Archive for the ‘Guild’ Category

The Crews I Use #2 – The Ortegas (Part I)   1 comment

As I’ve been using the Ortegas lately, I felt that I should write another Crews I Use post to document how I feel they are doing.

Perdita

Perdita, head of the Ortega clan, is a beast.  She’s a (Neverborn) beast-killer, apparently, too, but she’s definitely a beast.

She’s fast, Fast and has some high stats across the board, except for Wd.

She is a monster with her Peacebringer.  Not only does she have a sweet Cb or 7 (rams), but she has a number of Talents that go with it.  She’s a Gunsfighter so she’s fine in melee, has Critical Strike, and has a couple of Peacebringer Strikes-related spells: Bullet Bending which lets her ignore LoS, and Execute, which exchanges a few points of Cb to get a triple-positive to the damage flip.  Yowzah.  I have not used the former, although I think I’m going to have to, especially as it’s a (0) Action.  I have used Execute once, and I was lucky to get a Red Joker out of it, so…  Quick Draw allows her to shoot at someone nearby before they Charge or Cast, which I have used more as a deterrent than anything else, forcing a Move + Strike instead of a Charge.  I’ve usedAnticipation, which fiddles with the opponent’s Fate Deck, a couple of times, but only because I didn’t need the Critical Strike at the time.

To be honest, she hasn’t been targeted much in the games I’ve played with her, as I’ve so far done pretty solid with this crew.  She’s Evasive 2, which I’ve never had to use.  Her high Df and Wp are often very helpful, either in nullifying attacks outright or at least forcing some negative modifiers.  Her Df Trigger Faster’n You hasn’t come up much, again as she doesn’t get targeted much, but it’s a great way to hit someone that misses you with a ranged attack (including ranged attack spells).

She has Obey, forcing a model, friendly or enemy, to do her bidding.  I’ve used it a few times on both my own and opposing models, but tend to fail the spell more often than not as she needs a 7 or higher of masks.  It’s supposed to be the second key component in the “Papa Bomb,” where you slingshot him up the board to the enemy Master and have him blow himself up.  The other key component being Papa Loco, of course.  I used a Papa Bomb-ish strategy once, but I don’t think I would plan for it as a regular tactic to use, only if the situation presents itself.  I’d much rather shoot up the enemy, to be honest.

She’s Fast, letting her do a lot per activation, she’s got Companion (Family) which is always fun to use, she’s Immune to Influence and she has Hero’s Gamble, a great (0) Action way to discard your hand and replace it with hopefully better cards.  She also has Spellbreaker, which cleans a model of effects and counters, but it’s something I haven’t really had to face.  Maybe if I take the Ortegas against Kaeris and her flaming munchkins.  Yes Andrew, I called them flaming munchkins.  That’s definitely a challenge.

Overall I quite enjoy using Perdita.  Even though I do wish Obey would go off more often, it’s failure is not debilitating and the rest of her skills and stats usually get the job done anyway.

Santiago

He was the first Ortega I painted up, and possibly my favourite paint job I’ve done so far.  He’s also a pretty decent asset in the game…if I remember to use him right.

He has what I think are pretty average (for Guild) stats: 4s, 6s, 8 Wds, and a slightly-better-than-good Cb of 5.  He does get better when he’s half-dead, though, gaining +2 Cb, a positive modifier, and an extra Walk.  Of course, with only 4 or less Wds remaining at that point, you hope he kills whatever threat is nearby before he gets toasted himself.

To help stop himself from getting said toasted, he can use Just a Flesh Wound to make a healing flip, but the spell requires an 8 of rams or better to go off.  Bulletproof 1 helps out, and if all else fails he’s Hard to Kill, so at least the enemy will need multiple attacks to finally take him out.

