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Found 60 results

  1. I am trying to single master Pandora to better understand her and focus my M3E play right now. So what are the suggestions when the matchup is Woe v Family?
  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 plan to get my hands on the Cornelius Basse box very soon (I already have a Guild Austringer, so I better use that guy out finally) and I was wondering if recruiting a Perdita in the Basse's crew might be worthy. As many of you already know, I find the new Family keyword very VERY disappointing...still, Family has been my first crew ever and I don't want to set it aside in a drawer, waiting for buffs. So I thought that maybe (MAYBE) I could at least use her as 2nd master. Do you think it might work? Anyone tried that?
  4. After reading and learning lots of information from the forum, it's time for me to give back. I've been playing Malifaux for three years (ever since the Great WHFB Migration of 2015) and enjoy casual and competitive games. I started with Guild, had a brief flirtation with Outcasts and Ressers, but with the release of the Wave 5 models and GG 2018, I'm coming home to Guild. This will be the first of a few threads where I talk about the Masters I'm using and the games/tournaments I attend. Vs Amelia/Nicodem 50 SS Public Executions, flank deployment Eliminate the Leadership, Covert Breakthrough, Hold Up Their Forces, Show of Force, Take One for the Team (my schemes are in bold) Perdita - Trick Shooting, Fastest Draw in Malifaux, Aura Ancestral McTavish - Debt to the Guild Francisco - Wade In Abuela Ortega - Hair Trigger Pistolero de Latigo Brutal Effigy Field Reporter Enslaved Nephilim 2 SS cache Amelia - Maniacal Laugh, Undertaker Mortimer - Corpse Bloat Carrion Emissary - Nicodem conflux Bete Noir Jaakuna Ubume Rotten Belle Crooligan Vulture 5 SS cache How it Went Down: Perdita, Franc, the Pistolero, and McTavish (who joined the family) moved quickly up the center to put pressure on Amelia and try to eliminate her. They got tied up with a wall of Hanged, Shikome, and Punk Zombies and couldn't reach their target. The reporter stayed on the left flank to covert any markers my opponent dropped, but she was killed by Bete Noir and the markers were dropped anyhow. Abuela held the right flank and cleaned out any corpses that came her way (a bell and a summoned necropunk) Final Score: Perdita 3 (Public Executions 1, Show of Force 2) Amelia 6 (Public Execution 1, Hold Up 2, Covert 3) Report Card: Perdita: (B+) She performed very well! Lots of summoned models gave her plenty of things to kill and she had earned Shed Blood every round. The only downside is that Shed Blood doesn't stack (afaik) so she can only score once a turn. The added Wp on Family came in very handy, as did her Relocate to push out of combats and free her up to shoot or charge things. McTavish: (D) Poor McTavish ran afoul of some Hanged and a Shikome, and didn't get to do much killing before he died. Mostly I was getting used to how his mechanics worked, and seeing if he was worth taking outside of Nellie. I think the answer there is no. He's just a bit too expensive now at 13 SS with Debt (and even more if you put Numb on him, which you'd want to). Francisco: (B) He was fine; earning Shed Blood three times before dying in the last turn. We all know he's awesome, and he performed as she should. He and Perdita work very well as a team: He gives her El Mayor and moves up, she relocates up to him and shoots things, then she is in place for El Mayor again. Abuela (A) The more I field Abuela, the more I enjoy her. Hair Trigger may not be great on a 6" range gun, but the Polite Pushes she gets from nearby models helps move into a position where she can unload. One nice trick I did was using Listen Up on the Nephilim to Influence Abuela around a corner, where she rapid fired a rotten belle to death. Good times! Pistolero De Latigo (F) He really underperformed. I was tight on points thanks to McTavish, but I wanted another family member and I liked his Look Out ability. I was able to push and order him around to move him w/out activating him (to get more use out of Look Out) but it didn't really help much. Field Reporter (C) She was OK. She pushed a few models around before being killed, so never got to convert my opponent's scheme markers. The threat of her doing so is still very good and she can mess with scheme runners very well, so she'll stick around. Brutal Effigy (A) You know he's awesome, I know he's awesome. I always take him with Perdita. He did a great job staying hidden but still handing out Fear Not the Sword. He could have done some extra work if I had picked some different schemes. Strats and Schemes: Despite being a killy scenario, it was hard to score points for Public Execution. Two turns we both had equal amounts of Shed Blood, so no one scored for that. Show of Force is an easy scheme for Guild, so why not take it? I took Eliminate because I wanted to try playing more aggressively and try to shut down the Amelia summoning engine. Terrain made that very hard (he had a big monument to hide behind) as did the horde of summoned undead. It wasn't a good fit, and I doubt I'll take Eliminate against Amelia again. I dismissed Covert Breakthrough but it actually would have been a good scheme, since in Flank deployment you're a lot closer to the enemy deployment zone. That wraps up the first game! I'll be adding more Perdita games to this thread as I play them.
  5. Ikiwith

    Guild newie

    Hi wyrdos. After 4 years playing gremlins, I have decided to start with a new faction. I bought some different guild models because I liked them, and now is the moment to start using them. The crews which, I have in my own are: perdita, lady J and Sonnia. Some of my other models are: - abuela. -executtioner -marshal recruiter -bruttal effigy - lone marshal - witchling handler What other models do you suggest me to start with? Who are the mates for these three ladies? I know that Francisco always is a must.
