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 So here goes…
The Master
Rasputina is not a Master I’ve ever been excited about. Her
static playstyle has never appealed to me, she’s always seemed like an easy Master
to take down (just get her in melee) and I just never liked the old metal
models. In the new edition Rasputina got some much nicer models, but that
weakness in melee and static playstyle was still there, so she’s never really
piqued my interest. So much like my game with Lady Justice, I went into this match with a
certain expectation of how dull I’d find her.
Today was a rematch against Chris (Kadeton on the Wyrd
forums) and his Viktorias crew.
The Paint Job
I have to say I was pretty relieved when the transparent
plastic Rasputina crew was made available. While I might be forced to play her for
the Rainbow Challenge, at least I wouldn’t have to waste time painting her! I
initially thought I’d use the blue transparent bases, but eventually decided on
green as a contrasting colour, then a turquoise sort of colour for the
snow/tundra to bring the blue/green together. It’s arguably the simplest crew I’ve
ever painted, and the effort I put in probably matches my excitement for this
Master. ;)
The December Acolyte was just a metal puppet wars mini I’d
already painted, so I just stuck him on a base to match Raspy’s crew. I pinned
him in the air partly to make it look like he was in mid-leap as he pounced on
some hapless victim, but mostly because he broke off the base while I was
gluing him!
It's a table!
The Game
50SS, Standard Deployment
Strategy: Reconnoiter
Schemes:
- Line in the Sand
- Assassinate
- Protect Territory
- Murder Protege
- Plant Explosives
- Line in the Sand
- Assassinate
- Protect Territory
- Murder Protege
- Plant Explosives
Oddly, the green bases almost make her fit with the green board colour. Almost.
The List
Rasputina
- Armor of December
- Sub Zero
- Arcane Reservoir
Blessed of December
- Imbued Energies
Ice Golem
- Imbued Energies
Wendigo
December Acolyte
3x Ice Gamin
- Armor of December
- Sub Zero
- Arcane Reservoir
Blessed of December
- Imbued Energies
Ice Golem
- Imbued Energies
Wendigo
December Acolyte
3x Ice Gamin
I figured the December Acolyte and Blessed of December ,
(Imbued Energies) would help with the Rasputina’s low mobility, otherwise I
just stuck with Raspy’s Starter box. I always figured melee was Rasputina’s
weakness, so for her upgrades I went with Sub Zero and Armour of December, then
Arcane Reservoir because you can’t go wrong with an extra card in hand!
The Result
With both crews pushing forward, Chris chose to advance more
cautionsly to stay out of Raputina’s potential threat range. The December Acolyte
and Raspy herself scored an early kill against a convict Gunslinger who strayed
too close, but otherwise most of the Viks crew endeavoured to stay outside LoS.
In the second turn, the Ice Golem saw an opportunity to charge Lazarus, leaving
Raspy’s side to do so and dealing a moderate amount of damage to the construct.
Vanessa and a Convict Gunslinger joined the fray to bring the Ice Golem down to
three wounds, but the main event occurred at the end of the turn, when Ash Vik
used Dragons bite to place herself and Blood Vik into base contact with Raspy.
The resulting two attacks came very close to killing Rasputina, who then
responded by pushing out of melee with Armour of December and blasting both
with Decembers Curse! The Blessed of December leapt in to finish off Ash Vik, and Blood Vik
soon followed when I won intiative in turn 4. At that point, with me having
scored an extra point on Recon and achieved both my schemes (Protect Territory
and Assassinate), Chris figured the VP difference was now insurmountable so we
called the game.
Post-game Thoughts
You know I never thought I’d ever say this, but I actually enjoyed playing Rasputina! Not just
because I like playing Malifaux, but because I actually, genuinely liked how
she played in-game! Yes, she still had that static playstyle that I generally
dislike, in fact she only moved about 12” the entire game (and even that was 6”
forward, then 6” back). What I didn’t count on, however, is the sheer board
control that Rasputina commands with her and her crew. The fact is, Rasputina
doesn’t need to be fast. With Ice Mirror and a crew of Frozen Heart models
there are few places Raspy can’t reach with her spells, and in fact Chris had a
very difficult time keeping outside of Raspy’s threat range early on. That
ability to respond to threats from half way across the board keeps Rasputina
flexible and difficult for your opponent to avoid. Even her traditional weaknesses
toward melee can be dealt with, in a sense…
I’ve previously played against Rasputina a few times, and
each time I won handily just by getting the biggest threat, Raspy herself,
engaged in melee as quickly as possible. With that in mind, I thought I’d take a
crew that would help deter enemy melee models. As it turns out it’s not only
possible, but is an integral part of how Rasputina now plays. The exploding Ice
Golem and Gamin are a part of that, as is the potential to give Sub Zero triggers
to your Frozen Heart models to further deter melee attackers. But the real
winner for me was the Armour of December
upgrade. Raspy’s inability to do much in melee was the main reason I chose Armour of December over Shattered Heart
as her Limited upgrade, and in this game I did not regret that decision at all.