His role in the Family is as a medium-ranged killing machine.  His Peacebringers are Paired, he has Rapid Fire, both Critical Strike and Trigger Happy Triggers, and Leadstorm, a spell which deals 4 damage to everyone within 6″ (and it only requires a 10+ to go off).  That can definitely end low-Df, low-Wd models nearby, or put the hurt on the more resilient ones.

I’ve had some pretty good success with him in the last two games.  As long as I remember his weapons are Paired (which I did in that first disaster game against Loy’s Spirits), he makes an impact on the game.  Paired effectively removes the benefit from cover, or helps out a little more when there is no cover.  His real downside is that he costs 7ss.  I do think he is worth it, though, and will likely make sure he is always in my Ortega list.

Francisco

The cheapest of the Ortegas at 5ss, he also has the fewest Wds at 6, and not much to save him from losing those Wds, other than a slightly-better-than-average Df of 5.

If he is able to survive into contact with the enemy, they better look out!  His skill with the Peacebringer is great at 6 (rams), but his 7 (rams) with his Dueling Sword is even better.  Coupled with Flurry, Critical Strike and (0) Action Duelist (re-flip starting Duel card until the end of turn), the enemy probably doesn’t want to mess around with him.  Oh, and it’s got a 2″ range.  The Critical Strike works on his Peacebringer too, as does Fannin’, letting him hit another model within 3″ of the first if he hits with a mask.

There’s not much more to say about him, really.  I haven’t used Menace yet, or Shrug Off, but only because it’s always been much more useful to just shoot or hack the enemy models instead.  Francisco, too, will likely continue to reside in my list, as I enjoy using him.

Nino

Where Francisco has the big sword, Nino has the big gun.  A gun with a 16″ range.  And 7 Cb.  Which could be 9 if he uses the (0) Action In My Sights spell, which I have remembered to use recently with great results (just like Santiago’s Paired guns, as long as I remember the ability, things go well).  The Repeating Rifle’s Dg is the usual Guild output of 2/3/5, but instead of having Critical Strike Nino can use Headshot (autokill, unless the opponent sacrifices cards or soulstones) or Trigger Happy.  The other night Nino did go trigger happy…3 times in a row, for 4 shots! It was unbelievable.  Best use of a single Action point.  Ever.  And the enemy knows about his gun.  They know to watch out for him, and stay out of his sights.  So in that regard, he’s a great model to make your opponent wary, which could help draw him to the other side of the board where the rest of the Family is waiting.

Other than his gun, Nino is nothing special.  He’s slow and doesn’t have Charge capability.  He’s got average stats, but at least has Hunter (ignores cover) and Scout (to get him into severe terrain when setting up his snipe).  And because you don’t want him stuck in melee, his “Where’d He Go?!” spell lets him flee without disengaging strikes.

He’s 7ss which can definitely be worth it if you can get his Repeater Rifle working well, but if not he’s a pretty big soulstone sink.

Papa Loco

Perdita’s crazy ol’ daddy, flinging his dynamite around and getting himself blow’d up good.  That’s really what he’s best used for, the “Papa Bomb” as they call it, getting him up close and personal to the enemy Master and their entourage, or some other group of models that you’d like to take out in one fell swoop.  It helps when Perdita (and the Enslaved Nephilim and Abuela) uses Obey to push him a little further.  Then BOOM! Yes, that’s actually the name of one of his Talents, the one that says when he dies, models within 3″ take 5 Dg.  Nice.  His “Take Ya With Me!” spell also helps out, extending the range to 6″ and causing 6 Dg.  Of course, he also takes this damage, and so he can’t use it to kill himself.  But as long as he’s only taken one or no damage, he can do it.

Other than being fast, his stats are average.  His Thrown Dynamite has a shorter range than his Family’s guns, but his Cb is 6 and it has Blasts at Moderate and Severe.

His biggest drawback is having a Wp of 4, which drops by 2 if he’s defending in a Wp Duel, as he’s Easily Influenced.

