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=Strategy and Scheme Advice= Strategies and Schemes are the primary and secondary missions of Malifaux. Both players have the same Strategy that is worth up to 4 victory points. Each player may choose two of four schemes generated at the start of the game, typically these are kept hidden from your opponent until you score. Each Scheme is worth up to 2 victory points. Players choose their Leader after the Strategy and Schemes are generated, but choose their crew after both players reveal their leader and schemes after crews are revealed. This allows players to choose schemes not just based on what army they bring, but also based on what the opponent has brought. If your opponent has brought a high wounds/defense leader then maybe you shouldn't choose a Scheme that requires you to kill them. ==Strategies== ===Core Book=== * '''Turf War (Ram):''' The table is divided into four table quarters with a Strategy Marker in the center. A model can use an action in base contact with the marker to switch it from enemy controlled to neutral or from neutral to friendly. At the end of each Turn a crew gains 1 VP if it has more friendly Strategy Markers than it has scored VP for this Strategy. ** You have to score every turn from 2 forward to get max points. Which means by the end of turn 5 you will need to control 4 of the Strategy Markers. * '''Plant Explosives (Tome):''' Five models on each crew are given Explosive Tokens which can be dropped on your opponent's side of the table. You score your first point for having at least 1 marker on your opponents side, and subsequent points for having at least one more than when you previously scored. * '''Corrupted Idols (Mask):''' Beginning on turn 1 a strategy marker will drop along the center line. A model can interact to move it 1-3 inches to the enemy's side by taking irreducible 1-3 damage. Subsequent points are earned by having more idols on the opponent side. Gaining Grounds 0 now prevents Zoriada from commanding another model to move the idol and taking damage, instead she will take the damage. * '''Reckoning (Crow):''' Kill a model each turn to score. Masters count as 3 and henchmen count as 2. For the purposes of the strategy this includes any model that is killed, even insignificant models. Subsequent points are earned by killing more. A slight problem occurs for the crews that are too good at killing and not having a model to kill on later turns. ===Gaining Grounds 2020=== Alright Gaining Grounds 2020, or season 1 officially. These strategies, and schemes, are focused more on scoring rather then killing. These are more difficult but not impossible. * '''Corrupted Ley Lines (Ram):''' This one...is complex. Effectively that American Gladiator's game that had the balls and the little wobbly posts. You need to get your ball runner to the posts to score. Notably, you don't need to '''interact''' to have the point scored in this one, just have the model in base contact with one of the four posts that are spread out across the field. You can easily counter this with Lures or other effects that pull enemies away from the point, or counter that tactic by trying to activate it last. You can have models pass the ball for other models as well with interact actions, but suffice to say, there's going to be a lot of movement in this one. * '''Symbols of Authority (Tome):''' Your opponent and you each have markers you must prevent the opponent from interacting with while also interacting with your opponents. Favors both defensive setups and alpha-strikes that lock your opponent on their half of the board. * '''Recover Evidence (Mask):''' Call your targets and reclaim the evidence that they hold. You pick 5 models at the start of the game on your opponent's side, as does your opponent, and you have to kill those targets to get strategy points. Arguably more killy than the killy strategy. * '''Public Enemies (Crow):''' The Killy strategy. Kill models and gain points in a really stupid way. I shouldn't say that. Every time you kill an enemy the model that killed that enemy gains 'bounty points' based off the cost of the enemy model. At the end of your turn you burn all of your bounty points to gain a strategy point. ==Schemes== ===Core Book=== # '''Detonate Charges''' - One of the hardest schemes to score. It's certainly doable against slow models, but it requires leaving one of your opponent's figures alive until the end of the game. A good way to get this done is with models that have special abilities like 'Don't Mind Me' or 'False Claim' to drop multiple markers while either engaged or from a distance. # '''Breakthrough''' - Simple enough, spearhead through your opponents (or sneak around the side like a sneaky bastard) and start dropping schemes in your opponent's deployment zone. This is a NIGHTMARE on Corner deployment, since you have to be VERY particular where you're placing your scheme markers. # '''Harness the Ley Line''' - Easily telegraphed, okay to score. Can be quite fun to try to play into. Same rules as Detonate apply, since you have to drop multiple scheme markers, potentially in a small area or in a highly contested one. # '''Search the Ruins''' - The easiest scheme to score for most lists. This just involves being on your opponent's table half and dropping markers on terrain on their side. Easy? Easy. # '''Dig Their Graves''' - The hardest scheme to score for most lists. There's a foolproof way for it to happen against models with just one inch engagement range. Let it activate first, or use a Lure like ability to drag it over, then drop a scheme with a different model nearby, then kill the target. The End Game point is at least really easy, so if you mess up the End of Turn you can at least always try to score off that. # '''Hold Up Their Forces''' - Pretty easy to score early, but the end game can be hard. Always remember that your opponent's Master is 11-15 points. Unless someone's running a henchman led list, they can usually be used as a good way to get this point off. # '''Take Prisoner''' - Ugh, another one where you need to leave an opponent alive the whole game. Not impossible, but you also need to isolate and keep that enemy minion isolated. # '''Power Ritual''' - And the most faked scheme in the game is...POWER RITUAL. Yes, you