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  1. Marcus (Arcanists) vs. Dr McMourning (Resurrectionists) Strategy: Turf War with corner deployment Available schemes: Claim Jump, Deliver a Message, Hold Up Their Forces, Take Prisoner, Dig Their Graves Crews: Marcus - 3 soulstones Jackalope Myranda Arcane Effigy Cojo Sabertooth Cerberus - Soulstone Cache Soulstone Miner #1 - Magical Training Soulstone Miner #2 Chosen schemes: Claim Jump (Myranda), Deliver a Message (Dr McMourning) Dr McMourning - 5 soulstones Zombie Chihuahua Sebastian Rafkin Flesh Construct #1 Flesh Construct #2 Guild Autopsy Rogue Necromancy Chosen schemes: Hold Up Their Forces, Claim Jump (Sebastian) Nice thematic set up of strategy and schemes, Dr McMourning and Marcus clearly have some undisputed issues about the ownership of the territory they are meeting in. Deployment: Both crews set up in a line along the deployment zone's edge (Marcus SW corner, McMourning NE corner). Marcus, Cojo, Myranda and the Effigy deploy at the center, while the Cerberus has his eyes on the NW Turf, which is on the other side of a big storage house. The roof of the house is accessible on both sides via severe ground (a huge pile of crates). The Jackalope heads towards the SE Turf, and the Miners plan to support the flanks. The Doctor sends Rogue Necromancy and Flesh Construct #1 right against the Cerberus, and Construct #2 and Autopsy left against the Jackalope. Then he poisons his whole crew for poison +2. Turn One: Marcus wins initiative and opts to observe what is coming at him, forcing McMourning to make the first move. Construct #2 walks to the NE Turf, and flips it to friendly. Miner #1 Mines Soulstone, focuses and Drills into the Earth. Rogue Necromancy walks twice and ambushes nothing towards the NE Turf. Miner #2 Mines Soulstone, focuses and Drills into the Earth. Rafkin Opens Vials to poison some nearby allies, then focuses and his Embalming Fluids spread some more poison to those standing nearby, finally he walks forward. Marcus uses Guided Evolution to create Natural Camouflage for himself, sprouts Feathered Wings on the Cerberus, tries to do the same on Cojo also but tides of fate prohibit it (Black Joker), then succeeds in manifesting Wings on the Jackalope and Armored Plates on Myranda, and finally unleashes a Primal Roar, triggering Surge to draw a card. This moves Cojo to touch the SW Turf. Construct #1 goes Reckless and walks three times toward NW Turf. Cojo gently Tosses Marcus forward and flips the SW Turf to friendly. Autopsy walks twice toward the SE Turf. Jackalope focuses, walks and Leaps toward SE Turf. Sebastian double walks toward center. Myranda manifests Aspects of the Wild, changing Armored Plates to Natural Camouflage and allowing Marcus to draw a card for Primal Domain, then uses Call of the Wild to move Cojo forward, then walks. McMourning walks twice toward center, gives Doctor's Orders to move Rafkin as well, and focuses. Effigy double walks to catch up with others. Chihuahua double walks, gives out Horrific Odor to spread poison to nearby allies (so that McMourning, Chihuahua, Sebastian and Rafkin are at +5 poison). Cerberus double flies to the roof of the storage building, then Leaps toward Costruct #1 triggering Separated from the Pack, then Savagely Bites it for 3 damage, and gains poison +1 for Bloated Stench. Turn End - Cerberus suffers 1 damage from poison, performs Deadly Pursuit to leave engagement with Construct #1, touches NW Turf. Both score 1 VP for having 1 friendly Turf. Turn Two: Marcus stones for cards, wins initiative and chooses to go first this time. Cerberus charges Construct #1, Biting it for 3 damage triggering Onslaught for 3 more damage, just enough to destroy it and gain a soulstone for Recharge Soustone, gains poison +2 for Bloated Stench, then Leaps toward Rogue Necromancy triggering Separated from the Pack, Bites it for 3 damage, Bites again for 4 damage triggering Onslaught, which misses. Rogue Necromancy Bites Cerberus for 3 damage, Cerberus spends a soulstone to reduce damage to 2 and Butterfly Jumps away, Rogue charges Cerberus, Bites for 4 damage, Cerberus spends a soulstone to reduce damage to 3 and Butterfly Jumps to touch NW Turf. Miner #2 Mines Soulstone, uses the Earth Beneath Your Feet to appear touching SE Turf, focuses. Autopsy