’ve bought already just to have some extras that I like the look of and how they work: Sue, Exorcists, Sanctioned Spellcasters, Allison Dade, and the Brutal Emissary. Thanks in advance
  5. in Addition to the last Topic "Speeding up Lady J" i've read a very interesting sentence. "I dont take her er pretty often, cause of the strategies and schemes". so my minds are spinning around i hope for some helping needles. Speed is a General Problem on Guild-Models i think so. Right? I'm still a rookie in Malifaux and playing always Guild. I only have Sonnia and Justice on Board with some other models (such as DMR, Brutal Effigy, Witchling Handlers, Guild Astringers..) . I'm learing by doing different schemes and change only 1 additional model. But i think i'm not as efficient as i should be or can with the right Master to the right schemes and strategies. So i hope to see here some effective tips. What are youre experience with the different Masters. What Schmes are you like to do with then. I dont Need "Building Lists" only MAster and the favorite Stratege/Schemes with them. Thx for your participation. Greetz Maniac-Eye
  6. Using Rasputina's Freeze Over cast action can you target your own engaged model and hence paralyse the enemies in base to base contact? If your friendly target has Frozen Heart are they then immune to the paralyses but the enemies still get it? Also, if you're interested, I'm relatively new to the game and I've joined a shifting loyalties campaign. Time to buy a master but I've got a mixed crew of arcanists: Joss, Kudra, Mech Rider, Arcane Emmisary, 1 Oxfordian Mage, 2 December Acolytes to choose from. The masters I can choose from are Rasputina, Sandeep, or Ramos. One problem is that for this game week I can only afford the master and not any upgrades (you even have to pay scrip for 0 upgrades). I'll have to face Asami and a ten thunders crew in one game and Nicodem with some rezzers in another. Reconnoiter, Distract, Vendetta, Assasinate, Bodyguard. At the moment I'm thinking Rasputina and the Wendigo to paralyse and eat things. The acolytes can be her ice mirrors and she can give out frozen heart and armour +2 if needed. If anyone can see a better course then feel free to illuminate me.
  7. Masters are complicated, and from the time I played in first ed to now I think I have seen all of the masters in the game at least once. They among all models are the more than the sum of their parts, often we use the parts to specialize and multiply there power in the role we want. Often a masters will have between 2-3 play styles going on between them and there upgrades, so how do you make sense of it. Most players that I know tend to underutilize a masters versatility, I am guilty of this as well as I exclusively summoning Dreamer when I play Dreamer. This also tends to look at masters as a _________ and ignore there other aspects. I will cover how I deconstructing a masters. This will take a good number of steps because masters are complicated; so taking them apart is complicated. To help illustrate this I will go through a master I have played once and played vs a few time step by step from the perspective of my current preferred faction: Neverborn, yes I can feel the eye roll back now. So let’s cut apart Lucius. First step form 4 groups of cards: the master, totem and 0 point model card, the limited upgrades, all other upgrades from the box the master can take, and the general upgrades you tend to take for your faction. Lucius has no limited upgrade, which mean to me that there are no restriction on how I can play him between his various ways VS Pandora who limited upgrades tend polarize her play style. My general upgrades I tend to take on my masters are Aether Connection and On Wings of Darkness. Then there is Lucius and the Scribe in one pile, the totem is included just to ascertain if the totem is needed often this can be ignored. Then all other upgrades he can take are in the last group. This grouping lets me quickly find and compare aspects of the model, especially with bouncing between limited upgrades. Start on the master card. Note things that might indicate his position on the board. Lucius is Df 6, Wp 7, can cause negative flips to hit him and give some models near him bonuses. All this tells