I’ve used him in a semi-“Papa Bomb” capacity, as well as just a Family member that can do some short-ranged damage.  I probably wouldn’t plan from the start to use him for a suicide run.  I think he’s better suited as a ranged attacker, then get him in close when the time is right.  When I’m not playing Resurrectionists, and each Family member is unique, I don’t like throwing away lives, even if they do make big booms.

Abuela

I only just picked Abuela up, and since she’s not painted (but on the painting table currently), I haven’t used her yet.  I wanted to her to complete the Ortega Family, as well as to bring in some much-needed healing power.  Her Sawed-Off Shotgun and some of her other abilities make her an asset to the family as well, but really it’s the healing that I was looking for.  The downside is that at 7ss, unless we’re playing at 35ss I have to drop either Santiago or Nino to put her in.  I’d rather keep them all, so unless we’re playing at 30ss and I can drop Papa Loco or Francisco instead, she might stay back at the Ortega compound.

Enslaved Nephilim and Latigos Pistoleros

It was only recently that I considered picking up Totems for my Masters.  It’s possible that one day I’ll get the Enslaved Nephilim, who for 2ss will get me another chance to Obey and a little bit of Nephilim craziness (Black Blood, Flay).  Maybe just to help complete ‘the set,’ as it were.

The Latigos Pistoleros are new models who have Family, but are not Ortegas.  Again, perhaps I’ll pick them up at some point to complete ‘the set,’ but they’re not high on my list.  The good thing is that I could sub in two of them for Papa Loco, which gives me extra feet on the ground.  I’ll have to go through their stats some more, when I don’t have too many other models to paint for other game systems.  Pfft…fat chance I’ll ever be in that situation! Hah.

Conclusions

I’ve enjoyed getting the Ortegas painted and on the table, after having them sit idle and primed for a good two years.  They’ve got mad ranged skill, their Companion ability can make for wicked ‘Alpha Strikes,’ and their cowboy-gunslinger theme is cool.  And I like my paint jobs on them, which helps a lot.

I will continue to use them over the next few games at least, adding in Abuela, and hopefully continuing to aggravate my opponents with they awesomeness.  But I’d like to lose with them as well, as it’s not so fun toalwayswin.  I think the other guys are less-enthused to play against me when my Ortegas have a 3-1-0 record.  I just need to face Andrew’s Kaeris or Rasputina with them.  [challenge] Hopefully soon.  [/challenge]

Thanks for reading.

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Posted April 6, 2012 by mrborges in Guild, Malifaux

Kirai vs. Perdita (25ss) – Rematch! – 03/20/12   Leave a comment

It’s been a while, so here’s a meaty post for you all.

So this Tuesday Loy and I started the evening with a game of Malifaux.  It was a 25ss rematch between my Ortegas (starter) and his Kirai (variety).  His crew was a little different from last week’s, which was a brutal affair seeing my Ortegas eventually whiped off the board, unable to defeat Kirai and her annoyingly-healy Spirit friends.  At least after that game I knew what it felt like to face Resurrectionists, although I think that Seamus & Co. are easier opponents than Kirai & Co.  Might have to face them off against each other sometime 🙂

Anyway, to the game.

Set-Up & Deployment

The board was once again the desert terrain with two buildings (ranch house and barn), an outhouse (centre of the table) and a scattering of barren trees and cacti, which I did not represent on the map this time:

We flipped up Reconnoiter, but this was once again quickly forgotten and it came down to general duking it out as sometimes happens with this game.  We had intended to make this game a bit more themey with a backstory and all that, but it didn’t work out.  Perhaps for next game, if we plan ahead a little.

The Shikome chose Nino as her Prey, as apparently Loy has beef with my 16″-ranged repeating rifle.

Turn 1

I got the initiative, but as it was the first turn nothing really happened other than moving around and some summoning.