walks, shoots at Miner #2 with Light Pistol for 5 damage (flipped Red Joker), armor +2 saves the mech-tentacle from instant destruction. Marcus uses Guided Evolution to discard Natural Camouflage and manifest Armored Plates on himself, draws a card through Primal Domain, uses Chimerancy to attach Armored Plates on Cojo triggering Quick Reflexes and giving Natural Camouflage to the Jackalope, then Call of the Wild to order Cojo to move to touch central Turf, Primal Roar for some minor replacing triggering Evolutionary Superiority, then walks to catch up with Cojo. Rafkin Opens Vials to poison some nearby allies, walks, throws a Flask of Formaldehyde at Marcus and Cojo (Marcus fails) triggering Swift Action for another Flask, this time Cojo fails, so both get poison +2, tries to Transfusion poison from self to Cojo but fails. Jackalope charges Autopsy, tickles it with Horns for 2 damage, attacks again also for 2 damage, gains poison +2 for Bloated Stench, then Leaps back toward Marcus. Sebastian walks, throws a Flask of Formaldehyde at Marcus, Myranda and Cojo (Marcus and Myranda take poison +2), Blood Poisons Marcus for 4 damage, Marcus spends a soulstone to reduce damage to 1. Myranda manifests Aspects of the Wild, changing Natural Camouflage to Thick Horns and allowing Marcus to draw a card for Primal Domain, then uses Call of the Wild to move Cojo to engage Sebastian (triggering Hunter's Call, but the central Turf made charging impossible), then focuses. McMourning gives Doctor's Orders to withdraw Sebastian from Cojo, charges Cojo, hitting with Skull Saw for no damage (Black Joker), spends focused to Skull Saw again for 3 damage and poison +1, tries to Skull Saw one more time but misses. Cojo takes 1 damage for Catalyst, Delivers a Message to Doctor McMourning for 1 VP, Tosses McMourning 10" away triggering Hard Throw for 1 damage. Construct #2 goes Reckless and triple walks to end up touching SE Turf on the opposite side as Miner #2. Chihuahua walks, focuses and tries to Blood Poison Cojo but fails (cheated Red Joker to avoid), Horrific Odor gives poison +1 to Cojo and some allies. Miner #1 Mines Soulstone, uses the Earth Beneath Your Feet to engage Rogue Necromancy, spends focus and tries to apply some Mining Tools to its backside but fails Terrifying. Turn End - several creatures either heal 1 or suffer 1 damage due to widespread poison. Neither side scores points as both still only posses 1 friendly Turf, Cerberus makes it Deadly Pursuit to safety to try to avoid the Rogue Necromancy. Turn Three: McMourning stones for cards with 2 stones. Marcus stones for cards (before discarding to meet hand size I have Black Joker, 2, 4, 5, 5, 6, 6, 7 and 8, leaving Marcus with a terrible hand). McMourning takes the initiative (flipped Red Joker). Rogue Necromancy disengages from Miner #1, charges Cerberus and kills the mighty beast. Miner #2 Mines Soulstone, flips SE Turf to friendly and focuses. Construct #2 goes Reckless, then tries to Tear Apart Miner #2 three times, but only hits once for 1 damage after armor. Jackalope Leaps to engage Autopsy, attacks twice with its Horns to reduce it to mere corpse marker but gaining poison +2 for Bloated Stench. McMourning walks back toward center, charges Cojo inflicting 5 wounds with Skull Saw, second attack misses, then tries to Blood Poison but fails (cheated Red Joker to defend). Chihuahua activates through Companion, tries to Blood Poison Cojo but fails, double walks toward NW Turf and badly wounded Rogue Necromancy. Myranda soothes Cojo with Primal Flame twice for a total of 7 wounds healed, then Beast Shapes into Cerberus. Sebastian flips central Turf to friendly, throws a Flask of Formaldehyde at Cerberus for poison 2, Blood Poisons it for 3 damage triggering Get in There to move Rafkin a little closer (we did not notice it was minions only). Marcus uses Guided Evolution to discard Armored Plates and manifest Thick Horns on himself, draws a card through Primal Domain, bellows a Primal Roar to move Cojo and Cerberus, uses Call of the Wild to make Cojo charge Sebastian, Cojo discards his Armored Plates for Adaptive Evolution triggering Puncture on his Claws and deals 3 damage, Sebastian spends a soulstone to reduce damage to 2, Marcus then performs Chimerancy to grant Cojo Armored Plates again, and finally walks