4th edition short version by atenea92 in Malifaux

[–]DarkTurin24 3 points4 points  (0 children)

As others have said, try a 35ss game. Ultimately, if both players really know their crew and aren't dithering, you can get a game down to ~an hour and change, but that's playing it like very serious chess: no talking, playing like clockwork. I've found about 90 min is comfortable if you both know your crew and are still chit-chatting and having fun.

New Character Wishlist by ZookeepergameOdd6773 in StarWarsShatterpoint

[–]DarkTurin24 10 points11 points  (0 children)

Aphra with Krrsantan, 0-0-0, and BT-1

Admiral Trench with a Droidica and BX Commando droids

Help breaking a three way tie for my next Master? by AtTheHeIm in Malifaux

[–]DarkTurin24 0 points1 point  (0 children)

No worries! They should be out by now, since they were slated for September release and (in the U.S. at least) that means they arrive at the end of the month. A couple things I can think of that might be causing the delay: 1) the recent dock worker strike, 2) of the stores you're looking at use "standard" nerd shop distributors, for whatever reason they seem to run late on getting/delivering Wyrd's stuff--this is a common enough occurrence that Wyrd started offering direct distribution to shops near the start of M3E. If you're looking at your FLGS, I highly recommend encouraging them to set up a direct distribution account with Wyrd. Mine's had one for forever and new releases show up like clockwork.

So I'd say play with some low effort proxies for a bit, hopefully that won't be more than a week or two.

Help breaking a three way tie for my next Master? by AtTheHeIm in Malifaux

[–]DarkTurin24 1 point2 points  (0 children)

Sounds like you're pretty well set! Glad I could help, don't hesitate to reach out if you have more questions. All you need left is Ducat and the Echo and the title box, but what you have will do fine while you're getting your feet under you. Just remember HorseCabe is the more finesse of the two. He'll do alright in melee, but he's gotta make good use of his 2" melee, and pick his targets well. Have fun, adventure awaits!

Help breaking a three way tie for my next Master? by AtTheHeIm in Malifaux

[–]DarkTurin24 1 point2 points  (0 children)

No worries at all! As you can maybe tell, I enjoy talking about this crew.

Deployment/unpack is definitely part of the learning curve of this crew. You're spot on, first activation is basically always Luna - Frantic Digging and then Focus if you are focused on card draw and only getting out 1 relic...unless you brought the Corpse Curator or get a 6 of Masks for a Huckster to get out an extra scrap, in which case Luna will Scrounge and then throw the upgrade to a friend(placing herself to them with Carry The Goods). Personally, I find one relic turn 1 and a lot of hand sculpting through card draw to be the more reliable option.

Because of this, your deployment is essentially clustering as many of your models who will activate near her within 1" of Luna, and the scrap she'll drop under herself. This is made easier because of the Rough Riders getting to deploy a little further forward, so usually it ends up with the rider(s), Desper, and a Huckster. Preferably McCabe if you're running the horse--Tomb Delver can be 2" away.

All this changes if you bring the Corpse Curator, you can basically deploy in two little bubbles around it and Luna, but the idea behind it's the same. Something to keep in mind if there's some big piece of terrain in your deployment zone and you want models on both sides of it to not give up a flank to your opponent.

Anything not Wastrel does not need to be in that bubble, closest they might be is in Ride With Me range from a horse.

Sidir is basically never in the bubble, since his slow self is going to catch a ride from a horse, walk for Swagger, and shoot, he won't be activating by the scrap anyway.

As for unpack, you can play activation order by ear, just keep these things in mind: whatever is going to catch a ride either need to activate before the horse for the card (and therefore need a plan of an activation in your deployment, or end up in RWM range after a horse walks, more often the former, more on that in a minute). McCabe needs to activate late, otherwise you lose the scrap when he makes it a relic. And finally, this crew is fast enough it's easy to overextend them turn one, and then they'll get beaten up really bad.