Francisco and Santiago moved up the left, while Perdita, Papa Loco and Nino moved up the right.  The only other thing I did was have Nino cast In My Sights (bonus to attack) on the Shikome that moved up and in LoS.  This action also told me that the Shikome was about 18″ away, so too far to shoot at.

Kirai sacrificed the Seishin to summon Ikiryo, who floated up to the roof of the ranch house and cast Call Spirit to get everyone in closer.  It was like some kind of rooftop Spirit party!

Turn 2

Loy got initiative and started off by having the Shikome move behind the outhouse and cast Guarantee Fate against Francisco, forcing the duelist to get closer by the end phase or suffer.  I think at this point he may have forgotten or not realised that he could only attack his Prey, which I did not notice either.  So in retaliation, and to help a brother out (…yeah, I know…), Perdita moved up and made the Shikome Obey her and Charge Francisco, thereby helping me out of the Fate pickle a bit.  At the time there was no dispute, but later on in the night Loy was doing some reading and questioned whether I could make her Charge a model if she was not able to attack it.  I’ve asked up on the Wyrd forums and will share the answer with Loy and you when I find out.

Ikiryo moved up and called the Spirits back to her, pulling the Shikome out of harms way a tad, or at least making it more difficult for Francisco to stay within 6″ of her.  Ikiryo then moved closer, for future engagement.

And now came one of the little issues of the night, about cover.  As a Henchman-on-hiatus, you’d think I’d have the rule right.  Well, I did, but Loy said I was wrong, and I didn’t have the Rules Manual handy to check it out, so I used the old book.  Which has the old rule.  So we based the ruling on that, which blows because it meant that Santiago, who was behind a low cacti, was being penalised.  Clearly he was fine (within 1″ of the terrain so no effect on him), but I guess playing so many different games stuff like LoS and cover does get confusing.  So, I gave in and instead of using Rapid Fire he moved out and just shot the one time.  Bah.  I later realised that the faux-cover would have been negated by the Paired trait of his guns, so I should have just shot anyway.  Bah, again! At least the single shot he did take had a rams in the attack flip, so even at Weak he still did 4 damage! Which of course was halved because the Shikome is a Spirit.  Francisco Companioned and charged the Shikome, swung his big-arse sword and did 3 more damage (well, 6, but halved…grrr), leaving her with 2 Wds left.  So close!

The Onryo moved up and hit Francisco with Malevolence for 3 points of damage, and then used Vengeful Whisper to give Ikiryo Immediate Revenge 1 (inflicting 1 damage on anyone that shoots her and deals damage).  Papa Loco moved over and attempted to throw some dynamite at Ikiryo, but was out of range.  Oh, the barn has a long little alleyway in it, like a little covered area that opens into the horse stalls, I think.

Datsue-Ba moved up twice to get in close to the action, and also used Guide Spirits to move Ikiryo into melee with Francisco.  Nino moved, got the Onryo in his sights and took a shot, doing 3 (from 5) damage but taking 1 back from Immediate Revenge.  Hrm, the range-heavy, magical-weapon-less Ortegas might not be the best crew to take on these Spirits! 🙂

Kirai moved up and healed the Onryo a bit, and Lost Love moved up and healed the Shikome a bit as well.

Can I tell you how frustrating it is to see all your hard work and damage get healed up?  Yeesh!

Turn 3

A side note, it was exactly 8 o’clock at this point and Scott showed up, so Loy and I should have rushed the game a bit.  But it was going well, so we just played it out normally.

I started the turn off by having Francisco Flurry into Ikiryo, dropping her in I believe two of the three attacks.  Santiago Companioned in and charged into the Shikome and deals enough damage to drop her.  The Ortega brothers high five, at this point.  “Go team!”  Not even the Spirit trait could protect the enemy from The Family.

Datsue-Ba guided the Onryo in closer, and then charged into melee with Francisco, and does a couple more points of damage (nearly dead!).