up to the central Turf. Cojo activates through Accomplice, charges McMourning discarding Armored Plates for Marcus to draw card through Primal Domain, his Ferocious Claws miss though, then Tosses McMourning head first to a wall far away, triggering Hard Throw for 1 damage. Rafkin fails to attack Cerberus due to Terrifying (Black Joker), tries harder but still misses with his Lucky Knife, then Transfuses poison +3 from self to Cerberus. Effigy uses Dispel Magic to remove poison from Cojo, but fails to do the same on Cerberus. Miner #1 Mines Soulstone, walks to NW Turf and flips it to friendly. Turn End - several creatures either heal 1 or suffer 1 damage due to widespread poison. Both sides score 1 VP for possessing 2 friendly Turf. Cerberus uses Deadly Pursuit to flee away from the center. Time is passing, and we agree that the fourth turn will be the last one. Turn Four: Marcus double stones for cards, McMourning stones for cards, Marcus wins initiative. Marcus uses Guided Evolution to discard Thick Horns and manifest Natural Camouflage on himself, draws a card through Primal Domain, bellows a Primal Roar to move Cojo triggering Surge to draw a card, performs Chimerancy to once more give Cojo Armored Plates, Call of the Wild to move Cojo to engage Rafkin. Cojo activates through accomplice, Cojo Marks Territory on Sebastian and Rafkin triggering Rude Sign Language, pushing them back, charges Rafkin, Clawing him for 2 damage and pushing him further away, then charges Sebastian, Claws connect for mere tickling (Black Joker damage). McMourning walks back to action, Doctor's Orders Sebastian away from Cojo up to Marcus, charges Cojo Skull Sawing him for 3 damage, misses the other attack. Cerberus Shapechanges back to Myranda healing 2, manifests Aspects of the Wild, changing Feathered Wings to Natural Camouflage and allowing Marcus to draw a card for Primal Domain, soothes the pain of Cojo with Primal Flame for healing 3, focuses (can't position so that could score Claim Jump because of Sebastian). Construct #2 goes Reckless, finally Tears Apart Miner #2 destroying it, then flips SE Turf to friendly. Miner #1 charges Rogue Necromancy, applies Mining Tools on it for 2 damage, second attack misses. Chihuahua charges Miner #1 but Bite misses twice, Horrific Odor causes poison +1 on Miner #1. Effigy walks to central Turf, flips it to neutral. Rogue Necromancy tries to Bite Miner #1 but misses, Bites again for 2 damage after armor. Rafkin charges Cojo, Lucky Knife does 2 damage, attacks again for another 2 damage. Sebastian attacks Marcus with his Circular Saw-Blade for 5 damage, Marcus spends a soulstone to reduce damage to 3, Sebastian attacks again for 2 damage. Turn End - McMourning scores 1 VP for Hold Up Their Forces for Sebastian engaging Marcus and Rafkin engaging Cojo, Sebastian and Myranda are both unable to score Claim Jump due to presence of each other, and McMourning has no scheme marker next to him so no more points for Deliver a Message. Both still control 2 Turf. Tie 3-3. The battle took about 8 hours, including setting up the table, going through some rule changes and the cards, writing notes, cooking for children, taking the dogs out, etc. I think both enjoyed the game (it was our first M3E, and my first game with Marcus). Some of the higlights on my part included Cerberus tearing apart the flesh construct and still inflicting massive damage to rogue necromancy as well, and Cojo tossing the doctor twice and then urinating on Sebastian and Thomas. I found that no model was lackluster nor overpowered, Marcus was a bit complicated but that was mostly because I had no cards for the upgrades and had to keep checking them on my phone. I have noticed many don't like Cojo, but I think he performed nice his area control duty, which is why I took him. Primal Domain and soulstone miners really helped with resource management, and I could definitely see one or even two miners becoming a stable in my future Marcus games. I think I got much out of writing this, as I got much more familiar with the models and their special rules. Comments, critique and feedback is appreciated.😃
  2. So I’ve just started this wonderful game - and now I’m finally ready for my first fight. I’ve gone with the Ortegas and tried playing around with still water fix for a swampy theme.
