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 Book 4 - Entirely new models
Through the Breach Fated Almanac - Basic rules for the RPG set in Malifaux Through the Breach Fatemaster Almanac - GM stuff for the RPG
>What is Malifaux? Malifaux is a 32mm Skirmish Tabletop game, with a focus on completing several different objectives, while denying your opponent their objectives
Topic: What are you planning on getting for black Friday?
Ryan King
OP here. I'm excited to start playing, but I'm unsure of whether I want to start with Arcanists or Neverborn. Fluff/model-wise, I like Kaeris and Rasputina from Arcanists, and Dreamer and Lynch from Neverborn.
I largely come from an MTG/TCG background, and I like playing highly synergistic, "engine-based" combo decks (Storm, Tron, Dredge, etc), and making my opponent have to scramble to try and interact with what I'm doing. I want to be proactive and have the gameplay come from having my opponent try and stop me from accomplishing my primary gameplan, but not "just" be aggressive in the "beat face" sense.
Does one of the Malifaux factions make sense in this context more than the others?
Chase Watson
Look at Colette's playstyle.
Jace White
She seems pretty sweet. All that teleportation and placement definitely fits in to how I'd like to play.
Would Arcanists be better than Neverborn for this kind of playstyle, then? Seeing what people could do with Lynch was one of the things that drew me to the game, but I could see switching over to a different faction.
I guess I'm looking for a tricky faction and not just individual tricky crews, so I have a good path forward beyond my starting box.
Kayden Barnes
So how do people feel in the wake of pic related?
I was, unfortunately, kind of underwhelmed. That's in no small part due to the fact that a Kill Team league stole 80% of the Malifaux player base a matter of days before Divergent Paths started.
I like what they tried to do with the chop'n'change story, but it just didn't quite work as far as keeping all the factions equally interesting, or in a few cases even slightly interesting.
Still pretty happy with the Arcanist Lawyer-Wolf though. I'll be interested to see how the new models/characters work out.
>Colette I wouldn't, personally. Go for Kaeris, if you like the models and fluff. She does a fair amount of crew-interaction stuff, as I understand it.
But yes, go Arcanist, I agree with that.
Juan Jenkins
Pic related?
So, Arcanists are better for that style of tricky play? I want to take a billion actions a turn and do crazy things that my opponent was completely not expecting; things like Lynch's Brilliant/hand tricks, Dreamer's summoning/LCB gameplay, Kaeris's Burning/flying movement, and Raspy's threat ranges/throwing all were the type of "How did that happen?" type of gameplay I want to go for. However, I haven't really found much beyond those crews that I've really loved. What crews in those factions also inspire that type of gameplay? Does one of the two factions have more masters that support that playstyle?
Why do you say Arcanists?
Zachary Rivera
>Pic related? Gaaaawdfukkendamnit. Pic Related.
I think Arcanists would generally be best for tricks, yes.
A lot of the crews in Malifaux are fairly plug and play, with the Master defining/providing teh suite of tricks available. I've been told it's a lot like MtG in that respect, but with a greater focus on the Master dictating the style of the crew.
I play Colette - I think she's fucking great fun, but complex as all dicks to learn to play with. She was my first Master too, and gave me a decent understanding of the fundamentals, but only through a long and frankly frustrating period of getting the shit kicked out of me all over the table.
As for why Arcanists - because, for my local meta, they have the reputation as tricksiest. Neverborn are scary and beat face, Guild are shooty and beat face, Ressrs summon and beat face, Gremlins are numerous and wacky but mostly just beat face...
Havign said that, every single Master has their own shenanigans, and it might be difficult to pick out one you'll enjoy playing just by reading the hundreds of cards and trying to cross-reference, or by reading the dozens of "why you should play this Master" articles around.
If the option is there for you, look up some local players and ask for a few games borrowing crews (maybe ones they choose for you) to get a feel for what things do.
Blake Richardson
So I've started my Outcasts collection (traded some stuff for it)
So far I've got: Levi and his box (Alyce, waifs, aboms) Ashes and Dust Freikorpsmann x1 Ronin x1 Freikorps Specialist And Pride is kicking around somewhere
For undead I have Crooligans, Bete, Flesh golem, dogs, rogue necromancy, Philip and Yin
Anything stand out that I absolutely need next? I really don't like belles.
Jordan Ross
bump
Owen Walker
>Havign said that, every single Master has their own shenanigans, and it might be difficult to pick out one you'll enjoy playing just by reading the hundreds of cards and trying to cross-reference, or by reading the dozens of "why you should play this Master" articles around. I guess that's my problem; I like a lot of things a lot of masters from different factions do, but I'm having trouble finding a particular faction that excels at a particular strategy? Are they just "skins," or do certain factions excel at certain strategies more than others?