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Made in us
Longtime Dakkanaut





Central Valley, California

I was signed up for a Malifuax demo but had to cancel my trip to Adepticon this year.

I'm wondering from anyone who tried the new system what they thought from first-hand experience?

~ Shrap

Rolling 1's for five and a half decades.
AoS * OPR Grimdark Furture * Konflikt '47 * Trench Crusade * Horus Heresy * Epic Warpath * Armoured Clash * Star Wars Legion 
   
Made in us
Fixture of Dakka





I've been playing throughout the beta and have really loved it. Locally its grown the game at a pretty fantastic pace and people seem to "get it" in a way that I could never get across in prior editions.

Mechanically, not much has really changed. It's mostly the same game as M2E. The big difference is just in crew layouts, relying a lot more on thematic crew synergies and playstyles defined by a list as a whole rather than individual models. I think this is the big win as it both makes the game play more like the way its sold. Things sold together go together and there's often a reason to take more than 1 of something that comes in a 2-3 pack.

I think the schemes could use some work, but that's what Gaining Grounds is for. I think the ones in the rulebook do a good job of teaching the game mechanics and being easy to grasp. They're worth 2 points; one easy and one hard to score and that lets players focus scoring the first point and figure out the requirements for the second later.

In any case, the game is working for people that have tried it very well and our local playerbase has grown considerably. It's not perfect, but I think its the best edition of the game I've played so far.
   
Made in us
Longtime Dakkanaut





Central Valley, California

 LunarSol wrote:
I've been playing throughout the beta and have really loved it. Locally its grown the game at a pretty fantastic pace and people seem to "get it" in a way that I could never get across in prior editions.

Mechanically, not much has really changed. It's mostly the same game as M2E. The big difference is just in crew layouts, relying a lot more on thematic crew synergies and playstyles defined by a list as a whole rather than individual models. I think this is the big win as it both makes the game play more like the way its sold. Things sold together go together and there's often a reason to take more than 1 of something that comes in a 2-3 pack.

I think the schemes could use some work, but that's what Gaining Grounds is for. I think the ones in the rulebook do a good job of teaching the game mechanics and being easy to grasp. They're worth 2 points; one easy and one hard to score and that lets players focus scoring the first point and figure out the requirements for the second later.

In any case, the game is working for people that have tried it very well and our local playerbase has grown considerably. It's not perfect, but I think its the best edition of the game I've played so far.


Thanks for the feedback, much appreciated.

~ Shrap

Rolling 1's for five and a half decades.
AoS * OPR Grimdark Furture * Konflikt '47 * Trench Crusade * Horus Heresy * Epic Warpath * Armoured Clash * Star Wars Legion 
   
 
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