  3. I’m often drawn to attrition style lists in games, and Doc McMourning has always been a favorite of mine on the table and in the fluff, so it seems like a natural fit, or at least the natural place to force two bits together and sew into place. To that end I’m …experimenting… with the idea of playing him with a heavy summoning theme. Thus, my fellow necromancers, I’m considering the following pieces and positing to you for your intellectual, and philosophical pleasure, from what was once a mass of dead tissue, I give you a cultured, sophisticated, man about town. Mindless Zombies: The Zombies counting as corpse markers via Walking Dead is very interesting to me, they can move farther up the field to allow the good doctor to summon the Flesh Construct in more interesting locations, and since it gets summoned with Slow, the farther up the board the better (upfield, . Also, it is sort of a one stone discount on the Flesh Construct by taking three Mindless Zombies for six stones instead of the Construct for seven. Added bonus you can use them as ‘dead’ activations to see where your opponent moves their models (and see what I did there), and if they get shot off the table, then unless the opponent has special tech, they just drop the marker when they got blapped (blapped is the technical term as well as the sound some make when they explode). Gravedigger: A digger can get the doctor 2/3rds of the corpse markers he needs to summon a fresh Flesh Construct turn one through Recent Funeral and Grave Robber. Canine Remains can pick these up and carry them further upfield for the Doc with Carrion Away for a turn 2 construct. If taken as a pair, they can generate all the corpses one needs for turn one AND two for constructs, paying for themselves quickly from a cost perspective. And as the game goes on, they aren’t exactly bad pieces, continuing to drop corpses to hand out focus easily, or help the doc get access to that third construct. They just don’t want to be poisoned, so positioning is more important than usual, or just be cool with them kicking off eventually. They can be surprisingly fast if you keep them close to one another, getting free pushes if the other drops their corpse marker in a convenient place. I’ve broken my thoughts into two directions: Mostly normal: McMourning (Whisper) -2 Cache Sebastian (8) Zombie Chihuahua (0) Rogue Necromancy (10) Thomas Rafkin (8) Nurse (6) Kentauri (8) Mindless Zombie x3 (6) -This is mostly a normal McMourning list, the Mindless Zombies only used to get a one-point discount on the Flesh Construct. It does require order of activation considerations, and one of McMournings AP, but a stone is a stone. Kentauri can Ride with me the Construct off on its merry way, and/or doc can just doctor’s order it to go forth and scheme into the wild as go-errr McMourning intended. Grave Concerns: McMourning (Whisper) -3 Cache Zombie Chihuahua (0) Thomas Rafkin (8) Dead Rider (Grave Sprit Touch) (13) Nurse (6) Gravedigger x2 (12) Canine Remains x2 (6) - Now, this is a departure from the normal list design for sure, so we may need to make a cut, an incision if you will, of a piece that’s normally found in McMourning lists. In my mad, feverish considerations, I think Sebastian isn’t as important to the list as he is in the standard build. The Dead Rider can ride with me one of the creations away, and gain Regenerate 2 from the upgrade, putting him inline with the rest of the crew’s inherent tanking (just not from poison) his ability to make a lot of mindless zombies if the gravediggers have been busy, hopefully getting a lot of value out of the extra activations and corpses to make a third Flesh Construct if needed. I’d love to hear other people’s opinions on this line of inquiry, I think McMourning is probably stronger in a push the poison list, but I don’t think this ‘build’ would hamper itself too much.
