Showing posts with label Wyrd. Show all posts
Showing posts with label Wyrd. Show all posts

Thursday, 14 July 2016

playing with filters

another gap after a post, getting bad at those, will have to keep an eye out! I haven't managed a tremendous amount of painting recently due to health crud, however I did focus on one project enough to get it near finished- My malifaux Mr Cooper's Carnival crew.

The idea here is to only take models that fit the theme, and if I need something that doesn't fit, i have to convert it. I'm taking it to a couple of tourneys this year (which is probably a bad thing as I have so far scored 7 points total in 5 games played with them) and this should give me such a limited pool of miniatures that I'll be a lot faster getting a crew on the table each game, it also means I can go to town on the painting as there's less to paint compared to the rest of my Arcanists

two models have jumped ship and ran away to join the circus- Johanna and my Gunsmith were colourful enough to fit the theme (and I wanted a relic hammer for the test your strength machine) so they've been rebased, everything else is purchased just for this crew. (or blagged from a good friend in the case of the firestarter)

I've not taken the best photos yet, BUT as I'm building a fate deck to match the crew, I've taken some quick phone photos and ran them through filters at Pixlr o-matic-

https://pixlr.com/o-matic/

to get them looking monochromatic, old and battered, and as this doesn't give too much away about the finished article, I thought I'd share:)


Steam Raptor (raptor body with bits box bits and etch-master wings)


Angry Monkeys


Mannequins


Effigy (memory man)


Harlequin Ice dancer (proxy made from december acolyte with TTB arms and head))


Gunsmith (famous sharpshooter Dirty Rosewood)


Big Jake (from Wild West Exodus range)



2 shots of Acolytes (Acrobats) not sure which I like best


Mercury, strongest man in the world!


Thin Lizzy- The Bearded Lady


Arielle- Mermaid of Malifaux (there's a howard langston (which it represents) a brass arachnid, a mannequin and a performer in there somewhere) 


The Killephant (killjoy with green stuff)


Luther, the Pascha hare


Johanna and the relic hammer game.


The Wolf Girl (proxy for myranda, TTB body legs and head, Hamelin's spunkcloud provided the arms and the face is green stuff) 


Mr Cooper, Carnival Master


Baritone Lola, sweetest thing in the carnival


The Funstarter, the party doesn't start till he does!

stay tuned for colour photographs when I get the time, lighting and equipment to do it properly!

Thursday, 16 April 2015

Tomb Month 2- very late indeed...

Ok, so I allowed all the proxies (and some Dropzone) to get in the way, which meant my ToMB stuff is way past deadline, a forfeit is to be paid to WaaC, and I shall continue with Month 3, BUT I think it was worth the wait- with some new togs and a bit of kabuki Makeup, you can barely tell this guys dead...






I was given A games& Gears Katana freehand brush last week, and this guy has so much flat area I thought screw it, I;ll have a go, I learnt a lot (it is very precise, but the paint consistency needs to be perfect, mine was way too thick as you can see) and I actually liked it, will see how it works for tattoos at some point:) Those of who who have scrolled through the galleries to the right may have noticed that his paint and basing scheme matches my Ito Clan, that's because I intend to use the Ito to proxy those Ten Thunders who are yet to grace us with their presence:) I also finished my TTB kit Friekorps trapper- 




The idea behind her is that she managed to get seriously injured on a mission in the north, and the rail crew stumbled upon her as she lay dying, a little Mei Feng magic later and she back up on her feet, with some new toys and a debt of loyalty to Mei that means she's available for a little light sniper work whenever she is needed.

Month 3- Illuminated box set, they are tasty minions I hate to face, and as joint faction I'm looking forward to fielding them with my TT! also with the spare money (and a bit from last month) I picked up Itsunagi Ito, who is going to be my Lone Swordsman proxy:)
#Till Next Time!


