Hey hey hey! Welcome back! I thought I’d finished my blog
posts on the basics of Malifaux but after having a conversation earlier today,
I realize I’ve only just started.
One comment said to me yesterday really made me question my
position on the hobby (not just Malifaux) and where I want to head. It appears
that I’ve gained a reputation as a ‘gamey’ player at my LGS but anyone who has
played me at a tournament will know I get smashed from pillar to post so I
clearly can’t be that gamey! It is true, I do like some combinations which are
non-thematic and work well to optimize my crew selection but I’m not sure
that’s being ‘gamey’, that’s selecting the best crew for the job.
Anyway, it’s brought me to question the people I play with
and whether where I play should change. I know habits don’t change but maybe
the people need to. Something to think about in the future I think.
ANYWAY...
Today I had an excellent message from @johncpfcburgess who really lifted my spirits in regards to the
blog and he was saying about Schemes and getting lost in which one is which. So
I thought to myself, yeah, why not do a blog based on the schemes of Malifaux! I
wouldn’t also mind doing a few master or crew box run downs at some point for
those who are just picking up boxes for the first time!
Please remember this is not for experienced players, it is a
rough guide which just gives newer players a better idea of what is going on
(hopefully!). Here it goes!
What are Schemes?
Schemes are ‘mini-missions’ which you can use in game, some
of which might not be revealed to your opponent!
At the start of each game, just like you do for Strategy -
flip 2 cards for Schemes. You are looking for both suit and number. Don’t panic
if you flip two of the same number or suit – they’ve accounted for that! I’ll
show you in a bit!
You must pick 2 schemes from the pool of 5 that you have
generated for this encounter, these can be hidden or revealed to your opponent.
You can only ever score a maximum of 3VP from each scheme.
Even if you score with your scheme every turn, the max is 3!
Now, there is one scheme which is ALWAYS in the pool and is
a favourite of some players on the tournament scene because they’ve got a model
or models to do it and gain 3VP from it – Line in the Sand.
Better start there then!
Line in the Sand:
Always in the pool, no matter what happens!
The Scheme: At
the end of the game, the crew earns 2VP if it has at least 4 scheme markers on
the centreline.
If this scheme is revealed, the crew earns an additional vp
if it has got at least two scheme markers on the centreline at the end of the
game.
What this means: Four
scheme markers on the centreline at the end of the game isn’t too bad, if you
can put them in the right place. Many people start off by trying to place them
closer together which potentially leave you in all sorts of trouble if the crew
you are against can hit hard. When I
play I always try to get markers out on the flank and then build inwards, that
way if my opponent wants to try and delete markers, they’ve got a way to go.
This also feeds in to the second part of the scheme: At
least 2 markers = 1 VP (if declared). It
makes sense to reveal this scheme and let the whole world know what you’re
doing and gain 3 VP!
Remember: For
scheme markers to count for this Scheme, they must be at least 4” apart!
Distract:
When doubles are flipped (numbers or suits)
The Scheme: All
non-peon models in this crew may target a non-peon enemy model within 1” with a
(1) interact action to give the model the following condition for the rest of
the game:
Distracted: This model
may take a (2) interact action to remove this condition from itself. No other
action may remove this condition.
This scheme starts unrevealed. The first time a model gains
the ‘Distracted’ condition reveal this scheme. At the end of every turn, this
crew earns 1VP if two or more enemy models have the distract condition.
What this means: ‘Look,
a furry monster!’ Distract is an interesting scheme, it involves you getting up
close and personal with your opponent’s crew. If your opponent has a crew which
is full of beat sticks, it isn’t a bad scheme to take because more times than
not, they will want to be using AP to charge or hit instead of remove
conditions! On the other hand, some crews do not fare well when they are in
close, they are better at range. If this is the case, then you may score 1VP
off it when you blitz attack your opponent the first time but if your models
are squishy, then it may not happen again.
It’s always one to experiment with, models like Crooligans
are excellent for this or models with a high wound count that could stick
around to stop the opponent removing the condition and stay in combat without
killing them (you do still want the VP…don’t you?)
