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Winning Malifaux Schemes (Guild Edition)


Khyodee

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Hello guild players, this is the second half of my forum topics (see Winning Malifaux Strategies for strats) that lists what models guild players like to take for specific schemes.

 

So the idea is for you folks to post that you like to take Y model/s with X master you when you are doing scheme Z. Then give an explanation for your choice. Additionally, if you consider a master and/or model weak against a certain strategy feel free to post that as well. I'll then keep this post updated with the running list of thoughts.

 

Additionally, you will notice this list DOES NOT include mercenaries at this time. In time I may make a new list like this that is mercenary only for all factions to consider.

 

(Always) A LINE IN THE SAND

All Crews

  • Take models (Guild Hound in pairs, Watcher) that are fast and cheap to drop scheme markers
  • Take models (Death Marshal, Guild Lawyer, Guild Austringer, Brutal Effigy, Exorcist) with Finish The Job and keep them close enough to the center line to drop a scheme marker when they die
  • Take Guard Sergeant for his action Issue New Orders to move scheme markers previously dropped to the center line
  • Take Plant Evidence upgrade on models to give them either Finish The Job (drop scheme marker on death) or Plant Evidence (push 4" and take interact action at end of game)
  • Take Guild Austringer and Guild Pathfinder/Clockwork Traps and use the Austringer's Deliver Orders action to have the traps drop scheme markers.
  • Take Pale Rider for his Revel In Death (0) action to push 4" and place a scheme marker
  • Accomplish/Denial: Take Guild Guard for it's Investigate ability which lets them be placed next to enemy scheme markers when they start for quick removal (and dropping your own if you are doing Line)
  • Denial: Take Guild Pathfinder to spam Clockwork Traps on the center line (or hire Clockwork Traps)
  • Denial: Take Nino with other family models, then position the family models along the center line and in LOS to Nino to prevent interactions with his Spotter ability
  • Denial: Take Executioner for it's Trail of Gore (0) action to remove enemy scheme markers
  • Denial: Take The Judge for his Final Response ability (killed models drop no markers) if your opponent is using many Finish The Job models to to get his Line In The Sand
  • Denial: Take Peacekeeper for his Advanced Protocol (0) action to remove enemy scheme markers

Sonnia Crews

  • Take Sonnia's upgrade Reincarnation to summon stalkers for extra AP and bodies to drop markers
  • Take Sonnia's upgrade Cherufe's Imprint to block out enemies from the center line with flame walls (add Malifaux Child for additional walls)

Lady Justice Crews

  • Denial: Use Lady Justice's Final Response ability (killed models drop no markers) to kill any of your opponents Finish The Job models he is using to get Line In The Sand

Perdita Crews

Hoffman Crews

  • Take a Watcher and use Hoffman's Field Mechanic upgrade to give the watcher Programmed Directive, This allows for the watcher to drop two schemes a turn (first as a 0 action, walk, interact as 1ap action).
  • Take a Watcher and upgrade it with Hoffman to have Hydraulics so it can drop a scheme marker, nimble walk, and drop a second scheme marker.
  • Denial: Take a Steam Arachnid Swarm for its devouring swarm ability (but be careful of your own markers).

Lucius Crews

  • Take Doppelganger to drop markers even while engaged
  • Lucius' Guild Intelligence Aura allows all friendly models to take interacts while engaged
  • Lucius' What Lackeys Are For allows him to place a scheme maker (this doesn't suffer from interact action limitations) and then move himself and another (most likely) slower model
  • Lucius can give extra AP actions to drop markers with Issue Command and it's Subterfuge trigger
  • Lucius' upgrades Legalese and Secret Assets can be used to turn enemy scheme markers into your own
  • Accomplish/Denial: Take Lucius' upgrade Secret Assets for its action Hidden Sniper and the trigger Purposeful Strike to remove enemy scheme markers and replace them with your own (do note that you have to burn stones to hit this trigger)
  • Denial: Take Mr. Tannen with Lucius' Surprisingly Loyal upgrade to create a chatty bubble (or two with a Doppleganger)