Put simply, Armour of December is what won the game for me and without it,
Rasputina would have died a horrible death at the hands of the Viks. So as far
as I’m concerned, Armour of December is an auto-include. Shattered Heart is
good sure, but the 3” push from the Armour is the easiest way to get her out of
melee, without which she’s almost useless when engaged.
To be honest I didn’t get a lot of use out of most of Raspy’s
other facets. I forgot she even had Counterspell
until right now, and I never had a chance to take advantage of Freeze Over (for paralyse) or December’s Touch (the armour buff).
Chris mentioned his woes against a Rasputina player who took full advantage of
Freeze Over to paralyse models though, so I’ve not doubt it’s effective. Especially
if I can combine it with the Wendigo’s Devour! Unfortunately for this game, the
opportunity never came up. I will say that I’m not impressed by Biting Chill though.
As her only (0) action I guess it’s better than nothing, but ultimately it just
feels like a throwaway spell – use it if you’re in melee, otherwise it’s not
worth thinking about. I certainly wouldn’t go out of my way to trigger One
Thousand Cuts; 1-2 extra damage from another cast just doesn’t feel worth it.
Mr Golem takes on Vanessa (proxied), Lazarus (proxied) and a gunslinger (not proxied!)
Ice Gamin – they’re
cheap, they explode when they die, they can boost the damage output of other
Frozen Heart models and you can Ice Mirror Raspy’s spells through them. These
seem to be the mainstay of Rasputina’s crew, and I can’t say I was disappointed
with them. Combined with a Sub Zero trigger to ward off melee attackers they
came across as a difficult model to get rid of without exposing the attacker to
getting horribly mauled by the rest of Raspy’s crew. So while they didn’t do a
lot, their potential was enough to make Chris wary of tackling them.
Like Rasputina, I was very sceptical about the Ice Golem at first. I’m not used to
using melee-centric models as slow as the Ice Golem and if I hadn’t committed
to taking Raspy’s starter crew, I probably would have replaced him with
something else. Fortunately and also like Rasputina, the Ice Golem exceeded my
expectations. He’s got good resilience, explodes when he dies and his melee
output is great. Smash would have been nice to get off but his standard attack,
with minimum 3 damage and an easy slow trigger, is still really good. I’m still
not super-keen on his speed but in this game I mitigated that with Imbued Energies,
which I felt is more than worth the expense!
Dragging along his Guild friend, the Wendigo hunts down his preferred prey - a defenseless Malifaux child. ;)
The Wendigo is a
3SS minion with a Wk of 6, magical Extension to cast Raspy’s spells, Devour,
and the potential to give his Master fast. For 3 SS. That’s 1 SS less than an
Ice Gamin. Honestly, I don’t see a reason not to take this model, and that’s
all I have to say on that!
After the game Chris commented that he was initially only
concerned about dealing with the Blessed of December and Rasputina, however in his own
words, “That December Acolyte is
fucking nuts!”. And at 7SS for a From the Shadows model who easily throws out
slow with his attacks, I have to agree. In this game he helped shoot up a
Convict Gunslinger and forced Chris’s crew to give him a wide berth thereafter
(melee wasn’t an option when the survivor would almost definitely get
evaporated by Rasputina in return). I could go into more detail on why he’s so
good but honestly, I’d rather just link Dave’s (sssk) blog article where he
goes into much more detail;
Suffice to say, December Acolytes are the ducks nuts. :)
Two scheme markers - the remnants of the Viktorias
I’ve used the Blessed
of December before, and as far as I’m concerned she remains a great model. Highly
mobile, with Ml 7, healing and some great triggers make her a very solid model
to throw around, and I definitely appreciated her presence in my game with
Raspy. Originally she was going to be my flanking piece but after that flank was
covered by Lazarus (not a good target for the Blessed), he wound up hanging
back to wait for an opening. In the end he was instrumental in helping to take
down the Viktorias, where her Ml 7 made it much easier to win the duels and
deal those last bits of damage.
It’s interesting to compare Rasputina with her closest
counterpart – Sonnia Cridd.
Both are a little like living artillery pieces but while Sonnia’s crew has better
anti-magic and melee capabilities, Rasputina favours resilience in the form of
armour, and debuffs like slow and paralyse. Both have the kind of threat ranges
that force you opponent to make difficult decisions about how to tackle your
crew and to my surprise, it’s a playstyle that’s I’ve actually enjoyed. If
nothing else, without a crew of super-mobile models (which has been my usual
preference) it forces me to put more thought into how I deploy and advance my
crew, which in itself provides a nice challenge. But with the long ranged reach of Rasputina
(and Sonnia) I don’t feel forced to play in a big blob, which thus far has been
the only playstyle I’ve disliked in Malifaux.
As usual, I’m happy to field any questions or comments. :)
Until next time,
Adrian
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