#ToMB2 vs #ToMB2

Got a ToMB2 game recently against the good man GPG.

You can check out the little write-up he did here; ToMB2: First Game.

Check out his conversions using the TTB kits, loving his Cassandra work :)

But now for my thoughts, first his crew and Ironsides. I can see the potential of her, he was just unlucky dealing with a fast Von Schill turn 1 and then me winning initiative turn 2 to finish her off. But the Captain WOW I need this guy in my Arcanist crews he is very nasty and well worth a look if you havent already!

Von Schill – Beasted Ironsides (flukey it has to be said) and made a nuisance of himself. If I had realised that the mages did not have H2K and that I wasnt playing Cursed Object (spent so long jumping between taking assassinate and cursed object that I ended up setting that up instead of just killing).

Shirt off upgrade is amazing but can’t be relied on to get the Horror duels to come off.

Trunk – Used much better this game allowing one of the Trappers to heal. Could have been more useful if more Burning had been on the board. But much better use as an activation in this game.

Librarian – A great bodyguard target if she is being played in her support role. She got Von Schill up and running again and generally stayed out-of-the-way.

Trappers – As before the threat of the trapper was scarier than the actual trapper. One did manage to take an Ironsides charge on the chin

Korpsmen  - My scheme runners in these first few lists and I have to say they may some use than a void wretch depending on points. By the end of the game one had claimed 3 squat markers while the other claimed another and acted as a road block. I am finding that their 0 action is a little more situational depending on how I choose to use them.

Specialist – Still struggling to get full use out of him. I think I am using him far too defensively I need to be more aggresive. Not sure why to be honest, he doesnt seem to be working for me at the moment. I will continue to try but think he may be dropped in month 2 for something new and shiny.

#ToMB2 Month 1 – Complete

Well I have managed to do it :) Month 1 purchases for #ToMB2 are complete..


Nine models done in a month is not bad going if I do say so myself! Pretty happy how these have turned out. I may go back an add some weathering pigments to lower half of models for malifaux dust but not sure yet.

The pictures are from my phone not actual camera. I will do some better ones once #ToMB2 is done with everything I have achieved in the year!












Steam Trunk



Von Schill

VS   VS2

So what does Month 2 hold for me? Well lets just say it comes on a 40mm base and leave it at that..

Thunderbear – Mr Tannen

After the muscle we need the little mouthy one to deal with, so its Mr Tannen


Average Df but OK WP means he isn’t too bad for a 6 point model BUT he is slow and has no Cg as well (not that he should be charging). The pushes that help speed him up will be very useful for the little guy..


On to his abilities;

Manipulative – Helps keep him save, the TN is not the highest but most things will need at least a 7 to pass usually so can mean he is slightly harder to target.

Cooler – An amazing ability, which forces an enemy model to discard a card to cheat fate while near him. This will eat through a fate hand so quick. Does make him a target and also easy prey at range so be careful.

Unimpeded – He is slow but at least he doesn’t get tripped up by terrain (small advantages).

Attack Actions

Pocket Knife – Low Ml attack with low damage output. You shouldn’t be using this unless you need to shift something and he is your last activation!

Bore to Tears – A decent Ca action with OK range that does low damage but hands out the codition Bored until after it next activates. What this does is lower both Wk and Cg stats which is very nasty as it will really slow down a lot of models…It also comes with 2 very nice triggers..

  • Yawn – Mask Mask – So only needs an extra Mask but if you are trying to take out a master or Henchmen it is worth throwing a high card to get. It gives the Blocked condition which stops the model using Soulstones, which is huge lets be honest!!
  • This One Is Yours.. – Mask – This is built in and allowsyou to push Mr. Graves towards the model which in turn pays back his push as well.
Tactical Action

Leave it to Luck – His 0 action, that needs any to get off. All models close by treat Masks as having a higher number while Tomes count as being lower. This obivouoly helps anyone who likes Masks for triggers. But bear in mind that you want to activate this early. Which means unless Graves can get his right trigger then you lose part of Tannens defensive abilities in Manipulative.

