Showing posts with label Arcanists. Show all posts
Showing posts with label Arcanists. Show all posts

Wednesday, 31 December 2014

End of the Rainbow - Awards time!


It’s the end of 2014, I’m dying to talk about my plans for 2015 but before I do, there’s one more order of business to attend to. It’s time for the Great Rainbow Challenge Award Ceremony! When I started the Rainbow Challenge, this was the article I intended to finish with at the end of the year. The blog post in which I go through all the Masters I played and painted, and pick the ones that for good or bad, stood out from the rest in one way or another. This, of course, is all purely my opinion, so please keep that in mind when I start talking about Masters in terms of “Best” or “Worst”. ;)

Also, I’ve gone through 10 categories here but if there’s something you feel that I missed then by all means, ask in the comments section and I'll answer!



Raspy...coming to an X-wing game near you!

Biggest Surprise – Rasputina

I hated Rasputina for the longest time. From my experiences playing against her she was slow, easy to counter and seemed to have a pretty flat playstyle – just sit up the back and throw ice at the baddies before they engage your crew of mini-Olafs (my daughter’s been watching Frozen a lot lately). So using actually playing a game with her on my side was nothing short of a revelation. She was still slow, but her Armour of December Upgrade allowed her to avoid combat easily, removing what I felt was her biggest weakness. Also, as I said in my blog post on her she makes up for her lack of mobility with board control. The incredible range and reach of her spells gives the opponent few options for keeping out of danger, which limits their movements and gives Raspy a great tool for dealing with more mobile crews. Then there’s her paralyze-related tricks and some great crew support, all of which made her a far more interesting Master than what I ever expected.

Why throw fireballs when you can eat FAIRY FLOSS?!

Honourable mentions for this award go to Sonnia and Perdita. My initial feelings on Sonnia were actually similar to Rasputina – she’s a fragile caster who just throws fireballs and is stuffed once you get in melee with her. Fortunately there’s more depth to her than that and she can even pull some nice punches in melee. Plus summoning Witchling Stalkers is just awesome! 


Probably holds the record for the second largest swing in my opinion of a Master between editions. ;)

As for Perdita, there was a time when I swore I’d never play her, mainly because she came across as pretty flat in the previous edition. Fortunately she’s improved immensely, certainly enough for me to enjoy pushing her around the table!


A bureaucrat's dream...

Biggest Disappointment – Collodi

Previous edition balance issues aside, I always felt Collodi was an interesting Henchman in Malifaux v1.5. In a world of monsters he had little more than a pile of puppets to defend himself, and the ways in which he could turn those puppets into killing machines was pretty cool. In M2E Collodi has basically the same sort of playstyle. But what’s turned me off him is the book keeping. Of the Masters I played this year, nobody else made it such a chore to keep track of conditions, scrap markers, corpse markers, scheme markers, auras, and pulse ranges like Collodi does. It was just a pain to deal with, made all the worse by the feeling that I had to keep my crew bunched up for all the overlapping bonuses (a playstyle that I generally dislike).


Probably one of my more expensive crews. :P

Strongest Master - Dreamer

The little boy with his monstrous friend seems to have it all. Condition removal, push effects, debuffs, obey effects, healing, summoning, there seems to be very few gaps in his playstyle. In my game with him he proved to be a real powerhouse, and that was with me using his non-summoning Restless Dreams upgrade. However the internet seems to have decided that Dreamer’s summoner build (With Dreams of Pain) is the way to go. I’m not experienced enough with Dreamer to dispute that, but I certainly do like the fact that you can switch between the two distinct playstyles at will. 

In any case, Dreamer is damn solid. I’m always reluctant to think of a Master as “the best”, but Dreamer is definitely one that left an impression on me.



One of the few moments in which I thought "hey, Von Schill's not so bad!"

Weakest Master –Von Schill

“Weakest” is probably an unfair term. It’s not right to label Von Schill as a bad Master, because he’s actually pretty viable. But what I don’t like about him is that all he really brings to the table are ways to neutralise your opponents strengths (eg. Burning, poison, Wp-based attacks, straight damage etc). It’s a very reactive way to play, and to be honest I don’t rate it very highly. Sure the odd Friekorps Specialist to clear markers is great, but an entire crew of such models just doesn’t feel that interesting.

