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2015/10/16 02:31:18
Subject: Malifaux Pitfalls-What they are and how to avoid them
Having helped spearhead the growth of malifaux in the local area, due to being good friends with the local henchman, I've noticed a lot of the pitfalls newer players make. As such, I'd like to collate them here, so that people can easily guide newer players here so they can learn what they are and how to avoid them. After seeing crew advice threads, and new player guides, I've still not seen a Do/Don't thread.
At first, I'll post the common ones, but if you know of any that aren't on the list, feel free to comment them up, I'll add them to this post whenever I check it.
So, without further hesitation, let's crack right in!
1. This is the major mistake I see people make all the time, especially as Warmahordes are another popular game in the area. Going to kill the master for no gain. Unless it'll get you points, don't do it. Most crews won't fall apart without a master, and it'll often cost you an activation to do so, as well as several cards. Always play for the points, unless assassinate is in the pool. In which case, if you feel confident that you can achieve this, then go for it.
2. KIlling excess models. Unless it's Reckoning, you don't need to kill things. And even then, you only kill two models a turn. If it's a do-or-die scenario on a key piece to your crew, then go ahead. But otherwise, play to accomplish the schemes/strat at hand, and ignore your opponent when possible.
3. Wasting activations. I'm not ashamed to say that I make this mistake a fair bit for various reasons. But it's a pretty costly error. What may seem like a good idea at the time may come back to bite you. Always think the move through and if it'll get you points, then make it. If it has no feasible gain, don't do it.
4. Not reading the cards. Again, this is a major issue. It also ties in to all the above. People often get flustered in a game where killing isn't important, and you don't know what your opponent is planning. Always take the time to read your cards fully and make sure you understand them. You are also allowed to read your opponent's cards too, as this can often help you understand what his/her crew does and can help you make your decisions.
This is the biggest thing with Malifaux, I've found. This game is so complex, so nobody should expect to know and remember everything that every model does. Keep checking your cards, keep checking your opponent's cards, all the time. I've been playing Shenlong almost nonstop for the past 6 months and I JUST found out this week that Sensei Yu's melee attack prevents defensive triggers. That is to say, even if you feel like an expert with your crew, you're probably still forgetting something.
This is an excellent post/article, too. Loads of good advice here for new and more advanced players.
5. Throwing models away. A lot of the time, I see newer players throw models away thinking stats and abilities will save them. A frequent example of this is Langston and the Rail Golem. Yes, they can kill things, but they will die in return. Always think of the points it will get you, or if the sacrifice will deny your opponent points.
6. Using specific models for specific purposes. Don't be afraid of using models for something different than what they're intended for. I've seen the Viktorias used as scheme runners, or Tara use Killjoy to deliver a message. Don't blind yourself to all the possible options a model can use. Just because they're a cheap minion, it doesn't mean that they can't contribute to reckoning. Or just because they're Df 2, they can't tank damage. Or just because they're a high cost, high damage model, they're not confined to that role.
7. Pick your crew to the strats and schemes. This is a constant requirement and so many new players forget it. Don't need a scheme runner? Put the stones somewhere else. Anyway, that's all I have for now. Feel free to add to the list!
8. It's just a game. The Malifaux community is pretty well known for being more laid back than other groups and rightfully so. You can play competitively and still have a lot of fun. Don't be a TFG (looking at you, Hamelin player with the Killjoy bomb or the guy who wants to try the infinite Mei Feng combo). This goes for every game. Relax and enjoy.
This message was edited 4 times. Last update was at 2015/10/17 02:18:20
thedarkavenger wrote: 4. Not reading the cards. Again, this is a major issue. It also ties in to all the above. People often get flustered in a game where killing isn't important, and you don't know what your opponent is planning. Always take the time to read your cards fully and make sure you understand them. You are also allowed to read your opponent's cards too, as this can often help you understand what his/her crew does and can help you make your decisions.
This is the biggest thing with Malifaux, I've found. This game is so complex, so nobody should expect to know and remember everything that every model does. Keep checking your cards, keep checking your opponent's cards, all the time. I've been playing Shenlong almost nonstop for the past 6 months and I JUST found out this week that Sensei Yu's melee attack prevents defensive triggers. That is to say, even if you feel like an expert with your crew, you're probably still forgetting something.
