>What is Malifaux?
Malifaux is a 28mm Skirmish Tabletop game, with a focus on completing several different objectives, while denying your opponent their objectives.
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
New Gaining Grounds Tournament Rules:
New schemes for 2016, all of which must start spooky and mysterious because reasons. On the other hand, no fucking dead schemes in timed play being on a suit so that's cool. Discuss your plans to Pigapult your way to the easiest 3 VP ever in Occupy Their Turf.
How about the easiest 3 VP ever with Covert Breakthrough and the Mechanical Rider?
I like that the interact action for Exhaust their Forces costs more if against activated models, and Show of Force is interesting but kind of favors Outcasts and Arcanists since you usually want to put Oathkeeper/Imbued Energies on everyone anyway.
I'm not totally sure on how Marked for Death interacts with buried, but that one might be really good for Tara or anyone with Death Marshals.
On the other hand, Public Demonstration and Inspection seem like total ass.
Ok so. I'm looking to bring my 35 point list up to 50 points. Looking for pointers. Here it is:
+Secret Assets 
The Scribe 
Captain Dashel 
Guild Lawyer 
Guild Rifleman 
Guild Rifleman 
Guild Rifleman 
Now I was going to take Surprisingly Loyal on Lucius so that I can take one of the following:
- 2 beckoners for moving people into line with my firing squad
-3 terror tots to avoid putting all my eggs in that one basket, mobility and scheme marker fuckery
I'm leaning more towards the second option but it would leave me with 2 left over points and I'm not sure how great that is.
Very much open to other suggestions as well.
Where is the Austringer?
Really, though, the choice between Beckoners (or a mercenary Performer) and Tots will come down to whether the strat + scheme uses interact actions (which will usually favor the Tots) or just requires models to be in the right place (which will usually favor lure mechanics).
You'd suggest an Austringer over what I said? I originally avoided it because I didn't want to paint more skin but considering that beckoners are one of the options I was suggesting...
>I'm not totally sure on how Marked for Death interacts with buried, but that one might be really good for Tara or anyone with Death Marshals.
Same "leaves play" wording as Neutralize the Leader, so I imagine it'll be just like how Leviticus gives up 2 VP in that scheme as soon as he buries himself.
>On the other hand, Public Demonstration and Inspection seem like total ass.
Public Demonstration mostly seems like it comes down to individual faction availability. It's another "station scheme" to get people to vary up their lists, and if you have decent mid-cost melee minions you're potentially getting VP for them doing what they were going to wind up doing already.
After playing for a few months, the game is solid and fun (as long as your opponent isn't some super tryhard)
But the black joker remains to be the worst mechanic I've seen in any tabletop, ever.
In almost every tabletop there's a certain degree of chance and/or playing probabilities.
Most games allow you to take steps to mitigate randomness, so you can actually strategize (boosting attacks in Warmahordes, Target Locks and Focus in X-wing, etc...)
The black joker is just "lol fuck you". There is no way to plan for it outside of planning for every duel to fail (unless you've already seen it in a given turn).
Example, I had to kill a bitch whole and the whole game counted on it. Story encounter was Arcane Ritual. I had Vanessa off the monument and on the centerline (bringing her Ca to 10) and had a 12 and 13 in my hand. I just needed at least 2 weak hits.
>first attack lands without cheating, negative flip, weak damage
>second attack, have to cheat up, straight flip, get a black joker
Shit like this happens way too often, and anyone that's played Malifaux knows it.
That's actually one of the reasons I like malifaux. Both players can just be completely fucked over by chance. It's actually the reason I got into the system. I wanted a system that I could play and basically say "I don't care who, but people are going to die" It's the reason I play Gremlins. If after a game I did not kill at least 3 of my own models, I didn't play the game right.
Its no worse (actually, better) than any other auto-fail feature in a game. Warhammer/40k's '1's to hit or wound autofail' or Dark Age's '20's critically fail' rules for example, are worse, due to the Black Joker being limited to a once per turn chance.
The Warhammer/40k ones has the weight of the number of dice in every throw keeping it from being noticeable, but Dark Age has a 5% chance on every roll to not only auto-fail, but to cause you a disadvantage.
I'm not a huge fan of auto anything on a roll, but I can see the use for it in games (especially Warhammer, where it would be unplayable to not have stuff like that in it).
In 40k the way to mitigate risk is by sheer volume of fire. One or two guys whiff, it's not that big of a deal.
Now in Malifaux if you have someone whiff it's generally a big deal.
But the thing is you CAN mitigate the risk of a black joker being flipped during a key duel where it would swing the game.
Modifying your duel to flip less cards on the attack flip (either positive or negative) to be less likely to see the BJ, attacking earlier in the turn than you might otherwise (since 1/~45 cards is better than being half way through your deck with the black joker still in it). Or alternatively stalling with your activations to flip more cards on unimportant duels if you're reaching the bottom of your deck with the joker still in play.
The reason I like Malifaux's RNG mechanic is that each player has the same collection of good and bad 'rolls' in their deck, and luck only comes into play in regards to when in the turn the bad stuff happens. It gives a chance for players to use smart tactical play to start to warp their own 'luck'.