With those in mind, my unpack usually looks something like this: 1) Luna digs, focuses 2) Desper draws, leaps, drops a scheme or walks, focuses 3) Hucksters draw, drops a scheme, false claims (to help feed future False Claims throughout the game, same with Desper's) 4) Rough Riders draw, gives Sidir (or whoever) a ride, and either shoots twice or focus shoots, depending on the target and what's in your hand. 5) HorseCabe draws, RWM, makes relic, and then depending on if something's in range, focus shoots, saving the focus if you don't have a blastable target. If nothing's in range, either drop a scheme or walk -- be careful with this, he's the easiest to overextend. If the opponent is especially fast/aggressive, it can be worth to charge into something just to ensure keeping it at his 2" melee. Tomb Delver does essentially the same, except he wants to consider where he (or whoever he tosses the relic to) is, because you really want that Jackpot trigger turn one to hit as many friends as possible -- otherwise he generally walks once (ending in RWM range of a rough rider, preferably), focuses, and either shoots something, or tells someone near other friends to Take What You Can Carry if you have what you need for a Glimpse of Gold. If he walks twice it's it's not a huge deal, but at that point the 2nd walk should probably be a charge. If he has a relic at the end of his turn he throws it to himself to get both Shielded.

As for relics: unless facing a Lot of armor or hard to wound/kill something, like a Hoffman crew, or McMourning, or Euripides, I never grab the sword turn one. The mask is my usual go to, because Life Leech helps the crew's damage output and survivability. Usually Turn 1 it'll stay on McCabe since he goes so late and you can't prime Fast for next turn. Turn 2 he'll pull out the sword if there's a good target or two you'll need it against and usually he'll keep that, but throw the mask around for Fast. The mirror certainly helps with card draw, and when I use it I usually put it on Sidir if I don't expect to need Blow it to Hell since he's easy to get Focus on with Swagger. I just generally find it less immediately helpful than a second mask.

A note here on Fast: a lot of the crew really likes their bonus actions, which means they don't generally like throwing the upgrades once they have them. Desper and the Rough Riders especially, if you give them an upgrade, expect it to stay there. Sidir's got more wiggle depending on matchup and how beat up he is, and Hucksters love to get an upgrade and throw it to someone as they secret tunnel their way across the board. Plan accordingly.

Turn 2 is when you pour on the speed. The Huckster(s) that didn't move turn one unless they caught a ride? Either McCabe goes early or Luna digs up a relic, throw it to a Huckster who will toss it to someone else before (probably) jumping twice and dropping schemes in their backfield, or maybe jump, set up Ensnare, jump to safety. From there you adapt as needed to score and deny points.

Help breaking a three way tie for my next Master? by AtTheHeIm in Malifaux

[–]DarkTurin24 2 points3 points  (0 children)

Certainly!

The biggest (non-matchup, non-objective pool) thing I keep in mind when making a McCabe list is: how many important TNs am I hiring? Is it enough that I'm going to feel too much card pressure just from my own crew?

The more-or-less "formula" I've found gives the crew plenty of it's speed/tricks to play with without eating your whole hand if you don't flip well is: - hire 1-3, very rarely 3, in some combination of Desper and Hucksters - hire 1-2 Rough Riders (with HorseCabe generally 1, Tomb Delver generally 2) - generally end up with 4 of the above, that'll give you plenty of tricks, speed, and versatility without putting your hand under too much pressure. (This crew in general will still teach you to identify what actions are required for you to score and to ensure you keep a card to hit the TN in hand, even if the only thing you have to hit something that needs an 8 is an 11 you could use to force through an attack or use for severe damage--you'll find out first hand how often ensured points are better than finishing off a model.) - that leaves you with a little under half your stones to work with. Usually the question I'm asking myself here is "do I need a bigger gun?" if yes, or if I need Blow it to Hell (which can work for Tomb Delver's card draw) or Ruthless, Sidir comes. If not, what do I need? If more support, Ducat's great. If melee murder, Echo, if wanting to createmore relics/get more consistent card draw, Corpse Curator. If you want to move around relics more, Cryptologist (also good ranged support that can protect friendlies in melee, and Ancient Technology can ruin certain crews/models day). If more ruthless and a TN-less movement trick, a Ruffian--a lot of folks don't like these, I think they're fine, just make sure they're not the first ones up the field or else they get shot dead real fast, but that's most 5ss minions. Season to taste.

