Recent Changes

Wednesday, April 19

  1. page M2E Mei Feng edited ... Komainu are 40mm-based Constructs for Railwalking to, and can also hand out Burning - so syner…
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    Komainu are 40mm-based Constructs for Railwalking to, and can also hand out Burning - so synergize very well with Mei.
    Sparks can make Constructs Fast, can make other models into Constructs temporarily for on-the-fly Railwalking, and has an interesting Aura that can severely hamper enemy crews by shutting down their ability to target other friendly models.
    Toshiro is a superb choice for Mei. His (0) The Daimyo's Price combined with his Daimyo ability can make Rail Workers and Komainu - two of Mei's favourite models - even more deadly. He can also summon Komainu if he takes his personal upgrade, creating more Constructs mid-game!
    Rail Golem and Howard Langston are a good jumping point for Mei, as well as being good for killing things.
    Joss is a Construct, so is a jumping point. He also creates more points when he kills things, and he's very good at killing things.
    The Firestarter is relatively inexpensive and is good fire support and is very mobile with Reckless, Wk 5 and Flight.
    December Acolytes and Katanaka Snipers are great models for a lot of different purposes.
    As with most Ten Thunders crews, Toshiro and Sensei Yu are solid all-round models. Toshiro's (0) The Daimyo's Price combined with his Daimyo ability can make Rail Workers and Komainu - two of Mei's favourite models - even more deadly. Sensei Yu's Airburst is ideal for moving Constructs around for Mei to Railwalker to.
    Starting Mei Feng
    Mei Feng's Crew Box comes with Kang, Emberling, and three Rail Workers. First purchases could include:
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    9:18 am
  2. page M2E Mei Feng edited ... Mei Feng is an exceedingly mobile Master. This helps make up for her lack of ranged options. W…
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    Mei Feng is an exceedingly mobile Master. This helps make up for her lack of ranged options. While her Walk/Charge is average, she can use Railwalker to leap into the fray. Once engaged in melee, both her Attack actions have a method for allowing her to reposition: Jackhammer Kick requires her to be pushed directly into base to base contact with the defender, whether the attack succeeds or not; The upgrade Seismic Claws gives Tiger's Claw a trigger on Tomes (Roiling Ground) that allows her to push the defender away and follow up with a Jackhammer Kick, again pushing her into base contact.
    Railwalker
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    place effect - not a
    Railwalker can also trigger a Jackhammer Kick at the end, allowing you to make an attack and then push immediately into base contact to Tiger's Claw.
    With some planning, this can allow Mei to cover the entire board with a single AP, or get into melee range on the first turn.
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    Mei has no ranged attacks, where's the fun in shooting things from a distance?
    Melee
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    default, Jackhammer Kick,Kick and Tiger's
    Jackhammer Kick
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    average damage profile,profile with a very respectable severe, so it's
    A few important notes about this push:
    Pushing Mei into base contact is part of the attack, it is not a trigger. It happens during step 5 of the Opposed Duel Sequence. Therefor before any/all triggers.
    theThe push is
    It can also be taken as a Disengaging Strike, which allows her to push into base contact with the target. If the disengage is successful, she pushes into base contact before the disengaging model moves away.
    Tiger's Claw
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    good base Ml of 6,
    Offensive Upgrades
    Seismic Claws
    Gives 2 triggers to Tiger's Claw. Tremors: On a Mask, after damaging push the damaged model 3" away and Tiger's Claw a different model. Useful against groups, where if you have good cards, you can continue attacking with Tiger's Claw. Rolling Ground: On a Tome, after damaging, push the target model 2" away then Jackhammer Kick them. This trigger allows for multiple attacks from a single AP - ideal if you can position Mei in amongst lots of enemy models, or (even better) manage to get two of them so that the push from the Tremors trigger doesn't push them out of Mei's melee range. If you can manage this, laugh maniacally as you repeatedly throw trigger attacks at the two unlucky models.
