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  1. Hi everybody, I am a long time lurker, first time poster in these forums. Although I discovered Malifaux already some years ago - and have been thrilled by the fantastic miniatures as well as the unique fluff/background ever since - my gaming experience is very limited, in particular since third edition has been released. Now, since I finally could convince my wife to give Malifaux a try, I thought to introduce her to the game with the help of "Tricksy McGee's Malifaux Mayhem" which I have found here at a different subforum some time ago. My wife chose the Mah Tucket Crew box as her starting point and I would like to ask the experienced players for a balanced opposing crew. Since I got a little nuts about the beautiful miniatures produced by Wyrd, I have quite a large number of crew boxes to choose from: Nellie Cochrane Sonnia Criid Pandora Lucas McCabe Mei Feng Catelin Abernathy (aka Hamelin) the Viktorias Tara The idea is to use just the miniatures from Mah Tucket's crew box and one of the above crew boxes - no additional miniatures, no matter how reasonable - in a step-by-step way, starting with the identical minions first, then adding the henchman and finally playing with the complete crew box. What do the Gremlin experts think? Which of the above crews is a balanced choice against Mah Tucket - preferably giving a slight advantage to the Gremlin crew 😉? (I am almost sure not to take Pandora's crew because of the Incorporeal ability of the Sorrows which makes the Pit traps markers of the Bushwhackers quite useless…) Thanks in advance for sharing your wisdom with a clueless!
  2. Where: Game Shoppe 4014 N 144th st Omaha, Ne 68116 402-991-8699 When: Jan 6th to Jan 27th Time: Classes start at 6:30pm Tuition fee: $10 Are you confused by the term “double negative flip”? Are you unsure how much damage you take if you have Burning +5? If you opponent declares Shenlong, do you think you will have an enjoyable game? If you said yes to any of these questions, then you need to join The Malifaux University for higher learning to gain the knowledge needed for today's games of M3e. Learn about crew selection, scheme choices, and about your opponent's crew. Each week will focus on the 4 main strategies and all that goes with preparing for that game. At the end of the semster, the students with the highest GPA will win prizes of their choice to help with their journey in Malifaux. There might be some other prizes up for grab as well, so focus on your studies. Sign up today. To sign up, you need only pay the $10 tuition fee at the start of the league and enroll one crew starter and one keyword box to use for the league. You will only be able to use these models, so choose wisely. You may enroll a starter box from any edition and models will be based on that starter box.
  3. I am totally new to Malifaux and looking for advice how to approach the game as a beginner and also how to approach it from a Mollys crew perspective. What are the main bits of advice you’d give to a beginner about the game and also about Mollys crew, their synergy and strengths and weaknesses? I have purchased the pirate themed Molly crew, Rogue Necro, Effigy, Crooligans and the Death rider – I will be proxying Archie until I can get a hold of one as he’s hard to find!. I like the idea of playing a small elite crew but not sure how realistic this is with a core of Molly, Necro Machine, Archie, Rogue Necromancy. I like the idea of some big imposing models an elite core and then I will add Crooligans and Rabble Risers as required maybe Death Rider if SS allow. One thing I am not fully up to speed on and have not found much info on is how to affectively place the upgrades on the crew but I assume this will be come more clear to me the more I play? First game Friday at 40ss I’m going with this crew… Molly Necro Machine Archie (proxy) Rogue Necromancy Effigy (or crooligan) Death Rider Crooligan Mostly based on rule of cool and the models I have from me2 Any help or constructive criticism would be welcomed Thanks