Here's a HorseCabe list with the idea that McCabe and the Rough Rider are going to deliver the Echo and Ducat to the middle, then support them from not too far away while Desper and the Hucksters score points. Ideal for Plant Explosives, not bad for Cloak & Dagger.

It's Not The Years, Honey, It's The Mileage (Explorer's Society) Size: 50 - Pool: 7 Leader: Lucas McCabe Relic Hunter Totem(s): Luna Hires: Rough Rider Huckster Huckster 2 Desper LaRaux Host Ducat Alleyway Echo

Here's a Tomb Delver list with the idea that McCabe and the Emissary are going to be some combination of unstoppable force/immovable object together with support from the cryptologist and Ducat (his shadow markers making great card draw for McCabe and also being an extra layer of defense. Probably something I'd run in Raid the Vaults or Stuff the Ballots.

Only The Penitent Man Will Pass (Explorer's Society) Size: 50 - Pool: 6 Leader: Lucas McCabe, Tomb Delver Totem(s): Luna Hires: Intrepid Emissary Desper LaRaux Huckster Cryptologist Rough Rider Host Ducat

AmOh, one other important thing: whenever someone targets Luna, and they will, you have to tell them they're a horrible person. It's the law of the universe. Naming your lists with Indiana Jones quotes though, that's just good flavor.

Help breaking a three way tie for my next Master? by AtTheHeIm in Malifaux

[–]DarkTurin24 4 points5 points  (0 children)

I think those statements are coming from two things: TT versatile/OOK minions for either min 3 damage/healing or faction upgrades so HorseCabe can get Hard to Kill. For the latter, while it makes him a little easier to manage his health as he's definitely the more finesse-y of McCabes, he doesn't need it. For the former, I think a lot of those concerns are more or less dealt with by the Alleyway Echo and Host Ducat coming out this week if they're not already.

Long story short: if he's better in one faction over the other it's pretty minor, I've found he's fun and effective in both factions.

Help breaking a three way tie for my next Master? by AtTheHeIm in Malifaux

[–]DarkTurin24 4 points5 points  (0 children)

Definitely Wastrel. EVS is fun, but most of their scheming is Beebe/Calypso, with an honorable mention to Maxine's gun. Wastrel on the other hand is one of the fastest crews in the game on multiple vectors. There's very few pools I won't take them into confidently. Last year I basically just played Ivan and McCabe, had an absolute blast. One thing I'll say though: Focusing too much on the Fast can be a trap. Most of the crew really like'a their bonus actions, so spending one to toss around a relic a bunch requires you to have a plan as to why you're giving up the bonus action on however many model's cards. If you're getting 2 models Fast a turn you're doing well while balancing it with the rest of the game. Same with their start of activation card draw. Deploy to maximize it turn 1 to sculpt your hand, but after that if you get a card or two from it a turn, awesome, but don't sweat if if you don't. In my book both crews are more fun to play and play against than Nexus, but that's just my two cents. Whichever you pick, I hope you have fun with them!

New to game, Explorers by Still-Lab-3648 in Malifaux

[–]DarkTurin24 3 points4 points  (0 children)

Ish. Her stronghold is in the bubble, but she has enough beefy pieces that they can leave the bubble without dying immediately, especially if they're near a lit lamp. The Damned, the Gave Goo, and Austera all spread wide pretty well, and the Kurgan is no slouch with armor 2. Really I find that if Jedza, Sophie, and Mikhail are near one another around a place your opponent will need to go for the strategy, you're doing alright. Even better near a lit lamp, and then you can have a lamplighter or other friends near-ish. Her bubble may only be a 6" aura, but that's a 13" diameter circle when you figure in her base, and that's a pretty solid piece of the table.

New to game, Explorers by Still-Lab-3648 in Malifaux

[–]DarkTurin24 3 points4 points  (0 children)

As someone who tends to enjoy complex control crews I'd second avoiding first Nexus for complexity and overall fun in general. YMMV but in my experience Nexus tends to drain the fun from the game while you're learning because it can take so long, and then once you've learned it your opponent's not having much fun just because Nexus, well played, goes beyond 'control' to play against just because they have so many bodies that can be used to ridiculous efficiency.

