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Малифо - Играње суботом од 5!

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Re: Малифо - Играње суботом од 5!

Post  Maxa on Mon Jul 26, 2010 1:53 pm

Ok, javicu ti jos da li sam sigurno tu u sredu
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Re: Малифо - Играње суботом од 5!

Post  Iskusinjo on Mon Jul 26, 2010 3:18 pm

Ja bih uzeo starter od Sejmusa, Ludog Sesirdzije i starter Lilitinog nakota. Very Happy
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Mon Jul 26, 2010 3:36 pm

Онда среда је договорена. Носићу и фигуре и књигу и оне помоћне папире...
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Re: Малифо - Играње суботом од 5!

Post  Maxa on Wed Jul 28, 2010 2:06 pm

Dolazim danas...
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Re: Малифо - Играње суботом од 5!

Post  Floigl on Wed Jul 28, 2010 2:16 pm

Docicu i ja. vidimo se ljudi
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Re: Малифо - Играње суботом од 5!

Post  Bobi on Wed Jul 28, 2010 8:31 pm

I ja bih svratio sledeci put kad se budete igrali Smile deluje igrivo SmileSmile
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Re: Малифо - Играње суботом од 5!

Post  Maxa on Wed Jul 28, 2010 11:53 pm

Evo da ja porucim Lady Justice set (the death marshals-crew) Smile
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Thu Jul 29, 2010 10:04 am

Боби, дођи када год хоћеш. Верујем да ћемо и данас играти.
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Thu Jul 29, 2010 1:58 pm

Најновија ствар. Корпс токене могу да узму само ликови са грејвробер трејтом.
Али...
Ишчитао сам данас правило за Арми оф д дед...
Није баш тако једноставно да се изврши. Потребно је да имаш више корпс токена и андедова у игри у поседству од противника, односно од броја његових фигура. По ерати инсигнификант модели се не рачунају за шему, тако да сви мајндлес зомбији које направи не иду у број који му је потребан за решење шеме.

Значи да само његов вођа и панк зомбији се рачунају и само они корпс токени које ископају Мортимер или Никодем или их покупе, не и они на табли. (МОртимер није андед, он се исто не рачуна)
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Re: Малифо - Играње суботом од 5!

Post  Bobi on Thu Jul 29, 2010 5:20 pm

A petak-subota??
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Fri Jul 30, 2010 10:11 am

Данас играмо Шлос и ја од 4 а сутра ја не могу, биће сувише људи у клубу. Али можда ће играти неко други.
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Sun Aug 01, 2010 4:38 am

Први тизери за експанзију.

http://campl.us/ell
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Re: Малифо - Играње суботом од 5!

Post  Bobi on Sun Aug 01, 2010 11:39 am

Ovi poslednji su PREbrutalni!!
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Wed Aug 04, 2010 2:20 pm

Главоња дао интервју пред Генкон

http://www.thed6generation.com/d6g_ep_61_malifaux_book_2_interview_and_starcraft_chat
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Re: Малифо - Играње суботом од 5!

Post  severian on Fri Aug 06, 2010 7:55 pm

Ja sam konačno uspostavio kontakt sa distributerom za malifaux i postoji mogunost da narućimo figure na obostrano zadovoljstvo.

Da vam otvoreno kažem jedini problem je finansijske prirode jer moramo da poručimo nešto veću količinu a znate kako je Valhala večito kratka sa investicionim kapitalom. Kad mis skupimo keš i pošaljemo porudžbinu uveravaju me da to stiže do nas za maksiano nedelju dana.

Moj predlog je sledeći:
U startu mi vama odobrimo popust od 10 posto na predložene maloprodajne cene a vi poručite šta biste voleli da posedujete i platite unapred.

Šta mislite o tome? Moramo svakako sačekati da se ekipa vrati sa ETC-a.
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Sun Aug 08, 2010 2:07 am

Ово је одлична понуда. Нажалост нисам при парама да узмем више робе, мада ако ме газде плате, отићи ће на фигуре...

