Hey there, sorry for the delay after the last few posts, there’s been a lot going on on a number of fronts, and we are just now getting back into the flow of things.  There will likely still be some delays, but we will do our best to get back on track as things wind down.

Jumping back into our minion model reviews, I’m heading into another new faction with the Neverborn’s Changelings:

What we like: These guys are true mimics for Malifaux, really earning their name where their sole purpose is to use the (1) attack actions of other models. Tying that ability in with a 1/turn ability to take the action for free on a model in range makes these great companions to Neverborn crews at a really reasonable price.  Where these guys really take these abilities to the next level is when you can get their abilities off on one of your opponent’s beater models.  Even if you fail the duel (you really might), it’s a great opportunity to either drain your opponent’s deck, or their hand if you have a good high card you’re willing to cheat.  Their manipulative ability is also great for keeping them fairly safe for most of the turn, letting them serve as road-blocks to your opposition as you play.

What we don’t: Their attack value applied to all attacks is really low.  At a very superficial view, new players can think of them as four stone models that will hit as hard as what they copy, but that’s just not the case.  Be mindful when using them to apply them as utility to the rest of your crew, rather than relying on them for anything more than scheme running.

Why take it: If the Manipulative doesn’t give it away, these models have their highest value later in the turn.  The really low attack value can be easily mitigated by a lack of cards in your opponent’s control hand.  Changelings have a reasonably achievable teleport that can get them into position and make the best use of their AP.  There’s nothing quite like running one into combat and taking a damage track like Howard Langston and turning it against another model.  Or even Hank himself!

Rail Worker

Next up is a metallic friend who hails from both Ten Thunders and Arcanists! The Rail Worker!

What we like: With front card defensive abilities of Armor +1, Hard to Kill, and a Defensive trigger on a Tome to essentially give them Armor +3 for the attack, they can take quite a beating! If you have any way to heal these guys they’ll stick around much longer than any 5 SS model with 4 wounds should. Oh another pro – they’re 5 stones! They have a decent melee attack with a nice damage spread of 2/4/5 that can pin people down rendering them unable to move or push for the rest of the turn. At Ml 5 its not awful, where this model becomes a serious threat is when it can use its (0) tactical action Implacable Assault to gain Focus to all Ml attack actions for the rest of the turn. This makes that moderate and severe damage track a much higher threat. Anytime you can fairly easily get 4 damage out of an attack from a 5 SS minion? I’ll take it. And the (0) action doesn’t require a flip, only to discard a card.

What we don’t: Defense 5, WP 5, with 4 WDs, a WK of 4, and an average charge. These guys are slow and could be melted. If your opponent can ignore armor, or hard to kill, and you don’t get or have a tome, so long Rail Worker. I feel like that about sums it up. These models can be fairly unreliable and inconsistent depending on your match up. They’ll either be ever living death machines dealing moderate damage, or getting 1 shot by a model like Joss. Use them wisely.

Why take it: These guys will fit right in if you’re facing a faction that can’t easily ignore armor. Their low SS cost of 5 stones allows them to fit into most crews as decent anti-scheme runners, and can even pose a real threat to Enforcers or some Henchman with their ability to deal high damage. Take them if you need some fill models that are worth their salt in combat, and even better if they don’t have to spread out or walk very far. Take them with anything that can heal them and their ability to survive can become ridiculous.

Thanks for reading!



For my first model review I’ll take a glance at the Arcanist Performers! Do note that these models are mercenaries and can be hired into any crew.

What we like: The ability to hire them outside of Arcanist proves to make them even more useful, and for just 5/6 soul stones. They have a rather average stat line of 5s across the board, but they carry the very nifty Manipulative 13 lowering them in target priority a little so long as they haven’t activated. They can take interact actions while engaged, and also when they die give a friendly minion or showgirl reactivate – even in death they help! They have 2 standout abilities on the back of their card – a Lure that only needs a 4 of any suit to reach TN, albeit it only moves them their walk, with several nice triggers. Notably the built in Sip of Wine trigger (for you McMournings or Brewys) which instantly deals damage equal to the target’s poison condition value.  And perhaps even more valuable, a (1) tactical action that allows you to remove a Scheme Marker from 8″ away and potentially severely debuff surrounding enemy models.