me that he can survive the front as long as he is not out there alone. Then I look for restrictions on his ability/action particularly how often key words come up. Friendly Minion: 5, Friendly model: 2, Guardsmen: 1, Mimic: 2. Looking at just his base cards he likes having minions around, which to me is not really a restriction on the master, Neverborn have about 18 minions that range from tanks to guides missiles. Finally I start categorizing what he can do, his attack is ok but not what I want in a beater even though the skill is good, he has 2 ways on his cards to effect scheme with What Lackeys Are For and Guild Intelligence, then he has a fair bit of buffs to minion and ability to order them around. The biggest bonus is the interaction while engaged which will most likely be done to put down a scheme marker. This is where I form my initial statement on how the base model plays: Luscious does not care where he is as long as he has lackeys so that he can order them around or so he can scheme: in short he is a force multiplier or scheme as his base card. Now I will group his upgrades into 3 categories: those that help or utilize aspects of the ways I think his base card is divided and those that do not go one way or the other. So Lucius is looking at a group about force multiplying, utilizing schemes markers or neither. Neither: Surprisingly Loyal, it brings knew toys and helps him survive but directly this upgrade does neither of the two groups I am look at. Utilizing Schemes Markers: Legalese, Secret Assets and Secret Objective all interact with scheme markers in some way shape or form. Force Multiplying: Useless Duplication, I know some will say but D how does this work hear. Understand force multiplying is more than just increasing damage output but also about keeping models viable for longer which this helps with when it comes to mimics near Lucius. Now I check and see if there is anything odd with the breakdown of the upgrades, most notably if there are 2 or 3 in the neither group that can form their own group. Lucius is a little low on the for force multiplication but he has a lot of that already on his card, otherwise this is about what I expect. Finally I see if any of my general upgrades I pulled aside help with these rolls or are they just generally good. If he was more of a fighter both Aether Connection and On Wings of Darkness a lot but otherwise they are still good. Often if a zero point model is overly influential to a master’s differentiation in style it will come up in the upgrades. Now I start the ever important, how many of his upgrades do I think I need on him? For me I tend to go with 2 if I can get away with it which I think I can. I would go Legalese and Secret Objective probably, as Neverborn are often a very in your face faction having a good way to get extra attacks is helpful and Legalese just sounds like too much fun. This means I can leave my 3rd upgrade to be determined by scheme while I am learning him. Contenders for the 3rd spot are Surprisingly Loyal because I love lawyers and you can keep those dirty riflemen, Aether Connection and On Wings of Darkness. Finally I check if the totem is overly useful. I tend to look for resurrections abilities, card generation/opportunity cost modifications, and movement tricks. The Scribe has none of those but he does give a bonus to Df and condition removal so he might be nice to keep around but not a must have. On the topic of emissaries, emissaries are a reaction from Wyrd to the meta and tend to help with one of the play styles of the masters and as such should be considered closely if you are going that style. I have not used an emissary after the beta nor have I taking a supper close look at them. I almost feel like they should be a separate post to compliment this one. Before I get into my things on masters I would like to explain that I tend to see support effect and control effects in several ways that will become apparent. Support is any ability or action that can only affect friendly models. Also a sub category is force multiplication which I tend to put as passive abilities such as Kang's giving a bonus vs constructs when you are near him. The line of this is often a blurry one when it comes to masters like Lucius who has a good number