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[Malifaux]2 Ed- Ripples of Fate! Victorian Horror skirmishgame

No-QuarterNo-Quarter Nothing To FearBut Fear ItselfRegistered User regular
edited September 2016 in Critical Failures
Rules for Wave 2 models are available for free, here:

wyrd-games.net/community/files/file/53-malifaux-wave-2-cards-low-rez/

By the pricking of my thumbs...

WYR20001a__36127.1375411850.1200.1200.jpg

malifaux.com

The What?
From the website:
Are you willing to risk your soul for a chance at great wealth and power? It's your only weapon in a world rife with monsters, necropunks, man-machine hybrids, gunslingers, and power-hungry politicos. In Malifaux, you lead your Crew in the battle for control of the Breach, a dark portal to a world of limitless magic.

Malifaux is a character-driven 32mm tabletop miniatures game. Players collect, build, and paint models representing the denizens of Malifaux, pitting these models against one another in groups called Crews for control of the precious resource known as Soulstones.

A Crew can contain several different types of models depending on how a player constructs it. Masters can manipulate the course of events in the world around them, changing their own Fates through their control or theft of Soulstones. A variety of fantastic and frightening beings, collectively known as Minions, serve the Master as fodder in his or her machinations. In addition, Henchmen can lead specialized Crews in their Master's absence, or serve their Master directly as a member of a Crew. Masters and Henchmen are also supported by Totems, extensions of their magical abilities which increase their spellcasting range and provide additional aid in an Encounter. Lastly, each Master can transform itself into a powerful Avatar, representing a specific aspect of their personality.

How well a Crew carries out its leader's Strategy and Schemes determines whether or not it will emerge victorious in an Encounter with an enemy Crew. Strategies represent the Crew's main path to victory, while Schemes are simpler alternate routes to achieve the leader's goals.

Malifaux players use decks of cards called Fate Decks to resolve game events such as attacking and spell-casting. Players can manipulate the cards they play to alter the Duel's outcome. It takes a shrewd leader to effectively utilize a Crew's resources, ensuring he or she always has ready the cards needed to Cheat Fate.

Be prepared to fight to the death because Malifaux is the end of the line!

OK Malifaux is pretty badass. I got turned onto it over the summer by chance and was immediately drawn to the dead hookers low scale (cost), the dark Victorian themes and art, unique mechanics (the Fate Deck), the randomized and detailed objectives that extend far beyond "kill eachother", the similarities to Mordheim, and the wealth of different models and units available.

Unique Features:

-I go, you go
This isn't exactly unique, but it bears mentioning that Malifaux plays like chess or checkers, in that I move a model, and then you move a model. There are some exceptions, but as a rule your opponent will never be able to move more than 2 models in a row before you get a turn. This basically means you'll never suffer the "first turn effect" that you see in Warhammer 40k, where your opponent destroys half your force before you've had a chance to do anything. Also, Initiative order for who gets to go first each turn is random, that's right, you could go first every single turn, not at all, or any variation in between.

- Small scale and low price point
A starter kit runs for about $ 30- 40 dollars American, and that actually nets you a pretty decently sized force of about 6 models or so. A game of that size will last about a hour, so you are absolutely getting your money's worth. For reference, a "large" force will entail about 8 models, and will play a game lasting about and hour and a half or two hours. So all told, an average of $60 total will net you the equivalent of a 2000pt force in Warhammer 40k. So basically if you buy an extra one or two models at $8-15 a piece on top of your starter, you have a "full" army. Yes, it's that cheap to play by comparison. Kits are sold unassembled and unpainted.

-Randomized objectives
In every game of Malifaux, there is a Strategy- a main objective that both players share, and Schemes- secondary objectives chosen from a pool. Each player gets 2 schemes for a total of 3 objectives per side. The trick is that you choose Schemes from a random pool of 5, and you don't necessarily have to reveal which schemes you picked to your opponent. This means that both players can and will be competing for completely different objectives and can tailor their lists in different ways to accomplish different things. In some ways, you're often playing a different game than your opponent!

- NO DICE
Nope! None at all! A major part of how Malifaux differs, is that instead of using dice to determine random chance for success or failure, it uses the "Fate Deck" which is a standard deck of poker cards with both Jokers thrown in for 54 cards total. Wyrd makes specialized and fancy Fate Decks, but you can totally use an everyday average deck of poker cards.

"Duels" as they are called, are determined by each player flipping a card off the top of their own fate deck and adding the relevant stats (Melee, defense, Casting, etc) to the number on the card and comparing the totals. An Ace counts as "1," Jacks are an "11," Queens are a "12," and Kings are a "13." The suits on the cards you flip (converted as Hearts= Rams, Spades = Crows, Clubs = Tomes, and Diamonds = Masks) also play a part as they can set off various triggers on abilities such as extra/ special actions, critical hits, elemental damage, summoning dead hookers etc.

Part of what makes this system truly awesome is that each turn players get to draw 6 cards that serve as their "hand" during their turn. These cards can be used to "cheat fate," and allow you to substitute cards from your hand in place of the cards you flipped during a Duel. This introduces a lot more control over your actions than you would receive with standard dice rolls, as you can always "cheat" a high card (or a card with a relevant suit) in on critical Duels, or duels where you flipped poorly. It also allows for some element of bluffing strategy as you can trick your opponent into "cheating" high cards into duels you never intended to win. And when the survival of your dead hookers are on the line, you'll need every advantage you can get.