  6. No story element this time. Game was too short. Still an interesting Match. Guild Player is improving with his crew, this is the first time for the Neverborn player to run Titania. The terrain is also all brand new. 50mm Orange markers are the Hungry Land markers of the Mysterious Emissary. Standard Deployment Strategy: Interference Schemes: Claim Jump, Dig Their Graves, Accusation, Tail ‘em, Last Stand Guild List: 8 Members, 2 Soulstones Perdita Ortega (Trick Shooting, Os Veo, Aura Ancestal), Enslaved Nephilim, Dr. Grimwell (Research Grant), Francisco Ortega (Wade In), Santiago Ortega, Abuela Ortega (Diestro), Guild Pathfinder Guild Schemes: Last Stand, Tail ‘em Neverborn List: 7 Members, 7 Soulstones Titania (The Forest Reclaims All, An Audience with the Queen, Behold My Glory), Gorar, Aeslin (Taproot), Mysterious Emissary (Mysterious Conflux), The Claw, The Tooth, The Thorn, Neverborn Schemes: Dig their Graves, Tail ‘em Setup Guild set up first. Perdita, Francisco and the Nephilim take up the right side. Santiago and the Pathfinder cover the far left, hoping to create a bottlenecked alleyway that Santiago can defend after the Pathfinder drops some traps. The Doc and Abuela take up the middle, ready to move whichever way they are needed. The Neverborn tend to clump to the middle with the powerhouses in the middle ready to go either way they are needed and the Autumn Knights taking up the flanks. Turn 1 Guild Wins Initiative and goes first Pathfinder places a trap and double walks behind the large train station. The Thorn double walks. Abuela Ortega forces Dr. Grimwell into a shotgun wedding (making him Dr. Ortega, I suppose) and double walks. The Tooth double walks. Santiago Ortega walks, shoots at The Thorn, but The Thorn cheats high and it misses. Aeslin walks and places a scheme marker (prepping for the Mysterious Emissary to turn it into a Changeling). Dr. Grimwell walks three times, pushing Abuela Ortega along for the first walk. Mysterious Emissary walks twice (player realized they didn’t have the right suit to summon a changeling this turn) and summons a Hungry Land marker instead. Francisco Ortega gives El Mayor to Perdita and double walks into the trees and does Finesse for good measure. The Claw walks, issues the Challenge of Winter to Dr. Grimwell and succeeds, dragging Dr. Grimwell through the Hungry Land for 1 damage, then spears him for 2 damage. Perdita Ortega relocates forward and shoots the Mysterious Emissary three times, hitting once for 5 damage. Titania walks, then charges Dr. Grimwell and hits him with one Wicked Silence dropping a scheme marker and doing 2 damage and forcing him to attack only her next activation because of her upgrade. Enslaved Nephilim double walks. Gorar double walks and toes in to the 6 in center while helping to surround Dr. Grimwell. End of Turn: Guild reveals Last Stand. Turn 2 Guild win Initiative Dr. Grimwell activates and takes 2 damage from Thirsty Roots. He then tries to Lobotomize Titania, but it fails and then tries to run, but The Claw keeps him engaged. The Claw attacks Dr. Grimwell, Black Joker negates damage on first attack, misses the second attack. Abuela Ortega walks and takes 1 damage from the Hungry Land. She shoots the Mysterious Emissary for severe damage, dealing it 4 damage and blasting 3 damage to Titania and 2 damage to The Claw (Armor 1) The Mysterious Emissary shuffles around in the Hungry Land a bit to heal 2 damage, then draws and discards two cards for the Tides of Fate, and finally attaks Dr. Grimwell for 2 damage, killing him and scoring 1 point for Dig Their Graves. Perdita Ortega uses trick shooting to shoot around the cover of the barricade at the Mysterious Emissary. First attack misses, second attack misses because of a high cheat by the Mysterious Emissary, last attack hits for 2 damage, bringing it down to 1 health again. The Thorn walks and issues the Challenge of Spring on Santiago Ortega who answers it and pushes up to her. The Thorn then attacks him, but misses. Santiago Ortega attacks The Thorn, hitting both times for 1 damage each because of Armor. Aeslin walks and shoots Abuela Ortega twice for 4 damage total. Perdita Ortega takes 1 of those damage for Abuela. Francisco Ortega shoots the Mysterious Emissary twice, but misses both times. Titania uses Audience with the Queen on Abuela Ortega. It fails, so she does it again and it succeeds. Titania then uses Bloody Command, cheating the suit to give a healing flip to the Mysterious Emissary, healing it back up to 3 health and kills Abuela Ortega. Pathfinder walks twice, currently the only unengaged model in that quarter, and places a trap. The Tooth walks and issues the Challenge of Summer to the Pathfinder, which he answers, pushing into base contact with The Tooth. The Pathfinder misses with their free attack and The Tooth misses with both the free and regular AP attack. The Enslaved Nephilim walks as fast as it can to catch up to everything. End of Turn: Neverborn control both halves of their deployment quarters (Titania and the Claw on the right, Aeslin on the left) and score 1 point for Interference. The Guild control their right side with Perdita and Francisco, but both the Pathfinder and Santiago are engaged on the left side, so the Gulid does not score VP this turn. Also, with only Santiago and Francisco left alive, the Guild can no longer score VP for Last Stand. Neverborn 2 (Interference and Dig Their Graves) Guild 0 Turn 3 Guild win Initiative and go first. Pathfinder relocates the nearby trap to give him advantages on attacks. He then attacks and hits The Tooth twice for 1 damage each. The Mysterious Emissary walks, healing 2 damage (back up to 5 health), summons another Hungry Land Marker, and then attacks Francisco for 2 damage. Francisco Ortega then charges the Mysterious Emissary, eating 5 damage from the Hungry Land marker. He then hits the Mysterious Emissary twice, the first time for 2 damage, bringing it back down to 3 health, then again for sever with a Critical Strike trigger, for 6 damage, but Hard to Kill blocks most of it, bringing it down from 3 to 1 again. Titania walks, uses grants Francisco an Audience with the Queen, and uses a Wicked Silence to drop a scheme marker, then kill him scoring for Dig Their Graves. Perdita Ortega then casts Obey on the Mysterious Emissary, having it attack the Claw, doing 1 damage. She then Shoots the Mysterious Emissary FINALLY killing it, and then shoots and misses The Claw. The game had to be wrapped up at this point so the players could catch the last train. Endgame analysis: It seems that the Neverborn were ahead in a couple of key ways and likely would have carried the game. There were two major factors to the Neverborn advantage in this game. The obvious was that Dig Their Graves is practically designed to favor Titania’s crew as they place so many scheme markers as part of their attacks. The A Wicked Silence is particularly effective as it places a Scheme marker first, then does damage. The other major advantage for the Neverborn was that most of the models had a limited version of Lure (Challenge of the Season, Audience with the Queen, even Aeslin’s Rot and Rend has a pull trigger.) This makes board control extreme in the Neverborn’s favor especially for this Strategy where they could push models into engagement and also good against the Last Stand strategy as they were able to isolate two Enforcers/Henchmen and dispatch them quickly before any points could be scored. The good news for the Guild this game is the Pathfinder didn’t die first turn. This is possibly a first for this particular Pathfinder (same Pathfinder that was Voodoo Dolled to death in an earlier report). The Guild player is learning how to keep it out of harm’s way so it can actually start laying traps. Better strategy for the Guild would have been more shooting and taking more advantage of blocking terrain to stop the Pushes from the Challenges of the Season. Gunline strategy definitely the way to go against the Neverborn.
