Jump to content

Search the Community

Showing results for tags 'rasputina'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Wyrd News
  • Games
    • Malifaux 2E
    • Through the Breach
    • Puppet Wars Unstitched
    • Evil Baby Orphanage
    • Jetpack Unicorn
    • Showdown
    • Kings of Artifice

Forums

  • Forum News & Rules
    • Wyrd Announcements
    • Wyrd Board Help and Code of Conduct
    • Community Events
    • Wyrd Events
  • Discussions and Interests
    • News, Reviews, & Discussion
    • The Hobby Room
  • Malifaux
    • Faction Discussion
    • Malifaux Discussion
    • Malifaux Rules Discussion
  • Through the Breach
    • TTB Discussion
    • Player Creations
    • [Campaign] - The Obsidian Gate
  • The Other Side
    • TOS - Allegiances
    • TOS - Discussion
    • The Other Side Rules Discussion
  • Other Games
    • Board Games
  • Super Secret Forum
  • The131's Upcoming events

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Location


Interests


Biography:


Location:

Found 105 results

  1. Hello, I have an upcoming game and I am having a difficult time coming up with a proper list. This is the strat and schemes Public Execution (Tomes) / Flank - Eliminate the leadership (Paired Tomes) / Set Up (Number 3) / Take Prisoner (Number 9) / Vendetta (Number 12) / Public Demonstration (Number 13) I am playing agasint Arcanist and he usually runs Ironsides/Rasputina. The problem is that I haven played either master before so don know what to expect. I have read the master cards and I am worried if its Ironsides as I usually run Lady J into Public Execution with Frank/Phiona/Jury. I think that he can really pindown my crew, any suggestion ? I was thinking doing nellie with some shooting and take and Austinger for Vendetta.
  2. Hello! This thread will serve as a place for me to post battle reports so I don't end up flooding the board with them. As the title suggests, the focus of this thread will be on my Outcast games with Parker Barrows, and a little Freikorp, Viktorias or whatever else I feel like playing on the side. This OP will be updated with links to each Battle Report as I complete them. Any suggestions, thoughts, or comments are welcome! Outcasts Parker Barrows Games Parker Barrows vs. Reva - 50ss Parker Barrows vs. McMourning - 50ss Parker Barrows vs. Reva - 50ss Parker Barrows vs. Perdita Ortega - 50ss Parker Barrows vs. Kaeris - 50ss Parker Barrows vs. Molly - 50ss Parker Barrows vs. Reva - 50ss Parker Barrows vs. Molly - 50ss Parker Barrows vs. C. Hoffman - 50ss Von Schill Games Von Schill vs. Zoraida - 50ss Von Schill vs. Viktoria of Ashes - 50ss Von Schill vs. Yan Lo - 50ss Von Schill vs. Perdita Ortega - 50ss Misaki (Outcast) Games Misaki vs. Lilith - 50ss Misaki vs. Sandeep Desai - 50ss Misaki vs. Yan Lo - 50ss Misaki vs. Lady Justice - 50ss Misaki vs. Kirai Ankoku - 50ss Yan Lo Games Yan Lo vs. Seamus - 50 SS (GG17) Gremlins Zipp Games Zipp vs. Reva - 50ss Ulix Games Ulix vs. Perdita Ortega - 50ss - Partial Game Wong Games Wong vs. Molly - 50ss Mah Tucket Games Mah Tucket vs. Kirai Ankoku - 50ss Brewmaster Brewmaster vs. Reva - 50ss Arcanists Rasputina Games Rasputina vs. Yan Lo (Resurrectionists) - 50ss Rasputina vs. Molly - 50ss
  3. Hello guys, I'm going to give writing some battle reports a go. The main reasoning is that usually after playing a game I try and think about what plays made me lose/win the game, and what are the points I need to improve on. Therefore I'm trying to write out some battle reports and incorporate my thoughts building my list and picking schemes as well as pointing out where I made mistakes. The goal is to learn more about the game by doing this and to have some fun in the process. I hope you enjoy reading these battle reports and all feedback is very welcome. Greetings, Joachim (aka Jope)
  4. Okay, a few weeks ago I tried getting my wife and a couple of mates into malifaux. I played a game against my wife (she used Colette crew), and it didnt go well, too many rules, too many abilites, too many objectives... far too much to take in. So fast forward to a couple of days ago and we went round to our mates house, tried a couple of games against each other there. It went a lot better! My wife played first, switching to a mixed crew led by carlos, and drew in a game against the vikorias. We all agreed to jsut play the... Strategy, rather than all the schemes too, so they got the kill 2 models a turn to get a VP mission, ended on 2 VP's each. Both enjoyed the game, so we took that as a huge success. Next up I played against our second mate. I had Seamus, CCK, 2 Rotten Belles, my new Alt model Sybelle, Bete noir, and a canine remains. Danny had his Tara box, which is Tara, katrina, nothing beast, and 3 void wretches. We didnt use upgrades, and because I was 2 SS higher, we agreed Danny should have 2 extra SS in his Cache. The board was seperated by a river (difficult terrain half move) across