Remember:
You can’t interact while engaged unless your card or scheme says! There are
only a few models: Performer and Rat Catcher to name a few, which can interact
while engaged. Everyone else must keep the condition!
Breakthrough:
If you flip a Mask – this wonderful scheme is yours!
The Scheme: At
the end of the game, this crew earns 1VP for each scheme marker within 6” of
the enemy deployment zone.
If this scheme is revealed and this crew earns at least 2VP
from this scheme, earn an additional VP.
What this means: You
need to get someone close to the enemy’s deployment zone! There are many models
in each faction which are capable to do this, some fragile so be careful! It’s
exactly what is says on the tin. Get around their deployment and drop markers.
Again, I like to go out wide and then go inwards allowing me to stretch my
opponent. Obviously, sometimes this isn’t possible so you grab points where you
can but it’s a solid scheme if you have a crew which is going to be quick and
down there for the end of the game!
Remember:
Incorporeal models takes ½ damage from shooting and close combat attacks which
have the Sh and Ml characteristic!
Assassinate:
Flip a Crow and it’s yours!
The Scheme: This
scheme begins the game unrevealed. If the enemy leader is killed or sacrificed,
reveal this scheme. If the enemy leader is killed or sacrificed, gain 2VP. If
this happens on or before Turn 4, score 3VP instead.
What this means: Want
to kill stuff and make it deadly dead? This is an excellent one to take! Be
careful though, most leaders have triggers in which they exploit defensive
abilities allowing them to shy away from damage or just get themselves out of
trouble and sometimes it can be hard to pin them down. Saying that, you take an
offensive crew and you know that your opponent’s master is going to be up in
your grill, why not give it a shot! Yes, it does involve getting in contact
with a master but the flip side to that is, you can engage them and stop them
doing other things, making it easier for you to go about your business on the
board.
Remember: You
need to have a plan about how you are going to take down this master. Some
Masters have abilities which enable them to sacrifice themselves but they don’t
sacrifice, they just ‘dismount’ in McCabe’s case or ‘bury’ in Leviticus’ case.
Models like this are very hard to take down!
Protect Territory:
On Tomes (Books)
The Scheme: At
the end of the game, this crew gains 1VP for each scheme marker which is at
least 6” from its deployment zone and has at least one friendly non-peon model
within 2” of it. Scheme Markers with more enemy models than friendly models
within 2” do not count towards this scheme.
If this scheme is revealed and this crew earns at least 2VP
from this scheme, it earns 1 additional VP.
What this means: For
a backfield crew, it’s ideal – drop a marker, stay near it, earn a VP! It’s one
of those which you can’t really go wrong with, if you drop a shit ton of
markers and have someone near them at the end of the game then you can max out
on points. It’s when you’re only dropping two markers and your opponent is
removing one, then you’re in trouble! Yes, it eats into AP but the name of the
game is earning VP!
Remember:
It’s AT LEAST 6” from the deployment zone! No reason you can’t be dropping them
in your opponent’s half if you so wish!
Bodyguard:
Rams…for the win!
The Scheme: The
scheming player notes down a non-leader henchman or enforcer model in their
crew that must be protected. If this crew has no henchmen or enforcer models,
note down the model with the highest soulstone cost instead.
The scheme may be revealed at any time. At the end of every
turn, starting on Turn 4, if this scheme is revealed, this crew earns 1VP if
the noted model is still in play and at least 8” from its deployment zone. At
the end of the game, this crew earns 1 additional VP if the noted model is
still in play with more than half of its wounds remaining.
What this means:
Choose a model, any model (within the rules of course), note it down, don’t be
a tit and let it die! Generally speaking, this is for a cautious player who had
a survivable model which they can keep alive or the beat stick model that can
heal! Taking this on a model which you know is going to die probably isn’t the
cleverest idea! However, a model with defensive triggers or pushes away from
combat / shooting would be ideal. Likewise, a model which can heal or be healed
by something is great! 2 VP for having it alive – secure that and then try for
more than half wounds.
Remember:
Must be a henchman or enforcer first! You can’t opt to put it on a minion if
you’re running those in your crew! ALSO: The soulstone cost of a model is the
base cost printed on the card without any upgrades! ALSO ALSO: Any buried models do not count
towards completing this scheme.
