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Made in us
Regular Dakkanaut





@PurpleEcho - yup finger-counted wrong on my end ^_^
   
Made in au
Norn Queen






Last time the pledge total dropped to 239k it took days to claw back. This came back in an hour after showing the new stretch goals, with fewer backers. So it seems people are seeing more value now.
   
Made in us
Regular Dakkanaut





 -Loki- wrote:
Last time the pledge total dropped to 239k it took days to claw back. This came back in an hour after showing the new stretch goals, with fewer backers. So it seems people are seeing more value now.


I think some people (including me) was just waiting for some of the add-on SGs to unlock so that we can add it onto the basic pledge. I was waiting for the Dual Allegiance Commanders at 250K, We will see in the next couple of days if their first major update after their winter break will lead to more backers in the coming days.
   
Made in us
Regular Dakkanaut





Latest Update Post - The Kickstarter hit 250K so Commander + above pledges get a free squad for each allegiance and acrylic tokens added to pledges

https://www.kickstarter.com/projects/1334239018/the-other-side-9/posts/1777215

The free squads and the Dual Allegiance Commanders are previewed.

Gloried units - number stats improve slightly, but each unit gains more abilities. First time they preview the glory sides of squads in the Kickstarter i think.


   
Made in au
Norn Queen






I'll be springing for Horomatangi at the pledge manager. We'll likely be mostly playing two Commander games so having a third Commander will be a nice bit of variety.

Considering springing for two more as well. I love the render for the Devouring Eel, so I'll probably throw that in. Now I'm thinking about another squad.

This message was edited 2 times. Last update was at 2017/01/04 22:58:32


 
   
Made in us
Mutating Changebringer





Pennsylvania

 akai wrote:
 -Loki- wrote:
Last time the pledge total dropped to 239k it took days to claw back. This came back in an hour after showing the new stretch goals, with fewer backers. So it seems people are seeing more value now.


I think some people (including me) was just waiting for some of the add-on SGs to unlock so that we can add it onto the basic pledge. I was waiting for the Dual Allegiance Commanders at 250K, We will see in the next couple of days if their first major update after their winter break will lead to more backers in the coming days.


This is an excellent point and one big reason that I have so often harped on the balance between adding value to the pledge, and adding options. Adding value (ideally) motivates new people to pledge; adding options motivates people that have already pledged to increase the value of their existing pledge.

With that in mind, notice what happened in the last, say, 48 hours;
Spoiler:
Overall value of the campaign,

Number of additional backers,


Since the update on Jan. 3rd that opened up all the available add-ons there was an initial surge in pledge value, but that surge did not correspond with a substantial increase in number of backers. Since Jan. 3 the campaign has increased by over $10,700 in value, but is actually in the negative for backer numbers, with a net loss of 6.

Yesterday is exemplary: with $7,484 in pledges but only 4 backers added, while it's not impossible that these 4 pledged almost $1900 each, it's more likely that several hundred people increased their pledges. After all, that entire increase could be accounted for by less then 200 people adding a single $40 troop box to their pledge. For frame of reference, the $160 pledge level currently has 493 backers, the $300 level has 321.

   
Made in us
Longtime Dakkanaut




Houston, TX

The lack of add-ons really hindered the growth. Had they been present earlier, we'd likely be in the "freebie" territory, thus gaining new backers from increased value added to the pledge.
   
Made in au
Norn Queen






 Bossk_Hogg wrote:
The lack of add-ons really hindered the growth. Had they been present earlier, we'd likely be in the "freebie" territory, thus gaining new backers from increased value added to the pledge.


This is why I think we might see a bump at the end. The people that dropped out, or those at the moment who have only pledge $1 to follow it, might have only done so because of the lack of add ons and, being this time of year when people tend to be more concerned with their holidays or returning to work, are just not looking at the emails. When it nears the end, they might give it another look to see what has been unlocked. When they see everything unlocked, they might up their pledge and do some add ons.

