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  • Posts

    • Hey Wyrdos! With Gen Con fast approaching, everyone at Wyrd HQ has been getting ready to provide you all with a great show! Even Waldo’s been helping out. Granted we have to bribe him with cookies, but still, him not causing chaos for one week is a nice change of pace. Now, let’s take a look at some of the great things you’ll be able to experience at Wyrd’s booth! There will be the usual array of core, title, and supplement boxes for your favorite Crews, and more than enough to tempt you into trying out a new Master or two… but this is also a chance to get some pre-release product, including: Product Code Product Name Price WYR23335 Factory Reset $18.00 WYR23534 Malpractice $24.00 WYR23639 Ten Gauge Ten Gallons $30.00 WYR23641 Step Right Up! $42.00 WYR23829 Slipstreamers $42.00 WYR23830 Widdershins Lane $27.00 WYR30213 Penny Dreadful: Fully Loaded - Vile Volume $30.00 Plus, the brand new July releases: Product Code Product Name Price WYR23930 Twisted Alternative - Free Hugs $35.00 WYR23831 Cayce Jones $15.00 WYR23642 Abandon Ship $24.00 WYR23438 Heartspike $35.00 The Other Side will also be here, with Allegiance boxes and Titans enough to make your opponents shake in their Stratagems! Stop by for a quick demo on some beautiful tables featuring the Kimon invasion, and pick up some of the oni hordes for your very own! Two brand new games will be here too, available for both purchase and demo: Smyle and Pocket Cats! Both are delightful and quick, so you can add a little Wyrdness to your game nights if there’s not enough time for a Malifaux game. Product Code Product Name Price WYR11102 Smyle $20.00 WYR11801 Pocket Cats $18.00   We're also thrilled to showcase our latest Nightmare Edition: Off With Her Head! This special edition brings a twisted, darkly whimsical flair to your games, featuring unique sculpts and a chilling theme inspired by classic tales. Don't miss the chance to add this exclusive set to your collection! Product Code Product Name Price WYR21446 Nightmare Edition: Off With Her Head $65.00 As always, we have this year’s special edition model: He-namatsu! This alt-Hinamatsu can be yours for free by spending $100 at Gen Con or during the Wyrd Gen Con Online Sales Event. All the fun will kick off next week, so keep your eyes peeled! For those who can’t make it to Gen Con, don’t worry! We’ll be running an online sales event from July 31st through August 7th, so you can still grab all the goodies, Nightmare Box and pre-releases included.   Do you still have some room in your Gen Con schedule? Consider learning the basics of our new game Smyle, join a game of Through the Breach, or have some fun at our Malifaux B.I.N.G.O. Our Events page has that and much more on offer for Gen Con 2024! That’s all for this week, Wyrdos. Show us how you’re planning to #PlayWyrd at Gen Con!