the middle that was 4" wide. There were two bridges across at either end of the board, then we had a TT combat huts set and the GW graveyard set as our terrain, so a few LoS blockers and a few fences that hindered movement (mine at least!). We got the stake a claim Strat and Corner set up. The opening phases had all of Taras crew heading Right (they started in the top left corner from my view), while I sent a belle and madame left and the rest of my crew across the bridge to take on Taras crew. Seamus and the CCK didnt cross the bridge but moved the the river edge and took a pot shot at the nothing beast, puting an early 2 wounds on him. My canine remains went too far fowwards, so Tara reactivated at their end and put 3 wounds on it (luckily I survived!). As Tara took the intative again, the nothing beast charged my poor dog, but whiffed all his attacks! Tara had been tempted forwards to try and kill the dog, so now my belle lured her out to me, allowing CCK to take a potshot (no luck), and then the dog to charge, putting 2 damage on her and 2 poison. Bete charged in (making the most of the dog still living and giving Tara -1DF), and put another... 4-6 wounds on her. The void wretches and Katrina moved up to support as did my belle. On the other side of the board my belle dropped a claim marker, then madame double walked onto the bridge at the other side of the board and called the belle to her, ready for next turns claim. Mid game the belle and madam continued their walk behind enemy lines dropping markers for the rest of the game. the fight i nthe middle had Tara kill bete noir (I messed up and should have let her be buried on 1W rather then hope to unbury her next turn before the voids could kill her while buried), and then turn and kill the dog. Seamus waded into the river, summoned a dead doxie from one of the bodies, then shot a wretch. The CCK finished off the wretch. My belle called Tara to her, allowing the dead doxie and the belle to pounce and kill her off. From this point it was just a case of mopping up the injured wretches and whittling down the nothing beast. all the time Seamus had been tanking wounds like a boss, then healing again with all the WP duels going on. End phase had Madam using her shriek blast to kill of katrina and finish off the nothing beast that was in the blast. The game ended with one wretch being alive and Danny having managed to drop 1 claim marker just over the line, while I had 4+ deep in his half. Was this match up jsut very unfair, or did he make some silly mistakes, did I do anything wrong? any thoughts really? We both really enjoyed it though, and I'll try to get some pics next time we play.
  5. Hey fellow scholars and miners, I hope malifaux has been treating you all well today. I am looking to expand my rasputina crew and want to know what I should grab next. Just looking at getting two small boxes of some minions and a henchman or something like that. I currently have access to the crew box, extra ice gamin, December acolytes, and essence of power.
  6. I just ordered Cult of December - Rasputina Crew, because I didn't like the Rasputina in Children of December figure as much. Although I am guessing that the cards in Cult of December are not second edition. How can I get the 2e version of them? It looks like the figures are the same but need a card update. Thanks
  7. I'm relatively new to the game and I've joined a shifting loyalties campaign. Time to buy a master but I've got a mixed crew of arcanists: Joss, Kudra, Mech Rider, Arcane Emmisary, 1 Oxfordian Mage, 2 December Acolytes to choose from. The masters I can choose from are Rasputina, Sandeep, or Ramos. One problem is that for this game week I can only afford the master and not any upgrades (you even have to pay scrip for 0 upgrades). I'll have to face Asami and a ten thunders crew in one game and Nicodem with some rezzers in another. Reconnoiter, Distract, Vendetta, Assasinate, Bodyguard. At the moment I'm thinking Rasputina and the Wendigo to paralyse and eat things. The acolytes can be her ice mirrors and she can give out frozen heart and armour +2 if needed. If anyone can see a better course then feel free to illuminate me.
  8. Using Rasputina's Freeze Over cast action can you target your own engaged model and hence paralyse the enemies in base to base contact? If your friendly target has Frozen Heart are they then immune to the paralyses but the enemies still get it? Also, if you're interested, I'm relatively new to the game and I've joined a shifting loyalties campaign. Time to buy a master but I've got a mixed crew of arcanists: Joss, Kudra, Mech Rider, Arcane Emmisary, 1 Oxfordian Mage, 2 December Acolytes to choose from. The masters I can choose from are Rasputina, Sandeep, or Ramos. One problem is that for this game week I can only afford the master and not any upgrades (you even have to pay scrip for 0 upgrades). I'll have to face Asami and a ten thunders crew in one game and Nicodem with some rezzers in another. Reconnoiter, Distract, Vendetta, Assasinate, Bodyguard. At the moment I'm thinking Rasputina and the Wendigo to paralyse and eat things. The acolytes can be her ice mirrors and she can give out frozen heart and armour +2 if needed. If anyone can see a better course then feel free to illuminate me.