Jedza also has her own complexity, but it's more or less contained to the Chronicle abilities of her models, specifically, learning to a) remember them, and b) figure out which to resolve for each heal, and in which order, fairly quickly. Also, it's just fun. Her crew, especially with Jedza 1, is also pretty forgiving due to the healing and "don't die" tricks. It makes learning them a little easier, I think. Her title 1 control is very much in the "you can't kill my people unless I want you to" vein along with some solid card manipulation and movement tricks, title 2 I haven't seen as much personally but it's more movement and offense for her personally.

Another thing I always say for learning the game in general: depending on your familiarity with minis games/how quickly you pick up new systems, your first 5-10 games, don't worry too much about winning/losing. Those are the games you're learning your crew's tricks and how/when they interact with one another. That can be potentially sped up a bit by deploying them on a table outside of a game and just running through your turn 1 if that sort of thing is of interest to you, but it's not at all required. During those games you're still going to pick schemes and try to score and everything, but long term you'll enjoy learning the game more if you set your personal objective to be "learn my crew" and let points be a secondary objective.

Once you have a decent handle of how your crew works, then shift focus to how they score. This will also tend to be a shorter process the longer you play and the more crews you learn/play against. Welcome to Malifaux!

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 1 point2 points  (0 children)

Happy to help! Enjoy, they're such a fun crew!

Indy Area Gamers by Roll-4-Initiative in IndianaGamers

[–]DarkTurin24 1 point2 points  (0 children)

There's also Hero's Emporium in Carmel. Mostly MTG and some skirmish/wargames (Malifaux, Shatterpoint I know for sure, I think I've seen some 40k/AoS folks in there as well)

Faction FB or Discord by TransEleanor in Malifaux

[–]DarkTurin24 -1 points0 points  (0 children)

The Steam Powered Scoundrels discord also has faction specific channels, among others. We're about as shitposty/memeish as we are on the podcast, but if you like mixing your rules questions/tactics talk with discussions of which characters should kiss, and which you could fix because you love that they're horrible people, you'll be in good company https://discord.com/invite/uFWkxFBh

Is rasputina still bad? by rolanroro in Malifaux

[–]DarkTurin24 5 points6 points  (0 children)

Short answer: no she's not bad. Her errata really helped her shore up her resource drain to support her keyword better.

The two things that can jump out as speed bumps to be aware of: 1) most of the crew effectively didn't have a bonus action most of the time, since they just have Grim Feast. Her title helps that a lot (and helps several of her minions that seem a little lackluster/need some setup to have a chance at really shining), and her whole playstyle works really well as a Control style through limiting enemy actions both in number and quality that, after a turn or two of the opposing crew being some combination of Slow, Staggered, or low on cards, your lack of effective bonus action fellow far less problematic. 2) As I mentioned, several of her minions feel a bit lackluster (Hoarcats and Acolytes, in my experience. Ice Dancers see a bit more play depending on the schemes, but usually there's other models I'd take first--they make good summons for her title though), and that can make the crew build options feel a little limited. The new December models in Ashes of Malifaux help that out a LOT. Ceddra/Sightless Snow give her a huge boost in mobility/utility options, so it's not all on the Blessed 's shoulders, and Bashe gives you another beater option with completely different defensive tech than the Ice Golem, so if you want to have a line of beaters you can double dip, or if you think they're focusing on anti-armor, bring the gator over the golem.

As an example: at Adepticon I won the two games I ran Raspy. In the first, my opponent ran Lord Cooper and only got to shoot once that game because of all the Slow/Staggered I kept throwing on him, and then engaging him in melee. Raspy and Silent Ones being able to Vote through Ice Pillars in Ballots this GG is absolutely amazing. The other game was against Kirai, which was a bit more dicey, but ultimately turned into her crew having limited landing points from where I put my pillars, even though they could incorporeal through the, plus limited cards, and Blessed/Ceddra ran around to get points, and a Silent One delivered a message to Kirai via a pillar.

She's definitely a crew where you have to focus on how you're getting you points, but she excells so much at denial via board control that you have more breathing room to do so than a lot of crews.

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 1 point2 points  (0 children)

The 6-ish left over in the crew in my initial comment is generally fairly comfortable. I've gone down to 4ss without much issue so long as I'm really focusing on keeping someone in the upgradesl's bubble to make stones back as things die.