Friday, 20 March 2015

Tomb2- Micks Mei Feng game number three

Played my third game with Mei this week, against the same opponent as my second (which I didn't write up here as I was so enraged at my own stupidity I couldn't type... suffice to say I lost pretty badly) and was really hoping he wasn't playing ressers, unluckily he was and Molly (same master as last time) turned up for a scrap with Mei.

Strat- Reckoning, standard deployment
schemes- Assassinate (ben), Bodyguard (Me/Kang, Ben/Philip) Frame for Murder (Me/Willie) Deliver a message, AlitS

My Arcanists Mei feng- 4 pool
Vapourmancy- (slipped under the table, forgot I had it, twit)
Seismic claws (auto include, made up for my missing everything)
Kang- Imbued energies
Lazarus- Imbued energies
Willie
Gunsmith x2
Metal Gamin

Theory- gunline to stay away from his stuff while picking them off, Mei to vent steam and protect from Lures, Gunsmiths rather than mages are they are tougher and can switch to melee mode if needed) no-one can resist killing Willie so he's good for frame. and hopefully I can keep the almost indestructible Kang alive (this time)

Ben's Ressurectionists
Molly- 7 pool, gorgons tear, spirit summoning nonsense
Phillip and the Nanny
Toshiro
Nurse
Belle
Chiaki
Datsue-Ba
probably some other irritating upgrades

Theory- Molly and Tosh do all the hard work, Datsue Ba sneaks around and every other model just supports Molly like those weird guys that stand behind rappers on stage shouting 'Yeah!' and 'cmon!' except more dead. Summon everything really easily. win.  

I deployed first, I took a stance in the west with Lazarus on his own out east, Ben countered with a strong central force and Datsue-Ba facing Laz.

Turn one
Laz decided Datsue Ba was more effort than she was worth and regrouped to the west, The arcanist blob advanced together (stupid move) with Vent steam covering them all, Willie pushed the furthest up with the gunsmiths to the rear. Tosh and Molly advanced to the centre where she spent pretty much the rest of the game (with some help from the belle) but the rest of the ressers just walked a bit and dropped a scheme marker for phillip to card spam with. Phillip card spammed. Molly summoned a necrotic machine across the front of the arcanists, catching three models and wounding one, willie passed with flying colours, and the two gunsmiths gained fast so one wound was fine, molly gave the necrotic a shot a gunsmith and wounded him more as well as getting off the infectious trigger, then companioned him for another attack that luckily missed

Turn two. 
The slightly more wounded gunsmith (el pedro) shot the living shit out of the machine, Then the Arcanist blob spread out a bit, an Onryo and a shikome arrived up close (more fast for the two GS) after another round of Molly throwing her weight around. I managed to smash the Onryo with Kang which gave out slow to a Gunsmith countering his fast as well as willie. for reasons I simply can't understand I charged the metal gamin up to stand next to Molly, he missed his headbutt twice (both Ben's defence flips were higher than I could possibly score, even with a RJ, not sure what I was thinking) Tosh made something fast and stabbed the Gamin to death, the rest pretty much did exactly what they did the turn before, more scheme markers, more cards for philip. Laz bombed the living fuck out of Tosh and Molly for a few wounds each with Imbued and Flurry, Mei decided to try the 'punch ressers in the face' advice and went hell for leather at Molly, some average luck and some wasted SS meant with a few misses and a few combos I reduced Tosh to one wound and Molly to two, without cards in hand Ben still pulled off two full heals from the nurse and one condition removal on Molly to undo all my hard work. (dammit!)
I scored 1 for Reckoning. (1/0)

Turn Three
(My memory is shakier from here on in as the cold got to me, my right hand stopped working and Ben was kind enough to shuffle my cards every time it was needed) Being in melee and surviving another round of Mei punching (back down to three wounds) didn't stop Molly giving mei [-] flips, as another Onryo/Shikome combo popping up and removing Willie from the game and scoring me frame for murder. I dropped them both with combined fire from the gunsmiths and Kang, but El Pedro was left on one wound (and fast). The other Gunsmith (dirty rosewood) was lured into Datsue Ba's charge range and they got into a fairly minor scuffle with a few wounds on both sides, the gunsmith got fast again. Tosh gave Mei a stabbing while she was at negative flips. lazarus fired into the Molly/Mei scurm but only managed to give mei a push away into the nurse/belle/chiaki/phillip support team. {this is where I made my biggest mistake- Afterwards Ben pointed out I should have taken the hits on Mei instead of triggering and dropped the blasts on Molly, she couldn't reduce so she would have been forced to use her last soulstone, If I hit her twice she could only survive on a Black joker} I scored 1 more for reckoning, 2 for frame for murder. (4/0)