  7. Alright, been a while. Our group can only get together so often unfortunately. Also, unfortunately due to a phone breaking soon after the game, no photos from it survived, but hopefully it’s still enjoyable to read. Bonus points if you can catch the Johnny Cash references. The guild player is relatively new and the Outcast player is more experienced, but this is their first real game with Outcasts. Corner Deployment Strategy: Headhunter Guild List: 7 Members, 2 Soulstones Schemes: Inspection and Frame for Murder (Dr. Grimwell) Perdita Ortega (Trick Shooting, Os Veo, Aural Ancestral), Francisco Ortega (Wade In), Dr. Grimwell (Research Grant) [Sucker], Santiago Ortega (Diestro), 2 Death Marshals, Enslaved Nephilim [Will add photo of Guild crew if player sends photo] Outcast List: 8 Members, 3 Soulstones Schemes: Inspection and Claim Jump Viktoria of Ashes (Sisters in Spirit, Survivalist, Synchronized Slaying), Victoria of Blood (Oathkeeper), Student of Conflict, Sue (Return Fire), Carver [as Killjoy], 3 Ronin Devil’s Right Hand The new frost crunches under the boot of the man, the boot and the rest of his cloths as dark black as the new snow is white. He shifts the weight of his guitar to a new spot on his shoulder while surveying the landscape. He had been hunting this land for a couple months now with the twins. It was now all one shade: white, but it had been many vibrant colors a few days ago: yellow grain fields and red and orange trees standing stark against a blue autumn sky。 But there was another red as well. The harvest went ungathered, the farms abandoned, as night after night, another living person was turned into a nightmare pile of flesh and blood. Something had made this hamlet its territory. It came in the night and dragged its bloody prey into the fields. For months he and the sisters had hunted it. No luck. Now the autumn sorrow had passed and the cold wind blows over bare trees and with the harvest gone and the fields empty, they may have missed their prey altogether. Now there was a new hunt though. The Ortega family had been dispatched to the area. Seems the people started wondering if there really was a devil in these fields or if perhaps it were a human cause. Human like the man in black. Like the twins. The man in black saw the sisters and their band, a crew of rough women who found discipline and purpose under the twin’s guidance, for which the man respected them. But they had done something in the fields last night before the snows, something they hadn’t told the man. They probably know he wouldn’t approve, would have tried to stop them. But here they all were, ready to stand against the will of the Guild. “You sure you want to do this? We can still leave the guild’s territory.” says the man. One of the sisters, he couldn’t be sure which, never could’ve, steps up and tells him “This is our territory, not the Guild’s. We hunted on it. We worked it. We provided for it’s people.” There was a hardness in her. Grit. They all had it. But today they had something else, something harder. Usually the sisters were confident and brave in battle, but today there was a kind of surety, a certainty that someone was going to die. “What have you done?” he says. “You done something, and you’re gonna have the devil to pay for it, aren’t you?” She looks down at his guitar, a black metal thing with a demonic fresco. It started to get hot and glow blue, sensing the coming of death. “You just worry about your devil, we will worry about ours.” She says as the across the field, gunmen can be seen scouting and taking up their firing positions. Setup The board is an icy wasteland with ice walls and pillars standing all around. Lots of hard cover blocking terrain. The Ortegas set up in the Northwest corner with a death marshal and Santiago facing the south, Dr. Grimwell and the other Death Marshal are facing the east, and the Franky, Perdita, and the Nephilim are positioned near the middle edge of the quarter circle. The Viktorias set up with two Ronin facing the west, the other Ronin and Sue to the north, and the Viktorias and Student of conflict at the center edge, ready to slingshot wherever needed. Turn 1 Outcast win Initiative, force Guild to go first Death Marshal double walks towards the southwest corner. Ronin double walks towards the northeast corner. The other Death Marshal double also double walks towards the northeast corner. Sue double walks to the northeast corner, and does Man in Black for good measure. Santiago double walks towards the southwest taking partial cover behind a large wall of ice. Ronin double walks towards the southwest corner. Dr. Grimwell triple walks to circle around to the eastern side of the board approaching Sue. Student of Conflict walks and Pulls Viktoria of Ashes to her through Sisters in Spirit. Franky double walks to the Southwest and does finesse. Viktoria of Ashes does Sisters in Spirit to Viktoria of Blood, walks, and pulls Viktoria of Blood again. Viktoria of Blood Accomplices and discards Oathkeeper to walk, and charge Santiago and kills him in three strikes. Enslaved Nephilim walks and pushes Perdita. Perdita activates and charges Viktoria of Blood, killing her. Carver unburies itself. Perdita then attacks Carver for one hit. Carver gorges back to full health and attacks Perdita twice. Perdita barely manages to cheat high enough to avoid both attacks. In practiced form, the sister’s apprentices spread out to flank the approach. The twins themselves made straight up though the middle with their protégé, a child they took under their wing recently. The man in black follows behind one of the young sword fighting women as she covers their right flank. He sees one of the Guild’s ghostly riders, the Death Marshals, making a beeline for her. If there was ever any sign the Guild was chasing the devil’s herd, it was those flaming skulled lawmen. There also