  4. Last question for now 🙂 I have no mini's at the moment and am looking for two crews so my daughter and I can learn the game. I want Molly - Resurrectionists and she would like to be Mei Feng - The Ten Thunders. The question is can we get the box sets and play or do we need more mini's to be able to play properly. We will be getting more mini's over time but looking for the bare minimum to get started and then we can work on loading up on options. I also have to paint everything so getting stuff over time helps a lot with my sanity
  5. I have read the 3e rule book PDF and was looking at some website making a what i need to buy list and i noticed Faction Packs which are not listed. I just want to double check on if i need these. My understanding is that the faction packs are the upgraded stats, ect. for the new rules for each faction if you are using old models. So if i am buying the models in the next week or so, do i need the corresponding pack for each faction i decide to get? or will they come with the new ones in the box? Just want to make sure i have what i need to play without spending too much to start with. lol
  6. I have nothing and am looking for a good place to start. I read on another post that for a 3 x 3 game area you should cover a 3rd with terrain, is this a default amount or is there advantages/disadvantages to less/more. Going to get a cobblestone mat with the 3e markings because i am going to need all the help i can get but where do i start on buildings and such. Is there guide line of "must haves" and then "nice to haves" to make the game playable or can i just wing it? I will be making some bits no idea how far my skills will take me but crates, walls and such should be within my abilities to start with. Many thanks
  7. Hi all, Malifaux made its way to the very southern Germany, not far from the border to Austria. After growing the community a bit i decided to take part in the henchmen Programm and here we are. If you are interested in the game, let me know it: Write an email rtc.verein@gmail.com or contact me via pn and we will find some time where i can Show you the game. We have some very nice Club rooms in Georg-Aicher-Straße 4 in 83026 Rosenheim where i usually play but im very flexible with the location cause of own Terrain and gaming mats. I usually Play during the week from 8-17 but as mentioned, we will find the right time for both. Greetings, Leo
  8. So in our club we just started to try out Malifaux. Were still on Crew boxes with Little changes here and there on 35 Stones. So the first two games of Ressers vs my Neverborn where totally onesided. First game Lilith, standing behind LOS Blocking Terrain teleporting terrortots in Exchange for his key models, so he killed some tots and i killed McMourning and Sebastian and still had all my big bad beaters. Second Game was Pandora/Box, Strategy Turf War. Pandora and her Sorrows, Poltergeist took the Center of the board. To stay relevant in the Strategy he charged his melee models in, killed one sorrow. Pandora started bombing away killing McMourning and damaging 4 other models at the same time. Mood Swing + Candy permaparalysed his Flesh Construkt. He had Nothing he could do an conceded on the end of turn 2. This onesinded games are no fun for either Player, so the Question is how to bring the Fun to the game. Is McMourning just bad as a starting Master? He is right now considering to switch to Nicodem as a new master, that any better? Is McMourning just very bad against Neverborn wo seem to beat him at his own game? Is 35 Stones not enough and we should hurry to get to full 50 Stone games? His list was: McMourning (Moonlightting) Cashe 6 Sebastian (Those are not ours) Chihuahua Flesh Construct Nurse Crooked Man Necropunk Seemed allright to me but on the table it just didn´t wort out. So please help us to get fun into this game, we really want to love it, but it is hard this way.
  9. My fiancee just finished painting her Collette crew (looks amazing btw) and she's excited to get her first game of malifaux in. She's worried about being destroyed in her first match. Mainly because it's with me and we tend to get really competitive when we play games together. Any advice for what she can play to do well? Ill be playing gremlins (I'm soloing Ophelia) so if you have any advice against them that would be good also.
