Showing posts with label Malifaux. Show all posts
Showing posts with label Malifaux. Show all posts

Wednesday, July 1, 2015

Upcoming Malifaux Events

July 11th - The July Nova Open Terrain Day


Terrain Building and shenanigans at the Brandt World Headquarters at

9033 Westerholme Way
Vienna, VA 21182

Come drink cold beverages and have lunch with the terrain masters of the Nova Open, and paint, paint, paint your way to terrain mastery. RSVP at NovaOpen@gmail.com


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July 18th - the Nova Open Foundation Charity Tournament and BBQ


DATE: July 18, 2015
PLACE: McLean, Virginia.
SPACES: Limited and first come/first serve: First 32 40K players & First 16 Malifaux players guaranteed. After that, we’ll start a wait list.

It's food, music, and wargaming fun in the spirit of the original pre-Nova event. I know we're running out of space, so go to novaopenfoundation.org to reserve your space today.


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July 25th - Bel Air Games Nova Open Prep tournament!


Yes, there's a lot of Nova Open to this update, but it's a tournament that will be running the first three rounds of the Nova's schemes and strats. If you want to get some practice in before the big event, this is the ideal time to do so. Fabulous prizes await!

1202 Agora Dr, Bel Air, MD 21014
(410) 776-3491

Friday, February 20, 2015

Just a reminder: Tomorrow is Bel Air Game's 50ss Gaining Ground Tournament.

Bel Air Games
1202 Agora Drive, Suite B
Bel Air, MD 21014

Doors open at noon. Cards start flipping at 12:30pm. We'll be playing for three rounds.

There will be a Miss Ery as part of the top prize! There will be a prize for the best painted crew, but painting is optional! Beginners are welcome!

The store phone number is: 410-776-3491


Tuesday, February 17, 2015

Game Four of Templecon will never be written about.

I realize that I'm never going to really write a battle report of Templecon game four, not because I lost or anything, but merely because enough time has passed that I've forgotten all the salient details. It's the perils of having a mind like a steel trap: rusted, broken, and catching nothing. And I have no pictures of the game, so it's kind of a moot point.

Suffice to say that Corey and I had a great game, I ended up winning by a decent margin, and I took 6th in the tournament, which is the best placement I've had at an event so far. I'm fairly pleased, and that placing brought me back into the top ten in the US Malifaux Rankings.

But all that's a moot point, because time and tide wait for no man, woman, or nephelim of indeterminate gender! And I'm running a tournament! And not the Nova Open, but one held locally! It's this weekend, in fact!











I hope to see you there!

Tuesday, February 10, 2015

Game three of Templecon

My Two All Stars

The last two games were playing a master which with I wasn’t familiar: Jack Daw. But the tables I was to play on featured something I don’t usually encounter, namely Hazardous Terrain. And as Joe Girard mentioned in this month’s Wyrd Chronicles (out today!), Hazardous Terrain adds a whole new dimension to your games. It was a dimension that dear old Jack is more than interested to explore, as he is a master of positioning and pushing, with the ability to maneuver his and his enemy’s models via Writhing Torment.

The first game put me up against a Leviticus crew in a game of Headhunter, one of the 2015 Gaining Grounds scenarios. Essentially, every significant model that dies due to enemy action drops a head marker, and a (1) interact picks that head up. There are other rules, but the nitty-gritty doesn’t matter, and I trust you, gentle reader, to be capable of the research needed to delve into the strategy’s finer details. Needless to say, engagement ranges factor into your ability to interact, and it’s tough to collect scalps when a Teddy is trying to eat your face. Speaking of Teddy, I was facing a finely tuned Leviticus crew being run by “Jesus Ian.” Our battleground was a town square  with large buildings on the flanks, a central gallows, and hazardous terrain in the form of choking smoke.

I took Daw with Writhing Torment, Betrayer, and all the Curses, Ama no Zako with Oathkeeper, Lady Liegia, 2 Drowned, 2 Crooked Men, and, last, but not least, Jaakuna Ubume.

