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  1. Hi Wyrdos! I’ve been checking the Arcanist models to help a friend with his Archanist list building and I’ve found a very cool playstyle that I think it’s worth to share. It’s a high risk high reward glass cannon playstyle that requires some finesse; but when well executed, it can be devastating (and very very cool!)… To be honest, I’m a bit jealous Breakdown: Myranda leader is the leader with the highest single target damage potential in the faction by far, at the cost of being also the squishiest offensive leader, also by far. The damage she can deal to a single target in a turn with a double activation is in higher than leaders like Lady Justice’s or both Viktorias. She can engage from 13’’ with minimal damage loss, and the double activation is very powerful to both alpha strike or hit and run. The following lists are built with the idea of enabling her and take this playstyle to the limit In a nutshell: Myranda rampage through the enemy models in Sabertooth form (3 actions per activation because she is the leader). The Rider will give her 2 activations each turn from turn 2 (so 6 actions per turn). Effigy/Emissary, Miner(s) and other models support her with SS, extra attacks, healing/shielded, Adversary(X) and doing the scheme play. This strategy gravitates around Myranda and the Rider. Myranda is the key and the star of this team, but both must survive no matter what; every other model is disposable and can be traded or put in harm’s way if needed. The gimmick is stacking actions and giving some defensive tech to an already powerful model; an Attuned Sabertooth is fearsome with only 2APs, with this list an Attuned sabertooth with 6APs is played (so roughly a 3X “power multiplier” effect). That big offensive potential and mobility (6 AP, 2 leaps) will have to be used well to offset the underwhelming defensive stats. Note Myranda Sabertooth form counts as a minion, so she would need the Soulstone Cache upgrade (the advantage is she would benefice from the Empower aura) Playstyle: This list try to force the other player into a lose-lose scenario; Myranda have the offensive potential to delete almost anyone (and is able to kill 2 or more low cost models in one activation) while her entire crew will go around scheming. If the enemy deathball, Myranda will have a harder time engaging; but they will be outschemed. However if they split, Myranda will murder them one by one. Thanks to the double activation, shield, SS to reduce damage, defensive mutations and so on, storming into a bubble is possible, but risky. As a good huntress, she will shine attacking isolated preys; but she can also be used to enter into a bubble to kill a high priority target and then run away. Even if the damage potential is huge, we should never forget she is still very squishy in Sabertooth form; timing the attacks and using well the mobility and healing is key. Mutation Upgrades: In the first turn she attaches the upgrade “Feathered Wings”, in turn 2 she will turn into a Sabertooth and then the carnage begins. “Natural Camouflage” or “Armored Plates” are also possible options but I think “Feathered Wings” will be the best choice in most games; “Serrated Teeth and Claws” is too greedy and “Formidable Horns” is greedy and redundant. “Armored Plates” could be needed versus teams or models that may kill her even with Butterfly Jump (ludicruous beaters with Frenzied Charge or Gunlines with a lot of Focused for example), the great thing about Armored Plates is that with her 2 activations, she could Gain Shielded+2 at the start of a turn and still have a second activation later. “Natural Camouflage” could be the right call versus Gunlines that like to scatter or versus Obey crews. The damage potential is HUGE. Stonning/Cheating for Onslaught each attack she can do a whopping 18-21 damage per activation only doing minimum damage in each attack (so 36-42 damage per turn in the Christmasland scenario where she does minimal damage in each attack); in the turn 3 she could have killed the entire enemy team by herself. She will also get the Empower bonus in 1 out of 2 attacks thanks to the upgrade (which would also limit the effect of Distracted, Manipulative, Serene Countereance and the like). With each kill she will get a SS back and each turn the miners will get more SS to keep her rampage going. Healing: Even hitting so hard, she has good self-sustain; Shapechange (Myranda) for 2 Wds and then “Beast Shape” cheating for Mend Self for a heal of 1/2/3; and she can do that twice per turn if needed giving leap up (however the two replacement will let her “move” 3.2’’; which can be used to engage/disengage freely). An average of 4 healing per activation or 8 per turn. With that healing, the defensive mutation and the SS to reduce the dangerous hits, she should have little problems staying alive if she uses the mobility to stay out of the way of the more dangerous enemy beaters. Soulstones are the hearth of this playstyle. It’s important to balance the offensive and defensive use