Here is a gigantic picture of one of the groovy specialized decks that Wyrd sells, but remember you can always use a standard set of poker cards if you are willing to translate the suits:

whywishabishouldhire.me/images/malifaux-fate-deck.jpg

- Strong factional/ crew identity
In Malifaux, you won't see endless armies of Marine variants clogging up tables with only fairly minor discrepancies between forces. Factions have strong themes, and even within the factions you'll see large divergences between the playstyles of the various Masters and units at their disposal.

Sounds neat, what do I need:

1. The 2nd Edition rulebook and cards for the units/ models/ upgrades you are using. The cards that came with the original model kits for 1st ed and 1.5 ed are no longer usable. The 2nd edition cards can be acquired either by- purchasing one of the 2nd edition starter kit (it will have 2e stamped on it) to receive the cards available for models in that kit, or the "Arsenal Decks" which go by faction and contain ALL the cards for that faction's Wave 1models and all of the generic/ Master specific upgrades.

Currently, only "Wave 1" models have Arsenal Decks
available, but wave 2's pdfs are available for free online here- wyrd-games.net/community/files/file/53-malifaux-wave-2-cards-low-rez/

For quick reference, Wave 1 models by faction:
The Guild:
Masters:
Lady Justice
- Scales of Justice (totem)
Perdita Ortega
- Enslaved Nephilim (totem)
Sonia Criid
- Purifying Flame (totem)
Generic Totem
- Governor's proxy (totem)

Henchmen:
Fransisco Ortega
Samael Hopkins
The Judge

Minions/peons:
Death Marshal
Executioner
Guild Austringer
Guild Guard
Nino Ortega
Papa Loco
Peacekeeper
Santiago Ortega
The Lone Marshal
Witchling Stalker

The Ressurectionists:
Masters:
Mcmourning (Dual faction Guild)
- Zombie Chihuahua (totem)
Nicodem
- Vulture (totem)
Seamus
- Copycat Killer (totem)
Generic Totem
- Graveyard Spirit (totem)

Henchmen:
Madame Sybelle
Mortimer
Sebastian

Minions/peons:
Bete Noire
Canine Remains
Crooked Man
Flesh Construct
Mindless Zombie
Necropunk
Nurse
Punk Zombie
Rotten Belle (These are the dead hookers!)
The Hanged

The Arcanists:
Marcus
- Jackalope
Ramos
- Brass Arachnid
Rasputina
- Wendigo
Generic Totem
- Essence of Power (totem)

Henchmen
Joss
Myranda

Minions/ peoons:
Cojo
December Acolyte
Electric Creation
Hoarcat Pride
Howard Langston
Ice Gamin
Ice Golem
Metal Gamin
Moleman
Rail Golem
Razorspine Rattler
Sabretooth Cerberus
Steam Arachnid
Steam Arachnid Swarm

The Neverborn:
Lilith
- Cherub
Pandora
- Poltergeist
Zoraida (Dual faction Gremlins)
- Voodoo Doll
Generic Totem
- Primordial Magic (totem)

Henchmen:
Bad Juju
Barbaros
Candy

Minions/ peons:
Baby Kade
Beckoner
Doppelganger
Mature Nephilim
Silurid
Sorrow
Teddy
Terror Tot
Waldgeist
Young Nephilim

Outcasts:
Tara* (Dual faction Ressurectionists)
- Karina (totem)*
Viktoria of Ashes (/ her twin Vikktoria of Blood)
- Student of Conflict (totem)
Von Schill
- Steam Trunk
Generic Totems
- Malifaux Child (totem)

Henchmen:
Hannah
Taelor
Viktoria of Blood (is free/ required to take with her twin, Vikktoria of Ashes)

Minions:
Bishop
Convict Gunslinger
Desperate Mercenary
Freikorps Specialist
Freikorpsmann
Hans
Johan
Killjoy
Ronin
The Nothing Beast*
Vanessa
Void Wretch*

* A note on Tara's crew- her models currently exist only as a Limited Edition "Nightmare Edition" that was available for purchase at Gencon2013, so if you're dying to play as Tara now without proxxies, you had better get you're wallet ready to take a big hit on ebay. Her crew will receive a "regular" version eventually.

The Ten Thunders:
Jakob Lynch (Dual Faction Neverborn)
- Hungering Darkness (is also technically a henchman)
Mei Feng (Dual Faction Arcanists)
- Emberling
Misaki (Dual Faction Outcasts)
- Shang

Henchmen:
Kang
Ototo
Yamaziko

Minions:
Dawn Serpent
Fuhatsu
Monk of Low River
Oiran
Rail Worker
Samurai
The Illuminated
Ten Thunders Archer
Torakage

Gremlins (new faction!):
Masters:
Ophelia
- Young LaCroix (totem)
Som'er Teeth Jones
- Skeeter (totem)
The Brewmaster
- Apprentice Wesley (totem)

Henchmen:
Fingers
Francois LaCroix

Minions/peons:
Bayou Gremlin
Hog Whisperer
Lenny
Moon Shinobi
Pere Ravage
Pigapult
Piglet
Rami LaCroix
Raphael LaCroix
Slop Hauler
War Pig
Whiskey Golem


When I get more time, I'll write out what models are in Wave 2, but to put it simply, if they aren't in the Wave 1 list above, they're in Wave 2 as that is the rest of the line.