Ian brought Levi, with Pariah of Iron, Rusty Alyce, two Waifs, Abominations, a Teddy, and possibly more, but since I have no pictures (round times were short), I don’t recall.

It was Standard Deployment, Head Hunter, and I took Breakthrough (undeclared) along with a declared Plant Evidence. Ian took Line in the Sand declared, and Breakthrough undeclared. As for my choice of schemes, it seemed to make sense. I know Daw isn’t that kill-oriented, but is the great wall of frustration. Crooked Men are great at protecting and accomplishing schemes, and with Hazardous terrain built into the board, Drowned seem ideal. It was my plan to hook left with Daw and the main crew, and send a Crooked Man and Ama on the right flank to accomplish schemes as a team. To that end, I moved most of my models hard left at first, drawing Ian towards that side. When it came to my second to last model, I activated Daw, cursing Ama with the Guillotine curse. That, of course, does nothing to a Henchmen like Ama, but it does provide her with a permanent Tormented Characteristic. So, she was able to push an additional 3 inches on her initial movement, moving her an amazing 15 inches on the first turn. Ian played Levi brilliantly, using the Teddy with its Regen 2 as a card draw engine and using the soon to be disposable aboms for the same actions. Second turn saw Ian with a summoned Desolation Engine, and ready to tear the heart out of my crew. I had gotten lucky with some lures, and I ended up killing off Alyce before she became too great a threat, but with a Teddy and a Desolation Engine in my face, with a Drowned and Jaakuna already dead, things were looking grim.

It was at that point that I realized that Lady L is amazing. She does so much by denying the enemy the ability to cheat. Terrifying goes from being an annoyance to being an actual threat. Card drawing doesn’t really matter. Lady L and Jack’s terrifying shut down the Desolation Engine and Teddy both. It was great. I was able to get the Firing Squad curse off on the Engine, and I was able to push him around, mostly into the hazardous terrain and out of combat. Levi moved to my right to attempt to kill Ama, but I was saving high cards, and she escaped wounded, but otherwise functional. The Crooked Man on the right also was dropping and protecting markers with his zero, as was the crooked Man on the left, who was sneaking around a building and was unable to be assailed. The Lady/Daw bubble just absorbed a ton of flips, and kept upright because of the no cheating lock down. Because of Daw’s and the remaining Drowned’s melee range, Ian had no way of picking up heads, and I was able to push out of combat, after forcing the Engine to abandon ideas of killing me. I picked up a head marker with a Drowned, dropped scheme markers enough to get my six, and had enough movement with Daw to kill one of his scheme markers for Line in the Sand, denying him the points.

It ended up 7-5 in my favor.

Sunday, February 8, 2015

Back from Templecon 2015

Stolen from Ian with zero regrets

So, I'm back from Templecon, held every year right outside Providence in Warwick, RI. At six hours away, it was quite the haul. Trish and I went together, and it worked out well. Having a SO to go back to at the end of the evening made it a far different experience, for sure.

A variety of henchmen ran the events, with people trading off so that everyone could play in their favorite events.

I arrived late Thursday, and barring a 5 am fire alarm at my hotel (pro-tip to the person smoking at the pool at that time of the morning: those fire alarms are no joke), it was a good night's sleep. The next day (Friday), I rolled in at 11 for the Story Encounter, were I was blasted off the table in most instances. I just couldn't gain any traction at the event, but I still had a good time. The stories were interesting and varied, and played to an attacker/defender role that I'd like to incorporate into the Nova's Malifaux narrative.

Friday's Henchman Hardcore was great. We abandoned the 4 minimum rule, and so I played Ten Thunders Filth: Kang leading Ama w/Recalled Training and Izamu for Great Justice!

We did three rounds with me tying in rounds one and two (though I should have won two, but I was stupid). Ama was a star player in all three rounds, and should have won me round two (I "Promising whisper"ed a model to move to be killed by Kang, rather than telling it to go off out of the turf war area). Ama definitely won me round three by doing that exact same thing to the other player's Teddy. It's not often you can win Hardcore with just Strat points, but I did it.

