Malifaux General:Hard to kill edition

Malifaux: mega.nz/#F!cg00BCoD!mDHocpgWP_hkkM3CpCBwrQ

Through the Breach: mega.nz/#F!Z9sVSYTS!U2J243KhVsUuOqAnsqTj4A

Book 1 - Basic Rules and first wave of updated (from 1st edition of Malifaux) models
Book 2 - Second wave of updated models and scenarios
Book 3 - Campaign system and new M2E models
Book 4 - Entirely new models and scenarios

Discord voice chat for Malifaux chat and memery: discord.gg/xWkuFRz

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.

Gaining Grounds Tournament Rules: themostexcellentandawesomeforumever-wyrd.com/topic/123837-gaining-grounds-2017/

Discussion Topic: Favorite strategies and schemes from 2017

Haven't had as many games of GG17 as I'd like, but I like how it's not very focused on killing.

Dig there graves seems pretty cool though.

I love tail em but it pretty much confirms that we won't get a unit that can ignore line of sight, I want permanent scout the field vision

I think it's going to change. It's way too easy ATM.

Is ashes and dust the best frame for murder target?
No conditions and its something that needs to be dealt with

Why is Yasunori so good? That horse doesn't even require any skill to use at a point.

Out of curiosity, is the Terracotta Warriors Thousands Strong ability supposed to work with Until I Shatter and Mold of the Other? Or is it just there as a fun bonus. The actions prevent you from reducing damage, but I am not sure if damage prevention is its own thing.

It does work with those. Thousands Strong prevents the damage it doesn't reduce it like armor.

If a model dies due to black blood, or a defensive trigger does that kill count for frame for murder and the like?

I just finished a game half an hour ago of Asami versus McMourning in a Guard the Stash.

Yasanori blew threw McMourning in a single activation with the help of his 0 giving a minion a free attack. He got pretty banged up, but Asami pulled him out with On Wings of Wind and Obsidian Oni/Equality healed him for 6.

Thank guy plus spamming Yokai seemed super greasy. Tabled the poor Resser turn 3.

Yes

It's mean but not super survivable. Target priority, bra

And be more careful with mcmourning. He's a fragile flower.

>Why is Yasunori so good?

He gets like four attacks on the charge plus his (0) and has the Wk and Cg of a mounted model. Of course he's good.

He's like a Misaki that anyone in TT can take without having to play Misaki.

He's less survivable though, and you can see him coming from a mile way. His threat is completely linear without outside help.

Recalled training on him is complete bullshit though

Low survivability and reliance on some other source of movement are both issues Misaki has too, which is why I think it's a fair comparison. If McCabe's giving him fast or Yu is pushing him around that extra movement makes him a lot scarier though.

He's definitely fragile enough that you can force him to trade, but paying attention to which units you're moving into his threat range and having a plan to counter charge or otherwise burst him down requires some thought. So obviously he's bullshit.

It's too easy the same way that Hunting Party was too easy against a lot of crews.
You need to build around it - minimise Henchmen, bring Enforcers for your hitters, think carefully about Size 3 models.
Makes proper terrain spreads more relevant too.

I'm a huge fan because it makes Howard Langston even more auto-pick, which of course was much needed.

Agreed on both points - Yasunori AND McMorning collapse under focused fire, but if you let them do their own thing, they'll fuck a crew up.

I've been painting up my Oiran, because hey're pretty models, and now I feel obliged to use them in a game.
Everything I've read says they are shit, but the cards look reasonably solid - their attacks have OK Ml values, and they have a Lure, which is never bad.
Besides that, the Wp buff aura is handy, and no-charging while having an 8" Cg themselves looks decent for controllign where the engagements happen.

Why are they so maligned?

Are there any leaders specifically that are good for new players?

Perdita Ortega is pretty straightforward and forgiving.
Does one thing very well - deals ranged damage.
Forgiving - gets big pushes towards other Family members (most of her box, and most of her thematic crew too) in case you find yourself out of position.