This is an excellent post/article, too. Loads of good advice here for new and more advanced players.
2015/10/16 17:06:13
Subject: Re:Malifaux Pitfalls-What they are and how to avoid them
One small note as I read these, blue is not a good color for the "don't do XXXXX" Not to be nitpicky, but just white and bolded would be good, hard to read otherwise
2015/10/16 19:10:24
Subject: Malifaux Pitfalls-What they are and how to avoid them
thedarkavenger wrote: 4. Not reading the cards. Again, this is a major issue. It also ties in to all the above. People often get flustered in a game where killing isn't important, and you don't know what your opponent is planning. Always take the time to read your cards fully and make sure you understand them. You are also allowed to read your opponent's cards too, as this can often help you understand what his/her crew does and can help you make your decisions.
This is the biggest thing with Malifaux, I've found. This game is so complex, so nobody should expect to know and remember everything that every model does. Keep checking your cards, keep checking your opponent's cards, all the time. I've been playing Shenlong almost nonstop for the past 6 months and I JUST found out this week that Sensei Yu's melee attack prevents defensive triggers. That is to say, even if you feel like an expert with your crew, you're probably still forgetting something.
This is an excellent post/article, too. Loads of good advice here for new and more advanced players.
I think I covered that with the read your cards article, but I'll spoiler this post as evidence.
Automatically Appended Next Post:
str00dles1 wrote: One small note as I read these, blue is not a good color for the "don't do XXXXX" Not to be nitpicky, but just white and bolded would be good, hard to read otherwise
That'd work, I'll update it now.
This message was edited 1 time. Last update was at 2015/10/16 19:12:25
Heh. For fun try a Malifaux game where your personal goal is to win on points without attacking any enemy models. Pacifist Malifaux. The Viks make very good scheme runners with their movement shenanigans.
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I find passive aggressive messages in people's signatures quite amusing.
2015/10/17 00:39:53
Subject: Malifaux Pitfalls-What they are and how to avoid them
1. I definitely agree on this, but don't confuse it for "feeding" a master like Lady J. You tie them down with something squishy and make her waste her activation on it.
2. A very good point, but not necessarily a pitfall. Fewer models = few threats and fewer activations for your opponent and them burning more cards to save models. Activation/card control are huge aspects of this game and you should never overlook that (another pitfall!). Killing everything (with the Viks or Lilith).
3. Another good one. Have a plan and an idea of what to do. Try to guess what your opponent will do to. Have a new plan once shots are fired.
If you kill a model that hasn't activated yet, that's an activation lost for your opponent. If your opponent doesn't have any models left to activate in an area of the board, but you do, go activate where you need the pressure more! You can go back and do those at the end of the turn.
4. I always ask "do you have any questions before we start" and try to explain everything I do just to avoid this. I feel terrible when I forgot that a model has Hard to Kill or something else so I try to help others avoid that.
5. This one isn't one I always agree with. A big beater like Lady J, Misaki, the Schill, a Duet, Langston, Izamu, a Peacekeeper, or a Rail Golem takes a LOT of damage to put down and is very scary. Sending them into a squishy half of the board can completely change your opponent's plan. Then you just keep them on tilt and plow through models while you complete schemes. It helps to be able to pull the model back if you need to though (Swirl Spirits, Nimble on the beater, and such).
6. I don't agree with all of this.
You hire a model to do a purpose for the most part. The Shadow Effigy comes in to drop scheme markers. If he's done, I'll go use him to tie something up. The only purpose for hiring a model is to help you complete a strat/scheme (including a distraction model to keep the enemy at bay).
However, chaff models like Seishin or Mindless Zombies can wear models/cards down. And nothing is funnier than a Seishin red jokering the damage to take an enemy master down.
Some that I'd like to add:
7. Pick your crew to the strats and schemes. This is a constant requirement and so many new players forget it. Don't need a scheme runner? Put the stones somewhere else.