I'm increasingly doubtful it'll hit $500k, though I do hope to see it hit $450k for those exclusive models.
   
Made in us
Mutating Changebringer





Pennsylvania

 -Loki- wrote:
 Bossk_Hogg wrote:
The lack of add-ons really hindered the growth. Had they been present earlier, we'd likely be in the "freebie" territory, thus gaining new backers from increased value added to the pledge.


This is why I think we might see a bump at the end. The people that dropped out, or those at the moment who have only pledge $1 to follow it, might have only done so because of the lack of add ons and, being this time of year when people tend to be more concerned with their holidays or returning to work, are just not looking at the emails. When it nears the end, they might give it another look to see what has been unlocked. When they see everything unlocked, they might up their pledge and do some add ons.

I'm increasingly doubtful it'll hit $500k, though I do hope to see it hit $450k for those exclusive models.


It's very hard to say anything at this ooint: normally I tend to think campaigns rise and fall on their own (and so would point to today's totals), but the next 36 hours or so belong to Kingdom Death. It may technically be a boardgame, but I have little doubt that it is affecting every campaign in this broadly defined area.

   
Made in us
Regular Dakkanaut





 Buzzsaw wrote:
[Yesterday is exemplary: with $7,484 in pledges but only 4 backers added, while it's not impossible that these 4 pledged almost $1900 each, it's more likely that several hundred people increased their pledges. After all, that entire increase could be accounted for by less then 200 people adding a single $40 troop box to their pledge. For frame of reference, the $160 pledge level currently has 493 backers, the $300 level has 321.


A NET GAIN of 4 backers from what your attached graph shown on that day.. The percentage of backers and their pledges remain proportionally similar compared to the last time I measured, ~31% at Dual Commander/Tyrant and ~38% at Commander Pledge. Fairly similar to the last time I measured (~1 % less backed at Commander pledge).

===

As mentioned in Kickstarter comments, it looks like a single Commander Pledge ($160) could basically act as a proxy 2-player Civil War starter. At the current SGs reached, you have 2 commanders and roughly 43-45 script worth of models and assets to split between two players. So a 1 commander game in which the commanders are bringing slightly less troops/assets as they are allowed. There are two fate decks (from allegiance box, one special edition SG unlocked), The tokens from the Allegiance+acrylic tokens from SG unlocked. Only one ruler and not entirely sure how Stratagems are implemented in the game (required cards?)

This message was edited 1 time. Last update was at 2017/01/06 06:47:34


 
   
Made in us
Mutating Changebringer





Pennsylvania

 akai wrote:
 Buzzsaw wrote:
[Yesterday is exemplary: with $7,484 in pledges but only 4 backers added, while it's not impossible that these 4 pledged almost $1900 each, it's more likely that several hundred people increased their pledges. After all, that entire increase could be accounted for by less then 200 people adding a single $40 troop box to their pledge. For frame of reference, the $160 pledge level currently has 493 backers, the $300 level has 321.


A NET GAIN of 4 backers from what your attached graph shown on that day.. The percentage of backers and their pledges remain proportionally similar compared to the last time I measured, ~31% at Dual Commander/Tyrant and ~38% at Commander Pledge. Fairly similar to the last time I measured (~1 % less backed at Commander pledge).


Forgive me, I'm not sure I understand what your point here is.

 akai wrote:
As mentioned in Kickstarter comments, it looks like a single Commander Pledge ($160) could basically act as a proxy 2-player Civil War starter. At the current SGs reached, you have 2 commanders and roughly 43-45 script worth of models and assets to split between two players. So a 1 commander game in which the commanders are bringing slightly less troops/assets as they are allowed. There are two fate decks (from allegiance box, one special edition SG unlocked), The tokens from the Allegiance+acrylic tokens from SG unlocked. Only one ruler and not entirely sure how Stratagems are implemented in the game (required cards?)