    Hard Worker
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    Arcanists and Resurrectionists.Resurrectionists, with some use against Guild too (looking at you, Charles Hoffman).
    Vapormancy
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    your opponent eyeingeying up their
    Thunderous Smash
    Gives Jackhammer Kick a Mask trigger to push models engaged with her away, then discard all Scheme, Corpse and Scrap markers within 3" of her.
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    Given how many attacks Mei can throw out in a single activation, getting a [+] to all flips is amazing. This upgrade really supports Mei's playstyle of chaining attacks together via her Seismic Claws upgrade.
    Misdirection
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    or not. Don't forget - Misdirection lets you pass the damage onto any nearby model, not just one of yours, so if you have some masks to spare just throw Mei into a large group of enemies and cackle maniacally as they are forced to hit one another instead of Mei.
    Broken Promises
    Another upgrade that helps Mei to stay standing, Broken Promises can be a good choice if you find her over-extended and out of her depth.
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    Imbued Energies
    The best Arcanist Upgrade, and it continues to be brilliant on Mei. 4AP gives her even more chance to Claw someone to death, or Railwalk and run away.
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    Pool it iscan be worth the
    Arcane Reservoir
    Expensive at 2 Soulstones, but having an extra card in hand increases the chances of being able to pull off long chains of attacks.
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    Tricks and Tips
    Railwalker
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    early on. Sparks is another superb addition to a Mei Feng crew, allowing you to turn other models into Constructs mid-game.
    If you find that you need to get somewhere, move a friendly Construct 6" away from Mei and then Railwalk. You can set up chains of models to get her where you need her to be.
    If you are relying on being able to Ralkwalk, for any reason, be sure to keep some 7+s in your hand. Spending an AP to do your powermove only to flip a 1 can be devastating.
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    Plant Explosives: Mei with horde is able to drop Scheme Markers fairly quickly to cover important areas.
    Protect Territory: Metal Gamin are incredibly tanky for this. However, they often have a contradictory purpose with this Scheme, in that they want to be mobile to give Mei her mobility.
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    and a December Acolyte or Katanaka Sniper. Difficult otherwise.chain of Constructs, as Mei can Railwalker between them to quickly get to a corner of the board if you need that last scheme marker down.
    Squatter's Rights: Super Line in the Sand, Mei is good at this with a horde crew as she can Railwalk between models claiming Squat markers as she goes.
    Turf War: Lots of tanky, cheap minions make this easy to claim. Harder to stop your opponent, but Kang or the Rail Golem can help. If you need Mei to focus on the Turf War point, using Vent Steam can help give your models some more staying power depending on how the opposing crew is attacking you.
    Reconnoiter: Horde crew, spread out. Remember that the Emberling is a Minion and is Incorporeal and Wk 5 and can get around to needed areas quickly. Mei herself can Railwalk to whichever quarter needs supporting, and her various pushes built into attacks can move enemy models to the central 'dead zone' where they can't score. Just bear in mind that her Jackhammer Kick pushes her regardless of success or failure, and will push her even if used as a disengaging strike, as canny enemies can use this to pull her out of position.
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    might find RailwalkRailwalker a bit
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    - chain RailwalkRailwalker actions across
    Building a Crew
    Being a dual faction master, Mei has the Infiltration ability that lets her hire models with the Foundry characteristic, regardless of faction. As of the release of Shifting Loyalties, the models available are:
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    *As the Rail Workers are dual-faction Arcanists / Ten Thunders Mei can hire them whichever faction she leads. They're listed here for the sake of completeness.
    Metal Gamin and Rail Workers are the first minions to consider. Cheap and durable, as well as both having the Construct characteristic, they can help hold ground and provide points for Mei to Railwalk to.
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    Railwalk to.
    Emberling

    Emberling
    is good
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    good deal. At the very least it's another activation for 3ss, and can drop down scrap markers for Mei to jump to.
    Kang is brilliant if you need to hold something, kill something, or are going against Resurrectionists or Constructs. He's also an ideal choice for the Bodyguard scheme, thanks to his incredible healing.
