Welcome to Malifaux - Prim's Breachside Blog

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Primarch
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Re: Welcome to Malifaux - Prim's Breachside Blog

Post by Primarch » Tue Mar 21, 2017 10:26 pm

Hmm, it has been a while since I posted anything here. :oops: :oops: :oops:

So, today let's look at some movement related shenanigans.
Models in Malifaux have 3 (4??) ways of moving. They can Walk (or Charge), be Pushed or be Placed.
Walking is the standard form of movement and is usually only restricted by terrain and other models (since you cannot pass over other model's bases). Note that markers don't usually have any impact on movement unless their rule says otherwise. Unimpeded will allow you to ignore any terrain penalties while Pass Through and other abilities will help move you through other models. The Flight ability also allows for some terrain ignoring movement. If you are within the melee range of an enemy model, you will need to try and Disengage, something that can be very tricky against models with a good Ml score.

Charging works like Walking, usually with a greater distance allowed. It is a little more restrictive as you need to move in a straight line and you can usually only charge targets you can see and you must end your move engaged with the target. Again terrain rules apply.

Pushes are another way to move models, though not an actual form of movement for things in the game that reference Movement. (e.g. Disengaging from an enemy).
Pushes have a lot of advantages over Walking. First of all, Pushes ignore Engagement areas, so you can Push models out of combat if you want to. They also ignore Severe terrain, you go at full speed. However, they don't ignore things like falling and don't allow you to climb. Pushes used on enemy models let you knock them off cliffs and other high points. Some Pushes may be in any direction, but others will specify which way to move a model. If there is a reference to another model or particular point, you must move driectly towards or directly away from that model.
Pushes must always be in a straight line and you must always move as far as possible with a few exceptions. Contacting another model will halt the Push. Contacting Impassable terrain, a wall or a fence will halt the push as well. Some Pushes use the phrase 'up to', in which case you can choose to halt the push sooner.
E.g. a model with Walk 5 gets Pushed by the following effects.
Push this model it's walk - Model moves 5"
Push this model up to it's walk - Model moves between 0" and 5".
Pushes give your crew a lot of versatility and can be a headache for your opponent too.

Places are another non-Movement way of moving models around the table. When a model has a Place option, simply remove it from the table and put it back onto the table where the rules tell you to. (Usually in base-to-base contact with something or someone). Place moves will get you out of combat without the need for a disengaging strike, they ignore all intervening terrain and, within the limits of the ability allowing you to Place a model are less restrictive than Pushes as you can be placed on the far side of a model, thus opening/blocking charge lanes.

e.g.
Models X and Y are near each other
Push
1. X................Y
2. X------------->Y
3. ............... XY

Place
1. X................Y
2. ?................Y
3. .................YX

When selecting a crew look out for things like the ability to Push or Place models as they do give you a few extra options to play with.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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me_in_japan
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Re: Welcome to Malifaux - Prim's Breachside Blog

Post by me_in_japan » Wed Mar 22, 2017 2:21 am

While this is certainly an interesting and informative read, I can't help but wonder how in the seven hells you're able to write something like this at 7:26am. I'm barely capable of remembering to put my trousers on at that time in the morning, never mind producing a coherent piece of writing. Hats off to you, sir.
current (2019) hobby interests
eh, y'know. Stuff, and things

Wow. And then Corona happened. Just....crickets, all the way through to 2023...

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Primarch
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Re: Welcome to Malifaux - Prim's Breachside Blog

Post by Primarch » Sun Oct 22, 2017 4:10 am

Someone call the Death Marshals, a Resurrectionist is trying to bring this hobby log back to life. :o

It only seems fitting that, after bringing this thread back from the grave, that the first model I discuss is the Guild's undead hunting enforcer, the Exorcist.
Image
As far as stat-lines go, the Exorcist has pretty reasonable Df, Wp and Wounds for his cost. His primary role is as a beatstick with a sideline in debuffing the enemy and draining cards from the opponent's hand. Most of his abilities are focussed on taking down Undead and Spirit models, so for a Ressers crew he is a bit of a headache.
On defense, he has Hard to Wound, causing a negative flip to damage against him. He also prevents all Undead and Spirits from declaring triggers when within 3" of him.
For offense he comes with a short range (1") Cast action, Symbol of Office, that causes 1/2/3 damage. On a Ram he can trigger Critical Strike and add +1 Damage. On Feathers he can trigger Banish to Oblivion. If the target is Undead or a Spirit it dies immediately unless its controller discards 2 cards or 2 soulstones.
The Exorcist also wields a crossbow, dealing 2/3/4 damage and ignoring the Incorporeal and Hard to Wound abilities. Like his holy symbol, it comes with the ability to trigger Critical Strike on Rams. Its other trigger is Pinned to the Ground on Tomes. Pinned stops the target from Walking or Charging until the end of the turn unless its controller discards 2 cards.
Now, on the off chance that the Exorcist is used against a crew which contains no Undead, his 0 action helps out. With a Ca of 6, resisted by Wp, the Exorcist can make a False Accusation and give another model the Undead characteristic until the end of the turn. It comes with a built in trigger, allowing the Exorcist to try again against a second target nearby.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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Primarch
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Re: Welcome to Malifaux - Prim's Breachside Blog

Post by Primarch » Sun Oct 22, 2017 4:33 am

The Death Marshals are the Guild's answer to the Resurrectionist problem.
Image
With an average stat-line and attacks, the Death Marshals are the default choice for a Lady J crew. Like their boss, they don't enjoy any special synergies with other models and so can be used in any Guild Crew without too much hassle. They are Hard to Wound, making them a little tougher, they can move through severe terrain due to Unimpeded and they drop a scheme marker when they die thanks to Finish the Job.
When it comes to combat they have a melee attack and a pistol. Both have a good damage track and a Critical Strike trigger on Rams to boost that. No special tricks here though, just straightforward attacks.
The Death Marshals' signature attack is Pine Box, a Cast action against a model within 1". If it works, the enemy model is buried until the Marshal takes the same action again, the Marshal is killed or the buried model can win an opposed Wp duel against the Marshal. This can take a heavy hitter off the field for a turn or two, but it can also be used to move a friendly model up the table without it being killed or wounded in the process.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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