of passive abilities and active action that helps his models. This is mirrored in my idea of control where control is ability or actions that MAY target your enemy. Alternatively I consider passive control ability denial. It is basically a special sub type of how I see control. On top of this some upgrades such as The Plague on Hamelin may touch on both the style of the masters but I will only be putting it in one place for simplicity. I will now do a few masters quick write up, 1 per a faction: Lucius Style: force multiplication and scheme marker utilization Place: anywhere Major Constraint: Minions Limited upgrades: None Neither: Surprisingly Loyal Utilizing Schemes Markers: Legalese, Secret Assets and Secret Objective Force Multiplying: Useless Duplication Totem: not necessary but good for front leading build Kirai Style: Summoning and Placement Location: Rear to Midfield Major Constraint: Spirit Limited: Unforgiven (Placement) and Bloody Shears (Summoning) Neither: Absorb Spirit Summoning: Spirit Beacon Placement: Swirling Aether Totem: Take it, just do it Dreamer Style: Chompy cycle, bubble, and summon Location: Midfields with friends Major Constraint: Nightmare Limited: Dreams of Pain (summon) and Restless Dreams (Chompy cycle) Chompy Cycle: Tantrum Bubble: On Dreaming Wings Summon: Otherworldly Totem: Take it, just do it Hamelin Style: Condition and control Location: Midfield to Front Major Constraint: blighted Limited: The Piper (Control) Neither: Infectious Melodies, Sewer King Condition: The Plague Control: Tools of the Tyrant Totem: useful Wong Style: Damage and Pulses Place: Rear Major Constraint: none Limited: Ooo Glowy (Damage) and a Gremlin’s Luck (Pulses) Damage: Explosive Solution Pulse: Three Demon Bag Totem: can help with Wong’s card needs Shenlong, this guy brakes this system so I am going to diverge from it for a better work. Place: Rear Major Constraint: none Base card is force multiplication and survival Low River and Words on the River: support Fermented River: control Wandering River: Movement/schemes High River: condition and damage Totem: good for conditions If people want I can do other masters like this but I feel this works as an example of how I look at masters. Feel free to comment or ask questions. Note: my personal view is that the game has enough masters but it is only a matter of time till they add more, sort of like warmachine adding more warcasters. I would be happy if 1 in every 2 to 3 years a master is added. I fear what the over population of masters will do to the game. I would also like there to be no more dual faction masters but who know if that will happen. I will buy new masters that I like the look of and the fluff of. Thank you Wyrd to all the hard work you have done into this game I love.
  8. Hello Everyone, Some time ago a made a topic about 3 masters per faction to start game. FYI: Right now ressers are tempting me again.... belles, it's their work But when I wanted to take 3 masters, I had a big issue. Mostly in every box there is a model I want to use. Also I am not a big fan of single models outside master boxes (because sooner or later I will buy them). So here comes my question: If you are limited to choose only 3 master from ressers, and you won't get models from other masters boxes, even if you can buy them (for example Ashigaru from Yan Lo), what list would you made? I got some idea, can you give any feedback on that? I think with those masters I am missing not too much 3 masters: Seamus, - killy master; - brings belles and Madame - good for schemes where you need to be mobile and kill enemy; Nicodem, - great summoning; - good for schemes where you need to have many models; Molly - horror version shares summoned models with Nicodem; - brings Philip (card cycle) for other masters; - other tactic than mentioned masters; I miss from other boxes: - Sebastian (used in poison builds) - Chiaki (condition removal) - Kirai (spirits) - Ashigaru for Toshiro Any changes or advices? Thanks in advance for help
  9. Since we have a lot of topics starting with "How to start with Perdita", "What to buy with Sonnia" etc maybe we should go "The Arcanist" forum Route and have pinned topics for Masters as the "Help with master X" threads are blurring the forum visibility.