McCabe Crews

  • Take the Badge of Speed upgrade so McCabe can use Black Flash to give reactivate to a Guild Hound first turn then use the "Take This!" ability to give it the Badge of Speed (for nimble) and another upgrade or two to push it forward and start dropping scheme markers. You will need Luna (or a well positioned second Guild Hound) to make the hound significant

McMourning Crews

  • Take Guild Pathfiners to summon Clockwork Traps on the center line and use McMourning's Injection to have them drop scheme markers
  • Accomplish/Denial: Take Evidence Tampering upgrade to make enemy scheme markers on the line at the end of the game your own or more likely at least force opponent to deal with McMourning before dropping markers

 

(Doubles) DISTRACT

All Crews

  • Take models (Death Marshal, Brutal Effigy, Guild Guard in pairs, Pistolero De Latigo, Warden) that are cheaper and tough to distract enemies and keep them locked in combat
  • Take a Death Marshal and use its Pine Box ability on a distracted enemy to prevent it from removing the condition
  • Accomplish/Denial: Take Guild Austringer and Guild Pathfinder/Clockwork Traps and use the Austringer's Deliver Orders action to have the traps push up to enemies and distract them. Enemies can't distract traps back since they are peons
  • Denial: Take Guild Austringer to use Deliver Orders action to push distracted models out of melee so they can remove the condition on their own turn
  • Denial: Take Nino with other family models, then position them along the center line to prevent interactions with his Spotter ability

Sonnia Crews

  • Take Sonnia's upgrade Reincarnation to summon stalkers for extra AP and bodies to engage distracted enemies

Lady Justice Crews

Perdita Crews

Hoffman Crews

  • Take Hoffman's Field Mechanic upgrade to give constructs Programmed Directive, allowing them to distract enemies without needing to spend its standard AP.

Lucius Crews

  • Take Doppelganger to remove distract condition while engaged if given the condition
  • Lucius can give extra AP actions to distract enemies with Issue Command and it's Subterfuge trigger
  • Denial: Lucius' Guild Intelligence Aura allows all friendly models to take interacts while engaged to remove the distracted condition
  • Denial: Lucius' What Lackeys Are For allows him to reposition a distracted model out of combat to allow it to remove the distracted condition on its turn
  • Denial: Take Mr. Tannen with Lucius' Surprisingly Loyal upgrade to create a chatty bubble (or two with a Doppleganger)

McCabe Crews

  • Denial: McCabe can use his "Take This!" action to push a distracted and engaged model out of melee so it can remove the distract condition on its turn. If the model is a minion and has already gone, McCabe can give it reactivate using Black Flash from his Badge of Speed upgrade

McMourning Crews

  • Take McMourning's On The Clock upgrade to use McMourning's AP to do interactions for your other models (if you need to keep him safe from assassinate for example).

 

(Ram) BODYGUARD

All Crews

  • Take models (The Judge, Sidir Alchibal, Ryle, Peacekeeper, Pale Rider) as bodyguard targets, due to their toughness
  • The Lone Marshall can often be an overlooked bodyguard target (especially if you include any of the previous mentioned targets) and can still be quite useful if played carefully
  • The guild has many great 6 point models (Death Marshal, Guild Austringer, Guild Lawyer, Guild Pathfinder, Guild Sergent, Warden) that are effective and can be taken in mass as a hidden bodyguard target (Note you can't take anything more expensive). Most opponents won't think you are running bodyguard since you lack a expensive tough model. Additionally you can pine box it early to protect it and perhaps have your opponent forget about it. This is especially strong with masters that focus on minions like McCabe and Lucius
  • Take Sidir Alchibal with his upgrade By Your Side and keep him near your bodyguard target to protect it
  • Take Francisco Ortega and keep him near your bodyguard target to give the target the El Mayor buff (+2 DF and +2 WP)
  • Take a Guardian and keep him near your bodyguard target so the Guardian can use his (0) Protect action to give the bodyguard target Defensive +2 (and possibly heal on a trigger)
  • Take models that heal (Governor's Proxy, Wastrel, Guardian) to keep your bodyguard target above half wounds
  • Take a Guild Lawyer for his (0) action Impassioned Defense to give the bodyguard target Hard to Wound +1
  • Take a Death Marshal and bury your bodyguard target with the marshal's Pinebox action to protect it until turn 4
  • Denial: Take a Death Marshal to bury the enemy bodyguard target if it has a low WP (this IS NOT a good tactic vs Bete Noir or Bad Juju with Eternal Fiend unless you are sure nothing will die before the round ends)

