
Make no mistake, the Guild exists for one reason and one reason only. There is talk of justice and peace, but these are secondary concerns, byproducts of their primary interest. The Guild exists to maintain the production of Malifaux Soulstone above all other things. The citizens abide by Guild law because it offers some amount of protection, but no one is confused about the way this force exerts its hold over the City and its resources.
For thousands of years, sorcerers have been a clandestine and erudite group. Their concerns lay with scholarly pursuits, experiments, and arcane ritual. Rarely did their interest lay with social or political concern, except where those issues interfered with their own private matters. In such times, these sorcerers would gather together to protect their shared interest and leverage their might against the world.
There has been no greater discovery in the history of man than Malifaux and its Soulstones, and there is no room for subtlety in its production. Desperate to control this priceless resource, conjurers, magicians, and wizards came together to establish the Guild in Malifaux. This organization would bring law and order to the chaos and violence of Malifaux. Above that, they would ensure that the Breach never closed again and that the supply of Soulstones was never again threatened. Under the strict authority of the Guild, a city was made anew in the ruins of Malifaux.
Today, the Guild exists as a largely self-governing body on the frontier, far away from the meddling hands of the wizards that spawned it. Its first duty remains to the enforcement of a law that allows for maximum Soulstone production. Specialized branches have been developed to combat the unique dangers of Malifaux.
Chief among those dangers are the nightmarish Neverborn. So zealous is the Guild in stamping out the threat of Neverborn that almost anyone can become deputized as a Neverborn Hunter. The job comes with a rather high casualty rate as many deputies fail to survive even their first contact with these creatures. However, there are some who excel in this role, most notably the famous Ortega family who is credited with dozens of slain monsters.
A magic native to Malifaux, necromancy has proven to be a difficult issue for the Guild to police. The practice of necromancy allows criminals to act via proxy through their reanimated minions. This often makes it difficult to identify the perpetrator of a crime. The Death Marshals are the grim, stoic faces of final death responsible for hunting down these criminals.
While the efforts of the Death Marshals and the Neverborn Hunters are appreciated by Malifaux citizens almost unanimously, the Witch Hunters manifest the Guild's mistrust in the people they profess to protect. Common people have become empowered by the rich energies of Malifaux. These Arcanists represent danger to the Guild's establishment by practicing magics unknown and untested by Earth's ancient schools. Untrained and undisciplined, these rogue elements are as much a danger to themselves as to the general population, and many Arcanists quickly take to crime upon discovering their new talents. No citizen escapes the vigilant eye of the Witch Hunter, and in the eyes of the Guild, it is best to cut deep to remove this cancer, lest it spread.
Together, these bodies enforce the fascist rule of the Guild and ensure the obedience of the population. The Soulstones pour from the mines by the weary hands of its population, but it is the Guild and its benefactors who enjoy the riches of Malifaux, a fact that the citizens of Malifaux are unlikely to forgive.
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So, does anyone in the forums play Malifaux? Before I go dropping my dollars on the game, is it fun?
Except I did choose the Gremlins, who I believe need more models than anyone else to form an army.
I could not resist pint size green bandits.
E: I like the idea of the deck of cards instead of dice as well, it seems like you can burn through cards fairly quickly so you will at least get some 'good' luck each game.
Also probably worth noting that all the rules are freely available online. From wyrd's website.
The models are super awesome but, while I really dug the Card mechanic of the game, it didn't really grab me that much. That said, I'm judging after a single game, so I really can't comment that much. The Card mechanic and Cheating especially were great though.
Apparently it has a bunch of balance issues. One of the big Clubs around here got into it in a big way, then nurnt out pretty quickly as they managed to break it utterly. They broke it so hard, they stopped running events as there were only a few builds that were "Competitive" in their stupid bullshit power gaming theatre.
Basically don't play it with jerks/power game it.
One of them is running double lash in 40k next tourney he goes to, although from what I've heard that isn't quite as bad as it used to be due to some of the newer codexs coming out. He knows it is a dick move but he wants to do it once.
I mean Rasputina is a lovely model:
And yeah, I can probably still find a few folks to play with. It's just... less fun if you know there's going to be a few people at the table that you'll never want to play against.
1.decide faction
2.generate board and strategy
3.pick crew
4.pick schemes
Pitched battles don't work in malifaux, if you play it for VP's and use the above system it's fairly balanced. Obviously though you need all the models for your chosen faction though.
I think it sounds like an awesomely fun mechanic, but it's definitely gonna make me spend more. Which is good, it's appropriate, it's how they stay in business.
If your planning on neverborn get Lillith, zorida, pandora then the dreamer in that order. Lillith is the easiest to learn, zorida is best next because she's so detched from her crew list you can afford to make a few mistakes learning. The dreamer and pandora are not recommended for new players like, at all, both rely on specific rules that don't come big into general play (WP an burying models) so take much longer to master.
Example, the Dreamer wants things with the nightmare trait. I'd thought there were a bunch of models with the Nightmare trait, and I'd just ignore Lillith.
Or that guy who loves undead and constructs. I figured you'd pretty much always use him, and just buy the undead and constructs to give him versatility.