seems to be some psychopath with a chainsaw heading that way, so he keeps up to make sure she was covered. The twins spotted a gunman hiding behind a nearby wall. He probably thought he was covered, but he didn’t know just how fast those ladies could sprint. Before he can set his gun firing, one of them, the twin with the double swords was on him and cut him in half before he knew what was happening. The man in black recognized the man from his nights drinking tequila in the city. Santiago if he recalled. He also recognized the man’s sister, a much more dangerous gun-woman, moving in on the twin. Sure enough, a couple expert shots from here and the girl went down bleeding. Then the man in black saw what he was afraid he would see. They had went and made a deal with the devil and the devil came. Perdita Ortega jumped back out of the way as the blood on the snow started to smoke and burst into flame as the devil, the butcher, the Carver twisted and writhed out of the hellfire. It tested its rusty shears and the candlelight of its flickering, Jack-o-Lantern eyes levelled on Perdita. Turn 2 Guild win initiative and go first. Enslaved Nephilim walks and pushes Perdita out of Carvers threat range (the player never fought it before and didn’t know about the 1 AP charge.) Carver charges Perdita for 1 AP and uses all of it’s 3 attacks on Perdita. Thanks to some skilled cheating and a Df of 7, Carver misses ALL THREE TIMES!!!! Perdita attacks Carver back, hitting with a Red Joker for 8 damage on the first attack, 3 damage for the second, and 0 for the last because of the Black Joker. She takes 2dg from Black Blood. Carver has 1 wound remaining. Viktoria of Ashes double walks and picks up Santiago’s head. Death Marshal walks up to Carver and attacks, finishing him off. He and Perdita both take one more damage from Black Blood. A Ronin double walks to the northeast corner. Death Marshal double walks to northeast corner as well, but not quite in engagement range with the Ronin. Ronin double walks to southwest corner. Dr. Grimwell triple walks to engage Sue. Sue shoots Dr. Grimwell twice, hitting once for 3 damage. Fails to cast Ring of Fire. Franky double walks. End of Turn 2: Outcasts 2 (Headhunter and Inspection) Guild 1 (Inspection) The man in black watches in with equal parts awe and disgust as the scarecrow shambles towards the Ortegas. He believed he knew the twins, knew them better to value their souls more than this. The carver moved forward with glee, if it can feel anything. The man in black supposed it could based on the sound of laughter ringing in his ear echoing from the hollows of the things Jack-o-Lantern. Soon its laughter changed to growls of frustration as it’s would be victim agily sidesteps its shears thrusts. The man knew the Ortega’s reputations, that they were skilled in hunting these devils. He reasoned then that maybe that’s why the Guild sent them, for the Carver, not for them. Too late now either way he reckons. With a sound like a lightning strike, Perdita unloads a perfect shot just as the thing bends forward to lung again. It’s the sound of the scarecrow’s pole splintering into hundreds of pieces. The thing’s arms go limp, its chest and head lolls back and forth. Perdita kicks the flailing thing, like a puppet that had its strings cut, and it falls straight over. She and one of her Marshals unload several rounds into its body. Meanwhile, the madman had caught up to the man in black. He has no idea why a group of hardened gunfighters would keep a loose cannon like this with them, but he doesn’t much care. He unloads into the gibbering fool, but he keeps coming. Turn 3 Death Marshal walks and picks up Viktoria of Blood’s head. Viktoria of Ashes charges Perdita and hits her once and Whirlwinds into the Death Marshal for 3 damage each. Picks up Carver’s head. Perdita attacks Viktoria of blood, missing with the first attack, hitting for 3 damage on the second, but a soulstone prevents all 3 damage, and the third attack hits for 3 damage. Sue shoots Dr. Grimwell again for another 3 damage, and also successfully casts Ring of Fire. Dr. Grimwell fails to Lobotomize Sue, tries to run away Sue succeeds on disengaging strike, so Dr. Grimwell gains 3 Burning condition. Ronin in northeast corner drops a scheme marker on the center line and walks to engage the Death Marshal to prevent him from denying Claim Jump. Enslaved Nephilim pushes Franky into base with the Death Marshal and next to Viktoria of Ashes. Student of Conflict double walks and attacks the Death Marshal with her Melee Expert attack managing to deal 3 damage to the Death Marshal, killing it. Francisco discards for Flurry, attacking Viktoria of Ashes three times, hitting twice for 7+ damage, but she survives thanks to Hard to Kill from the Survivalist Upgrade. Ronin double walks directly on top of Death Marshal’s head. Death Marshal in the northeast corner Pine Boxes the Ronin and moves onto the scheme marker, denying Claim Jump this turn. Ronin in the Southwest corner drops scheme marker and goes defensive. End of Turn 3: Outcasts 4 (Headhunter and Inspection) Guild 3 (Headhunter and Inspection) At this point, what happens next is critical. Viktoria of Ashes is down to one wound and is surrounded by Perdita, Fransico, and the Enslaved Nephilim. If she goes down, they have free range to attack the Ronin who are crucial for finishing the strategy and schemes for the Outcasts. But if Viktoria can steal the initiative... One of those hellish lawmen, after finishing off the devil creature, bends down and takes the head of the fallen sister. Well, her twin was having none of that and ran into it and the leader Ortega. Swiping and cutting them. The man in black sees this. He also sees her make a downward strike, severing the Jack-o-lantern of the devil, but the man can’t figure why. To his right, he sees the wave woman he had been escorting