To be fair, I really need to give Ms T another run!

Honourable mention for this goes to Tara. With her new upgrades in Crossroads her base crew has definitely improved, but at least from my perspective I still feel like she’s fighting to play how she was designed to (ie. bury stuff, make things fast, unbury stuff etc). Her activation control and ability to get reactivate is great, but that seems to be all she does. So for a good Tara crew you inevitably end up taking Tara, then none of her in-theme models. Of course to be fair this is all based on theory and talking to others – I’ve not played Tara since before Gencon so at some point I really need to give her another go on the table!


I swear, he's gonna be a menace once his boxed set comes out...

Favourite Master (Gameplay) – Jack Daw

For some reason, my daughter Miranda has taken quite a liking to Jack Daw. It all started when I was talking to her about which Faction I could take to Gencon (because you know, 2-year old girls know all about this stuff) – a conversation that ended with her and I shouting “JACK DAW!” at each other for a good ten minutes;

It's all her fault.

As it turned out, playing with Jack Daw was at least as much fun as shouting his name at a small child. His disruptive style is difficult to neutralise (ie. condition removal doesn’t work because they’re upgrades), he can strip cards from your opponent’s hand and he comes with an array of movement tricks that he can use to great effect against both his own models and the opponents crew.

She's not pleased at all about losing this award...

As an Outcast Master he gets access to a great mix of models with their own wacky playstyles, which has been a big appeal for me in my games with the Faction. And on top of that, like most utcast Masters he also has his Tormented – a pile of models from other factions that he can bring in at will. The good old Nurse has been the standout powerhouse with her Take Your Meds spell, but of the ones I tried my favourite might be Papa Loco – the crazy old exploding man that Jack just loves to push around. ;)

In any case, Jack’s proven to be a lot of fun for me. So it’s almost a pity that my time with the Outcasts (and by extension, Jack Daw) comes to a close with the end of this year.



Protip: Buy more Steam Arachnids. 

Least Favourite Master (Gameplay) – Ramos

Generally the Masters that have interested me the least are those with a limited playstyle. The edition change from 1.5 to M2E improved a lot of Masters and added some much needed depth to others, but some kind of just missed their chance for the latter. This year I labelled a few Masters with the “simplistic” tag (ie. not alot of tricks or variety in playstyle), which at least for me dooms them to a style of gameplay that I generally don't enjoy as much as other Masters. Of those however, there could only be one at the bottom, and it wasn't hard to give that dubious honour to Ramos.

While I’ve no problem playing against him, I just don’t like playing with Ramos. All he seems to do is summon spiders. Sure he can do other things but the bit I liked most about him (Detonating said spiders) still requires the tome Ramos would want for his Spider summoning and ultimately, every time I’d do something different I feel like I should be summoning spiders instead.


Perhaps my only LJ crew being undead was a little prophetic?

Easiest crew to figure out – Lady Justice

Love her or loathe her, it doesn’t take long to figure out how Lady Justice is supposed to work in-game. She hits stuff hard, heals herself if needed and possibly boosts her crew with Inspiring Swordplay. The toughest thing about her is that her average Df makes her easy to hit, so some care needs to be taken not to let her get overwhelmed in melee. Other than that, she’s a piece of cake to understand. :P



You've already seen Jack Daw, so here's another picture of Miranda instead...

Hardest crew to figure out – Jack Daw

I was originally going to give this to Leveticus and his crazy bury/waif mechanics but actually, I feel for me, the title belongs to Jack Daw. On the surface, Jack Daw is not overly difficult to figure out. You pass out Tormented, place Curses on the key threats and generally be a pain to your opponents crew while you achieve your own objectives. But there is a lot of depth to Jack Daw that isn’t immediately obvious when you first look at him. It’s hard to explain until you see it in action yourself, but the sheer variety of choice in movement effects and the need to maintain Line of Sight between relevant models with their auras and pulses force you to put a lot of thought into how you play each turn. I’ve played around 8-10 games with Jack Daw in 2014, more than any other Master this year, and I still feel like I’ve barely gotten a grip on the depths of his playstyle. He’s not an easy Master to, well, master, for me that was one of his big appeals for me!