So, What Brings You To These Parts…? – Another ability to really annoy you opponent as he can give himself the Chatty condition, which means no interact actions near him.


A truly annoying model that is very much different to his bigger buddy. He can in theory shut down so much of your opponents schemes/strat work that he will have a huge bullseye on him so make sure you try and protect him.

Any master will like him, obviously Lynch loves him but so will Mei Feng as well (she likes her triggers).


Big scary ghost? anyone?

Ice Gamins

Look at the little cute ice pixies…….with ice picks!!!!

Thunderbear – Pathfinder

A touch of lurking involved with this Thunderbear article as the Pathfinder hides in the undergrowth.. .


They come in with reasonable stats for their price, decent Df and average Wp and Wk. While they also have decent number of wounds which he needs considering his role..


On to his abilities;

From the Shadows – Deploy him almost anywhere to take advantage of his gun straight away.

Scavenge Supplies – Once per turn, when a model is killed close by you can draw a card and then discard a card. Which is great as stuff will die near him generally.

Attack Actions

Skinning Knife – A low Ml attack that does relatively low damage (generally he shouldn’t be using this if he can help it). One thing to not with this attack and his musket is he adds 1 to his total for each Clockwork Trap close to the target. What this means is if a max amount of traps nearby he could hit better than the likes of Lilith and LadyJ would need a lot of set up BUT possibility is there.

Hunting Musket – Average Sh attack which has good range and reasonable damage track with added blasts from medium damage up. Again Clockwork Traps help boost the hitting ability of this as well as being able to ignore them when shooting into engagement. He has the Ram built into his stat but still needs an addition suit for his triggers:

  • Precise Shot – Ram Mask – The Attack ignores H2W and Armor. This is always handy to have around especially with Arcanists and Ressers (imagine it with Kang).
  • In the Vitals – Ram Crow – Hands out slow.
Tactical Action

Set the Trap – One of his 0 actions for a 6 of tomes you can summon a Clockwork Trap, which is nice as it saves you 2 points..

Reset Trap – His second 0 action that allows you to move a Clockwork Trap a decent distance from its current location.

These are both good 0 actions but obviously it means you have limited resources with either moving or creating the traps. Could be a tough call in certain games.

So now be rude not to look at the Clockwork Trap at the same time really..

So they are cheap and you can have 4 of them around. There stats are unusual in that they can’t move (pushes/placements if a set distance are fine), while their Df is average and Wp is decent. They don’t have a lot of wounds though which is fair enough. They do however come with Armour +2 which at least helps with the low wounds.

Apart from their ability to help the pathfinder they do come with an attack Trapping Jaw which is an average Ml attack with low damage.

However they never activate if an enemy model is moved/pushed/placed within range they can attack once. This is not a once a turn thing so if enemies keep walking they will keep getting bit.

The damage is not the big thing for them however. They get a trigger on crows Clamp Shut which gives a condition Clamped on which last till the end of the next turn! If enemy begins an activation in base contact then place the trap in base contact at the end of the activation. This can be very annoying for opponent especially with something like Seamus! Back Alley as much as you want this trap is not going anywhere..

What further compounds this is the Clamp Down ability which means when enemies begin the activation in melee range of a trap they have to take a Wk duel which will require a pretty high card for anything but the speedy models. If they fail they receive slow which is nasty on top of everything else.


So between them they do work well with anyone as generally the Pathfinder can be a loner and as such doesn’t need to buff just be a pain! Which the traps boost as the are just a ball of annoying. Such a shame they are not constructs as would be hilarious with Mei Feng ;)

I have become a fan of using him with Yan Lo as anyone who has used Lightning Dance knows the traps just become a little bit meaner. But also they make excellent targets for Yan to increase his Chi with (hitting them for severe damage or them being killed by the enemy).

Plus with the various pushes and relatively easy access to focus (Shenlong, Yu, Toshiro) the Pathfinder makes his gun even nastier.

December Acoyltes

Sneaky people are sneaky….Also anyone with a gun as big as their arm deserves some respect ;)


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