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    40mm-based Constructs thatfor Railwalking to, and can also hand out Burning, andBurning - so synergize
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    severely hamper certain enemy crews.crews by shutting down their ability to target other friendly models.
    Rail Golem
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    Howard Langston isare a good
    Joss is a Construct, so is a jumping point. He also creates more points when he kills things, and he's very good at killing things.
    The Firestarter is relatively inexpensive and is good fire support and is very mobile with Reckless, Wk 5 and Flight.
    December Acolytes and Katanaka Snipers are great models for a lot of different purposes.
    As with most Ten Thunders crews, Toshiro and Sensei Yu are solid all-round models. Toshiro's (0) The Daimyo's Price combined with his Daimyo ability can make Rail Workers and Komainu - two of Mei's favourite models - even more deadly. Sensei Yu's Airburst is ideal for moving Constructs around for Mei to Railwalker to.
    Starting Mei Feng
    Mei Feng's Crew Box comes with Kang, Emberling, and three Rail Workers. First purchases could include:
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    Mei Feng is, in general, not a difficult Master to use. However, using Railwalk can be a puzzle as you have to figure out the correct positioning of your other pieces to use it most effectively.
    Playing Against Mei Feng
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    can handle her.her, provided she doesn't use her Df trigger to jump away.
    Against a less savvy Mei player, you can try to bait her into a bad combat. Some players may see her as a very fast beater and try to solo enemy crews with her. You can take advantage of this by preparing a trap. If she charges her full range into combat, she will likely be out of range of a Scrap marker or friendly Construct to save herself by Railwalking away.
    She tends towards a crew that has a lot of Armor, so Armor-ignoring or anti-damage-reduction attacks are suggested.
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    9:14 am
  3. page M2E Carlos Vasquez edited ... Playing Against [MasterPlaying Against Carlos Vasquez Condition removal is the best way to de…
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    Playing Against [MasterPlaying Against Carlos Vasquez
    Condition removal is the best way to deal with him - by removing Burning, you're not only removing his ability to deal extra damage to his target but also making him easier to hurt by removing his Armor and healing option.
    Carlos is also rather susceptible to Obey and similar actions thanks to his mediocre (for his cost) Wp. He could be Obeyed to attack an ally and drop his Burning with the trigger, dealing significant damage to another one of your opponent's models and leaving him without the Burning condition.
    Ownership
    Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. (Link)
    (view changes)
    12:42 am

Tuesday, April 18

  1. page M2E Jakob Lynch edited ... {malifaux-tenthunders-jakobfront.png} xOverviewOverview ... whose abilities mostly focu…
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    {malifaux-tenthunders-jakobfront.png}
    xOverviewOverview
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    whose abilities mostly focus aroundon manipulating your
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    Hungering Darkness, is the real muscle of the operation and is much
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    than most totems. With that said,totems, and Lynch is no pushover! Hehas two limited upgrades than enhance the Hungering Darkness instead of Lynch. In addition to being a good support master who enhances the Hungering Darkenss while he's in play, he can dish outcause a lot of hurtdamage with various abilities and actions, as well as makingsome of his other upgrade options.
    Hungering Darkness is called 'Huggy' by most Malifaux players.
    Lynch's
    crew more efficient.
    Most of Lynch's crew focuses around
    will usually focus on giving enemy models the Brilliance,Under the Influence condition, which causes them to have the Brilliance attribute, which is something like a combination of a curse, a drug, and a mutating radiation.basically Neverborn Opium. This is why he's dual faction with Ten Thunders, his crew is themed around the opium trade in China as well as on gambling. The Brilliance
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    with Brilliance. If your opponent brings models that get bonuses against Brilliance, like The Illuminated or Beckoners, they'll get bonuses against your own crew members that have Brilliance like The Illuminated and Depleted.