Nino moves up, aims at Lost Love but misses his shot (Black Joker!).  Perdita tries to Obey Nino for a shot, but fails.  She then moves up instead and declares that if the Onryo charges or casts, she’ll shoot him.  Great idea, but this was negated when Kirai came and switched Datsue-Ba and the Onryo, taking the one out of melee and putting the other one in.  Sneaky!  She also heals herself.

Papa Loco moves through the barn and throws a stick of dynamite… a big one at that, hitting Datsue-Ba and catching Lost Love in the blast.

The Onryo swings at Francisco a couple of times who dodges the hits with lucky flips.  Lost Love ends the turn healing up Datsue-Ba and trying to sacrifice himself to summon another model with Kirai’s Evolve Spirit, which gets us into another debate about wounding yourself during an action, blah blah blah, and we decide in the end I said he could do it.  I’ll have to figure out exactly what happened and then ask about it on the forums as well.  Anyway, he turns himself into a Gaki, who moves towards Perdita.  No worries, Loy, I’ll give this one to you.

Turn 4

I needed to use one of my soulstones to re-flip the initiative, and getting the Red Joker.

Francisco started the Companion chain and uses Flurry to hack apart the Onryo, whose upon-dying ability Haunt failed against Santiago.  Papa Loco hit Datsue-Ba with dynamite, while Santiago began a Rapid Fire + Trigger Happy combo that took down the old Datsue-Ba.  Fate was definitely with me there, giving me exactly what I needed to send the Spirit back to the other plane from whence it came.  This gave Kirai a Seishin.

The Gaki charged into Perdita and missed the attack.  Perdita hit back and killed it with two attacks.   The Slow to Die attack-back missed as well.  She then just moved up a bit.

Nino moved up and took a shot at Kirai, hitting her for a few points and taking 2 back.

Kirai healed up and attempted a slew of Spells and (0) Actions, but failed them all, I think.  Loy’s frustration was increasing at this point, and with good reason.  Looks like Fate was looking the other way, this game.  She may have cast Spirit World and turned into a Spirit at this point, though.

Turn 5

Kirai started the turn off.  She casted Spirit World again, healed herself as a Spirit.  She then summoned Ikiryo (dropping herself to 1 Wd left).  I realised while writing this and watching the video that Loy removed the Seishin to do this, which was not necessary, so he actually should have had an extra Spirit around to help last a bit longer.  However, this may be a moot point as I did have all five Ortegas alive and ready to pounce on Kirai, Ikiryo and the Seishin.

You can guess that at this point it was a forgone conclusion, and with all of the Ortegas in Companion range of each other, they would all be able to work together to lay down the hurt.  Nino actually killed Kirai on his activiation, and Santiago got Trigger Happy and took out Ikiryo.

Game over.

Post-Game Thoughts

Well, I was quite surprised that I tabled Loy’s Spirits.  After last game, which was a much closer battle (with Loy coming out on top), I thought I’d lose a few of the family members and maybe-maybe-not pull out a victory.  I believe this is only Loy’s second game with the Spirits, so of course he’s still working on figuring them out.  He’s getting closer, for sure, but Fate was definitely on my side this game.  I flipped all of the right cards, and he flipped few that he needed.  That one turn of Kirai failing most of her spells was pretty bad.

Tuesday night we shot some emails back and forth about rule issues, including cover and using Obey on the models with Kirai’s Soul.  Hopefully we’ll figure all of our questions out for our next meeting.

Now I definitely know Loy will not want to face me again any time soon.  At least not my Ortegas.  Maybe I’ll try Lilith next and see how a melee-heavy crew fares against the Spirits.

I picked up Abuela Ortega, hoping to put her healing powers to good use.  I’ll get her painted up soon.

I also left my two crews and my Freebooter’s Fate Imperials at MM in one of the display cases.  I forgot to take a picture, but I will next time I’m around.  They look neat in there, with their stat cards splayed out.

Thanks for reading.