make her stand against the dead lawman. She stood defiant, as if to say that this was their territory, not his. The marshal grabbed her and shoved her into his coffin and sealed it with his black magics. So much for that. The man turns his attention back to the hacksaw wielder. He goes after the man again, but the man steps aside carefully. The man unloads a round of his Colt 45 into the maniac. As if it can sense the blood, the blue glow of the man’s guitar ignites. Suddenly the man and the maniac are surrounded by a blue ring of fire. It doesn’t touch the man, but his gibbering rival starts screaming as the hellfire finds its own. Over on the other side of the field, the man watches as Francisco Ortega, another of Perdita’s brothers sneaks up with the aid of one of the Ortega’s pet demons. He stabs the twin several times, her blood pouring out. The Ortegas and their demon close in to finish her. Turn 4 Outcasts Win Initiative Viktoria of Ashes attacks the Enslaved Nephilim, cheating a Mask card to Whirlwind. The Enslaved Nephilim takes 3 damage, Franky takes 9 damage from the Red Joker, but survives from Hard to Kill, and Perdita takes the last 4 health and dies. Viktoria’s second and third attacks finish off the Nephilim and Francisco. Dr. Grimwell lobotomizes Sue for 4 damage. Sue’s return fire trigger misses and he then disengages. Sue tries shooting Dr. Grimwell twice, misses both times. The Death Marshal in the northeast corner walks and picks up the scheme marker. Ronin picks up the head she was standing on and walks away. The other one stays in the pine box. Student of Conflict walks and uses Sisters in Spirit to pull Viktoria of Ashes. End of Turn 4: Outcasts 6 (Headhunter and Claim Jump) Guild 4 (Inspection) The Ortega’s have sword woman surrounded and outnumbered. Unfortunately, for them, this is not a tight situation for her – this is her life. She is used to fighting on barely anything and against greater odds. Keeping both Ortega’s to her front flanks, she stabs behind her, impaling the imp they brought. The Ortega’s move in to finish her, but the sword woman steps forward to them and cuts her way out of the demon and straight into Fransciso’s gut, and then with a primal scream rips it out and straight up into the sister Ortega. Ripping her sword free again, she then goes in and takes two more swings on the man and their demon. At the same time, her young student has run up and stabbed the nearby Death Marshal in the back. In only a few seconds, the woman and her child student are standing alone on a field of bodies. Meanwhile, the man in black is holding back the insane doctor. The doc manages to drive the chainsaw down into the man’s side, soaking his cloths into a different shade of black. Suddenly the madman is off running away though as he sees the guitar glow blue again. He would rather not suffer the fires again. The man sends a few bullets after him as well, just as encouragement. Turn 5 Wrap up summary. Guild wins initiative and Dr. Grimwell charges Sue, but Sue survives thanks to Hard to Kill. The Outcast player realizes that Dr. Grimwell is probably the sucker and doesn’t do anything to try to eliminate him. The Ronin breaks out of the pine box and fights the Death Marshal, but nothing happens between them. The two ronin and Viktoria pick up heads, place claim markers, and sit in the corner for inspection as they are much too far away to get to Dr. Grimwell or the last Death Marshal. Final total: Outcasts 9 (Headhunter, Claim Jump, and Inspection) Guild 4 The any sane man would properly run away from bullets, but this madman seems to think them an invitation. He charges in machine saw a blazing and rips straight for the man’s head. Nearly scalps him, and it flings away the man in black’s hat, but he’s not that easy to kill. It dawns on the man that the doctor is probably not an asset to the Guild. Probably he was once, but now he’s a liability and they sent him here to get rid of him. Probably an offering to the devil of the fields even. Well, that doesn’t sit well with the man in black, so he whacks the doc in the temple with his colt. The doc will live and the guild will have to deal with him themselves. The man in black won’t be their hangman. To the right, he sees the woman rip her way out of the coffin and starts striking at the Marshal. Looks like no grave can keep her body down. The dead lawman starts to retreat away. The man calls after him and he tells him to “go tell your masters, those long tongued liars, those midnight riders, ramblers and gamblers and backbiters, tell ‘em their all gonna get cut down. Sooner or later, they’ll all be cut down.” The man walks towards the woman. She looks at her fallen sister. She holds her sword in one hand and the Jack-o-Lantern in the other. The devil of the fields here will no longer stalk and murder, it drank it’s last blood. The sisters planned this. They couldn’t hunt it in its fields so they made a deal, they did what they needed to bring it out and finish it. They knew this was the only way. They only had the devil to pay. This was a very fun game. The Guild player had expected the Doc to go down faster which he usually does, but he didn’t this time. The Outcast player also considered the Frame for Murder scheme with the Viktoria of Blood as the Sucker, but wanted more practice with Claim Jump and also the idea of one of the twins framing the other didn’t sit well with them storywise. Obviously it’s a good strategy as it could have netted 3 points first turn. Killjoy was the biggest wiff ever. First time for the Outcast player and they were surprised at how little the monster actually did. Df 7 is hard to hit. Kudos to the Student of Conflict for actually killing something with her practice sword. Those whirlwinds by the Viktorias can really clear the field. Thanks for reading, let us know any thoughts or comments.