    Lynch's Infiltration
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    to bring his crew of drug-addicted murderersDarkened models with him
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    the Neverborn. As of Spring 2017 these were Mr. Graves, The Illuminated, Beckoner, Stitched Together, and The Depleted.
    xMobilityMobility
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    for VPs. He is not well suited to strategies or schemes that involve getting your master across the board.
    OffenseOffense
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    pump out BrillianceBrilliance, or outright kill enemy
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    Lynch is very useful. He's more than capable of dealing an awfully large amountamounts of damage
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    or two targets himself, so a lot of times hetargets, but it can make sure models who do get through don't stick around after he has finished activating.
    While
    take a lotbit of Lynch's offensive potential comes from his upgrades, hiswork and effort to set up these attacks. They depend on accumulating cards in your control hand, and for the big attack, activating Lynch last in the turn.
    His
    base card alone can present a potent threat withhas the following
    Hold Out Pistol
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    a card, or give them SlowSlow, or Brilliance.give them Brilliance until the end of the turn. Since Lynch
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    for a TriggerTrigger, and has a lot of card manipulation abilities, he is
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    able to tailorget the Trigger to any situation.trigger he wants. This is
    Play for Blood
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    for Blood makes a very effectiveis another means forof giving an
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    Hypocrite Trigger. You will have to cheat or spend a soul stone to do this, as the trigger suit is not baked into the attack. Typically, this is used when you've taken the Rising Sun upgrade, and need to set up an enemy model with Brilliance, so you can bring Huggy back into play.
    xResilianceResilience
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    a fighter, and, as such, doesn't have much in the way of preventing himself from being stabbed in the face.and isn't terribly resilient. He has
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    good willpower. His defensive triggers will almost always work when he takes damage. If you don't take measures to stop him from being hit by even moderately powerful enemy models, he will die.
    Hold 'em
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    attack actually hit Lynch.hit. If the opponent cheatscheats, and then
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    attack will missmiss, and the
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    This doesn't actually make Lynch
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    and Wp. This is a terrible trigger against enemy models that cause damage when they are damaged. Notably, when Nephilim attack him.
    None for Me
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    might help during a mirror match… maybe.if your opponent is also playing Ten Thunders or Neverborn, and takes Brilliance models like The Illuminated, which do find their way into work for masters other than Lynch.
    Upgrades {lynch.png}
    AllMost of Lynch's upgrades are solidsolid, and enable severalhe has a few different play styles for both him andstyles. Taking one of his crew. You'll probably want to run him with an upgrade or two, depending on your play style, but he will do just fine if you don't take any.two Limited upgrades, which enhance Hungering Darkness, is practically mandatory.
    His limited
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    strong upgrades, but neither of them are auto-includes. Ifand while you want to spend your upgrades on making Lynch better instead of Hungering Darkness, that is definitely a viable option too. could play without his limited upgrades, it would be an eccentric decision.
    The Rising Sun
    (Ten Thunder / Neverborn)
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    of him. Unfortunately, ifIf Lynch is
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    Lynch alive.
    It's a good
    This is the upgrade tothat most people take ifwith Lynch, because you only need to bring back Hungering Darkness on an opponent once to revel in how powerful this is.
    This upgrade allows
    you want to play
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    Hungering Darkness, asbecause Lynch can
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    him back over and over again.so long as you can keep putting Brilliance on reasonably easy to kill enemy models. Hungering Darkness can be used as either tie up or go after masters or other important models early,an offensive beater, freeing up
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    do other things. In addition, it also comes in handy if you are facing crews withthings, or because it's reasonably quick, and has incorporeal and an Obey type effect, be used as a lot of Ca actions, which will cut through Hungering Darkness' incorporeal-ness.scheme runner.
    It is also a very good upgrade to take if Bodyguard is in the pool since Hungering Darkness will come back with a full amount of Wounds. In Reckoning this it's great for denial, as your opponent cannot kill Hungering Darkness while Lynch is alive, he buries and is not killed till the end of the game.