  4. Good news, everyone! Here will be painted minis nor only by me but from other Serpentarium members too (Ringil, Yellow_One perhaps) Updates every Monday I hope Some previous episodes: Malufux Monday #5 : Rafkin and the Samurai http://serpentarium-painting.blogspot.ru/2016/06/malifaux-monday.html Malifaux Monday #6: Mr. Tannen http://serpentarium-painting.blogspot.ru/2016/06/malifaux-monday-again.html
  5. Just passing through, thought I'd drop some comments on m3e McMourning as he doesn't seem much discussed so far. This really is just me thinking aloud to organise my thoughts. Caveates: I haven't played in a year or so, these comments are entirely theory. I haven't read many of the rules/cards for other factions. Summary: I can be safely ignored if it pleases you. First, some asides: 1) Mad props to Wyrd for the 'Experimental' keyword. Perfect 👌 2) The m3e rules generally seem to be a bit of a mess, I get this is a beta, but it seems a way off being done. Still a myriad of different rules that require reference to others spread around in various places. I can see effort has been made to try to make interpretation easier, but many explanations seem over-long/complicated and end up obscuring the meaning. e.g. I had to re-read Zoraida's Obey ability so many times to work out what the double mask trigger did that was different from the default ability. Why does it not just say "this action may target masters"? Lots of this kind of thing, and it is irritating. On to McM and his friendly friends! Dr. McMourning A frontline scalpel piece with a versatile toolbox. His melee attacks bypass most standard defences. The ability to dish out 2+ injured or discard, on top of damage and poison per hit is brutal. He is quite independent, high attack stat and able to do some decent self-setup by putting out poison and injured/hand drain, translates to reliable damage. With investment (stones for suits, poison set up) he has some serious output. An ideal attack run looks like: rancid transplant (mask trigger) for 3 poison + whatever you transfer from McM or another friendly (we are likely at 5+ already) and 1 injured and place in base contact. Alternatively, just charge for less poison, but more damage/healing. Saw at the enemy (who is now -1 to duels) a couple of times, beating cards out of their hand or wrecking their defence. If the enemy is good and poisoned (5+) I can see the argument for hitting the crit strike trigger to soften it up for the blood poison finisher. Its not the nuke that expunge was, but 5 damage is half of a lot of big beaters’ health. In all, we are looking at a very reliable 9 damage per activation (and very likely more) barring SS use or some esoteric defensive trait. The poison chaser from catalyst or end of phase is mostly a cherry as McM is looking to one round stuff, but in the past has had VP denial potential and maybe still does. McM has some decent abilities to keep him in the fight, and why I dare to consider him a front-liner. Hard to wound is no big whoop, but its better than nothing. He heals 2 health per successful attack, and he heals when he takes poison (1 when activating from catalyst, and 1+ in the end phase). In m2e he used to heal a maximum of 5 from his attack run and take damage from poison, now he can reliably heal himself 8 or more over a turn. However, this isn’t the straight improvement it seems. As illustrated above he may want an AP or two for other things like transplant or movement, ultimately meaning this greater healing can be more spread out across the turn than it used to be (more vulnerable to big hits). Also, with the loss of “that’s the stuff” movement he is far less mobile, and so less able to maximise is attack AP (though see Kentoroi), or retreat out of danger. 12 wounds (less than m2e) is at the high end, and alongside Df6 (so happy) and healing, he is definitely tough – though given the fire power he will attract he is going to need it. In terms of support, McM gives certain friendlies 2 poison when they deploy or are summoned, important for getting the poison machine rolling. Rancid Transplant gives him versatile ranged condition removal, which always used to be one of the major tools a crew should have, and probably still is. Similarly, out of activation movement is always gold and Doctor’s Orders allows him to move a friendly 4” (I don’t think he can target himself?) though this sacrifices Blood Poison (though you have redundancy for this). How this works with disengaging I’m not sure, but very useful, particularly in the first turn. Finally, McM can summon. All it takes is an AP and 3 corpse markers within a 7” diameter of McM, no cards to bite you in the arse or SS wasted, and you have yourself a slow (but fast) Flesh Construct at full health. However, its not all rainbows. Corpse markers can be useful resources, and getting 3 into that area takes some planning. Furthermore, the glorious