Sonnia Crews

  • Take Sonnia's upgrade Cherufe's Imprint to block out enemies from your bodyguard target with flame walls (add Malifaux Child for additional walls)
  • Take Sonnia's upgrade Counterspell Aura to help protect your bodyguard target if you are expecting to face many casting models

Lady Justice Crews

Perdita Crews

Hoffman Crews

  • Take Arcanist Assets to gain access to new bodyguard models (Rail Golem, Joss)
  • Choose a construct as your bodyguard target and take Hoffman's Field Mechanic upgrade to give your bodyguard either additional armor with Patchwork Plating or additional movement to avoid enemies with Hydraulics
  • Choose a construct as your bodyguard target and take Hoffman's upgrades Frantic Repairs and/or Improvised Repairs to heal your bodyguard target

Lucius Crews

  • Take Surprising Loyalty to gain access to new bodyguard models (Candy, Mr. Graves)
  • Take upgrade Useless Duplications if your bodyguard target is a mimic and you suspect your enemy will have many shooting attacks (vs guild, outcasts, gremlins)

McCabe Crews

  • Take McCabe's upgrade Elixir of Life to heal the bodyguard target and to use his "Take This!" action to give the target regeneration +2
  • Take McCabe's upgrade Strangemetal Shirt so he can use his "Take This!" action to give the bodyguard target (or a model near the target like Sidir) armor +1 with the (0) action "It's Glowing! Why is it Glowing?"

McMourning Crews

  • Take McMourning's upgrade On The Clock to recruit a Nurse for her Take Your Meds action and it's crow trigger to heal your bodyguard target to full. Add a Witchling Stalker to remove the paralyze condition afterwards with its Dispel Magic action

 

(Crow) Assassinate

All Crews

  • Take models with high damage output (Hunter, Executioner, The Judge, Samael Hopkins, Ryle, Peacekeeper, Pale Rider) as the primary assassins (assassination is typically easier with a ranged assassin)
  • Take Papa Loco with the previously mentioned high damage output models (and masters) to give them (+) flips on damage if Papa starts close to them with his Hold This ability
  • Take Vengence Bullet upgrade on a henchman with high Sh damage (Samael Hopkins, The Judge)
  • Take a Guild Austringer to attack masters that like to hid on their side of the table with focused Raptor attacks. The Distract trigger on the attack may also be a good option to force the master to either burn high cards to avoid the Raptor attack or to discard cards allowing for another model to go for the assassination, such as a Executioner with the Bloody Exhibition trigger (instant kill unless discards cards or soulstones)
  • Take a Hunter/Peacekeeper for the Drag trigger on it's range attack to either drag in an enemy masters or move models blocking a path to the enemy master
  • Take Francisco Ortega with the Diestro upgrade (engaged models take (-) to DF flips and Sh attacks don't randomize to Francisco) and charge him into the enemy master, then follow it up with strong ranged attacks from models like (Perdita, Santiago, Samael Hopkins, Riflemen, Guild Austringers, The Judge). Add the Vengence Bullet upgrade to the shooting model if it can take upgrades for additional damage
  • If the enemy declares Resurrectionist (especially if you expect Molly or Tara who are undead masters) take an Exorcist for his Banish to Oblivion trigger on the Symbol of Office attack which can instantly kill undead and spirits
  • If the enemy declares Resurrectionist (especially if you expect Molly or Tara who are undead masters) take The Judge for his Bound by Law action that does high damage to undead
  • Accomplish/Denial: If the table has firing lanes good, take 2-3 Guild Riflemen to threaten a range kill on their master (the enemy master will likely not give you many clear shots, but this can often force your opponent to play more cautiously/cut off specific routes on the board). Add Captain Dashel for his "Ready! Aim!" ability that allows the riflemen to focus for a (0) action
  • Denial: Take a Witchling Stalker for its Dispel Magic action to remove condition off your master (this is very important vs masters like McMourning and Hamlin)
  • Denial: Take a Guild Lawyer for his (0) action Impassioned Defense to give your master target Hard to Wound +1
  • Denial: Take a Guild Lawyer for his Special Damages action to stack the Fees condition (the model takes damage equal to Fees condition for each attack it makes) on enemies models with high damage output
  • Denial: If the enemy has primarily melee models, take Guild Pathfinders that can summon Clockwork Traps near your master with the (0) Set the Trap action and force your opponent to remove the traps before they can get to your master
  • Denial: Take Sidir Alchibal with his upgrade By Your Side and keep him near your master for protection
  • Denial: Take Francisco Ortega and keep him near your master to give the target the El Mayor buff (+2 DF and +2 WP)
  • Denial: Take a Guardian and keep him near your master so the Guardian can use his (0) Protect action to give your master Defensive +2 (and possibly heal on a trigger)
  • Denial: Take models that heal (Governor's Proxy, Wastrel, Guardian) to heal your master
  • Denial: Take a Death Marshal and bury your master with the marshal's Pinebox action to protect it when threatened

