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  1. https://malifauxtattler.blogspot.com/2019/02/perdita-vs-molly.html This game was played on January 31st, and the updated files were released during the game, so we played using the old rules.Third game on the blog and third game against Ressers. However, those Resser players are their own separate people, or so they claimMy Perdita list:PerditaEnslaved NephilimFrancisco, Lead Lined Coat - 12Santiago - 8Monster Hunter - 6Monster Hunter - 6Abuela - 5Pistolero - 4Pistolero - 4Cache - 5My opponent's Molly list:Molly, WhisperNecrotic MachinePhillip and the NannyYinHangedRabble RiserRabble RiserCrooliganCache - 5Strategy was Turf War. Schemes were Breakthrough, Harness the Ley Line (Guild), Search the Ruins (Guild), Hold Up Their Forces, Take Prisoner I think I deployed quite well. Abuela was in a position where she could roll over and Obey, and the Monster Hunters and Pistoleros were in a position where they could score schemes. I planned to try and use the forest to play around Lethe's Caress a little, even though it would be hard. We lay around the forest a bit. His Rabble Risers approach aggressively, so I roll grandma up within 6" so Molly can't reactivate them due to Meemaw's disapproval. The Pistoleros and MHs run around and try to do some schemes. Perdita shoots Molly several times, but it turns out it is rather futile. My models can't do the necessary dmg to a Molly out in the open without taking way too much dmg from Lethe's Caress. Frank kills a Rabble Riser and holds up another one. Molly does 5dmg to Santiago and makes me draw 5 cards. I score for strategy and Harness the Ley Line, my opponent scores for strategy. 2-1 to Guild. We struggle some more in the middle and Frank is left on one hp, Perdita on 5. I score for strategy and Search the Ruins and move to 4-1. I manage to kill Jyn, but both Molly and Phillip are at full life, as well as his Hanged. I am clearly losing the struggle in the middle, even though my scheme runners are making sure I will actually win the game. We didn't have time to play past this round as the store was closing. I didn't get to use Tough as Nails a single time during this game. I managed to generate a single pass token during the game, which I used to pass and draw a card. Cards are easily the most valuable resource this crew has, and there is almost no way for the crew to get any card draw at all, I am therefore a little skeptical about the cost for the Family's ability being discarding a card. There are so many things they need to discard for already, or at least hit a 5+/6+ TN for to work. It gets even worse when playing against Terrifying, as they have no Ruthless models either. I am looking forward to trying the new ability, and I am very happy to see the designers keep testing out new approaches for the Family crew, but I still think there is a way to go before they are in a good place.
  2. https://malifauxtattler.blogspot.com/2019/01/lucius-vs-molly.html Lucius vs Molly My Lucius list: Lucius The Scribe Agent 46, Lead Lined Coat - 11 Doppleganger - 8 Investigator - 7 Lawyer - 6 Rifleman - 7 Rifleman - 7 Cache - 4 Molly list: Molly Necrotic Machine Archie, Grave Spirit's Touch - 11 Phillip and the Nanny - 8 Grave Golem, Killer Instinct - 12 The Forgotten Marshal - 7 Rabble Riser - 6 Cache - 2 (Should have been 6, but my opponent thought you had to pay for your totem. I think he also paid an extra SS for the Grave Golem) Strategy: Corrupted Idols Schemes: I had Claim Jump on the Investigator and Breakthrough. My opponent had Claim Jump and Power Ritual. After deployment, the board looked like this. The large terrain piece on the left side of my deployment zone is severe, so I decided to stay away from it. This may have been a mistake, seeing as the Idols might suddenly appear on the other side of the board, but I felt somewhat confident in my considerable firepower being enough to pick off any scheme runners moving toward that side of the board. My opponent makes a mistake here and moves his Grave Golem cautiously forward. I respond by pushing and shuffling with scheme markers and Lucius and suddenly have all my four rifles (Riflemen, Dopple and Agent) in range, two of them even not having LoS to Molly. The Grave Golem goes down without managing to get out any Corpse Markers and I have a huge advantage early. Archie moves into position to jump onto Lucius. I realise that I cannot actually prevent Archie from getting into Lucius without moving out so that Molly can see me, so I decide to keep him there and hope that Serene Countenance and soulstones will be enough for him to survive for a while. Worst case scenario, I can shoot into combat with Riflemen and take off a few wounds of Archie. Agent 46 steals Archie's fist and charges Phillip, but back to back 13s saves him and his Nanny from taking any dmg. His Rabble Riser pushes the Idol to my side of the board and charges a Rifleman. I pick off the Rabble Riser and manage to push the Idol back to his side of the board. The Investigator does some shenanigans with a corpse maker and pushes out of combat and walks to the middle to Claim Jump. Turn 3, I gun down Molly and my opponent concedes. I have almost full board control and can more or less score the points I