  9. Hello, as the topic states I am looking for the Rasptuina Avatar, the old metal Union Miner, and old Wicked Dolls. I'm from Europe (Austria) Thanks!
  10. Hi guys, Just begun using the December themed stuff in games recently, and although I love it all thematically and model wise, I just don't seem to be getting the best out of the December Acolytes. They seem to die quickly and generally I find it difficult to line up good targets for them. How do others use them? Any good tips or general rules? Please note I'm not saying they're bad, they are in fact excellent, I just can't seem to work out their best role in a crew. Thanks
  11. Hi dudes! The next Saturday I'll go to a tournament [Declare faction + 50ss], and someone that knows me a little you can imagine I'm a very very meticulous man xD First of all this will be a hard and long post, if you keep reading assume that, and... if that are the case... thx!!! I'll go to explain all the shit of my head, and if you can and want, I'll really appreciate all the advices can give to me, thx for all blue mates =P I promise a report later if can ^^ I'll divide the post on sections: 1. Introduction 2. Miniatures that i have 3. Better Masters vs Factions 4. Better Masters vs Schemes 5. Schemes explanation 1. Introduction Thats are my opinions for the tournament and masters: Colette doesn't shines vs any faction but she doesn't are bad vs any faction, and she really shines on practically all Schemes, is a solid election for that reason if I doesn't know the enemy Sandeep is a new Master and I can get advantage of that if the enemies doesn't know all his tricks and he is strong like the fucking thunder kebab (Joke of my group of friends xD, don't kill me) Marcus is my better hitter with all of his Alphas for try to win fast and it's very versatile, can give me the oportunity to change hitter Marcus on control Marcus Ramos are a safe election if I doesn't trust on a victory, he can give me time to analyce the ground thanks to his arachnids and go for the victory Raspi doesn't are awesome on Schemes but with a gunline Crew and Ice Pilar can give a mental win before a real win on the adversary, and let me be honest, she is a fucking killer, and if the enemy doesn't have crew he can't score any VP 2. MiniaturesI have these masters: Colette[C], Victor Ramos[vR], Sandeep, Marcus[M] and Raspi[R] And these miniatures: Colette, 3xDove, Cassandra, Angelica, 2xCoryphee, 2x Manequin, 2x Performer, Ramos, Brass Arachnid, Joss, Howard, Mechanical Rider, Johan, 6xArachnids, 2xSwarms, Arcane Effigy, Sandeep, Banasuva, Kudra, 3xOxfordian, 3xSantionated Spellcaster, 2xPosionG, 3xIceG, 1xMetalG, 1xWindG, x1 FireG, Marcus, Jackalope, Myranda, Cerberus, Cojo, Rattler, Raspi, Wendigo, Snowstorm, Essence of Power, Arcane Emisary, Envy, Ice Golem, 3xDecember Acolyte, 3xMoleman, 2xSilent One, 3xRaptor, Mobile Toolkit, Rogue Necromancy, 3xCanine Remains, Dawn Serpent 3. Masters vs Factions The order of Masters it's below the factions with my decisions Guild (M > R > C > S > vR) Marcus and Raspi can hit fast and hard all his masters except Hoffman, if I can kill enemy miniatures fast I usually can get sobreactivating for easy win Perdita is a famous Guild master and didn't want Obey on Ramos for explode to Howard... Resurrectionists (S > vR > R > M > C) Sandeep it's awesome in that match, Ca burn incorporeal and can summon Ramos have a lot of armor and summon too Raspi have Frozen Heart so good vs Horror duels Marcus can get down easy his Masters Arcanists (S > vR > C > M > R) In general they have a lot of armor, the best Masters vs armor are Sandeep and Ramos, and the worst Marcus and Raspi (In the other hand, its really fun Alpha Ramos for explodes Joos and Howard =P) Neverborn (R > S > C > M > vR) In that matchup the best Arcanist hablity IMO it's Frozen Heart and if we add Ice pilars and Paralyze... Sandeep and Colette can do nice tricks here and can give tricks to Arcane Effigy a must on that matchup Again time I doesn't want Zoraida Obey Ramos for explode Outcasts (M > R > C > vR > S) Viktorias are the best hitters in the game, but Marcus really shines here, he can Alpha further and better, can kill his master in T1 and hit hard other Outcast masters Raspi can go to kill Masters too and blast are good vs Hamelin Sandeep and Ramos play's style is on a bubble, and Arcanist faction play's a lot of armor models, solid reason for play Viktorias and if i take this masters probably lost the game on T2 Ten Thunders (C > S > vR > M > R) In that Machup, the best master is a minion... Arcane