The performer bring more to the table than her "lure" though. Don't mind me, an ability to blow up scheme markers at range and manipulative are a solid set of tools that lurers don't have.
You can plan around the black joker to a degree. It's still lot better than dice games where if you roll a 1 it's 1 and doesn't matter that the target was in 1" range and you had 20BS, you failed and there's nothing you can do. And since it's dice, it can happen 20 times in a row theoretically, while here you only have one Black in the entire deck.
I recently picked up the crossroads seven box just to paint but now i've got that sorted I'm going to be starting a Jack Daw crew, anyone have any experience of using any of the seven with him? Also any other "must haves" for him?
I don't have much experience with Collodi, but Daw and the C7 are pretty solid.
Daw's main thing is being like a reverse McCabe, he can hand out a variety of disabling curse upgrades that take a (2) action and a card to remove. He also has some good obey-like actions that only work on Tormented models, and an upgrade that lets him push Tormented models whenever they activate.
Usually a Daw crew will take one or two big beaters that you'll give the Tormented characteristic too, then fill in with C7, Drowned, Crooked Men, Guilty, or support pieces like Librarians, rats, or other scheme runners.
The Crossroads Seven are all Tormented so he can bring any of them with no merc tax, and the Creeping Terror upgrade that Tormented models can take will increase the size of the debuff aura most C7 models have. My personal favorites are Envy because his 50mm base is great for Creeping Terror and Daw's positioning tricks are nice for shooting models, and Greed because she's a good scheme runner who just dumpsters other competing runners that can't use stones.
>There is no way to plan for it outside of planning for every duel to fail
Not really true.
Neverborn have an upgrade that lets you cheat out of it. Deck manipulators like Lovely Assistant can let you spot early and plan accordingly. You could also try to bruteforce draw it with someone like So'mer.
So you're saying that because I chose Outcasts I'm fucked?
On that note, I've been eyeing other factions (notably Arcanists since Ironsides looks fun) because it seems that every other thing I run into just has so much potential in each model. Where Outcasts seem to be gimped because they're mercs.
Id ditch the beckoners for performers, they are 1 point cheaper and minions so Lucius can order them around.
Then Id ditch The Scribe, he fucking sucks and take the governors proxy instead.
No, as was explained many times, you can plan for the joker, a lot more than you can plan for snakeyes in Warmachine or enemy getting crits and you not in Infinity. Also lol at Outcasts being gimped.
>Also lol at Outcasts being gimped
Seriously. Everything I go against that isn't a cheap filler model has something akin to "can't be charged", "negative flip when getting shot at", "automatically slows when ranged attack hits", etc... They just seem to have such massive toolkits.
It just seems like they erred towards caution with Outcasts since anyone can take them.
Would there be anything against taking death marshals instead of performers? I just realised they cost the same, have some mobility tricks, have a high wp and pine box instead of a lure. What would be the downsides? Would you recommend it?
>start playing Malifaux
>love Kirai all the weeaboo spirit models
>a few guys start with me
>they can't cope with all the heals and Incorporeal damage reduction Kirai has
>frequently wipe crews while losing hardly any models, often ending with more than I started
>can tell they're frustrated and not having fun
The crews tend to specialise or excell in one area at a time. You want a bag of tricks on everything, play Ten Thunders.
If the Black joker scares you that much play Rasputina with her weird the black joker is now a red joker upgrade.
Dude outcasts are fucking broken.
Like genuinely, completely, and utterly ridiculous.
Oh you're going to nuke me with rasputina? Shame my entire fucking armoured division of people decided to wear gloves so they can give every blast marker you care to name the middle finger.
Like mathematically, Von Schill is fucking stupid. Dude stomps other people's dicks in for fun then powerbombs other leaders who thought it best to bring zombies to a shit kicking fight.
>can't be charged
Ronin have the same ability. Rusty Alyce and Hamelin have it on an aura.
>negative flips when getting shot at
Try Jack Daw's negative flips on every enemy attack and damage flip, or shoot them with Sue since he gets a free positive on every attack anyway
>automatically slows when ranged attack hits
Ashes & Dust is immune to conditions. Hamelin and Nix are *selectively* immune to conditions.
Outcasts have problems, but a shortage of tools and/or bullshit isn't really one of them.
So if I have Viktorias and Von Schill for my masters (all box contents and a few extra singles), what would be the best addition to my collection? Looking for something that would offer something they can't, scheme/strategy oriented would probably be best.
I'm leaning towards Jack Daw, but it's obviously been proven I'm shit at this game.
Actually, one of the problems Outcasts *do* have is a lack of cheap scheme runners. Most of our cheap models are either slow or just awful, and there's hardly any Leap like actions across the whole faction. One of the nice things about the large hiring pools some Outcast masters have is that you can just bring Death Marshals or Necropunks to scheme with instead of the in-faction choices.