As for the faction thing, yes masters tend to favour one type of mini over another, but a master tends to excel at certain strats. A good example is that lillith is a beatstick and does great at combat based missions, whilst the dreamer is movement based and works best in item capture or movement type scenarios.
If you pick up a set be careful when punching out the pieces. The videos over at World Works make it seem as if they just fall out but in reality several of my cards seemed as if the die didn't completely punch through. A few pieces started to tear, especially the ladders, so an exacto knife comes in handy. I ended up glueing my stairs and ladders for stability even though it makes portability an issue. You could get away without gluing the stairs but the ladders will eventually break after a few disassemblies. Other than that, with a couple plastic baggies the set boxes up nicely.
As far as the clips go, a few more "L"s per box would be nice but really it seems as if people go clip happy during assembly.
So, was talking to some of the local players. I've been leaning toward starting with Hamelin the Plagued, but one of the main guys said that box was "kind of boring" because of the rat ability. That made me sad.
Though I may be getting confused with the Collette crew.
How dense should terrain be in this game?
Now, I'm a decade and a half long Magic and D&D player, but have always seen table top wargaming as a something of a 'bridge too far' of geekery for me, not out of any real opposition to the concept (quite the contrary, I marvel at the artistic skill shown in the painting of many people's armies), but mainly because most of the games seem intimidatingly complex and I have less artistic talent in my entire being than my friend's seem to have in their pinkies.
They've loaned me the rulebook, and I should have a chance to glance at Rising Powers and Twisting Fate tomorrow, but even just picking out a faction (let alone a crew) is proving cumbersome.
So far we have three people with basic crews on hand; Lady Justice and Rasputina (whose owners have apparently played maybe half a dozen games against one another), another guy who just got The Dreamer's box (far as I know he has yet to play) and I'm trying to figure something out eventually. Thus, so far we have the Guild, Arcanists and Neverborn represented, and some cursory reading of various forums seems to be indicating that they're all solid choices, and that the Dreamer in particular can be absolutely terrifying if played well. I do love the concept of power armour and robots, so a Hoffman box was sort of calling to me, but apparently the player who already has a Guild crew going was thinking of picking him up next. As likely as it is that we'll see some overlap eventually, I figured making my first choice not only from a crew that already has representation but a duplicate of one that might be built soon seems ill advised.
Anyway, I just thought I'd check in, see what some people more experienced with the game had to say, perhaps give some insight to their experiences? As far as I've read in the rules, I really like the deck as an RNG mechanic (it's like rolling dice that DO remember whether they've rolled high or low recently).
If it's a question of ever actually playing the game, I'd pass on it for now, unless you find the models so awesome or you find an incredible deal (like the store starts selling them at 1/2 off) where it wouldn't put you out to get some, maybe glue 'em, paint 'em and make conversation pieces out of them.
I'm looking forward to getting a few box sets, some minions and really getting into it, but until my birthday passes (embargo on buying Malifaux stuff as some friends are apparently getting me some stuff) it may be a while in the making.
I've enjoyed reading the wiki for tactical suggestions, and using the crew builder on the official site to get a sense of what seems to work together synergistically. If anything, I hope to have a few games from the start that are low (like, 25 soulstones, just a starter box each), but with 3 friends interested in playing I'm also kind of looking forward to trying a 3 or 4 player game. On one hand, it could be a while between turns. On the other hand, it'd be batshit crazy.
Have gotten right into the Guild, current masters are Perdita, Sonnia, Hoffman and Ramos, with Lady Justice on order from Ebay. Have around 45 models (masters and minions) built and primed, with half a dozen more coming in between two orders. Larger models that aren't self supporting are proving problematic to build (Guardian and Hunter were tricky, Steamborg was much trickier, Peacekeeper will be a nightmare) but are still turning out nicely, and the Battlefoam carrying case I snagged holds everything perfectly (at least until they release Book 4 and/or I snag another dozen'ish minions). Kind of tempted to glance at the other Arcanist masters, but I think 5 on hand is more than enough, and with minion synergy being kinda key to having a variable force to match opponents and objectives, each one would basically require snagging several extras for the base crew and variations, so it'd be pretty expensive.
I've managed to introduce a friend and his wife to the game, and the friends I play with here in TO seems to be expanding from 3 other players to 4, so hopefully I can get some more actual games in sooner or later.
So far we have 2 (primarily) Arcanist players, 2 guild, 1 neverborn, and possibly one Outcasts. Kind of surprised how little people have latched onto the ressurectionists, but a lot of people seem to be collecting one faction and snagging one of them as a side/individual crew. There's been some doubling up of masters, but none with three+ yet.
Definitely still looking forward to trying some multiplayer. 3-4 players fighting in the same area would get batshit crazy, solo or in teams.
Yeah, I've gotten nearly a dozen games under my belt to date. Our group is still improving in terms of rules comprehension, speed of play (apparently 35ss tournaments are supposed to be done in under an hour and a half? Pretty sure we've had single turns take that long. Minor hyperbole)
Have all 4 Guild masters, Ramos and Kaeris, along with appropriate crews (though as noted, LJ isn't a box set, so she's more built by just taking assorted other minions and going to work), and even bought all 3 boxes of Terraclips. Got a solid 3x3 board set up on the kitchen table, just to see what I can do with them.
