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Thursday, September 21

  1. page home edited Move cancelled. More info coming soon. Pull My Finger is GOOD TO GO! Please edit! Welcome to Pu…
    Move cancelled. More info coming soon.Pull My Finger is GOOD TO GO! Please edit!
    Welcome to Pull My Finger, the Malifaux Tactica Wiki
    The purpose of this wiki is to organize all of the wonderful tacticas we had floating around the Wyrd forums into one place. It is our goal to give helpful advice to the hardened veteran while still giving an introduction which beginners can use. This is quite a task, so it's a community effort!
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    5:41 pm
  2. page M2E Kentauroi edited ... Kentauroi have the Horror characteristic, and are Undead Minions. xMobilityMobility ... ea…
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    Kentauroi have the Horror characteristic, and are Undead Minions.
    xMobilityMobility
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    easily enough. It's also Unimpeded so it has no troubles traversing Severe terrain. A Charge
    Even when a Kentauroi is engaged, it can still declare Charge actions by using one of its 0 actions, as long as the target model is not already engaging the Kentauroi. This helps it maintain a big threat radius even after it has engaged with enemies.
    One if it'sits attacks lets
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    2 or lower,lower within 2", and place
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    is complete. With his brisk Wk of 6 you will have moved your model a considerable distance. This ability
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    in style!
    It's also a valuable tool for repositioning your models for scoring purposes, and for rescuing a model from engagement since you can put them on the far side of your centaur.

    OffenseOffense
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    Ml 6 lance.Lance. Though the
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    Charge action, bumpingmaking it up to a much more deadly smack in the face.attack. It also
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    value, a Mlmelee reach of
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    less accurate attackattack, Rotting Hooves, which does a bit of damage to
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    with them, before then potentially forcing
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    more damage if you get thewith a trigger trigger. Despite a lower Ml stat, this attack has min 2 which actually makes it hit harder than the Lance if you're unable to charge.
    xResilianceResilience
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    since it's easy to target on a 50mm base and iswith Ht3. At
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    discard a nearby Corpse Marker andin base contact to heal 2
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    both takes dmgdamage and drops
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    to use.
    Of course, it's entirely possible to end your charge in base contact with another Corpse Marker to consume as soon as you've finished your attacks, provided you didn't need to use the (0) which enables you to charge while already engaged.

    Kentauroi are
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    your undead horse-man,pony, but it
    Tactics and Tips
    Any crew that needs to deliver one particular model quickly or likes it when Corpse Markers show up for free, can benefit from Kentauroi.
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    If you do get surrounded,
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    built in Place.place. This can
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    from combat.
    Rescue vulnerable or trapped models from combat by Walking. You only need to be within 2" to pick up a model, and your 50mm base size and Ht3 can keep your other model out of harm's way once you drop them off.

    Nicodem
    Nicodem's not fond of hobbling around on his one good leg, and Kentauroi can ferry him up the board, so it's match made in heaven. In return for the ride, he gives them immunity to Slow, which is amazing for a model that relies so heavily on charging to get work done. The extra Corpse Marker they drop when they Charge is great for Nicodem if they don't need to consume it.
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    Its all about the charges. Be aware that it can charge out of engagements, but also be aware that its damage is really pathetic if it cannot charge, so look for opportunities to deny them a charge.
    Position your models closely to it to block off charge lanes; its large base size often prevents it from charging if you can get in the way. Kentauroi are also extremely susceptible to Slow since it stops them from charging no matter where they are.
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    fight to them get swinging.them. Even if
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    killing itself.
    As long as a Kentauroi is able to declare a Walk action, it can freely move a friendly model
    within 2" of it a deceptively big distance; even if it only goes 0.1" that model gets to place anywhere in base contact afterwards. If there's a specific model you need to Interact with, kill or lock down, prioritise separating it from the Kentauroi or denying the Kentauroi AP to Walk with.