    Endless Hunger
    (Ten Thunder / Neverborn)
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    Lynch surviving. It's also somewhat less effective than The Rising Sun, as a few extra uses of Heed My Voice over the course of a game, and a mild defensive boost, don't stack up well against bringing a seven wound incorporeal model back to life after your opponent had to expend a great deal of effort into destroying it.
    Hungering Darkness
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    is only 33, and there
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    you will often want to
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    Hungering Darkness a bit more conservatively, influencing
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    action. Another tactictactic, which will
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    the bigger threatsthreats, is to
    Expert Cheater
    (Ten Thunder / Neverborn)
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    you're bluffing. If you cycle a lot of cards, and engage in a lot of duels over the course of a game, it has more effect on your opponent than it seems from your side of the table.
    This upgrade
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    melee hits. However, as Lynch has to take damage for this to work, the better option is to try to prevent your opponent from hitting him in the first place.
    Woke Up With a Hand
    (Ten Thunder / Neverborn)
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    the turn. Because Lynch usually isn't as directly involved asThere are some masters might be, this is usually a fairly good trade-off, though it does somewhat reduceserious sacrifices and trade offs involved in this. It stops you from using Mulligan near the usefulnessbeginning of Mulligan, whichyour turn, stops you from using Lynch to put Brilliance on enemy models, forces you to conform to a predictable order of activation, and can be shut down by models that mess with order of activation like Pandora. This is often better used early in the turn. least of the benefits of this card, and should be considered a distraction that's nice to pull off once in a while.
    This upgrade also grants Lynch the Final Debt action, a powerful attack with Ca 7 that does an amount of damage equal to the cards in his hand to a model with the Brilliance Characteristic. There's no projectile icon on this action, so it can be fired within and into melee without concern about friendly fire. It works very well with the Ace in the Hole ability too, especially if Lynch activates late or last in the turn. Note that, as of 7/1/2014, you can only use Final Debt once per Turn.
    What's worth noting with Final Debt is that, while the upgrade rewards you for activating last with Lynch, you don't have to do so. In fact, if there's an enemy with Brilliance near Lynch at the start of the turn, it might be worth it activating Lynch right away and hitting them for six damage right off the bat. If the enemy doesn't have Brilliance, Lynch can use Play for Blood to give them Brilliance (along with 2 damage) and then hit them Final Debt.
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    during the turn.turn; more if you take Stitched Together, Widow Weaver, The Thorn, or any of the other several models that let you draw extra cards. Even if
    Some consider this upgrade close to an auto-include for Lynch. For only 2ss you will gain a fantastic attack action and the ability to draw two free cards a turn. Since the card drawing mechanic only triggers if Lynch goes last, your opponent may well play you accordingly, letting you get the drop on them by activating Lynch mid-turn, giving a target Brilliance, and blast it with Final Debt. Once your opponent has learned this the hard way, Lynch will dictate parts of the board by just standing there.
    Wanna See a Trick
    ...
    (Neverborn)
    This can only be attached if Neverborn is Lynch's declared faction. It will prevent one additional incoming damage whenever you spend a Soulstone for damage prevention with Lynch. Since he has no other way to reduce incoming damage this upgrade is useful if you're planning to play aggressively with a good Soulstone cache, or if you're worried about him getting Assassinated.
    Nexus of Power (on Hungering Darkness)
    (Neverborn)
    This is slightly better for Lynch than for most Neverborn Masters, because you can keep bringing Hungering Darkness back if you took Rising Sun. Any time a model in the radius around Huggy spends a soulstone, it heals two damage. Lynch typically doesn't take that many hits, but Huggy does, and if you take additional henchmen it can easily pay for itself.

    Misdirection
    (Ten Thunder)
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    Tactics and Tips
    How to Give out Brilliance
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    the Influence. You will generally not get Brilliance on more than one or two enemy models at a time. Partly because it cuts into other options like just charging a weaker model, or interacts to fulfill victory conditions, and also because it usually lasts until the end of the turn, and models with Brilliance tend to die quickly.