There's also some headroom to develop skill in the game from there, though from what I understand that's largely coming from her other Family members' abilities rather than her own.

Wind Gamin are far too good/useful to only cost 4 points, poison gamin are utterly useless and cost 5.
I don't get it

Poison Gamin are harder to kill, so better for holding points and interfering, while a chunk of Wind Gamin's versatility is only really related to the killing schemes and so not that relevant in a lot of scheme pools.

That's bollocks, it doesn't make any sense and both are mis-priced, you're right.

Is Ramos a decent starter dude? Because I like the fluff of the M&SU, their models seem cool too.

With Misaki at least, I never take more than 1 because they really need crows to get off their lures, crows which would be better off used with Misaki's assasination trigger.

Yes. He may be somewhat tricky to play, but the stuff in his box is all around useful with him and most Arcanist masters. You essentially want to spam spiders and have Joss and Howard do things.

I find it stupid there's no cross over between TOS and Malifaux. With Warmachine having its rules crossover to Hordes I really feel like this should have been a choice they should have known about right off the bat.

I was thinking about that when they said it, but I don't really see how it would work, and it also doesn't make a whole lot of sense fluff-wise, except maybe the Guild.

The games have two entirely different engagement scales and fluffwise a lot of things wouldn't make sense. Malifaux has a lot of individual models and basic minions that come in at three men per box, while ToS requires you to have 9 guys for a unit.

As was said, they are completely different games, they just happen in the same continuity.
Are they even concurrent?
Regardless, it would make no sense for the vanishingly small factions of Malifaux to pop out in the inter-nation conflicts of The Other Side.
Also, it's literally not happening on the same planet.

I could maybe see the Freikorps being a Regiment of Renown, or something like that, but otherwise it makes not a great amount of sense.

I'm thinking of taking one (or two for hard thematic) with Colette.

The Concealed Weapons trigger No Witnesses gives the condition "Unbeknownst: This model may not declare Showgirls as targets of its Attack Actions".
Huge if I can successfully Lure or Siren Call a beater into the crew and use them as an early-activation hit, and then slap themwith Cassandra, or load them with Poison over the next turn for a Showgirl Sip of Wine (ghetto Expunge).

The inconvenience is that it needs a Tome for the trigger (which is needed for a handful of other triggers in the crew), and is Melee 5 (not huge).

For Hamelin, how many rats/kings/catchers do you think is enough?

25/8/6.

Well, halve those.

Personally i think two is one of the best ways to use them. Because two models with disguise can basically completely fuck up the charge lane of a 40 or 50mm model just by standing near each other, so you can put squishy models behind them very safely.

Arcanists
50ss Crew
Colette Du Bois -- 7ss
+Arcane Reservoir - 2ss
+Cabaret Choreography - 2ss
+Seize The Day - 1ss
Cassandra - 8ss
+Practiced Production - 1ss
+Smoke And Mirrors - 1ss
Oiran - 6ss
Oiran - 6ss
Performer - 5ss
Performer - 5ss
Mannequin - 4ss
Mannequin - 4ss

Thinking about it, this wouldn't be an awful crew if Tail 'Em is in the pool - loads of pushes both in and out of activation for Colette and Cassandra, the Performers are Manipluative and the Oiran are Disguised and can go Defensive making getting around them difficult, and Sieze The Day should make positioning to prevent nasty across-turn alpha strikes a bit easier.

Of course, it does still leave Colette and Cassandra as the only real damage dealers, but every other model being able to hand out Poison while having all those Sip Of Wines on the board is pretty good, and with two Mannequins and a few Doves Colette's Hooked Cane Melee attack goes up to 8 with a 1/3/4 spread (with Doves that can feed her +Damage flips.

To add to the risky business potential, if I wanted to be reckless with Cassandra (if it's a killy pool, for example) I could drop a Mannequin and some upgrades to bring Angelica as a Practiced Production holder and for additional manoeuvrability shenanigans, which also brings a second Hooked Cane to the table for a little extra damage output.