want while preventing him from scoring. Thoughts on the crews: GUILD: Lucius: Lucius seems like a solid master. He has a great toolbox for controlling the pace of the game and to apply pressure where needed. I am still not convinced how useful he is commanding non-elites, as he has to pass an additional test without any card draw, but at least it is an option. Molly dictated his placement in this game a lot, but it worked out OK-ish. Agent 46: Still the be-all and end-all of actual combat capability in the Elite crew. His Inhuman Physiology makes him Inhumanly strong (sorry), but I also feel like he is desperately needed at all times for this crew to actually accomplish what they are trying to do. The Scribe: I misplayed the Scribe a bit this game. I should have been playing him closer to Lucius to pull him out of combat. I like him as a toolbox totem and think he is elegantly designed for what he is. Doppleganger: My first time playing with him. Copying guns and shooting at people with stat 7 or charging with Agent 46s Twirling Blades was fun. As many other things in the Elite list, the doppleganger is a toolbox and often have the right tool for the job. Investigator: Investigator is also really good at what she does. I seldom manage to get her to attack in any meaningful way, but often use her for card draw, pushes, discarding opponent's cards and running schemes. She is great at all those things. Lawyer: I really like how the Lawyers play. Tools for the job just makes them so much fun to use. You often have to make a choice of whether to activate them when you have the right card on top of your dicard pile. As all the other elite models they are heavily reliant on actually having their beater in play to obey. Riflemen: I mainly brought these guys to shoot, and for the two mimics to copy their weapons. That worked out really well, but they also provided my crew with some additional soulstones due to their ability to pick up corpse markers, as well as some additional dmg against charging enemies. I am still not sure if they actually fit in this crew, but they provide a deadly firebase and a lot of ranged threats, especially for an opponent who only wants to fight in melee. The fact that they ignore friendly fire is also extremely solid. RESSERS: Molly: So, Lethe's Caress sure is something. I think changing it to LoS really helped and it is in a much better place now. I managed to hide my combatants behind my opponent's bigger models, which allowed them to actually hit twice. I also had Agent 46 and Dopple as my primary beaters, which could copy other attacks to prevent me from taking dmg. I am not sure how this would work if I instead played something like Perdita and her gunfighter buddies though. With only one attack to choose from, the game would have been almost unwinnable, I think. Grave Golem: I don't know why he lost his ability to generate corpse markers, but he seems weak now. I was easily able to pick him off turn one, even though he used the totem to try and heal it. The rest of the crew seemed to work as intended, I especially liked Archie with his leap.
  3. https://malifauxtattler.blogspot.com/2019/01/perdita-vs-mcmourning.html Perdita vs McMourning My Perdita List: Perdita Enslaved Nephilim Fransisco, Lead Lined Coat - 12 Santiago - 8 Papa Loco - 7 Nino - 7 Monster Hunter - 6 Monster Hunter - 6 Cache - 4 McMourning List: McMourning, The Whisper Zombie Chihuahua Sebastian Rogue Necromancy Carrion Emissary Canine Remains Nurse Nurse Cache - 5 Strategy: Plant Explosives Schemes: Hold Up Their Forces (Guild), Deliver a Message (Ressers). Both had Harness The Ley Line Deployment looked like this. I planned to start scoring Plant Explosives early by placing with Nino in turn 2 and try to move the Monster Hunters up to Harness the Ley Line turn 2, and score Plant Explosives on turn 3 and 4. Nino starts by doing 2dmg to the Rogue Necro. One of the Monster Hunters move up, stun the Rogue Necro and land 4 dmg on him, he later attacks back, dealing 2dmg to the MH after I spent a pass token to reduce the dmg by 2, the only time this game I got to use Tough as Nails. Frank finishes him off and I am in a good spot, seemingly. Carrion Emissary moves up a little, builds a wall to Mexico, cutting off my rightmost Monster Hunter and Papa somewhat. Perdita moves into the forest and shoots a few points of dmg off of him. Papa hits a blast of dynamite into the church, but both the Nurse and the Canine dodges gracefully. Santiago removes the poison from the MH damaged by the Necro and gives focuses her. McMourning was much quicker than I thought and moved into the forest, hit Perdita twice for massive dmg and was suddenly in the middle of my crew. Frank heroicly intervens to push Perdita away from McMourning, flurries and hits McMourning several times, but due to hard to wound, never for more than two dmg. McMourning stones some of the dmg and heals most of it back after he Rancid Transplants Perdita and is back in the middle of my crew again. Rogue Necro does 5dmg to my Monster Hunter and poisons him. Nino picks off the totem. Santiago removes injured and poison from Perdita and gives her some focus. This is where things start to go bad fast. My crew doesn't do enough dmg to take out McMourning, which is kind of