2. A tape measure

3. A 3x3 foot gaming surface with appropriate terrain.

4. Tokens that can be used for scheme/ corpse/ scrap markers, or for generic spell effects etc. Coins and bottle caps work in a pinch.

5. Each player needs a Fate deck (either the "official" decks sold by Wyrd, or a standard deck of 54 poker cards with both jokers included.)

6. A crew, which are sold in many convenient starter sets which run about $40 dollars a piece. These are excellent jump-off points, and unlike certain other table top games, these starters are representative of about 75% of a full force so you don't need to drop hundreds of dollars to own a "complete" army of dead hookers.

FACTIONS:

The Guild: Malifaux is a place of great danger, but also great opportunity. The soulstones mined from Malifaux's landscape are beyond precious. They are magic coalesced, and they fetch an absurdly high price back Earth-side. The Guild, which is really nothing more than an organization of various corporate interests, facilitates the excavation of soulstones, their transfer back Earth-side, and the bureaucracy that governs this new frontier. The Guild cannot flourish amid chaos, and so it is necessary for it to protect its investments. For this reason the Guild is the "law" in Malifaux, and they serve as both constabulary and army to protect Malifaux's citizens, but do not think them altruistic. The Guild exists for one reason only: profit. Besides the ubiquitous Guild Guard who deal with most domestic issues, the Guild has specific departments/allies trained to deal with the specific threats encountered in this dangerous dimension. The Witch Hunters to deal with the burgeoning magical prowess that finds its spark in potentially every new immigrant. For the Undead threat posed by the Ressurectionists, the Deathmarshals serve as a form of cracked-out Ghostbusters. Finally, to deal with nightmarish monstrosities of the Neverborn the Guild has contracted the gun-slinging Ortega family. The Guild tends to have "Western" theme, though they also have many constructs lending toward steampunk.

In playstyle the Guild is the most "human" faction, with various and well-equipped specialists designed to deal with every possible threat. The Guild also features a straightforward and fairly aggressive playstyle, which isn't to say that they can't be sneaky (Lucius), merely that Guild units are intuitive with obvious uses and benefits. Because of this, the Guild is a good choice for starting players.

2nd edition plastic MODELS!

Lady Justice (Blind Samurai with ghost-rider cowboy Ghostbuster people!) 2nd ed set: (spoiled for huge)
Lady+Justice+2.jpg

Sonnia Creed (Buuuuurn the Witches!) 2nd edition set due out in December 2013: (again huge)
Sonnia.jpg

Ressurectionists:

The Undead. As stated in the Arcanist section, every person that enters Malifaux gains some amount of magical power. Where The Ressers and Arcanists differ, however, is that they have turned their magic toward the resurrection of the dead, and the desire for immortality. They perform their dark work in the confines of Malifaux's Quarantined Section, where Guild presence is non-existent. Due to their desecration of the dead, and the hideous actions they turn these ghosts, ghouls, and zombies toward, the Guild enjoys sincere popular support in their efforts to combat the Ressurectionist threat. The Ressers have a fairly gothic theme, with everything from the ghosts of hanged men, to stitched together monsters ala Frankenstein. There is one Master, Kirarai, who has a ghost-based theme influenced by Japanese horror movies like the Grudge and the Ring who bucks this trend, however.

In playstyle, Ressers are resilient and plentiful foes. Every Master in the Faction has a way of recouping losses or creating new troops mid-battle from the bodies of the dead. They also enjoy plentiful "debuff" effects to degrade the effectiveness of enemy models. Almost every model in-faction has above average resilience, and that which is killed off can be brought back to un-life again. This makes Ressers a fairly forgiving faction, and a good starting point for new players. They also tend to get "better" as your collection of models grows, as well, because you can always summon in new and different units as circumstances change through the game.

Seamus (dead hookers!) 2nd edition set: (huuuge)
WYR20201-ShadowsOfRedchapel.jpg

McMourning (doc frankenstin!) 2nd ed set due out in January 2014: (huge)
McMourning.jpg

Arcanists:

Every person that travels through the Breach into Malifaux is changed by the surge of magic that washes over them. Almost all develop some magical ability, and while most are minor in nature, some become capable of astonishing feats of magic and will. From commanding nature to manipulating time and space itself, these special individuals attract the unfortunate attention of the Guild, who view these souls as threats to be ruthlessly controlled and subjugated. The Arcanists, as the Guild calls them, are a group of rebels and malcontents who refuse to endure the Guild's tyranny. The Arcanists have found a home in the Miners & Steamfitters Union, run by Victor Ramos, who is himself an Arcanist. The Arcanists are not however, a clean organization and are in many ways just as corrupt as the Guild, forming a black market soulstone trade. While every Faction in Malifaux features magic, the Arcanists theme revolves around this magicky-ness. Think of the Arcanists as having mutant-power-like abilities mixed with Union strikers and a dash of steampunk.

In play, Arcanist crews tend to be keyed toward specific elements or concepts, be it animals, cold, metal, or quantum manipulation. Their Masters command powerful abilities and tend toward the "blastier" side of things, but are often fairly fragile to compensate. Arcanist units on the otherhand, are often very resilient with golems made from Ice or metal.

