My aim with the
Rainbow Challenge this year has been threefold – Play all the masters (going
well), Paint lots of crews (falling behind, but not a disaster yet) and keep up
to date with this blog. That last part has been….um, a bit of a challenge, made
all the worse by my insistence that I write 2000+ words every time I post
something up!
At this stage I’ve
played no less than 6 Masters for which I haven’t yet written anything for my
Blog! This simply won’t do, so to recitfy this I thought I’d make this a bit of
a Catchup week. So for the next 6 days I’m going to post up one article each
day for each Master I still need to write about – Lucius, Pandora, Collodi,
Lynch, Rasputina and Kaeris! In order to make this feasible I’m restricting
myself to no more than one hour of writing per article. Well, hopefully not
much more than an hour at least. :P
Today, it’s all about
Collodi!
The Master
Ah Collodi. What can I say about Collodi? Back before M2E
Collodi was a Henchman, and a fairly broken one at that too – her mobility and
model count meant she was just a little too good at a whole bunch of the strategies
and schemes. From memory, I believe I took her to a tournament, played a few
games with her and put her straight back into my case, never to be seen again. I’m
not a fan of using overpowered models and with her crazy model count and
multiple push effects, Collodi was complicated Henchman to use too.
Anyway, fast forward to M2E and it looks like it’s finally
time for me to give Collodi another try. I did give her a game or two in the
beta but I didn’t find her to be very fun. That, and against beta Molly they
all just got mauled by her “everyone
takes a Wound” summoning trick. I sort of moved onto playtesting other Masters
after that, but I have heard good things about Collodi – Mike Marshall (of
Malifools fame) has certainly found him to be pretty strong.
For this game, I was up against Mary with her Seamus crew.
The Paint Job
There’s not too much to say about the paint job I did with Collodi.
His base set was done back when all my Neverborn had the same “enchanted forest”
type basing, but after I’d improved my technique for painting Pink. A lot of
people apparently dislike Collodi’s pose but I actually enjoyed it. It might be
because I mixed the top and bottom hand around (or maybe everyone else did? But
in any case, the model works for me! The Stitched were my favourite models to
paint though – lots of blood and guts, plus I went to the effort of painting
little hearts on them, as if they were once some kid’s pyjamas. ;)
I initially wanted to wait until I had some Corphee before giving
Collodi a run but actually, once I’d thrown in the Widow Weaver and proxied
some Effigies from my Puppet Wars collection it turns out I could still make a
half decent crew without them. The one model that’s missing is Vasillia. I
actually have a proxy for her undercoated, but I didn’t get the time to
actually paint her so she stayed at home.
The Game
45SS, Standard Deployment
Strategy: Reconnoiter
Schemes:
- Line in the Sand
- Bodyguard
- Breakthrough
- Entourage
- Plant Evidence
- Line in the Sand
- Bodyguard
- Breakthrough
- Entourage
- Plant Evidence
For some inexplicable reason I missed the Widow Weaver in this pic, who's base you can JUST see on the right...
The List
Collodi
- Fated
- Threads of Fate
- Breathe Life
Widow Weaver
- Handbag
4x Marionettes
Stitched Together
Brutal Effigy
Mysterious Effigy
Shadow Effigy
- Fated
- Threads of Fate
- Breathe Life
Widow Weaver
- Handbag
4x Marionettes
Stitched Together
Brutal Effigy
Mysterious Effigy
Shadow Effigy
So basically Collodi, a pile of Puppets and the Widow Weaver
with the ability to make more Puppets. Seems logical enough Reconnoiter
Strategy, right? I initially thought about taking Wicked Dolls, but eventually I
decided that the Effigies would be better and I could probably summon Wickeds
from the inevitable scrap counters anyway!
For Collodi’s upgrades I decided that buffing the puppet horde seemed like a better idea than buffing Collodi himself, so Fated was
chosen over Bag of Props. After that I went with Breathe Life for the healing
and push shenanigans, and Threads of Fate for a bit more puppet resilience and
the anti-push shenanigans (which seems pretty important when so much of Collodi’s
playstyle seems to revolve around staying near his Puppets).
The Result
With Collodi being so focused on having Puppets around him I
decided not to focus too much on achieving Reconnoiter. Thus Collodi and the
Puppet-ball mostly moved up and got into a brawl with Seamus and some of his
undead minions. Being Paralysed (thanks to the Widow Weaver) slowed him down
for a turn, but ultimately a Teddy, summoned frm the corpses and scrap of
belles and dolls, proved his undoing. He didn’t die by the end of the game, but
another activation would have finished the job. On the rest of the table, a
Brutal Effigy (supported by a Marionette for its push action) and Stitched Together were put on scheme marker
duties, with the Stitched dispatching a Rotten Belle and Canine Remains, and the
two of them both placing friendly and removing enemy scheme markers to achieve plant
evidence and Line in the Sand. The Mysterious Effigy and another Marionette planted
a literal pile of scheme markers on the other flank and together with some scheme
marker removal on both sides, Collodi edged out the win against Seamus.
Post-game Thoughts
Collodi definitely has the potential to be a brutal Master
when he wants to be. Pull the Strings in particular is just amazing. If it just
gave out slow it’d be good, but the damage and the other “take a (1) action”
triggers are just nuts. If anything it
kind of felt as though it superceded his My Will Action – why get another puppet
to attack when Collodi will usually do it better? But now that I think about it,
My Will is any (1) action, so it
could have potential for some out of activation interacts in particular.
Collodi’s base resilience isn’t great, but his Decoy ability
plus the Run away home trigger for an easy push out of danger keeps him
relatively safe. And that’s ignoring the fact that he’ll probably have any
number of other protective conditions on him, either from the Effigies or through
his own actions.
