Showing posts with label Gremlins. Show all posts
Showing posts with label Gremlins. 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!!!

Monday, 3 February 2014

Snack Time with Ophelia


For my second Master-led game at the Cancon tournament I decided to take Ophelia, being the only Gremlin Master I had who I hadn’t used this year! This was the final game for the day so being on two convincing wins, I was set to play Dave, Resser player extraordinaire. Dave is one of the best Malifaux players in Australia. I’ve faced him twice before and it’s been a hard fought battle every time I’ve faced him. So I knew this was going to be a very tough match for me!
                             

Well at least the hat makes her stand out...

The Paint Job

I originally painted Ophelia’s crew quite a long time ago and to be honest, I’m not all that happy with the job I did on Ophelia herself. It’s the hat. I never thought I’d say this, but it’s too pink. If I ever get a chance to repaint them, that would probably be the first thing I fix. Anyway, for the purpose of the tournament I did need to add some Young LaCroix to the crew which of course, got the same colour scheme to fit with the crew.


The Advice

Really, the standard line people have re: Ophelia is that she’s not complicated to use. You just point her crew at the enemy and shoot! As I mentioned in my last article, Kris’s (who is a guy, not a girl ;) ) blog, the Black Swamp Bayou, is a great source for all things Gremlin at the moment. He’s written a fair bit on Ophelia and of her kin, and in fact was nice enough to publish his Ophelia article early so I could give it a read before the tournament!



The Game

50SS, Standard Deployment
Strategy: Squatter’s Rights
Schemes:
- Make Them Suffer
- Take Prisoner
- Protect Territory
- Assassinate
- Line in the Sand

 I blame my overactive thyroid. Stupid shaky camera... :(

The List

Ophelia
- Dirty Cheater
- Gremlin-See
Young Lacroix
Johan
Fingers
Merris
- Teamwork
Raphael
- Dirty Cheater
Francois
- Stilts
- Teamwork

The overriding thought in my mind when I wrote this list was how much I loathed facing Hanged! In fact, I hated them so much that I took both Johan and Gremlin-See (for a (0) Shrug off action on Opehlia) to help deal with any possible Glimpse the Void Conditions that landed on Ophelia and my crew. Beyond that I went for a bit of an all-star crew – mostly enforcers and henchmen, with a Young LaCroix as my only minion/peon. My reasoning is that if I took a traditional gremlin horde then Make them Suffer would be an easy scheme for my opponent to achieve. So instead, I figured I’d take my single Young LaCroix, use him to give Ophelia a gun and then hide him up the back for the duration of the game.

Francois and Raphael were in, of course, and I grabbed Merris to help claim the Squatters Rights markers. Fingers was a late addition – with his Chatty Aura I figured I’d be able to lock down two of the Squatters rights markers for as long as he lived, making it much tougher for Dave to claim any for himself.

The schemes I chose were Make them Suffer and Assassinate. The former was a good choice for a crew like Ophelia’s against Ressers but Assassinate was definitely a mistake. Nicodem is NOT a good choice for Assassinate!


Opponent’s List

Nicodem
- Maniacal Laugh
- Undertaker
- Shadows Embrace
Mortimer
- Corpse Bloat
Killjoy
- Decaying Aura
Grave Spirit
Nurse
Necropunk
Rotten Belle

Dave went for what I believe is a standard sort of summoning crew, with the addition of Killjoy with Decaying Aura to take down whatever he gets into grips with but more specifically, Ophelia! For schemes he selected Assassinate (Ophelia) and Take Prisoner (Young LaCroix). I’ll be honest – I hadn’t thought he’d go for Take Prisoner, not Murder Protégé  on the Young LaCroix, but there you go.

 The art might suggest otherwise but my god, she's ugly up close!

