A while back someone mentioned on the Wyrd boards about using the Malifaux city map as the basis of a map-based campaign. Malifaux itself does not lend easily to a campaign system unlike Necromunda or Mordheim from Games Workshop.

Essentially with campaign games you are linking your games in a structured way with other gamers to evolve your crew/warband/bunch of rats/whatever and tell a narrative of how they came to be. Not only does each crew member get better they can also receive serious injuries and get worse. It might be easier to just kill them off (and then sell the body to necromancers for some gold!).

So how can we translate this to Malifaux? The Wyrd Chronicles released a campaign system where each crew member could get better or worse but I think this might be a more difficult way to go with Malifaux.

My thoughts, compiled yesterday morning over a coffee, boil down to this:

  1. Start with 30SS fixed crew and master
  2. Start at a point on the map
  3. Get an objective from that location (collect items from locations)
  4. Each round you decide where you need to go
  5. Draw a line from starting point to end point
  6. Each player flips a card, highest resolves his path first.
  7. If his path intercepts any other player’s path he can decide which player to do battle with
  8. The lead player will decide the story encounter that will happen (from a list)
  9. If his path does not cross another player he WILL be investigated by the Guild at the location he ends up.
  10. Guild patrols will be 30SS squad led by a Guild Sergeant, controlled by the GM.
  11. Each battle a player wins earns him 2SS
  12. A player who loses will be deducted 2SS for the next battle only.
  13. The core crew of the player cannot change but extra earned SS will allow extra recruitment to the crew.
  14. During a battle the player with the lesser SS total will get bonuses
  15. At a location the player can select another objective or get given an item.
  16. Once a player has the items required for an objective he must get to the destination to score campaign points
  17. Once a player earns 20 Campaign points he wins the campaign.

Essentially it’s a treasure hunt with brawls along the way. Win a few games and you have an advantage, lose some games and you are hampered for the next round. If you win yo will be building up a bigger crew to help you win the campaign. This can be tied in with new players who wish to expand their forces.

I’m still debating whether the items at each location are randomly given or a player can select from a number of items from the top of the deck. Maybe players can exchange/barter their loot or maybe the winner can steal some loot from the loser.

If anyone has any thoughts on how to progress this I would be very interested.

No comments, just drool!

The Guildball guys are doing it again! They have now realised artwork for both the new team – The Brewer’s Guild, taking the number of teams available to 5, and also given us a preview of the artwork for first unlocked Union member (Free Agents), Snakeskin.

Let’s hope for more stretch goals to see what else they have up their sleeves!

Current total: £57,601

#ToMB Lilith WIP

Posted: March 5, 2014 in Hobby, Tale of Malifaux Bloggers
Tags: ,

So some of you may notice that I have not used the current plastic model for Lilith in my #ToMB project. There are 2 reasons for this. Well, actually there’s 1 reason for this if I’m being honest. The original Lilith model is still one of my favourite models in the game.

Yes, she does have an oriental feel to her. Yes, she is wearing thigh-high boots with stockings and little else. And yes, she is twiddling a finger through her hair while resting a giant bad-ass sword on 1 shoulder. All of these things add together to make it a model that exudes confidence, killyness and cool. All of these things embody what Lilith is in the fluff and in the game. She is the Master of Malifaux. The land bends to her will and she will use it to exact her vengeance. And yes, if you get within range she will use her blade to great effect.

It’s true the new plastic model has similar aspects but nothing says cool than a lady twirling a finger through her hair and then decapitating you. As for the painting I started off with a black undercoat and used an airbrush to prime most of the model with GW Dawnstone through an airbrush. The airbrush allows me to apply thin layers of paint and then to get overspray to get a gradient effect on parts of the model –  the coat in particular. I have used purple on the model to tie in with the rest of my Neverborn models and will also use some green as many of my Neverborn models have green as well. I have been experimenting with glazes and used that to give a purple glaze to the inside of the coat. I will also apply some dust to the coat using a glaze method.

The boots were airbrushed with the grey but 2 washes of black have created a nice highlight and depth to them. I’m debating on using varnish to make them shiny or not. Her hair has been given a base layer of terracotta before an ink of nut brown. This, I realised may have been a mistake as it dried shiny. A wash of dark brown helped tone down the shine and a final drybrush of red brought out the tips and highlighted the raised areas. The sword and boot tops were base coated with a dark metal mixed with some matte medium. The medium dulls down the metallic paint flecks while still giving some shine. I much prefer this technique than a straight application of metal paint.

Also in the picture is Lucius, the Governor’s Secretary, the right-hand man of the Guild Leadership. It’s true he’s Guild through and through but this character definitely has his own agenda.

YMMV but for me the original model of Lilith still wins out.

  • Lilith and Lucius work in progress

So the latest episode of the D6Generation (ep 142) has Mack Martin on as the guest 3rd chair. Here Mack talks Malifaux, general gaming and Wyrd’s next big thing.

For those unaware Mack is a heavy hitter in the RPG development industry with Warhammer 40K RPG and Dust Tactics tabletop game credited to him. He later joined Wyrd and began the Through the Breach (TTB) roleplay game set in the Wyrd universe and helped out with the development of Malifaux 2.0 (M2E).

