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General Descriptions of Faction play-style?


Ealdwulf

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So I'm just getting into Malifaux - I'm very new. And by new I mean I just discovered this game last week.

 

I'm coming from a long history of Warhammer Fantasy/40k as well as Warmachine. I'm really intrigued by the small scale and flexibility of Malifaux. 

 

I understand the factions are a bit more "grey" than in the aforementioned game systems but I was curious if anyone could describe the different play-styles of each, or point me to a post that does so.

 

I did a forum search and only found some fluff descriptions of the factions, not the play style.

 

Thanks in advance! 

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Hey! Welcome to Malifaux!

 

This is the address you're looking for: LINK.

 

Do you have further questions? Don't hesitate to ask!

 

(Also, this might gather more attention in the New Players' Area of the forums. Perhaps a Mod can move it there? Or would you prefer to gain more in-depth discussion and thus the thread to remain here?)

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Either one would be fine. I'm pretty much unfamiliar with the system aside from the fact that it's skirmish based and card based.

 

Pull my finger seemed to have more in-depth rules and what not, which doesn't help me as much so far. Though I am sure that will be very useful in the near future!

 

Thanks for the response! 

 

EDIT: I see the faction general descriptions now! FANTASTIC :) 

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Well, I play none of those, so I won't be such a big help. One thing to consider, though:

 

In Malifaux, there are 7 Factions. Each has 7 Masters. Some of these Masters are part of two factions. A general, in-depth overview of faction playstyle is very hard to give. The playstyle varies strongly between Masters, and sometimes a Master is part of two factions.

 

For example: Ophelia and Perdita have a somewhat similar style, although one is Gremlins and one is Guild. Perdita and Lucius have very different playstyles, although both are Guild.

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I think it's really important to note that, as Dirial mentioned, the play style of each faction changes with each master. Lots of the masters then have different nuances depending on what other models you take with them. On top of this, Malifaux is less list driven than 40k. You won't write a great list at home and use it in every game. Most people eventually end up with a collection of models and build the list for the specific conditions of each game. As you can probably guess, the variables are substantial and it's really tough to generalize about the way a faction works.

My honest advice is to look at the models, read the fluff and choose the faction you like the background and aesthetic the most. The other option is to be like me and impulse buy every model you like the look of regardless of faction...

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Perhaps you could tell us what you generally like in models, lists or factions. Do you prefer long ranged attacks, or swarm lists, or fast models, or tankiness? Then we could give you some pointers. Of course, those wouldn't be very in-depth, too, I suppose.

 

Going by aesthetics is a good choice, imho. What is it that makes you curious about Gremlins, TT or Outcasts?

 

(And why don't you come over to the Guild? - recruitment comment for zFiend's pleasure)

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one thing to note coming from the systems you mentioned, malifaux isnt about the killing, you can actually still win having lost all models (saw this myself last night in a game I was watching) so its alot about building your list for the schemes and strats than traditional list building.

that being said I do have 2 generic arcanist lists I have been using to great effect in tourneys no matter the schemes or strats

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Gremlins are a fun faction for sure. So is TT, they have a lot of variety and differ quite a bit from most other factions with being so different and it's quite tough to counter them as you have no idea what's coming from their side. Outcasts have some very powerful masters such Leveticus, Viktorias and Jack Daw. 

 

Also there is the Rezzer faction too. ;) 

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Perhaps you could tell us what you generally like in models, lists or factions. Do you prefer long ranged attacks, or swarm lists, or fast models, or tankiness? Then we could give you some pointers. Of course, those wouldn't be very in-depth, too, I suppose.

 

Going by aesthetics is a good choice, imho. What is it that makes you curious about Gremlins, TT or Outcasts?

 

(And why don't you come over to the Guild? - recruitment comment for zFiend's pleasure)

 

Well - in the past I've been more of a shooty type guy, as I played Tau in 40k, Cygnar in WM, but Trollbloods in Hordes, which are the opposite of shooty. If I had to say what draws me most to a faction it's mostly lore and look, but I also want something to be fun of course. 

 

I guess if I had to pick a playstyle, it would be diverse. One thing I came to hate about Tau was that it was a one trick pony, and playing Empire in WHFB was nice because they were flexible. 

 

As one of you said, it's not like you can't collect other armies and the system apparently lets you mix and match, which is nice. 

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Mixing and matching is absolutely fine in this system, and pretty regularly someone comes up with a new combo or list that the whole community is astounded about.

 

Ressers and Neverborn are the only factions that are said to lack a good ranged game, but Gremlins and Guild are generally known as the shooty factions. Ironically, I think Ressers are the most comparable to Trolls in this game, with a lot of synergy, hard hitting melee and strong Minions.

 

Like Fetid said, diversity is pretty much the portfolio of Ten Thunders and Outcasts.

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Just a suggestion. I saw your small print, how fitting for a Guildie to implement fine print.. :P

 

At least us Guildies don't go rummaging in the dark recesses of the world looking for corpses.. *sigh* damn those ressers! To be fair though Gremlins as just as bad... bunch of drunkards the lot of'em!

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The more I think on it, the more I am leaning towards Gremlins. They seem fairly unique from a collection and painting standpoint - I would argue that Ten Thunders are as well. I'll likely slowly collect both with the Brew Master being a branching/unifying factor between that two. 

 

What gameplay style in another system would you equate the Gremlin Masters to? If that even makes sense to do such a comparison. 

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To give you what your asking for I'll try and sum the faction up as to the flavor of play overall.

Gremlins - are your horde style faction having lower cost models base models supported by some bigger hitters. Gremlins have very strong triggers that can also true to theme hurt them almost as much as the opponent. Gremlins aren't an overly consistent faction and can run very hot and cold. That's not to say They can't win and win consistently it's that there abilities aren't reliable. But over the course of the game enough is reliable to affect the outcome once you get used to it.

10 thunders - Asian theme. Game play wise the faction has a heavy melee focus with support shooting elements. This crew tends to run elite and may find itself out activated. It has high dmg output and play style is radically changed by which master is chosen.

Outcasts- high dmg low model count is the primary theme of the outcasts play. Featuring hard hitting masters and slightly discounted specialists that other factions are paying an extra stone 4. The outcasts play is determined by the master chosen but the game plan of high burst dmg and elite crew is common with a few exceptions. Outcasts can play the ranged or melee game very well. Features some truly unique play styles within the game

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I would probably describe Gremlins as the Malifaux equivalent of skaven in warhammer fantasy. When it all goes well they can be very effective, when it goes badly you'll end up blowing up more of your own crew than the enemy. Either way, it's going to be an interesting game.

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