Sonnia Crews

  • Take Sonnia's upgrade Cherufe's Imprint to block LOS and access to Sonnia. Add a Malifaux Child for additional walls
  • Take Sonnia's upgrade Counterspell Aura if you expect casters targeting Sonnia

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

  • Executioners are great for bypassing masters with defensive triggers and are a strong option with McCabe giving them the upgrades Elixir of Life and Strangemetal Shirt with his "Take This!" action to counter their squishiness. Add a Guild Lawyer for his (0) action Impassioned Defense to give the Executioner Hard to Wound +1

McMourning Crews

  • Executioners are great for bypassing masters with defensive triggers and are a strong option with McMourning's because of his ability to take a Nurse (via McMourning's On The Clock upgrade) to counter the Executioner's squishiness. Nurses do this by healing the executioner to full wounds with her Take Your Meds ability using the crow trigger. Add a Witchling Stalker to remove the paralyze condition on the executioner (from the nurse's action) afterwards with its Dispel Magic action and a Guild Lawyer for his (0) action Impassioned Defense to give the Executioner Hard to Wound +1

 

(Tomb) PROTECT TERRITORY

All Crews

  • Take models (Death Marshal, Guild Lawyer, Guild Austringer, Brutal Effigy, Exorcist) with Finish The Job and keep them 6" out of your deployment zone and near friendly models to drop a scheme marker when they die
  • Take Plant Evidence upgrade on models to give them either Finish The Job (drop scheme marker on death) or Plant Evidence (push 4" and take interact action at end of game)
  • Take Guild Austringer and Guild Pathfinder/Clockwork Traps and use the Austringer's Deliver Orders action to have the traps drop scheme markers.
  • Take Pale Rider for his Revel In Death (0) action to push 4" and place a scheme marker
  • Accomplish/Denial: Take models (Death Marshal, Brutal Effigy, Guild Guard in pairs, Pistolero De Latigo, Warden) that are cheaper and tough to defend your scheme markers and to swarm enemies markers
  • Denial: Take Guild Guard for it's Investigate ability which lets them be placed next to enemy scheme markers when they start for quick removal
  • Denial: Take Executioner for it's Trail of Gore (0) action to remove enemy scheme markers
  • Denial: Take The Judge for his Final Response ability (killed models drop no markers) if your opponent is using many Finish The Job models to to get his Line In The Sand
  • Denial: Take Peacekeeper for his Advanced Protocol (0) action to remove enemy scheme markers