He dropped the bombshell that he is starting work on an army-scale wargame called Ruined Planet. What is an army-scale wargame? According to Mack it will be between 30-40 up to 150 models per side. He has stated that Malifaux will not be an army game.

  • Hard Sci-Fi game
  • Rulebook and 2 faction books done
  • 1st draft written over Xmas break 2013
  • Eric had the concepts in place and Mack is filling in the gaps
  • Background includes pandemic on earth forcing people to flee to space
  • Potential for 6/7 factions and sketches for them for launch
  • Mack has had this idea for years and can be seen in past interviews on the white board behind him
  • Pandemic background seems very filled out. Very bio-organic
  • Challenges for upping model count. Wyrd very committed to the project.
  • Dice based game, not cards
  • Battle Builder from Dust Warfare will influence the new game
  • Organised play is a big feature
  • Players can influence the storyline by winning organised play events
  • Alternate Activation
  • Response tokens to help act out of turn
  • Self-balancing mechanic similar to Bushido
  • Units can resupply themselves
  • LOS not true LOS but is abstracted
  • Very scenario-specific

It sounds a lot of fun but as a gamer that loves skirmish level games I can’t see me buying into it. If the models look nice I may consider a model or two. But best of luck for Mack and the guys at Wyrd.

A great little card game on Kickstarter, Oddball Aeronauts, is in it’s last few hours. With the project funded and a number of stretch goals broken including this and all future releases being printed on a quality linen finish and some extra kickstarter only cards I am really looking forward to getting my hands on the finished article.

Bring on September!

With only 2 weeks before Paddyfaux we have been frantically playing smaller level games to prepare for the first day (3 rounds 40SS). I have played 1 game with Lilith and 1 with Lucius and I will tell you what I have learned: 40SS does not go very far.

In order to get minions that can fulfil the schemes on a game-by-game basis the amount of big gribblies I can field goes down dramatically. Lilith took 3 tots, a cherub, silurid, Young Nephilim and a waldgeist. Leaving no room for any heavy hitters (Young Nephilim aside). So what’s outcome? Basically the difference between 40 and 50SS is a heavy hitting minion, enforcer or henchman. What i believe is that if you nail your games at 40SS then moving up to 50SS just gives you more survivability to do some damage with the additional model in your crew.

I also ran a Lucius Guild/Mimic crew with 2 riflemen, austringer, beckoner, tot and a silurid. Again with little experience with Lucius I eked out a draw but was not using Lucius or his minions to their optimum abilities.

And the painting is still continuing. Have been steadily applying 3 colours at least to all models. Still got a few that need to be airbrushed but this will happen this weekend.

So with the help of a couple of big backers Guildball has broken the £50k mark. That is a great achievement in just over 1 week. The first stretch goal was custom designed goals for each team, cast in resin. This second goal is “Snakeskin” a free agent player for the “Union” guild. This models becomes a free add on for pledgers that have backed for at least 1 team.

The creators of Guild Ball have re-ordered their stretch goals and re-worded what each backer may or may not get. Check them out!

Below are the posing shots of the Fishermen, Masons and Morticians teams.

So the guys at Guildball have released their alpha set of Quick Start rules. A quick skim reveals a very simple and fluid system of dice rolling to determine success/failure and consequences.

Check it out! They have already hit their fund goal so the project will proceed. All other funding will help them release more models. And what gamer does not want more models?

Attachments

Malifaux at Slayers 24/2/14

Posted: February 26, 2014 in Gaming
Tags: , , , ,

Last night we had more training games for Paddyfaux with 40SS games being played. Lucius (Neverborn) took on Hoffman in Squatters Rights and Sonnia and McCabe had a grudge match in Reconnoiter.

Hoffman vs Lucius

Hoffman – Remote Mines, Field Mechanic, Arcanist Assets, 6 cache
Mechanical Attendant
Guardian
Hunter
Guild Guard
3 Spiders

Lucius – Surprisingly Loyal, Legalese, Secret Assets
2 Riflemen
Austringer
Silurid
Waldgeist
Beckoner

Both set up on opposite flanks and rolled up the board, the Silurid jumped forward to flip a strategy marker and the tot ran up the outside. The Hunter received Fast and Hydraulics from Hoffman, giving him Nimble for the game. He moved up, the Beckoner lured him forward and a rifleman Red Jokered for damage on him, killing him. Then my opponent announced Frame for Murder and scored 2 points.

Lucius did what he does best – order minions around, swapping places and dropping scheme markers. Hoffman was coughing up scrap markers to use for his Remote Mines later in the game – setting up traps so that Lucius could not get near him.

The Terror Tot ran up past a Guild Guard and a Silurid landed in base contact beside him preventing any shots at the little fella. In reply the guard swung twice at the Silurid for 4 damage.

Next turn the silurid leapt away to continue with Breakthrough leaving the tot to the pistol of the guard. 2 shots and he was done. The beckoner lured a spider forward to help reposition her in between 3 scheme markers for Protect territory.The spider lucked out, flipping a strategy marker and preventing Lucius from scoring. An entire round of shooting from 2 riflemen, an austringer and Lucius himself finally killed the spider off. A reposition of a rifleman gave the chance of flipping the scheme marker but a remote mine killed him.

We reached the end of Turn 5 without either master taking any wounds. The dust settled and the score stood at 9-9.