annoying, as he has been in the middle of all my beaters for a while now. McMourning kills Perdita and Santiago, but is in return put down by Frank. Both my Monster Hunters die, and so does really my chances of scoring anything meaningful as well. I cannot even score Hold Up Their Forces due to the Nephilim being insignificant. Frank picks off the Carrion Emissary, but I cannot manage to place enough Scheme Markers on the centreline, nor any additional bombs on my opponent's side of the table. In the end, he wins 5-1 This may sound bitter after having lost 1-5, but I am not sure how Family is supposed to work right now. This isn't something I suddenly realised after losing yesterday, but something that has been on the mind of both the players for quite a while, seeing as both of us play Guild. Perdita and her Family have been our most played crew by far, and they haven't really impressed us at all. Whoever plays them tend to lose big. There are several grit abilities in the crew, but no way to control them by turning them on now that Shotgun Wedding and Amina is gone, there is no card draw at all outside of Pass Tokens and Hero's Gamble, an ability that triggers off number of models in the crew, and doesn't really have anything to do with the Family keyword per se. There is also no ruthless in the entire Family, which means that Monster Hunters are horribly afraid of monsters, and that the entire crew has yet another thing they need to spend cards on, on top of no card draw and seemingly everyone having a 5+/6+ free action they need to get off. In my group, I have been advocating some changes to how Family work to make them synergise more with each other. I felt I had this combo piece when Shotgun Wedding allowed Abuela to hire Amina into the crew due to her anti-charge bubble, obey and her turning on grit. Admittedly, it felt weird that an Arcanist piece provided more synergy than a Family piece, but it was a workaround. I would love to see Abuela get an ability like Matriarch, where she turned on grit abilities for friendly Family members in an aura. Perdita should also have some of her abilities synergise more with Family members I think. As it is now, she is probably best in a multi-master crew with few models due to how Hero's Gamble and Tough as Nails work.
  4. Ahoy! Very recently, my friends and I discovered Malifux and after pretty much falling in love with the aesthetics and mechanics of the game began collecting and playing. With a handful of games under our collective belts, many miniatures are getting painted, rivalries are beginning to develop and inter-faction plots are starting to form. With that in mind I thought it would be fun to detail our triumphs and failures, our victories and defeats and our painting progress for all and sundry to critique and enjoy as we explore the city. I hope that my fellow Newbies will follow me in this endeavour as we post battle reports, pictures of beautiful new miniatures and in-character banter on these forums. As our games progress I hope to cobble together some sort of narrative campaign structure which I will also post if there's a demand. The four of us are still very new at this so any and all help/tactics/advice would be greatly appreciated, and try not to laugh too hard as fate kicks us in the ass over and over again Without further ado I shall introduce the players so far: Swiglitz (me): Playing as Ressers with Dr. Douglas McMourning, Nicodem and Yan Lo. Vaiuri (lovely and talented): Playing as Guild with Lady Justice, Sonnia and Perdita (and maybe Lucas McCabe). Shadowfane (cunning and deadly): Playing as Neverborn with Lillith, Pandora and Jakob Lynch. Suvalas (patient and thoughtful) Playing as Outcasts with Misaki and the Viks. Please feel free to have a gander at our painting logs too over here: Vaiuri: http://wyrd-games.net/community/topic/101019-vaiuri-paints-malifaux/ Shadowfane: http://wyrd-games.net/community/topic/100761-shadowfanes-random-models/ Suvalas: http://wyrd-games.net/community/topic/101347-suvalas-small-scale-showcase/ Swiglitz: Coming soon (honest!) Guild (vaiuri) vs. Outcast (Suvalas) battle Report: http://wyrd-games.net/community/topic/101105-a-transcredible-battle-report-or-something/ With more to follow. I hope you enjoy our transcredible exploits, see you soon!
  5. I played a little Malifaux a year back and want to get back in the game. I love the Japanese style and sad story of Kirai. What boxes do I need to field a 50SS Kirai Crew that would give me a solid base to build on?
  6. So. I'm typically a Neverborn player but I dip into TT from time to time. I really enjoy Yan Lo aesthetically and thematically. I've almost always played him TT. I think TT are just a really strong, tight knit faction. I've been picking up a few extra non-TT models (goryo, hanged, belles, datsue ba) to boost my crew and widen the scope of my play. Running Datsue Ba to drop those early Seishin for the early Yan Lo chi is pretty obvious but I've seen some folks talk about dropping mindless zombies in a similar way. Obviously this would be great because I could boost chi and turn their corpses into Ashigaru. That's pretty strong. But the zombies are un-hirable. Must be summoned. So. Other then My Little Helper how do I get mindless zombies on the board?