As a bonus, her shout attack is another Cast that Cassie can copy, and Cassie can spend a Stone to get the Paralyze trigger.

That doesn't harm my scheme running any and makes the team a (tiny) bit scarier up close, increasing the chances that I can burst down the one model I Lure in per turn.

The downside there is that the Mannequins' attack, despite being only 2" Ca 4, has a built-in Slow trigger, which is pretty useful, especially if I'm playing keep-away with the fragile ladies.

Unfortunately, I'm usually out-activated allt o fuck, and there's not a great way of redressing that balance by killing them, so all these AP-wasting abilities are potentially not actually going to be that useful since I can't actually hand them out to as many targets as I need to.

I really wish people would stop using the "WM crosses to Hordes" bit. The only reason they're "separate" games is that Matt Wilson doesn't understand how IP law works and wanted to be able to sell them as separate IPs to people. That's it.

At no point was Hordes working from a different scale, background, or rules set when compared to Warmachine. TOS and Malifaux are about as similar as 40k is to Epic. Same world and base randomizing system, but those are just cosmetic similarities.

Yeah, I skipped over that bit because I couldn't be bothered to engage.
40K-Epic is a good comparison.

The first thing I thought when I saw the renders of the squads (since I never had any intention of buying in) was that most of the crews would make good instant crews for Malifaux.

Any of the squads would make decent Freikorps crews, perhaps with a little gun conversion.

The Brit Infiltrators would make good Guild Guard or Ortegas, the Welsh Borderers could be decent M&SU miners, a bunch of the not-Chaos could be acceptable Ressrs or human-Neverborn.

But that means that, at best, I be buying two or three squads to maybe use them as not-very-recognisable proxies for crews that I don't play, for barely under the same cost as actual Malifaux models.

Was gunna say...

So what's a good proxy for the rat kings?

My point being that they SHOULD have made the systems more interchangeable. No one is going to buy into a new system from a small company with an even smaller player base.

The thing that is attached to Hamelin's base.

Rats stacked up with a cloth GS'ed over them.

And if you want something tournament legal do what I do. Use oyamaru and green stuff to make a bunch of copies. There is only a single sculpt for the rat kings after all, so it is easier to pull off.

Skaven, giant-er piles of rats, fukchueg single rats, robed figures with rat heads/tails poking out the holes, differently coloured rats...

How?
Mechanically, one is designed to be so detailed it collapses if you get more than about ten models per side.
The Other Side is a beer and pretzels large-scale army game.

Fluff-wise, one is sealed away in another plane and revolves around the actions of gang leader personalities, while the other is nation states and alien races and global religious movements clashing.
Aside from that, there're only a few Malifaux characters that could ever have a reason to be involved in The Other Side conflicts, so you'd get the other master-players spewing butthurt all over the forums, which are already probably more negative than Wyrd wants.

Mixing the two would be an exercise in awful and awkward shoehorning.

Just like change rules

Just like change fluff

I mean the Gibbering Hordes, which are the faction I'm interested in, are basically from Malifaux (but got left in Earth's oceans, then portals opened to Malifaux, but they're going back through those to Earth? The lore blurb on their site is confusing as fuck)

How is copying McCabe's upgrades with Terracotta Warriors supposed to work? So if I let's say hand the glowing saber to someone else, use ancient treasures to replace an upgrade on McCabe with another glowing saber, would that be fine? If so should I be expected to buy duplicate upgrade cards for tournaments and the like?

But how?
Virtually every aspect of Malifaux is built around the small-scale nature of it, and the fluff is all focused around a geographically tiny and isolated part.

How do you make that blend with a large-scale game in fluff?

As soon as you try and regularly introduce army-sized forces to the Malifaux side of the breach, the core concept of a bunch of crews just stop working, and taking single personalities the other way would have minimal impact even before you address the issue around power loss going the other way through the portals.

>Are they even concurrent?
Its what's happening since the General Governor attempted to become a Tyrant. He's the Burning Man, blew himself across realities.