My only regret is that the horse isn't a zebra. 
Favorite Crew (Paint-job) - McCabe

This is a tough one, since there are quite a few crews that I’m really proud of. I’ve always liked my Nightmare Dreamer crew, not to mention Neverdita and probably my favorite non-pink crew; the Mei Feng Cake Crew. If I had to pick a favorite though, I guess it would have to be McCabe and his Adventurers Guild. As a treasure hunter I wanted McCabe and his lackeys to actually look as though they’ve been out in the wilderness, plundering tombs and most importantly, with more than enough gear to do so.


So many backpacks...

The conversions weren’t difficult but I did need to delve through my bits box for the required additions. There’s bits from at least half a dozen kits (all of them Warhammer Fantasy/40k related) and while the basing was my usual “enchanted forest”, I added some plastic diamonds I once collected off the tables at a friend’s wedding. ;) All in all, I was very happy with the end result. They were a fun crew to build but most importantly, they look great on the table top!


Yin is the exception. It's impossible for her NOT to look awesome. 

Least Favourite Crew (Paint Job) – Yan Lo

While there’s some crews I’m proud of and some I’m at least satisfied with, I have to admit that of the crews I’ve painted, there are the odd few where I feel like I missed the mark or at the very least, are really starting to look dated compared with my more recent work. Leveticus is a good example of the latter, mainly because I painted his crew near the end of my “neon pink” phase. And as much as I love my Marcus model, his crew would also fall into the dated category, certainly enough for me to want to rebuy the crew and start again.

It says "soup" but you know what? I really don't care anymore. :(

But the crew I’m probably most disappointed by is Yan Lo. With Yan Lo’s crew I tried going for something different to my usual approach – an old, rusted look with muted greens and browns rather than my usual tendency toward pink or occasionally other bright colours. Technically the crew looks fine, as they certainly should be given the amount of time I putting into them! But the end result just doesn’t pop like I was hoping it would. With hindsight, I feel like I should have just stuck with my usual pink scheme. In fact if I take him up more regularly, I’ll probably buy another crew to repaint. Either that, or find some proxies that are altogether less delicate!


One day, Shlong, one day...

The one that got away - Shenlong

So as you all know, I didn’t get quite as far into my Rainbow Challenge as I’d been hoping. All in all I missed out on playing 9 Masters (including Colette, the only one of those I had a painted crew for). The question then, is which of those nine do I wish I could have had a chance to paint and play in 2014? Well for me there is only one answer, and that’s Shenlong.

At least on paper I quite like Shenlong’s ability to customise his playstyle from turn to turn, not to mention how he supports his crew the most ubiquitous yet underappreciated of actions – Focus and Defensive Stance. I’m also quite partial to the monk archeotype – there’s something about using your own bare hands (or a bo) in a fight when everyone else has swords and guns that’s so incredibly a bad ass. Of the kits that are unreleased, Shenlong’s is the one I’m most looking forward to. In fact once he’s available, I may even put my 2015 plans on hold to get him on the table. :)


I couldn't finish this challenge without one more pic of my Cake crew!

Epilogue

Well, that’s it then. 2014 is done and with it my focus on the Rainbow Challenge. Like I said before I still hope to get around to the crews I missed, but for now it’s time to move on and find another goal to focus on.

So do I feel this Rainbow Challenge was a success? Absolutely. This challenge was never just about getting every Master painted and on the table. To employ an overused cliché, It was much more about the journey. I wanted to give each Master a fair go, put aside preconceived notions, see how they really perform on the table and actually understand how they really work. Most importantly though, I wanted to find Masters with more depth that I’d initially expected them to have. The perfect example of this were those Masters I’d mentioned in the “Most Surprising” Category – Rasputina, Sonnia and Perdita. I’ve never thought much of all three, but having actually played them on the table I’ve found that they’re actually really fun in their own ways. In the same sense there were losers (Collodi, Von Schill, Ramos), but all in all I feel as though this Challenge was a great success!

Pandora deserves a  pic too, because she'll hurt me if I don't at least mention her...