  7. So I may be missing something obvious. if so just point it out and ill beat my own face, but why does McMourning's new upgrade let him summon "NON-GAMIN" beast? would it just give him access to too much, is it for fluff reasons. or is there an obscure broken synergy with one of them I'm not seeing? I bet the answer is staring at me somewhere lol
  8. Hey all. Just had a game against Zipp using Reva. It did not go well... Before I get into it, here's the rough breakdown: 50ss, Headhunter, scheme pool - claim jump, undercover entourage, leave your mark, dig their graves, mark for death. My crew: Reva (guises of death, litany of the fallen, maniacal laugh), Toshiro (command the graves), Bete Noire (my little helper), Forgotten Marshall, 2x Shieldbearer, 2x Crooligan. Schemes: Claim jump, leave your mark His crew (from memory): Zipp, Earl Burns, Fingers, The First Mate, Ronin, Jetpack LaCroix girl (?), 2x Iron Skeeter. Schemes: Claim jump, undercover entourage. Now I'm pretty new to Malifaux and it's only my second game with Reva. My positioning wasn't great, I had no idea what his crew could do and my luck was abysmal, both in hand draw and flipping (I hit an Iron Skeeter four times with Reva and failed to wound it once for example). My game plan was using the crooligans for claim jumping (which admittedly I stupidly set up on opposite sides of the board, completely exposed) while using Reva's early corpse candle through guises to get into his back field early with Bete, then tandeming in the Forgotten Marshall for leave your mark/disruption/killing, while the Toshiro/Shieldbearer bubble/Reva wrecked face for headhunter. I quit end of turn four, had we played it out to the end I would have lost like 10-3. I could not get anywhere near his crew. Their mobility was crazy and if I did manage to get into melee, he just bounced away. I left my crooligans out to dry to be honest but I didn't know they could get hunted down so quickly and they died after dropping one scheme marker between them (which Fingers then got rid of). Bete did nothing except die before she could do anything (she got into melee twice; first being gibbed by the ronin, the second pushed away and slowed by The First Mate who then leapt to the other side of a building, just to add insult to injury). The Forgotten Marshall managed to score twice but aside from a few ineffective shots did nothing. Reva was effectively sidelined by the threat of having pianos dropped on her. Fingers scored about 7vp on his own before tying up half my crew by getting into engagement with them and going double defensive and bouncing away if anything did get through. It was a horror show. What could I have done?
  9. Question that came up and I hadn't thought about and now I'm not sure any more. At the end of the turn the model suffers damage equal to half its Wd stat. Is this the Wd stat printed on the card or the number of wounds it has left. E.g. If I summon a Guild Autopsy and my opponent puts a few wounds on it will it be killed when it takes its half wounds?
  10. We're doing some HH soon. Any tips? I haven played much of that format, but I'm thinking Valedictorian or Toshiro, a Punk Zombie, a Dead Doxy (to push the Punk Zombie, then maybe a Rotten Belle. Thoughts? Tips?
  11. Hey Gang, I've written up some 'from memory' reports of a tournament that I played the other week, it got pretty boozy, so some of it is a little hazy. It was a 50SS event down in Melbourne, Australia, run by the Red Jokers podcast (look them up they are great!!). Was an awesome event, the night time shenanigans where glorious and I managed to some how pull a win out of me arse (lets be honest, it was probably Reva). I've written up the first 3 reports on my groups facebook page (https://www.facebook.com/thefauxbrauxs/) get over and give it a like ;). Also don't stress about any of the name calling as there was some very healthy banter and inter-team grudging and trash talking, so stress not. But I'll also pop them here for your perusal. So, played a glorious tournament last weekend called Netflix and Schill, put on by the ever charming Red Jokers. It was a singles tournament, but was also a team event which generally involved drinking, shenaniganry and all the trash talk. I opted to use Reva both days, as the only other Resser master I have is McMorning and do not have the needed models to run his crew well. I’ll try and give a brief rundown of each game as best as I can remember, I’ll also be commenting on Reva’s power and perceived power level and how she deals with situations. My Basic Reva list was Reva (cache 4) -Beyond Death -Spare Parts (this went to Litany of the fallen if I was expecting Armour) -Decaying Aura Yin -My Little Helper Carrion Emissary -My Little Helper Phillip and the Nanny -Haunting Cries Shield Bearer Shield Bearer Necropunk I will also apologise in advance if I get any names wrong, or anything with the games and their scoring wrong, as I was well drunk by the end of day 1. Game 1 First up I had Byron, who was one of the Fuck Me Dead plebs (On of the team names, FMD from now on). We had a grudge happening and had thrown a lot of trash talk both backwards and forwards on the lead up to the