One of the things that really struck me about Collodi is
that he LOVES his conditions. Being able to pass on Conditions to all nearby
Puppets with the Fated upgrade really encouraged that, and most turns I was
making sure I had either Armour or Defensive, as well as an Effigy condition on
Collodi (and thus on his Puppets). In fact, I feel like I had too many conditions
available, and not enough ways to use them. As above, Fated can only pass on
one Effigy condition and one “self” condition, and there’s only so much benefit
a back line-style Master like Collodi can get from piling on anything extra. In
retrospect I probably would have done fine with just one Effigy, rather than
three, with the extra SS being spent on something with more hitting power.
Between Pull the strings and this focus on conditions, I
never got much of a chance to actually summon any puppets. He just seemed to
have better things to do with his AP (ie. Pull the Strings or Defensive Stance,
for instance) and in any case, I was sort of hoping I’d have enough scrap
markers around to eventually summon a Teddy. More on that below. ;)
...Teddy it is then. :)
This is starting to get longer than I hoped so I’ll just say
one thing about the Marionettes – I actually
found it handy to have one supporting any Puppets away from Collodi with his Push
effect from Dragging along. It helped get the Brutal Effigy out of melee with a
Punk Zombie, who then went on to plant some scheme markers for me so all in
all, having that Marionette around was actually worth it!
The Widow Weaver
was amazing. Just. Amazing. The Web counters proved to be an excellent
area denial tool, and any poor shmuck who got close enough (Seamus, for
example) was paralysed thanks to Seize Prey! It will only work once or twice in
a game at most, but the threat of it should be enough to keep your opponents
models away. Actually I’d seriously consider ranking the Widow Weaver second
(after the Nurse) on the list of reasons why you should have condition removal
in your crew! Failing that, I can definitely see the Widow Weaver being a prime
target on your opponent’s “to kill” list, and with some very average defensive
stats she’s definitely squishy.
When I took the Weaver’s Handbag I was secretly hoping I’d get a chance to summon Teddy, so
I was quite pleased to see that happen! In reality it was a cool trick, and
while two turns of Teddy helped me take Seamus out of the equation, VP-wise, I’m
not sure it was enough to make the Handbag an auto-include. The summoning is great,
sure, but to me the main reason you take the Widow Weaver is for the Web
Markers. The Handbag gives her something else to do, but the higher SS
investment means it’s probably not always the best thing to take.
The Shadow Effigy guards its precious pile of scheme markers from the ugliest Madame in Malifaux.
Playing with multiple Effigies
in one game certainly gave me a good impression of how they work and perhaps
more importantly, their strengths and weaknesses. On the plus side, they’re
tough and they are fantastic for buffing their Leader in some way. On the other
hand, their hitting power is just terrible, which really relegates them to a
support role and by extension, probably made taking three a bit overkill. Of
the Puppets I took, the Shadow Effigy
was really the standout. Blend into Shadow helped blunt any attacks coming my
way and Remember the Mission was phenomenal for putting out scheme markers. In
fact three of my Line in the Sand Markers were safely (sort of) piled onto a
single flank thanks to this little guy. The other two, the Brutal and the Mysterious,
were somewhat lacklustre. I had to use the brutal to help plant scheme markers
away from my main force, so his talents were somewhat wasted aside from the
potential with Finish the Job. The Mysterious did pretty much nothing all game.
The push from Rapid Acceleration never seemed worth giving to Collodi (and
friends) compared with the Shadow Effigy’s own (0) action. I also never
actually bothered with Disguised Fate – cheating face down just didn’t seem
worth the effort when most of the crew consisted of cheap puppets. That said, I
can see both puppets being useful in other crews, and in fact I got a lot of
use out of the Brutal back when I played Perdita. It’s just that for a Collodi crew, and in
this game, the Shadow Effigy outshone the rest.
One thing I noticed was missing from the Collodi crew I took
was killing power. For all the conditions I could layer on, I was still just
using Marionettes and Effigies to fight off my opponent and honestly, they don’t
hit all that hard. Perhaps should have I’d tried harder to get the Marionettes working
with Collodi’s buffs? Or if I’d added a Wicked Doll or two to further boost
nearby models damage output?
The Stitched together was the sole exception to this – if I
had the cards on hand his Gambling abilities allowed him to hit pretty hard. So
if I played this again I’d probably consider adding another Stitched, purely
for some half-decent killing power that doesn’t rely on the Collodi ball.
Final Impression
Okay, so most of the above is pretty positive about Collodi,
but when it comes down to it, I still didn’t
like how he played. With the
buffs he can hand out, Collodi seems to almost demand that you keep his puppets
close by. So you end up spending most of your crew allowance on the likes of
Marionettes and Effigies to work with Collodi, leaving little room for
something that can fulfil its duties away from the main Collodi/Puppet ball. Hell,
even the Widow Weaver practically begged to hang out with Collodi thanks to
his +1Wk aura with Playthings and his summoning potential from the handbag.
To me, that style of play, where you’re clustering most of
your crew together, feels very constricting. I’d much rather have my crew
spread out, projecting power all over the board and not be forced to sit in a
big clump somewhere. You might argue that by the same logic I shouldn’t like Guild Lucius, but even in that case Lucius’s support tricks can have a hefty range to
them, plus the strong shooting allows the crew to project their power all over
the board, even if they are a little clumped together.
Anyway, I hope that makes some sense. Maybe my negative
impression of Collodi was more a factor of the crew build I went for and if
that’s the case, I’d definitely like to know. So as usual, please feel free to
comment below. :)
Until next time,
Adrian
P.S. Yes, this took longer than an hour to write. I'll try harder tomorrow! :)
Hey look! It's the Widow Weaver!
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