I'm looking to make the plunge into Malifaux and want to play Gremlins. I'm not on a budget and am willing to drop a few hundred bucks to build up a good collection, and was wondering if anyone had suggestions.

The masters I'm interested in are Zoraida, Mah Tucket, and Som'er Teeth Jones (and will likely buy their boxes). Are they competitive and are there recommended lists for them?

Mah she really isn't competitive, but buying her box isn't a bad idea just for getting her stuff. The best Gremlin master to start with is Somer IMO. All of the stuff in his box is useful, including with other Gremlin masters. Somer himself is a very flexible master who can reasonably do most if not all schemes and strats.

There isn't anything set in stone for lists, but for Somer at least you want to get more bayou gremlins, some piglets for summoning purposes, rooster rides and slop haulers because they are just good.

Yeah, you can have multiple sabers running around since it has no rare limit. You'd probably need multiple copies, buy a photocopy is sufficient.

Mah is probably bottom 5, but So'mer is easily top 5 and borderline broken. Zoraida is mid tier. Good spread of masters. More bayous, slop haulers, pigapult, roosters, Burt, and McTavish would give you plenty to work with.

Sweet, I guess it will be worth it to take other 2SS upgrades on McCabe then.

You got a list of competitive Masters across factions? I'd love to see

Thanks!

Is a Zoraida list with swamp monsters doable with Gremlins or is that only Neverborn? Should I supplement any other Neverborn models if I run her?

There is one amazing model from neverborn which you will want. Will-o-wisps, they aren't out yet though. They are swampfiends which can take a (2) cost action printed on their masters card once a turn. Generally you will use them to summon a voodoo doll to free up AP for zoraida.
Swamp monsters in gremlins just isn't as good as neverborn because you miss out on the neverborn upgrade on bad juju. Eternal Fiend. Which lets him come back whenever a friendly swampfiend dies.

For Zoraida I would suggest you buy
Gremlins: Sammy, Gators
Neverborn: Waldgeist, Doppleganger
Both: McTavish, Nurse, Willowisp

Any news about wave 5 book in summer?
From what I know Dreamer will get new upgrade to support Lord Chomy build and not-summoner Dreamer.

Also guys my friend cannot decide between Ressers, Neverborn, 10T

He want's summoner (Kirai, Dreamer or Asami) any word of advice?

Well does he want a pure summoner? Because from what I've seen Asami hits that to a tee. Kirari also does that but with spirits and both support their respective summons real well. Dreamer does that and then supports and then if you decide you've summoned enough or played in the back field for too long you can get Lord Chompy bits up. So basically it boils down to does your friend want a pure summoner or does he want a summoner with a variant to go into melee?

>Will-o-wisps, they aren't out yet though.
They came out in January.

Kirai and Dreamer are better all rounders because they can do other stuff, whereas Asami is pretty locked in to summoning and can falter in certain pools.

It's mostly a matter of aesthetics. Which faction does she like the look of more?

Oh yeah. I'm dumb.

Bloat's a-comin'.

I'd rather they go the upgrade/fix route than keep adding stuff.

Would burying accused models stop my opponent from reducing the accusation condition on them?

That's the only way I see it working.

Someone was talking about Emmissay-like Upgrades to basically give 'Veteran' Masters that focus on one or the other of their gimmicks, which I don't particularly like, but I see no other way to do it well.

Buried models are not considered in play so you could totally deny your opponent.

So we're about to start up a campaign league at my LGS. Not sure who to play though. I'm going back and forth on Shenlong, Jack Daw, or Misaki (either faction).

Shenlong and Jack are both fun. I like daw and his faction a bit more as far as enjoyment goes, although shenlong himself is a blast.

I havent tried misaki out as much but with her errata she might be worth taking a look at. Also a lot of the upgrades and skills in the campaign seem to boost her effectiveness in particular.

Paying 2 campaign funbucks each to buy Daw's Curses seems like it would make just adding him to your arsenal prohibitively expensive.

That seems like a good point, but maybe that would be offset by having a better idea of what's in everyone else's crews?

Anyway, my vote would be Misaki.