game, so it was sure to be an absolute pearler. The pool was as follows: Strategy: Head Hunter Schemes: Show of Force, Leave Your Mark, Neutralise the Leader, Frame for Murder, Convict Labour Deployment: Standard Byron opted out of taking filth and took Yan Lo. Yan-Lo -Variety of upgrades Soul Porter Toshiro -Command the Graves Chiaki the Niece Izamu the Armour Punk Zombie Punk Zombie Ashirgaru I opted to take Neutralise the Leader and Show of Force. I also took Litany as I was expecting Yan/Izamu) Byron took Frame for Murder and not quite sure what the other one was. Turn 1 As usual on standard deployment, nothing very exciting happened. Due to the way the board was, the Carrion Emissary Sharded off a choke point which really blocked up Byrons push. Phillip started cycling cards, and I moved most of my forces up. Byron I believe booped an upgrade onto Yan Lo Turn 2. The Emissary popped MLH, and sharded up areas again, also blocking Izamu off from coming down on my weaker flank that involved Phillip, a Necropunk and a Shieldbearer. The Emissary also got a punk zombe down to it’s HTK. Yin also popped MLH and got Gnawing Fear off on both Yan Lo and Izamu. Byron murdered my poor zombie from the first shard marker and got an Ashigaru up from the left over corpse. I believe he also made his full health punk zombie fast. Who then moved and charged the Shieldbearer on Revas left flank, it managed to knock it down to it’s “first death”. At this point Reva came in swinging. She put 2 hits on the punk zombie, then finished it off with her (0) Life Drain. With her remaining AP she burnt a stone for a Tome and took a swing at an Ashigaru that had moved up and then proceeded to charge Chiaki, popping a corpse on the first shot for 4 damage, then a normal hit on the 2nd to finish her off. The now fast Shieldbearer sauntered over and picked up a head. So at the end of turn 2 was 2-0 my way. Turn 3. I get initiative. At this point Byron had moved Yan-Lo up into attack range and also put Toshiro concerningly close to Reva. Reva burns a stone for a Tome and has a punch at Toshiro, then “Satan’s Pinball”d (as I’ve seen it now called on the forums”) at Yan-Lo, who at this point was surrounded by corpse markers from zombies, corpse candles and some dismember triggers from the yoloing Shieldbearer that went after Izamu. So due to poor Yan-Lo still being at –ves to Wp duels, Reva punched him right in the will power. Byron did opt to use some stones for a straight flip and -ve to my damage(as he couldn’t damage prevent due to DA), but my hand was amazingly weighted due to Phillips cycling my hand so thoroughly. Cue 3 hits on Yan-Lo, each burning a corpse and doing the bare minimum 12 damage to put him down. 3 Points for Neutralise. Then, Reva put a single shot into Izamu as a why not, did 3 damage there due to Litany. She then (0) actioned out of harms way onto a nearby Corpse Candle that was placed to be 5” away from her ending charge point. At his point Toshiro started smacking around the Carrion Emissary. My Necropunk bolted from Izamu and grabbed another head. was now 7-0 my way. Turn 4 Top of turn 4 Reva killed a wounded Toshiro and finished off Izamu, who was Byron’s FfM target, netting him 2 points. At that point we called it there. Ended up a 10-2. So over all, win or lose it was a legit really enjoyable game playing with Byron. I also loved both our crews were modelled with snow bases and we were on a snow based board. It was really lovely to play faux with everything painted, it really added to it. Byron as much as it kills me inside to admit it was a great opponent and it was a bloody enjoyable game to be played, there was plenty of bullshitting, laughs, faked commiserations etc. Top Game! So things that I learnt this game were: Phillip and the Nanny’s card cycling, can be game winning, especially if you have a turn or two to build the hand up. Things that I’ve known but got reiterated this game: The ’Cuddled’ Decaying Aura is borderline broken on Reva. Yin quite possibly is the devil, especially paired with Reva. Shield Bearers stick around far longer than they have any right to. Carrion Emissaries Shards can be game changers. I may make this a 4-5 part series as I’ve written way more than a brief overview than I thought I would, so I will keep you updated. Hope you enjoyed a small break from your boring old work day. Game 2 Game 2 was against another of those FMD peasants a certain Tom. This battle was going to be using headbutting over a very bayou-esque board, so there was severe terrain every where. Out pool looked akin to this: Game 2 Strategy: Interference Schemes: Hunting Party, Leave Your Mark, Occupy Their Turf, Detonate the Charges, Convict Labour Deployment: Close So I picked Leave Your Mark and Detonate the Charges, young Tom opted for Occupy Their Turf and Leave your Mark. I took: Reva (cache 4) -Beyond Death -Spare Parts -Decaying Aura Yin -My Little Helper Carrion Emissary -My Little Helper Phillip and the Nanny -Haunting Cries Shield Bearer Shield Bearer Necropunk Tom took, and this took me forever and a million questions, saying things like “What, wheres your beater?” “Ok so when does the Nothing Beast unbury?” “You’re bullshitting me, no