Malifaux general, here are some useful links,
Book 1 - Basic Rules and first wave of updated (from 1st edition of malifaux) models
Book 2 - Second wave of updated models
Book 3 - Campaign system and new M2E models
Through the Breach Fated Almanac - Basic rules for the RPG set in Malifaux
Through the Breach Fatemaster Almanac - GM stuff for the RPG
Does anyone actually play the RPG?!
Also has anyone tried the shifting loyalties campaign system? I want to get one going around here using Rusty Alyce + Obliteration things to make a Tara crew.
I actually just started a Shifting loyalties campaign.
So far I'd call it good since I lucked into slapping pneumatic legs on Taelor.
I'm at an impasse as to what to add for next week though.
So far my crew is
Void Wretch x2
I'm debating between Friekorps Trapper or Hans.
My master I'm going to add at week 4 will probably be Von Schill.
I'm looking to run the rpg.
That being said the fate masters almanac is pretty lacking when it comes to comprehensive lore. As someone who only has the barest touches from the tabletop game this is an issue. I don't know anything at all about the cult of December or Lucius for instance. I'd be worried about running a game for folks on here in fear of disappointing then with fluff inconsistencies.
From my understanding the fluff is quite dispersed, right? Fiction in magazines and such? The wikis I've run into are just tactics also. Any collected source where I can just read everything about everything (such as the lexicanum for warhammer)?
Awesome for Rasputina, really underwhelming compared to similar options for most other masters.
If you have a bunch of Frozen Heart, especially models like Acolytes or Rasputina herself who don't want to be engaged, Ice Tornado is ridiculous. If you just want a model to beat guys up, though, there are better options.
For most masters it's hard to justify that 11 soulstones on snowstorm as just a beater when the faction has stuff like H. Langston. Mind you Bullet proof 3 with the Bullet Proof 1 aura can be a massive pita against the right list, and is generally strong versus Guild.
As part of a cult of december crew his extra movement utility swings it and he pulls major weight. T1 alone he can give around 4 friendly models on the start line a 5-8 inch push up with with his ice tornado then wk himself up 6 and teleport a high value model (like the Wk 3 Rasputina) into B2B.
I guess you're paying 1SS for the benefit of turning several spare AP on a cheap minions into Focus or Defensive +1 on Collodi. Seems legit to give Pull the strings nuke a positive attack flip with all those -1AP triggers and a double positive dmg flip to boot. Better value summons late game with his Extra thread seems like just gravy honestly. But I guess don't load up on the effigies so you can actually summon one.
Ye the fluff is chopped up and spread around. As a new player I had big troubles getting any kind of bigger picture. Just from 2nd edition you have 3 books which all contain piecemeal fluff bits AND roughly 20 issues of their magazine with several stories involving major masters spread out inbetween them.
And this is before you realise you need alot of the 1st edition fluff from the 1st ed rulebooks to properly understand what's going on. I think their podcast (which can be found somewhere on their website) is dedicated to reading the old fluff. I can't stand listening to someone else reading though so I guess I'm fucked
Kind of like TT molemen. They can do the scheme marker hopscotch thing (at Wk 5 with flight), but since their jump is automatic and shorter ranged it's less flexible otherwise.
They've got weak regen instead of armor, which is a point against them, but they can also nuke enemy markers which is a pretty big deal for a scheme runner.
I've heard people speak very highly of Jack Daw, apperently he's (supposedly) one of the stronger masters in the game.
Never seen him or played him though but I'd guess Rusty Alyce (who in this case you should make Tormented and push her into rapid fire range) and rat+wretch activation control are great... like with all outcast masters.
I've run him once and it was pretty great. I just took the box with a Convict Gunslinger, Nurse, and a Papa Loco against a Hoffman crew. The gunslinger got tormented and I moved him into rapid fire range where he proceeded to shoot 4 times and RJ damage on the Peacekeeper. JD himself flew up and slapped Hoffman with drowning injustice and Peacekeeper with firing squad, shutting them down.
The guilty and montressor didn't impress, but JD was a blast.
Dilemma: I want Nurses for Zoraida and Jack, but I'm not hugely interested in Ressers. It's probably still a better deal to grab McMourning's crew, but then I'd feel like I should play him rather than let him gather dust....
Completely new to curew creation. Have no idea I should prioritise. Just sort of went for models I liked. Anyone wanna give me a crash course?
Guild Crew - 35 - Dustup
Lucius -- 4 Pool
The Scribe 
Captain Dashel 
Guild Guard 
Guild Guard 
Guild Lawyer 
Guild Rifleman 
Guild Rifleman 
I wouldn't take more than one or two Guilty. They're okay scheme runners with their push, and one is nice so Jack can copy its Share Guilt action to make your favorite beater tormented, but after that there's better stuff.
Notably on the scheme runner front, both Greed and Pride from the Crossroads 7 are pretty good. They've got Wk 6 and their Df triggers and once-per-turn abilities (and Greed's aura) are really punishing against other scheme runners, since those will often be low cost models that might not be worth losing stones or cards to save.
Lucius likes a lot of minions but he is still limited by his AP.