well; and save a few to get the tomes (and cards!) for the Revelation trigger each turn. Pools: I think this list would work well in every Strategy… maybe the riskier one is Reckoning because there will be less squishy targets to kill and recharge SS, and more good beaters/buffs able to threat her. About the Schemes: I’d favor this list in pools that rewards splitting instead of deatballing (Breakthrough, outflank, power ritual, search the ruins, maybe Harness…). Myranda can complete easily on her own Assassinate and Dig their graves, she could do maybe and detonate charges and Deliver a Message (she would be also messaged, but poor of the model that spend his activation messaging her), but I’d favor the aggressive ones for her. A red line could be Harness plus claim jump that may promote a strong bubble crew storming the middle of the board; this list can still the played there, but jumping into a deathball require a lot of finesse. Threats for this playstyle: Even if the potential is very high, there are some things to watch out, crews with a lot of the following will make her hunt much more challenging: Damage reduction (Armor+2 or higher; a December Acolyte will be needed versus these), Butterfly Jump, Terrifying, Irreducible damage, Stunned, Vengeance, Black Blood, Academic Superiority... However she still has 2 Activations per turn, healing, 7 movement, Flight and BJW; so the tools to out play these crews are there. Lists: 35 SS version: Myranda (SSCache), Arcane Effigy, Mechanical Rider (SScache), Soulstone Miner, 1 last 6 SS model (Paul Crockett or another Soulstone Miner) + 7 SS cache (Emissary version) Myranda (SSCache), Arcane Effigy (EoFate), Mechanical Rider (SScache), Soulstone Miner (MTraining) + 9 SS cache SS miner. They have to generate 1 SS each turn and bury to reach a place to score, the one with the upgrade need to stay a bit safer. The SS generation is important for this crew, but another way to use them is to cover Myranda; in turn 2 unbury them engaging the more threatening model(s) for Myranda to force that model to waste APs reaching Myranda / cannot charge her. Mechanical Rider: Her role is scheming, feed Myranda the second activation each turn and staying alive. In turn 2 and 3 she will have 3 fate tokens, to reach the trigger in these a stonning plus cheating is needed. In turns 4 and 5 just by cheating or stonning the 5 tomes can be reached. The fate tokens are booked for Myranda, so she can’t use any for damage reduction, being conservative with the rider is important. The Effigy: Very useful totem. It can be put in scheming duty or make him follow and protect Myranda/Debuff enemies if there are conditions that could hinder her. In turn 3 he will turn into the Emissary in the alternative version, in this case use him to scheme or attack some model separated from the pack with the help of the Rider. I usually include the upgrade in the Henchman leaded lists, but this one is intended to peak at turn 2/3 so the upgrade isn’t that needed. Paul Crockett: He will punish enemy models for attacking Myranda. Butterfly Jump will let Myranda reposition after each enemy attack. She may jump into engagement range of an activated model and away from the active enemy model. Paul then may attack that model to trigger extra attacks (in the best case scenario, he can trigger 6 extra Myranda attacks) 50 SS version: Myranda (SSCache), Arcane Effigy, Mechanical Rider (SScache), Soulstone Miner (MTraining), Soulstone Miner, Paul Crockett, Ferdinand /Sabertooth + 7 SS cache. (Emissary version) Myranda (SSCache), Arcane Effigy (EoFate), Mechanical Rider (SScache), Soulstone Miner (MTraining), Soulstone Miner, Ferdinand/Sabertooth (MTraining) + 9 SS cache. Ferdinand Vogel: Very useful model in human and beast form. Human: Shielded+2 plus an extra heal from 8’’ is very useful, especially for Myranda as it makes her a bit less squishy. His spell deals good damage and has nice triggers. This is situational, but Fancy Cane cheating a low mask (attacking Myranda) could let her perform an extra attack (but without triggers) or reposition at the cost of 1 Wd and 1 shielded. Beast: has a nice 2’’ engagement range to keep enemies busy while Myranda does her thing, the roar may inflict the Adversary condition to help with Myranda Accuracy. On top of that he can also heal with the Shapechange, Impassioned Defense trigger (and Myranda can also heal him when he is in beast form if needed). Sabertooth Cerberus: A possible Ferdinand alternative; less versatile and squishy, but able to stalk prey from a mile away; marking 2 models to be teared apart later by Myranda. These models are my personal choices, but they can be adapted to fit other models if needed (Vogel and Crockett are the 2 that I’d swap out) like Saboteurs, Steam Arachnid Swarm/Joss with Diesel Engine, 2 Silent ones, a December Acolyte… take in count that without mutation upgrades, this list is better with OOK or Versatile picks than with the other beasts. I hope you find it interesting; if you give this a whirl, let me know it goes! Good Hunting!