big nasty?” That was all within a good 5 minutes, so apologies to Tom for that haha. He was running (apologies if wrong as per usual) Tara -Spare Parts -Eternal Journey (this was amazing in close deployment!!) -Knowledge of Eternity Karina Scion of the Void 3x Crooligans 2x Void Wretches Sue Now just before getting into the nitty gritty, I went in probably a bit too confident after hearing all the ‘wisdom’ about Tara not being an overly strong Resser…well heads up gang, this game was bloody amazing and Tom played Tara like a champion. Turn 1. So I pretty much have my crew on the start line mainly in the left hand side of the board, with a Necropunk out on my right flank. Tom had Sue, Katrina, 2 Crooligans on my left, Tara and the Scion in the middle and 2x Void Wretches and Crooligan on my right flank. I somehow manage to get initiative. Due to how closely deployed we were, Reva activates, throws out a corpse candle near 2 Crooligans. Punches the first one, pops the corpse candle, does 4 damage, and kills it. She punches the 2nd one through the new corpse marker, black jokers on the attack flip, so then has to waste her 3rd AP hitting and popping the little bastard again. Tom activates Tara first and pops up a Guild Autopsy from the left over corpse (cheeky devil). My Yin tears up into the middle and puts Gnawing Fear on Tara. The Carrion Emissary pops shards in front of the Scion. There is a general brawl between the Shielbearers near the Guild Autopsy and Sue, one of them places a scheme marker. Tom moves up his Void Wretches quickly on the right flank, the Crooligan bolts down the right away from the Necropunk. The Necropunk drops a scheme marker, leaps and drops another between the Void Wretches. Tara comes bolting over and murders the Necropunk. I declare DtC for 3 points (one of those odd ones you can do it turn 1). 3-0 my way. Turn 2 (I will note, turn 2 and 3 are pretty blurry (not just grog related) as there was so much going on, so pretty much look at turn 2 as interchangeable with turn 3). Tom gets initiative I think. I pop MLH on the Carrion Emissary. He does something with Tara, but I don’t believe it was any truly amazing. Reva activates and kills a void wretch through the Necropunk’s corpse. She then shoots through the zombie and the scion of the void who does that very tricky dump a card and bury (lesson learnt there!! Cheeky bastard!!) I Believe she then summons a Guild Autopsy. Karina throws out a red joker and summons a bloody Punk Zombie in betwixt my Shieldbearers. It then I believe slices and dices, which I burn through the cards to mitigate damage. The Shieldbearers promptly put down the zombie. My Guild Autopsy trundles toward the back of the board. I think Sue shoots at the Shieldbearers and misses. Yin does another -ve cast thing on Tara, for all the good that does, and then flies into the Tom’s right quarter. Tom unburies the Scion up in my right quarter. My emissary flips a zombie into a scheme marker, but Tom comes in and blocks it with Tara. It also throws out 2 lots of shard markers. By the end of the turn, I hold the left side of the table and Tom holds the right side of the table. Tom gets a point for leave your mark, he blocks my attempt. 4-1 My way. Turn 3 (again interchangeable with turn 2, so apologies, as I said, this was a damn tricky game!). There is a fair chance Tom gets initiative again in this one. Tara I think summons another Guild Autopsy from a corpse somewhere, then buries it (maybe). Reva again activates early, she punches Sue twice through a corpse marker, popping, getting him down to H2W and maybe she stuffs up the 3rd attack. Tom tries to put down a Shieldbearer with Sue but fails. Sue is then killed by a Mindless Zombie (lel). Both Shield bearers charge Karina and kill her, but not before she spits out a Guild Autopsy (bitch was on point!!). I Believe Tara unburries a Guild Autopsy in my right hand corner to bulk it up down there. Carrion emissary and yin flap to Tom’s right quarter. Tara runs around a bit at the end of the turn. Tom declares occupy their turf and also gets a point for leave your mark, I get a point for LyM, with both get a strat point. We both hold the same quarters again. 6-7 Tom’s way. Turn 4. I think I get initiative this time somehow. Reva summons a corpse candle and a Rogue Necromancy (who said she can’t summon?!), she then I think positions herself for next turn. Tara runs around being painful. Shieldbearers secure Toms left quarter, they drop some scheme markers, as does the my Guild Autopsy. The Rogue Necro saunters back into my left quarter to reinforce it. Nothing else of huge consequence happens, except due to all the zombies and what have you, I had very good activation control, so put both Yin and the Carrion Emissary into Tom’s right quarter to manage to block it at the end of the turn. So end of turn 4, I hold the 2 left quarters, contest Tom’s right quarter and he still holds my right quarter. We both get Leave your mark. 8-8 Turn 5. This was the decider right here. IMHO it only came down to my activation control (due to sheer amount of zombies chewing activations. Tom charged Phillip and the Nanny with the Scion of the void and put some good damage on