If you're looking to play more of a toolbox, I would definitely try Daw. The Viks and Von Schill aren't bad, but they've got a pretty straightforward plan that usually consists of kicking lots of ass and then walking over the bodies to accomplish objectives.
Daw on the other hand can certainly mix it up in melee, but most of his power comes from his curses and his ability to push and obey other models (Seriously, there's like zero lures in the entire Outcast faction and then Daw comes along with his (0) push, a free push on Writhing Torment, and an obey-like move on Twist and Turn).
Daw usually likes to bring one big beater that he'll turn Tormented, one or two Guilty, maybe a Librarian because they're almost always good, and then unfortunately it's out of faction stuff like the Nurse, Drowned, Hanged, and the Crossroads Seven.
Money wise or playing?
In terms of money it's very cheap. One crew box will set you back $35 US if you're doing it right, and picking up one or two other model boxes will get you up to the 50 soulstone cost of a typical list.
Playing takes some time since most of the game is objective based and they are usually determined randomly when you start each match. Also while you have less models that many other wargames, each has a decent amount of special rules and things they can do that will take some getting used to.
So I recently got a metal Nicodem box for really cheap, and while I thought I might be able to saw off the vulture on his arm and put it on a separate base to make a Vulture totem after getting a closer look the bird is attached in a way that would be hard to remove without destroying a lot of detail.
Now I'm in the market for a totem for him. The Grave Spirit looks nice with its armor boosting, which could be fun with Izamu. The Malifaux Child also looks interesting since it has healing and could jack Nico's spells to give my undead Fast.
Having a lot of tricks up your sleeve is never a bad thing in Malifaux, but there are plenty of straightforward options available.
The Lady Justice and Lilith boxes are pretty straight forward about beating face. The Ortegas would be a good choice for shooting shit and having synergy with each other.
Is there a specific playstyle or visuals that you like?
That leaves out a solid chunk of the guild, but that gives us a bit to work with.
Lilith, Von Shill, Ramos, Mei Feng, Wong, or Ulix might be good places to look. Might also not be a bad idea to figure out which Faction you like.
Poke around here and see what might strike your fancy.
Are Gremlins pretty much just the Pixar mascot characters of Malifaux? They don't seem to be involved within the politics or have much reason to fuck with the other factions aside from being whacky and unpredictable. Unlike the likes of Orcs in warhammer and Orks in 40k they also seem to be jokes first and threatening after. I like silly, lovable greenskins as much as the next guy but they don't seem to have much substance aside from that.
Have I got it wrong or should I just treat Bayou Born as something else when my players flip it in their crossroads?
Stick with it. The Viks crew will nuclear strike anything they want but WILL die in return. Just play 10 games before you give up on them even if it does seem like you just trade kill for kill to begin with.
As someone who recently started in with Hired Swords as well. Be prepared to get your ass kicked.
Viks are bad at more strategies and schemes than they're good at and are rather difficult to use to their full potential.
Granted if the murderball gets rolling they'll chew through damn near anything.
Breaking out my Kaeris crew tomorrow, is it hugely inadvisable to start with no gamins and rely on her summoning and a Mech Rider?
At 50SS you can get Kaeris, Eternal Flame, 2 Gunsmiths, Firestarter, Rail Golem and Mech Rider plus a few upgrades.
Are you referring to the part where they briefly talk about keeping the Viks in melee to protect from ranged?
It's a 3 hour podcast, I'm not sure if I can listen to the whole thing.
All it's going to take is learning how to set up the Vik Missile, launching them into melee from something like 20" away. They're glass cannons, but when they hit it hurts. They're not great in strats that make you want to spread out, but one of the most consistent ways to win in Malifaux is prevent your opponent from scoring points by killing all his shit.
Add Vanessa and a Freikorps Librarian for healing and pew pews. Hodgepodge Effigy can provide cover and is a cheap scheme runner. Void Wretches or Freikorpsmen are nice for running off to scheme. Freikorps Trappers provide long range support. Von Schill's crew, Vanessa, and the Effigy are all great additions.
How does one set up the Vik missile?
Is it through abusing Sisters in Spirit? I know the max range of using it once is 6", do you set up sisters like a ladder and leapfrog up the table? If you do that, won't there be issues not having enough AP once you get there?
I know it's possible, but I personally haven't figured it out yet.
I've just been on the receiving end of it. It's something to the effect of using the Student and Ashes to "walk" Blood up the table and throw her into a pile of enemies so she can Whirlwind them all to death. Whirlwind gives you extra AP effectively when you can attack an entire group of enemies on each attack. With Mark of Shezuul (sp?) you ignore almost all their defensive tech.
Outcasts can also cheese out activations by using rats. I forget the exact order of operations, but it's like 10 activations and is incredibly silly.
dont know how the missile works either, but the rat trick is cool,
you hire an obidient wretch and 3 (or 2 if you want to be risky) malifaux rats. This costs 10 (or 8) soulstones, and you'll need a crow (any number is fine, though you'll need 2 if you hire 2 rats) in your hand.
First you activate each rat (make sure to keep them close together) once, then activate a wretch and attack one of the rats and cheat in the crow. This allows her to trigger Stink of Death which summons a rat in base contact with the target if the target survived.