    Lynch, can get it out on 2 attack actions:
    Hold Out Pistol Coated Bullet Trigger
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    Hungering Darkness, can give out Brilliance with its attack action:
    Tendrils, A Sliver Remains trigger
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    the game. This is the only way to hand out the Under The Influence condition that doesn't go away at the end of the turn.
    Hungering Darkness also has a
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    Horror Duel. SoIlluminated are durable models, and have regeneration +1, so they can be sureused as 'batteries' to not gamble too much if there are many friendly models with Brilliance around.charge Huggy's healing.
    Both Lynch
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    + flips to attack and damage against models
    Beckoners
    Despicable Promises attack action has a Trigger, suit built in, which will give the target Brilliance after succeeding on the duel.
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    Their The Party Never Ends ability grants them an 3" aura which hinders enemy from removing Brilliance at the end of the turn.
    The Sweetest Fare is an aura of 3" which will heal the Beckoner 1/2/3 damage after a model with Brilliance is killed.
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    are there. Beckoners suffer for being 7ss minions that have a low Ca Lure, a modest means of interacting with Brilliance, and being fragile. They are in direct contention for your soulstones with Illuminated, Stitched Together, and Depleted.
    Illuminated
    The Scintillating Cloud shooting attack has a Trigger on an additional Mask which let you put down a 30mm marker in base contact with the target after damaging. The Brilliance-Cloud marker remains until the end of the turn and all enemy models in base contact with it gains Brilliance.
    ...
    to 4/6/7. The damage goes into overkill territory if they're in LoS of a model holding the Addict Upgrade.
    Depleted hashave two ways
    Their attack action Smoldering Grasp, Just a Touch trigger. Required suit is not built in, Triggers on a Crow.
    The Consumed ability will trigger when they are killed or sacrificed, which effects all models within a pulse of 2", all models in range will suffer 2 damage and gain Brilliance.
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    Tricks and TipsLeading a Crew {Jacob-Lynch.jpg}
    Strategies and Schemes
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    excel at. A crew built around Lynch's boxed set with Depleted and Stitched together added in is a real murder machine. This will work against you if your opponent holds Frame for Murder.
    Squatter's Rights
    If you want to play with a Brilliance heavy crew, the Beckoners can shut down enemy model inflicted with Brilliance thanks to Pleasant Distraction. You will want a fairly high model count and speed in this strategy, and gaining a free model with incorporeal and Wk 6" will help a lot.
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    Mr. Tannen
    (Ten Thunder / Neverborn)
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    the target. Sadly, he is in direct competition with the incredibly useful and powerful Stitched Together at 6ss, so unless you're also taking Mr. Graves, the Stitched is better.
    Mr. Graves
    (Ten Thunder / Neverborn)
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    If you have brought a Doppelgänger to copy Huggy's actions, you would also know that Hannah could act pretty much in the same way. Hannah could also work with a Beckoner to cast Lure multiple times a turn.
    Playing Against [MasterPlaying Against Jakob Lynch
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    is not the mostas resilient guy around,as most masters, so his
    ...
    harm's way. ItHe is important to weigh up whether you should go after him or not, sincethe model around which the rest of his crew can usually get on well without him, but he will enhance their abilities as longrotates, as he sticks around. He can do an awful lothas the most reliable method of damage if left tohanding out Brilliance, and his own devices, so it mightupgrade cards enhance the Hungering Darkness. If you can take Lynch out, his crew will become noticeably less powerful, though his minions are still fairly potent. You want to be worthespecially wary if your whileopponent seems to off him, or at least put some pressure on him. If he overextendsbe passing up opportunities to take out one ofcheat, since he's probably setting you up for a Final Debt, and maybe also a 52 pickup. Anything you can do to deplete your models it mightopponent's control hand and/or mess with his order of activations is going to be worthreally useful.
    Lynch without Woke Up With a Hand is not as scary as one with. He can also Squeal! with
    the sacrifice to bringExpert Cheater upgrade, making Flurry and charges quite useless. So, keep a close eye at which upgrades Lynch has and plan your attack accordingly. He's got little protection against projectile attacks, so if you can somehow push, place, or walk him down.out of cover, a series of projectile or untyped attack actions will take him down quicker than most masters.