Turn Four
Mei activated first and started throwing punches and kicks at the surrounding support mob, but only really managed to push them away and do a wound here and there with some terrible flips except one quite startlingly good punch to phillips head which would eventually deny him full VP on bodyguard. The return attacks from Toshiro, the nurse, Chiaki (who flipped the red joker for damage) and the belle finished Mei off with some extra attacks and fire support from Molly who ran around the tree in the centre, {second big mistake- I used my last SS reducing the red joker damage when I should have accepted Mei was going down and saved it for bodyguard points on Kang} El pedro charged Datsue Ba with some aura from Kang, and between the two reduced her to one wound, she in turn stripped Dirty rosewood to one wound. Laz blasted Tosh some more for a handful of wounds, but other than the death of mei this turn was largely quiet. you will be stunned into surprise to hear that Phillip another marker for a card and moved up for bodyguard, which Kang also claimed.
Ben scored 1 for reckoning, 2 for assassinate, Both scored 1 for bodyguard (5/4)

Turn five Best to call this the turn of Datsue Ba, Molly summoned something near kang to tie him down then gave Datsue an extra Ap and companioned her, Datsue then went apeshit on the Gunsmiths, killing them both and raising two free Gaki, one then ran up to Kang to try and stab him, Laz charged up and dropped the thing Molly summoned (a Shikome perhaps?), The gaki took a chunk out of Kang, so Kang thumped the Gaki back, dropped imbued energies and sprinted into the wild, {mistake number 3- I got bodyguard confused with Entourage, rather than running into a nice safe bush I ran him into the enemy DZ, within sight of the Belle) Tosh made the Belle fast who then dragged Kang back into the scrum, the combined weight of every model on the table pounding him (plus another red joker damage flip) took it's toll and down he went.

game ends due to tournament rules

Ben scored 1 for bodyguard (5/5)
 
Thoughts- still need to remember Mei is not ironsides, she cannot survive in the same situations and needs more backup. Kang I'm starting to get the hang of, just need to get him in the ruck a bit more. Need to not lose my focus on the schemes, particularly when bodyguard is on Kang I need to save the SS. The gunline was a good call for Reckoning as it gave me early points, that said the summons were in my face so much maybe some beaters would have worked just as well, luckily Gunsmiths do both jobs well:)

My hands were without fail abysmal, I had only three cards higher than an 8 over the entire game, those being one red joker, the 11 of Masks and the 10 of Tomes. This didn't even balance out on better flips as I always seemed to flip a face card with an ace or deuce for every negative flip, one triple neg I even managed three face cards and a four. that said, without those three mistakes I could have taken the game, so I can't blame the cards here, though a little luck would have been a nice buffer;)

Mei- dogged with terrible hands and terrible flips, Mei still managed to shine and throw out a good 5/6 attacks a turn, I am looking forward to the day I get the cards and flips to see what she can really do. Vent steam is a great way to piss Belles off;) wish I'd not forgotten Vapourmancy as I still have no real gauge on it?

Gunsmiths+Kang is an ace combo, they are super destructive, especially when they are almost always fast:) they do seem a good counter to Molly as his summons extra AP is countered by the (potentially multiple) fast i was gaining, though in this game I feel Ox mages would have served me better against all the damn spirits.

Metal Gamin- I'm not sure what the hell I did here, first I gave protection to willie (already DF6?) then tried to take on Molly and Tosh in melee, should have bought a raptor and had an extra in my cache.

