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Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I've gotten some good input from the local Malifaux group, but I'd like to know if the following list of tokens makes sense (note, this is only tokens that don't require a full base, and can just be marked with a... well, token )

Fast
Slow
Poison
Burning
Focus
Defensive
Reactivate
Distract
Cursed
Paralyzed

Am I missing anything that is general (not specific to a single character)? I know that some of these can have numbers added to them (Poison, Burning, and Reactivate can be 1 or 2).


These were also mentioned as characteristics that could be marked, but since they don't come and go, might not be needed:

Aura
Manipulative
Terrifying

Since those are just always in play, I am leaning towards not including them, but I would appreciate any thoughts on that (and if there are other similar characteristics that, if I did include those, would make sense to include).


So let me know if the list of 10 looks good, and if you think any should be added, etc . Thanks very much for any feedback!

This message was edited 1 time. Last update was at 2015/05/02 14:39:07


 
   
Made in gb
Hacking Shang Jí





Bournemouth, England

Aura and Manipulative may be useful as there are a lot of Auras that are part of spells (so not always on as such) and Manipulative only applies if the model hasn't yet activated. So it may act as a good reminder token. I suppose the same could be said for Terryifing but that generally is always on.

As for the first 10, I think that's it. If you're thinking of number tokens then Poison and Burning can reach a lot higher than 2 (although I'm guessing that was an example). Focus can also be 1 or 2 but it's rarely higher than 1. Armour is another that can be given out but not very often.

Other than that I would change Distract to Distracted and I think you're good to go.

I'm assuming this is for your Cube thing?

Need more 's in my life!  
   
Made in us
Using Object Source Lighting





Portland

I find some sort of way of marking which models have activated works well (since it also covers manipulative), and some generic counters for auras are definitely nice. For stacking conditions, I usually use dice above 2.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in au
Norn Queen






The best token is a whiteboard marker and plastic lseves for your cards.

Seriously, you can just write any conditions on them, and wipe them off when they're done. Just buy or make objective, scheme, scrap and corpse markers.

For activated models, our old magic days are shining through. We simply tap the unit card.

This message was edited 1 time. Last update was at 2015/05/03 10:11:50


 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Spiralingcadaver, do you think Activated would be useful, in that case, or would you mark that some other way?

I may drop Terrifying, it was just a suggestion from one of the local Malifaux players. They have really liked the idea of these (for the ModCube as you guessed, Emperors_Champion ) since then you'll just have a few cubes instead of a whole lot of loose tokens for some of these things.

Would love to hear other's thoughts on if Activated would be useful, and anything else I may have missed! Since Terrifying is always on, but the others can come and go, I'm leaning towards just going with this set of 12 (and not adding Activated). Let me know what you think

Fast
Slow
Poison (will have numbers)
Burning (will have numbers)
Focus (1 or 2)
Defensive
Reactivate (1 or 2)
Distracted
Cursed
Paralyzed
Aura
Manipulative

I also didn't add Armour, since you mentioned that it isn't very common, Emperors_Champion (and obviously, I don't have any character / gang specific tokens, just going for the general options).

Thanks for your feedback, it is super helpful!!
   
Made in us
Combat Jumping Rasyat





Palitine Il

Looks good to me.

For spread 3-5 of each would be good, most crews I've seen clock in at 7-8 models before the game starts.
Unless you're doing master specific sets poison and burning can probably cap at 5 with 2-3 sets available, and a few extras of poison/burning 1 & 2.
Distracted and cursed are both things that you want multiple instances available so that 2-5 models can be marked with them.
   
Made in gb
Hacking Shang Jí





Bournemouth, England

Might have to look at these ModCubes again, they do sound useful and I'm a bit of a sucker for new shiny things!

As for "Activated"... I'm really not sure. All the players at my club just tend to manage Activations with the cards. Either by 'tapping' them or by putting to one side. Only one mate ever uses tokens on the cards to keep track but he hasnt played since v1!