  10. Servus, Am 01.02.18 starten wir unsere erste Malifaux-Liga. Diese richtet sich an Anfänger und Profis. Gespielt werden 3 Runden in 3 Monaten mit steigender Punktezahl. Es gibt keine festen Pairings, jeder kann so oft mit jedem spielen wie er will. Die Details findet ihr hier Wenn ihr Interesse habt schreibt mir einfach eine PN oder schaut einfach im Playground vorbei Ich seit herzlich eingeladen und ich freue mich auf eure Teilnahme Euer, Space_Monkey
  11. Starting on Saturday January 20th at 12pm, Knight Watch Games (https://www.knightwatchgames.com/) will be hosting a Malifaux beginner friendly Rapid Growth League. Per the rules (as shown in the Organized Play pdf in Wyrd's resource section), the league will run 4 weeks, with each week starting on Saturday afternoon. If you can't make it to League Night (day?) you have the rest of the week to get in your game. This is an achievement based league, so you get points for playing, points for painting, even points for buying stuff at the store. So, you don't have to win a lot to be victorious, you just have to be the most active. Entry fee is $10, which will go towards store credit prizes at the end of the league. So, declare a faction, grab the stuff you want to play (and hobby on) and join us! More information can be found here: https://www.facebook.com/groups/1524482484548081/
  12. Hallo zusammen, unser Club die Feldfürsten startet am 10.06.17 eine einsteigerfreundliche Kampagne. Ihr könnt natürlich auch noch nachträglich einsteigen, ihr seid jeder Zeit willkommen Wenn Ihr Interesse habt, gebt uns hier bescheid. Weitere Infos: http://forum.feldfuersten.de/viewtopic.php?f=20&t=201 Die Highlights: http://forum.feldfuersten.de/viewtopic.php?f=20&t=260 Unser Club: http://www.feldfuersten.de/ueber-die-feldfuersten-e-v/
  13. New to Malifaux, and new to this forum! And that of course means I'm full of questions! But first some background: I have managed to rope some friends into playing both Malifaux and Infinity with me, if I supply both sides of the fight. I see this as a win-win, as I get an excuse for some hobby expenditure with the added motivation that I'll have an opponent ready once the figures are ready! Recently, I got to actually play a few games of Malifaux using the starter box and its two 4-man crews. I was hooked, and I want more. While I do want to just grab whichever Crew looks the coolest, I do want to keep in mind that I'm actually looking to get two Crew boxes. Not only that, but optimally I want two Crew boxes that would result in interesting games when pitted against each other. Any recommendations on two (or more) Crews that are newbie friendly and that could give interesting games when pitted against each other? I want the sessions I can get out of these Crews to really sell the game of Malifaux to those that I invite over to play. Cheers!
  14. First off, I want to say that I'm not all-knowing and I'm writing this to help out some friends who are having a bit of trouble with the difference between Malifaux and other wargames. If you want to offer some insight, I'd be glad to read it! Second, I know that @Rathnard put an article similar to this in Wyrd #8, but it was... well... it's obsolete now, and I'm not here to heckle another man's writing, particularly when it served as a foundation for my own work. I just felt as though a more organized method of evaluating a model would help players understand what category it fits into and when to use them. Anyway, off to the body of this thing! THE SEVEN ROLES OF MALIFAUX MODELS AND HOW TO USE THEM Games of Malifaux are won or lost on ignorance. Period. Luck can be a factor, as can skill, but when you see lopsided games that came down to 10-0 it was because one player possessed knowledge, and the other did not - and often, the difference between a 9-7 score can be attributed to an unfortunate moment of "WHAT?!" Not knowing your opponent's models is understandable; there are nearly 300 models in the game, each one with unique niches and twists. But not knowing your OWN models - what they are capable of, what strategies and schemes that they can achieve for you - is asking for defeat. Some people pick up the knowledge in a try-and-die way, others fanatically study podcasts and wikis and battle reports, but neither are necessary if one actually looks at a card and evaluates it logically to see which of six roles a model fits into. And I'm here to teach you how to do just that. Not only will it help you understand your own models, but using this method will let you quickly assess your