So with the Rainbow Challenge finished with, what’s next? Well I’ll be focussing on just one Faction for 2015, but that’s for my next blog. Stay tuned… ;)

Happy New Year,


Adrian 


Huggy says SMILE!!!

Thursday, 21 August 2014

Doin' the Robot...and little else...with Ramos

Yeah, I’m way behind on my blogging. I’m just gonna shoot these out ASAP and see what happens. ;)

So the Rainbow Challenge continues, this time with the resident Arcanist summoner – Ramos! The official leader of both the M&SU and Arcanist movement was one of those Masters that has never interested me in either edition. I never liked his static playstyle in the previous edition and while his mobility issues were fixed in M2E, all he really seems to do is summon spiders. Mind you, I felt exactly the same way about Rasputina and as it turned out, she was much more entertaining than I thought she’d be. So will the new Ramos sway my opinion of him in the same way? I guess we’ll see.

For this game I was facing regular foil Chris (aka Kadeton) using Hamelin.


Apologies for the relative lack of pics today. At the time of posting I'm still in the US so I'll hopefully update with more pics of my Ramos crew once I'm home!


The Paint Job

It was actually pretty easy to pull a Ramos crew together. I already had Joss and some Steam Arachnids, and I’d been gifted Howard Langston and yet more Arachnids by the awesome Sean Overton during the November Miniature exchange on the “Wyrd Place” Facebook group. I was more interested in trying a Malifaux Child with Ramos than the Brass Arachnid (I should note this is before the Malifaux Child errata!), so that really just left the Electrical Creation, a few more Arachnids and Ramos himself to paint.

Big thanks to Sean for providing these - it made getting a Ramos together much easier! 

The basic paint scheme for Ramos was pretty ordinary – white and blue for the most part. But that (plus orange) seems to have become my primary Arcanist-Construct colour scheme so I just stuck with it. Ramos turned out well enough, but I’m particularly happy with the chipped paint effect I managed for my spiders and electrical creation. Given half the chance you can expect to see more of that in future crews! ;)


The Game

50SS, Flank Deployment
Strategy: Turf War
Schemes:
- Line in the Sand
- Breakthrough
- Distract
- Bodyguard
- Plant Evidence



The List

Ramos
- Bleeding Edge Tech
- Electric Summoning
- Combat Mechanic
Howard Langston
- Imbued Energies
Joss
- Imbued Energies
- Open Current
Malifaux Child
Johan
Metal Gamin
Electrical Creation

So Joss was my scrap generator, the Electrical Creation was a cheap scrap counter to start the spider summoning with and the Malifaux Child was there to help summon yet more spiders (again, note that this game was before the errata – the Malifaux Child can’t summon spiders any more). With his speed and killing power I decided on Howard Langston as my fast (if expensive) flanking model. After that I threw in Johan (who seems an obvious choice in an M&SU crew), plus the Metal Gamin for some added resilience.

The schemes I chose were Line in the Sand and Bodyguard on Howard Langston. Despite Hamelin’s potential for scheme marker removal, the first seemed like a good idea with all the spiders Ramos could generate. As for Bodyguarding Howard, I planned to use him as a heavy flanker of sorts so I figured he’d be safe from the worst Chris might throw his way.

Fresh from evaporating Howard, Killjoy prepares to face the wrath of Joss & Hans.

The Result

For this game Chris went for a Hamelin crew with the usual key pieces (Nix, Rats, Obedient Wretch), plus Taelor and Killjoy to provide some killing power – something that Hamelin struggles with if he doesn’t get his Blighted condition going. Over the course of the game, Killjoy sacrificed himself to take out Howard while Taelor eventually moved to take on Ramos. Ramos survived the encounter thanks to his healing from Opportunist and Pushing out of harm via Repulsion. In the meantime, Ramos killed Nix, summoned many Spiders and Electrical Creations, then blew more than a few up using uncontrolled detonation. On the whole the game went fairly well for Ramos but despite getting full points for Turf War and Line in the Sand, my bodyguard (Howard) had died an early death so I lost the game, with Chris having scored the full 10VP from Distract and Plant Evidence.