Need more 's in my life!  
   
Made in gb
Sword-Bearing Inquisitorial Crusader





London, England

The list looks good, although reactivate can only ever be one, it's not a condition that stacks. I probably wouldn't bother with aura or manipulative either.
   
Made in us
Using Object Source Lighting





Portland

On Activated, I find it easier to mark things than to take things away, simply because things usually aren't moving after their activation so there's less chance tokens will get left behind.

It really does matter based on the size/style of your forces, though, since many times it's pretty easy to keep track of. It most matters for swarm lists like Ramos or Somer where you're spamming a (relative) ton of the same type of models.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Here are the results, thanks so much for your input!



You can also click on the above image to see the Kickstarter update where I talk about them a bit more

The base set will include enough tokens for two "poison cubes" (1 - 6) and one "burning cube" (1 - 6), but note that if you have a gang that generates lots of poison you can also get a dedicated set just for Poison / Burning that will give you plenty of options there! Also, if you guys think the base set should have more lower numbered poison or burning results instead of 1 - 6, just let me know and I can tweak it!

This message was edited 2 times. Last update was at 2015/05/11 18:08:39


 
   
Made in us
Using Object Source Lighting





Portland

Ha! The fast, slow, and distract ones are particularly fun.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in gb
Longtime Dakkanaut





You'll need one for the brilliance status. Jacob Lynch uses it from the ten thunders/neverborn faction. I see it as when someone receives this status they have a demonic purple/blue 'glow' about them that attracts some of the demonic neverborn to them.
   
Made in us
Combat Jumping Rasyat





Palitine Il

Personally I'd change the second poison set to a set of poison 1,2,&3 and burning 1,2,&3. You may even want to go poison/burning : 1,1,1,2,2,2,3,4,5.

While brilliance is available via multiple models I'd save it for specialty crew sets. It's like Hamelin's blighted and Jack Daw's tormented. All three come from multiple models but they are all part of a specific theme in a single faction. Burning and poison are used by multiple factions without worrying about infiltrated, dual faction, or mercinary models.
   
Made in us
Using Object Source Lighting





Portland

Yeah, there are ton of unique conditions- definitely wouldn't bother with them for the main set.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

 ChaoticMind wrote:
Personally I'd change the second poison set to a set of poison 1,2,&3 and burning 1,2,&3. You may even want to go poison/burning : 1,1,1,2,2,2,3,4,5.

While brilliance is available via multiple models I'd save it for specialty crew sets. It's like Hamelin's blighted and Jack Daw's tormented. All three come from multiple models but they are all part of a specific theme in a single faction. Burning and poison are used by multiple factions without worrying about infiltrated, dual faction, or mercinary models.

Ah, this is very helpful! So for the main set, not the specific poison / burning set, you'd prefer more lower numbers for poison and burning? Let's say I have 20 tokens available for those in the set, would you say this is best?

Poison tokens: 1, 1, 1, 2, 2, 2, 3, 4, 5, 6
Burning tokens: 1, 1, 1, 2, 2, 2, 3, 4, 5, 6

Obviously, for the Poison / Burning dedicated set they'll have plenty of options (still thinking just 1 - 6 for simplicity and they could use more cubes to designate higher values).
   
Made in us
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Portland

Yeah, that's a better set. The thing I'd change is shifting it so there's more than one up to five poison, since a couple types of guys (who aren't expensive so it's easy to have more than one of those) start with 4 or 5 poison on them.

Burning in my experience stays lower (largely because it expires after a round instead of lowering by one each round), so it might be worth sacrificing some of the higher burning numbers for more middling poison.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
Combat Jumping Rasyat





Palitine Il

Both sound good to me and SpiralingCadaver makes a good point about poison vs burning. I'm just so used to my rail golem wich holds on to burning and half or more of my crew handing it out that my perception is slightly skewed.
   
 
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