opponent's models and note what roles they're likely to do... which will give you more knowledge of how the game will proceed. Five of the roles will be superficially familiar to any MMORPG player - with twists just for Malifaux - but one is unique to the game. Those roles are Beater (Removes models from the table to win), Tank (Endures damage to win), Buffer (Modifies statistics, enemy or ally, to win), Controller (Causes extra movement to win), Summoner (Creates new bodies and more Action Points to win), Schemer (Generates extra Interacts to win), and Fodder (Outweighs activation order to win). Many Malifaux models fit into several of these roles; for example, Colette can do almost all of them. She can attack four times in a round at a high Ml and decent damage track; is nearly impossible to kill if she's laid Scheme Markers properly and the opponent lacks an ability to bypass triggers; redistributes her own AP and generates Soulstones/Cards; moves friendly models around; summons Peons; and can benefit from her own aura as well as various triggers to generate additional Interacts and Scheme Markers. She's better at some of them than others, (only rarely will she take swings on models herself), but she CAN do them. Conversely, Sonnia Criid is ONLY a Ranged Beater - while she can absolutely delete enemy models, particularly grouped up ones, Sonnia struggles to do anything else aside from some highly circumstantial options on her upgrades. Each role is suited for different categories of Victory Points (Schemes and Strats), which I'll briefly touch on before going into the nitty-gritty of how to evaluate a model. They are Placing, Removing, Interacting, and Mixed. Placing VPs are earned by having models in specific locations - center of the board, edge of a table, quarter zone control, and so on. Beaters, Tanks, Controllers, and Summoners are all good for Placing VPs. Beaters remove scoring enemy models, Tanks stand their ground, Controllers move enemy and friendly models, and Summoners just outplace their opponent - and Fodder, summoned or not, can be important for simply outnumbering the enemy. Turf War and Take Prisoner are examples. Removing VPs are all about taking models off the table (permanently!) to win - the only twist is whether it's you that wants to remove the model, or your opponent. It's both sides of the same coin. Beaters and Tanks are REQUIRED for this one, all models but Schemers have a role to play in these VPs. Frame For Murder and are examples. Interacting VPs are earned by that unlisted action, Interact. Schemers and Summoners are the go-to models for Interacting, but Controllers can move models to more easily use Interacts, and Significant Fodder can simply bury the opponent in cheap AP to win. Mixed VPs require two different categories above, and are more common in the Gaining Grounds documents. Headhunter, for example, requires Beaters to kill, but also likes Schemers to Interact with the dropped heads. Undercover Entourage is both Placement and Removing (or the lack thereof). When you flip over the game's Scheme and Strat mix, mentally divvy them into the above categories and see if there is any overlap that might make your selection of models easier - if you have Reckoning, Make Them Suffer, and Assassinate in the pool, it's easy to see how you can earn multiple VPs from well-chosen Beaters. Reconnoiter and Outflank, Line in the Sand and Squatter's Rights... all similar VP conditions that certain models could easily dominate. Now that we've loosely defined which VPs go with which model roles, let's explain how to DEFINE a model's role. While this is meant as a guideline and there exist exceptions to each role, the vast majority of Malifaux models are covered herein. BEATER Beaters are raw damage dealers. and as such are generally necessary in almost any build - yes, VPs may depend on scoring Interactions and placing, but removing enemy models can deny opponent VPs, which is just as important as scoring them yourself. Defining a Beater is usually as simple as running the raw numbers. Do they: 1) Have at least one attacking stat at 6+ which they can use often? 2) Deal at least 6 damage total minimum in one activation, including Poison, Burning, free and normal Actions like Flurry and Sidearm, or Triggers? 