What would be the point of that though? I don't mean that as a dismissal, but because I regard the virtue of a two player starter (or, at least, the 2P starters I cited before) as both an introduction to the setting and starting people off with experiencing the different factions and their (hopefully balanced) asymmetrical play style and different aesthetics. A 'Civil War' style starter strikes me as a very poor starting point for people that are not familiar with a game and/or invested in the game world in some way.

   
Made in us
Regular Dakkanaut





 Buzzsaw wrote:
 akai wrote:
 Buzzsaw wrote:
[Yesterday is exemplary: with $7,484 in pledges but only 4 backers added, while it's not impossible that these 4 pledged almost $1900 each, it's more likely that several hundred people increased their pledges. After all, that entire increase could be accounted for by less then 200 people adding a single $40 troop box to their pledge. For frame of reference, the $160 pledge level currently has 493 backers, the $300 level has 321.


A NET GAIN of 4 backers from what your attached graph shown on that day.. The percentage of backers and their pledges remain proportionally similar compared to the last time I measured, ~31% at Dual Commander/Tyrant and ~38% at Commander Pledge. Fairly similar to the last time I measured (~1 % less backed at Commander pledge).


Forgive me, I'm not sure I understand what your point here is.


It could be lost of ten backers pledging $1 and gaining fourteen new backers pledging more than just $1, resulting a NET GAIN of 4 backers. A point is, there are more variables to consider than is represented with the graph you have shown and some of the statements you have made.

 Buzzsaw wrote:

 akai wrote:
As mentioned in Kickstarter comments, it looks like a single Commander Pledge ($160) could basically act as a proxy 2-player Civil War starter. At the current SGs reached, you have 2 commanders and roughly 43-45 script worth of models and assets to split between two players. So a 1 commander game in which the commanders are bringing slightly less troops/assets as they are allowed. There are two fate decks (from allegiance box, one special edition SG unlocked), The tokens from the Allegiance+acrylic tokens from SG unlocked. Only one ruler and not entirely sure how Stratagems are implemented in the game (required cards?)


What would be the point of that though? I don't mean that as a dismissal, but because I regard the virtue of a two player starter (or, at least, the 2P starters I cited before) as both an introduction to the setting and starting people off with experiencing the different factions and their (hopefully balanced) asymmetrical play style and different aesthetics. A 'Civil War' style starter strikes me as a very poor starting point for people that are not familiar with a game and/or invested in the game world in some way.


The point is what I wrote in what you quoted: It maybe possible to play a 2-player game with just the content in a single Commander pledge. Nothing more and nothing less. My posts you quoted are mostly to inform and not to persuade opinions. To be very honest, if I was to teach someone how to play a game, using the same allegiance would be easier to teach instead of trying to explain how different allegiances play and overwhelm people with information. When I don't have to teach.someone how to play the game, I have most of the components to play against someone in a 2 commander per side game (and if more SGs are reached I will have enough components to play a full 2 commnader per side games) within a single Commander Pledge.

===

New update on Adjuncts for Squads - https://www.kickstarter.com/projects/1334239018/the-other-side-9/posts/1778614

And a video showing some production models -

This message was edited 2 times. Last update was at 2017/01/06 18:41:19


 
   
Made in us
Mutating Changebringer





Pennsylvania

 akai wrote:
 Buzzsaw wrote:
 akai wrote:
 Buzzsaw wrote:
[Yesterday is exemplary: with $7,484 in pledges but only 4 backers added, while it's not impossible that these 4 pledged almost $1900 each, it's more likely that several hundred people increased their pledges. After all, that entire increase could be accounted for by less then 200 people adding a single $40 troop box to their pledge. For frame of reference, the $160 pledge level currently has 493 backers, the $300 level has 321.


A NET GAIN of 4 backers from what your attached graph shown on that day.. The percentage of backers and their pledges remain proportionally similar compared to the last time I measured, ~31% at Dual Commander/Tyrant and ~38% at Commander Pledge. Fairly similar to the last time I measured (~1 % less backed at Commander pledge).