This summoned rat should now have 3 other rats close by and when you activate it you can form a rat king.
The rat king can then as a (1) sacrifice itself to summon a rat catcher and a malifaux rat.
THEN the rat catcher can give the malifaux rat reactivate for only a 4 of any suit.
So in summary you get 9 activations out of 10 soulstones, a crow of any value and a 4+ of any suit.
The next turn you can sacrifice the wretch (if the catcher is within 6") and get 3 new rats, which can all activate and then with the 4th rat form a new rat king that can sacrifice itself for another catcher and a rat. Or just keep attacking your own models with crows to summon more rats.
The only tihng that stops this is if you flip a black joker when summoning that first rat on turn 1 as the trigger is "after damaging" or your hand is completely without crows.
It also falls apart if your opponent manages to get up in your grill on turn 1 and take out of the rats before they can form the rat king.
Which I've seen happen to my friend multiple times at the hands of sonnia with a watcher nuking them off the board, by a vik bomb, and Misaki abusing smoke bombs to move her entire crew into the enemy deployment zone in 1 turn.
My friend still swears by the rat trick, but it feels a bit too much like a Rube Goldberg machine to me.
So I've been experimenting with using Envy instead of a December Acolyte with Collete, and I think that it's definitely a viable choice with the 2016 Schemes.
For one stone more, you get
>An Enforcer (Good for Show of Force)
> +1 On moderate range damage
> +Blast w/ tomes or when close to scheme markers
>Focus for a card
Not sure if I'm going to make him a staple since he loses the (0) for dropping scheme markers, but definitely seems like a solid improvement for 1 stone.
Problems with movement, mostly. If I take both in a collete crew, that's 13 stones worth of models with a walk of 4 and an average defense. For 7 stones, I could bring a malifaux raptor and another 4 stone minion I could bring.
She's in book 2 i think. She's viktorias "real" sister. She has some decent Ca attacks and a 2ap 2/3/4 heal which also heals both the viks because she's got the "sister" subtype.
Her shtick is that if she stands on a leyline (the centre line basically) she gets +2 Ca and a suit for her attack triggers.
So can Leviticus only "respawn" twice?
Since you need the Waifs to get unburied and you can only take two that seems like it's it. Other than his make a Waif and bury himself action there doesn't seem to be another way to get more Waifs on the board.
Unlike Abominations which it seems like just get shit all over the board at every opportunity.
Any word on when Wyrd will release Jaakuna Ubume in plastic? It's basically the last thing I'm waiting on for Kirai. I would have thought they'd release her with The Drowned but apparently I can go fuck myself.
You can only start with two waif, but when he sacs himself he summons a third one. He can only get killed by an enemy and com back twice, but he can resurrect every turn if he's killing himself.
And thank god for that.
I managed to snag a metal Von Schill box for $10 on clearance. Coupled with the new print on demand thing has made things really cheap if you know where to look.
I use a Feldherr case with foam.
I'd recommend similar. Battlefoam, KR multicase, Sabol Designs, and Portable Warfare are all solid options.
Though I'd avoid buying Battlefoam if you don't like giving douchebags money.
>necrophilia is a crime
come and get me then coper
Maybe we should set up Vassal Games and do battle reports of Anon1 vs Anon2 to keep the threads more lively. Thoughts on that?
Also, It seems convict labor isn't too bad, even in interference, which i found surprising.
I'd love to do that. Despite all I know about the lore and the crew I own I haven't actually played. If it takes off enough maybe we could do newbie leagues? Seems like most of the people in this thread are pretty green.
Did you by any chance consider you are playing the Leveticus faction? Black jokers are like incredibly mild irritations for the lord of destruction that is Levy and his lovely army of undead constructs.
Glue some small rare earth magnets to the bottom of the base, then just stuck them to a metal baking tray, or in a metal biscuit tin (cookie tin for you americans out there).
You totally can fly with them.
Well, I have at least.
My 40k is all magnetised to allow weapon swapping, and I've taken them on internal flights in the UK before. Up and Down from Edinburgh to London for tournaments.
Oh? Where to? I may be wrong. I once made a doll that had neodymium magnets in it and I briefly checked to see about shipping it to the US and all sources I found showed up "no".
Yeah, but they don't actually have any way of checking for magnets in the hand luggage.
They always open up the cases to inspect anyway because they look fucking weird on xray. So I just explain that they're models for a game and the security guard let's me through because he's more interested in trying to catch people with embarrassing sex toys in their luggage.
Magnets aren't actually a danger to a plane anyway. Not unless you put them up against the console in the cockpit where they can mess with some of the electrics (potentially). In the overhead luggage, or in the hold they're perfectly safe.
The older plastics tend to be much more fiddly than the newer ones. But honestly the main problem people I know had is that they weren't using the right type of glue.
Polycement comes in a variety of strengths, and viscosities. For small delicate models like malifaux you really don't need the strong stuff, and the thinner stuff is much more forgiving as it won't obliterate detail if it leaks out of a joint like the gel based glues do.
