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  Topic Review (Newest First)
11-12-13 01:15 AM
Straken's_Fist Crap, I forgot about the pics!

Well it was the first night of our 3 month campaign at the FLGS tonight, starting with the 15ss games. Was fun and somehow I managed to tie the game 3-3 (probably my opponent being a good sport and holding back a bit and not completely kicking my ass...;-), but I am still learning the rules, it will take time I guess...

That Francisco-only upgrade card is pretty much an auto-include, I think. He gets Hard to Kill and then can regenerate wounds. Santiago is hard to kill too, so it made for a tough crew very forgiving of mistakes....Then I had Papa Loco to make up the 15pts.

Cool thing with Papa Loco tonight: I was doing Framed for Murder scheme along with the scheme where you get a VP for killing a particular model: I got him into melee and then he died, so gained a VP under Framed for Murder. But then he dropped his dynamite upon death and that killed the opposing model too! So got 2VP for that! lol
Dunno if that is a legitimate tactic, or if it was just fluke...But thought i'd share it, as I am writing this from a beginners perspective.

Gonna try getting another game in Wednesday. Fun times.
10-28-13 01:46 AM
Straken's_Fist Will try getting pics of my painting tomorrow...Got Santiago Ortega done today.
10-26-13 01:52 PM
jondoe297 Just a note, the free 8inch move is a push, so if you would come in contact with another model or blocking terrain you would stop!
Situation happened to.a guy down the club i attend.
Companion is good, and a useful tool.
When you start looking at upgrades 'ciscos one is a no brainer and rapid fire for Nino is annoying!
Your right though perdita, lady j are both very newbie friendly, along with likes of Seamus, raspy, von schill and i Lilith! Its not to say these guys are better or less involved, just they are a bit more accessible and in most cases fairly forgiving!

Pap loco bomb? Never really game across it in game play, but spamming obey would have got him across pretty quickly esp with companion!
He wasn't a great model last edition, now he is def worth taking!
Thinking about taking him in a jack daw.crew
10-26-13 09:58 AM
jams @Straken's_Fist one of the classic ortega tactics was the loco-bomb where you basically slingshot papa loco across the board as fast as possible towards you oppo's crew then cause him to detonate. Hilarious when it worked lol
10-26-13 01:25 AM
Straken's_Fist Well, had a very enjoyable evening of Malifaux tonight at the FLGS. Me, my wife and a couple of friends are all getting into it together which is nice. We're starting to understand it now and are coming to grips with how our crews work.

I must say, I do love the playstyle of the Ortega crew: I think they are very beginner friendly and a really good way to get to grips with the rules.
Their 'Companion' rule is cool because you can 'daisy chain' and activate another member directly after the first, as long as they are within 6". Also Perdita the master can move 8" towards any friendly model in exchange for getting rid of a card in your hand.
So what I am noticing is that it's best to get someone like Santiago Ortega who has 'Hard to Kill' to go ahead of everyone else and then Perdita can use the 8" move to get into a good position to assist. Santiago also gets more powerful the more the enemy damages him which is a nice bonus!

It's loads and loads of fun thinking about how to combine all of them effectively. All their weapons and attacks are pretty straight forward too with most of them bringing the same weapon: The Peacebringer: SH6 and Range 12" (exception here is that Pedrita's is 14" and SH7). But Papa Loco and Nino Ortega are very unique and bring some extra flavour. Papa throws dynamite and is better in melee than the rest and has some pretty crazy special rules (e.g if you kill him he drops all his dynamite and it explodes over everyone friend or foe nearby!), while Nino Ortega can infiltrate and has a unique shooting attack. I am finding it's best to keep Papa Loco isolated with maybe 1 other person (maybe Francisco Ortega) because he has a habit of dropping dynamite when failing to hit/damage that can hurt the rest of the crew members.

Next week we will be playing again but the peeps at the FLGS will be helping us look at the more complex rules such as the upgrades you can buy and how to use soulstones.

Very cool game :-)
10-23-13 10:27 PM
jondoe297 On the wyrd forum there is a section dedicated to beta wave 2, they update it every week on a Tuesday.
They have released the last master as well now
10-23-13 09:35 PM
Straken's_Fist Yeah me and friends were wondering what was up with some of our models not being included in the rulebook...Good to hear they haven't been retconned out of existence (looking at you GW!). But where do we find the beta rules?
10-23-13 01:20 PM
imm0rtal reaper
Originally Posted by jondoe297 View Post
Riflemen are 2nd wave so they have beta rules at the mo.
Are the beta rules online? I can't seem to find them :S
10-23-13 06:22 AM
jondoe297 Riflemen are 2nd wave so they have beta rules at the mo.
Lady j's crew is ready to rock.
They have simplified the cards massively.
Front of the cards are inherently abilities and skills that are always 'on' i.e lady j doesn't need line of sight for charging.
The back of the cards are broken down into tactical and attack actions.
Attack actions will have the required sh,ml or ca built in.
Ca has changed for the better now, where you use to cast and create a final duel total, its nothing. Performed the same as a normal duel like ml or sh attacks.
There are two types of duels, simple which usually requires you to beat a tn (target number) a horror duel for example.
The second type is opposed and that requires your opponent to be involved (these may have a tn that you have to beat as well)
10-22-13 09:55 PM
imm0rtal reaper I've just got the 2.0 rulebook, and already had storm of shadows. I've got enough models to make a guild crew using the "Guild's Judgement" box and 3 riflemen.

I'm just a little confused because of the difference in style on the stat cards. The riflemen have a "Ca" stat, but the new 2.0 models don't have that on their cards. I assume that this will become clear once I've given the rules a read, it's just making me scratch my head right now.
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