    • On the Constructive Criticism discord (invite here), Rosmarus asked me about dealing with summoners as Bayou.  Before I answered that, I wanted to delve into some base strategic theory for GG4.  At the moment I would argue we have a bit of rock-paper-scissors of strategy (except when certain crews can dominate multiple strategies). And so I am posting those thoughts here so share them a bit more widely. I believe we have durdle-value, high tempo, and brick strategies as the current dominant strategies.  I'll delve into each a bit. Durdle Value This is the classic summoner - they sit back and generate value.  Nekima 2, McMourning 2, and pre-nerf Asami are good examples of being able to do this at a brutal level. You can also generate value in other ways, like replacing into higher cost models or attaching upgrades. The gameplan here is that if you get some time to prepare in rounds 1/2, you will be so far ahead of your opponent on the board that they cannot keep up with you and you win the board and take control of the objectives. This strategy is weak to having its strategy-relevant models killed early in the game. High tempo This is a gameplan that tends to be very aggressive - often aiming to delete 5-15 stones of enemy models turn 1.  Crews like Molly or Neverborn are good at this style. They pick their fights and murder key scoring pieces as early as possible.  This in turn means they have a scoring advantage for the rest of the game. Ever seen me use Dead Rider to reap Archie 6 inches up the board after the enemy is done activating so I can leap and murder a scheme runner? That's an example of a high tempo play.  Often works best when you can hit and run - leaving the combat when needed so you are not trading your alpha strike model for their scheme runners. Tanky bricks This is the defensive gameplan. Create a crew where every important model is too protected to be murdered, and then just go stand on the objectives.  Arcanist, Ten Thunders, and Guild are good examples of factions that excel at this strategy.  For example, a Ten Thunders crew with several tanky models and the weaker models are protected by Thanh or Terracotta is a good example of a crew that can just go stand on objectives and fight off most attacks. How do they interact? Durdle crews are vulnerable to early pressure, so they tend to lose to high tempo crews that can start murdering turn 1. High tempo crews see their gameplan fall apart when they cannot murder key pieces, and struggle to outfight the tanky brick crews that are just standing on objectives. Tanky brick crews can't put that early pressure on a durdle crew, and then see the value generated mean that the durdle crew is better in a fight. This forms a nice rock-paper-scissors effect that we can see in the game and judge some matchups by. This of course is not the only metric - a durdle value summon crew is also going to be countered by the exorcism trigger. Some crews are just so powerful they can dominate multiple categories - Linh Ly 2 is able to dominate both as a tanky brick crew and a high tempo crew in a single game. But this basic framework can help us understand the basic matchups of the game and how we need to tackle them. If a crew we are playing is not in any of those categories, we have to ask what the gameplan is for winning. In GG4, board dominance is very important. The objectives are in relatively predictable and close locations. You can score all your points without ever crossing the centreline until turn 4. Such ease of scoring leads to dominating the board being the core concern, so that's why I think we see the above game plans being dominant.  I think high tempo might be the weakest currently, but am not sure. Bonus strategy: outscore/denial This is a gameplan that focuses on points. In M3E this can be tricky as 75% of the points can be scored on turns 4 and 5. Developing a points lead and then winning after being tabled is very rare at high level play (it does happen in games where people are just embracing their bloodlust). It has been viable in the past.  Essentially you need scoring to be in unpredictable locations or hard to reach locations. With Symbols, Public Enemies, Reckoning, Recover Evidence, etc, it was difficult to predict where scoring would happen or it was difficult to reach scoring locations. This allowed for strategies that focused primarily on points or point denial. So in future GGs look for strategies that fit this format, and then embrace your denial/scoring crews once again.
    • Hi fauxlks! We're holding a Welcome to Fauxmaha tournament in Omaha, Nebraska (somewhere in Middle America) this coming August 17th, 2024. Gaming is 10 am to 7 pm, 3 rounds of standard Malifaux. We're anticipating a range of player skill levels here, from fairly new players and people getting the rust off to podium-hunting competitors, so we're encouraging everyone to come with a mindset of having fun and encouraging each other. In keeping with that theme, we've got a "Back to School" themed painting contest to add to the prize points on offer. Light store credit prizes; the Geek Room carries some Malifaux stock as well as plenty of painting, hobby, and terrain supplies, other tabletop games, and board games and RPGs. We'll have team TO's by players (a la the MWS events on Vassal, where that system has worked well). I'll be lead TO and I'll be recusing myself from the store credit prize pool to underline a sense of fair play. Longshanks link to sign up is here; packet is attached to it via the Google Docs button on the sign up. https://longshanks.org/event/17177/ The Geek Room is located at 1215 S 180th St, Omaha, NE 68130 -- it's on the west side of town but Omaha's pretty easy cross-town driving on a Saturday morning. Hope to see you there!
    • wasnt a fan of the lack of real theme in Zipp's keyword so ive converted up the rest of them into pirates! Burt & Gracie just needed some extra bits Mancha Roja Merris LaCroix Toast Wrastlers Flying Piglets
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