За сада бих сигурно узео два блистера Giant Mosquito, мада имам неодољиву жељу да узмем још неки стартер. Хм, ако буде пара узећу Пандору.

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Re: Малифо - Играње суботом од 5!

Post  Malkovian on Sun Aug 08, 2010 3:02 am

ja stojim pri ortega starteru i enslaved nephilim
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Re: Малифо - Играње суботом од 5!

Post  kgkid on Sun Aug 08, 2010 11:30 am

Pitanje, ako se uzme December crew (Rasputina, tri mala i jedno vece cudo), na primer, koliko je to blizu/daleko od nekog pravog igranja? Lepo je citati pravila, ali vi ste se malo i igrali...
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Re: Малифо - Играње суботом од 5!

Post  Malkovian on Sun Aug 08, 2010 12:15 pm

pa starteri su oko 20-25 poena turniri su 25-30-35 tako da na starter jos se doda totem i to je manje vise turnirska armija Very Happy a sve sto smo mi igrali za sada je bilo samo starter na starter(sa par partija gde se ubacivalo jos po nesto umesto necega iz startera Very Happy) Very Happy
rasputinin starter je 21 poen sto znaci moze se igrati na 25 poena bez problema stim da imas dosta soul stone-ova
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Mon Aug 09, 2010 11:24 am

Све што је рекао Пера стоји. Ја бих рецимо када бих узео Распућину купио тотем и хоарцат приде, који су доста јака јединица. На тај начин могао бих мењати армију помало.
АКо би поред тога узео и децембер ацолите, онда ти ништа више не треба чак ни за 35 поена играње.

А све то је заједно око 40 евра.

Оно што је лепо је да долази нова књига за који дан (добро две недеље) и биће још опција које можеш ставити у армију. Можда би било паметно сачекати књигу, па да ти онда кажем савет шта уз Распућину.
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Re: Малифо - Играње суботом од 5!

Post  kgkid on Mon Aug 09, 2010 4:15 pm

Mislim da je izvesno da za narednih nekoliko nedelja necu uzimati nista, tako da cu poslusati savet i, eto, sacekati. Wink
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Wed Aug 11, 2010 2:46 am

http://twitpic.com/2cvi1i

То је оно што сам причао са Флоиглом. Можеш да видиш како се ивице које нису причвршћене малтене криве и висе...

Оно што имам је много боље, само треба времена и стиродура (или доста више времена са неким шпером) за све то да се направи...
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Re: Малифо - Играње суботом од 5!

Post  тајнисвет on Wed Aug 11, 2010 2:59 am

Here's a list of the new gremlins you'll find in book two.

Ophelia: you know about her. She unlocks the gremlin family, though you can take one without her. Her 0 actions support any gremlin figures, and she's much stronger than some'er in combat, though she lacks healing or summoning. Great as a leader or a henchman to some'er, though lists including exclusively her should avoid pigs, she has no synergy with them.

Rami: the gremlin sniper. He smacks of Hans and The little ortega kid I never remember. He's great at long range, pretty much dead in melée. A good fix for dealing with high def models.

Raphael: where his Ortega counterpart gains strength from anger when wounded, he gains strength from panic. A nasty beatstick who's better off in an Ophelia led crew than anything.

Père ravage: this guy's a little different from papa loco, as instead of simply exploding, he's got a girebreathibg pig. Though he does blow up when he dies, he's much better used charging into combat and breathing fireballs everywhere.

Young Lacroix: ophelia's totem. They're slightly better than gremlins, and an Ophelia list should invest in these rather than gremlins. They're more combat oriented, less dying oriented.



Gremlin taxidermist: he's a gravedigger, and he can help som'er stand up to the game's nastiest summoning machines. While som'er creates gremlins, the taxidermist makes corpses and piglets into stuffed pigs, full of dynamite that is!