Post-game Thoughts

Okay, so let’s get straight to the meat of the issue here – Ramos’s Summoning. In this game and even ignoring what I was doing with the Malifaux Child (who netted me about one spider per turn), Ramos was able to summon a lot of Spiders, and more than a few Electrical Creations. My problem with it is that with a few exceptions (more on that later), this was all he did. Just about every other option on his card tended to pale in comparison to just bringing out more spiders. Not only that, but summoning those spiders was very resource intensive with its tendency to suck up all Ramos’s soulstones and mid-to-high tomes in his hand. This left me with a feeling that not only was Ramos reliant on having tomes on hand, but he was leaving very few decent cards for the rest of the crew to cheat with. If given another chance I think I’d probably avoid going overboard on the summoning and instead try him in a more directly supportive role, using Combat Mechanic and Arcing Screen to help his crew along. He could (and probably should) still summon spiders of course, but he’d at least feel a bit less flat than he did in this game.

The only other trick I used with Ramos was Uncontrolled Detonation to blow up his own models. Combined with the Spiders and Electrical Creation’s own innate ability to detonate themselves for irresistible damage, I actually enjoyed this aspect of Ramos. The only problem is that like the summoning, they all required Tomes which of course made Ramos even more resource intensive. It was a cool trick to have, but ultimately it didn’t achieve anything beyond helping me to kill Nix in a single activation (which I’ll admit was very handy, of course!).

Regarding the spiders (well, “Steam Arachnids”), they proved to be a pain for my opponent to remove but unless they were blowing themselves up, they didn’t really deal out much damage themselves. Oh, they did kill a few rats, but what can’t kill a rat? ;) Anyway at best they seem to be a decent way of holding up the enemy and dropping their Df to make them easier to kill for my chunkier crew members. They did alright at this, but it also made it very easy for Chris to achieve Distract (yes, even with me regularly blowing them up!). In fact with me detonating them half the time they didn’t manage to prevent Plant Evidence either. That latter part is arguably my fault. I’ll readily admit that I got carried away with the exploding spiders so I can’t blame the crew for that!

Johan is the bomb. He hits like a tank with his Relic Hammer, offered some nice M&SU synergy and most importantly, has condition removal. That last part really helps against any crew that utilises conditions (like Hamelin). But even if I wasn’t facing such a crew, I still would have appreciated Johan’s presence in an M&SU crew like Ramos’s.

I’ve talked about Joss before, and he remains as good as he’s always been. He’s not easy to kill and has some great killing power himself. In fact, Open Current certainly helped me keep the Rat horde under control throughout the game. He’s a little slow, but that is helped a little by Imbued Energies (arguably one of the best upgrades in the game) and his trigger-ignoring attacks make him a great answer to a lot of models that rely on defensive triggers to survive.

Finally, I must admit I was a bit disappointed when Killjoy took out Howard Langston before he got a chance to do anything – I was looking forward to using him!


Final Impression

So overall then, I have to admit I did not enjoy playing Ramos. For me it comes down to how focused he is on doing one thing (summoning), to the point where everything else felt like I’d be underutilising him. Summoning is strong and while I enjoyed that aspect of other Masters (specifically Kirai), I’d much prefer that it was a secondary aspect of the crew, not the only thing my Master does all game. Like I said before, perhaps this was my fault – should I have let up on the spider summoning and focussed more on his support tricks? I’d be curious to know if people feel I should have used him differently and if so, how. But for now at least, Ramos is sadly relegated to the bottom of my imaginary “Masters I like” list, right along side Lady Justice, Collodi and (at least until I play him) Von Schill.

Until next time,

Adrian

Tuesday, 20 May 2014

Catchup Week - Kaeris

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

To be honest, I'm not sure what to say about Kaeris. She was a Master I bought to use along side Marcus and later Mei Feng, back in Malifaux v1.5. I paid little attention to her progress in the beta and while I did play against her back in January, I don't remember her doing much more than run around and put burning on a few things. In any case, my experience of that game was dominated by the epic struggle between McMourning, the Firestarter and that damned Mech Rider! 