Cursed Object:
(1)
The Scheme: All
non-peon models in this crew may target a non-peon eneny model within 1” with a
(1) interact action to give the target the following condition:
Cursed Object: This
model may take a (1) interact action to perform a TN12 Walk Duel. If
successful, remove this condition from this model. No other action may remove this
condition.
This scheme starts the game unrevealed. This first time an
enemy model gains the Cursed Object condition, reveal this scheme. At the end
of every turn after the first, this crew may end the Cursed Object condition on
one enemy model to gain 1VP.
What this means: Kind
of like Distract but you choose to end the condition to gain the VP. Again,
it’s one which is up close and personal, making sure that you get the condition
off and keeping them there until you want to remove it. Be aware that you need
to remove the condition itself, it doesn’t go off automatically at the end of
the turn! Making a model paralyzed would be ideal for this because if you can
do it multiple times, then you can gain the VP for it! Multiple cursed objects
will mean more chance of it going off, it’s the same with most things – the
more that is dropped/given out, the better chance of success.
Remember: If
you get them engaged in your melee range, they cannot remove the condition,
putting it in your control.
Outflank:
(2)
The Scheme: At the end of the game, this crew
earns 1VP if it has a non-peon model on the centreline and within 3” of the
point where the centreline meets the table edge (or corner). This crew earns an
additional 1 VP if it has another non-peon model on the centreline within 3” of
the opposite point where the centreline meets the table edge (or corner).
Models which are engaged with an enemy may not count towards this scheme.
If this scheme is revealed, this crew earns an additional VP
if it has at least one non-peon model within 3” of the point where the
centreline meets the table edge (or corner).
What this means:
It’s not been one that I’ve used, particularly because my crew is built to go
and smash or tip toe around the edges and get into the backfield. This scheme
gains 3VP if revealed but let’s be honest, it is super easy to counter it… just
get two models hanging around either flank and then engage on the final turn!
VP wiped out! If unrevealed, 2VP could be useful but I think it would be a late
game rush to get there, again – something quick or subtle to score would be
good.
Remember: Not
revealing a scheme will make your opponent think about what it could be and try
to second guess you. Revealing a scheme will make your opponent aware of what
you are trying to do and may distract them from their schemes and strat!
Plant Evidence:
(3)
The Scheme: At
the end of the game, the crew earns 1VP for each piece of terrain in base
contact with at least one of the crew’s scheme markers, if the scheme marker is
within the enemy half of the table.
If this scheme is revealed and this crew earns at least 2VP
from this scheme, it earns 1 additional VP.
What this means:
I love this scheme! Put as many markers as you want down on terrain in the
enemy’s table half! Nice and simple. I’d be looking for the part of the table
which has hard cover (if any) so I can keep dropping markers and get the
maximum amount of cover I possibly can. This is an excellent scheme to start
with in a pool, particularly if the table has a bucket load of terrain!
Remember:
Define terrain before the game begins so you know what is hard and light cover
if needed. It makes a difference to the way you play and the deployment of your
crew.
Entourage:
(4)
The Scheme: The
scheming player chooses as Master or a Henchman model in her crew. At the end
of the game, if the chosen model is in the Enemy Half of the table, this crew
earns 1VP.
If the chosen model is in the enemy’s deployment zone at the
end of the game the crew earns 2VP instead.
If this scheme is revealed, this crew earns 1 additional VP
if it earns any VP from this scheme.
What this means:
It’s not a bad scheme if you have a master like Dreamer or Levi who can pop out
‘where they like’ (within reason) or a quick henchman. If you go for it, you’re
looking for 2VP minimum. Therefore revealing the scheme would benefit you if
you think you can’t get into the enemy’s deployment would be beneficial. You
can always have someone who just batters their way through the opponent’s crew!
Remember: Revealing
this scheme will give you access to all 3VP!
Vendetta:
(5)
The Scheme: The
scheming player notes one of their non-leader, non-peon models with a soulstone
cost greater than 0 and an enemy model with a soulstone cost equal to or
greater than their chosen model. If the noted friendly model’s first attack
action in the game is against the noted model, reveal the scheme and score 1
VP. If the noted enemy model is not in play at the end of the game and the
scheme has been revealed, score an additional VP. If the noted enemy model is
killed by the noted friendly model, score 3VP (Whether or not the scheme was
revealed).