    Models with ways of removing conditions are always nice against Lynch, but is not pivotal since Brilliance will go away at the end of the turn (most of the time).
    Lynch without Woke Up With a Hand is not as scary as one with. He can also Squeal! with the Expert Cheater upgrade, making Flurry and charges quite useless. So, keep a close eye at which upgrades Lynch has and plan your attack accordingly.
    Lynch's
    Lynch's crew will
    ...
    includes themselves. So making anIf you have a master with Obey, or a similar effect, you can have Illuminated attack anotherother Illuminated or Huggy with Obey or another command spell works wonders.for the +2 damage bonus.
    Ownership
    Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. (Link)
    (view changes)
    9:22 am
  2. page M2E Void Wretch edited ... Master-Specific Tips While most often used with Tara, Void Wretches make solid objective grab…
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    Master-Specific Tips
    While most often used with Tara, Void Wretches make solid objective grabbers in any Outcast crew. They're capable of fighting or tarpitting enemy objective grabbers, while also being quite independent from your master. However, they have the most synergy and combos with Tara. They get great benefit from enemy models being Fast, which Tara easily hands out.
    One concept being discussed is using Tara with the maximum possible number of Void Wretches, which at 4ss each, means you have 12 in a 50ss game with two points to spare. Tara provides methods of burying enemy models and supporting the wretches, and your opponent has to deal with a vast swarm of sturdy scheme runners that can, with a bit of work, bury their important models, and then murder those models while they're buried. Unless your opponent is playing a really efficient summon list that brings in a lot of low SS cost minions very fast, like Som'r Teeth Jones, you'll have a few to several more activations than them.
    Minion-Specific Tips
    Void Wretches can affect models that are buried, which means that they do especially well with models that can bury, such as Death Marshals, Nothing Beast, and Bete Noir.
    (view changes)
    6:21 am

Monday, April 17

Saturday, April 15

  1. page The Tooth edited ... The Tooth is one of the three minions that comes in The Queen's Return boxed set, and she's go…
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    The Tooth is one of the three minions that comes in The Queen's Return boxed set, and she's got a set of abilities meant to combine with those of the other models in that set. Like her master, she's an Undead Fae, and is durable. This model, and the other two minions in the box set, are close combat models with some movement tricks, and two attack actions unique to just her. One a weapon, and the other challenge. The Tooth is unique in having a close combat attack that pushes enemy models 4" away after damaging them. Her (0) Challenge attack pushes enemy models into contact with her, and forces them to attack her, and then gives her a free attack back in return.
    xMobilityMobility
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    the The ClawTooth push up
    OffenseOffense
    The Blossoming Blade: This is an average attack value Ml attack with a book built in, so she always fulfills the requirements for A Trophy For The Queen. It has a decent 2/3/4 damage track, and it add the option of pushing the target model up to 4" away after the damage flip.* The Brambles trigger requires a flip or cheat of a mask, which grants a positive flip to damage when the target is near a friendly scheme marker. On a book, which built in, you can choose A Trophy For The Queen, which lets you put a scheme marker in BtB with the target model. This provides an easy and reliable way to drop up to three scheme markers next to an enemy model, which is pure gold in a crew led by Titania or Aeslin.