    Ownership
    Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. (Link)
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    4:35 pm
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Tuesday, September 19

  1. page M2E Dreamer edited ... Restless Dreams is an Limited upgrade to help get Lord Chompy Bits out on the table. It gives …
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    Restless Dreams is an Limited upgrade to help get Lord Chompy Bits out on the table. It gives The Dreamer Toss and Turn, an ability that gives The Dreamer Waking +1 after dealing damage with a Sh action. This upgrade also gives Lord Chompy Bits Melee Expert while The Dreamer is buried. If you take this upgrade you can't take the Summoning upgrade.
    Tantrum gives The Dreamer Ranged Expert right out of the gate and a (1) Sh action that deals damage based on the number of Nightmares within 3" of the target. This upgrade really shines with Chompy Dreamer. This is because a "free" Sh action that raises your Waking is great and you can get Chompy out faster. The action it gives you can really put the hurt on a model surrounded by Nightmares. Also targets Wp which gives him more options. This is an amusing upgrade to take in an Alp heavy list. The Alps would want to be close to the enemy model anyway. The Sh action could help get the Alps closer with Feed on Dreams (appropriately enough) or stack damage if they're already close enough to the target.
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    a single wound.wound, but Chain Activating the summoned model with Otherworldy can heal them up as long as The Dreamer isn't too awake. This also
    The Dreamer can summon a Daydream for a 7 of any suit, and can summon the following Nightmares for the listed cost, also requiring a mask:
    7 - Alp
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    14 - Teddy (using Mr. Tannen or a Red Joker)
    On Dreaming Wings is a support upgrade option for The Dreamer or any Nightmare that can take it. It increases the models Wk by +1 and adds the ability On Dreaming Wings, which gives friendly Nightmares within 6" Flight.
    The Wave 5 book, Broken Promises, introduces two new upgrades for each master. The Dreamer gets Growing Up and Sleep Cycles:
    Growing Up is a Limited upgrade which represents an adolescent Dreamer, giving him four more wounds and a Cg stat. It also prevents him from being damaged while buried, and gives him an extra AP for use on Ml actions. But wait, Ml actions? Yep - Growing Up gives The Dreamer a Cricket Bat, a fearsome Ml attack with a decent damage track that also lets him modify his Waking condition by 1 and has a trigger to swap The Dreamer with a nearby friendly Nightmare. This gives The Dreamer a whole new approach to the 'Chompy' playstyle, where he can jump into the fray with his generous Wk and Cg stats and Incorporeal, then turn into Chompy before anything can hit him back. However, being a Limited upgrade, Chompy unfortunately can't get Melee Expert from Restless Dreams. Also, be careful not to end up a sitting duck on Waking +3 - remember you can always summon a Daydream or an Alp to get the last point or two of Waking if you need to, without giving your opponent a chance to deny it!
    Sleep Cycles allows Lord Chompy Bits or The Dreamer to activate as a Chain Activation whenever the other ends their activation, letting Chompy immediately get to work or allowing Dreamer to get to safety. It also gives friendly Daydreams a moderate attack action, which is great for when you aren't using them to summon or to push your Nightmares around. The obvious synergy with this upgrade is to take it with Growing Up or Restless Dreams.

    Tactics and Tips
    The Dreamer has Pleasant Dreams, an ability that heals models activating within 6" of him up to 3 wounds. This ability is lowered when he gets the Waking Condition. Every unit of Waking it reduces the healing by 1, so Waking +1 would only heal 2 wounds, Waking +2 wound heal 1 wound and Waking +3 heals 0 wounds.
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    3:45 am
  2. page M2E Dreamer edited ... Restless Dreams is an Limited upgrade to help get Lord Chompy Bits out on the table. It gives …
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    Restless Dreams is an Limited upgrade to help get Lord Chompy Bits out on the table. It gives The Dreamer Toss and Turn, an ability that gives The Dreamer Waking +1 after dealing damage with a Sh action. This upgrade also gives Lord Chompy Bits Melee Expert while The Dreamer is buried. If you take this upgrade you can't take the Summoning upgrade.
    Tantrum gives The Dreamer Ranged Expert right out of the gate and a (1) Sh action that deals damage based on the number of Nightmares within 3" of the target. This upgrade really shines with Chompy Dreamer. This is because a "free" Sh action that raises your Waking is great and you can get Chompy out faster. The action it gives you can really put the hurt on a model surrounded by Nightmares. Also targets Wp which gives him more options. This is an amusing upgrade to take in an Alp heavy list. The Alps would want to be close to the enemy model anyway. The Sh action could help get the Alps closer with Feed on Dreams (appropriately enough) or stack damage if they're already close enough to the target.
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    add a Maskmask to DreamersDreamer's Ca means
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    gain Slow.
    {Dreamer.jpg}

    The Dreamer can summon a Daydream for a 7 of any suit, and can summon the following Nightmares for the listed cost, also requiring a mask:
    7 - Alp
    9 - Insidious Madness
    9 - Bandersnatch
    10 - Stitched Together
    11 - Lelu
    11 - Lilitu
    12 - Coppelius
    14 - Teddy (using Mr. Tannen or a Red Joker)