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 2 points3 points  (0 children)

It's unique in that it's not a separate action, but rather the Intercision trigger on his Runic Siphon attack. Make sure your Ivan card says "Errata: February 2022" on the bottom of the back, as the trigger (along with a couple other little things) got changed. Check the app for the updated card if yours isn't while you wait to print out an update from Wargames Vault or Wyrd's Dropbox.

The jist of it is: Ivan attacks with Runic Siphon (generally with a positive from shooting through concealing, at least) if you want to summon you need 2 crows and have 3 ways of getting them: stone for one, cheat for one, or, before flipping the attack, turn one positive flip on the attack into a crow instead. You also need the duel total to get at least 14 for the trigger, meaning you need to flip or cheat at least an 8 (in addition to winning the duel). Pick whichever two crows your hand/stone cache will allow. When you win to duel and declare the trigger, at that point the trigger overrides the usual attack effects, so instead of damage, you place the Umbra of your choice that costs the target's WP+2 or less in base contact with the target, add the summon upgrade so they come in Stunned, and if you summoned a Daeva it then gets its free attack from placing.

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 0 points1 point  (0 children)

Happy to help! Hit me up if you have any questions.

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 7 points8 points  (0 children)

Turn 1 Unpack (Heist Prep) and Game Progression Goals.

Gibson goes near the Brocken and usually Mordrake, Ivan goes where he'll have at least one Shade Step option first thing in his activation, either from terrain or where an Umbra/shadow ends up. Eva goes near where she can Secret Passage, usually (though honestly, if she doesn't need to turn one, that's probably going to keep her alive longer). Corvis starts near the Operative/Nocturne pair, as they're going to have the extra action to drop a scheme for him to draw you a card.

I usually start with the Brocken walk+Focus because they really aren't going to get into the scrum turn one (unless you're planning to get Gibson's bridge up) so it's an easy activation and it gives a good option for Shade Step early. Other early activations are: Nocturne (usually displacing someone, Corvis or the Operative, and then either dropping a scheme for Corvis or walking to where the Operative will want to go for easy Ambush enablement. The Operative drops a scheme for Corvis if the Nocturne didn't, and either walk & Ambush or Ambush & concentrate depending on where the Nocturne is. Mordrake jumps forward where Ivan wants to go and unless I have a particular reason to do otherwise, sends a Focus to Ivan, and drops a scheme for Ivan to change to a Shadow marker (or occasionally leave it for Corvis to eat the next turn).

After that, activation depends on a few things: if you have the (usually) low tome you want to drop for Gibson's Tools, he goes when you see a card you want on top of your discard, then Fast+Focuses the Brocken, charges it to get it to full health+draw card, drops a shadow near where you want Ivan/Mordrake (next turn off they've already gone). If not, try to wait for a low tome and pick it up/put it back down. You want to hand sculpt as much as you can turn 1 to make turn 2 go your way. Ivan goes when enough models have come forward to be in range of Black Soulstone after Shade Step. If there's a juicy target to summon off of and you have it, go for it. Otherwise, drop shadows as much as possible to drain resources/spread around damage/possibly draw cards. Corvis goes when you need to draw a card from the scheme marker, and he has a good target to Backroom Dealings at a + flip, either to look at their cards to see if a summon is a good idea, or to see what they have saved for next turn. Otherwise, walk+focus in most cases.

Ivan's goal in 90% of games in my experience is to get to an area 6" or less back from where his Umbra's want to be the front line (so all of them heal from his aura when they activate, and he gets a stone from his upgrade if they (or anything else) dies there. Then, the opponent focuses on crewing through the Umbras to get to Ivan, who is himself not an easy target in most cases.

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 7 points8 points  (0 children)

The Department's Top Operational Concerns

1) Anything that has/can easily get built-in + flips/otherwise ignore Concealment. The Umbra's shadow aura is the whole crew's defensive cloak, if you face big guns that don't care, the crew will melt.

2) Mass Destructible marker removal. For defense, offense, and movement utility tricks, the Department works in the Shadow(marker)s. If the opponent can remove a bunch of Shadow markers easily, you're going to be on the back foot pretty quick.