majesty of this Frankenstein’s abortion leaves McM distracted (very un-good), and negatively affects your pass token ratio, basically decreasing your chances of winning initiative (extra un-good). To get rid of distracted you will want one of your guys to assist McM (use the fleshy’s AP, or ideally a flatulent chihuahua chewing his ankle). Basically, its okay, but not going to come up in every game. I’d set this up Turn 1 if I intended to play defensively, otherwise it’s an opportunistic late-game desperation play to get schemes done (summon, doctor order, fleshy interacts). The Doc wants the killer instinct upgrade for ruthless and soulstone gain. The whisper would provide card draw Chihuahua Everyone’s favourite pooch. Its attacks are mostly for show, the effects are nice but not reliable. Though with infect baked in and a 1/1/3 damage track it may sometimes be worth biting friendlies to put more poison on the table. However, Blood Poison with a stat of 5 and a TN10 it’s a credible threat, especially if something has been injured by McM. Companion can help you finish the job, or snap the doctor out of his summoning daze. Horrific Odour to put out poison for free is the staple ability. With 3 health it will die as soon as looked at poison regen or no, though Df6 is nice. Its less good leading the charge as a poison missile than it was, and more for tagging along, lurking at the back ready to troubleshoot. Sebastian McM’s faithful walking accident is much less passive than he was in m2e. This is largely due to the loss of induction, which I am a little sad for. However, he acts as a credible secondary threat piece, basically a mini McM. His attack is essentially a clone of McM’s with injured/discard traded for a blast trigger which I don’t anticipate using. He throws poison grenades which seems cute, until you appreciate the benefits of hitting friendlies which makes it actually pretty good. I’m not sure if I care about wicked, disengaging looks like it could be a bigger part of this game, but I probably don’t. Ruthless is nice though. Having a third Blood Poison is great versatility if McM fails to finish the job or you need activation flexibility. He summons slow uninjured dogs like in m2e, they can interact but are otherwise worse and give up a pass token. Its only one corpse so much more likely to come up than McM’s summon. Once McM falls (and he will) Sebastian has enough to keep carrying the crew’s momentum. Rafkin Rafkin’s damage output has dropped and now seems to be more a set-up piece and secondary beater. The lucky knife is a bit meh, lack of baked in suits (especially the crow for infect) HURTS. However, his poison spreading is top notch, Open Vials, Formaldehyde, and Embalming Fluid make it easy to put out poison to everyone nearby. If engaged by enemies it might be best to concentrate (triggering Embalming) then wack something. For friendlies the Formaldehyde is the way to go as it gives 2 poison and you can potentially do it again with the mask trigger. Stacking poison high on enemies deals chip damage and opens them up for easier Blood Poisoning. Stacking poison on friendlies basically gives them regen, and a resource to transfer onto enemies. Case-in-point – the Transfusion bonus action. Rafkin can transfer up to 3 poison from anyone to anyone within 6” (13" diameter). 3 poison is essentially 3 damage in a turn on an enemy (1 near catalyst, 2 end of phase), that will then tick down for 2 damage (1 for catalyst and 1 for end of phase) next turn unless replenished. This translates to healing for friendlies. Stacking lots of poison on an enemy is asking for condition removal to undo all your hard work, so Transfusion or McM’s rancid transplant are best used offensively just before you intend to Blood Poison. Transfusion on friendlies is easier to control and allows you to shift stacks to help set up a strong Transplant, or to give something damaged some extra regen. Lets stop here and consider friendly poison a bit more. Its turn 1, McM just gave 2 poison to all Peverse models as a reward for turning up. If the team doesn’t see any blasters across the table they might like to form a huddle. Rafkin can activate, (catalyst triggers but does NOT tick down poison), and give everyone poison (poison 3 for unactivated, poison 2 for rafkin). He can then drop some formadehyde, he could get super lucky with masks and deal 8 poison right here, but lets say just 4 (poison 7 for unactivated, 6 for rafkin), then maybe we transfer some poison off a back-liner (e.g. chihuahua) to a lucky someone who could put it to better use. Sebastian activates, drops 2 formaldehydes (11 for all, 10 for rafkin). Chihuahua goes, farts (12 for all, 11 for rafkin). Kentauroi can at this point ride e.g. rafkin and sebastian upfield. Finally, McM can activate, order something forward and stroll off happily sozzled with 12 poison. Several important models are now regen 3-4, and ready to spread delicious death juice (collectively 47+) among the enemy. Rogue Necromancy Love me some rogue necromancy. Decent beater that hits fairly hard, pouncing strike is what you are looking for that AP efficient extra attack. 