I use Tamiya extra thin personally. Just make sure you put the lid back on the pot when you're not using it it will evaporate really quickly, which is a waste of expensive glue at best. And a good way to give yourself a headache/respiratory problems at worst.
Burying big threats, killing other threats, being able to consistently hit her really good triggers by using Reference the Field Guide from other freikorps, giving you a bigger control hand, and helping negate enemy triggers.
Hannah was overrated in my opinion. She was very good. But you could get 2 good models that do the things she did just as well for the same cost. Less eggs in one basket that way too.
That said. With the new schemes that came out a week ago now that all you need to do to count as killing a master is to bury them. Her upgrade which let's her Bury enemies makes her a lot more useful when that particular scheme comes up.
But even then, I feel just taking Tara as your master and hiring some death marshalls might be a more efficient way to try and do the same thing.
I've thought about Leviticus, but his aesthetic and playstyle don't really line up with me (if I wanted a legion of the undead I'd go with Ressers)
That and our playgroup is relatively casual and I hear Leviticus is a negative play experience to go against.
Though I have thought about picking up Levi strictly to go against our one WAAC-asshole.
She is a henchmen, who can take 2 upgrades, which is pretty good with the new schemes, Especially Show of Force.
There's a 46% chance of having that scheme in the scheme pool. Obviously you'll be hiring other models for the strategy, but cheap enforcers and henchmen have been given more incentive to be played.
Well, guess I'll be the one to keep the thread from falling off the board...
You know, I'm not a big fan of undead, but Leviticus' theme crew is one I like. Probably because the robotics mishmash they have. As terrible as the movie was, I did enjoy the half-human/half-machine style of the monsters in Virus.
Pay attention to each of your models triggers and abilities. You'll be missing what some of them do a bunch if you don't otherwise. Learning the game happens no matter what, but learning your models you have to spend time to do.
Before the Thread Dies, here's one question when someone sets up the new one. I think we could definitely up the discussion if we included some pseudo Schemes/Strategy in the OP order to spark up list building, and general approaches. Thoughts Anons?
Short answer: Put 4 scheme markers on the center line
Answer you probably want:
Put the scheme markers where your opponent will be punished for wasting their AP to remove the marker.
Comedy answer: Jack Daw and a Crooked Man to effectively drop 3 markers at once.
If you magnetize your bases, be sure to put the magnets off to one side, so there is a little leverage when you pull it. Otherwise, if the magnet is a little too strong and placed in the center, you may just rip your plastic dudeman off.
So? The gaining grounds schemes and strategies are just better than the ones printed in book 1.
If you aren't using the in ALL of your games you're playing an inferior version of the game.
Here's the thing. Levi doesn't have to run his thematic crew, but the box is worth it cause the Abominations will start spawning soon after he unleashes ungodly amounts of pain on the enemy. The beauty behind him is that you can run constructs and undead from all factions and have a list for every scenario. Usually you would need one beater at most, since Levi himself won't do schemes or support his crew, but rather molest the shit out of the enemy and spawn Abominations from their corpse/scrap markers. The rest of his crew simply runs objectives. Is he annoying and over the power curve? Yes. Is he fun to play? Yes. Can he be played in friendly games with suboptimal crews? Quite so. A negative experience is playing against someone like Hamelin. He won't straight up murder your shit, but you will claw your eyes out of boredom as he slowly but surely floods the whole board with rats and moves around in his bubble of bullshit.
It's just a frustrating grind. Your best option is always kill Hamelin to break the bubble, but he can sacrifice stolen to nullify all but the most repulsive ranged options there are in the game or alpha strike him with something like the Viks to circumvent the 6 fucking inch no charging rule. Then there's the rat summoning chain, which activates turn one and by turn two rats are supercharged to drop schemes and engaged basically your whole crew. Many masters can beat Hamelin, but if you bring a balanced crew and rely on things like conditions (which Hamelin and some of his hobos can simply choose to ignore with Nihilism), he might punish you. Hamelin forces you to make mistakes and when I picked him up I had no idea how grueling matches would become for my opponent.
Oh you can, but its tricky. Jacky has some neat tools to peel away the layers of bullshit and Hamelin's activation advantage. Jack has the ability to deliver massive post tormented beaters to the face of the rat factories and even Hamelin. Watch out for the speedy rat missiles that tend to summon killjoy and with favorable schemes and strats no matchup is really that dire. Daw's mobility just might win you the game.
Assume I'm an idiot
The meta in my local area loves crews with lots of Incorporeal/Armour/Hard to Kill/Hard to Wound, stuff like Nico/Seamus/Schill etc. What sort of stuff should I take with Levi? I find it's really difficult to reliably summon.