I want you to first start with minions giving you a good handle on their abilities without being overwhelmed with too much stuff.
Furthermore most of Lucius abilities make more sense when you played your first game, as you'll learn how important objective are.
When you have played your first game (do read the focus rules and it's interaction with rifleman beforehand), go ahead and add Legalese and Secret Asset to Lucius and Expert Sleuth to Darshel providing more actions, 0 actions and some tricks with objectives.
Upgrades are usually worthwhile to look at granting new playstyle and more abilities.
Legalese Is a upgrade focused around the obectives and giving him some immunities.
Secret Asset gives you a ranged attack with grows stronger through scheme marker.
Secret Objectives would give you a melee but does requires a lot of scheme marker.
Suprisingly Loyal is a fun upgrade giving you access to more models ranges and a fun trigger but not recommend yet, unless you have frame for murder on the table and want to pull something fun off.
Useless Duplications might be good if you get shoot or charged off the table too fast.
Watch My Back is good for hitting hard but not required for your crew.
I'll talk about the general upgrades later.
The Dreamer can be played two ways (or more accurate can be focused two ways; as a summoner he might still use the Lord). Either you play him as a support summoner, summoning shit, healing them and fasten them and paralyzing Targets. Or as a fighter making use of Lord Chompy Bites, messing with other models and a stronger focus on paralyzing. (Widow Weaver goes good with him with her WP decrease)
His playstyle focus around mobility, support through healing, buffs or summoning and paralyzing with some opportunity to release Lord Chompy.
For thematic Expansion I'll recommend Widow Weaver for WP decrease and the Teddy for beatstick and another summoning option, otherwise Lelu and Lilu or Insidious Madness are also thematic.
Now to your question.The summoner dreamer can summon Nightmare models which you in this case don't have hired so he works well with rando.
In the other case you might be inclined to hire Nightmare but his support Action which can target minion and Nightmare, cost 1 AP so he'll can max only support three times per turn while his awesome heal heals anyone.
Expansionwise he supports most things good with his abilities but he and his thematic crew focuses on Nightmare and minions.
Get a Teddy/Widow Weaver (Lelu and Lilu/Madness if you prefer them) and play some games at 35 points usually with some experience you'll know what you enjoy
And don't forget Stitched Together! Gamble Your Life is a great attack, and their Hard to Wound + Reactivate combo can be really mean when Dreamer is providing healing.
I have a feeling they (misstakenly or not) feel that spacing out their releases makes it much easier to keep people's interest for longer while at the same time not overwhelming the player base.
I personally feel the sweetspot is somewhere between wyrds and gws schedule.
i actually feel the release schedule is not planned by marketing but rather due because they have different people working on different things at the same time.
Another reason for this is actually the wide range of different models they put in each book.
I agree with you both really I mean I can only imagine how many teams they have to have work on the different factions . As well as models focused on the rpg it's definitely a big undertaking. So yeah now that I look at it, it does make sense why wyrd takes a bit.
Trapper is probably a better investment than Hans early on because A: he's cheaper, and B: he can shoot at enemy masters without the enemy being able to just say "nah".
You've got kind of a strange build path though. You picked two henchmen that don't really support each other to build into a master they don't have any real synergy with. If it was me, I'd look at the Viks or Tara to build out of that crew, because that's synergy you've already got (Aionus to Tara, Taelor to Viks). Von Schill wants a crew full of dudes with the Freikorps characteristic, and you'll have at most one of those going into Master week.
Master week is going to be week 4, We just finished up week 1 and are going into 2.
I do have enough scrip to hire a Trapper and a Friekorpsman at the start of week 2.
My build path is strange in part due to necessity, and the other part due to ignorance. I only have Viktorias and Von Schill boxes, plus Vanessa, Convict Gunslingers, Void Wretches, Aionus, Hans, and Desperate Mercs
I'd go Viks with that spread, personally. You have a lot more easy support built in to your existing lists, and Freikorps can fit in anywhere. Von Schill really needs a list built just for him, while the Viks really just want Student of Conflict and Vanessa to do their murder thing.
Reposting best stories.
Also who is the judge? For a while i thought the governor was the judge due to an one-off remark.
What happend in the old book?
My personal list:
Attached is the Event fluff which led to Tara being Outcast/Ressers
Start with 9 and Pretty or all of Issue 12 (inside here is also Barbaros).
I recommend 11 with Bayou Bash, 6 with Formaldehyde Night or 14 with Boozed In The Bayou for a laugh
For more serious stuff 12 with letters of the Breach.
Something about Molly in 7 is also top.
Issue 5. Assassin's Ball is quite good too and Features Lucius and guild politics.
If you like Bittersweet and cliches Issue 11 with the Nature of Souls is also good.
Added Issue 13 has Storm Garden, a cool Ten Thunder Story and a cool guide to painting Dawn Serpent
Issue 5 has a great tutorial for Misaki. Check it out.
Lastly th valentine issue has a great lovestory.
Well I took my sweet time to respond.
If you have any question go ahead and ask, even though I am drunk I'll try to respond within the next two hours.