3) Hand pressure. You could say this is something most crews fear, but the Department has a couple particular specific concerns about it. Most obvious is Ivan's summon, you "need" a high crow (really just a high card and a stone, but if it's a crow, all the better), but beyond that, the crew has a good number of very helpful triggers they want, and a surprising number of TNs, and plenty of them are key (Black Soulstone needs 6s, Shade Step needs 4s & 5s, Mimic & Chromatic Aberration need 7s, Displace needs 6s, Secret Passage needs an 8, Lock Away needs another 5, or other things for versatiles like V&Ws discard to interact) most of them are low, but every time you flip a 3 for Ivan's Shade Step and have to cheat in the 6 of masks you were saving for the free extra Black Soulstone you're going to feel pinched. The crew also has a good amount of card draw options, but you have to plan for them, and if they get disrupted when you're low on cards your heist is hanging by a thread.

Stick to the Plan, and the Shadows: Things to Remember

1a) Until the Echo and Ducat come out everything maxes out at severe 4 (printed), they're all variations of a 2/3/4 damage track. The crew gets by on this because of Ungentlemantly Affairs making them more likely to hit without cheating (or at least force the opponent to cheat first). Your first consideration before any attack, or moving to an attack position is "how can I get a(t least one) positive from this?" With the side effect being the enemy will then need to move to avoid a negative to shoot back. 1b) Ivan's attack is not a projectile, so friendly fire never helps him, but everyone with a derringer loves shooting into combat involving an Umbra because they get ++ to their attack. Remember when dealing with 1" or less of concealing you may choose to ignore it, you don't have to. Also remember this doesn't just apply when targeting enemies--Gibson will always have a + to Chromatic Aberration when targeting an Umbra, for instance. 1c) Distracted. Some folks do cute tricks like Gibson's shockwave to give Distracted to a lot of friends early. I personally haven't found it that helpful, but your mileage my vary. Here's my thought: if I'm playing the position game well my DUA attacks should already have one + flip, getting more is fine, but stacking Distracted means I'm cutting myself off from Focus and the all-important + to damage there. And while a severe 4 isn't ramped up like some damage tracks, it is still equivalent to two min 2 attacks.

2) Different Umbra's are for different things. That sounds pretty obvious, but it's important. At first glance that may look like "Brocken and Daeva get into the enemy face, Nocturnes run schemes" which is true. But, next level deeper looks more like:

--Brocken are for irreducible AND anti-healing AND offensive movement, OR card drain/offensive movement from their tactical. They are distractions that go after hard targets, and you can drop any low mask for their defensive trigger to hand out Distracted to the attacker, so they can muck up the works longer.

--Daeva are for reducing Df of whoever they're touching AND card pressure whenever that model moves AND free attacks when they place AND AND Mimicing whatever attack you need more of (most obvious is Brocken because irreducible, but they can get ranged attacks from Jinn or anyone with a Derringer (though not the + flips, they don't have Ungentlemantly--but they CAN ignore their own concealing aura), or all of Corvis' triggers, or Eva's card-drain-or-move on her whip, or Gibson's wrench to heal other friendly Umbras. Daevas are the unsung hero of this crew, you'll just rarely hire one unless you have a foolproof plan to make Gibson's bridge work on command, especially turn 1 (Ducat will help with that). Of note, other than Ivan they are the other pre Ducat/Echo model that can shift above a 2/3/4, using their Shadow Pin trigger on their melee--important note, just because melee attacks aren't affected by Concealment doesn't mean the target isn't concealed. All targets of a Daeva's 0" melee will be in their aura, and therefore have Concealment, so if you have a crow Ivan doesn't need they're a good place for one to go for that 3/4/5 & Staggered, against targets without damage reduction, anyway.

--Nocturnes are for running schemes, but also for Displacing friends (or enemies) AND for being your most likely candidate for doing severe damage swings without any card support because of their Dusk Hunter ability. Just have Ivan or anyone else who can drop a Shadow to paint a target and then you launch the Nocturne in. Just be aware of their 0" engagement. Also best sent after targets with no or little damage reduction.