Posted March 22, 2012 by mrborges in Battle Report, Guild, Malifaux, Resurectionists

Malifaux thoughts   2 comments

After 2.5 disasterous games of Malifaux, what do I think of the game so far? Well, I know I should give it a few more games before I form an opinion but I thought I would give my first impressions. I’m sure Justin is wondering what’s going through my mind since he’s worried that he’s totally ruined this game for me. I guess he doesn’t get my humor yet. No Justin – I do not plan to sell my minis and I do plan to play this game again. Just NOT with you!!!! (jk sorta maybe)

What I liked:

  • Low model count and quality of the Wyrd models
  • Card flipping dynamic (vs piles of dice) is diffferent and a change from the norm
  • Many unique skills, talents, spells, etc.
  • Cool background stories (i.e. fluff)

What I didn’t like:

  • Getting pummelled 2.5 times
  • Card hands and ability to change outcomes

I would have preferred that the game didn’t have a card hand since I like the randomness of the card flip. With any melee or ranged attack, I would have preferred that the outcome solely depend on the card flip. I don’t mind the soulstones (it’s ability to “re-roll” the flip) since each player is limited to a small number of soulstones. Although I like the change from dice mechanics to determine outcomes, I think I prefer games with a bunch of dice (fistfuls of dice). So I see Malifaux as a game that I’ll play every so often but not my go to game.

Hoffman will need to go back to the planning stage.

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Posted January 26, 2012 by loychan in Guild, Malifaux

C. Hoffman vs. Perdita (25ss) – 24/01/12   Leave a comment

As of late I’ve been wanting to get back to using Battle Chronicler to make battle reports.  Thankfully we’re playing miniatures games again, which is pretty integral to doing so, I think.

Now, don’t expect too much right now.  It’s been a long time since I used the program, wrote battle reports, or played miniatures games in a way to record what’s going on.  So I’m missing a bunch of details.  A bunch.  Important details. 

But I’m sure you’ll forgive me this once.

So game one of my double-header on Tuesday was against Loy, pitting my Ortega gang against his Hoffman crew.  This was an expanded rematch of last week’s scrap, when I had left out Papa Loco and Hoffman’s crew was not yet sporting the massive Peacekeeper.

The best part about this game, right from the get-go, was that it was a fully painted match.  Both sides had fully painted and based crews.  Even better, these were the crews that took us both a week (or so, in the case of the additional Peacekeeper for Loy).  And on Meeplemart’s wicked ‘desert ranch’ terrain, it was beautiful.

The match-up was C. Hoffman, a Guardian, a Hunter, a Watcher and a Peacekeeper against Perdita, Francisco, Santiago, Nino and Papa Loco, both cashing in at 25ss, leaving little in the way of Soulstones in our respectives caches.  I flipped Slaughter for my Strategy, and chose Raid! as my Scheme, announcing it.  Loy flipped Claim Jump (aiming for the 5″ area around the outhouse) and chose Bodyguard, which would help counteract my own plans of slaughtering his entire crew.

The board looked like this upon setting up terrain and deploying:

At the very centre of the table is the outhouse, with a 5″ area around it marked by cacti.  The top-left building is a barn, and the other is a ranchhouse.  Both buildings were Miniature Building Authority pieces, by the way…expensive but dang pretty.  All of the other bits are cacti and deserty-trees, all on top of a Zuzzy mat.  It’s a really nice table set-up, as the ones at Meeplemart tend to be.  The table is actually 4×4, but we only used the space we needed.  Later on we figured that we did not have enough terrain on the table, as often happens.  Especially with the gunslingin’ Ortegas, with their silly range and crazy skill values.

As you can see, we set up in straight lines.  And off we went!