Forgive me, I'm not sure I understand what your point here is.


It could be lost of ten backers pledging $1 and gaining fourteen new backers pledging more than just $1, resulting a NET GAIN of 4 backers. A point is, there are more variables to consider than is represented with the graph you have shown and some of the statements you have made.


Given that the sentence immediately prior to the one you quote from me is "Since Jan. 3 the campaign has increased by over $10,700 in value, but is actually in the negative for backer numbers, with a net loss of 6", it seems reasonable to imagine I am familiar with the idea of 'NET GAIN'[sic]. While there are, indeed, variable beyond those graphs, you are not providing insight into any of them. Again, unless I am missing something you are saying. I welcome any correction.

 akai wrote:
 Buzzsaw wrote:

 akai wrote:
As mentioned in Kickstarter comments, it looks like a single Commander Pledge ($160) could basically act as a proxy 2-player Civil War starter. At the current SGs reached, you have 2 commanders and roughly 43-45 script worth of models and assets to split between two players. So a 1 commander game in which the commanders are bringing slightly less troops/assets as they are allowed. There are two fate decks (from allegiance box, one special edition SG unlocked), The tokens from the Allegiance+acrylic tokens from SG unlocked. Only one ruler and not entirely sure how Stratagems are implemented in the game (required cards?)


What would be the point of that though? I don't mean that as a dismissal, but because I regard the virtue of a two player starter (or, at least, the 2P starters I cited before) as both an introduction to the setting and starting people off with experiencing the different factions and their (hopefully balanced) asymmetrical play style and different aesthetics. A 'Civil War' style starter strikes me as a very poor starting point for people that are not familiar with a game and/or invested in the game world in some way.


The point is what I wrote in what you quoted: It maybe possible to play a 2-player game with just the content in a single Commander pledge.Nothing more and nothing less. My posts you quoted are mostly to inform and not to persuade opinions. To be very honest, if I was to teach someone how to play a game, using the same allegiance would be easier to teach instead of trying to explain how different allegiances play and overwhelm people with information. When I don't have to teach.someone how to play the game, I have most of the components to play against someone in a 2 commander per side game (and if more SGs are reached I will have enough components to play a full 2 commnader per side games) within a single Commander Pledge.


It's certainly a fair point that teaching someone the rules in depth is doubtless easier with both people playing the same faction. You will note, however, that such consideration is not one of the virtues I listed in a 2P starter.

I am not saying that your point is wrong; merely that it is not mutually exclusive with my own. It's entirely possible for the contents of a given pledge to function in the manner you suggest while not remedying the particular problem I mention. Put another way, even if I were to stipulate to all of your points being true, none seem relevant to the particular points of discussion.

   
Made in us
Longtime Dakkanaut





Central Valley, California

Had to back out of the Other Side, and I'm bummed about it but such is life.

I need two factions to rope in friends; pushing $350 after shipping is not possible.
I don't want Titans initially, don't need two rule books either. i know it is a rewarding and good package now after the adjustments to rewards, but I'm Simply frustrated with how this was arranged.


~ Shrap

Rolling 1's for five decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * A War Transformed  
   
Made in us
Regular Dakkanaut





@Buzzsaw - If you don't entirely understand, that is fine. I will leave it at that.

 Buzzsaw wrote:

I am not saying that your point is wrong; merely that it is not mutually exclusive with my own. It's entirely possible for the contents of a given pledge to function in the manner you suggest while not remedying the particular problem I mention. Put another way, even if I were to stipulate to all of your points being true, none seem relevant to the particular points of discussion.


I have a problem with this: "none seem relevant to the particular points of discussion." When did this thread become just a focus of the particular points you want to discuss? This is not a thread solely about "the virtues you consider to be a good 2P Starter Set." This thread is for discussion of anything related to Wyrd products. The Other Side is Wyrd's product. I posted information that I believe is related and I think may be of interest to people about "The Other Side." My post about single Commander pledge is not directed to your "virtues of 2P Starter Set" and what else. DakkaDakka forum prefers not double posting and I did just that with my single post .