3) Ignore any Tank abilities such as Armor, Hard to Wound, or Triggers? If at least two of the above apply, the model is a Beater. Like most wargames, Beaters fall into Ranged and Melee categories, but unlike most wargames they also may target different defensive stats, which gives a further level of definition. The reason for #3 is that some models with those may not deal a great deal of damage overall, but when an opponent has a hefty Tank on the field they are invaluable for removing said Tank. A lot of models, especially Masters, qualify for the Beater category, and in a pinch can do just that - but the difference between a Master that could deal damage or one which is dedicated to dealing damage is usually obvious and defined by how many other roles they fit into. My personal notation for these tends to go "Sonnia Criid Beater Ranged Wp" but you may prefer something different. TANK While nothing in Malifaux is invincible, Tanks are defined as models that require a great deal of AP to remove. This requires real calculus - is removing said Tank necessary for your VPs, or can you ignore it? Tanks rely on more than just raw Df/Wp and Wd to survive; the other abilities on the front and back of their cards are just as important if not more so. When evaluating a model to see if it's a Tank, look at the following: 1) Does it have at least one Defensive stat at 6+ and more than 8 Wounds? 2) Does it have reliable defensive Triggers with the necessary Suit built into one stat? 3) Can it force passive duels just to target it, such as Horror or Manipulative? 4) Does it have any kind of reliable self-healing, either through a Tactical Action or Regeneration? Suited Triggers on attacks shouldn't be counted unless the Suit is built in. 5) Does it have damage reduction, through Abilities like Armor and Hard to Kill, or Actions like Bat Eyelashes or Southern Charm? Count each one seperately. Usually, if at least three of those apply, then it's a tank - and the more that apply, the better. Exceptions can be made for exceptionally strong stats and/or upgrades; as mentioned, Colette is ridiculously hard to kill if she's been dropping Scheme Markers, and Pandora with The Box Opens is almost not worth targeting with anything less than an El Mayor'ed Perdita. BUFFER I place Buffers and Debuffers in the same category, because they do essentially the same thing: Modify printed or unprinted statistics - amount of AP, cards flipped and in hand, or Soulstones in Cache - to help you score VPs. If it helps you to divide them into two separate categories, then do so, but sometimes in Malifaux an Ability or Action (such as Zoraida's Obey) is both a buff and debuff. Defining a Buffer is tricky but possible. Can it: 1) Redistribute its own AP to other models? 2) Generate or restrict certain Actions? 3) Modify printed Statistics, either through Abilities or Actions? 4) Modify number of cards flipped? 5) Add or remove Suits on duels? 6) Modify unprinted statistics - AP generated (lowering or raising), Soulstones in cache, or cards in hand? 7) Change the number of Wounds dealt? 8) Change the order of activation? 9) Restore lost Wounds to any injured model, not just itself? 10) Remove Conditions? Any of these means it buffs, but only models with at least two or three could be called Buffers. Oftentimes they're the linchpin of a list, the combo piece that other models rely upon - and since few of them are Tanks, it means that special care should be taken in identifying and removing Buffer models. The last two numbers, #9 and #10, are especially important, as healing models are rare in Malifaux. CONTROLLER Superficially, Controllers are similar to Buffers, but with a major difference - whereas the Buffer focuses on the numbers OFF the table (stats and cards), Controllers focus on what's ON the table and where it is. There definitely is overlap between the two; Zoraida's Obey can be used as a buff (to create extra attacks) or as control (to move models around the table via their own Walk actions). However, the number of models with Control abilities outstrips the number of models with Buff abilities and do something else entirely, so it's helpful to have them in their own category. Defining Controllers seems simple, but has a few twists. Does the model: 1) Redistribute its own AP? 2) Generate any inches of movement for friendlies? 3) Generate any Terrain? 4) Remove models from the table via Burying? 