Fortunately, I did get some good advice from Mythic Fox's Blog, who's thread and blog article can be found here;

Anyway, today I was playing against John Metzakis, who’s been messing about with Lilith lately.

My Kaeris crew - she's really only missing the Firestarter now.

The Paint Job

I might be one of the few people who chose NOT to give Kaeris her wings! A strange decision to make, sure, but my main reason was one of practicality – fitting her in a carry case was going to be much harder if she has these big-ass wings to account for! So instead she got a backpack from Forgeworld (gotta love backpacks!) with one of the guns from the Malifaux Hats and Guns set. The colour scheme for my Kaeris crew was intended to be vaguely science related. So white “lab coats” with orange hazard clothing and a bit of “ethanol flame” blue for contrast. It also bares a passing resemblance to the primary colour scheme found in the computer game Portal. ;)

For the purpose of this challenge I only painted one additional model – the Eternal Flame, which I proxied from some bits that came with the Wyrd Flame Accessories pack. I would have also liked to do proxies for the Captain and the Firestarter but unfortunately, they were going to take more time than I really had.

I think you can guess what this is a pic of...

The Game

40SS, Standard Deployment
Strategy: Turf War
Schemes:
- Line in the Sand
- Breakthrough
- Distract
- Entourage
- Make them Suffer

My crew for the day. That Malifaux Child is really getting a workout...

The List

Kaeris
- Grab & Drop
- Blinding Flame
- Born of Fire
Joss
- Open Current
- Imbued Energies
Rail Golem
- Imbued Energies
2x Fire Gamin
Malifaux Child

With Turf war as the strategy I started with a pair of big beaters to dominate the centre – Joss and the Rail Golem, with 2 Fire Gamin as either support or flanking and the Malifaux Child to hand out Burning to my own models. Despite having played against her once before I wasn’t entirely sure how best to play Kaeris, but with both Entourage and Breakthrough available in a game against Neverborn, I decided to give her upgrades that would help her to deal with any quick flankers that try to get into my deployment zone. So Grab and Drop for its namesake action, Born of Fire to summon Fire Gamin and Blinding Flame to make her difficult to pin down.

The schemes I chose were Entourage and Make them Suffer.

A lone Barbaros faces down both Kaeris and a Rail Golem as the game nears its end.

The Result

John had this cunning plan to use Tangle Shadows to swap Barbaros with a flanking Fire Gamin, who would then deal with the second Fire gamin and then place scheme markers for Line in the Sand away from the rest of my crew. Unfortunately the plan backfired (that Black Joker!), so he instead settled for using Tangle Shadows on Joss, putting Barbaros into the centre against the Rail Golem and leaving Joss to face Lilith on his lonesome.  Joss put up a good fight, taking out a Terror Tot and bringing Lilith down below half wounds (triggering her Avatar!) before dying.

Thanks to the Malifaux Child casting Flaming Halo on him, the Rail Golem rapidly accumulated more burning counters than he’d ever need, using it to cast Locomotion where possible to help bust up a Young Nephilim and eventually Barbaros. A Cherub managed to slow and push him to blunt his effectiveness, but he remained a threat throughout the game.

Kaeris systematically took out a flanking Terror Tot and Young Nephilim in the first two turns, followed by the Cherub and most importantly, Lilith. The latter was helped in no small part by an exploding Fire Gamin. By the end of the game, with John’s crew all but wiped out and most of my crew still on the table (I only lost Joss and a Fire Gamin), it was a comfortable victory for Kaeris.

Once again, my love of random gear infects my models...

Post-game Thoughts

So I have some mixed feelings about how I used Kaeris and her crew, all of which stems from me trying to figure out how Kaeris is supposed to work. In this game I tried to play her as an independent piece, always attacking from 10” (the limit of her Immolate attack) and staying away from both her crew and from enemy models. This kept her completely safe, although against targets without Burning already on them (like when she killed Lilith), she wasn’t able to take full advantage of Immolate (her best damage dealer vs a single target) without first spending an AP to cast Flaming Halo on them. It also meant that she never got to use her Tactical actions, all of which encourage her to play close to both the enemy and her own crew. Truth in Flame for extra cards would have been great, Flare can help support her crew through her limited upgrades and Accelerant would have been a great way to take advantage of all the burning she could have thrown around at close range.