If you believe that what I wrote about The Other Side Commander Pledge is not "relevant to the points of discussion" in a "The Ongoing Wyrd Malifaux News Thread - The Other Side KS is now live!" thread...

This message was edited 1 time. Last update was at 2017/01/06 19:39:25


 
   
Made in us
Mutating Changebringer





Pennsylvania

 akai wrote:
@Buzzsaw - If you don't entirely understand, that is fine. I will leave it at that.


On the contrary, you seem to think I'm missing something important. As I'll be writing this up later in great detail, I should very much like to know what pertinent information I am missing.

 akai wrote:
 Buzzsaw wrote:

I am not saying that your point is wrong; merely that it is not mutually exclusive with my own. It's entirely possible for the contents of a given pledge to function in the manner you suggest while not remedying the particular problem I mention. Put another way, even if I were to stipulate to all of your points being true, none seem relevant to the particular points of discussion.


I have a problem with this: "none seem relevant to the particular points of discussion." When did this thread become just a focus of the particular points you want to discuss? This is not a thread solely about "the virtues you consider to be a good 2P Starter Set." This thread is for discussion of anything related to Wyrd products. The Other Side is Wyrd's product. I posted information that I believe is related and I think may be of interest to people about "The Other Side." My post about single Commander pledge is not directed to your "virtues of 2P Starter Set" and what else. DakkaDakka forum prefers not double posting and I did just that with my single post .

If you believe that what I wrote about The Other Side Commander Pledge is not "relevant to the points of discussion" in a "The Ongoing Wyrd Malifaux News Thread - The Other Side KS is now live!" thread...


In other words, we were simply talking past each other. I thought that might be the case, but without inquiry one never knows for certain, eh?

   
Made in us
Longtime Dakkanaut





So as to not be critical while being unfair, I did just sit down and finally watch all the gameplay videos and battle-reports. If I am being honest, I DO really like the rules on display, and can definitely see where the foundation is for a competitive/tournament style game are. In the hands of a company that offered better value propositions for its models, and had they shown more FINISHED production models, I would be more excited still.

I know its a Kickstarter self-defeating prophecy to wait for a given value, but IF they can hit 500k, and include those Adjuncts, and Champions, then maybe i'd consider throwing some at this.

Problem is... two factions, with one of each non-freebie add-on for diversity sake, will run you about $600.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in au
Norn Queen






The production models look impressive. Better than what I've previously gotten off them in PVC. If I didn't know that was the material I could have sworn those looked like HIPS until they slightly bent the Yarazi wings.
   
Made in us
Mutating Changebringer





Pennsylvania

So, couple of things: first, the campaign closed yesterday in the red again,

Spoiler:



Second, am I missing something or is there simply not a lot of chatter going on about this game? I see a lot of the same names 'coffee-housing' in the comments section and not a great deal new or noteworthy, but are the official forums a bit more lively? It just seems... kinda sleepy.

   
Made in au
Norn Queen






Wyrd games just don't seem to get discussed online. I keep hearing that Malifaux is a popular game (someone said it in this very thread) but online discussion is mostly on the facebook group. Even the official boards I'm lucky to see a couple of dozen posts overnight unless there's some particularly controversial topic or its an errata or Chronicles drop day. Forum discussion just doesn't happen much. Couple that with a game people can't play and I'm not shocked at a lack of online discussion.

This message was edited 3 times. Last update was at 2017/01/10 10:03:58


 
   
Made in us
Myrmidon Officer





NC

I can only speak for myself, but pre-assembled models are a huge turn-off for me. Plus, I blew my budget on Kingdom Death.
   
Made in us
Regular Dakkanaut





From the January Newsletter:

"This is a big year for Wyrd. The Other Side Kickstarter is nearing the finish line with a plan to deliver before the year's out. Malifaux will receive a new book with some new miniatures. Through the Breach has an expansion book in the works. All in all, we're looking forward to the Malifaux universe continuing to expand."