Lazarus- did more wounds to Molly and Tosh than any other model in the warband, bust up a summon to free up Kang at the end. blasted everything he could and survived on full wounds. He is truly my favourite malifaux model:)

Willie: always a good FfM bet, his wheel barrow took two summons out in two turns, maybe I could have got more from him. I won't be taking FfM against ressers as much as their masters (and henchmen) tend to let others do the dirty work!

  next time you evil witch summonabanch fargin icehole... {Edit: of happiness and rainbows... apparently}

Saturday, 7 March 2015

ToMB - Mick v Jonah

This past week Mick and I decided to play out our first ToMB against one another.  Here's some of the details first:

Deployment: Corner
Strategy: Interference
Schemes: ALiTS; Power Ritual; Deliver a Message; Protect Territory; Breakthrough

In the spirit of ToMB we each took the full crew boxes plus the rest of our commitment for month one and some extras.  This worked out as the Rail Crew, 3 x Metal Gamin and Johana for Mick with Torch and Blade, Witchling Handler, Brutal Effigy and Pathfinder for me.  Mick with his Arcanists chose Deliver a Message and Protect Territory and myself with the Guild opted for Deliver a Message as well and Power Ritual.

We both felt a little constrained by our crew choices as neither of us would have chosen what we had with the strats/schemes on offer (I had a (theoretically) great plan to take Nino and the Pathfinder and put them in opposite corners to drop scheme markers on turn two with some Hunters running up to support them (plus take the corners for Interference) but it worked out as far too many SS).  I felt like it was a difficult match up for me because of all the armour and practically everything in Mick's crew having Hard to Kill but with me being able to splash Burning around I did have the perfect counter so it made for an interesting game.

With the Witchling Handler I felt a little quicker than usual although one of my Witchling's did nothing except start off dropping a scheme marker in my own deployment zone then spend the rest of the game trying to play catch up (though the Handler also died fairly early - see below!)!  The Pathfinder did well by taking down a Rail Worker early in the game (I cheated in a Mask to ignore armour after Mick had cheated in a Tomb for +2 Armour which was a sly kick in the teeth!) plus was generally frustrating by chucking out and moving Traps and also dropping my second scheme marker for Power Ritual.  My Brutal Effigy ran to the other adjacent corner and dropped a third scheme marker and also managed to take out a Rail Worker (which had previously lost two wounds to an exploding Witchling!).  He also managed to hold up a Metal Gamin in the late game to keep the scheme marker in place.  The rest of the game as mostly moving around the centre staying more than 6" away and trying to move into whichever quarter our models were needed.  Samael impressed once again despite all my reservations about him and I'm thinking that I need to take him more often.  I ran him without his upgrade this time as I couldn't afford it but he put some hurt on Kang (who promptly healed four wounds because it was turn four!), took out the Emberling and also acted as a big deterrent in the part of the board he was in.

Mick lost a lot of duels early in the game although it was only the one Rail Worker who felt the wrath of the Pathfinder and the Emberling who died until end of the game when Sonnia took out both Kang and Johana and the Effigy took out another Rail Worker.  He made a mistake in the first/second turn by putting Mei Feng in Sonnia's face to Deliver a Message without realising that Master's couldn't do it.  I had moved the Witchling Handler back and she was engaged with Mei at the start of turn three when I flipped a 12 for initiative and thought I was on for the three VPs for Delivering a Message.  Mick took a risk in burning a SS to re-flip initiative and came up with a 13 (Seize the Day helped with this).  It was a risk but a well calculated one that won the game in the end (see below) but also meant the Mei took out the Handler in one hit!  I cheated a RJ for her first Df flip then an 11 but Mei did 4 moderate damage then pushed the Handler back into Hazardous terrain and did another 4 to kill her - ouch!  Mei was mostly irritating otherwise but on turn three Kang and Johana also discarded Imbued Energies to get engaged with Sonnia.  Mick won initiative next turn which allowed Johana to Deliver a Message.  My other Witchling Stalker eventually went down to the combined efforts of a Rail Worker and Metal Gamin (though there was some bad luck with a BJ damage flip in there) who went hunting the Brutal Effigy.  At this point the Pathfinder was mostly hiding so that I could try to hold the corner it was in for Interference which meant a Metal Gamin and Rail Worker could go about dropping scheme markers for Protect Territory with abandon!