Stuffed pig: the taxidermist's necromantic piggy pets. They float (nasty gases) and explode without much warning. They're fun little walking bombs for use as suicide bombers, or ammo for the....

Pigapult: hell yeah. This baby doesn't move much, but he has a whopping 24" of range. The only bad news, you need ammo to fire it, and that ammo is piglets and stuffed piglets. (stuffed piglets add blasts to the damage.) best found in a some'er/taxidermist list, as piglets and stuffed piglets will be in easy supply. Gremlins may also "take a ride" and move 24", but they may splatter once they hit the ground.

Okay, now the Archanists. I’m going to skip Colette because we already saw her card.

Mechanical Dove – Colette’s totem. Colette can have three of them at a time, which is good because they seem to be essentially missiles that she shoots out at her enemies and they die after. They can also be used as spare Soulstones for Showgirls within 3” of them, again sacrificing them for the favor.

Mobile Toolkit – A totem for both Hoffman and Ramos, this little machine is pretty simple to kill. But he can always push to be base-to-base with its master after any model ends its activation, and that protects it from blast damage and pulses. It can detonate nearby constructs to do damage to things around it, can heal nearby constructs, and can give a bonus (Tome) to casting for someone around it.

Kaeris – Besides being an awesome picture, she’s taking up the role of Henchman for the M&SU. She’s got a pretty good weapon, able to chain it as long as the (Tomes) are flowing. She starts with two on the weapon, and loses one each time it chains. She’s all about burning stuff, healing when she would take blast damage, burning people when they attack her. As people take damage around her, they catch fire, and she has a spell that starts causing a little damage to all people who are already on fire, or another that blasts the tar out of a single burning target.

Cassandra, Magician’s Apprentice – A unique showgirl, she’s pretty solid. Clocking in at 9 stones, she can also use soulstones like a Master. After the last turn, she can take one more activation before victory points are counted, and before the game begins, she can push 6”. She’s a bit famous and people won’t want to attack her the first couple turns in melee unless she starts attacking them. She’s Nimble and has a couple of debuffs, either targeting defense or targeting attack and damage flips against her. She can stop her move and attack in melee if she wishes. She can move to a Coryphee or Coryphee Duet within 18”, or switch places with one, giving her a lot of mobility. She can breathe fire (now that’s just over the top) and might trigger a Morale duel if she hits. She has a bunch of triggers off Masks, and a spell that, while tough, adds a Mask to her CA and CB. Finally, she can choose to heal an enemy a little and gain a soulstone for her trouble.

Coryphee – This is that creepy looking mannequin thing on the front of the book. Is it just me, or should these things not exist? I mean, come on! They’re just… WHY DO THEY HAVE BLADES FOR HANDS?! Okay, enough of that. On to the model. Really fast (not Fast, but fast), and it can’t be charged. Both bulletproof and evasive. Gains a (+) to resist and defense flips, and an additional one when it is disengaging. Paired blades, instinctual. It can do the whole moving around to nearby Coryphee’s that Cassandra can do, and it can sac itself and another one of it to create a Duet (only way to get a Duet, and the Coryphees are Rare 2, so I think that’s about all you’d have). It has a bunch of (0)’s including boosts to its WP, gaining the ability to use soulstones, and being able to stop in the middle of a move to attack. Three combat triggers and one casting trigger, most requiring a (Mask). But she’s got a (0) spell that gives (Masks) to both her CA and CB, so that’s all good. She’s got a decent melee spell that could paralyze you, and pushes this model too, and a pulse that does 2 wounds to non-Showgirls nearby.

Coryphee Duet – Can’t get it unless two Coryphee join together, and then it’s just basically the Coryphee’s on crack. Harder to hit, faster, better WP, better CA, better CB. Can take three (0) actions a turn, and all sorts of other shenanigans. Not sure how useful it is to pair them up. They seem a little fragile when they’re solo, only having four wounds, but when they’re together, they get fewer attacks. I’d try them out both ways if I was you.