  10. Maryland Masters of Malifaux Regional Tournament Malifaux 50SS tournament Saturday, February 13th, 2016 11:00am - 9:00pm Tournament Organizer: Matt Stanley (malifauxmatt@gmail.com) Games and Stuff is defending their title of the Maryland Masters of Malifaux! * 3 rounds, 50 soulstones, fixed faction * Gaining Grounds 2016 will be used. The latest document can be found here: http://wyrd-games.net/resources * Registration will open at 11:00am. Round 1 will start at 12:00pm. * Rounds will be 2 hours with an additional 15 minutes for setup. * There will be a 15 minute break between rounds. * There will be a 1 hour meal break between round 2 and round 3. * Entry fee is $10.00 Prize support is a a moving target, but will include an official Wyrd tournament kit, a number of limited edition models and box sets, store gift cards and some generously donated prizes. This event will also kick off the regular Malifaux Tournament Series at Games and Stuff! * Every second Saturday (baring scheduling conflicts), Games and Stuff will host a 50SS M2E Tournament. * Each tournament will earn you rankings in the series. * Every six months, the series will reset and prizes will be awarded for best overall, most improved player, etc. --Masters of Malifaux Scoring-- ------------------------------- Each player will register with a store/location team. The highest 3 scores from each team will be averaged to determine the new Maryland Masters of Malifaux. The winning team will take home the Maryland Masters of Malifaux trophy to proudly display in their home location, will receive a bundle of additional prize support for their club and will host the next tournament in the series as they defend their title! Games and Stuff 7385-G Baltimore Annapolis Blvd Glen Burnie, MD 21061 (410) 863-7418 http://gamesandstuffonline.com
  11. It is now the midway point of our shifting loyalties campaign and its when the big boys join the fight. We are holding a battle royale for the masters as they enter the ring. Dont worry if you havent join our campaign, there is space for you to join in the fun. Lots of fun pick up games campaign and otherwise. I will also be holding demo games for all the interested people at sluggaz, so even if you are just starting I will have plenty of models for everyone to join in. In fact more Wyrd than you can shake an enchanted stick at. Come join us at Southampyon Sluggaz At st denys community center. Southampton So17 2jz Friday 15th 6-11pm Normal sluggaz entry fee applies £2/£3. For more info give me a shout Where bad things happen ?
  12. I'd like to get some advice about two masters that have the following characteristics: 1st: Cover the Strategies between them very well (for example: I read that Tara is very good at reconnoiter but struggles with Reckoning, which master would cover that weakness?) 2nd: Use the most shared models (for example: Collette has a lot of showgirls but no one else in arcanists really uses them, that would be a strike against) 3rd: Decently competetive I am looking to build a compact 2 crew travel collection that I can use to get games in wherever I find myself. I am on the road a lot so I don't want to have 70+ models in my carry on. Right now I am thinking of focusing more on a fast master that would be good for reconnoiter and schemes, while having the second be fairly elite and hitty for turf war and reckoning. I havent got enough games in to make a informed decision and would love any help or opinions you could give. In short, I want to get two masters that can cover the game's various scenarios while using the most models in common to do it what are your picks? Some pairings I have been considering: Nico/Seamus or Nico/Molly or Kirai/Molly (Good model crossover) Dreamer/Pandora or Collodi/Zoraida (some model crossover) Hoffman/Lucius (little model crossover) Levi/Tara Most of these I've never played or played against so any help would be great.
  13. I am deciding my Gen Con order and trying not to go crazy and keep it between 100 and 140. Has anyone used the Hooded Rider? If so what is your experience with him? What masters does he like? I see some potential with him and Lilith making a mean combo. Otherwise he looks rather self sufficient.
  14. I've now gotten my collection of Gremelz to about 80 points (with three masters; Zoraida, Ophelia and Somer), which I figure is enough to have a decent selection to play the standard 50 point games with. I'm now looking at switching to Arcanists (going with Ramos, Ironsides and Colette when she comes out) and wondered when othe people swapped factions, do you get to so many points, get every master or every model or is it a case of 'oh new shiney thing, must have'.
  15. Hullo all, old malifaux player, new TtB player. Quick/not so quick question: Is there any way to convert models/cards from Malifaux to TtB. Explain? Can Seamus show up in TtB? Or Plague? etc. I notice in the Fatemaster's Almanac a great deal of mention of villains and how to pace/build story arcs. I don't want to fall on tropes, however, some of the most powerful members of the game are (manifested/avatared) masters that could be amazing to square off against. Is there any resource to determine how a model (master/hench/enforcer) might convert into TtB setting to be run in a campaign as an NPC?
  16. There is a fate deck I've seen pics of but never encountered or found for purchase. It has pictures of the primary Malifaux personalities drawn on them, usually Masters. The art is lovely and I would very much like to get my hands on one. Does anyone know where they are sold, or even the deck's proper name for more efficient searching? I fully expect it to be some sort of limited run thing, possibly hand done with Eric and Nathan's own blood, but I'm borderline obsessed with finding one.