Rasputina 2nd ed set (Ice witch): (huge)
WYR20303-ChildrenOfDecember.jpg

Marcus 2nd ed set, due out in January: (huge)
Marcus.jpg

Neverborn:

Malifaux is not an empty dimension, and its original inhabitants cling to it like flies on a corpse. The Neverborn themselves take many forms, but all of them are horrific. Just about every horrible monster or creature ever conceived of Earth-side can find its parallel in the Neverborn. Whether this is simply coincidence or because human fears actively inform upon Neverborn physiology is unknown. The question is irrelevant, however, when one is being messily devoured by a gigantic and hideous effigy of a child's Teddy Bear. The Neverborn theme is just about any horror-cliche that doesn't involve the undead. So Nightmares and Demons, mostly.

In playstyle, the Neverborn are the "finesse" faction of Malifaux. While the Guild would prefer to run forward and beat your face in, the Neverborn come at you "sideways" with everything from indirect damage to misdirection. A good example of this is Pandora's crew, which specializes in screwing with enemy model activation order to give themselves an edge, and plucking away at enemy wounds one failed Willpower test at a time. The Faction features copious control effects, and a large diversity of utility models. Due to the amount of rule interactions and knowledge necessary to run a Neverborn crew effectively, they tend to be a little less plug and play than the Guild. This isn't to dissuade new players who find the Faction interesting, merely a warning that their learning curve is higher than average.

Lilith 2nd ed set (Hot mommy + monsters!): (huge)
WYR20401-MotherOfMonsters.jpg

Pandora 2nd ed set (Her name is Pandora, she has a box. Ghosts come out of it) due out end of November: (huge)
Pandora.jpg

Outcasts:

The most diverse faction. The Outcasts are not a centralized faction so much as a collection of myriad persons and groups that don't fit neatly into the other groups. Outcast crews are myriad, and run the gamut from simple mercs, samurai ronin, a steampunk necromancer, and a women possessed by the elemental embodiment of Nothingness.

Vikktorias 2nd ed set (twins with their all-female samurai crew): (huge)
WYR20501-HiredSwords.jpg

For reference:

wyrd-games.net/shop/MALIFAUX-2nd-Edition/ - The online store with the rulebook, Arsenal Decks, and released starter model kits. Note that you can still use the old models as long as you have the appropriate 2nd edition cards.

wyrd-games.net/forumdisplay.php?240-M2E-Wave-2-Beta - This is the forum for the Wave 2 Beta, there is a download link for the Wave 2 beta cards.

NEW RELEASE SCHEDULE!!! malifaux.com/M2eReleases.php
Sep - 2013
WYR20001 Second Editon Book $40.00
WYR20002 Guild Arsenal Box - Wave 1 $8 .00
WYR20003 Resurrectionists Arsenal Box - Wave 1 $8 .00
WYR20004 Arcanists Arsenal Box - Wave 1 $8 .00
WYR20005 Neverborn Arsenal Box - Wave 1 $8 .00
WYR20006 Outcast Arsenal Box - Wave 1 $8 .00
WYR20007 Gremlin Arsenal Box - Wave 1 $8 .00
WYR20008 Ten Thunders Arsenal Box - Wave 1 $8 .00
WYR20101 Lady Justice Crew - The Guild's Judgement $45.00
WYR20201 Seamus Crew - Shadows of Redchapel $40.00

Oct - 2013
WYR20401 Lilith Crew - Mother of Monsters $40.00
WYR20303 Rasputina Crew - Children of December $45.00
Nov - 2013
WYR20501 Viktorias Crew - Hired Swords $45.00
WYR20402 Pandora Crew- No Shelter Here $45.00
WYR20104 Death Marshals (3) $24.00
WYR20204 Rotten Belles (3) $21.00

Dec- 2013
WYR20404 Nephilim (3) $40.00
WYR20407 Terror Tots (3) $15.00
WYR20307 Ice Gamin (3) $15.00
WYR20301 Ramos Crew - The M&SU $50.00
WYR20102 Sonnia Crew Set - The Torch and the Blade $40.00
WYR20317 Steam Arachnid Swarm $10.00
Jan - 2014
WYR20505 Ronins (3) $21.00
WYR20302 Marcus Crew - Claw and Fang $50.00
WYR20203 McMourning Crew - Body of Evidence $45.00
WYR20406 Sorrows (3) $18.00
WYR20108 The Lone Marshal $35.00
WYR20309 Cojo $18.00
WYR20315 Razorspine Rattler $18.00
WYR20316 Sabertooth Cerberus $18.00
WYR20706 Fuhatsu

Dumb legal crap- all this stuff is property of Wyrd Miniatures LLC, PLEASE DON'T SUE ME!

No-Quarter on
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Posts

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    Saved for more info about dead hookers

  • SvenskaSvenska Registered User regular
    I'm a henchman for Tx, and had a decent group that was playing 1st ed. Lost pretty much everybody when 2nd Ed was close to releasing.

    I think once my flgs can get some new product in we can start rebuilding.

    Since your name means "swedish" in swedish, I just assumed you were, ya know, swedish.

    eNozN1RVNTYwUDVRNVUzUjOsMVQzRCON1UyApAmYbQZRYwaRBlOqZSYA7ZUOyQ==
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    That's sad. I hate "New-edition-itus."

    What crews do you play?

    I currently have 2.0 Seamus set, 2.0 Lady Justice set, 2.0 Pandora set is in the mail for next Friday, and I have the Nightmare Edition of Tara who I will likely paint up and sell for $Texas. I also have a 1.0 edition of Mcmourning I got for stupid cheap and haven't played.