What we don’t: Should you need to activate your performer early or if Manipulative 13 doesn’t phase your opponent they will die very quickly. Df 5 Wd 5 will not hold up at all so keep them in cover and away from anything that can punch. Their melee attack Poisoned Hairpin comes in at a nice Ml 6, but the damage track of 1/3/5 means that unless you really want to cheat a high card or get lucky with the damage flip you’ll probably just do 1 damage – at least it gives poison +2 built in?

Why take it: Are you in a scheme pool that is full of schemy schemes? If it looks like Claim Jump, Dig Their Graves, Setup, Search the Ruins, Leave Your Mark, etc these Performers will really be a poison hairpin in your opponent’s side. With proper positioning the ability to shut down 1, possibly 2 points your opponent could get is massive and very well could win you the game. If you’ve built a list around poison and would like some assistance with killing then the Sip of Wine trigger could surprise someone – I don’t know that I would take one just for that but hey, a Lure that can deal some damage, why not?



Continuing with our model reviews and minion theme, we have the Ten Thunders, Torakage.

What we like: These guys are nothing if not really consistent.  Moderate values for every stat from SS cost to Cg, these models are impressively resilient multi-taskers with abilities that give them an edge in many forms of engagement.  Where they really shine though, is their immunity to disengaging strikes – that coupled with their above average Walk stat lets them traverse the table more or less unhindered.  Positioned well, they also take an average Ml attack and improve their odds with +flips.

What we don’t: For all said about the Torakage’s stats, their lack of any defensive abilities within combat makes them rely heavily on your fate deck to keep them up and running.  The damage spread on bother their attacks is also rather minimal, especially on their Sh attack which relies on Focus to get any + flips and is most useful for getting a built in push on resolution (the applications of which are very situational).

Why take it: If you have a 6SS slot to fill in a crew and don’t have a specific niche to fill, a Torakage can be switched up very easily mid-game to go from a scheme runner to a efficient scheme killer, or vice versa.  They really shine in these two areas, their speed and mobility are great for getting in and around your opponent’s models if positioning schemes is a key, and they are plenty fast and tough enough to chase down a small-fry scheme runner your opposition is sending out cheap models to achieve similar goals.  These models work very well on their own, but can benefit from many buffs if the option presents itself in your crew, especially defensively. If nothing else in your game, hire them for their versatility to work in your favor for most play styles and scheme pools.


Void Wretch

Welcome to the beginning of our slow review system for every model in Malifaux.  To clarify our format compared to other sources, we want to give each model a quick summary based on the card and our experience with it (if any) to cover things we like, things we don’t, and why we might take it in a crew list, focusing on how the model works on it’s own and leaving synergies to the preference of each player.  Our hope is that for more insight on full crew synergy and strategies you’ll look at a wide selection of other sources.

To start with we are going to show minions some love starting with the Outcast faction, Void Wretch.

What we like: The key points that hit me when hiring these guys is a mix of incorporeal and a (potentially) high Df all for 4SS.  Avg walk and Wp don’t hurt their stats for the price, and as scheme runners these guys have the potential to endure a bit of a skirmish or at the very least out maneuver your opponent for VP.  Their 1AP attack isn’t accurate, but being resisted by Wp can sometimes mitigate this depending on what your going against on the table.  Additionally, a 0AP attack to throw around the Fast and Slow conditions isn’t always usable, but depending on your crew setup, can be a good way to drain your opponent’s hand or deck of good cards (see Why take it section).

What we don’t: The previous mentioned Df – while being really solid late turn, is highly variable throughout each turn as it fluctuates depending on cards in hand. Their other 2 actions, an attack and a tactical action, are highly situational, requiring buried models as targets.  While the tactical action is adequate in usage, the attack accuracy for their attack on buried models leaves much to be desired for a consistent use, settling them in the scheme runner niche for practical uses.

Why take it:  If you’re looking for cheap models to fill out your crew with a dash of hardy, these guys fit the bill.  At the very least their Avg movement and incorporeal will get them where you want them so dense terrain can work to your advantage.  These guys also work great in groups if you have the space available – not to be read as strictly Void Spam but to include that strategy as well – being able to 0Ap a condition multiple times in your turn to drain your opponent’s hand or deck while maintaining your mobility and other AP options isn’t too shabby.  Depending on how many you end up taking, they are also a great semi-disposable way to get some early game out-activations letting you place your other models where they’ll be the most useful to you.