  2. Hi everyone, Shapeshift Options for Myranda: Synergy with Sandeep So, I've recently started building a Sandeep crew. I've read quite a bit about the various models that tend to 'mesh' well with Sandeep, and I'm aware Myranda is essentially an auto-include for most Arcanist crews. However, I was curious what particular beasts are the best models to have in reserve for Myranda to turn into? Most of the topics in regards to this are pretty old, and happened well before Sandeep. Here's a list of things I've purchased: Sandeep Box Marcus Box (Mostly to get Myranda, and some shapeshift options.) Metal Gamin Fire Gamin Shastar Vidiya Guard (I like the models, but I'm aware I might not be running more than one or even running them against certain comps) Just to clarify, I haven't played Malifaux before but I have played similar games. I've also listened to a lot of the various podcasts, and read over most of the discussions around here. Models I've heard that are good with Sandeep that I don't own: Wind Gamin (Probably the most mentioned model I don't own. Likely number one purchase I don't have.) Mecha Rider (This one I've heard isn't super important on Sandeep in comparison to other arcanists. I'm well aware that she's useful, but Sandeep himself summons as is. I'm more worried that she's a bad model to have when Sandeep should be able to place enough gamins on his own) Ice Gamin (Just for more toolkit options for the rare situation Banasuva needs Frozen Heart.) Oxfordian Mages (Number two purchase I don't own.) Arcane Emissary (Seems AWESOME with Sandeep, but unsure how to really run this model with him.) Models I'm iffy about that might be good to have? (Would like opinions on these.) Freikorps Librarian Silurids (I think these count for Myranda shapeshift?) Malifaux Raptor (Myranda again.) The Valedictorian (Seems really costly in SS and $$$, and I think Kudra does something similar?) Sanctioned Spellcasters (Iffy on these, think the SS is better spent elsewhere from what I know.) Johan (Heard good things about having him in general.) Joss (Seems over-rated, and I think Sandeep has better uses of SS. Open to opinions as he seems popular.) Molemen (Unsure about these.) Angelica (Seems kinda meh in Sandeep.) Arcane Effigy (Don't know what he does that Sandeep needs. Would love to hear more.) Slate Ridge Mauler (Seems like a mega beat stick for shapeshift?) Spawn Mother (Shapeshift? Unsure what she adds to Sandeep, just seems more like Myranda utility.) Thanks in advance, Panfuricus
  3. I bought the Marcus crew box recently and figured to get used to it I'd play in a local Shifting Loyalties Campaign with it. But, looking into it, most of the Beasts I normally take aren't Arcanists, and with only starting with Myranda I won't be able to bring them along. Would Arcanist beasts would people recommend I use? At the moment I'm thinking Rattlers and maybe Cojo for a bit of longevity. I'd take the sabretooth as Myranda's 'change into ' model rather than hiring it in, (especially as I only have 1). Unless I go really aggressive with it and kill a few things in the thick of the enemy crew before its taken down then I warp Myranda into it bringing out the threat again. But this would mean it would get 'injured' for the campaign. Any thoughts?
  4. In a recent game, I used Myranda's (0) Shapechange action to summon another beast and then sacrifice my almost dead Myranda. I had the Jackalope on my side, with none currently on the board. The Jackalope's Multiply characteristic states that, "...when a friendly Beast is killed or sacrificed, summon a Jackalope into base contact with the Beast before it is removed from play." It thus seemed to me that I could use Myranda to summon two Beasts: an enforcer beast through Shapechange and the Jackalope through its Multiply. I did not see any limit on the number of models summoned in the Summoning section in the large book (although I took pity and didn't bring up the cute little Jackalope in the game). Could I have summoned both?
  5. Myranda's transform, are you limited to the models in the current game or is it any model?
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