Gunsmith – Here’s one of the Special Forces guys. Six soulstones, and a 10” paired gun that has a number of options for ammo loadouts you choose at the beginning of each turn. Want to take down something with armor? Got a bullet for that. Want to blow someone up? Got a bullet for that. Can even get bullets that help with undead and with neverborn, if you want. Once he’s wounded, he can use a (0) to gain (+)(+) on his attacks. He’s a gunfighter and Hard to Kill. Until it shoots, it’s harder to shoot it. He’s also got a pulse spell that does a solid 4 damage to everything within 6”. All said, a solid ranged fighter.

Large Steampunk Arachnid – A special forces arachnid with a little armor. He ignores armor on others, and is a melee expert. He does a nice chunk of damage, and can reduce the armor of opponents for a turn.

Malifaux Raptor – A beast for all you Marcus players out there. He’s really fast but pretty easy to kill. When he goes, all other Raptors near him also go. He can lose Insignificant if other raptors are around him. He’s actually pretty limited in where he can go: only to Marcus, Zoraida, or crews with a Guild Austringer. He has Diving Attack, though with pretty low damage. He does have two triggers, though. One lets you put the top three cards of their discard pile on top of their deck in any order, and the other turns the target into a Beast until the end of the encounter if the opponent doesn’t ditch a few cards to stop it. Oh, he is only 2 soulstones, so he’s not a big sink either.

Mechanical Rider – An 8 soulstone construct, it has pretty good damage in melee 3/4/5, and an 8” spear throw that does really well at severe damage. Her abilities change depending on what turn of the game it is. In turns 1-2, it’s all about speed and mobility. In turns 3-4, it’s all about damage and attacking. In 5+, it’s all about being tough to put down. It’s Wicked, so it will hurt if you try to run away from it. It can trigger with its spear to drag people closer to it, and has the good ol’ Mounted Combat that the Neverborn one has.

Performer – Another Showgirl (she starts with one Mannequin), this one without a focus on attacking as much. She’s got a short ranged gun, and a poison ring (guess what that does). She can poison nearby paralyzed models if she likes, and has a spell that can bring a model closer to her and paralyze it if it gets too close. She can debuff an opponent’s Resist and Defense flips with another spell. She’s got a Willpower check that opponents must pass to target her with any attack. If she dies, a Showgirl nearby gains reactivate. They can also strip models with use Soulstone of their stones and gain one herself as a spell.

Mannequin – They’ve got a lot of armor and can link to other Showgirls. They’re slow, but can spend a (0) to gain Use Soulstone. She doesn’t have any attacks, but has a couple of spells. One of them has a trigger on every suit, but you never know which one is coming up when you cast it unless you’re ready to cheat, so you could do anything from damage to the target to casting the spell again on another target. It can also be sacrificed with a spell to do one of four beneficial effects, helping your other Showgirls.

Silent One – A Cult of December bloke who is Bulletproof, Frozen Heart, and acts as an Ice Mirror, though only giving a -1 CA instead of the normal -3 CA. It has a pretty bad attack unless it manages Severe damage on its 3 CB. It has a Blast Damage ranged spell, though, and Casting Expert. It can Heal Frozen Heart models, or can put a pretty massive debuff on them for a turn, essentially locking them in place and making them easy to hit, though harder to hurt.

Snow Storm – An 11 point behemoth, here’s a 6 wound Spirit. It hits with 3/3/6 damage, and has a fair number of abilities. Bulletproof 3, Float, Frozen Heart, Shatter. It gives all models in base to base with it soft cover. It has a massive Blast spell, though it doesn’t do a lot of damage. Mostly for weakening the masses. It has Ice Pillars and can bring people with Frozen Heart into base to base contact with it as a spell. It has instinctual and five (0) actions, not including its spell. It has Eat Your Fill, can push friendly Ice Golems or Ice Gamins within 8” into base to base, can give Frozen Heart, gain Terrifying, or gain a (+) on damage flips. Plus a few more rules too.