I mean its not that hard to get money, and the first model you buy each week cost like 5 points less so thats part of that money back, but ya I hear ya. At least im not playing the dreamer.

Who should I use for a henchman? For 10T sensi yu is the obvious answer. For outcast Monty is pretty good. Tarpits, has card discarding, and overall isnt to bad after his errata and with brick by brick.

You don't start with a master in most Campaigns, you get one halfway through. Imo its better to focus on the henchman you will start with and decide what master to play based on which models you end up getting good upgrades for or hiring to support the crew you started with.
I don't have much TT experience but for Outcasts monty could work although he's going to have to pay 2 scrip for Brick by Brick. Nothing Beast with 3 Void Wretches could be a good start as you could get that upgrade that makes it so void wretches in his line of sight force a bury check on enemies when they die, so he could hit enemy cards pretty hard, plus nothing beast could really benefit from the opportunity to get an armor upgrade or something in campaign.

My first campaign as outcast was with Rusty Alyce, she got the paired gun thing for + flips to attack and went fucking crazy.

But ultimately, i would say Aionus is the correct choice. In smaller games his ability to hand out fast and slow is a powerful game changing tool and ignoring armor + extra AP is fantastic. If you give him Survivalist and hire a freikorps librarian he will be near impossible to kill.

Oh also Taelor into Jack would probably be good since you can fuck up any summoners you encounter and Tormented Taelor being pushed around by jack is fun.

>You don't start with a master
Ya I know but I might as well have a general plan.

For the upgrade, paying the two scrip is fine its just what the upgrade gives him thats good. Nothing beast is possible but I'm not really interested in playing tara, and I don't think it synergizes particularly well with the masters I would be interested in playing.

I don't have aionus or rusty alice so I cant really do them.

How do campaign games work? Are the rules in book 2?

Book three. You start with a pool of 35 and as you play games you earn scrip which you can use to add to your pool or use to buy upgrades. It's a lot like mordheim style games.

Personally I've found NB works decently with Daw because unlike other outcast beaters he targets WP and that goes great with Monty's aura, plus I Pay Better/Last Whisper call for discarding your own cards and Daw's crew can do great with IPB if they are running crossroads seven models.

Personally at the moment my favorite campaign leader is Anna Lovelace, but i don't know if Mercenaries can be taken as leaders outside their faction. Don't forget Ama no Zako exists too!
Also you can get injuries and there are weekly events like "a bunch of neutral silurids spawn in the middle of every game, kill em for points".

Holy fuck every game I just love how playable Lucius is now. I can do my stuff without burning my hand out and Thralls are just baller as fuck.

Is there anything that stops a Tara player with Obliteration Symbiote from using echoes of the Void to control a model's activation, then choosing to gain fast with infectious melodies to get rid of the model when you are done with it?

I'm looking to get the pimplord on the table soon.
I picked him up in November pre-errata, haven't had the time, so making him playable is a huge bonus.

Do you play him Guild or Neverborn?

I'm looking at Guild at the moment, but might pull a few Changlings or other decent Mimics to round out the crew.

What are the decent Mimics to take with him?

What are scrip bills supposed to look like? I want to get around to decorating the bases of Parker's crew with them.

I play Guild mostly. Witchling Thralls are fucking money with him. Mimicwise, doppelganger, terracottas and changelings are great hires.

Been looking at this with some interest recently. How does the Neverborn hold up? They look the coolest out of the available factions in my opinion.

Also if I buy one character, does it come with all the other pictured units? Is that an entire crew? Or do I need more to play a proper game?

Neverborn are pretty baller. Crew boxes come with all those models, usually the core of a crew. They average around 35SS while standard games are 50SS.

Is it smarter to buy one crew then (I am eyeing either Lucuis or Titania) or two? Or would buying one and adding extra crew dudes be smarter?

Also, since the starting set seems to come with one set of Neverborn and Guild, is it also wise to pick that up along a crew box?

Not putting it so damn close to a Death Marshal if it has low wp. If it doesn't get buried that won't ever happen.