10 wounds HtW HtK is good, but Df4 sucks. It will be attracting and taking big hits that mean it won’t be around for long if not protected. Terrifying 11 is okay, it seems to trigger on each attack now so is a bigger card drain, it won’t stop dedicated killers, but it costs them more. This thing wants its poison regen. Spending a card with ambush for fading poison might be too much considering that many others in the crew can provide and McM doesn’t have great card draw, but any little extra movement can be good. Projectile vomit is great for spreading poison and distracted, few players bunch their stuff up if they know blasts are around, but the baked in blank stare is pure money. So good. Necrotic decay trigger, meh. My biggest problem with this guy is I can only take one, I WANT TO USE MY DOUBLE ROGUES 😠 Kentauroi I wish I liked these sculpts, as it is I am totally on the pay to win waggon. These are really good. For 8 stones they hit like the 10 stone rogue necro on the charge, can charge multiple times and have a means of escaping engagement to do it. In melee, anything they hit gets poisoned, anything that hits them gets poisoned. They have a lot of health, poison regen and a terrible defence that works out to being able to take 3 or 4 average hits. Ride with me is the super ability. The ability to move models outside of their activation is always stellar, and my little pony can bring anyone short of the Rogue Necro and the Emissary. McM's "that the stuff" poison pushes were SO strong in m2e, I will REALLY miss doing it. Having Kentauroi do a poor-man's mimic of it will likely be crucial to getting the most out of Dougie. This is where you put grave spirit’s touch, killer instinct, or the whisper upgrades Nurse NUUUUURSE! Okay the panic button isn’t as awesome as once it was, and they lost the glorious 4 poison no damage ability. However, manipulative is nice, even if I’d wish for Df6. Bedside manner is very interesting. For the cost of a card whisking a model out harm’s way is strong, and has interesting application against ranged attacks. I'm concerned she will struggle to keep up with McM once he enters wrecking ball mode though. Note: you can use weak damage track friendlies (chihuahua, effigy, little gasser, canine remains, rafkins big boom trigger) to damage your own guys and slingshot them around the nurse. I don’t think we care about the 0” melee attack. Seduction debuff with an obey trigger on the other hand is pretty good, but with the distracted condition (and stripping focus) it can’t really be used on friendlies except in desperate circumstances. Pain killers would be great, but the short range really limits it considerably. Being able to pick up a discarded card and then discard any card to add the suit (choose masks) to all duels is excellent, and a great way to get extra use out of good cards if you can wangle it. The nurse seems to want to follow closely behind something big and offer support, so maybe Wyrd have hit the theme just right. Could benefit from grave spirit’s touch upgrade. Flesh Construct A decent minion, 7 points is quite steep though. Gives out and heals from poison, average damage track with stat 6. Projectile vomit gives flexibility, shame no blank stare trigger. Ruthless is nice and needed considering its terrible stats. 8 health is going to keep it on its feet for 0 time, considering how quick its 13 health m2e incarnation would bite the dust. This thing would be hideously over-costed if not for one thing – reckless. The ability to take 1 damage for fast is exceptionally good, enabling credible scheme running and beating. Will I hire some? Probably, but I will want to seriously consider the summoning option. Guild Autopsy I think this is a decent 5 stone minion, could be wrong I haven't really looked at the competition. The autopsy seems to be what passes for McM’s basic scheme runner. Its going down in a couple of hits HtW and poison heal or no. Its attacks don’t set the world on fire (although reliably puts out poison in melee). However, it has some interesting tricks. Being able to trade corpses for SS is nice. Maybe a distraction, but maybe a godsend. Creep Along bonus action is also interesting. AP efficient movement (making up for move 4) to help them get to melee faster, move up shoot and pull back, and importantly conduct multiple interacts. VP is king. Needs a 7 6+ [edit: maths is hard] though so not going to happen every time, but is more likely than the m2e necropunk leap. Little Gasser The sculpts look fun, I should probably pick some up at some point. These seem like a harassment piece to me. They put out poison reliably with horrific odour and then they will die. With flight they are deceptively fast and will be worth giving extra consideration in heavy terrain. 