Looks like a "Wave 5" Book for Malifaux. I am curious if the Malifaux story progression will make stronger connections to the events happening in the Earth side.

===

More previews of the cards for squads and champions rules:

https://www.kickstarter.com/projects/1334239018/the-other-side-9/posts/1780177

https://www.kickstarter.com/projects/1334239018/the-other-side-9/posts/1780979

I am guessing they are using the word "champion" for game rule purposes. Preview of the units and cost make them more like supporting units.

This message was edited 1 time. Last update was at 2017/01/10 15:25:25


 
   
Made in gb
Mighty Vampire Count






UK

If they had had cards for units with Malifaux stats I wonder if they would have (will?) sold more?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Mutating Changebringer





Pennsylvania

Shocked to find this on the second page, so figured I would bump it up and comment on something I observed earlier;

 Buzzsaw wrote:
...
This is an excellent point and one big reason that I have so often harped on the balance between adding value to the pledge, and adding options. Adding value (ideally) motivates new people to pledge; adding options motivates people that have already pledged to increase the value of their existing pledge.

With that in mind, notice what happened in the last, say, 48 hours;
Spoiler:
Overall value of the campaign,

Number of additional backers,


Since the update on Jan. 3rd that opened up all the available add-ons there was an initial surge in pledge value, but that surge did not correspond with a substantial increase in number of backers. Since Jan. 3 the campaign has increased by over $10,700 in value, but is actually in the negative for backer numbers, with a net loss of 6.

Yesterday is exemplary: with $7,484 in pledges but only 4 backers added, while it's not impossible that these 4 pledged almost $1900 each, it's more likely that several hundred people increased their pledges. After all, that entire increase could be accounted for by less then 200 people adding a single $40 troop box to their pledge. For frame of reference, the $160 pledge level currently has 493 backers, the $300 level has 321.


So, on the 5th (2 two days after revamping the stretch goals, when the above post was made) the campaign had gained $10,700 and 6 backers. At this point, 10 days after that adjusting update, there has been a mixture of growth and shrinkage, with a net gain of $18,756 and 36 more backers. So the overall trend is somewhat positive, but I tend towards my initial assumption: what we're seeing here is largely a change motivated by the already invested increasing their existing pledges with add-ons.

Given that there has been little change to the actual contents of the pledge (at least, not as might be compared to other campaigns at least), and the paucity of discussion overall, I think we're likely looking at a situation very similar to the Through the Breach campaign (that is, an "L" shaped pledge curve). Relative to the value at the start of the campaign, there doesn't seem to be a great deal of change in the base pledge value, which means that people that looked the first day, clicked 'Remind Me Later' are (IMO) unlikely to convert to pledges barring a big change between now and the final 48.

   
Made in us
Longtime Dakkanaut





I ended up pulling out my $500 pledge. The game, strictly on its merits, excites me, and I may well end up playing it one day, but as KS deals go... this one feels abyssmal. I pledged by justifying the "value" on the assumption we would easily hit the $500k stretch-goals, and event then only tenuously thought it was a "deal" but now with $500k looking utterly impossible, I feel like there's no reason to give them money early.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Most Glorious Grey Seer





Everett, WA

NewTruthNeomaxim wrote:
I feel like there's no reason to give them money early.

That's the problem with the way Wyrd runs their Kickstarters. I understand supporting B&M stores is important to them but they need to give some incentive to people who pledge. Otherwise what's the point?


 
   
Made in us
Fixture of Dakka





 akai wrote:

Looks like a "Wave 5" Book for Malifaux. I am curious if the Malifaux story progression will make stronger connections to the events happening in the Earth side.


Well, the Burning Man was created in Book 3 and Book 4 was largely a time skip to allow the background of TOS to occur with us mostly getting the fallout for each character in the book, so... yes?