    (view changes)
    12:34 pm
  2. page The Thorn edited ... The Thorn is one of the three minions that comes in The Queen's Return boxed set, and she's go…
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    The Thorn is one of the three minions that comes in The Queen's Return boxed set, and she's got a set of abilities meant to combine with those of the other models in that box. Like her master, she's an Undead Fae, and is durable. This model, and the other two minions in the box set, are close combat models with some movement tricks, and two attack actions unique to just her. One a weapon, and the other challenge. The Thorn is unique in having a long ranged close combat attack that ignores armor. Her (0) Challenge attack pushes enemy models into contact with her, and then places a scheme marker in BtB with the pushed model. This alone makes her the most popular of Titania's knights for masters other than Titania.
    xMobilityMobility
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    the The ClawThorn push up
    OffenseOffense
    Lashing Vines: This is an average attack value Ml attack with both a mask and book built in, so she always fulfills the requirements for both of this attack's triggers. It has the rather subpar 1/3/4 damage track, but it ignores armor, which can be nice when you get a moderate or severe damage flip. The built in mask grants you the Brambles trigger, which grants a positive flip to damage when the target is near a friendly scheme marker. This is an easy combo to pull off when her Challenge of Spring drops a scheme marker as a (0) attack action. On a book, which is also built in, you can choose The Queen's Spies, which gives you a card draw after dealing damage. This makes the Thorn popular with most of the masters, as she can do her challenge, drop a scheme, and then get you up to two additional card draws in the middle of the turn.
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    12:34 pm

Friday, April 14

  1. page M2E Mysterious Emissary edited ... xMobilityMobility The Mysterious Emissary has Wk 6 and Cg 6, plus Unimpeded, which is plenty …
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    xMobilityMobility
    The Mysterious Emissary has Wk 6 and Cg 6, plus Unimpeded, which is plenty enough to get around. It's also effectively immune to hazardous terrain, which helps.
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    use (0) ProphesiesProphecies in Lightning
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    discard its Destined+2Destined +2 (or higher)
    OffenseOffense
    The primary attack of the Mysterious Emissary is (1) Nature Reclaims All, with a very good Ca score, a good damage spread, and a flexible range (6" or 1" melee). This has three possible triggers:
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    12:08 pm
  2. page The Tooth edited ... The Blossoming Blade: This is an average attack value Ml attack with a book built in, so she a…
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    The Blossoming Blade: This is an average attack value Ml attack with a book built in, so she always fulfills the requirements for A Trophy For The Queen. It has a decent 2/3/4 damage track, and it add the option of pushing the target model up to 4" away after the damage flip.* The Brambles trigger requires a flip or cheat of a mask, which grants a positive flip to damage when the target is near a friendly scheme marker. On a book, which built in, you can choose A Trophy For The Queen, which lets you put a scheme marker in BtB with the target model. This provides an easy and reliable way to drop up to three scheme markers next to an enemy model, which is pure gold in a crew led by Titania or Aeslin.
    Challenge of Summer: One of the relatively rare (0) attack actions in the game, this is a short range cast action that has no range icon, so can ignore cover. It has a baked in mask, but no trigger. This attack pushes an enemy model into BtB with The Tooth, then the enemy model is forced to make an attack against The Tooth with a negative flip. If the Tooth is still alive after the attack is resolved, then The Tooth gets to make a Ml attack. With the built in trigger on her blade, this provides a chance of putting three scheme markers in BtB with the victim.
    *Note that this is an up to. This means The Tooth has some rather unpleasant (for your opponent) synergy with the Mysterious Emissary's Hungry Land markers, which cause a model ending a push on or within 3" of them to take a 1/4/5 damage flip. The Tooth and the Emissary with the Mysterious Conflux make a pretty fearsome duo - drop a Hungry Land marker, pull an enemy through it with Challenge of Summer with a positive flip to the Ca duel and wail on the enemy with The Blossoming Blade, again with positive flips, taking the option of a short push with each successful hit for an additional straight 1/4/5 damage flip!
    xResilianceResilience
    The Tooth has decent resilience, with slightly below average Df and Wp offset by Armor +1 and Hard to Wound +1. She also has a mask baked into her Df, which doesn't do anything unless you put the Taproot upgrade on one of your Fae models. If within 10" of the model with Taproot, win or lose the duel when attacked, The Tooth can discard a friendly scheme marker within 3" of herself to push 3" in any direction. So long as there's a scheme marker to spend on Taproot, this is one of the most effective defensive boosts for a minion in the game.
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    11:53 am

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