On Saturday, we had a single model shootout called the Quick and the Dead. You could take any model, as long as it had an SH projectile attack. I was a bastard, and took Tara. Little did I know exactly how awfully good Tara was at a single model vs single model competition. As she was a master with six AP and a bury attack trigger, as soon as she hit you, and you failed that WP flip, you were buried. She was like an assassin. I felt awful, but I also won, so... Yeah.

After that, there was some lull time between that and the Gaining Grounds tournament at four. Someone wanted to play a practice game, and I got to pull out my Kirai crew. It was fun spirit slinging again, and I'm glad to see that I hadn't lost the zen of playing her. I barely needed to look at her cards, which was comforting. Sadly, we had to call the game to start the tournament.


Who are two models I finished that got used this weekend?

The GG had 24 preregistered, 2 on the wait-list, and finally, 20 participants, so I'd be pretty pleased as a Tournament Organizer.

Round one was Extraction. I took Von Schill, as the player I was playing against was relatively new, and was using Guild. I assumed there would be a lot of shooting, but it seemed she was using models that her friends were letting her borrow, so it was somewhat of a hodgepodge list.

Ali was using Lady J, Sadir, a watcher, some death marshals, a stalker, and an austringer, I think.

I took VS w/ Shirt, Survivalist, and I Pay Better, Libby with Oathkeeper, Strongarm Suit with Oathkeeper, 2 Trappers, and Two Friekorpmen.

I took Assassinate and Frame for Murder on the Strongarm Suit. I placed my Trappers out on the flanks, where they had clear shots on everything (not much cover on the board), and formed up the Freibubble in the center to take the marker. Ali set her stuff up on the flanks, and kind of hesitated on coming in to the center. She got two models up there, so she starting gaining points, but I ended up picking people off pretty quickly. She moved Lady J up aggressively, but I was able to Strong Arm Suit her off the board, leaving me with just Sadir as an option to kill the Suit for full points. Sadly, it was not meant to be, and the Suit survived. 6-5, my favor.

Round Two took me up against Raul in Reckoning against Marcus. He also took a Cerberus, Joss, two Waldgeists, and a Soulstone Miner.

My list was Levi with Pariah of Iron, Unnatural Wasting, and two Waifs, a Deso Engine, Miss Step, Rusty with From Aether and Desolate Soul, and a Trapper. Assassinate was on Marcus and Frame for Murder was on Miss Step.

Raul moved his Cerberus right up on my right flank, threatening a next turn assault, or so I thought. The rest of his crew played cagily, and moved center with Miranda in the center, giving + flips to def to most of them.

I moved towards the lower center, and waited for him to blink, but to my surprise, Raul brought Marcus down to Alpha the Cerberus, and take on the Deso engine for a Murder Protege run. It was all going so well for Raul, until he forgot the Cerberus got + flips to damage as well. By the time he realized it, it was already into the next activation, and so the Deso engine lived on to slaughter the Cerberus and regain some lost health. I hit Miss Step and Rust with Levi's shooting cast to move them into position to take on Marcus after all his stuff  had activated, so I was able to hit Marcus with the flurry from Miss Step. Sadly, the effects alll passed along to Waldgeists, and I had to hit Miss Step with Rusty's reactivate and wiffed against Marcus for that due to his ++def flips from Defensive and Miranda. As I got initiative, I flurried against the other waldgeist and I took that down quickly, leaving only Henchmen and Masters on the board, and Miss Step at 1 wound. Raul activated Miranda, she did her thing and shape changed into a Cerberus. I took Rusty's turn and gave Miss Step Reactivate again. The Cerberus leapt and took her down, giving me two more points, not the full three I was hoping for. Marcus activated, punched Joss, made him a beast and Alpha'ed Joss. Joss took the Alpha Turn, and moved next to Rusty. He then took his normal turn, and punched her dead. I then charged Joss with the Deso Engine, and took him down to one wound. Then, Joss got reactivate (since Alpha isn't a reactivate), and punched and paralyzed the Deso engine. I had some activation screw ups the next turn, but it came down to Joss taking down the Deso engine for three VP, and me killing him for Frame for Murder, and all in all, netting Raul six to my five VP, even though I had Marcus right next to Levi, and all I needed was for it to go into one more turn to get assassinate. Oh, well.  5-6, Raul's favor.