  8. Need some advice on where to go from here. I got my girlfriend the Perdita box, and the original plan was to also get her Lady J's box. All of the advice on the Internet pointed this out as a great way to get a really good Guild crew together for just a few bucks. Now, after doing some reading I realize that in January the Locobox was cuddled and now I have no idea on the best way to expand her crew. What are some good, thematic options? Maybe Abuela and a Peacekeeper? Or would non-thematic choices be the better option? Any advice would be terrific!
  9. Hi dudes! This weekend I played an aprox. 30 people tournament, and now I'll report ^^ I don´t remember all the things, for example I can't tell you the upgrades of enemy crew, and if you see something wrong tell me please! In my opinion I played this tournament good but a lot of fucking red jokers on dmg killed me xD So... lets go! ------------------------------------- Round 1 Colette(A) vs Jacob(TT) Schemes: Headhunter - close deployment Claim jump Frame for murder Leave you mark Show your force Hidden trap Colette [CC, AR, SotD] + 3ss Dove Cassandra [PP] Myranda [IE] Howard [IE] Performer Arcane Effigy Jacob Hungering Darkness Emissary Lust Wastrel Monk of Low River x2 Katanaka ------------------------------------- I take Frame for murder on Howard and Leave your mark, Jacob deploys first and put the 2 Katanakas on my face, so I deploys Cassandra and Howard to charge him on the first turn ------------------------------------- T1 I win the initiative Cassandra nimble+charge to kill 1 Katanaka, use defensive trigger for - Lust double defensive with an As and return it to his hand Howard nimble+charge to kill the other Katanaka Monk hit Lust cheat with As and As to trigger draw card, and do it again Dove does + on Ca for Colette Wastrel hit Lust cheat with As and As to trigger draw card, and do it again Arcane Effigy moves to pick head next turn Emissary push and push Hungering Darkness Performer moves to pick head next turn Hungering Darkness kill Cassandra with the first JR of the day... Colette summon Dove, prompt Myranda to reactivates, and moves Jacob moves Myranda move+move+turns into Cerberus Cerberus charge Jacob let him on 3 wounds Colette: 0Vp 6 miniatures Jacob: 3VP Frame for murder 6 miniatures ------------------------------------- T2 I win the initiative Howard IE+nimble+flurry Jacob to kill him Hungering Darkness hit Cerberus Cerberus hit Hungering Darkness let him on 2 wounds Emissary kills Cerberus Arcane Effigy picks one head Lust move Performer try lure Lust with 12 of crows in hand but he flips 13... Wastrel hit Howard Dove does + on Ca for Colette Monk move Colette prompt Howard to hit Emissary, move + hit Hungering Darkness and flips BJ on dmg... Colette: 1Vp Headhunter 4 miniatures Jacob: 4VP Show your force on Hungering 5 miniatures ------------------------------------- My oponent plays so slowly and the round is near to finish... =( T3 I win the initiative Colette kills Hungering + prompt Arcane Effigy to reactivates + prompt Howard to reactivates try force him to kill Howard or loss all his miniatures Emissary kills Howard Arcane Effigy moves and place a Scheme Marker Lust kills Performer Monk picks one head Wastrel shots Colette Colette: 4Vp Frame for murder + Leave your mark 1 miniature Jacob: 5VP Headhunter 4 miniatures ------------------------------------- First game loss I think that it's my worse game because my opponent plays so slowly, and his JR on Cassandra kills my Leave your mark strategy ------------------------------------- Round 2 Ramos(A) vs Perdita (G) Schemes: Extraction - standard deployment Claim jump Eliminate the leadership Accusation! Cover breakthrough Search the ruins Ramos [UP, CM, SotD] + 7ss Brass Arachnid Joss [IE] Howard [IE] Angelica [PP] Mobile Toolkit Malifaux Raptor Perdita Enslaved nephilim Francisco Brutal Effigy Emissary Abuela Nino Santiago ------------------------------------- I take Cover the breakthrough and Search the ruins, and deploys all my crew in a corner to be on save from Perdita's and other shots ------------------------------------- T1 He wins the initiative Malifaux Ramos fly Enslaved nephilim push Francisco and Perdita Mobile Toolkit gives + on Howard Emissary move Joss charge Mobile for 2 scrap markers Francisco gives El Mayor to Perdita, moves + defensive Ramos does 2 Arachnid with one of the scraps Nino shots something but doesn't do anything Arachnid move Santiago move Abuela + move Arachnid move Abuela move Brass Arachnid reactivates himself Perdita move + defensive Brass Arachnid reactivates Joss and Howard Brutal Effigy move Angelica push Joss and Howard Joss charge Santiago and kill him Howard charge Abuela and kill him Malifaux Raptor down in enemy square Ramos: 0Vp 8 miniatures Perdita: 0Vp 6 miniatures ------------------------------------- T2 He wins the initiative with 13... he wins all initiatives in that game even with my upgrade Seize of the Day Perdita JR and kill Howard, second JR of the day on dmg Joss IE and charge Francisco he flips three 13 on defense and survives Francisco hit Joss Angelica put scheme on Raptor, push Brass Arachnid and moves Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary move Ramos does 2 Arachnid with the other scrap Nino shots Ramos Arachnids move and interact Brutal Effigy move New Arachnid move arround Francisco to low df Brass Arachnid move Malifaux Raptor down in other enemy square Ramos: 1Vp Extraction 9 miniatures Perdita: 1Vp Extraction 6 miniatures ------------------------------------- T3 He wins the initiative with 12, I use stone because have 13 of crows to 2Ap atack from Joss 5/8/10 and paralyze Francisco... and can't win Perdita JR and kill Joss, third JR on dmg Ramos try summons Arachnids but BJ on summon... FUUUUUUUUUUUUUU, shots Francisco with -2 df and kill him Angelica put scheme on Raptor, moves and interact Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary hit an Arachnid but doesn't do anything Nino shots Brass Arachnid and kill him Arachnids move and interact Brutal Effigy and interact Malifaux Raptor down in center of enemy zone Ramos: 2Vp Extraction 8 miniatures Perdita: 2Vp Extraction 5 miniatures ------------------------------------- T4 He wins the initiative Perdita kills Ramos 3 Arachnid form an Arachnid Swarm Emissary bury Arachnid Swarm Angelica put scheme on Raptor, moves and interact Nino kills Angelica Malifaux Raptor fly Brutal Effigy and interact Arachnid move and interact Enslaved nephilim move Ramos: 3Vp Extraction 4 miniatures Perdita: 5Vp Eliminate the leadership 5 miniatures ------------------------------------- T5 The time finish he can't put out my scheme markers and I can't do nothing Ramos: 9Vp Search the ruins + Cover the breakthrough 4 miniatures Perdita: 8Vp Extraction + 2 Cover the breakthrough 5 miniatures ------------------------------------- Second game win Hate, no, you can't undertand me I REALLY HATE the fucking JR xD and the BJ... I think he had a good luck with JR and initiative, if I can started one turn in the game could be diferent Every turn I has spends stones to draw cards and I never saw a book higer than four, so can't summon 3 Arachnids ------------------------------------- Round 3 Sandeep(A) vs Misaki (TT) Schemes: Guard the stash - corner deployment Claim jump Dig their graves Recover evidence Set up Last stand Sandeep [CAP, US, SotD] + 7ss Joss [WR] Kudra [WR, FoMS] Oxfordian [TS, BW] Oxfordian [TS, DW] Oxfordian [TS, NW] Sanctioned Spellcaster Arcane Effigy Misaki Emberling Izamu Toshiro Yin Johan Monk of Low River ------------------------------------- I take Dig their graves and Claim jump, I waking up since 4:45, I'm tired xD ------------------------------------- T1 He wins initiative Arcane Effigy move Yin move Oxfordian move and copy Sandeep push for push him, and Sandeep with the AP from book move Toshiro move Oxfordian move Izamu move Oxfordian try teleport but fails and move Emberling move Sanctioned Spellcaster move Johan move Kudra move and put forest Monk move Joss move Misaki move and stalks Sandeep Sandeep teleport + move + summon IceG with + + summon Banasuba engaged with Yin, Toshiro, Monk and Johan IceG do +1dmg Banasuba hit Yin but only do 4dmg with 3 Aps and + from the IceG Sandeep: 0Vp 10 miniatures Misaki: 0Vp 7 miniatures ------------------------------------- T2 I win initiative Sandeep summon PoisonG engaged with Misaki + teleport + focus + shot Yin... and flip only weak dmg Misaki move into engagement range and charge Sandeep... I doesn't expect that, but np 12wd + imposible wound + 5 stones... Misaki flip the FOURTH JR on dmg and kill him... Banasuba kills Yin and hit Johan Johan kills Banasuba and Banasuba explodes, fire + dmg for everyone The rest of our crew moves to positioning Johan dies from burning Sandeep: 1Vp Guard the stash 8 miniatures Misaki: 2Vp Last stand + Guard the stash 5 miniatures ------------------------------------- T3 I win initiative Joss paralize Izamu with his 2Ap atack Misaki charge on Oxfordian and kill him Toshiro charge Joss Kudra kills Monk The rest of our crews positioning and interact Sandeep: 4Vp Claim jump + Guard the stash 7 miniatures Misaki: 2Vp Guard the stash 4 miniatures ------------------------------------- T4 I win initiative Joss kills Izamu Misaki charge on Joss and the fifth JR on dmg ladies and gentlemens!!! Toshiro move Kudra stay for Claim jump The rest of our crews positioning and interact Sandeep: 5Vp Dig thei graves 6 miniatures Misaki: 3Vp Guard the stash 3 miniatures ------------------------------------- Third game win JR another time fuck my game, can't belive that ------------------------------------- Conclusion Really nice tournament and travel, nice games and in the end I won a mystery box with a special edition performer and can change it for a special edition firestarter ^^ The only thing i hates is the destiny and the BJ and RJ IMO JR are so powerful, I agree in the case can pick RJ even with - flips but weak + severe are so much, only do severe are ok for me... Hope you enjoy that report, sry for my bad english and sry to doesn't have photos to be more funny to read, and thx for all!!!
  10. Hello Guys ! I'm searching currently for the both old Perdita Models which exists. Would trade against Money =). Just PM me if you have one (or both) that isn't needed anymore. Thanks for looking.
  11. Couple questions that came up while playing some campaign games. 1) Howard Langston drops a card to flurry, then targets Teddy with the first attack causing a terrifying duel. Howard is immune to paralyze(via campaign upgrade) so he fails the duel but now Teddy get a free melee attack, hits Howard, declares peekaboo to push Howard then push into base contact. Now the player controlling Teddy pushes Howard in such a way that Teddy cannot be pushed into base contact(using terrain). Can Howard now use nimble to get back in range for the flurry? 2) Does perdita's upgrade that allows her to ignore duels to target models work for terrifying? Thanks!