So all this leads back to the main question I was asking before and even after this game: “How am I supposed to use Kaeris?”. Is she supposed to be the mobile hunter I played her as, or should I have kept her close to her own crew, helping to hold the Turf War marker and dealing death from 2-3” away? What I’ve decided, however, is that she actually plays a lot like McMourning. Whether you play him as Guild or Resser, the Good Doctor is fantastic at supporting and being supported by his own crew but if need be, he’s mobile and deadly enough to go off on his own to achieve objectives and take on targets himself! Kaeris’s mechanics might be quite different, but she still works in almost exactly the same way. So when up close and in support of her crew she’s able to utilise all her actions and abilities to full effect. But as I found in this game, her high mobility and long projectile range on her attack spells allow her to split off from her crew and go it alone, if need be. I’ll admit she’s not as efficient as when she’s with her crew and she would really prefers her targets to already have Burning (for Immolate). But she’s still able to dish out plenty of damage with her Flaming Halo/Immolate combo, and seems tough and evasive enough to avoid getting crushed herself. In any case, using Kaeris to clean up a flank in this game was probably the best thing I could have done with her, since that made it much harder for John to achieve his Line in the Sand scheme.

Can I just pretend that the Eternal Flame burnt all the greenery off its base?

The Rail Golem is the other model I feel I misused, but unlike Kaeris I think genuinely could have done better with him! My mistake here was forgetting the lesson I learnt last time I used the Rail Golem: it really doesn’t need any help in generating its own Burning! Between the Stoked Fury and the Redline Trigger, it tends to have more than enough Burning to use Locomotion to near-full effect. So using a Malifaux child to cast Flaming Halo on him (for Burning +4, with the right suits!) was definitely overkill. I fact at one point the Golem was approaching Burning +12, and that’s while I was actively abusing Locomotion!
But that wasn’t my only mistake, oh no. I’d also given Kaeris Grab and Drop, meaning that if I activated the Golem within 6” of Kaeris it’d gain flight, then plant a scheme marker and lose its Burning Condition at the end of the turn. Not bad if you’re playing a scheme that needs those markers, but unfortunately I wasn’t! So for that rreason I kept Kaeris away from the golem for much of the game, but even that was unnecessary because as above, he really doesn’t need much more than the Burning he generates himself. And in any case, even if I wanted a little more Burning on the Golem I still had that Malifaux child, willing and eager to cast Flaming Halo!

Overall though, I think the Rail Golem is a superb choice for Kaeris. He doesn’t mind getting hit by Kaeris’s own burning attacks and he generates his own burning for Kaeris to take advantage of. That, and he still hits like a tonne of bricks so should be good for holding the centre. ;)

For the rest of the crew, I can’t say there were any surprises. The Fire Gamin are great for tying up enemy models and throwing Burning around, while Joss is still an incredibly resiliant killing machine, even against Lilith, as the case was in this game.


So once again and somewhat coincidentally, I find myself comparing todays Master to Sonnia. :P Both Masters utilise Burning in their own ways and like I said last article, Sonnia seems to prefer using that Burning to throw flameburst attacks from a long way away. Kaeris also deals damage through the burning condition, but trades raw damage and blast output for much better mobility and crew support (the latter mostly being through her limited upgrades). She doesn’t have the anti-magic Sonnia does but Kaeris is much better in melee, which is definitely a point in her favour.

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So with that, we come to the end of Catchup Week and I am FINALLY up to date with my blog! Unfortunately it might be another week or two before I get another game in for the Rainbow Challenge and in any case, with 21 Masters played this year I’m rapidly starting to run out of painted Masters to put on the table! But that's a discussion for next week’s blog, in which I’ll give a more complete update on the progress of my challenge. :)

Until next time,


Adrian

Sunday, 18 May 2014

Catchup Week - Rasputina

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.

Invading an X-Wing table near you...

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

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

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.

Rasputina eyes off the Viks, who cunningly advanced AFTER Raspy activated.

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.

 
A Ronin considers whether it's really worth taking on an Ice Gamin and December Acolyte at once.

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