    On Dreaming Wings is a support upgrade option for The Dreamer or any Nightmare that can take it. It increases the models Wk by +1 and adds the ability On Dreaming Wings, which gives friendly Nightmares within 6" Flight.
    Tactics and Tips
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    Strategies and schemes typically fall into one of three categories for the Dreamer, with a bit of variation depending on which upgrade set you went for.
    Summoning Dreamer is very good at Strategies which require you to place non-Peon Models in particular board areas. He can easily generate the two models required for Guard the Stash, Extraction and Turf War by summoning, and if you activated him late in the round your opponent will only have a short window to get rid of them. For Reconnoiter and Interference summoning is pure gold, and the fact that the Dreamer himself is so mobile means he can easily swing one or two table quarters in your favour. All the Enforcers and Minions the Dreamer summons through Manifest Nightmares can also help you complete marker placement schemes (although bear in mind they can't take interact action the turn they're summoned, regardless of whether they're slow or not). The Dreamer is often quick enough to get behind enemy lines and start dropping models who can complete Plant Evidence, Breakthrough, Stake a Claim (that's a strategy), Protect Territory and Power Ritual later on, provided they're left to their own devices.
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    Bits himself.
    Building a CrewBuilding a Crew
    The Dreamer's crew box contains The Dreamer, Lord Chompy Bits, Coppelius, 3 Daydreams and 3 Alps. This can provide all the models you need for a basic Dreamer list that can be padded out with other Neverborn models. For a summoning Dreamer Insidious Madness and stitched together are must haves, although the latter is currently out of production. Teddy and Widow Weaver are nightmares and solid additions to the Dreamer crew while Lelu and Liltu are nice additions but not essential.
    Outside of Nightmares the Dreamer does well with minions such as Silurids, Waldgeists and the various Darkened Minions. Individually powerful models like the Hooded Rider or Spawn Mother can cover parts of the board far away from the Dreamer, as can model which support eachother such as Candy & Iggy or Mr. Tannen & Mr. Graves.
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    support eachother.
    Playing Against [MasterPlaying Against The Dreamer
    Watch The Dreamer's Waking condition. This is the mechanism for summoning Lord Chompy Bits, Also keep an eye on how close other Nightmares are to The Dreamer. He can discard a card to assign the effects of any action to a friendly Nightmare within 3", wasting strong actions if you're not careful.
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    3:33 am
  3. page Field Reporter edited ... (No more than a few paragraphs on what the Minion/Peon is about and how it basically plays) x…
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    (No more than a few paragraphs on what the Minion/Peon is about and how it basically plays)
    xMobilityMobility
    (How the Minion/Peon gets aroundField Reporters have an average Wk and how goodare Unimpeded, but that's about it for their mobility, which is at it)perhaps what you'd expect.
    OffenseOffense
    (PossiblyExclusive Interview is the Field Reporter's only offensive ability, which is a ranged Ca attack action resisted with subheadings like 'melee', 'ranged' and/or relevant spellsWp. It has four triggers, and abilities)must declare one if able:
    They're On to You! Run! is the built-in trigger on a mask, and pushes the target a moderate distance away from the Reporter.
    Incessant Questions gives the target Slow.
    Assaulted in Public gives the target Assaulted +2, which deals 2 damage to the target when it activates (and then ends).
    Under Scrutiny gives the target a non-stacking condition of the same name which gives them a negative flip to all attack actions until it discards two cards at the start of its activation or takes an interact action to place a scheme marker.
    As a (0) action, a Field Reporter can Reference the Field Guide to discard a card and add the suit of the card to all of its duel totals for an activation, allowing them to hit the right trigger with their attack action - useful for stacking Assaulted on an enemy.
    Field Reporters can also take out enemy Scheme Markers with Corroborating Evidence, which replaces enemy Scheme Markers with friendly ones at the cost of a fairly high card.

    xResilianceResilience
    (Possibly with subheadings like 'vs melee', ' vs ranged' and/or relevant spellsWhile the Field Reporter has exceedingly average stats, it does have two defensive tricks in the form of Disguised and abilities)Manipulative, preventing the enemy from charging them and making it difficult to attack them unless they've already activated.
    Tactics and Tips
    (Combos, tricks, and it's best role in-game)
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    3:22 am

Monday, September 18

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