  17. Hi folks. After playing around with various factions, I've committed to the Arcanists, and have really been enjoying playing Ramos and Mei Feng. Up till now I've mostly been using Ramos, with MF for Reckoning or to haul in Kang against Ressers, that sort of thing. But I've recently picked up Raspy and Kaeris as well, along with various models that go along with them (December Acolytes, Union Miners, a proxy Firestarter, etc.). So my question for you all is this: when do you run which arcanist master? Are there particular strategies / schemes where you've found a specific master excels, or particular enemy factions / masters that would prompt you to choose one master over another? Our local scene is very friendly and relaxed, and I'm having a good time just getting the feel of various arcanist combinations, but I'm curious whether people have strong feelings about running particular masters in particular situations. Thanks!
  18. Hey folks, Assuming that you have all the models at your disposal, which of the Arcanist Masters is best at Reckoning? Who would you also add to the crew? Thanks!
  19. .oO(I kinda miss the days when we could post all of our crews' masters and henchmen icons in our signature block, no matter how unwieldy it was becoming.)
  20. Greetings all, First, let me say, that I really love this game. I have been a wargammer for almost 20 years now and I have never seen a game which combines the same depth Malifaux does in terms of unit selection, scenarios, RNG, etc. However, I wanted to point out one concern I have had since I started as a full time rezzer player. Hopefully, this can be resolved with a go-here-stupid response =) Okay, in general, I think the rules for Malifaux are quite clear. There are some redundancies with duels, etc., but that is what a 1.5 is for, right? However, there seem to be several rulings which have significant changes on the masters beyond rules-as-written. Two examples regarding Nicodem. First, the trigger on his weapon apparently does not work on Ashes and Dust--no zombies are created when it is "killed". Second, on the avatar form, zombies that are killed in his aura (6") drop as corpse counters which he cannot use. Now, this is not intended complain thread, I understand the need for balance--although "balancing" Nico when you have Kirai is...never mind. The point is that these rulings should either be in the PDF or they should be easily accessible. One thing that killed Legend of the Five Rings was a ton of "stealth" rulings that completely boned you when you showed up to tournaments without knowing them. These ruling seem buried in the forums. I could honestly not find them (again) when I looked for them. To simplify, I would suggest a locked thread with all these rulings, perhaps, for each faction.
  21. I would like to see who everyone think is each faction's weakest master and why. You are free to use any definition of "weakest" you would like; but I am specifically interested in the "why". You can include Henchmen/women if you would like.
  22. Correct me if I'm wrong, but can't mercenary masters join any faction as if they were mercenaries? I ask because it seems like Viktorias' 'For Money' ability has become completely useless since in V2 they have the mercenary type. In fact you would be giving up 5 soul stones for no benifit as the Viktorias don't give you the ability to hire outcast mercs at no additional cost (since you are still limited to one controlling faction) and they don't remove the limit on having only two mercenaries, something Von Schill does. The only use I could possibly see for this ability is if masters hired as mercenaries are considered to count towards the number of mercenaries you can play with a force, so in effect you would be paying 5 soulstones to be able to hire 2 additional mercs that still have an increased soulstone cost. Yay. For 17 soulstones I can get the viks and two ronin...17 soulstones. Or for 6 I can get the Viks as mercenaries and a ronin since the Viks only count as one model towards the mercenary limit. Am I wrong here, or are Masters with the Mercenary trait no longer hireable outside of their faction normally making this ability relevant, because this seems like a huge waste.
  23. I cannot remember this correctly - I have one of the Pandora Avatar sculpts, and it has a 40mm base. The other day I think I saw someone state all avatars will be on a 50mm base? Is this correct? I am prepping my mini up, and do not want to base it incorrectly. Thanks!
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