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Found 22 results

  1. Someone has experience with Hinamatsu as a Leader? She having the Qi and Gong plus the Puppet keyword give access to a ton of models. Both keywords give access to the Qi and Gong tools (Leverage, Geishas, Kunoichis, Kabuki, Bill, Charm Warder...) while also giving access to Puppets (Armor, Corphee duet, Styches, Mannequins, Bunraku, Widow Weaver...); puppets also give access to Effigies, so this creed could have access to any of the 7 emissaries thanks to Effigy of Fate upgrade. Hinamatsu with 2 armor, stat 6, flurry and onslaught could be a decent beater; and she also has some tricks with Lure and the AoE Distracted... but even with 2 armor she isn't at the level of a true Master imo. I really like some of the models these 2 keyword give access, the duet or Kunoichis seems quite good for example; but the lack of a true master make me dobut about how viable this could be... Is this creed worth it? Ty in advance!
  2. I’ve said other times that from a balance point of view Stitched Together seems OK (if someone wants a longer discusion about this point, I'm willing to open another thread to discuss it; but I'd rather keep this thread just for rework ideas and opinions about these). However it's also true it feels a bit NPE to face. The idea of this thread is thinking in ways to rework the model into a version with the same strengths to keep Nightmare, Puppets and NVB in the same spot but that feels better to face for the other player. I don't think he needs a rework, but as being NPE is a reason to be Errated (and he isn't topping the popularity charts right now); it'd be interesting to know how would you changed it and offer some ideas. For me bad ways to modify it would be changing the focus of the miniature without touching Gamble your life (for example lowering the defense or the mobility). It’d mess a bit with his role and endurance without addressing how he feels when he deals damage. Increasing the cost would also be a poor solution imo, it would made them overcosted and worse to hire instead of summon (but they would be still necessary in a Dreamer Crew to summon extra damage or get high cards back), so it’d stress a bit more the hand to put them in the table but at the end they would feel the same. The best way to change him (imo) would be shifting a bit of power away from the tactical action toward the mele action, but without making him more mobile or sturdy to keep his role of sturdish (for 6SS) close range damage dealer the same (he got 0 utility beyond that). So my suggestions with that in mind: First step buffing the attack: Tear apart to get a 2/3/5 damage track, Stat to 6 with or built-in depending on the change. Option 1: Limit the number of times it may be used. A double lucky successful use of Gamble your life may be heartbreaking and it’s probably one of the reasons he feels NPE. Changing Gamble your life to “Once per activation” would fix it. This change would mess with other crews like Lucius or Zoraida where they could obey an stitched 2-3 times in the same activation, but I don’t think that’s meta right now so it’s not probably that problematic, and the upgraded mele action should also be an OK trade for them. I'd pair this one with stat 6 and built-in. Option 2: Adding a TN to the tactical action after the flip. The ability would be like it is right now, but instead of a 3/4/5 damage flip, the model would have to pass a TN 15 X, being X the stitched choice between Df, Wp or Mv or suffer the damage (this is also thematic as the stitched is again twisting the odds being able to choose the worst stat for the enemy and the best for him). This version would make strictly worse the Move + Gamble your Life so in this case I'd go with stat 6 and OR maybe increasing the range of Gamble your life to 8’’ as this version would reduce the reliability of his damage (not sure if the extra range would be too good tho). Option 3: Making it an attack. Making Gamble your life an attack is another way to add counterplay. However it’s a bit tricky to get an attack similar to the tactical action version. My (I hope decent) attack version would try to keep most of the tactical action flavor (a one card flip that bypass most defensive tech relying in not being hit, incorporeal and that can’t be cheated) while giving counterplay and adding some changes to balance it. Gamble Your Life (Rg 6’’; Stat *; Rst Wp; TN -) Requisites italics: Both models ignore any modifier to the duel and can’t cheat the duel. This attack ignores Terrifying. Damage accuracy modifiers are ignored. * stat is equal to Wp of the target, any modifier to the stat is ignored. Enemy only. Effects: Target suffers 3/4/5 damage ignoring Incorporeal. If this model loses the duel, this model suffers 3/4/5 damage. Triggers: Defensive Reflexes. Bloody Fate.Siphon Essence. Notes: Damage flip can be cheated and is affected by other modifiers different from accuracy. Extra change: An upgrade to the mele attack. As in this case there are more counterplay I'd also go with stat 6 and built-in but maybe also adding a “Bowled Over” trigger to have a way to handle defenders. Disadvantages: It will make usable Wp defensive triggers and abilities like Butterfly Jump, Vengeance, Unmade, Fade Away, Consumed by Wrath, Karmic Ties, Natural Musk... It also opens the possibility to protect targets with Take the hit, Protected and the like (which are usually undesirable targets of low value or sturdy models with armor, H2K…). Now the built-in trigger only works if the stitched win the duel, not always. Advantages: A more useable mele attack when counterplay makes Gamble your Life unusable. Gamble your life it’s now an Wp attack so it may heal stitched or other models if used engaged and may unbury nightmares, Focused may be used (it’d only affect the damage flip, not the duel tho). The reliability of the damage remains more or less the same when there is no counterplay options around. Two extra trigger. I wasn't sure if I should include the defensive triggers or not, but as some models really rely on them to survive; I've decided the include them. For this version it’d be interesting to check how it interacts with the Doppleganger or the Agent 46, she would get a fixed stat of 7 which may give her the edge in the duel versus most models (but she has no armor, feed on fear nor fiendish gamble to cheat the duel). Agent 46 would get an improved stat of 6 but Inhuman Psysiology won't be useful so he would be a worse doppleganger when using this particular attack. More ideas or opinions about the above?
  3. From the album: A Rogues Gallery