  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    I just picked up the core rulebook yesterday and a fate deck, as I'm probably going to get into this. A couple friends of mine are aspiring Henchmen, and it was a tradeoff to get one of 'em into Netrunner.

    That said, I've never seriously done a minis game, due to prices and such.

    I just went down to Champaign yesterday and found out that there's a lot of former players of the game down there! Unfortunately, I heard a lot of reasons why they aren't playing now, between the change to 2nd edition and a few politics things. But hey... maybe something will pick up again.

    Of course, the character I liked out of the gate won't be available till next year, and I hear this game has a bit of an elitism presence on the internet. :(

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • SvenskaSvenska Registered User regular
    I mainly play Seamus, but Tara's box is sitting in front of me and looks real good.

    I hope they can capture the crowd they had back a year or so ago, kinda miss playing it

    Since your name means "swedish" in swedish, I just assumed you were, ya know, swedish.

    eNozN1RVNTYwUDVRNVUzUjOsMVQzRCON1UyApAmYbQZRYwaRBlOqZSYA7ZUOyQ==
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    I miss playing. My crew was heavily into 1.5, played pretty much weekly, and between 7 or so of us we had 4 full factions and another 4 half factions represented. The edition change proved to be a 'trigger' for a couple of the old Warhammer players, who proceeded to shit on the revised version and expressed little interest in playing 1.5 anymore (some bullshit about 'dead games'). I think it's now been six months since I played, so I've begun selling off my less played crews and figures. About a dozen went to a friend who just started playing in another city, but the remaining two dozen or two haven't even had a nibble.

    There are three crews I simply won't get rid of (Perdita, Sonnia and Hoffman) because I enjoy how they play, and they're the figures I painted up, amateur that I am, so I probably won't ever part with them, even if they just end up sitting in a box for the next half century.

    I'm hoping that their Malifaux RPG (Through the Breach) rekindles a little interest, but it has gone from a tentative September release to "late Q1", and there's some mixed bad blood over the M2E team nicking the TtB designer to help with the heavy lifting of the edition change. Not to mention the fact that they ran a Kickstarter for said RPG in December/January, knowing that they were going to do said Edition change but not officially telling anyone about it until early May. That's definitely garnered a little ire.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    The politics stuff I can understand, but new-system-hate boggles my mind.

    I had only played 1 game of pre-2.0 Malifaux and I remember looking at the cards for the models and thinking "god there's way too much here." And then wouldn't you know it, they streamlined the hell out of it while still retaining quintessential flavor. Hell they had a multi month open beta so everyone could try it out and say their piece. They're even doing it again now for the Wave 2 models.

    Wyrd might not be perfect, but coming from WH 40k they may as well walk on water for all I know.

  • mightyspacepopemightyspacepope Registered User regular
    Hmmm... I played a few games of Malifaux about 2-3 years ago, when my FLGS was doing a holiday sale and had Malufaux stuff for 40% off. I played a few games and Sonnia Crid and enjoyed it, but not enough to make more time to play it. I sold my stuff a year or so back.

    I'm tempted to get back into it, especially since the updated models look so incredible.

    Any suggestions for two starter kits? I MIGHT be able to rope my girlfriend into giving this a shot as well...

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    edited November 2013
    Well the nice thing is that even the old kits still "work" perfectly provided they have their cards in Wave 1. (I am eventually going to get around to typing out the Wave 2 models).

    As it is for now, if you're really digging the new kits I would recommend Lady Justice, Rasputina and Lilith.

    Lady J and Lilis' boxes are both fighty with Lady Justices models being a bit more survivable and all-rounded- they have regular melee weapons, guns, and their coffins can effectively banish enemy models from the table. As for Lady J herself, she just kills and kills and kills....

    Lilith's box makes great use of the "push" and "pounce" mechanics wherein enemy models that get "pushed" (by Lilith and her units' abilities) into her models have free attacks taken at them. Lilith's models also have the potential to "grow" into more mature versions of the little imps that she comes with. Lili also has some cool "tricksy" abilities that let her do things like summon forests out of no-where, completely ignoring terrain while she moves, and teleporting models around the table.

    Raspy is primarily a "blasty" spell caster who also has spells that freeze (paralyze) enemy models. Her ice minions are pretty survivable due to all of them having armor, and when they do die, they explode into a shower of ice shards that damages models near them. Raspy's main trick is that she can "bounce" her spells (that is she can measure range and Line of Sight) off of her own models, greatly increasing her threat range and allowing her to engage without risking her neck in the process.

    If you're curious about the others like Seamus or the Vikktorias just lemme know.

    Edit- As an aside if you DO go for it, I'd advise not using any upgrade cards for your first few games as it gives you time to learn and appreciate what your models can do while not getting bogged down in the minutiae the upgrades can bring.

    No-Quarter on
  • mightyspacepopemightyspacepope Registered User regular
    Yeah, I'm a bit torn on which of those boxes, as they all seem fairly interesting. I'd probably go Guild myself, since I dig the whole Western motif.

    I'm not really interested in the older boxes, as I find the new sculpts to be VASTLY superior.

    I went and ordered the 2nd edition rulebook last night. As of right now, is there a set schedule for the new releases?