them. He also ran his Crooligan and Void Wretch that where in my right corner, to contest my left corner. I opted not to attack the Scion with anything as I didn’t want it to be burying and coming up and evening out a quarter for him later in the turn, so I didn’t touch the bastard. I made sure Toms left quarter was safe (had 3 models in it, the 2 Shieldbearers and my Autopsy). Tom managed to bury the bloody Carrion Emissary giving him control by 1 model (Tara was still engaged by Yin) in his right quarter. So this is where the hail Mary play came in. So Tom was beating me in my left quarter by 1 (he had 2, I had 1, we both had 1 each engaged), so Reva shot out a Corpse Candle right near the Void Wretch and Crooligan (who where right next to each other). Reva then used all 3 of her AP to move into and block Tom’s right thus equalling each other in there. The Corpse Candle then walked up and engaged both the Crooligan and Void Wretch, blocking them from scorning. So at the end of turn 5 (luckily we didn’t flip for turn 6!!) I controlled both the left quarters and Tom only my Right quarter, with his right quarter contested. I also got my last point for LyM. 10-8 My way, but dear god what a swingy excellent game!! Tom was a bloody great opponent and certainly made my life difficult, the game honestly could of went either way if I didn’t manage to block a strat point turn 4. I definitely learnt that Tara is a force to be reckoned with, especially with someone like Tom holding the reins. Not only that, Tara’s whole activate first/last thing is amazing, especially given she can teleport back to her deployment zone. She was bloody fantastic I have to say! Things I learnt: Tara is awesome if played right You don’t need a beater to win The Scion of the Void is a right and utter bastard! Don’t get cocky if you score good points early. So was an awesome game against Tom and I’d happily have a crack at it again, I was thoroughly impressed with Tara and Tom’s use of her mechanics!! Like Wow! Also sorry if it got a bit muddled in the middle there, but as you guys can probably see, there was a huge amount of things happening in that game, factor in summoning on both sides etc, kept it hard to keep track of haha. Game 3 This game was up against one of the TWAT twats, a certain, Ben “The Bridesmaid” Ferar I believe. I will prefix that my memory of this one is a little hazy due to 1. It being over a week ago, and 2, it was the 3rd game day one, with me drinking since 11. The Strats and Schemes where as follows: Game 3 Strategy: Guard the Stash Schemes: Show of Force, Exhaust Their Forces, Mark for Death, Public Demonstration, Convict Labour Deployment: Corner This one was my generic Reva list of: Reva (cache 4) -Beyond Death -Spare Parts -Decaying Aura Yin -My Little Helper Carrion Emissary -My Little Helper Phillip and the Nanny -Haunting Cries Shield Bearer Shield Bearer Necropunk VS, I believe: Hamelin -Infectous Melodies -The Plague -Maybe something else. Killjoy Ashes and Dust Obedient Wretch Stolen Maybe a pair of rats also and looking the points probably something else, but in all honesty, quite hard to let you know what he started with in regards to anything rat-engine related as it all would constantly cycle. Anyway I opt to take Public Demostration (2x SB’s and NP) and Show of Force, Ben Convict Labour and something else, not sure what it was. Turn 1 It was really just a lot of posturing on my behalf (there was some handy buildings in the middle of the board that allowed me some blocking shenanigans), I used the emissary to pop out some markers, bolted both it and Yin into the centre area. Phillip and the Nanny cycled some cards. Reva also activated, summoned a Guild Autopsy and went defensive. By this point in time only rats etc had activated, then turned into Rat Kings, which turned into Rat Catchers and more rats etc… Killjoy then charged Phillip and the Nanny. Not quite killing them. Hamelin came down the flank that was blocked by the houses and didn’t do much. I think a Stolen popped and turned into more rats. At this point I popped Public Demo for 2 points (didn’t like the chances of my minions being around for a whole other turn) I was 0.25” away from the 3 but dems the breaks, the joy of not having activation control 2-0 My way. Turn 2 Phillip and the Nanny go down, I think Killjoy does as well this turn, but he does a heap of healing also. Ashes and dust saunters up toward my gang. Hamelin comes around the side, but is blocked by the Emissaries’ markers again. Some Rat Catchers/Kings chill out near 1 stash marker. Ben Kills some more Stolen for more rats. I think maybe Ashes and Dust went down, but then got back up again. Obedient Wretch turfs a marker on the centre line. Again blurry due to drunkenness and in all honesty very samey turns of rats activating. I got Show of Force and Guard the Stash, Ben got none I believe. 