  4. From the album: A Rogues Gallery

  5. From the album: My Painted... Stuff.

    Alright, so I'm not 100% on that lighting on his coat. I should also really go back and put some glow on the flagstone if I'm gonna do the OSL at all. But, for now, I'll let him stay until the rest of my stuff is done.
  6. From the album: My Painted... Stuff.

    With that hat, and the coffin, I had no choice but to paint this guy before I put him together. My lord, am I glad I did that! Those eyes would have been a pain without! Bases are inserts by Death Ray Designs, by the way. I rather like how they come out, as cheap as they are. I've never been much of a baser, so I'm happy.
  7. i bought Zoraida, aaand many people say i should take her outta the "swamp" but i dont know what to buy except i know i will need a nurse any suggestions would be greatly appreciated ^^
  8. I just ordered four miniatures which I'll be using as Bunraku proxies. I'm only going to be basing/painting two of them. If anybody would like the remaining two, let me know. I'm thinking $5 plus shipping but am open to suggestions or best offers. Thanks!
  9. Hey there, yesterday i was playing with a firend a couple of games, I was playing with a Collodi band, and I included some Illuminated to test them, the problem began when i decided to use the "Follow My Lead" ability from the "Fated" upgrade card ("Follow My Lead: Once per turn, when this model recieves a Condition from one of its own Actions, all friendly Puppets and Minions within (x)6 may gain the same Condition."). I saild that all my friendly puppets and all my fiendly minions were affected by a condition gained by collodi ,while he said only the models with puppet and minion caracteristic simultaneously could be affected by this ability. English isn't our native language, so it's possible that that one of us misunderstood the card. Someone can tell us how this really works? Thank you.
  10. I stack my Puppet Wars with the rest of my boardgames and rarely bring it out of the house, so I wanted a sturdier box for it at home. I picked up this hinged mirror-box in a Michael's discount bin and cut some Battlefoam down to size. You can see how perfectly the starter set fits into the foam and leaves a nice slot at the close end for my card decks and stat cards.
  11. So, I can't find this anywhere but what does suited defence do? For example pandora has a defence of 4 mask. Please help
  12. Hi everyone, The trade has been completed. Thank you. -Steve
  13. Anyone willing to sell single Witchling Puppets? My wife plays Sonia and we do have Puppet Wars and she has taken a perverse liking to using our single Witchling puppet on a proper 30mm base (magnatised) to represent created Witchling... We need a few more.
  14. Hello, everyone! Granted this isn't my first post (might as well be), but I'm so excited to play more of Malifaux and Puppet Wars. This is my first miniature venture and am new to almost everything (yes, that includes assembly and painting), so I'm liable to ask many questions. Some I'm sure that could be considered stupid, but hey, I gotta ask it eventually. Better than looking like an ass later on. Also, if there are any other players in the Nashville area, please feel free to PM me so we can possibly meet up and get some games running. Cheers!!! ^.^
  15. I have made a YouTube video showing you exactly what you get in the Puppet Wars plastic deck. Check it out here on YouTube - [ame=http://www.youtube.com/watch?v=WVyvlJHEzI4]http://www.youtube.com/watch?v=WVyvlJHEzI4[/ame]
  16. After reading both the Rulebook, and Rising Powers I finally decided on a Zoraida crew with Collodi bring up the rear so to speak. First up is my Collodi: After that is her accompanying Primordial Magic: Here is the basing scheme that I've decided to go with. Kinda playing on Collodi being a street performer so being outside...in the street. Finally we've got a couple of props to use in a small scene for Zoraida's Hoodoo Dolls.
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