Result

As you’d expect for any game with Killjoy on the table, it was a bloodbath. I took an early lead in the first two turns, claiming three Squatters Rights markers to Daves zero and knocking out his Nurse, Necropunk and Rotten Belle for no losses thanks to some great LaCroix shooting. Killjoy (with Fast from Nicodem) made his appearance at the end of turn two after Dave summoned a flesh construct off of a mindless zombie, and the big bastard almost killed Ophelia if it wasn’t for her squeal trigger. I thankfully got initative on turn three, and between Francois and Ophelia I took both Killjoy and the Flesh construct down, but not without both finishing their activations seriously wounded. Unfortunately Ophelia didn’t see the end of that turn, with a Black Joker damage prevention flip finishing her off.

The rest of the game saw flesh constructs devouring almost my entire crew as I held on to my Squatters Rights markers, but at the end of the game he just edged out the win. I’d scored 4VP for the strategy and 3VP for Make them Suffer, but Dave had 3VP for assassinate, 3VP for Take prisoner (on the Young Lacroix I’d kept hidden the entire game…damn summoned necropunks!) and 2VP for squatters rights. If the game hadn’t continued to turn 6 (giving him that last VP) it would have been a draw! For the purpose of the tournament, with both of us previously on two wins that flip for last turn ultimately meant the difference between getting first or second overall!

Francois and Raphael - awesome killing machines...right up until they get devoured by a flesh construct. :(

Post-game Thoughts

Given how close this game was I have to say I’m very happy with the narrow loss, especially considering the calibre of player Dave is. But probably the most vivid memory I’ll take from this game is how nasty Devour is against Gremlins! I may have been concerned about the Hanged, but it was the Flesh Constructs who really took a toll on my crew!  If I was to play this again, Ophelia would have gotten the Stilts (for Ht 2) and I would not have worried about taking Gremlin-see. Flesh constructs really are the biggest threat to Gremlins against Ressers.

Other than that, my biggest mistake this game was taking Assassinate for one of my schemes. With his impressive defensive stats, a playstyle that encourages him to hang up the back and wave upon wave of summoned fodder to throw at the opposing crew, Nicodem is definitely not an easy Master to kill. A better choice would have been Protect Territory – a scheme Merris Lacroix could have easily achieved while Nicodem was busy dealing with the rest of my crew. Oh well, lesson learnt!

Ophelia herself proved to be a gun slinging, damage dealing monster. Well, at least for the three turns in which she was alive! The Thinkin’ Luck trigger is just incredible – one damage is a small price to pay for what amounts to a 4/6/8 damage track so she was reliably killing whatever she aimed at. Not only that, but she has a great array of defensive tricks as well. Her Df trigger, Second Loudest Squeel can put an end to subsequent attacks from a charge or flurry and in fact, it was the only reason Killjoy (who was fast at the time) didn’t take her out with his two initial charges. Dirty Cheater (to heal after cheating), Stilts (to prevent all damage from a Ml attack) and Gremlin-See (to remove conditions) can also help keep her pretty safe. Finally there’s her Plink ability. I have to admit I actually forgot to use this at the critical moment, when a Flesh Construct hit her for her last point of damage and I Black Jokered the Prevention flip. I really should have just prevented the damage altogether with Plink, which would have saved her for another turn. Mind you, Dave also should have just Devoured Ophelia at that point instead (he had the Red Joker in his hand), so realistically Ophelia was on her way out anyway!

In terms of Upgrades, it seems to be a bit of a balancing act between taking the good stuff like Stilts or Dirty Cheater, and leaving enough room for the Gun upgrades she’ll likely be swapping in and out. At the moment I like the guns mostly for the (0) actions they grant. The movement effects from Jug Rocket and Threatenin’ Gun are both favorites of mine, although the ability to remove slow and paralysed with the Hooch Igniter definitely has its uses. Sadly, I didn’t get a chance to use any of her movement tricks in this game, but when I have used them in the past (particularly to slingshot Pere Ravage into the middle of a Lilith crew!), it’s been fantastic.