Sonnia Crews

  • Take Sonnia's upgrade Cherufe's Imprint to block out enemies from your scheme markers (add Malifaux Child for additional walls)
  • Accomplish/Denial: Take Sonnia's upgrade Reincarnation to summon stalkers for extra AP and bodies to drop and remove markers. You can also swarm enemy markers and outnumber their models to prevent points

Lady Justice Crews

  • Denial: Use Lady Justice's Final Response ability (killed models drop no markers) to kill any of your opponents Finish The Job models he is using to get Line In The Sand

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

 

(Mask) BREAKTHROUGH

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

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(1) CURSED OBJECT

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(2) OUTFLANK

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(3) PLANT EVIDENCE

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(4) ENTOURAGE

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(5) VENDETTA

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(6) PLANT EXPLOSIVES

All Crews

  • Take models (Death Marshal, Guild Lawyer, Guild Austringer, Brutal Effigy, Exorcist) with finish the job and charge them into a group of enemies that have to deal with it. Upon its death it will drop a marker for plant explosives.

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

  • Lucius' What Lackeys Are For can be used to after after charging him into a group of models to place a scheme marker, move Lucius to safety, and then place another model to try and prevent the enemies from moving away or removing the marker. (Additional benefit if the model is a minion and Lucius hits with his red tape trigger).

McCabe Crews

McMourning Crews

 

Plant Explosives:
Deathmarshal
Lawyer
Exorcist
Lucius
Austringers

 

(7) MAKE THEM SUFFER

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

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(8) DELIVER A MESSAGE

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(9) TAKE PRISONER

All Crews

  • Take Guild Lawyers and Stack the Fees condition (with Special Damages action) on the target model (which ideally is a hard hitting or important model) to discourage the enemy from attacking with it. Then engage it with a ideally cheaper/tougher model that your opponent wouldn't find worth attacking.

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(10) SPRING THE TRAP

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(11) MURDER PROTEGE

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(12) FRAME FOR MURDER

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

 

(13) POWER RITUAL

All Crews

Sonnia Crews

Lady Justice Crews

Perdita Crews

Hoffman Crews

Lucius Crews

McCabe Crews

McMourning Crews

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When I play Chuck, I take a Watcher, and dedicate its first few Turns to Line in the Sand.  It gets even announced ALitS for free, pretty much, and after it gets Programmed Directive (I usually want Hydraulics for something fightier), it can crank out centerline schemes nonstop.  If my opponent wants to dedicate resources to tracking it down, let them!  Watchers are only four points, and I wasn't going to use that Upgrade anywhere else.  My perspective is that Chuck starts games with 3 VP, and acquires from there, just from this.

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Line in the Sand is pretty easy for McCabe as well.  Generally I can out activate my opponent and if I feel I have to push to get most of that settled first turn so I can focus on other stuff I will use Black Flash, Badge of Speed, another upgrade, and a Guild Hound on it.  With Reactivation on the Hound, the Badge of speed for Nimble and a 4" push, and then generally another upgrade for another 4" push, I can handle much of it in a single turn.  I generally have Luna near at hand when the hound activates for the +1" Walk that activation as well.  So it walks once thanks to nimble, drops the first scheme marker, then walks again to the next spot.  Activates a second time thanks to reactivation and drops the second marker, moves to the next spot, and drops the third marker.  So first turn 3 of the 4 markers are down.  I just make sure that the dog is within range for McCabe to get his upgrades back *and careful about any lure actions the opponent might have*.  I don't do this every time but it is always an option if I feel that I might get caught up in the strategy or something due to the enemy crew and want to quickly get the VP out of the way.

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  • 4 weeks later...

correct me if im wrong but i don't think you can drop scheme markers with a clockwork trap, even with deliver orders.

 

You are wrong: Traps aren't Insignificant. They don't activate, so the AP to do Interact actions have to come from somewhere else.

 

They cannot Interact on the first turn, though, due to From the Shadows.

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