4-0 Turn 3 Now turn 3 is where I think it all begun happening, by this point in time I had a nice little corpse farm down by the left hand marker, Hamelin had come yoloing through, cue Reva laying the boot. Hamelin attempted some dickery on the Emissary and a Stolen summon, to no avail. Reva activates, first attack against Df (god being able to pick is a huge help), I get a low card, but Ben black jokers, I cheat up to a straight flip, throw down a high range and pop a corpse marker, 6 damage, Ben declares he will stone, but no beano due to Decaying Aura. 2nd hit goes through, another 3 damage, third hit goes through on a natural 13, stopping Ben being able to block it. So dead Hamelin in 1 activation was solid! Ben then throws ashes and dust at Reva and gives her a whalloping, getting a straight hit on her and throwing a red joker at her, really knocking her about. There is a little more dicking around with rat catchers, rats etc. The obedient wretch bolts to lay a 2nd marker on the centre line. Ben got a point for Guard the Stash, which I also get, as well as Show of Force. 6-1 Coming into turn 4, luckily Ben flips a black joker on initiative, so Reva summons a Corpse Candle 5” away, teleports and just bolts up the board away from Ashes and Dust. She remote-hits a Rat Catcher I believe. Not a whole lot came up this turn except for more rat-cycling. Ben gets a 3rd marker down for Convict labour, but the Carrion Emissary deploys Shards of Kythera in such a way that it’s summoned zombie will be within 2” of one of the markers. We call it here with some theory faux, a 9-3 as I would of happily got the turn 5 strat point and so would of Ben. Ben was a great opponent and I won’t lie, it felt good getting a little vengeance on him after he took off my poor hoff-ball in one activation with pokey-Vik at a previous tournament. Good game though, and it took a lot of work dealing with being out activated. Things I learnt: Playing against the Hamelin Rat-Joy thing is quite annoying and ‘eh’ inducing, and please know this is in no way a reflection on Ben, he was great! It’s just the way the list is built to work isn’t particularly exciting. A variety of rats activate while all your important shit goes, delivering killjoy where ever you want him…woo fun *said with spirit fingers*. I legit would of hate to of seen it prior to the ‘cuddle’ if this was with a Vik crew it would have been horrific!! Anyway, solid bloody game, even if I’m not a fan of the Hamelin mechanic. Will get the next two up soon.
  12. I've been a bit stagnant on my miniature painting due to burnout on other game's miniatures. That and I finally had to give in and get progressive lenses on my glasses because I'm old and toothless and have crappy eyes. Well.... I've been toothless since I was a teenager. Don't do stupid things with bicycles kids! Been having quite a bit of fun with the McMourning crew, and some of the other stuff, so I've been on a bit of a painting streak. I'd already finished the Flesh Construct, Canine Remains, and Nurses. Just need to finish basing them and putting on a few more details. Never posted them before because the Canine Remains and Flesh Construct didn't come out up to what I consider worth showing off. Still need to do a lot more work on the steampunk pizza dish, leather, buckles, other metallic parts, and hair. Looking at the picture I finally worked out that I need the pizza dish to look like it's full of blood, meat chunks, and toxic chemicals instead of just being a bright clean silver. NOTE: The blood is a neat trick I was taught by another painter at GenCON a few years back. It's done with Tamiya Translucent Red paint. Toxic as hell, and will wreck your brushes, but there's no better blood effect I know of.
  13. From the album: Glen 'ringsnake' Murie Miniatures

    Work in progress of McMourning. Lots more work still to do.
  14. Hey Gang, Just wondering how this should be correctly played with Reva's Strength of the Fallen. It Reads: When performing an Attack, if this model is not Engaged, this model may draw LoS and measure range for Ca Attacks from Corpse Markers within 18" and LoS. This Ability is ignored when determining Engagement. So the question is, and the way I presume it is meant to be played, is you essentially play it as the corpse marker is a Ht3, 30mm Reva that is attacking, would that be correct? As a height 0 model wouldn't be able to do or see shit, would that be correct? Cheers, Nick
  15. All the other Faction's forums have a thread about Book 4 already, and the Guild is busy celebrating it's new filth already, and meanwhile our forum is dead, so let's change that. I don't have the book yet, but managed to get a glance at our new upgrades and Reva is getting a fourth one, which was left out of her description on the main page. It costs 1 SS, (1) action, requires a 6 of any suits to cast and pushes a friendly model up to 5" in any direction and if it's a Revenant or a Spirit let's it perform a (0) action. Can only push a model once per turn. Also has a trigger on rams which makes the target count of a corpse marker for Reva's Strength of the Fallen ability. Does this change your perception about her?
  16. So I FINALLY found a the original Avatar of Dread model and looking at the new upgrade card, now Seamus can summon showgirls. Angelica seems like a good choice, or the Oiran, but has anyone actually tried it and does adding showgirls to his list of options REALLY make a big difference?
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