When it comes to Ophelia dealing damage I tend to think that her standard “Rough Riders” attack tends to win out, so long as you can cheat or soulstone a Ram for Thinkin’ Luck. The other guns have their niches (eg. ignoring LoS with the Jug Rocket, or dealing mass-damage/horror duels with the Hooch Igniter/Theatenin’ Gun), but the fact that you only get one shot with them before you have to reload is a bit of a pain. Anyway, what all that means is that I was happy having only one slot available for a gun. I got to pick the (0) action I preferred (in this case, Jug Rocket) and with only one Young LaCroix who was intent on hiding up the back, I figured I wouldn’t be doing much reloading anyway.

My opinion on Francois and Raphael hasn’t changed since my match with So’mer, apart from how susceptible they are to Devour! Speaking of which, that alone has made me start to wonder what I can do about models with Devour when using Gremlins. Unless they have Stilts, Raphael and Francois might not be the best choice against Ressers for that exact reason – they’re just too juicy a target for something like a Flesh Construct. That means I’d need to find a suitable replacement for them. A quick look through the Wave 1 & 2 models gives me a few options. Some of the more promising ones might be the Warpig, Bayou Gator and Mancha Roja, so I might be looking into them next time I face Ressers with a Gremlin crew. Speaking of anti-Flesh Construct tech, that would bring us to…

Johan, aka Clownface. Honourary Gremlin.

Johan was a model I’d initially included for the condition removal but as it turned out, he’s actually a great model to use for the Gremlins against Flesh Constructs. Being Ht 2 he’s immune to Devour, and the double positive damage flip against constructs on his Relic Hammer makes him pretty good at taking them down too. His only problem is a lack of mobility, and there’s nothing I can recall in the gremlin faction that would help him with that. All the movement tricks gremlins have seem to target Pigs, Gremlins or Ht 1 models, none of which Johan is. In any case, I think with his anti-Flesh Construct and anti-Hanged tech he may become a common inclusion in future Gremlin vs Resser games.

This was my third game with Merris LaCroix, and this time she helped me to claim a Squatters Rights Marker and wound the Graveyard Spirit with a flaming bottle and getting eaten by a Flesh construct in return. It was not the most stellar performance for my Wannabe-Kaeris and as I said above, Merris would have been far better off running away to plant scheme markers for Protect Territory. Much like my beloved Silurid, she really needs to stay out of the centre of the fight. Nevertheless, my experience this game has not swayed me away from Merris – like I said in my So’mer blog post I firmly believe she’s an excellent option for Gremlin crews.

While I don’t think he was a terrible choice in this kind of game, I feel like Fingers didn’t pull his weight. He spent most of the game protecting scheme markers but when it came down to it, that really only became relevant in turns 5 and 6, when Dave really started trying to score those points for Squatter’s rights. Maybe from Dave’s perspective he was much more troublesome than he seemed to be but with hindsight, I can’t help but feel I would have been better off taking a model with more killing power to help take on the flesh constructs. Preferably something that was Height 2-3 as well (Lookin’ at you, Mancha)!

Merris. Just take her.

Final Impressions

In my So’mer blog post I talked about Gremlins have a tendency to Lose Their Way to Victory. I think this also applies to Ophelia and her crew, but in a slightly different way. Whereas So’mer sends wave upon wave of his cheap Bayou Gremlins to bog down the enemy (at least until the surviving gremlins achieve their objectives), Ophelia’s more elite crew tends to sacrifice their own wounds for some ridiculous damage output. Bayou Gremlins also have this in the form of Dumb Luck but the LaCroix, with their sturdier guns and thus higher damage profile, use it to much better effect.

On top of that, Ophelia has the added benefit of having a bunch of ways to move her crew around, mainly through her Gun upgrades and Teamwork. Like I said before I didn’t really get to use those tricks in this game, but it’s definitely a big drawcard for me.