5) Generate extra movement for enemies? While any model with these abilities count as Controllers, and the more the better, it's only the last point, #5, which defines the strongest Controllers - moving your own models is great, but moving enemy models is fantastic. SUMMONER Summoners create extra bodies and more AP, simple as that. The advantage of Summoners is that they trade one of their AP for multiple AP over the course of the game - if the Dreamer summons a Lilitu that has three total AP and then takes two AP to kill, then the Dreamer player is up a total of (3+2-1) 4 AP. That is incredibly important, and good players behind a Summoner can control the entire course of a game. However, while there are a lot of models which can summon, they are not equally distributed, and many of them are bound by tight restrictions that make them nearly useless. Sonnia Criid's Reincarnation Upgrade is hardly worth planning a game around, whereas Nicodem's entire game is about placing models. The most important factor is whether the Summoner can generate Significant models. Summoning such models can make many Schemes and several Strats almost trivial to achieve if used well. However, even Insignificant summons can weight a game's activation order in a short time, and help other models achieve the VP condition. Almost all the worthwhile Summoners are Masters, but there exist exceptions - the Mechanical Rider is probably one of the best models in the game partly because of its ability to generate Significant models. SCHEMER Schemers are unique to Malifaux as a wargame. While any Significant model can spend their precious AP to Interact, Schemers are defined as models which can generate extra AP that allows it to use Interacts and still perform other Actions - moving, attacking, and so on. When evaluating a model to see if it's a good Schemer, check for the following: 1) Can it move at least 4" and still have two AP to Interact, or 7" and still have one AP? 2) Can it generate Scheme Markers through any Triggers, Abilities, or Actions? 3) Can it move or remove Scheme Markers? #1 is important because that's the distance between two Scheme Markers, meaning it can lay out most of an entire Scheme's needed output in one turn. #3 is important is because removing an opponent's Scheme Markers prevents them from scoring, which is just as good as scoring themselves - and often, models which remove Scheme Markers do so in exchange for benefits, such as the Guild's Executioner. Taking a Schemer is not always necessary, even if there is a solid Interact Scheme in the pool; Controllers and Buffers can turn any model into a highly effective Schemer, and Summoners can place Significant models right where they need to be in order to Interact. In fact, not choosing one can be a solid misdirection about which Schemes you've selected. On the other hand, it's hard to argue with a Silurid's or Necropunk's ability to catapult itself across the board and do its job. FODDER Fodder models are, in essence, disposable. Fodder is vital for activation control; if you have 10 models and your opponent has 7, that lets you stack 3 models in a row after theirs. Fodder also usually have few options and are obvious in what they're doing, meaning that little information is revealed if you activate Fodder early in the turn, compared to models with lots of options that you may wish to hold back and respond to the opponent's moves. When checking the card for its Fodder potential, look at: 1) Is it 4 Soulstones or under? 2) Is it Significant? 3) Can it be Summoned? 4) When it is removed from the table, does it have any special effects? If the answer to ANY of these is 'yes', then it's Fodder - but the more yeses, the better the model is. Most of the time, Fodder dies quickly, but if activated quickly it can still do its job - especially if that job is dropping a Scheme Marker or two. Sometimes, fodder even WANTS to die, and can thus serve as further activation control: Your opponent has to target this 2ss model before it Bacon Bombs all over his face, or your opponent doesn't want to target the Performer because Colette just finished activating and is within 2". IN CONCLUSION There's a long standing Sun Tzu quote about knowing yourself and your enemy and how it influences victory. I won't repeat it; if you've read it you'll skim over it and if you haven't go look it up yourself. Besides, this entire post is a paean to that quote! Using this method is very, very simple; most experienced players have arrived at a method much like this one for judging models. This is just an explanation of the process and how to do it yourself in a highly organized fashion. I hope that reading this helps you play the game. Malifaux is a game with outstanding rules and wonderful models; but it is also crowded with highly complicated models and difficult to understand interactions. Simplifying each down to a broad category has helped me as a player, and I would like it to do the same for you.