For example this is a typical crew, with the guy summoning more absurdly resilient shit:
Resurrectionists Crew - 50 - Scrap
Nicodem -- 3 Pool
+Maniacal Laugh 
+Necrotic King 
Canine Remains 
Crooked Man 
Punk Zombie 
Punk Zombie 
Rotten Belle 
Rotten Belle 
Rotten Belle 
The Hanged 
Well, Levi's sexy Cha attack ignores almost all defensive tech (excluding Impossible to Wound/Kill things like Seamus), but you also channel it to get positive twists and Levi get's closer to dying and popping up to murder once more where he's needed. Alice also ignores hard to wound. The abominations will be summoned all the time, since both Alice and Levi can take the upgrade. Whether or not you take Alice is up to you, but she needs something to draw her out from the fat cover you will be keeping her in to rapid fire afterwards. Any push/pull/place is good on her. I run Levi with a Mechanical Rider (because I am a massive douchebag), 4 abominations straight up for activation advantage and lots of additional cards for Levi or the Freikorps Trapper and Johan as a cheap, steady anchor. Lazarus is amazing as far as anchors go. Ryle is really nice to play around with and when Ashes and Dust officially hits us I will lose all my friends. The synergy between ashes and levi is repulsive. If you choose to hire Undead, go for the Rotten Belles to lure people for the Levi rape train and also enjoy Crooligans for objective grabbing. Necropunks can be taken with Pariah of Iron too. Lastly I'll cover why I take the 4 abominations at the start of the game and not just summon. You will get to summon them, that's a fact. But having 4 of them on turn one gives you the activation advantage and card advantage to do as you wish and then slap them together into the Desecration Engine.
Typical Levi breakfast. All defensive tech is ignored.
Also most of the time, against a Nico list like this you will be able to slingshot Levi through Ashes into murder distance of him and with the trigger of unmaking on masks (Levi is very card and SS hungry), you will kill him in a single activation and prevent further summoning. Oathkeeper loves Levi for that same reason.
So, for someone that has Viks and Von Schill boxes (plus a few other single models) would it be better to go for Jack Daw or Leviticus?
Shit I I have:
-Von Schill box
-Ashes and Dust
I'm kind of leaning towards Levi since my FLGS has both Levi's box and Desolation Engine in stock.
I will try this then I think:
Outcasts Crew - 50 - Scrap
Leveticus -- 2 Pool
+Desolate Soul 
+Oath Keeper 
Hollow Waif X 2 
Rusty Alyce 
+Desolate Soul 
+Oath Keeper 
Depends on your style. Since you have Ashes and some solid objective runners, I'd recommend Levi, but Jack is a whole different story. Levi plays more or less like a less mobile, much more devastating version of Seamus. Pop around and murder, while your crew actually plays the game to win. If you want consistency in your game plan, Levi is your guy. His recursion shenanigans are also a delight, but you also must not be an asshole about it. Jack is your typical support/control caster with his own condition shtick (tormented, curses) and thus a much better toolbox with added overall mobility. He requires you to read those unit cards really well and know the game even better. For player growth, I'd recommend Jack. He will be frustrating at first, but your grasp over the system will improve. If picking up Jack, I'd recommend Johan as a reliable candidate for Tormented to negate his weak movement, and the gunslingers would synergize well with a proper push to rapid fire safely. In the end its your call and I can recommend both Levi and Jack as great fun. Just stay away from Hamelin and people will not call you a dick.
My only problem with the list is the scramble on Lazarus. That nigga is slow as fuck anyway. Slap the 2 points to extend Levi's cache to 4 to reliably pop masters or hard things and you are ready to go. Remember To the Earth Return and plan on it's use depending on what the opponent has.
I honestly don't know how Seamus plays. No one plays Ressers in my local group.
I actually have a Johan on order, along with a Lazarus.
To be honest, I'm not sure what my playstyle is yet. For other mini games I only have Warmachine and X-wing under my belt. X-wing doesn't really translate well since it's so vastly different, but for Warmachine I played Khador and Legion.
If I were to put it into MTG terms I'm more of a Red-style player in most games.
Yay for a long term Malifaux thread!
I'm trying to play outcasts for the coming year. Last year I played Arcanists and won almost every event I played in (with a handful of 2nd place finishes, mostly due to too few rounds being played).
I'm having so much trouble getting Hamelin and Jack Daw to work. I'm used to being able to bring some crazy stuff and play a solid attrition game while still having the ability to run schemes.
WIth Hamelin, my record is okay but I've run into serious trouble with things like the ressurrectionist faction. I can keep activation control close but my stuff is garbage and his stuff is punk zombies. It's rough.
With Daw, I just end up getting almost everything killed and ending he game with Jack playing denial, hoping to keep my points ahead.
It sounds like you might be trying to run those masters in schemes and strategies that they may be struggling in? Rats shouldn't be worried about punk zombies if you're just going to use them to scheme run or something.
Levi guy here once more.
One of my regular opponents when playing Hamelin is a resser player and it all boils down to piece trading and jamming everything with rodents, while setting up your schemes and playing to the strat. Sure, Reckoning is tough, but since the guy had punk zombies, I'm going to assume the master wasn't Kirai, which I find to be one of the most annoying match ups for Hamelin.
Daw is very match up reliant, since you REALLY don't want to face straight up curbstomping crews, but much rather play a game of cat and mouse with another control crew or an elite one without condition removal.