I'll finish this up tomorrow.



WAFFLES


Wednesday, January 28, 2015

Painting and a Tournament!

I've gotten more than a few models ready in the past few days:

All these have been for Templecon and Adepticon after that. I'm nervous, as I haven't practiced enough with the majority of my Outcasts to truly get a feel for them. I might just work with the ones I do know (Tara and Von Schill) so that I can feel comfortable/be in the Zen of playing. In other words, I'll play with what I know well so that I can be thinking about the game/strats/schemes, rather than how my models work. Levi might see table time, but that depends on my mood.

In other news, I'm the henchman for Bel Air Games, going on for six months now. I've run a league there, but I've never run a single day event/tournament. Well, as of 2/21/15, that's about to change. We're going to have a three round, 50ss Gaining Ground Tournament. We're relaxing the painting requirement, due to this being a new store/group and all, but the terrain should be awesome, the place is well stocked, and a Miss Ery is up for the prize pool for the top placer.

Here's a FB event notice for you if you'd want to join in!

Thursday, January 22, 2015

On the Workbench

I'm working on Hannah, and I've almost got her finished. I need to get her flesh, and her yellow/gold elements done, but I think for the most part she's done. I hate the gaps, but... I've got Vallejo's plastic putty to help with that in the future, but unfortunately Hannah isn't going to benefit from that. Templecon is coming in 13 days, and I've got Levi, 3 Hollow Waifs, and a Desolation Engine to finish up before then. Wish me luck!

Saturday, November 8, 2014

Preparing for the Con Season to Start

So, I'm primarily a Resurrectionist player for Malifaux, and I feel like I've been missing some important support models from my stable of go-to models. Namely, Bête Noir, and Chiaki the Niece. Bête is the hidden punishment threat that make people reconsider who they want to kill and where, and Chiaki brings much needed condition removal and stable healing to the crew, plus (with a 1 pt upgrade) she's a source of slow for the opposing crew. AP management is king, and forcing a walk instead of a charge can mean the difference between life and death of a model. And I think you'll agree that Bête is also a fairly neat model. I wanted to limit the colors I used in the model to make it cleaner and more striking. I also used Privateer Press colors for the first time, though I didn't see any real difference between them and the Vallejo I usually use. Perhaps those who are better painters can point out the reason they're better.
Also, from the Sage Old Painters Advice Department: if you're not getting any thing to come from the dropper bottle of paint, clear the neck of the stopper. Do not do what I did, or else all your Vallejo Scorpion Green will explode onto your palette, your clothes, and everything else. That is not recommended.

Friday, November 7, 2014


Built a Rogue Necromancy the other day, and got it painted. I'm quite pleased with it, but it's huge. Like perhaps absurdly tall, even for a Height 3 model. I don't have a banana for scale, but perhaps these will do.




Wednesday, February 5, 2014

A Flesh Construct and My Sorrows

Gotta get ready for Adepticon!


I need to prime and paint a metal one of these, and then get Sebastian painted as well.


I got these guys painted up, and the Poltergiest is almost done as well, though I might go with a Primordial Magic instead of the 'giest, because that's gonna save me 3 points. I still need to prime Lilith, and then figure out how she works in time. It looks like we're just shy of two months!

Tuesday, February 4, 2014

Malifaux at the Nova Open


Just a bit of news:

My friend, Maht Crestborn, and I are going to be event leads at the 2014 Nova Open.

We'll be running all the Malifaux events there, and I'm excited. We have at least two tournaments to plan, a few other events, and not a lot of time to do it. We're really looking forward to bringing a great series of events to one of the fastest growing conventions on the Eastern seaboard.