Soulstone Miner – It’s a drill, I think. Or a snake. Another of the Special Forces, this guys’ got a decent melee attack and an Armor 1. It can take wounds and spend all turn to mine a soulstone for your master. It can ditch a Soulstone to gain Melee Master (+2), though it takes some damage. It can also ditch a Soulstone to cast a spell that does some pretty solid AOE damage. It can go underground if you like, moving around without worrying about being attacked. And it can extract souls from nearly-dead models to gain more soulstones.

Since I'm sure people want it, here we go!

New Master: Kirai
-already posted

When fielded her spirit entourage, she's a lot more survivable than she looks. Basically I envision her walking around in a giant cloud of spirits and being nigh invincible.

Ikiryo

She is Kirai's living spirit. Good melee good range, decent defense. More importantly she can be resummoned via Kirai and when Ikiryo dies, Kirai heals. Beat stick? Yes

Lost Love

Kirai's totem. If you are fielding Kirai, you'd be nuts not to field her Totem. If the totem is alive when Kirai dies, bring Kirai back....this time as a spirit! Erm...YES PLEASE!

Necrotic Machine

Another genera-totem, but it interacts with Molly. That's right, our henchman gets a totem.

Molly

Our henchman who spews blood for fun. Well...she's a belle, so standard hard to wound and slow to die, but then she makes other belles and horrors walk fast! If a belle starts her activation in range of both Molly and Seamus +4 Wk. ROCKET BELLES!

Similar to Collete she has no melee strike so she is a caster...and her spell list is highly amusing. She can steal spells from others, make models walk further, kill another model in exchange for sacrificing herself, a damage spell with the track 2/3+slow/3+paralyzed and her last spell weakens the attack and defense flips of the targets. A lot of good utility in her.

As a henchman, she currently only has rotten belle, sybelle, and the rogue necromancy available to her, so we will have to wait and see what goodness shows up in the furture.

Datsue-Ba

My new favorite. What Sybelle is to Seamus or Morty is to Nico, Datsue is to Kirai. Good melee, is able to summon if she kills with one of her spells, gives your units more mobility and cna heal them as well. Very well rounded...and I just like the model. Creepy old lady with a skinning knife? YES PLEASE!

Dead Rider

Our horseman of the apocalypse. Expensive at 10 stones, but quite amusing. Able to move around the field, a beast in combat, and gains new abilities that are scarier the closer to dead he is. (Plus he regens and can heal himself on the flip of a 4+) All in all a solid model definitely worth the 10 stones.

Gaki

Hoarcats in ghosty spirit form. Get a swarm of them and you can devour Ht 2 models. Get another swarm and hit your triggers and you can get many many attacks in. Very good grunts for Kirai.

Guild Autopsy

At long last we have range! Unfortunately it comes at the cost of many other things we like. These guys are kind of anti-guild as they have many Wp based effects targetting build. The real bummer is these guys don't leave corpse counters and can't be beat up for body parts. Plus they are Easy to Wound, with not a lot of Df nor Wd. Good thing they're cheap at 3 stones, and the good doctor can summon them for 3 body part counters.

Night Terror

Scary spirit bats! A swarm of these can shut down ranged attacks. Generally good for control and inexpensive at 3 stones as well.

Onryo

Kirai's advanced beatsticks. Good control as well as they can models unable to target spirits with anything but basic melee stricks. Has a good basic ranged spell and is generally solid all around. These would be Kirais' version of Punk Samurai or Belles imo, a staple in any Kirai list.

Seishin

These are the models Kirai gets when stuff dies. Well, they are her defense mechanism. She can redirect attacks to Seishin in base contact and they can sacrifice themselves to make Kirai and all friendly Seishin nearby immune to AoE damage. They can also attach to spirits to improve Cb. All utility, no damage. Which is fine. (This is the cloud of spirits that should be surrounding Kirai for as much as possible imo.)