3” places and pushes could get them or the enemy into useful positions I guess, but really their use appears to be as a poison missile to charge and infect, pull finger and fart to spread 2-3 poison on as many of the enemy as possible. Could also help out with turn 1 poison party. Canine Remains My faithful hounds! Given how awesome these were in m2e I can’t help but be disappointed. Basically does a similar harassment job to the Gassers but cheaper and worse. Its power is cheapness, but you can’t spam (limited to 3? My other 4 just get to cheerlead from the shelf? Sucknuggents) and even if you could it would be bad due to pass tokens. They run in and miss, until the last one gets in there and starts hitting with stat 6 and irrelevant damage. No one cares about that occasional time you flip a crit strike, WHERE IS MY INFECT TRIGGER? Hunting Partner… hmmm…You know who cares about shooting into combat? The guild autopsy... with its pathetic gun and AP much better spent scheming or charging in with its sword. You know who doesn’t care? Everyone else. Trying not to be overly negative (and failing), annoying does give out the distracted condition, which is unpleasant to have. However, it only applies if they use certain tactical actions, and at 3 health (with the mighty HtW) it is a swat away from not mattering anyway. I haven’t looked at many models from other factions, it may be they are bursting with string tactical actions that would be worth spending AP on to tax in this way. You decide. Carrion Away, solely there for the great pun, and to make McM’s tough summoning requirements waste more of your time. Non-Experimental (but worth the tax) Carrion Emissary – (Versitile) terrifying, HtK, mv 6 with 50mm base and flight, ranged blasts, good damage tracks with built in infect, summons, LOS blocking terrain or decaying aura bonus actions. SO GOOD. Carrion Effigy – (Versitile) a heal, decaying aura and accomplice – can become Emissary with upgrade. Phillip and the Nanny – Manoeuvrable, Great for scheme denial, roll over trigger spreads damage and poison Toshiro – makes minions hit better (even when he dies), can summon and heal Asura Rotten – Super good for certain schemes (significant mindless zombies), can summon and heal, HtK Crooligan – hyper mobile scheme runner Grave Digger – recent funeral + grave robber + dismember on something that will just heal from poison = controlled placement of 3 corpses for McM’s fleshy summon. End of game corpses to scheme markers Mindless Zombie – allowed to have 5, don’t give up pass token on summon, built in infect, pack mentality is bad given how slow they are but could be hilarious
  6. UNDEADS. 47 models, mainly painted. Cards included. 1 Molly Squidpiddge 1 Nicodem 1 Mc McMourning (Metal) 3 Rotten belle 3 Punk Zombie 1 Mortimer 1 Philip and the Nanny 11 Mindless Zombie 3 Necropunk 6 Crooligan 2 Bete Noire 1 Zombie Chihuahua 1 Vulture 1 Yin The Penangalan 1 Necrotic Machine 2 The Hanged (1 damaged) 1 Rafkin (metal) 1 Sebastian (Metal) 2 Nurse (Metal) 1 Harchie (unpainted) 1 Flesh Construct (unpainted) 1 Unknown Bonus (unpainted) 1 Madame Sybelle (prepainted) One batch. No split. Shipping fees not included. Payment via Paypal. Price 135 GBP / 150 Euros.
  7. So in our club we just started to try out Malifaux. Were still on Crew boxes with Little changes here and there on 35 Stones. So the first two games of Ressers vs my Neverborn where totally onesided. First game Lilith, standing behind LOS Blocking Terrain teleporting terrortots in Exchange for his key models, so he killed some tots and i killed McMourning and Sebastian and still had all my big bad beaters. Second Game was Pandora/Box, Strategy Turf War. Pandora and her Sorrows, Poltergeist took the Center of the board. To stay relevant in the Strategy he charged his melee models in, killed one sorrow. Pandora started bombing away killing McMourning and damaging 4 other models at the same time. Mood Swing + Candy permaparalysed his Flesh Construkt. He had Nothing he could do an conceded on the end of turn 2. This onesinded games are no fun for either Player, so the Question is how to bring the Fun to the game. Is McMourning just bad as a starting Master? He is right now considering to switch to Nicodem as a new master, that any better? Is McMourning just very bad against Neverborn wo seem to beat him at his own game? Is 35 Stones not enough and we should hurry to get to full 50 Stone games? His list was: McMourning (Moonlightting) Cashe 6 Sebastian (Those are not ours) Chihuahua Flesh Construct Nurse Crooked Man Necropunk Seemed allright to me but on the table it just didn´t wort out. So please help us to get fun into this game, we really want to love it, but it is hard this way.
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