Add to that my prep work for Adepticon and Gencon, and I'm a busy bee. I really looking forward to this year's con season.



Tuesday, October 22, 2013

WIP Rail Crew


Good enough for the table, but still not finished.

Faced off against Zach again tonight with 'tina at 35ss. Reckoning, Line in the Sand and Vendetta for me, Vendetta and Bodyguard for him (on Killjoy. Ugh.)

We played with huge amounts of cover, which killed my LoS with Raspy, and it really hamstrung me. Most of the schemes flipped were counter to the main strat, and so I felt up against the wall from the get go. Turn three saw Vik of Blood in base contact with 'tina, and only a Golem and the Essence of Power were left.

At that point I conceded rather than waste both our times.

I can't wait for Snow Storm to be official, rules wise. He's superior to the golem in most aspects, and only one point more. January can't come fast enough.

Sunday, October 20, 2013

Tried to do some OSL, and also finished a December Acolyte


I was somewhat stumped as how to paint Misaki and her crew, when it occurred to me that they are the midnight assassins of the Oyabun's forces in Malifaux. They strike from the the smoke and shadows, literally. So, I thought about painting them in the in a half lit hard shadowed OSL, something I've never attempted before. And it's obvious from my first attempt that I need some refinement.

It's good for table top quality, but I think I'll need more practice before I'm truly happy with it.



Moving onto firmer ground here, I also whipped up a more standard model, that of the December Acolyte. It's a great model, and I really wish there was an alternate of it, as I'd love to have two in the crew, and I don't want to have clones in my forces. That's why I spent so much time converting my Gaki. The December Acolyte, however, is far too mono-pose for someone of my meager talents to convert. I'll likely proxy the second one until they come out with a new plastic model.



Of course, I also need a Snow Storm model, a Blessed of December, and probably a Silent One, as the rules for those have just recently come out in the Wave 2 beta, and I don't think their models are in the pipe just yet.


Saturday, October 19, 2013

Some models done and dusted



Seems I'm on a bit of an Archanist bent recently.

I really like how they all turned out. Thank you, every Hollywood movie poster/Battlefield cover for my color scheme for the Essence of Power. :) It might be tried and true, but it sure does pop.

I'm going to go back and do some more work on the bamboo on the bases of the Gamin/Golem, but for now, they're playable.

Monday, October 14, 2013

For all sins great and small, there will be a reckoning




Jeff and I ended up playing a 50ss game.

My list:

Kirai  (Absorb Spirit,Bloody Sheers, Swirling Aether)
Ikiryo
Datsue Ba (Spirit Whispers, Immediate Vegeance)
Izamu the Armor (Aura of Decay)
Grave Spirit
Shikome
Onryo
Onryo
7 Stones

Jeff's List, from what I recall:

Vik of Ash
Vik of Blood, Mark of Your Armor Doesn't Matter
Vanessa
Student of Conflict
Taelor
Ronin
Ronin
Ronin
Friekorps Librarian

A great game.  It ended during the 5th turn, with me getting approximately 3 points, and Jeff getting 5 due to him actually killing things during a Reckoning Game. Odd that.
An error I made: someone pointed out to be that if I marked my own models with the Feast trigger, that the gaki summoned would be under my **opponent's** control. 

So much for that strategy, then. 


Wednesday, October 9, 2013

Vengeance is mine


The 35 Soul Stone Crew

My List:

Kirai  (Absorb Spirit, Immediate Vengeance, Swirling Aether)
Ikiryo
Datsue Ba (Spirit Whispers)
Izamu the Armor (Aura of Decay)
Grave Spirit
Gaki
Onryo
Onryo
Onryo

7 in the cache

Jeff's Guild list (approx)
Lady J (Vendetta?)
Exorcist
Scales
Judge
2 Death Marshalls
3 Guild Rifleman

My opponent for the evening was Jeff Schmaley. He and I had agreed to a 35ss fight, but we decided at the last minute to go for 50ss. It wasn't a problem for me, as all I needed to do was add in Izamu with Aura of Decay and promote two Gaki to Onryo. We ended up playing Turf War with a standard six inch deployment. I took a revealed Breakthrough and Vendetta on a Death Marshall with one of the Onryo being the bearer of the Vendetta. Jeff revealed Kill Protege and concealed his breakthrough, IIRC

The board was filled with terrain, with an acropolis at the center breaking up line of sight quite well, making his guild riflemen less than useful. 