Once I snag a few more Guild models (including Wardens, which should finally be out at the end of the month) and maybe Lucius (waiting to see if he gets an alternate sculpt, but it's not looking likely at this point) I should have pretty much the entire Guild to build from, but with only my Perdita crew painted, I really need to spend like a month or two working on that.
Also looking forward to the new Terraclips boxes, the (re)release of book 1.5 and book 4 in the coming months.
With 3-4 people starting from scratch, are we going to get boned if we just pick out a cool looking box set each from a different faction? there seemed to be a collectable aspect as well, you switch out minions between leaders before matches start based on the scenario, right? Or is it a" box set comes with 4 minions, and you pick 3 when the match starts" kind of thing?Edit: Hey, look at that, reading the thread answered those questions. Becareful but its hard to mess up seems to be the answer.First you decide how big a game (in terms of Soul Stone pool) you're playing, declare your faction, and set up the terrain, so everyone knows where you're fighting and figure out how the crews will deploy.
Then you flip for strategies, so you know what the objectives are for you and your opponent.
Then you pick masters and minions. Some masters/crews/minions are better than others for certain strategies. Both sides get to see what the other has picked and how large their SS cache is once they're both ready.
Once those are picked, you choose Schemes, which are your second source of victory points, and can be based on what you and/or your opponent are putting on the table.
Then you choose where you deploy. Whoever wins the flip chooses whether to deploy first (giving them their pick of the choicest deployment zone but also showing their opponent where everything is).
Then you flip for initiative and go to work.
I feel the game does a fairly good job of "reasonably easy to learn, hard to master", and with so many different abilities it can feel like it takes forever to really grasp every little intricacy.
Having a box per person is a good start, but something to keep in mind is that minions exist on a spectrum; they each have a soul stone count, so depending on who buys what and whom is playing whom, you may need to tweak the starting Soul Stone pool to account for that. Now, many of the boxes are based around a ~25 Soul Stone game (and the average Master starts with a cache of 4 soul stones; whatever you have left over from paying for Minions while building your crew goes into your cache as well, to a maximum of 8 SS in most games), but for example the Perdita box set (my first one, a gift from friends) can actually play at 30+ without much trouble, and much higher with just an extra minion or two.
Here are some really useful resources:
The Malifaux Crew Creator: http://www.malifaux.com/Crew.php
Pull My Finger: the Malifaux wiki/"Tactica": http://pullmyfinger.wikispaces.com/
I highly recommend getting one of the little rules books and reading it repeatedly. There are some interactions that my friends and I messed up or misunderstood for a good half dozen games, and even now mistakes are still made.
Please feel free to ask any questions you like. I'm by no means an expert yet, but I like to think I've started to get a pretty solid grasp on the rules, and have played Guild and some minor Arcanist action against Arcanists, Neverborn and Outcast forces (haven't yet played against our other Guild player, and we don't have anyone picking up much of the Resurrectionists yet).
There is generally some good synergy within the faction, but there are a few outliers where this isn't the case.
I'm not terribly well informed, but my impression is that The Outcasts can definitely have this issue arise. As an example; our Outcast player has the Leviticus and Viktoria, and has noted that there are very, very few models that can be shared between them.
Whereas I started with Perdita and Sonnia, and you can swap any member from either box into a crew led by the other master.
On the other hand, while you may be able to move some minions into other crews, they may lack the synergy to make this work as well as another minion from within the faction, but it can be done if you need warm bodies to get into a higher SS game or have another reason (example: the Guild Exorcist doesn't necessarily synergize with any crew in particular, but it's a terror against many Neverborn crews so it's more about who you're playing against than who you're playing directly).
One reason why I like starting with a single faction is that it keeps your opponent guessing.
Say you buy the Guild Perdita box, and the Neverborn Dreamer box. At the start when you have to declare your faction, your opponent knows exactly who you're playing and can prepare accordingly. If you instead get Perdita and Lady Justice, both from the guild, and both who play very differently (Perdita is a terrifying ranged combatant, Lady Justice is sort of her melee counterpart). Some masters/crews are better fits for certain strategies, so that alone can give your opponent insight into whom your playing, but it also means you can choose between the two, rather than risking picking a slow master when you end up with a strat that requires high manueverability.
No money? look on craigs list for free to a good home
Of course, that does require a willingness to set up and take down said terrain/table repeatedly, and I can totally understand that not being ideal, especially as someone who has had some terraclips set up on his living room table for a good month or so.
[Malifaux] – 52 card pickup with Ol’ West-Steampunk-Necro-Gothic-Horror-Bandito Minia
back from the launch of Book 2.
I'm still playing when I can find the time. I'm mostly a Neverborn player (Lillith, Pandora, Dreamer), but I am building an Avatar Leveticus Crew (loving the Riders' theme), and I am eagerly awaiting book 4 and Jacob Lynch's Crew.
PM if you add me!