Effigy it's a mandatory, so much conditions and tricks, and another time the masters can move and do tricks with that model are the best Colette and Sandeep Colette, Sandeep and Ramos can do a crew with Joss and I love cut defensive triggers Ramos and Marcus can do a great Alpha fast on his models Gremlins (R > C > S > vR > M) Wendigo can Devour virtually all Goblins and with Ml8... and Ice Pilars are good cover vs Snipers Again Colette, Sandeep and Ramos can do a Crew with Joss and this is the best weapon for kill the goblins 4. Masters vs Schemes Round1 Headhunter - close deployment (C > S > vR > M > R) Claim jump (C > vR > S > M > R) Frame for murder (C > vR > M > R > S) Leave you mark (C > vR > M > R > S) ---> (C > vR > M > R > S) Show your force (S > R > C > vR > M) Hidden trap (C > S > vR > M > R) Round2 Extraction - standard deployment (vR > S > C > M > R) Claim jump (C > vR > S > M > R) Eliminate the leadership (M > R > C > S > vR) Accusation! (C > S > vR > M > R) ---> (C > vR > S > M > R) Cover breakthrough (C > vR > M > R > S) Search the ruins (C > vR > S > M > R) Raound3 Guard the stash - corner deployment (C > S > vR > R > M) Claim jump (C > vR > S > M > R) Dig their graves (C > vR > S > M > R) Recover evidence (C > vR > S > M > R) ---> (C > vR > S > M > R) Set up (C > S > vR > M > R) Last stand (S > C > M > vR > R) 5. Schemes Headhunter (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model B. A model in base contact with a Head marker may spend a (1) Interact action to pick it up C. Picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. Tip: You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. Tip: From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum Tip: Lures are also great for bringing opponents to your crew for easy killing and Head retrieval Tip: Models To Consider: (Arc) Performer; (Grem) Fingers; (Guild) Guild Austringer, Master Queeg, Nino Ortega; (Never) Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; (Out) Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; (Res) Mortimer, Philip and the Nanny (10T) Mr. Tannen, Sensei Yu Extraction (T2) (Ramos > Sandeep > Colette > Marcus > Raspi) A. Crew 1VP if it has two or mroe non-Peon models 6" of the Marker B. After points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model) Tip: This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's Tip: Tip: movement doesn't make a huge difference in most games Guard the Stash (T2) (Colette > Sandeep > Ramos > Raspi > Marcus) A. Two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline B. 5" from the center of the board in each direction C. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. Tip: Presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability Tip: Also, since players need at least one model in each of two places, there are two areas that need to be reinforced Tip: A single model in either location can be killed or displaced to ruin an opponent's scoring opportunity Frame For Murder (T1) (Colette[Howard] > Ramos[Howard] > Marcus[Cerberus] > Raspi[December] > Sandeep[Kudra]) A. Name non-Peon model like "sucker" B. If model is killed or sacrificed 1VP C. If the enemy model was Master/henchman +1VP D. If its before T4 +1VP Covert Breakthrough (T5) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. End of the game +1VP for each Scheme Marker within 6" of enemy Deployment Zone Hidden Trap (T5) (Colette > Sandeep > Ramos > Marcus > Raspi) A. End of the game +1VP for each enemy non-Peon within 3" of one or more Scheme Markers B. Remove all Scheme Markers which are within 3" of an enemy model Claim Jump (T2) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Scheme Markers near the Centerline B. Scheme scores at the end of each turn after the first C. Need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker D. If you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed Tip: Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn Eliminate The Leadership (T1) (Marcus > Raspi > Colette > Sandeep > Ramos) A. Reducing the enemy Leader below half their Wounds B. Killing or sacrificing the Leader (or reducing them to 0 Wounds) C. Having the enemy Leader out of play at the end of the game Accusation! (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. You cannot target a model that has already activated this turn to give the Accused Condition range 1" B. Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged C. Removing Accused is only a (1) at least D. Only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn Dig Their Graves (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed Tip: Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy Tip: If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea Leave Your Mark (T1) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point Show of Force (T2) (Sandeep > Raspi > Colette > Ramos > Marcus) A. ount the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board B. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total C. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point Recover Evidence (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent B. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact Tip: Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Tip: Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points Set Up (T1) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game Search the Ruins (T5) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board B. Get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table C. Be careful, because Scheme Markers within 2" of each other don't count for scoring Tip: Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish Last Stand (T1) (Sandeep > Colette > Marcus > Ramos > Raspi) A. Get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone B. Need to have fewer models in play than your opponent. Tip: Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring
  12. Hello, I'm relatively new to malifaux and I currently have lady justice and rasputina. I was reading about the new upgrades and wanted to ask your opinion on this. a. What upgrade would you suggest on blessed of december? Is well rehearsed a good option on him? Since he has eat your fill it might be nice if he's able to survive one more hit and possibly still get a chance to heal. b. With the buff on the slate ridge mauler that makes him a bit more interesting for rasputina. He's already +1 wk but snowstorm can easily move him around as rasputina can give him armor (making him truly tanky) and frozen heart and now his melee is bumped up to a 6. As a bonus, a silent one might ge a heal onto him to keep him above his hard to kill treshold. Does this make sense or are there better options? Before suggesting alternatives to these models, I really like the frozen heart team and prefer crews that are reasonably true to their theme. Thanks for any advice. Greetings, Joachim.
  13. So, a little while ago my sister agreed to play a Malifaux demo game with me on the condition, that she gets to choose any Master from the Factions I collect and I'd get their full thematic crew for her to play with. As the title suggests, she went with Rasputina and I now have all the frozen heart models apart from the Ice dancers on my painting schedule. I know my way around the game and have a good idea of how to teach the basics, but I've got a few issues I'd like to hear your opinion about. My main issue is not knowing what master to play against Rasputina. I have all of the Arcanists except for Marcus (and with Sandeep on the way), Shenlong, Von Schill and Leveticus. So far I've debated between Mei Feng, Ironsides and Kaeris but I'm not sold on any of them (Mei and Kaeris might counter Raspy's tactics a bit too hard and Ironsides might get squished way too easily). What masters/crews would you suggest to provide some challenge but not be overwhelming for a new player. As for the games themselves, I've got a good idea but would like to hear if you have something more interesting to suggest. I've read the scenarios in the Starter box and devised my own Tutorial consisting of three games. First game would be a couple of minions without any general tactical actions apart from walk, schemes, strats, upgrades or hands. This would teach the basics of activating and taking actions. Second game would be a bit bigger and includes enforcers, upgrades, hands and the rest of general tactical actions, as well as possibly introducing Victory Points. Last game would be a full blown 50 ss Scrap with crew building (with possible assistance), soulstone mechanics and either preset Strat & schemes (So that Raspy's not at a disadvantage) or randomly flipped ones if she wants it. Do you think this works, or should I add a fourth game and take the introductions a little more slowly.
  14. Hello, We are creating some thematic but at the same time fun and competitive crews. The goal is to create a large enough pool (20 models max) for players who will be using 1 master and need a crew well-rounded. I've included a list but your suggestion will be most welcome, please suggested to me if add, remove, or simply reduce the number of models needed! (all the models in production are good). Rasputina Pool (mostly Frozen Heart/Winter models) Wendigo Snow Storm Blessed of December Ice Golem 3 x Ice Gamins 2 x Silen Ones 3 x December Acolytes 2 x Ice Dancers 3 x Hoarcat Prides 3 x Raptors Ramos Pool (mostly mechanical creations not only focused on summon spiders) Brass Arachnid Electric Creation Joss H. Langstone Johan 9 x Arachnids Arachnid Swarm 2 x Large Arachnids Mobile Toolkit 3 x Union Miners 2 x Soulstone Miners Generic Pool (Shared) Arcane Emissary Mechanical Rider Arcane Effigy Note: the number of models is that one of the original boxes Many thanks in advance (The same post will be added to the various faction forums)
×
×
  • Create New...