Compared with So’mer, Ophelia makes for a far more elite crew that hits like a truck. But at this stage I think Ophelia’s mobility is why I prefer using her over So’mer. While So’mer’s summoning and horde tactics really appeal, I’m less fond of his tendency to stay in one spot. Still, I’ve had fun playing both Masters, and I’m certainly interested to see how the rest of the Gremlins Masters play too!

Till next time,


Adrian

Tuesday, 28 January 2014

Losing your way to Victory - So'mer Teeth Jones


So over the Australia Day weekend I flew to Canberra for Cancon – a three day gaming convention during which two 1-day Malifaux tournaments were run. It’s a long way to travel for a few games of Malifaux (its about a 4.5 hour flight from Perth), but this was my chance for a quick holiday from my Dad-associated responsibilities and in any case, it lets me catch up with some of the guys I’ve come to know in the Eastern States!

 So anyway, the two tournaments were three games each, single faction, with the first being Henchman-led only. I have a tendency at tournamnets these days to take Masters I’ve never or rarely played before, and Cancon was certainly no exception to this! In any case this was a good chance to slam through four Masters in one weekend for the Rainbow Challenge. ;)

Anyway, for Day 1 I decided to take Gremlins, which gave me a chance to tick So’mer and Ophelia off my list. And with my first Master-led game being Reconnoiter, it was only natural that I take So‘mer.




The Paint Job

So’mer is actually one of the more recent crews I’ve painted, having finished them for a tournament late last year. My paint job for these models was actually pretty ordinary this time, Greeny-yellow skin (to suit their cowardly ways), black, purple and brown for the clothes with dash of pink (or course!) to bring them together.

The most recent addition to the crew was Merris LaCroix, one of the new Wave 2 models. Merris finally gave me a reason to use the spare set of Kaeris wings I had lying around (I gave my Kaeris a backpack instead), as well as a headless gremlin who’d been sacrificed to provide a hat for Zoraida waaay back when I started Malifaux. Add to that Carver’s spare head and a pile of grenades from the Warhammer 40k Kroot box and I had myself a fine looking wannabe-Kaeris gremlin!


Merris. Who would have thought that headless gremlin would actually come in handy?

The Advice

Having already taken them to a tournament last year, I had a pretty good idea of how So’mer worked. Some Gremlin - related sources of info I've checked out in the past, however, are the Black Swamp Bayou blog (by Kris Ingram), the Chasing Bacon podcast and the Bayou Broadcast. 

Kris hasn't yet talked about So'mer in any detail but what she has written about Ophelia is very good, so I expect he'll have some good input on So'mer when he works around to it. Hence why I'm including him here. 

Chasing Bacon is more or less a dedicated Gremlin podcast and Bayou Broadcast, while not necessarilly Gremlin focussed, does tend to feature gremlins pretty often in their content. It's also hosted by Dom (@Dumb_Luck89 on twitter), who was the first to give me some solid advice over Twitter on how to build a decent So'mer crew. 

http://blackswampbayou.blogspot.com.au/
http://chasingbacon.podbean.com/
http://bayoubroadcast.podbean.com/

As usual, if I've missed any good sources of So'mer related info then let me know!


The Game                         

50SS, Standard Deployment
Strategy: Reconnoiter
Schemes:
- Outflank
- Bodyguard
- Breakthrough
- Deliver a Message
- Line in the Sand


The List

So’mer Teeth Jones
- Family Tree
- Can of Beans
2x Skeeters
Francois LaCroix
- Dirty Cheater
- Stilts
Raphael
- Dirty Cheater
Merris LaCroix
- Team Work
Slop Hauler
4x Bayou Gremlins

The most glaring omission in my list is probably Lenny. A lot of gremlin players seem to swear by him, but in the few games I’ve taken him I’ve never been all that impressed. His Auras look pretty good but they also force you to bunch a large chunk of your crew close together. That sort of bunched up playstyle has never appealed to me and in any case, I don’t think it’s a good way to go when the Strategy is Reconnoiter. Personally, I prefer the impressive killing power offered by Francois and Raphael. The LaCroix brothers have always been star players in my crews, and they provide the offensive power that So’mer’s crew is otherwise lacking.