  15. Hello Wyrd fans! I will be running my first tournament for a new but growing Kansas City area Malifaux scene on Saturday, July 17 at Tabletop Game and Hobby in Overland Park, KS. As most of the expected players are new, we will be using a few changes to the gaining grounds document to make it a more friendly and casual event. The Details: 35ss hiring pool Fixed faction and master 3 rounds with strats and schemes taken from the core m2e rulebook All rules will follow the m2e main book and the official FAQ/errata Painting not required, but highly encouraged 2 hour rounds with half an hour for lunch and a 15 minute break between rounds 2 and 3 Registration starts at 10, play begins at 10:30 $10 registration fee per player going into the randomly drawn prize pool Merit awards for outstanding play and painting Hope to see some more of the new players in the area make the trip out for a fun day of Malifaux! https://www.facebook.com/events/1762558710652274/
  16. The Armoury in is New Bedford is hosting a 4 week slow-grow league to help some of our new players get better acquainted with the game (veterans equally welcome!). Where: Games to be played at The Armoury When: Starting Wednesday, January 20th, until February 17th. New week begins each Wednesday. $$$?: entry fee is $10 Loot: Prizes based on participation! There will be store credit, weekly bingo prizes, and if I'm able to acquire one, prizes from the official tournament kits. Sportsmanship and best painted crew box will also win stuff! Structure: Week 1 is to be played with 20ss games, Henchman lead. Week 2 is 30ss, you may use a master. Week 3 is 40ss, week 4 is 50ss. You may play anything in your declared faction. Up to three games may be played per week. You get 2 points for winning a game, 1 point for tying, and 0 points for a loss. Points will be used to determine the overall winner. Bingo prizes: Each wedsday anyone playing games at the store will receive a bingo card. Bingo prizes may include paints, tokens, various malifaux products, etc. The Armoury is located at 58 Conduit Street in New Bedford,MA 02745. 774-202-0441
  17. I'd like to get some advice about two masters that have the following characteristics: 1st: Cover the Strategies between them very well (for example: I read that Tara is very good at reconnoiter but struggles with Reckoning, which master would cover that weakness?) 2nd: Use the most shared models (for example: Collette has a lot of showgirls but no one else in arcanists really uses them, that would be a strike against) 3rd: Decently competetive I am looking to build a compact 2 crew travel collection that I can use to get games in wherever I find myself. I am on the road a lot so I don't want to have 70+ models in my carry on. Right now I am thinking of focusing more on a fast master that would be good for reconnoiter and schemes, while having the second be fairly elite and hitty for turf war and reckoning. I havent got enough games in to make a informed decision and would love any help or opinions you could give. In short, I want to get two masters that can cover the game's various scenarios while using the most models in common to do it what are your picks? Some pairings I have been considering: Nico/Seamus or Nico/Molly or Kirai/Molly (Good model crossover) Dreamer/Pandora or Collodi/Zoraida (some model crossover) Hoffman/Lucius (little model crossover) Levi/Tara Most of these I've never played or played against so any help would be great.
  18. Hello again everyone. The blog is a day late this week but I wanted to spend some time talking about what to do when your game gets away from you. How do you recoup? Whats your counter plan? As always comments and suggestions are appreciated. http://malifolks.blogspot.com/2015/02/best-laid-plans.html
  19. Hi all, I have yet to have my first game of malifaux, but it looks really interesting and I love the models. What faction would you recommend for a first crew, and what box set would be the best first buy? I would personally like to pick a starter set from either the Guild or Neverborn, but I'd like a second opinion on this.
  20. Hi ! The month of May begins the beginners league of Malifaux at The Drobbit Hobby Store in Barcelona, C/ Melcior de Palau 147, Barcelona (Spain) If you want more info, please sent me a pm
  21. Hi all This is my first post on the forums, and i'm (as the title suggests) quite new to malifaux. I purchased two crews for The Guild faction, Lady J and her Death Marshals and Criid and her Witchling Stalkers (purely based on looks, i mean, cowboy Ghost Riders? who could pass them up!). I go into the game with my older brother, who bought various crews for various factions (Lilith, Mei-Feng, Rasputina and soon to be getting Freikorps). I've played roughly 6 games, a few with him, and a few at my games club that roped me into the game. I've got most of the rules down, and can play full games with little reference to the rulebook, but im having extreme difficulty actually doing well. In fact, i've not won a game yet XD. Partly due to luck, (i've pulled red joker once out of my 6-7 games, and had some awful hands at really important