I ceded choice of sides to Jeff, allowing me to set up second. For a while I was afraid that we would put his riflemen in an elevated position, allowing him to pick me off, but he kept them on ground level, a mistake in my opinion. They weren't much of a factor in the game. Jeff kept his crew to my left, and I chose to respond by advancing right center behind a building. I won initiative, and again ceded first activation to Jeff. As with most first turns, this was less than exciting, as it was mostly maneuver. Jeff advanced straight into the acropolis with his guild rifles, and his melee moved behind it out of sight. I moved straight ahead, bulling a few movement/summoning shenanigans with Datsue Ba and Kirai, enough to get me a Gaki right on the guild master in the first turn. Of course, as Lady J had a full hand and with Gaki only having a ML of 4, that Gaki went nowhere fast, and ended up dying quite quickly (mainly because I forgot Hard to Kill).

The second turn had me in a good position to advance to the center, and start claiming Turf War points. Not a lot happened this turn. I got my one of my spirits in position to drop a scheme marker for Breakthrough, and moved to block Schmaley's advance into midfield. He seemed hesitant to commit, allowing me to claim an unanswered point for the strategy. He did shoot Izamu with a guild rifleman, and ended up flipping the red joker for damage. I had put the grave spirit in base with Izamu the activation prior, however, and so seven damage became three. 

The third round was when it all seemed to come apart for me. I foolishly charged Izamu into Lady J, only to have her easily survive the assault due to a better hand/soulstone use. Her ripose hit Izamu hard, but allowed for me to summon Ikiryo since an undead model had been damaged (Izamu). Lady J activated and took Izamu down, fulfilling the Protege scheme. He then advanced the exorcist, and let me tell you how awful that was. The exorcist shuts down all spirit and undead triggers, so my gaki had no access to feeding frenzy on the Judge or Lady J. I did get off a cast of Sundering on a Death Marshall, with the double crow trigger making him a potential Gaki. I also fulfilled the first part of my vendetta scheme. At this point, the Guild forces were close enough to start gaining turf war points, and so the score was now Guild 4, Ressers 3

From then on it was a scrum in the center, with the Guild slowly gaining the upper hand. That was until I was able to kill the marked Death Marshall with Datsue Ba's Weigh Sins, gaining me two models  for the price of one. It almost made up for the Exorcist paralyzing half of my crew the last two turns with Turn Undead. The problem for Jeff was that he couldn't kill anything I had. Spirit made me too resilient. He kept attempting to kill Kirai, but due to her being living, the Exorcist's Damning Oratory didn't apply to her triggers. Thus Kirai was able to shunt off Lady J's damage to spirits close to her. Somewhere in all this, I was able to drop off a second scheme marker for breakthrough.

As it was, the game ended on turn five, with Jeff only having one point for break through, three points for Kill Protege, and three for Turf War. That left me gaining three points for my announced breakthrough, one point for Vendetta, and 4 points for the Turf War, allowing me to squeak by with a one point win.

Final Score:
Kirai: 8
Guild: 7


An exhausting victory: those glass stones mark the models paralyzed by the Exorcist in the last round.

What won me the game: aggressive movement towards the center in turn two, and focusing on getting whatever scheme points I could. Listening to a few recent Malifools podcasts reminded me that I'm no longer playing 40k. Killing things are secondary to gaining points. I think I was stuck in the mindset of "if you're not killing, you're not winning." The Malifool's advice was simple: most of your points are tied into schemes, and since schemes are relatively unknown or unknowable until they're revealed, denying your opponent their strategy point for a turn is likely the most controllable, obvious way of winning the game. It's
simple advice, but it really saved my bacon in the last two games.