The Skeeter’s job was and has always been to hold up my opponent’s key pieces for a turn or two. They may have only 3 wounds but with Df 7 they’re very hard to hit and Wk 10 gets them exactly where you want them. Merris (or at least the 01/14/2014 version I used) was there to run up the flank and achieve breakthrough. The Teamwork upgrade I think is a hidden gem – by the wording she can use it to push herself out of combat, making her very slippery and thus perfectly suited to keeping out of reach of the enemy.

Other than that, Family Tree on So’mer and the Slop Hauler provided me with my summoning machine to maintain the Gremlin population, while the Bayou Gremlins were there to make up the numbers.

My chosen schemes were Line in the Sand and Breakthrough. Both solid choices when you're taking a horde of cheap fodder.  


Opponent’s List

My opponent for this game was Ross, who had brought his Perdita crew;

Perdita
- Os Veo
- Aura Ancestral
Fransisco
- Wade in
- Lead Lined Coat
Nino
- Hair Trigger
Papa Loco
Enslaved Nephilim
2x Guild Guard

Ross went for Bodyguard on Fransisco and Breakthrough.


I saw this ice table an awful lot over the two tournaments.  

Result

Merris, Fransisco and a Bayou Gremlin deployed on the flank opposite Perdita, the Guild Guard and Fransisco, while the rest of our respective crews deployed on the opposite flank. The early turns saw the Skeeters tie up (and die to) Perdita and Nino, while Nino and my Gremlins led by So’mer and Raphael traded shots with Nino. Francois took advantage of reckless to charge and kill a Guild Guard, engaging Perdita in the process. He held that flank up for another turn (Dirty Cheater and Stilts proved invaulble) before Fransisco eventually killed him with a Flurry. Merris took this chance to slip past the fighting and spent the rest of the game planting scheme markers in Ross’s deployment zone. Thanks to the distraction provided by Francois, the Skeeter and a few Bayou Gremlins, Perdita and Fransisco only had time to plant one scheme marker for Breakthrough before the game ended.

On the other flank, Nino eventually fell to the sustained shooting from Raphael, So’mer and a few Slop Haulers, giving me enough time (and gremlins) to put down enough scheme markers for Line in the Sand. Papa Loco and Santiago both tried stopping this, but between So’mer and Raphael they were both killed before they had a chance to kill enough gremlins. The game ended with a comfortable win for me, having achieved both my schemes and scored full points for Reconnoiter and both schemes while Ross managed only one for Reconnoiter, 2 for Bodyguard (Fransico ended the game under half wounds) and one more for breakthrough (or two? I can’t remember).


Post-game Thoughts

Once again, the gremlin horde pulls through! At the start of this game I was pretty concerned about the amount of firepower Ross’s crew could put out. Perdita’s mobility and reach looked to be a major threat, so a large part of my efforts in this game involved holding her up so she couldn’t bring her guns to bear on something I didn’t want him shooting. In the end she and Fransisco waded through a Skeeter, Francois, 2 bayou gremlins and a hastily redirected Slop Hauler, but the pile of dead gremlins at Perdita’s feet proved to be a worthwhile price for denying her the freedom to do what she wanted.

In this game So’mer proved himself to be superbly versatile. He spent half of the game summoning gremlins, half of it shooting Ortegas with his Boomer and the last half (yes, gremlins cheat ;) running up the board to help secure Line in the Sand and Breakthrough. For the first three turns he barely moved while he spent his AP summoning and shooting. I was a little worried that his static nature was going to leave him out of position in the late game but as it turned out, he proved quick enough in turns 4 and 5 to catch up with and support Raphael and the advancing Bayou Gremlins.