Shikome

Affectionately earning the nickname of Geisha-harpy, these spirit beasties are hunters. They will track down an enemy model and attempt to kill it 'til it's dead. They can't be slowed down, they fly, and can generally make life miserable for their prey. (Stay there! I will chase you if you move! Run too far away and you take damage! PLUS I'M TERRIFYING! MUAHAHAHAHA!)

Rogue Necromancy

What do you get when you throw a lion, a snake, a lion, and McMourning into a lab? This monster. 10 stone beasty that breathes acid and mauls face....a lot.

So that's my take on what we have in book 2!


Quick thoughts about the Neverborn models. Just got my book yesterday and finally got a chance to look over the finalized rules for everything. A little background on me as a player – I favor Lilith and the Old Hag as my favorites. I actually dislike playing Pandora, mostly because I find her playstyle pretty boring. She does all the heavy lifting, and the rest of the crew just sits around.

Also, I did manage to play this stuff in the beta test, so I have some experience using them. At least in their non-finalized versions. By and large, that experience should carry over.

So, without further adieu, the new models:

Dreamer/Lord Chompy Bits – I love this master. I love the teleportation aspect to him, and the mass movement you can get with him. Being able to have a model on one side of the board suddenly disappear and reappear on the other side of the board is a nice surprise. Good for scenarios as well as you can move your models around as you need to. Lord Chompy Bits is insane in melee, but he’s fragile, so make sure you don’t try to strike the entire opposing army with him. Just hit the outlying pieces, and then disappear again. The Dreamer’s decently well defended if you’re careful with him.

Daydream – The totem for the Dreamer is pretty much what you’d want. He helps get you out of a bind if your burying/unburying mechanic needs a boost. Overall, not absolutely necessary for the Dreamer, but he’s a decent boost. He does have a 12” ranged attack, though, which is something we don’t generally get a lot of in Neverborn.

Collodi and Marionette – I admit I don’t really like our Henchman that much, but mostly because there’s a lack of support for him at the moment. On the other hand, his fluff is awesome and I can’t want to see what the model looks like. The special forces feels like it’s going to be a swarm if the Marionette and Wicked Doll are any indication.

Alp – Our cheap nightmare model to match our Terror Tots and our Sorrows. He’s a nice control piece, not doing a lot of damage but stacking up some nice slow effects.

Black Blood Shaman – The Nephilim sorcerer type. Makes growing a little easier by getting a bit more blood, and can use spells to boost your other Nephilim. Also, he’s a graverobber and can fuel his own spells with corpses as well as blood. I like him a lot, and look forward to trying him in Lilith lists.

Coppelius – This guy’s just fun on a bun. A solid 10 wound model (though 9 stones) who can cause Willpower checks whenever he steals someone’s eye. Which he does a lot. He has a spell that essentially creates a check or the opponent falls back. He gets an eye if he does that. Whenever he gets an eye, living models within 3” must WP check or fall back. If anyone loses a Moral Duel within 4” of him, they take 3 wounds in addition to falling back. A whole wonderful chain of terror. Oh, and he’s terrifying.

Insidious Madness – Another ranged attack for Neverborn, but again with little damage. More slow-stuff though. He can make people who are falling back have to continue to test against WP in order to rally rather than automatically doing it. Things need to succeed in WP duels when attacking it or they get penalties. It can target WP instead of DF with its weapon. All in all, a great model for Pandora to stack in more WP checks, and not that expensive either.

Lelu – One of the two Nephilim siblings, this guy’s essentially a vampire. He can bite you and heal what damage he deals. He deals 2 damage to a single model around him at the close phase, no resist. He’s got poisoned claws and is a really solid fighter.