The new Beta is here! The new Beta is here!


And that makes Kirai a real person!
I'm playing my first 2E Kirai game tonight, and I'm keeping it 35 points for simplicity.

Kirai's upgrades are cheap, thankfully, and are pretty useful. The upgrades are needed to bring her back to the power level she enjoyed prior to the 2E change over.

Here's the list:

Kirai  (Absorb Spirit, Immediate Vengeance, Swirling Aether)
Ikiryo
Datsue Ba (Spirit Whispers)

Grave Spirit
Gaki
Gaki
Gaki
Onryo

7 in the cache

For my 50, I'm considering adding Izamu the Armor with Aura of Decay. Should be fun.

Tuesday, October 1, 2013

Rasputina Thoughts

I've played a few games with my new favorite Master, and here are my thoughts:

  • The more Soulstones the better
  • Essence of Power is more useful than Wendigo in most situations
  • Despite its low Defense, a Golem with Subzero is worth it.
Rasputina is going to be getting most of your kills. And she can start doing that from about 23 inches away. A probable six casts on CA7 (8 if EoP boosts her), plus a positive twist if a soulstone is used (again from EoP) means the first two turns are going to crucial. You're going to have a high model count crew given the low cost of Ice/Metal Gamin and Molemen. Use that to your advantage and out activate your opponent. If you keep an Ice Gamin within six of 'Tina, your zero can boost her damage as well, and given the fact that she already has a respectable 2/4*/5**, you'll be sitting pretty. 'Tina works best when she can wipe a model out in one activation, and that means she usually won't be acting until about the third activation (if not later) because of those EoP and Gamin buffs expiring at the end of every round. Because of that need to activate later, she's vulnerable to fast movers. Bear that in mind and keep blockers handy. 

Don't be afraid to hit your own models in an engagement, especially if they're Ice Gamin. If you hit your own, and it's a large scrum, you can cheat your Gamin's defense number down and (hopefully) get the big numbers on your opponents. And if you run into the hard to kill issue (like I did with Taelor), the subsequent icy explosion of the Gamin will kill them off. I'll trade a 4 point model for Taelor/Vik, etcetera every time.

Metal Gamin are resilient as hell, but have the added bonus of making another model Def 6 for 1 AP. I'm considering having one shepherd the rather ponderous Def 2 Ice Golem so he can retain the Sub Zero upgrade. Once a henchman is released for her crew, Sub Zero is moving over to the hench. At that point, he'll get the generic Archanist upgrade that makes him Def 4.


Saturday, September 14, 2013

Malifaux (Avengers) Assemble!

Because what's a miniatures blog post without some images?

I'm mostly finished with the Golem and the Gamin for Rasputina.













This is all that I've painted in the last week or two. I was bored today, so I pulled out my unassembled Malfaux and went to town:

I put together:

Mei Feng
Kang
Emberling
3 RailWorkers
3 Metal Gamin
Viktoria of Ashes
Viktoria of Blood
3 Ronin
The Student of Conflict
Taelor

I'm debating putting together my Herald of Obliteration Crew, but really, I've get enough stuff to paint. The Good news is that Secret Weapon is releasing a sewer themed  set of bases, and I'm (nominally) building a sewer themed table, so I think the Viks have found their basing style.

Tuesday, September 3, 2013

Speaking of Frozen Planets...


Yup. I had a plan coming back from Gencon that I was going to focus on getting Mei Feng ready, so I'd have two Ten Thunders crews ready to go. I'd ignore the Viks and Rasputina in order to get Mei ready and out the door.

Yeah, about that...

Heh. I couldn't resist opening up the other boxes. Sadly, the Hired Swords had a mispack, so now I have two Viktorias of the Blood, and no Taelor, so that's a no-go until Wyrd sends the replacement. And I love the new 'Tina models, soooo...

I just have the one Gamin painted, but I have bases for all of them done up. I'm going to be adding the Crushed Glass from Secret Weapon to add an ice feel to the base top.