The game finished with a 8-6 victory for Mick (Mick scored 3VPs for Protect, 3VPs for Deliver a Message and 2VPs for Interference; I got 3VPs for Interference and 3VPs for Power Ritual).

I'm enjoying Guild and there's more things I want to try out but the more I play Sonnia the less I enjoy her.  She feels a bit of a one trick pony who isn't particularly effective at that one trick.  The few games I've played with Perdita I find her to be a lot more flexible.  I think it partly because I've yet to really get Sonnia going so I'll definitely persevere with her some more.  I think she definitely benefits from some help with movement with makes Francisco almost an auto-take for his 5" Push.  Pathfinder's and Brutal Effigy's have definitely been my two most reliable minions so far.

I'll let Mick edit with his thoughts on his Rail Crew (or post a separate thread).

(A charitable write up there, was an interesting game, I'll add my thought's later for now here's some blurry photos... Mick)

Jonah let me deploy first, so I took cover from what I expected to be a flamey death line


Sonnia had spotted my utter lack of ranged attacks however, and just wandered blithely on


The table was pretty balanced, not too many firing lanes, not so much cover I'd be free to jog around, and one puddle of useful dangerous slime. The pathfinder is in the top right, behind the red roofed house. the git.


Couple of pics from the end of turn one, before I inevitable got too excited/stroppy to take pictures;)



Wednesday, 25 February 2015

Mick's ToMB- month 1 quick update

I have built my month 1 purchases, the Rail crew box plus one set of Metal Gamin (one of which is now a flying Wind Gamin proxy) I'm hoping to get them painted by the deadline- looking shaky and I think there may be a forfeit coming...



Friday, 20 February 2015

Jonah's ToMB Month 1 - Learning the Ropes

Sonnia has hit the table twice in the last two evenings so thought I'd report back on my early findings.  Both games have been Guard the Stash from Gaining Grounds 2015 tournament rules.  First game was very slow as we were playing the new strategy for the first time, I was playing Guild for the first time and my opponent who was also Guild was playing Hoffman and his Power Loop shenanigans for the first time.

I took Sonnia (with Cherufe's Imprint), Samael (with Witch Hunt), Francisco (with Wade In and Hermanos De Armas), 2 x Witchling Stalkers, Guild Pathfinder, Brutal Effigy, 2 x Guild Hounds

Opponent had Hoffman, Mechanical Attendant, Guardian (I think, one with the big shield!), Metal Gamin, Rail Golem, Watcher, 2 x Hunters

Schemes were Spring the Trap, Breakthrough, Entourage, ALiTS and Distract.  Figuring that Guild are pretty slow (and my crew in particular) I opted against Breakthrough and Entourage and took ALiTS and Distract.  My opponent took Breakthrough and Distract.

Ended up 9-8 to my opponent (I scored 3 for ALiTS, 3 for Guard the Stash, 2 for Distract.  My opponent got 3 for Guard the Stash, 3 for Distract, 3 for Breakthrough).

Was an odd game for Sonnia as couldn't do her blast shenanigans because of the Mechanical Attendant and because of Power Loop my opponent was able to just choose Wp5 so that I couldn't get (+) flips.  There wasn't a lot of killing though I took out the Rail Golem early thanks to Sammael and his extra damage against burning.  He was also helped by the Pathfinder doing 5 damage with a focused shot hitting his trigger to ignore armour.  Just from his card Samael doesn't look very good as he's 11SS with his upgrade and looks like he'll fall over in a stiff breeze but he was pretty effective for me this game by handing out Burning (combined with Sonnia's condition so that Burning isn't removed).  I failed to score Guard the Stash one turn when I could have easily so that was a bad mistake and one of the Guild Hounds got killed early in the second turn which messed up my plan to have them running around together dropping scheme markers for ALiTS.  I also learnt not to let Hoffman take a swing at you as he crushed Francisco in one activation.  My opponent pulled off a very nice move with the Mechanical Attendant on the last turn where he used the RJ to disengage from Samael then discarded an upgrade so that he could lose Insignificant for a turn to drop a second scheme marker to score max VPs for Breakthrough.