Turn One we all moved up a bit, but my awesome ranged firepower started the blood (er, oil) spilling, as I got a few hits on the Peacekeeper.  Quite a few, actually, what with Perdita’s mad skillz and Nino’s long range.  The Peacekeeper had moved up to try and hook Perdita in, but all he got was a bunch of bullets in his carapace.  Hoffman had hung back with the Guardian and just pulled some scrap out of his pocket.

Turn Two Loy won initiative.  The Peacekeeper charged into Perdita, but you gotta feel bad for Loy as he managed to do scrap-all.  In fact, not only did he get in there and fail to do any damage, but Francisco came in to help his little sister and boom, no more Peacekeeper!  Ouch.  Don’t mess with the family, I guess.  On the bright side, Hoffman used the scrap counter left behind to do a  point of damage to Francisco, Perdita and Papa Loco.  There was a lot of shooting over the new few activations, and Hoffman, who had moved right up into plain sight for some reason, was the target.  Thankfully for him he could use his Constructs’ armour, and hand damage off to the Guardian, who by the end of the turn was hurting. 

 Turn three was over so quickly that I don’t even know how to make a picture for it!  Hoffman and his remaining ‘bots couldn’t deal with the lead-death that the Ortegas could muster against them.  Another handful of really good flips for me and it was over, game conceded with the Watcher on one side, everyone else on the other (with only those single wounds inflicted). 

I feel bad.  Loy is new to the game, and once again I destroyed him.  At least he managed a smidgen of damage on me, so it’s not as bad as that one game.  Man.  I had some really good flips, including the Red Joker popping up at the most opportune times.  Yes, times.  I think Loy is going to want to take a break from facing me for now, at least until he gets some more experience with Hoffman and figures out some strategies to use with him.  I just hope he doesn’t hate the game because of me!

Anyway, I’ll see if I can get the report completed for my second game, against Andrew.  Maybe for tomorrow.

Thanks for reading.

Posted January 25, 2012 by mrborges in A Tale of Gamers, Battle Report, Guild, Malifaux

A Crew In A Week – The Ortegas   5 comments

Despite not wanting to overlap my posts with my own hobby blog, I feel I need to add this news to the Tale of Gamers group blog.  I’ll keep my WIP stuff to my blog, and put relevant big stuff up here.

Anyway, you didn’t come here to read my rambles, you came here to see my minis! 

I am very proud of my accomplishment, and very happy with how they turned out.  I’m not known for finishing models (in fact, I’m hardly known for starting to paint them in the first place! … you don’t want to know how many games I’ve played with “Blizzard Force” or “The Bare Metal Bandits”). 

Well, things are a’changin’, and here’s proof.  It’s not a great picture, I know, but it’s good enough for now.  It shows off the fact that Perdita and her family are fully painted, right down to the buttons, and appropriately based.

Here’s a quick run-down of paints I used, in no particular order, among the various models.  Paints are P3 brand, unless otherwise noted.

  • Bloodstone
  • Bootstrap Leather
  • Cryx Bane Base
  • ‘Jack Bone
  • Thrall Flesh
  • Midlund Flesh
  • Greatcoat Grey
  • Coal Black
  • Pig Iron
  • Molten Bronze
  • Cryx Bane Highlight
  • Citadel Scorched Brown
  • Citadel Ogryn Flesh Wash
  • Citadel Badab Black Wash

I’m pretty sure that’s it. 

The bases are Dragon Forge.  I highly recommend them.  Most of my Malifaux are on them, and a bunch of other bases are painted and ready for models.  I’m going to do a review of their stuff at some point.  They were painted mostly with FolkArt acrylic craft paint (light grey and dark grey), and some other colours for the details and trim.  But I did these a while ago, so I can’t recall exactly what colours or techniques I used.

Well, that’s that.  A crew in a week.  It’s not going to happen very often that I’m this proficient, so don’t get used to it.  Now to face Hoffman again, and Kaeris.  There’s going to be some good battles coming soon, stay tuned!

Thanks for reading.

Posted January 21, 2012 by mrborges in Guild, Malifaux