Lilitu – The sister of the pair, she’s got Lure and 4” reach. She’s kinda the opposite of her brother. She can heal a single model that starts within 2” of her 2 wounds. She can summon a Lelu out of another Nephilim, similar to Lelu summoning another Lilitu out of another Nephilim (and some blood). They both start dying pretty quickly if there’s not their counterpart on the table.

Nekima, the Dark Sibling – Ah, Malifaux’s Revenge. Clocking in at 13 soulstones, I think we’ve found the most expensive model in the game, and man, she’s good. Not quite as much damage as a Mature, but more reach and more abilities to stack off your other Nephilim. Makes it easier to Grow and Mature, heals nearby Nephilim, carries a greatsword, is Instinctual and a Melee Expert, and has a trigger going off every time she hits with her weapon. Plus, the art is just really cool.

Stitched Together – These guys are a lot of fun. They’re a decent price, and can really help with card advantage if you’re willing to risk a little. Ditch a card and there’s a chance your opponent will have to ditch one while you draw two. Got an okay damage spell too. Probably better to use that than his melee weapon most times given he’s better at casting and has a better range with it.

Wicked Doll – A replacement for Voodoo Dolls if you like. Plus, it doesn’t ditch any Voodoo Dolls or other Wicked Dolls you’ve got out there if you summon it. Overall it’s hard to hit but easy to kill, and has a few fun tricks. It can summon more of itself if it kills anything, and can blow up to do a little damage to something near it. For a free summon, it’s probably worth it.


C. Hoffman – The master for the Guild. He pulls in a Soulstone Cache of 4, and by himself, doesn’t look that impressive. Low DF, low CB, very low WK. But he’s a Scavenger, and he has some tricks up his sleeve. He can hire archanist constructs (with some restrictions – no Frozen or Smoldering Hearts). He dampens pulses, auras and blast markers around him. If Friendly Constructs of HT 2 or better start in base to base with him and move, he can push to end up in base to base with them after they move. His ability to Cast improves as Constructs are around him. He heals when Constructs near him heal, and suffers wounds when they die or are sacrificed. He can override any friendly construct’s abilities near him so they can ignore any rules they want. He can be a construct or not, as he chooses. Whenever he takes damage, he can take the armor of a nearby construct and use that. His weapon, while he sucks at hitting with it, does pretty good damage and ignores armor. He’s instinctual with three (0)s to choose from . He can get abilities of nearby Constructs as long as they don’t mention anything by name. He can essentially companion a nearby Construct. Or he can have a construct near him get Slow while he gains Fast. He can detonate nearby scrap counters to do a bit of damage to nearby models. He can use his actions to make nearby constructs attack with their weapons. He has three spells, one that heals, one that does damage, and another that activates a construct immediately after Hoffman, even if that construct has already activated this turn.

Mechanical Attendant – Here’s Hoffman’s totem (though he has another one in the Archanist section that he shares with Ramos). It’s got an 8” gun with low damage unless Severe is pulled, then it damages again. He can, however, use that gun to shoot the target and two other people near it for two actions. He’s got some armor and helps nearby constructs ignore their abilities.

Drill Sergeant – Another totem, this one for any Guild guy. Or girl. He hits people with a baton, but not very well. He can link to folk and give them bonuses to hit in melee. He can use (2) to make all Guardsmen receive a (+) on ranged attacks. And he’s got a couple of spells to remove Slow or Paralyze from models.

Lucius, Governor’s Secretary – The Henchman costs 10 points. He hits with a CB 6(Ram) for 2/3/4. If you spend a soulstone to reflip your strategy at the beginning of the game (I didn’t even know you could do that!), he’ll get you your Soulstone back. Anyone trying to hit him or cast at him gets a (-). Slow to Die and Terrifying, and gets a bonus to DF if near some of his boys. He’s a Casting Expert. Two non-Spell (0)s – sacrifice a dude to get Reactivate, or give his boys a bonus to CB until Lucius’ activation is done. Which means, of course, he can cast a spell to let his boys Walk or Attack. He also has a damage spell with weird targeting rules. He doesn’t need LOS, but someone else does. And he can (0) to move a friendly in his deployment zone within 4” of him.