8. It's just a game. The Malifaux community is pretty well known for being more laid back than other groups and rightfully so. You can play competitively and still have a lot of fun. Don't be a TFG (looking at you, Hamelin player with the Killjoy bomb or the guy who wants to try the infinite Mei Feng combo). This goes for every game. Relax and enjoy.
2015/10/17 02:16:41
Subject: Malifaux Pitfalls-What they are and how to avoid them
Dr. What wrote: 1. I definitely agree on this, but don't confuse it for "feeding" a master like Lady J. You tie them down with something squishy and make her waste her activation on it.
This is more of a guide of things that newer players should realise when playing a game/running their crew.
Dr. What wrote: 2. A very good point, but not necessarily a pitfall. Fewer models = few threats and fewer activations for your opponent and them burning more cards to save models. Activation/card control are huge aspects of this game and you should never overlook that (another pitfall!). Killing everything (with the Viks or Lilith).
Again, if you reach the two model cap, then you do not kill anything else. An extra model killed, is a potential point lost. Whilst activation control is important, it's not necessary. I've gone into games with 5 models before.
Dr. What wrote: 3. Another good one. Have a plan and an idea of what to do. Try to guess what your opponent will do to. Have a new plan once shots are fired.
If you kill a model that hasn't activated yet, that's an activation lost for your opponent. If your opponent doesn't have any models left to activate in an area of the board, but you do, go activate where you need the pressure more! You can go back and do those at the end of the turn.
That's exactly the point. Consider your moves. You have time to think.
Dr. What wrote: 4. I always ask "do you have any questions before we start" and try to explain everything I do just to avoid this. I feel terrible when I forgot that a model has Hard to Kill or something else so I try to help others avoid that.
This is a valid point. I make sure to remind newer players of what things do before they activate them. And when newer players are playing with new toys, I make sure they read the card fully.
Dr. What wrote: 5. This one isn't one I always agree with. A big beater like Lady J, Misaki, the Schill, a Duet, Langston, Izau, a Peacekeeper, or a Rail Golem takes a LOT of damage to put down and is very scary. Sending them into a squishy half of the board can completely change your opponent's plan. Then you just keep them on tilt and plow through models while you complete schemes. It helps to be able to pull the model back if you need to though (Swirl Spirits, Nimble on the beater, and such).
The issue with the stuff you've listed, is that none of them have the raw stat power to back them up. When over 50% of the decks is lower than sixes, it's still a risk that you will A) kill your target, and B) survive the repercussions. It's often better to just play it safe and send the heavy hitters out when you know they're going to wreak the most havoc and not die.
You hire a model to do a purpose for the most part. The Shadow Effigy comes in to drop scheme markers. If he's done, I'll go use him to tie something up. The only purpose for hiring a model is to help you complete a strat/scheme (including a distraction model to keep the enemy at bay).
However, chaff models like Seishin or Mindless Zombies can wear models/cards down. And nothing is funnier than a Seishin red jokering the damage to take an enemy master down.
This is something I disagree with fully. I take models to fulfill a purpose, but they're not concreted into that purpose. The Viks make amazing scheme runners, Killjoy is an amazing deliver a message tool in any crew with a Sniper/Trapper/Austringer/Nino. Just because a model does a job, doesnt mean that it only has one job. I've played games where I didn't kill a single model with the viks, and used Perdita to score 3 points for Line in the Sand. I've used Killjoy to score breakthrough!
Some that I'd like to add:
7. Pick your crew to the strats and schemes. This is a constant requirement and so many new players forget it. Don't need a scheme runner? Put the stones somewhere else.
Dr. What wrote: 8. It's just a game. The Malifaux community is pretty well known for being more laid back than other groups and rightfully so. You can play competitively and still have a lot of fun. Don't be a TFG (looking at you, Hamelin player with the Killjoy bomb or the guy who wants to try the infinite Mei Feng combo). This goes for every game. Relax and enjoy.
I feel the need to inform you that the Tara killjoy bomb exists too. I will add both of these.
That's just part of Tara. She can do it with anyone. I was referring to the Reactivating/Self-sacrificing rat that gets across the board once Hamelin has out-activated you and you get a Killjoy in your face that you can't react to until the next turn.