Buying two boxes depending on boxes and their models can make a lot of sense as you should have all you need for a standard game and even have another master to play around with later.

Witchling Thralls are guild lucius only and are definitely intended to be used with him. Fransisco or a Guardian (or if you hate having soulstones, BOTH!) make amazing bodyguards the enemy has to waste a lot of resources killing before they can even touch Lucius.

That said, NB Lucius does have some interesting tricks of his own. The Illuminated might not be as aggro as Witchling Thralls but they are cheaper and very tanky and if Lucius were to take a Guild Lawyer and give them hard to wound they would be essentially unkillable. Titania's crew box create a TON of scheme markers and lucius so you can actually go on a sword caning (or backstabbing i think?) spree through them. Corrupted Hounds are solid for tying up enemies and bringing very cheap activations, plus they actually have a good chance to hit and deal damage if lucius commands them and i think black blood triggers if he damages them to reuse a soulstone.

Also Lucius is able to do something for Neverborn they really love, give them a shit ton of guns. Using his ability to hire guardsmen lets him bring Austringers or Riflemen into Neverborn, a faction that pays a helluva premium for ranged unless that ranged is on based Tuco.

You need more to play a normal sized game but for starting out they work fine. Yes you get the pictured stuff. Neverborn is the most popular faction so expect to get matched up against your fellow Neverborn players fairly often.

Generally i would say get the crew box for the master you think is coolest, then get a crew box for another master in the same faction or get a few other assorted solo models to go with your crew box. For example if you like Lucius and want to play guild, Lucius + Hoffman would be a good way to start, with Ryle and Wardens being good choices to expand. If you like Neverborn Lucius however, you might want to pick up a Doppleganger, Mr Tannen and Mr Graves instead to start, before grabbing something like Pandora or Jakob Lynch's box.

Woops meant to say Lillith or Jakob Lynchs box, though Pandora is dank and her henchman is useful for Lucius, her Sorrows won't exactly see a lot of play with him and his models cant be taken with her.

Alright, thanks for the advice. Browsing the store right now and taking your suggestions into account.

Right well which Masters of which factions do you like? We can give you a basic starting package for any master if you tell us the one you think looks coolest.

Well going by apperances alone, I am interested in either Lucius for Neverborn, or Titania.

Lucius is the master of lawyers and spycraft. He is a little awkward to start with Neverborn because other than his totem all the models in his box are guild models (though he can still hire them when HE is played neverborn, his neverborn friends cant use them) but honestly Titania + Lucius would be an absolutely fine start to the game if you plan to play Lucius initially for the most part because he will get a lot of use out of Titanias friends. After that a Doppleganger, Changelings and then the Mysterious Emissary would fill out what Lucius and Titania might really want in terms of often used options.

Do give the other factions a quick look though.

Are there any factions that are good for a new player?

As for Lucius or Titania, Titania at first glance looks like a more brawny, fighty type of character, perhaps that would be easier to play than Lucius?

Holy shit the Resurrectionists basically have undead samurai? That's even cooler.

Malifaux is a very specific brand of cool

It's why most of us got interested on it I'd assume

Titania is a lady dressed in rags with bleeding eye sockets i have no idea how you got "brawny" from that. Lucius is all about tricks, buffs and controlling things. Hes complicated to play, but i don't think he'd be a bad person to start with as long as you don't expect to be able to just run him in to slap the enemy leader in the face and win.

Titania is sort of a debuffy person, but both of these characters rely on focusing on the objectives, which change game to game. Malifaux isnt just "kill the enemy team to win" though doing that can help.
The king of Undead Samurai is "Yan Lo" but from what I've heard he is a little complicated. That said the REST of the Undead Samurai are not complicated at all! Nicodem's box comes with 3 dual katana wielding Punk Zombies, he is the games most straightforward summoner/necromancer, but of course because he likes to summon things you might end up having to buy more models than other people. Toshiro the Daimyo is lord of the Punk Zombies and is a capable melee dude whilst also being able to summon Ashigaru or Koimanu and using his war fan to conduct his minions into position to strike. He is also a nigh unkillable zombie. Izamu the Armor is a giant fucking samurai ghost who stabs shit and says "YOU CANT RUN AWAY FROM ME YOU SIT HERE AND HONORABU 5v1 ME DAMN IT".