For So’mer’s upgrades, Family Tree didn’t disappoint at all. The ability to just keep churning out gremlins (with a Slop Hauler to heal them of course) is well worth the investment, especially in Reconnoiter. On the other hand, with the Skeeters sacrificing themselves early to hold up Perdita and Nino, I actually got no use at all out of the (0) actions granted by Can o’ Beans. With hindsight I think one upgrade I should have taken (either replacing or in addition to Can ‘o Beans) was Quality Mash Liquor for the healing action. So’mer’s summoning was totally dependent on the Slop Hauler being able to heal the damaged gremlins so if Ross had killed the Slop Hauler early, my summoning would have effectively shut down. It’s for that reason that I’m starting to think that Family Tree and Quality Mash Liquor really need to go hand in hand. Either take both upgrades, or leave Family Tree at home.

Bayou Gremlins are easily one of my favourite minions in the game. They rarely seem to hurt, let alone kill other models but with Bayou Two-card acting *kind of* like a positive flip they’ve proven to be remarkably resilient for their cost. Combined with their mobility and fantastically low cost they’ve actually proven to be excellent at taking objectives. Sure, your opponent will kill a few but there’s usually two more for every one they kill (So’mer’s summoniung helps, of course) so I’ve always managed to get enough into position to claim objectives like Line in the Sand, protect territory, Turf War or Reconnoiter.
One thing I haven’t really tried with the Bayou Gremlins is to up their killing power with stuff like Lenny (for Pseudo-Armour and the Ram to their shooting attacks) and the Encouragement upgrade (for the positive flip to attacks). This goies against what I normally use Gremlins for, but I have to admit I am curious to see whether it’s enough to make up for the loss of Raphael or Francois (who’d be exchanged for Lenny).

Speaking of which, Francois and Raphael continued to prove themselves a mainstay of my Gremlin crews. Francois’s efforts in holding up Perdita, Fransisco and the Guild Guard both prevented Ross from scoring full points for Bodyguard and Breakthrough, plus he gave Merris the chance to slip into Ross’s back lines to achieve breakthrough. Raphael managed to survive the game and the shooting from both he and So’mer managed to kill Nino, Papa Loco AND Santiago before the game finished. Stilts has always been great for keeping Francois alive and Dirty Cheater works very well for both LaCroix – it helps keep Raphael above 1 wound for his Hard to kill ability and Francois’s (0) Showdown action gives him an easy way to cheat down a card to heal a wound (usually from Reckless!).

I’ve become a big fan of Merris LaCroix (although again – this was her Beta version). To me, she’s the Gremlin version of a Silurid– quick, excellent at planting scheme markers where you want them and with Team Work, very good at slipping out of melee. I’ve heard some people argue that a pair of Bayou Gremlins can fulfil the same role for as many or fewer soulstones but I disagree. Flight makes her more mobile, she can’t easily be held up in melee and she can give herself Reckless every turn for another AP (as opposed to the Bayour Gremlins with Drunk and Reckless). Combined with her (0) Bombs away action, that last part means she can consistently place two scheme markers per turn. That she’s got a better shooting attack (A cover-ignoring Flaming Bottle for Burning +3) is icing on the cake.

So that leaves… the Skeeter? I have to say I was a little disappointed that they only lasted one turn, but I shouldn’t be surprised given they were facing a crew like Perdita’s and in any case, they did their job! If they lasted a little longer they might have had a chance to use Pull My Finger (from Can o’ Beans) for a bit of potential damage, but I wasn’t particularly fussed by their loss.


I've run out of photos of So'mer, so here's one of Merris's arse. ;)

Final Impressions – Losing Your Way to Victory

I think the best way to describe So’mer’s and possibly the entire Gremlin faction’s playstyle is that they Lose Their Way to Victory. You take a ton of crappy models, summon more crappy models, send them against your opponent and watch them die. But in the process they’re also holding up your opponent’s crew and achieving objectives like Reconnoiter and Line in the sand by virtue of their sheer weight of numbers. In short – Gremlins die, but you win the game anyway so it doesn’t matter! It’s for this reason that So’mer’s been a lot of fun to play. I’ve almost always felt outmatched by the harder, more elite crews I’d face with So’mer, but his ability to just throw wave upon wave of his own gremlins at the enemy somehow lets him pull through for a win.