Second game I took a very similar crew except I dropped the Hounds for an extra Witchling Stalker and an extra SS.

Opponent had Gremlins with Ophelia, Franciois, Merris, MvTavish, Mancha Rocha, 2 x Gators

Schemes were ALiTS, Make them Suffer, Protect Territory, Bodyguard and Vendetta.  We both ended up going for Make them Suffer and Protect Territory.

Lots of killing going on this game and Sonnia really got her damage on although there was a lack of Blasts again because they were spread out.  But she took out Ophelia and Francois (in combination with other stuff) and landed the finishing blow on Mancha although the big green wrestler also did 9 damage to her from a charge which was pretty gross (and gave her Paralysed though I removed it with a Witchling) before killing off a crocodile and Blasting onto the second one.  I struggled to score MtS because my opponent only had two Minions and kept them back so I only ended up scoring once for it.  It was a mistake taking this having seen the crews as I was giving up points quite easily by having so many minions and I should have gone for Bodyguard on Franscisco (he did die but mainly because  put him in trouble, I could have protected him easily).  I thought I'd be able to take out the minions easily then score automatic VPs for him not having any in play.  Ended up losing 8-5 (I scored 1VP for Make them Suffer, 1VP for Protect Territory and 3VPs for Guard the Stash, opponent scored 3VPs for Protect Territory, 3VPs for Make them Suffer and 2VPs for Guard the Stash).

Both games were good fun though and I'm starting to feel like I'm getting a grip with the Guild.  I'm still not sure Samael is a good investment at 11SS (he seems useless without Witch Hunt and I'm loathe to put LLC or anything else on him and make him even more expensive) but I think I'll probably continue with him a bit to get used to Sonnia's crew box some more.  I also want to try out Witchling Stalkers although I need to convert some from the Female TTB figures which my FLGS didn't have in stock (but I have ordered).  I'll hopefully be playing full crew boxes + some extras against Mick who's BLOG I'm sharing soon as we're both doing ToMB.

Nevertheless I still have a 100% record with Guild right...

Monday, 16 February 2015

Jonah's ToMB2 Month 0

My friend Mick has very kindly agreed to host me on his BLOG so this is a new experience for me and I'm hoping I'm not breaking it!  For those who don't know what Tale of Malifaux Bloggers (ToMB) is you can check out the details here.  The Tale comes at a convenient time for me as I've just decided to take a break from my Ressers and start a new faction - namely the law making scum known as the Guild.  A lot of my stuff has already been purchased but I've built it all since the Tale launched and I've had a frenetic spraying session today to get them ready for painting.  I will point out now that I am going to cheat a little as the idea is to mainly focus on a single Master but as I want to learn the Guild more thoroughly I'll probably branch out into more than one (especially as lots of the things I want to include come in crew boxes anyway).  Having said that I've decided to start with the Guild's resident witch hunting pyromaniac Sonnia Criid.  I've chosen her because she seems quite easy to learn, her crew box is quite easy to paint to get my initial pledge completed, and FIRE!!!  I will be adding Two Witchling Handlers to bring my initial commitment up to the month one total of £40 (Sonnia's box is £27 RRP and I'll be converting the Handlers from TTB miniatures but based at their RRP that equates to around £40).




I've run a PLOG on Warseer before but have never done one that also focuses on gaming as well as painting so am looking forward to documenting my progress.  The commitment is once a month but I'll aim to update the BLOG every 7-10 days depending on how frequently I get games in.