I can tell

Well that just shows how much I know about this game so far.

Also I might have to change my view on this. I love skellingtons and zombies, and I have a hard on for undead warriors, as well as samurai.

Well Titania and her friends are undead, but other than her there's 3 ways to get into undead. The first and simplest is to play "The Resurrectionists" because uh... they are all necromancers. The second option is to play Outcasts, which have Leveticus, a man who can hire ANY UNDEAD IN THE GAME REGARDLESS OF FACTION and Jack Daw, a spooky ghost who can hire spooky ghosts and crazy people. The third is to play Ten Thunders, the Mafia/Asian faction, who have Yan Lo who works fucking wonders with all the asian undead shit and can hire Izamu, Toshiro and Yin which are all undead dudes, with Toshiro allowing you to hire Punk Zombies in TT or summon Ashigaru (naginata skeletons) in TT.

You may have noticed some masters have two factions they can play in, Ten Thunders has the majority of these, they have a dual faction master for every single other faction, so you can branch out from them very easily. For example they have Jakob Lynch, a drug dealing card shark that works for both Neverborn and Ten Thunders, and Yan Lo an evil ancient chinese ghost wizard who can go super saiyan and works for both Ressurectionists and Ten Thunders.

This is so fucking rad. Thanks for all the help and explanation by the way.

Well im still trying to offer help, after all that which dude do you think you wanna try and start with?

Yan Lo appeals the most to me, I read through his rules in one of the books, so I'm probably gonna pick him up along with some punks, Izamu, Toshiro and maybe Onryo and some more Ashigaru. The Oiron look cool, as they have Mercenary, I can still pick them up as Resurrectionists, right?

You can hire up to two Oiran as a ressur, but you pay more for them to do so. Oiran aren't considered very good but they are undervalued, HOWEVER for Ressur they are useless because you have "Rotten Belles" which are like Oiran but better.

You should not buy Onryo on their own, you can get them AND a cool new master (summoner with movement tricks and a revenge ghost) through the Kirai box. Punk Zombies likewise can be acquired through the Nicodem box.

The absolute minimum Yan Lo Starter would be Yan Lo, Izamu and Toshiro. The slightly bigger one would be those guys, Yin the Pennangalen and some Koimanu. After that Nicodems Box, Kirais Box and the "Carrion Emissary" (NOT EFFIGY) or "Shadow Emissary" depending on which faction you find yourself liking more is a good choice. In the long term, once you get Nicodem and Kirai you will want Mindless Zombies and The Hanged, after which you will have three Ressur masters with an honestly pretty kickass lineup for each of them that would be able to play in a pretty huge range of situations and have some great playstyle variation.

If you find you like Ten Thunders models its probably a bit more complicated, but you still definitely want Yin, Izamu and Toshiro! Yin causes your enemy to shit themselves and like the other "Ancestor" models is a fucking pain in the ass to kill, only made worse by Yan Los ability to bring them back to life. Yan Lo is not my area of expertise but i do own all three ancestor models and i know for a fact Yin, Izamu and Toshiro are easy to use/learn and very effective, so whilst you might have trouble learning all of Yan Lo's tricks his family will help get you through this!

Also Chiaki the Niece (she comes in Yan Lo's box) can remove debuffs which automatically makes her fucking amazing because debuffs are annoying as shit.

Buying the Kirai and Nicodem box, can you use more than one master for a crew? Or is it one per crew?

I'm taking your suggestions into consideration if I'm gonna order stuff - currently they got all their stuff on their store, except Yin it seems.

The models do not come with bases, right?

Just one master per crew and nicodem and kirari crew boxes don't syngerize to well as Kirari doesn't care for the undead flesh and more for the spirit. Nicodem cares not either way.