Abuela Ortega – Another of the cursed Ortega family, she’s got a shotgun which, frankly, looks like it’s going to hurt as it tosses blast markers out there. It packs enough of a punch that she slides back whenever she uses it. If she’s hit, her family doesn’t like that and starts walking towards the attacker. She can, once per game, Shotgun Wedding a non-unique friendly into the Ortega family, letting their Companion shenanigans continue. Has Obey and a few other control-type spells.

Guardian – A new Construct with a sword and a shield. Armor 2, and available to Ramos too. It always ends the turn in base to base with a friendly model, and if it doesn’t, it pushes to be so (to one within 6”). The sword does some solid damage, and the shield doesn’t. But even if the shield misses, it hits, flipping damage at (-)(-). Has disrupt magic and is all about protecting someone with its shield. Want Hoffman to be protected? Park one of these guys near him. It heals, it’s got a lot of armor, and a lot of wounds. It’s not going anywhere soon. Oh, and only 7 stones.

Guild Hound – A Beast and Insignificant if there aren’t at least two of them around. They Companion off your Master or each other. Evasive. They’re designed to work in pairs, losing some of their abilities if they lose their partner. They can get to people with corpse, blood, eye and body part tokens easier, and can mess with all that kind of interaction. Pretty fast moving too, but lose a lot when they’re down to just one of them left. Three stones each.

Guild Guard Captain – Lots of wounds, good damage on his axe, and another guy with a Mauser 9 (the gun that does low damage unless you severe, then does two damage flips, and can target multiple people nearby). He’s got some armor and can get other people to activate after him. He’s not very fast, but he has a spell that can help mitigate that problem. He’s also got a way to boost guild morale for Morale duels.

Hunter – Another construct. He does more damage and hits better against guys who haven’t activated yet this turn. He can slow targets with his spear, or hurt decently with his claws. If he spears you, he auto-triggers to drag you to him. Flurry with the claws, and he can stalk someone who is walking around as a (0). Good at controlling the movement of models around him. Well, usually one particular model.

Lawyer, Secretary’s Aide – A beast and part of the Special Forces. He makes it hard for people to target him, but if they take their time with it and cut through the Red Tape, they gain an additional (+) with Focus and Channels against him. Slow to Die and a Casting Expert. He has a bunch of Spells. He has a high cast, but two of his spells require (Crows) which he doesn’t have. He can paralyze models, create Morale Duels, give people Hard to Wound, etc.

Ryle, Guild Pawn – Another construct and unique. He costs 8 stones and has a Gatling gun and does a fair amount of damage with his Hydraulic Fist. He has armor and is immune to talents and spells that require him to make a WP duel. He’s never considered friendly for selecting targets for talents and spells. Until he kills something, he’s got low WP and is Insignificant. He’s too big to be hit by parting strikes from people-sized or lower things. He’s a Ranged Expert and can Automatic Fire his gun. He can (0) to push away from the closest living model if he likes. No spells, but three triggers in combat, all requiring (Rams).

Watcher – Another construct, only three stones. He moves fast. He can zap something within 16” to light it up so people ignore cover when targeting it. He’s a good way to keep people starting in their opponent’s deployment zone. None of this advance after stuff around him. He can keep an eye on your fate deck too if you want him to. Finally, he can get rid of Terrifying or Harmless/Pitiful when he hits with his weapon. Just a utility piece, but a decent one.
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Re: Малифо - Играње суботом од 5!

Post  deka on Wed Aug 11, 2010 3:43 am

Zašto i ovo nije ćirilično Question Question Question
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Re: Малифо - Играње суботом од 5!

Post  =Charok= on Thu Aug 12, 2010 1:51 am

Pokvario mu se COPY-ПАСТЕ
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