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    Yep! here's the schedule off of the website: http://malifaux.com/M2eReleases.php
    Game Downloads
    Sep - 2013
    WYR20001 Second Editon Book $40.00
    WYR20002 Guild Arsenal Box - Wave 1 $8 .00
    WYR20003 Resurrectionists Arsenal Box - Wave 1 $8 .00
    WYR20004 Arcanists Arsenal Box - Wave 1 $8 .00
    WYR20005 Neverborn Arsenal Box - Wave 1 $8 .00
    WYR20006 Outcast Arsenal Box - Wave 1 $8 .00
    WYR20007 Gremlin Arsenal Box - Wave 1 $8 .00
    WYR20008 Ten Thunders Arsenal Box - Wave 1 $8 .00
    WYR20101 Lady Justice Crew - The Guild's Judgement $45.00
    WYR20201 Seamus Crew - Shadows of Redchapel $40.00

    Oct - 2013
    WYR20401 Lilith Crew - Mother of Monsters $40.00
    WYR20303 Rasputina Crew - Children of December $45.00
    Nov - 2013
    WYR20501 Viktorias Crew - Hired Swords $45.00
    WYR20402 Pandora Crew- No Shelter Here $45.00
    WYR20104 Death Marshals (3) $24.00
    WYR20204 Rotten Belles (3) $21.00

    Dec- 2013
    WYR20404 Nephilim (3) $40.00
    WYR20407 Terror Tots (3) $15.00
    WYR20307 Ice Gamin (3) $15.00
    WYR20301 Ramos Crew - The M&SU $50.00
    WYR20102 Sonnia Crew Set - The Torch and the Blade $40.00
    WYR20317 Steam Arachnid Swarm $10.00
    Jan - 2014
    WYR20505 Ronins (3) $21.00
    WYR20302 Marcus Crew - Claw and Fang $50.00
    WYR20203 McMourning Crew - Body of Evidence $45.00
    WYR20406 Sorrows (3) $18.00
    WYR20108 The Lone Marshal $35.00
    WYR20309 Cojo $18.00
    WYR20315 Razorspine Rattler $18.00
    WYR20316 Sabertooth Cerberus $18.00
    WYR20706 Fuhatsu

  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    No-Quarter wrote: »
    The politics stuff I can understand, but new-system-hate boggles my mind.

    I had only played 1 game of pre-2.0 Malifaux and I remember looking at the cards for the models and thinking "god there's way too much here." And then wouldn't you know it, they streamlined the hell out of it while still retaining quintessential flavor. Hell they had a multi month open beta so everyone could try it out and say their piece. They're even doing it again now for the Wave 2 models.

    Wyrd might not be perfect, but coming from WH 40k they may as well walk on water for all I know.

    The fact that a single model could (apparently, as I never played any flavour of Warhammer) have the complexity, rules and interactions of an entire WH/40K army appealed greatly to a couple of them, and the streamlining (which I agree was not necessarily a bad thing, even if I'm not a fan of some of the changes) was viewed in a generally negative light.

    We'd been playing pretty hardcore for the previous year, and while I got in 2 or 3 beta games to test things out, it was basically just confirmation to those scared they were 'dumbing down' the game and that the 'flavour' of Malifaux would be gone. It didn't help that there was a giant clusterfuck of a thread on the Wyrd forums where one outspoken user went on at length about how the math behind the game needed to be tightened up, and how many outlier models should be brought more inline with the average, and then in the streamlining... some of that happened. It was, in their eyes, an official affirmation of all they hated.

    Note, I don't agree with those assertions. As noted, I strove to be the voice of reason, I attempted to talk them off that figurative ledge, but I can't make people play a game, and even though 3 of the 4 within the main group aren't entirely opposed to getting some games of 1.5 in now and then, it's such a bitter topic that I'm wary of even bringing it up. I dislike some of the changes (soul stones, some lost or "rebalanced" abilities I liked having, and upgrades in general), but things like scheme markers and the random scheme availability I thought held appeal. Hell, I'm even thinking of trying to adopt one or both for 1.5. Play out using the same combat and stats on 1.5 cards, but use a random pool of schemes to choose from, along with the scheme markers.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    I have what I believe is the Marcus' Crew set, which I picked up planning to do a conversion of the main guy in it to a tiefling and never finished about three years ago. As I'm no longer in Georgia, I have no notion who around here might play it, but I've also heard it improved considerably in the second edition, fwiw.

    kshu0oba7xnr.png

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @auralynx Here is a link to the new player's forum, you can look for or start a thread looking for players in your area.

    @forar That sucks. What don't you like about the changes to soulstones? I know you used to be able to ADD flips to your total with stones, but in my opinion that breaks the shit out of Masters- especially combat based ones. I was iffy on the upgrade system at first too, but I like that they let specific playstyle variants be more powerful than they would be otherwise if everything was on one card. The changes to Horror tests is also ten times better than the old rules.

  • PMAversPMAvers Registered User regular
    Did they ever make Peacekeepers not suck?