People like Trixe Belle with her in order to cheat Initiative flips, in order to set up that bubble. If you haven't checked out Schemes and Stones or Before We Begin, both are good malifaux podcasts.
I Had a quick look through the plagued models with Hamelin to get an idea how his crew runs. How often would you say you take Hamelins upgrade which prevents blighted from being removed from enemy models with 6(/8?). It seems like condition removal kills the voracious rats engine, as well as stopping Nix's and Hamelins blighted for dmg nukes from powering up.
Also having read how tangled on the malifaux rats sacrifices ALL rats within 3' to summon the rat king, the Hamelin mirror match looks like it it would be pretty entertainingly cutthroat.
If Hamelin has an activation advantage it's not too hard to put Blighted 1 on something before it dies.
Blitz his Wretch and take that out if you really want to stop the rats. Once she's gone he's only getting rats when your stuff dies near him or a catcher, so you can keep your distance and just focus on scoring.
Probably pretty well. Outside of their family synergies they are all solid models.
There is also some synergy with Papa Loco and the Death Marshals. Pine box Papa early on, and then let him out when you see an opportunity.
Outside of Wong I see him as being another Raphael in the sense that you can toss Dirty Cheater on him and have someone who's difficult to remove for scheme running but also has enough bite to threaten anything your opponent might reasonably send his way: at that point it mostly comes down to if you prefer Raphael's burst or Jebsen's more consistent output and ability to fight at both range and melee. Crackerjack Timing is nice, but it's not such a prominent part of his kit that you absolutely must use it.
Som'er gives him a ram, lenny gives him a ram and he goes to town with absurd melee damage thanks to critical strike. And any attacks coming back his way can get thrown onto nearby gremlins, which som'er can bring a lot of with get yer bro.
That's an absolute shite list though...
He starts with nothing but models that he could summon throughout the game, has no undertaker for that sweet sweet card draw, has barely any soulstones to enable summons, and has no support pieces.
You want to bring models that can actually hurt the opponent. His core box has no options for damage output except Swilled up Moon Shinobi. Someone like Francois LaCroix or Izamu is what he wants to back up the poison game. Going all in poison means you're going to lose when they managed to pick off your models and you cant actually hurt them.
From what little I've played with him (Gremlins side) the general Brewmaster strategy falls into two camps:
-The big ol' drinking contest party bubble, which is his platonic ideal but needs a lot of things to go in his favor (e.g. strats/schemes that require enemy models to congregate, taking Trixiebelle so that losing the initiative flip doesn't immediately screw you over).
-Or, you run him mostly as a support/debuffer with his Drinking Contest aura being a secondary defensive measure. Swill is a pretty nasty debuff that can both neuter threatening models and set them up for your heavy hitters to go to town on, and you can use Pick Yer Poison to force your opponent to dump their control hand.
As other anons noted, you want at least a heavy hitter or two to keep people honest. I wouldn't go crazy on the poison either: it helps to have some additional poison support, but once people start to fail their drinking contest flips it tends to cascade pretty hard without your help.
As a last and most important piece of advice, always remember the motto and battle cry of any Levi crew out there:
"If you take my waifu, I'll take your laifu!"
Oh, there are plenty. Levi might not seem it, but he's overall a swell dude and according to Zoraida and his overall fluff will either save people from the Tyrants or the entropy will finally eat its way through his enormous willpower and he'll go mad/become a Tyrant himself. I'd argue Von Schill is a good guy, considering he might be a merc, but he has a sense of fair play, martial pride and honor and is overall someone you can safely have a beer with. There are plenty of guys is malifaux that could fit this description and are just there to do their job or make a living. The girls on the other hand...
Molly is generally pretty upstanding.
She was an investigative journalist who was murdered and resurrected by Seamus. Now she just wants to make and keep some friends.
Read the story in book 2 with her and Kirai and it's pretty much impossible to not find her ridiculous optimism charming.
If you want to learn how to play Hamelin then look up any articles/podcasts with Maria Wieland in them. She's the UK no. 1 outcast player, and she plays Hamelin pretty much exclusively.
She also has incredible themed crews. (Her Doctor Who Levi crew is my favourite, each time she kills Levi and brings him back she uses a different Doctor).
The waifs are his companions, and Ashes and Dust is the Tardis.
Jack is a force of nature. He's basically the (un)living embodiment of revenge. He doesn't really do anything apart from float around and fuck up peoples shit.
Dreamer is fairly similar in that he doesn't have any agenda beyond 'have fun with his toys'. Chompy is one of the Tyrants, and is trying to use Dreamer for his own ends, what those ends are is unclear. Aprt from the fact that it will probably be bad for everyone else on Malifaux.
It's merely an expression of my disgust. Levi might be a pervy old geezer with female companions, but compared to that autistic goofball Dr.Who hes a way more likable character. From what I do know though, the guy who is currently playing Who would easily pass for Levi in a Malifaux series/movie. I admire the intention and work put into the crew, but I resent the theme of it.