This scheme may not be revealed at the start of the game.
What this means: A
nice simple one for newer players but also simple for ranged crews! Have a look
at your models in the crew and think – ‘Is it possible for me to hit/kill a
model of equal or greater cost?’ I know it sounds crazy but not all models of
the same soulstone cost are alike. They have different abilities and different
strengths. If you have a ranged model (say a Trapper because they’re hot right
now), it would be idea to take it on him because he can focus and take a shot
at his target, thus earning 1VP early on!
Remember:
Be careful on using a high soulstone beat stick as your vendetta model – it limits
the pool of models you can beat on and in some cases, completely eradicates the
choice. Using middle costed models with hard to kill or armour will stand you
in good stead.
Plant Explosives:
(6)
The Scheme: Once
per game, at the end of any turn, this crew may reveal this scheme and earn 1VP
for each enemy model that is within 3” of at least one of this crew’s scheme
markers. Then, remove all of this crew’s scheme markers which are within 3” of
an enemy model.
This scheme does not benefit from being revealed.
What this means: KABOOM!
This is a scheme I’ve only ever taken once when I knew that I could get close
to a crew who are bunching up because of what they needed to achieve during the
course of the game. If you are dropping markers anyway and because it is not
revealed, it is an excellent scheme to try and bluff – even if you don’t have
it, to make your opponent think about not going near markers, effectively
cornering off sections of the board. On the other hand, getting the markers
down and inviting the crew to come on to them and effectively ‘sucker’ them in!
Remember:
Models which have the ‘Don’t Mind Me’ ability (can interact whilst engaged) can
be very useful here! Likewise, models which can walk through walls or fly can
get close and drop the marker even if they beaten on, you’ve got the marker
there for good measure!
Make Them Suffer:
(7)
The Scheme: At
the end of the turn after the first in which at least one enemy minion or peon
was killed by one of this crew’s henchmen or master models, score 1VP. At the
end of every turn after the first, if the opposing crew has no minion or peon
models, score 1VP. No more than 1 VP per turn may be scored from this scheme.
This scheme must be revealed as soon as any VP are scored
from it.
What this means:
Ever wanted to make your opponent pay for the years of ‘banter’ they give to
you about how shit you are at everything hobby related? Want to kill them but
it’s easier to crush their hobby? This is the scheme or you! It does involve a
degree of thought about what you want to kill and what you can kill! You know
about your crew, you know what they are like – If they are more backfield; then
this probably isn’t the scheme for you. If you have a Master or Henchman who is
killy, then might be worth a punt!
Remember:
In order to score, you must be using a Master or Henchman to kill models!
Deliver A Message:
(8)
The Scheme: This
crew’s non-leader, non-peon models may take a (2) interact action targeting an
enemy leader they are engaged with to reveal this scheme and earn 2 VP. This
action can only be taken once during the game.
If this scheme is revealed at the start of the game, this
crew earns 3VP instead of 2VP if it achieves this scheme.
What this means:
Psst… over here! I have a message for you! If you know that you can get close
to a master, this is an ideal scheme to take and earn VP. Be aware through,
many master’s pack a punch so you need to be sure that you can go and interact
with a master! The way to do it may be to surround the master with two or more
models so that you are in a position to deliver the next turn! Because it is
part of a scheme, you can take the interact action within close combat range!
Remember: It
is a (2) interaction action so a model with nimble (1 additional AP to walk) or
Fast (1 additional AP this turn) can walk up and deliver the message to a
leader.
Take Prisoner:
(9)
The Scheme: This
scheming player notes down a model in the opposing crew. At the end of the
game, if this crew has at least one non-peon model engaged with the noted enemy
model this crew earns 2VP.
If there are no other enemy models within 3” of the chosen
model, and this crew has at least one non-peon model engaged with the chosen
model, this crew earns 3VP instead.
This scheme does not benefit from being revealed.