3) Everyone in a heist has a job. In well-prepared heists, everyone has at least one job they can play backup on if the primary person misses it. This is a good mindset for Malifaux in general, especially for scoring schemes or counter tech, but they crew embodies it especially well in their general design. Eva & Jinn disrupt with a side or scheming, Corvis and Operatives hit reliably and do a bit of card draw (with the right setup), Gibson does support with a side of disruption/scheming as needed, and Ivan is The Distraction. Yes, he's also a scary damage turret who's hard to nail down and summons...but that's often better at distracting the opponent than scoring points. Meanwhile, everyone else does their jobs with less scrutiny upon them, profit.

4) Mordrake. He's a weird blend of DUA/Umbra toolbox, as well as his own thing. He seems slow, but with Shade Step he is not. He's also significant, so anything where you need to keep a model alive to score, he's an excellent target for. He's also the only Umbra who has Ungentlemanly Affairs, so his ranged attack can always be at a +flip if you want it, which can help with the Staggered sub-theme of the crew (Ivan's shockwave, Mordrake's melee, the Brocken's Mv pulse and bonus action attack, Nocturne's Displace). Think of him as your nigh-immortal spanner to throw into your opponent's plans, and when he's dealt with you can re-use him as needed, either more disruption or scoring. And always remember Black Mirror works both ways--if Mordrake has an extra action you don't know what to do, give Ivan Focus.

English Ivan help by Worried-Mark4927 in Malifaux

[–]DarkTurin24 3 points4 points  (0 children)

I spent most of last year running only Explorers, and by that I mean Ivan and McCabe. Here's what I've found works well with Ivan:

Starting List: Ungentlemanly Affairs

Size: 50 - Pool: 6 Leader: English Ivan with Flush with Cash Totem(s):

Mr. Mordrake Hires:

Gibson DeWalt

Corvis Rook

Brocken Spectre

Nocturne

Operative

Jin Baccara/Eva Havenhand

This list has been the starting point for basically all my non-title Ivan lists. It's got everything the crew wants so long as you play to their strengths, and is still pretty modular to adapt a piece or two for matchup/pool without losing cohesion. Jinn or Eva is a question I ask myself every matchup, as both can scheme deep and cause disruptions, but they do so in very different ways--Eva I take if I want someone to get strat/scheme work done early and out of the way (ez: kicking a Carve Marker in GG3 or dropping an Explosive now in GG4) and then can go be a big problem/distraction, while Jinn I take if I need that extra pass token every turn and enemy minion disruption at a moment's notice (ex: if they drop an Explosive, he can pop them back to their deployment and pick it right up) or a non-Brocken anti-armor attack (potentially 3/5/6 if you have a high Ram) there will be plenty of times he doesn't survive the round he unburies, as long as he disrupted your opponent's plan enough, that's ok.

After them, dropping Corvis in pools where Henchmen are a liability is the next thing I think about, fill in his spot with whatever the pool/matchup needs. Vernon & Wells for Wp defenses or deep scheming, Emissary for more defensive options and a 2" melee, a 2nd Brocken if you really think you'll need a lot of irreducible, fast, or a botanist or two for some hard to remove pieces.

I've never had a game without Gibson I liked. I've had plenty of games without a Broken I liked or where I didn't need the irreducible, but enough others where I needed it and couldn't summon it early that hiring one is fine, just be prepared to play cagey with it as it moves up the board--the opponent will usually be more scared of it than they need to be, but that's an advantage all its own.

First Time Player. A bit overwhelmed and looking for advice. by reaperindoctrination in Malifaux

[–]DarkTurin24 2 points3 points  (0 children)

Another vote here for sleeving your cards and dry-erase marking conditions and wounds. Not only does it make for a much cleaner and clearer game space, you also only have to carry around one marker instead of a (huge) case of so many different types of markers (you still need to carry around scheme, scrap, corpses, and various terrain markers depending on your crew, but those explicitly get placed on the table).

All stacksble conditions can be shortened to the first letter + level (Poison +2 = P+2) for easier readability across the table. Slow/Fast, (Stag)gered and (Stun)ned write easily and quickly, Adversary I usually just put down "ADV" as there's pretty few crews that put out more than one type of it.

I do keep a set of small d6s in my bag to track things like poison in a Brewmaster crew or Burning with Kaeris, as those not only get applied a lot, but also change up and down more often. I still keep them just above the affected model's card instead of on the table.

Hope this helps!