times ) but mostly due to the same thing every game; other crews seem to be able to do some crazy trick im just unable to counter that wins them the game. I got quite frustrated playing against a more experienced player using guild lawyers who held my entire crew up almost all game whilst Lucius sat claiming objectives (Lady J couldnt kill a 4 wound model) . I've also had a problem with Lady J been torn apart by EVERY single thing she has EVER engaged (she hasnt killed a single model yet). Quite frustrated with these dirty tricks, i've come to see my crews as no-where near as good as these tricky crews, as i just cant play them effectively enough to counter them, even when i know what they are doing sometimes. I really just need some help with general tactics and nasty combos to get me started with the crews i have, as playing is fun, but when im annihilated every game by pretty huge margins, its kinda frustrating. Everyone seems to say that The Guild are Jack of all trades, but i'm not really seeing that as a strength when i'm going up against these crews that can always seem to out trick me. If i try to out-shoot, they just move faster than me and close the gap. If i try and melee, i always fluff draws and fail to kill people (Case number 1: Lady J) Some general help would be nice, from anyone more experinced and/or tactically minded, as im signed up for a friendly malifaux tournament set up by the local henchman at my club, and if im gonna do this bad in it, i might as well take my own wooden spoon . Quite a lengthy post, but thanks in advance to anyone who can be bothered to read i and can help me XD Jordan
  22. Hey Malifolks! A beginner's question. I have Seamus, and he has the "Terrifying" ability. I'm reading the mini-rulebook, and am still confused how this process works. Could someone clarify for me? This is how I understand it so far... "enemy models must pass a TN 12 horror duel..." - which means they use their WP stat, and then flip a card, and add the WP to the flip, and if they hit a 12 or higher, then they PASS the Terrifying and don't suffer any penalties. - If they get an 11 of less, then they become "paralyzed"? Once paralyzed, they would loose any remaining action points, and basically end their activation immediately for the rest of the turn. At the start of the NEXT turn, is paralyzed no longer on that model? Should that model and Seamus still be engaged at the start of the next turn, would the enemy model then have to take another Terrifying check for targeting Seamus with a melee attack? Part 2: Seamus' card/model triggers* "Terrifying" two different ways... 1) if the enemy model ends its walk/charge/double-walk within Seamus' melee range (1") -- this would apply then if the enemy model simply lands within his melee range, regardless if they are targeting Seamus or not right? 2) if Seamus is targeted at all. Which would mean, if an enemy model is shooting or casting a ranged attack on Seamus? *I know it's not an actual "trigger", I just wasn't sure what other word to use.
  23. Hello all. I started Malifaux recently and have been devouring everything available on Pull my finger and the forums. I'm considering a Pandora list, but I'm having trouble wrapping my head around the right balance between support models and models that get things done. Sorrows seem great. Negative twists for wp duels? Sure! Insidious madness? Moar duelzzz! Negative wp flips! Bwahahaha! Doppelganger? Twice the trauma! Those models all cost a decent amount of soul stones, especially in multiples. But then what do you get to actually accomplish things for you? It seems like taking terrifying things is a good idea to force more wp duels, but terrifying models are costly as well. So what's the balance, and are some support models better than others? Is there a consensus on which beater is most efficient with Pandora? How do you deal with the fact that your opponent will out-activate you?
  24. First game - all proxies - Lady J v Seamus. Really enjoyed it, so i'm converted! took a while to get a hang of some rules - got no rulebook and the PDF isn't clear on some things, and has some things in funny places. Played half of game getting hard to wound wrong (bad for me - lost all me belles!) Didn't work out you only get one (0) actions per turn until near end. Game still felt very quick despite constant checking of rules, cards and internet. biggest query by end was this: why on the stat cards for some spells and triggers are some suit symbols greyed out, and some black? On madame i had some with one white crow, one black, two blacks, and some with a white and a black. We figured they meant a combination of with stat or with card...but couldn't work out what! looking forward to getting some figures (if i can find a FLGS that sells em) and a rulebook...plus some terraclips. Chris
  25. Hello, I'm interested in getting into Malifaux, I've never played it before and I'm about to buy my first models. Are there any open groups that operate in Auckland, NZ? I'd like to find some people who I could learn off and play with. Cheers, arachan.
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