Automatically Appended Next Post:
 -Loki- wrote:
Wyrd games just don't seem to get discussed online. I keep hearing that Malifaux is a popular game (someone said it in this very thread) but online discussion is mostly on the facebook group. Even the official boards I'm lucky to see a couple of dozen posts overnight unless there's some particularly controversial topic or its an errata or Chronicles drop day. Forum discussion just doesn't happen much. Couple that with a game people can't play and I'm not shocked at a lack of online discussion.


The bulk of online discussions tend to center around list designs, which Malifaux naturally rejects to a degree. I think the community takes that to a fault however, and there's a certain segment of the community that sees the game as a bastion of anti-netdecking and legitimately probably does the game a disservice by rejecting discussions on crew selection.

In any case, there's just not a lot of discussion because the players don't have a lot of concrete information to discuss. The game isn't the easiest to document since lists aren't really recorded, but its even difficult to get an idea of things like which masters are played and the like. I think this is one of the primary things holding the game back and unfortunately, much of the community actively works to keep it that way.

This message was edited 1 time. Last update was at 2017/01/15 18:19:28


 
   
Made in gb
Beast of Nurgle





I think the MSRP prices are pretty bad. Nevermind the Kickstarter which has been underwhelming but I think this might struggle at retail if they stick to that pricing structure. Units of 9 PVC mini's for $50? take a hike.

40K - Chaos Space Marines, Death Guard, Genestealer Cult, Iron Hands

AoS - Blades of Khorne, Kharadron Overlords, Lumineth, Nighthaunt, Ossiarch Bonereapers, Stormcast Eternals, Sylvaneth



 
   
Made in au
Norn Queen






 LunarSol wrote:
The bulk of online discussions tend to center around list designs, which Malifaux naturally rejects to a degree. I think the community takes that to a fault however, and there's a certain segment of the community that sees the game as a bastion of anti-netdecking and legitimately probably does the game a disservice by rejecting discussions on crew selection.

In any case, there's just not a lot of discussion because the players don't have a lot of concrete information to discuss. The game isn't the easiest to document since lists aren't really recorded, but its even difficult to get an idea of things like which masters are played and the like. I think this is one of the primary things holding the game back and unfortunately, much of the community actively works to keep it that way.


Well, there's a reason people tend to avoid netlisting with Malifaux. The objectives for each game are so variable that you just don't take some masters for some schemes and strategy sets. Some masters are pretty generalised so that you can take them for almost any set, and some are so specialised that they excel at two or three are have a miserable time with the rest. The same applies to models. Some are pretty generally great and you'll see them all the time (for examples, Illuminated for Ten Thunders and Neverborn) and some are very specialised and you won't see them outside of very specific circumstances (Sorrows in a Pandora Box Opens list or maybe with Titiania, or when Convict Labour is in the set, but not against opponents with lots of Ca actions). This makes it very hard to netlist, because the circumstances that worked for that person, the combination of schemes, strategy and opponent faction are unlikely to commonly come up enough to base a 'general' netlist around.
   
Made in us
Fixture of Dakka





I know the why's, I just don't entirely agree. The idea that each unique combination of schemes, strats and opponents having a completely unique optimal combination of models just doesn't play out as well as people want to believe (particularly when there's so little information about an opponent).

That's not to say there isn't specialization in the game and niches that certain models fill, but I'd wager most players would have more success sticking to 2-3 masters or more likely 3-5 total crew builds than they'll have trying to find the perfect combo each game.

What gets lost is the optimization that occurs with iteration over a successful design. Where I see players falter the most is when they swap in a model slightly more ideal for a specific situation but not capable of being the EXACT cost of something removed from the list. You just can't replace an 8 stone model with a 9 stone model in an optimal setup without rethinking absolutely every model and upgrade in the crew in most cases.

Discussing the game definitely has a tricky balance to it as there is a ton of value in adjusting your crew to the scenario before you. That said, I think the game is mature enough that players would do well having some common builds and starting points for what really works.
   
 
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