    That was probably my biggest regret when I played the original version. Big awesome-looking death machine... that always died before it got to do anything.

    persona4celestia.jpg
    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Looking at the image you posted now that I'm not on my phone, they added more cool critters to Marcus' guys; I only got the giant snake and the three-headed tiger, along with some knife lady. Either way those new sculpts are pretty boss, though Marcus isn't holding fire anymore, which is why I was gonna convert him. :P

    I do not think your new player forum link worked, however.

    kshu0oba7xnr.png

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @PMAvers Yes, the Peacekeeper is grrrrrrreat and nearly impossible to kill now. 11 wounds, armor 2, hard to wound and oooo since it's an enforcer you can give it an upgrade- one of which adds another point of armor so woooo armor 3. So in other words your opponent always adds a - to damage flips from hard to wound, and then any damage they DO do is reduced by 3 (with the upgrade, otherwise it's 2) down to 1. And it's dead killy/ has a harpoon launcher/ can remove enemy scheme tokens within 3".

    @Auralynx that's because I'm a doofus and didn't post it- here sir wyrd-games.net/forumdisplay.php?179-New-Players-Lounge

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    OH SNAP!

    HUUUUGE Thanksgiving sale which will include NEW AND LIMITED KITS!

    Will include unreleased sets including: Pandora, Vikktorias, Marcus, McMourning, Nicodem, Sonnia, Perdita sets that I pictured in the OP

    wyrd-games.net/Newsletter_v2/Sale.html

    New Perdita (not a fan of Francisco, his art in the rulebook is much more dignified):
    Perdita.jpg

    Nicodem:
    Nicodem.jpg

  • mightyspacepopemightyspacepope Registered User regular
    edited November 2013
    I'm tempted to pick up Sonnia, Viktoria, and the Perdita boxes.

    Any idea if Lady Justice vs the Viktorias would be good for beginner games/demos?

    EDIT:
    Also, which model is this in the upper left corner?
    http://www.wyrd-games.net/Ratty_Images/Frontpage-Images.png

    mightyspacepope on
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @mightspacepope first off, awesome handle. Second, that model is Hannah, she is a henchman for the Freikorp, she doesn't have a mainstream model yet. There were a few promotions with her but she isn't for general sale currently she WILL most likely be in a new addition box set for Von Schill and the Freikorp who have a military theme.

    Lady Justice is and excellent choice for Demoing games, the Vikks not so much- for starters the Vikks are really 2 masters in 1, which can be strange for a newb to wrap their head around. Lady J's crew is straightforward, fun, and has really cool models, so it's a good way to hook in new players. (Her kit really is gorgeous, I have it.)

    wyrd-miniatures-plastic-lady-justice-crew-preview.jpeg

  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    Any news on when a Collette boxed set might be releasing? She and her crewe were my favorite among the 1st gen masters.

    But damn, that Lady Justice boxed set is freaking fantastic. Loved the Death Marshal poses before and these are only better.

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @tzeentchling collete's box will likely be some time, but it's conceivable she'll be out by spring or the summer.

    In the meantime I can offer you Cassandra's updated art:

    BWzkVSdCYAAKqey.jpg:large

    As well as a new Bete Noire art:

    BaGOGXeCEAA0C1d.jpg:large

    And last but not least, here's a link to the open beta, Collete's 2nd edition rules are in there so new models notwithstanding, you can play with her right now! (It's in the "stickied" threads section of this link, enjoy!)

    wyrd-games.net/forumdisplay.php?240-M2E-Wave-2-Beta&s=7331eb31fdf507daa53da871c58fdda6

  • mightyspacepopemightyspacepope Registered User regular
    edited November 2013
    So... I splurged on the Perdita, Viktoria, and Sonnia boxes from Wyrd's sale, plus I got the Lady Justice box from my FLGS. On top of that, TrollandToad has most of the metal models on sale, so I grabbed some more Guild and Outcast stuff from them...

    mightyspacepope on
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    edited November 2013
    Nice man! Yeah I think I'm gonna get Sonnia and the Carver

    (I was good and just got Sonnia. I have Pandora, the Doppleganger, Coppellius, Teddy, the Neverborn Deck, and the Orphanage scenic bases coming from Warstore.)

    No-Quarter on
  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    Fuck me running.

    Remember how I said that when I got to play this, I played as Tara's crew and basically fell in love? And had been holding off on the game because she wasn't out yet?

    I mentioned that I might be buying a set with my next bonus to my friend and henchman-in-training, and he linked me to the Nightmare / Smoke edition of Tara's crew. $90....

    If I hadn't JUST dropped $110 on a different game, I'd be all over that. The idea of taking those smokey sets and using them without painting, or with minimal paint apps, adding some LEDs...

    Man.

    Apparently it'll only be available till Monday too. :(

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @athenor I think of my Tara kit as an investment. They're already going for 180+ on ebay- and that's unassembled and unpainted. The limited Lord Chompy Bits from gencon 2 years ago originally sold for 60 and now it drops on ebay for like 400. I'd say go for it man, and then sell it when her "reaL" kit drops.

  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    Still, that smoky... argh.

    Also I learned that my friends have the regular Nightmare set for her, so I got to see how big the figs are. So.. $90.. just seems so excessive. :( But yeah. I can swing it, so we'll see how my resolve holds up in about 6 hours.

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @atehnor I have the set too. It's a nice kit, but the Nothing Beast is the real deal. The box is 90, but the Nightmare Version was 80 sooooo. Again, you won't have to paint it if you don't want to, and then you can set it for triple what you bought it for a few months from now when her regular kit drops.