So because you don't like the theme you wouldn't let them use the crew? That seems a bit of a dick move.
I don't like the way a lot of my opponents paint their models, but I can't veto them using something just because they painted it lime green and pink.
Modelling is an art, and what's the point in art if you can't express yourself in creative ways?
I'm not the guy who wrote he'd tell them to fuck off with a crew like this. I have no problem playing against such crews since it's Malifaux and I will be facing around 10 models or so at most, that need to be remembered individually. As I said, I applaud the idea, but not the theme.
I've played against the Doctor Who crew in real life and can honestly say i had no problem remembering what was what. THere's only 8-10 things to remember.
But that's a fair point, and I can see where you're coming from I guess. Just not something that's ever been a problem for me in Malifaux with low model counts.
I have a much harder time trying to keep track of all the fucking rats, and which ones have activated, and which haven't when playing against a vanilla Hamelin crew.
Don't get me wrong, if it were just a casual game I'd let them play. Nothing's on the line and it's just two people having fun with their tiny plastic dolls.
But even if I had a long week and was tired as hell I'd ask them to please not. Since remembering them all would be too tedious.
She has a bunch of story with her beibg naive but also saving people (including making tortured souls go to the beyond)
Justice is loved by everyone as her job matters.
Hoffman might be an extreme hypocrit but he his main goal is saving his brother and his department are inbestigating disturbing shit.
Perdita might be rosemary babbies and might kill sentient neverborn (there is a story of a family of neverborn getting hunted) but to humans she is fine.
Levi, Zoraida and most of the neverborn play with fate and live of lesser people. (Also some of their action seems immoral)
Arcanist are kinda suspect so even collette pragmatism and smuggling seems non-kosher.
TT have their own ideas.
Lucius is implied to also have both a great hate for the guild but also wants to help humans.
Burt and Gracie are protecting their people and stand for everything good.
And lastly Sue is top.
The 'paint it pink' blog has some good ones.
Tea party themed Mei Feng is my favourite.
I didn't like the stock rail golem and I mainly run Kaeris anyway so I converted up this.
I like the concept, but I think the paint doesn't do the model any favours.
The flames should have a much greater contrast between the light and dark. They kind of look like rusted metal at the moment.
you're right about the paintjob, it's one of those things that I guess I need to redo at some point. I've always found flames pretty difficult to do and in hindsight kaeris was a silly choice of master to start with.
the fire gamin i've done seem to have turned out ok though, just got to do that on a bigger scale I guess.
The lone fire gamin there looks orders of magnitude better than the ones on the Golem.
Bite the bullet and redo the Golem, you've obviously got the technical skill to pull it off, and there's nothing worse than looking at a model and knowing you could have done it better.
Get Vanessa, because when she heals, then both Viktorias, the student of conflict, and any random model you give the sister characteristic ALL heal that amount.
Learn your synergies IMMEDIATELY or else you will lose.
Don't forget that your Ronin can kill themselves to give you 2 more soulstones. If they have 1 wound left, activate them to use their stuff and then seppuku for soulstones.
2nd winningest crew I have right behind Rasputina box w/ December acolytes, also my first crew ever, you can't go wrong with them.
>Can't go wrong with the Viks
As someone who has terrible problems with overextending, I beg to differ.
Lost count of the number of times I've thrown a Vik across the board, flipped the black joker, without thinking through what I would do if that happened, and then been left with my proverbial dick left hanging out for the chop.
Generally speaking, grindy crews and the Ressers overall with their attrition playstyle tend to care less about the black joker. Rasputina also has the special black joker trick and I'm almost certain Neverborn have options to cheat it.
That's a shame, I like glass cannon stuff more. My time in Warmachine was spent playing Everblight.
Maybe I should just spend all my soulstones trying to draw 2 at the beginning of each turn. Try to get the black joker in my hand.
If you really, really, REALLY hate the Black Joker, then you have a few options.
1) Play Rasputina with the Child of December upgrade, which makes Raspy count the B. Joker as another Red Joker. You can abuse this by deliberately taking shots with negative flips with Raspy to go fishing for the Jokers. Hilarious, and can actually be pulled off 1 or 2 times a game quite regularly.
2) Play Lilith, hire the puke snake, and take the upgrade that draws more cards each turn. You will see roughly 1/4 of your deck before you even start flipping cards. Then when you find the Black Joker, just hold onto it for the rest of the game.
for the most part my skintones are done with Gw Ratskin flesh, sepia wash, another coat of ratskin and then gradually adding white to highlight.
On the leftmost rail worker I painted him grey first and highlighted it with white did a watered down coat of ratskin. This was a complete fluke and i've not managed to get a skintone like it since.
Basically this. Playing outcast gives you a very cheap and steady way of drawing cards with no significant drawback. Get Lazarus and an Abomination. Activate the Abomination and nibble on Lazarus to draw a card. Activate Lazarus and simply heal the damage with his zero action.
One of the more straightforward masters in the game. She is both mechanically and thematically all about attrition, you'll solve most strategies best by killing your opponents crew before they get ahead on the scenario.