  12. I've been trying to figure out how best to use Guild Hounds outside of McCabe. Since Luna is essentially the Guild Hound Master by getting rid of Insignificant for them it seems a bit like you're taking a hit if you take them out of McCabe crews. Currently my philosophy is that 2 Guild Hounds = 1 Six Soulstone model. So they would be vying for the same place as a Death Marshal, Warden, Austringer(not often), Pathfinder, or Lawyer. Especially since they have to contend with the Insignificant which without it would make them excellent scheme runners at 3ss. Usually I run the Watcher and now after Nellie's release the Field Reporter. How do you guys feel about them?
  13. Realized afterwards I put Badge of Office on Francisco when he wasn't my leader... should have been Wade In. It wasn't relevant in the game... but was a booboo.
  14. Looking for a M1E Perida or Lady Justice model, Perdita preferred. If anyone knows of one in a LGS or has one they will sell at a decent price let me know!
  15. David brings his freshly (and beautifully) painted Gremlins in to face my Guild in his first 35SS game!
  16. Hello all, I have painted Sonia, Perdita, MacCabe boxes + Judge, Lone Marshal, Deth Marshal, Hunters, Austringers, Rifelmen and Captain Dashel and thinking about how plaing vs Nicodim. Nicodim hard master at late game he wery powerfull. My masters do not have direct advantages vs Nicodem( Only Judge's "Final Repose" and "Bound by Law" are highly usefull. Perdita is a good beatstick, I can try to down Nicodem, but it will be suicide rush. Sonia + Papa Loco can wipe out amoun of minions, but I will create amount of scrap markers wich create Nicodem wery poverfull. MacCabe + hunters can slow Nicodem's army. That is all my thoughts. And no one of its I dont really liked (
  17. trikk

    Starting Perdita

    How to play Perdita? What to buy with her? Useful combos? Any questions. Put it all here
  18. Hey all, I'm looking to have a play around with Perdita. ill pick up the crew box and then spend the same again or so on a few extras. Any suggestions on what I should pick up?
  19. Pretty simple - how do you use obey? I've only had one game with the Ortegas (and got tabled!! In turn 2!!!) There was one scenario where I was contemplating using Obey - I had LOS to an enemy model who had blast damage and LOS to more enemy models clumped together), but it occurred to me that I'd have to win 2 duels to pull that off, so I figured the odds would be heavily against me on that. So what are the other Guildies using Obey for?
  20. I am looking for a Perdita mini alone, I have the rest of the crew but I am missing that one mini. I also need 3-5 death marshal cards, a set of Nicodem Crew cards for the full set and a Zoraida crew set and a Lilith crew set. any help much appreciated. I am just getting into the hobby and have dove in hard with more of the older metal figs due to them being tougher and me having no feeling in my fingers I can't crush those as easy. I have bought a bunch of plastics that are already 2nd Ed cards but that is what I really need please. JAMIE
  21. Hi all! As the title says, im getting back into the game after a year or so away. My FLGS finally has a henchman and the community is gearing back up. I played a handful of games before, not a whole ton. Played my first game back last night, and oh boy! Tried out Perdita for the first time and it was pretty absurd. I've certainly heard how powerful she is, but it verged into unfair territory. Big Perdita fan now what are common list builds with Perdita? What schemes does she like/dislike? Problem matches? I plan on pretty much playing her and Somnia exclusively for awhile
  22. First guild game on a long, long time (since my intro game). Was looking forward to some shooty death goodness. Ran perdita, enslaved nephilim, Frank, nino, and guardian (never used it, wanted to try it out). Against misaki with sidir and a bunch of minions, I ran protect territory and alits, entourage and vendetta and bodyguard were on the table. Somehow I only had perdita (on one wound) and guardian left after turn 2, and they died very quickly into turn 3. Unbelievable. Disappointingly, I didn't kill a single model. I kid you not. Dita couldn't even land a shot until her last activation but couldn't kill misaki. It was one of those games where you think 'how did I do SO badly?' I copped a bit from blasts, and nephilim bled all over dita. I don't think my crew choice was great, but that still doesn't fully explain losing my models so soon, I don't think. My card usage may have let me down, I think I'm prioritizing the wrong things. For instance, I cheated 2 cards early in turn 2 to prevent Frank and Dita getting slow, and dropped my other 2 strong cards in early duels, meaning that for much of Turn 2 I couldn't cheat in defence. I find I often have games where the opponent always seems to flip better and cheat higher than me.... Main reason I took Guardian was to try him out as a tar pit, but he didn't end up getting far enough of my other models to really do that. So, I ended up with Guardian buffing Dita and Frank buffing Nino. ended up with a bunch in the middle. It's possible that I should have pushed the Ortegas out on the flanks and just let Guardian try to waste the enemy's AP in the middle, Ortegas taking shots into the scrum and hopefully staying out of Misaki's Stalking Bisento range. But the flipping...man, my deck was cursed and his was enchanted. I know my scheme choice was poor (didn't have the units to drop that many scheme markers, should have chosen Vendetta given I had Nino), but schemes didn't come into it. I copped a bit from blasts by being bunched up, but still.....
  23. Came up in a tournament last weekend: Perdita tries to shoot the Hanged inside 2". Hanged says she has to take a horror check, and it strips all immunities to horror. Perdita has Aura Ancestral which has an ability that allows her to "ignore all duels involved with targeting something". The question is: This doesn't actually give her an immunity to horror, it takes away her need to take any duel when targeting. T.O. Ruled in favor of Perdita, saying it gets around challenge, manipulative, and horror, so it's not a horror immunity that the hanged's aura would be stripping from her. Interested in if that's the way it should have worked. Were I a T.O. I wouldn't've known which way to rule- I'm glad I was a player in the example. Thoughts? ENinja
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