Sunday, 15 February 2015

Mick's ToMb2 post month 0-

As you can see from the post above- I have a guest blogger for the next few months (or as long as he sticks around) in the form of Jonah (or Jonahmaul on the Wyrd Forum) Jonah is a long time hobbyist and friend of mine and is unfortunately much better at pretty much all wargames than me, (he does all these weird things like remembering the rules, paying attention during the game and reading FaQ's and forums to answer complicated rules queries...) however as we both wanted to do this Tale of a Malifaux Blogger thing, it seemed like a good idea to combine forces, by working on the same blog we can give each other a kick up the backside if we start to slack or miss deadlines, and it means we're guaranteed to have at least one opponent to play those all important games:)

I'm going to adding to my M&SU for ToMb, with Mei Feng as my master of purchase (I bought her at the start of the month and have so far done.. nothing, best get a wiggle on...) The starter set cost me £20.40, so I'll be adding a set of Metal Gamin to it at £12.70 for a total of £33.10, I don't want to completely overload myself painting so I'll save the other £6.90 for next month.



It says to highlight money saving tips here so I'll add something that has helped me quite a bit in recent years- doing favours. I have done a fair few favours for my local gaming store, as well as friends and local companies like Great Escape Games and Model Display products. these favours range from helping out at shows, making or fixing terrain or sculpting and painting models. Regardless of what your particular skillset is there's bound to be something you can contribute, even if it's just time, and helping other hobbyists out in your local area is a great way to source unusual bits for your bits box, or just get a few freebies (like Malifaux lessons from Dumb Luck). In this particular case I sculpted some bases for MDP a while back (these ones actually) and in return I get free resin base offcasts, which I can always fix up and saves me a ton of both money and time, I've been using the Industrial Rubble bases for my Arcanists and I have enough for Mei Feng and her boys too.

Mick

Monday, 2 February 2015

Finished at last!

Here's a selection of Photographs of the finished table at it's new home in Firestorm games, shortly before I found out that I really do suck at Malifaux! (more on that later;)



The clock above the warehouse is made from the innards of the pocketwatch I use as a soulstone marker, it does tell the time.. ish... the varnish and the hour hand have occasional issues..


the East side entrance, the smallest of the doors it does face the long quay, and so deserves it's own sign. 


The interior of the factory, complete with treadmill and chemical vats, as well as some crates and other bits and bobs of scatter terrain.




The doors onto the main street, you can just see the skeletal form of an airship through the window, the name Halifax came from the word my friend and I always got when we typed Malifaux into our phones, we had arranged a game of Halifax so often I decided to do something about it.



As well as the usual wanted posters for Malifaux's denizens, the posters contain adverts for the Guild Guard, the Star Theatre and various mercenaries services, the board inside also has shift patterns for factory workers. (many of the wanted posters feature members of my gaming group)



The view across the bridge, you can see the Toll prices from here, as well as small map of the quarantine zones and some weaponry restrictions whilst on the bridge.




a few general pictures of the boats and crane- as you can see an extra platform has been added to the base of the crane since the original photos were taken, this adds a lot more playability to the watery section and the ladders add an extra detail. the extra walkways and jetty can be moved around to change the playing surface, and there is a lot of scatter terrain around to give even more cover. 


The inspiration came from one of Toulouse Lautrec's Moulin Rouge posters for the advertisement for the star theatre, with the dancer swapped for a Coryphee, extra stars and of course a change to the wording. I use freehand rather than printing as I find it easier to blend the colours in with the rest of the board. 


Some better views of the front, the doors looked less wonky in person, ah well, can't have everything:) these doors are massive, they really are, the smaller door fits a 35mm tall model through no issues, and even my Rail Golem could skip through without bumping it's head!

I am happy to say that the feedback from the players has been pretty positive overall, even those players who initially thought it would be unplayable found it made for a good game with interesting movement possibilities, (although Dom did manage to get a grem in an almost unassailable position which I had to put measures in to prevent happening again) no crew found itself particularly favoured or hampered by the table, so all in all a good project that I really enjoyed putting together that looks great in it's new home!