can always tell if someone's going to fake power ritual or even go for it, if one of their models hangs out in a corner and drops a token turn one. It can be challenging to score if you can't put fast models past your opponent, but hey, it's not always that bad. # '''Outflank''' - This is a tricky one. If you've got a high mobility list, you can score this pretty reliably mid-to-late game, or go early to try to get board control. This one is REAL easy to deny, so if it's in the pool and you're not taking it, play heavy to one flank if you can. # '''Assassinate''' - Good old fashioned bloodshed. Note the first point requires you to telegraph it. You HAVE To reveal it when your opponent is half health or below but NOT. DEAD. This makes it actually pretty hard to score in some situations. ESPECIALLY difficult to weigh against things like Von Schtook, who you want to kill early to make sure he can't buff his crew. # '''Deliver a Message''' - Like Assassinate, except easy to score, but requires you to leave your opponent's Master alive. First point is dead easy for most lists. Run a schemer up, interact, or, if your opponent is Lady J, watch as they sweat you taking this objective every time. Second point is tricky, but if you have a fast scheme runner still alive at the top of four, just activate them late both times if possible. You'll need to activate AFTER your opponent moves their Master. # '''Claim Jump''' - Yikes. This can be hard to pull off. You have to put a model up in the center of the board, outside of engagement from any other model. This can be a huge problem if you can't get center control right out of the gate. End game point does require your Claim Jumper to be half health or higher too, so this is usually ideal for a model with self-healing. # '''Vendetta''' - Probably the riskiest scheme. First point's simple. Damage a specific model you name at the start of the game, with a model you choose at the start of the game. Easy? Right. Leave it alive and below half, and you can only score at the end of that model's activation. Not so easy. Now keep your model alive until the end of the game and remove theirs. This one can be easy to get two points off of if playing super safe, but it can also pull one of your own models way out of combat. Take it carefully. ===Gaining Grounds Season 1=== Time to scheme. We have 5 familiar schemes with 7 new or returned # '''Breakthrough''' - Simple enough, spearhead through your opponents (or sneak around the side like a sneaky bastard) and start dropping schemes in your opponent's deployment zone. This is a NIGHTMARE on Corner deployment, since you have to be VERY particular where you're placing your scheme markers. # '''Take Prisoner''' - Ugh, another one where you need to leave an opponent alive the whole game. Not impossible, but you also need to isolate and keep that enemy minion isolated. # '''Vendetta''' - Probably the riskiest scheme. First point's simple. Damage a specific model you name at the start of the game, with a model you choose at the start of the game. Easy? Right. Leave it alive and below half, and you can only score at the end of that model's activation. Not so easy. Now keep your model alive until the end of the game and remove theirs. This one can be easy to get two points off of if playing super safe, but it can also pull one of your own models way out of combat. Take it carefully. # '''Assassinate''' - Good old fashioned bloodshed. Note the first point requires you to telegraph it. You HAVE To reveal it when your opponent is half health or below but NOT. DEAD. This makes it actually pretty hard to score in some situations. ESPECIALLY difficult to weigh against things like Von Schtook, who you want to kill early to make sure he can't buff his crew. # '''Claim Jump''' - Yikes. This can be hard to pull off. You have to put a model up in the center of the board, outside of engagement from any other model. This can be a huge problem if you can't get center control right out of the gate. End game point does require your Claim Jumper to be half health or higher too, so this is usually ideal for a model with self-healing. # '''Hidden Martyrs''' - Pick two models that are less than 13 stones combined. One has to die, the other has to live to the end of the game and be engaged with an enemy model of higher cost at the bottom of turn 5. This is practically a free first point in most setups. # '''Sabotage''' - Search the Ruins but with a terrain piece that's farther across the board than just 'the center line.' Also requires you to keep enemies away from it. It's not that difficult, but requires speed. # '''Catch and Release''' - See Deliver a Message but there's no interact and your model HAS to be a minion. After you deliver you need to run around like a chicken with your head cut off. Not as easy Deliver, but still doable with most setups. # '''Let Them Bleed''' - Damage your opponent's highest cost non Master models to below half, then damage your opponent's entire crew. It's interesting. Good for killy crews but really matchup dependent. There are some crews that have significant totems that'll never get in the mix. # '''Leave Your Mark''' - Spam scheme markers near the centerline. See Claimjump? It's that but more annoying. Some crews that can use False Claim or can drop schemes outside of standard Interact Actions will score this easy. Some may find it impossible. # '''Research Mission''' - The most matchup dependent Scheme. It's actually possible to not be able to score this on Public Enemies unless your crew has a way to generate markers. That being said, Freikorps, Wildfire, Revenant, can all easily accomplish these in just a few moves by generating their own marker addons. # '''Spread Them Out''' - Harness the LeyLine but you need to spread them puppies out on your opponent's side of the map instead of on the centerline. Good fun but requires you to spread. Not really as doable in so-called 'bubble crews.' # '''Runic Binding''' - More complex detonate charges. If you have access to out of Interaction scheme marker generation, which means an ability that drops friendly schemes as an action that's not Interact, it's easy to do. It's picked so rarely in my experience that most folks don't play to counter it.
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