What this means:
Fairly straightforward, get a model next to the chosen one at the end of the
game. If you can isolate the model away from its crew, then you get 3VP if you
have someone next to them! Any model with a push ability could easily isolate
the chosen model and be next to it! A hidden scheme will keep your opponent
guessing and gives you a position of control!
Remember:
Don’t kill the model you’re trying to take prisoner that would be really
stupid!
Spring The Trap:
(10)
The Scheme: Once
per game, at the end of any turn the scheming player may reveal this scheme.
This crew earns 1VP for every scheme marker it has within 4” of the enemy
leader, then remove all of this crew’s scheme markers within 4” of the enemy
leader. If this enemy crew has as many or more models in play than this crew
when this scheme is revealed, and at least 1VP is scored from this scheme,
score an additional VP.
This scheme may not be revealed at the start of the game.
What this means:
It’s a Trap! This is a scheme that benefits from a crew which can get close to
the opponent’s master. You can earn an additional VP by having less models than
your opponent, in late game this might be something to think about but getting
close to a master is the key here. I would think carefully about this scheme
and what models you have to do it! It needs to be something specific that can
get close, take a hit or two and bounce out if possible!
Remember:
Many masters are well protected and have tricks to get away. Look the time a
master has activated and you have models left. Would it be possible to pull it
off?
Murder Protégé:
(11)
The Scheme: Note
down the enemy model with the highest soulstone cost. If multiple models are
tied for the highest soulstone cost, then any of the models may be noted down.
This crew earns 2VP if the noted enemy model is killed or sacrificed before the
end of the game.
If this scheme is revealed, this crew earns 3VP instead of
2VP if it achieves this scheme.
What this means:
Another kill driven scheme. Again, a kill based crew can deal with this fairly
easily. Think carefully about this one though because it’s not all a bed of
roses. The highest soulstone cost on an enemy model is usually a Henchman (depending
on the type of crew they are running) or a model with potential defensive
abilities. For crews which force opponents to discard soulstones or cards in
order to keep models alive, this is perfect! It may take a bit of work but it
would be a good scheme to look at!
Remember: You
can pick if the models are tied for soulstone cost!
Frame For Murder:
(12)
The Scheme: This
scheming player notes one of their own non-peon models as the ‘sucker’. If the
chosen ‘sucker’ model is killed or sacrificed by an enemy model, score 1VP. If
the enemy model is a master or henchmen, score 2VP instead. As soon as this
scheme is accomplished, reveal it. If it was accomplished before turn 4, score
1 additional VP.
This scheme may not be revealed at the start of the game.
What this means:
This has to be one of my favourite schemes. Get someone really annoying and get
them killed… all for VP! Favourites include shooting pieces such as Trappers or
Nino Ortega as they are so fucking annoying! Therefore, people go for those
models, earning VP. The trick? Getting leaders or henchmen to target them! A
simple Obey command may do it or drawing them in to combat. Newer players often
go for all out kill, so it’s an excellent scheme to take first off!
Remember:
Pick a model which is easy to get rid of and potentially annoying. Scheme
runners are good targets as your opponent will need to get rid of them before
they start planting markers and scoring points. Models with low wounds and no
armour etc.
Power Ritual:
(13)
The Scheme: At
the end of the game, for each table corner that this crew has a scheme marker
within 6” of, this crew earns 1VP. Only one table corner within this crew’s
deployment zone may count towards this scheme.
If this scheme is revealed and this crew earns at least 2VP
from this scheme, it earns 1 additional VP.
What this means: Another
favourite among many. It is most excellent during corner or flank deployment
because you only have one corner to plant a marker in and then expand outward.
A brilliant scheme to get off as you need to only have two corners (one on the
other side of the table) to score all 3VP! Make sure it starts revealed because
it is easy to score it. Models with flight and incorporeal are perfect
something like this as they can just float across and place markers!
Remember:
Only ONE of your deployment zone’s corners count towards this scheme!
Well, that’s it from the Scheme section of Malifaux! It is a
basic run down and some advice that I think is helpful in games. I’m not saying
that it’ll work for your crew or your play style every time but they are things
to think about!
Thanks for reading.
I’ll see you soon!
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