    In other news- My PANDORA ORDER SHIPPED! *squee!* That's Pandy's new box, Teddy, the Doppleganger, the Neverborn deck, and I got the "Orphanage" themed base sets. :D

    These five are for Pandora, Candy, Kade, the Doppleganger, and (eventually) Coppellius. The sorrows and poltergeists take up their entire bases so they don't need them.

    p-16686.jpg

  • mightyspacepopemightyspacepope Registered User regular
    So, here's what I picked up in addition to my LJ, Perdita, Sonnia, and Viktoria crews:

    Malifaux: Convict Gunslinger
    Malifaux: Freikorps Specialist x2
    Malifaux: The Executioner -
    Malifaux: Outcasts - Freikorps Strongarm
    Malifaux: Freikorpsmann - 2 Pack figure
    Malifaux: Witchling Handler figure
    Malifaux: Freikorps Trapper
    Malifaux: Freikorps Librarian figure
    Malifaux: Desperate Mercenary - Female figure x2

    Any other suggestions? I'm open to Guild suggestions, but I don't really like the constructs. I'd rather keep with the cowboy/Western theme. As for my Outcasts, I'd like to keep my Viktorias crew to all females, and I'm getting some Freikorps to hopefully supplement the inevitable plastic Von Schill box.

  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    So if I'm reading right.. if I pick up Tara as my starter (because I didn't see any werewolves, which is a shame), I'm limited to the Outcasts and Ressurectionists for army building, right? You can't mix and match? Nicodem seems pretty cool too...

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @athenor You read that right. Tara is dual faction, but you have to declare one or the other before the game begins. But since most of the Outcast faction has the mercenary characterization they can be hired in by Ressers anyway (for an extra stone.) She can also take Death Marshals with one of her upgrades.

    Tara works well with stuff that starts the game buried/ has "self-bury" mechanics (Bete Noire, Killjoy), can bury other stuff (Death Marshals), or stuff that works off of enemy willpower (the Hanged, Bishop.)

  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    @mightspacepope that's a lot of Malifaux. Nice. I know you said you don't like the constructs but Peacekeepers are bee's knees. Besides them, Austringers are considered an absolutely terrific unit between their ability to force enemies to discard and having your models plant moe scheme tokens.

  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    Ow. That hurt.

    ... Tara and the Death Marshals bought to put me above $100. I really wanted Nicodem and the glowy plastic for some of the other characters, but I couldn't justify that much...

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    Well since you are over $100 you'll get the alt sculpt of Perdita so you can sell that off to lessen the financial blow.

  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    Yeah, except now I'm debating really just going off the deep end with Black Friday deals and grabbing some custom playmats for my card games (because I'm going to be demo'ing the game and all)...

    Blah. Why did I have to realize I had money?

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • No-QuarterNo-Quarter Nothing To Fear But Fear ItselfRegistered User regular
    I'm right there with ya on the spending. I'm really temoted to get in on the Malifaux RPG Through the Breach.

    I'm waiting for a buddy to get back from vaca and then whoooooooboy there's gon' be alotta Malifaux. I expect Pandora tomorrow.

  • SvenskaSvenska Registered User regular
    Got a game in with Tara against a Raspi list, just starter box on starter. I'm still trying to put the puzzle together for how best to run Tara. I always feel like I'm just not running it like I should.

    Had a blast though, ended up getting nuked by Raspi.

    I couldn't really find anything to excite me in the sale, guess that's a good thing though since I still need to get my dudes painted up.

    Since your name means "swedish" in swedish, I just assumed you were, ya know, swedish.

    eNozN1RVNTYwUDVRNVUzUjOsMVQzRCON1UyApAmYbQZRYwaRBlOqZSYA7ZUOyQ==
  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    No-Quarter wrote: »
    I'm right there with ya on the spending. I'm really temoted to get in on the Malifaux RPG Through the Breach.

    I'm waiting for a buddy to get back from vaca and then whoooooooboy there's gon' be alotta Malifaux. I expect Pandora tomorrow.

    I knew they were doing an RPG at some point... Is that already out?

    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    So apart from three-headed tigers and gorillas and such, what kind of toys do the arcanists get to play with?

    kshu0oba7xnr.png

  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    No-Quarter wrote: »
    @forar That sucks. What don't you like about the changes to soulstones? I know you used to be able to ADD flips to your total with stones, but in my opinion that breaks the shit out of Masters- especially combat based ones. I was iffy on the upgrade system at first too, but I like that they let specific playstyle variants be more powerful than they would be otherwise if everything was on one card. The changes to Horror tests is also ten times better than the old rules.

    Adding flips to totals was definitely a powerful mechanic, but many casters (even support based ones) benefited from this as well, in my experience. There were some for whom it wasn't quite so amazing, but perhaps as a dirty Guild player I'm just used to shooting/stabbing/exploding things in the face anyway.

    Upgrades let them change things up, yes, but there were some upgrades that were mutually exclusive that were both big parts of what I identified with my masters being able to do. Not sure if it's still the case, but for a while 2 of Sonnia's were mutually exclusive, and I found it really annoying to have to pick one or the other.

    That all aside, I ended up playing a game on Saturday with one of my friends when we got together for our usual weekend shenanigans. Between Dwarven Forge tiles, HeroQuest assorted bits, and a new plug and play LED lighting system I finally got to toy with, it was a pretty impressive looking board. 35 soul stones, Sonnia vs Lilith, I won, but it was a very close call. I'll try to dig up the pics and get them reduced to a reasonable size for posting.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
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