I have to admit, Som’er was a Master I’ve wanted to play for years. However the sheer number of models I needed to paint for a decent crew put me off. Of course it seems pretty silly now, considering I’ve now painted 21 crews and am looking at another 18 to finish before the end of the year! In any case, I’m glad I finally gave So’mer a shot. He really is a fun Master to play and while there’s nothing in his rules that’s particularly unique, his horde tactics definitely keep him interesting!

Till next time,

Adrian

Monday, 6 January 2014

Slumming it with Zoraida



And so it begins…

Well my probably unrealistic challenge has begun, and as it turns out my first Master to be ticked off is Zoraida! I wanted to avoid playing any more Neverborn for at least a few months but last Friday was the last day of a local Malifaux League, so I took Zoraida out of necessity. To make up for it, I figured I would take her as a Gremlin Master.

I have to say, this post will probably be a bit longer than what I intended. Reason being that I already had some existing notes on Z-dog. I actually intended to do a second post on her last year, although that obviously didn’t happen so it’s getting recycled here. ;)


The Game

45 SS
Corner Deployment
Strategy: Squatters Rights
Schemes:
- Line in the Sand
- Breakthrough
- Bodyguard
- Vendetta
- Power Ritual

The Lists

Zoraida
- Animal Shape
- Liquid Bravery
- Tarot Reading
Francois
- Dirty Cheater
- Stilts
Silurid
Nurse
Warpig
2x Bayou Gremlins

I decided on Francois and the Warpig for my heavy hitters, with the Nurse for support and the Silurid and Bayou Gremlins for taking objectives.
For the Schemes I decided to go with Power Ritual (announced) and to keep things interesting, Bodyguard on Francois. I figure with the cheap Gremlins I could achieve power ritual and squatters rights easily enough. I knew going in that Bodyguard wasn’t the best choice, but I felt like something a bit different so went ahead with it anyway.


My opponent’s list;
Seamus
- Mad Haberdasher
- Bag of Tools
Copycat Killer
Sybelle
3x Belles
2x Canine Remains
Punk Zombie

Funnily enough, my opponent also went for Power Ritual and Bodyguard on Sybelle.

Yeah, it's a terrible photo. Sorry!

Result

During the game, I decided to run the Warpig and a Bayou Gremlin up the left flank, Francois and the second Bayou Gremlin up the right flank, and the Silurid, Zoraida and the Nurse down the centre. Seamus and most of his crew ended up piling into the flank with the Warpig, while Sybelle and a Rotten Belle matched Francois. Thanks to the Silurid and my quick gremlins I was able to easily put down the required markers for Power Ritual and Squatters Rights, although Seamus quickly identified the Silurid as a threat and killed him late on turn 2.
The game ended up going for just three turns on account of time, during which very little else actually happened. Aside from a dead Silurid and a few wounded models, nobody else took any damage. Objective-wise, I claimed 6VP (2 from Squatters rights, 3 from Power Ritual and 1 from bodyguard) to my opponent’s 2VP (1 for Bodyguard and 1 for Power Ritual).


Post-game thoughts

I have to admit the cards didn’t seem to work in my favour this game. My opponent in particular always seemed to flip high cards whenever he defended against my attacks, which was especially frustrating when my Nurse attempted to cast Take your Meds on Seamus to hopefully neuter him for a turn. He conveniently flipped a 13, dashing all hope of the Nurse successfully casting the spell.
To be honest though, the cards weren’t to blame - I made a complete mess of this game. With most of the action happening on the flanks, both the Nurse and Zoraida ended up too far from the action to do much supporting. This was probably my biggest (and admittedly obvious) lesson from this game. Despite her mobility, Zoraida can’t be everywhere at once so while in this game I tried to support both parts of my crew, she sould have just committed to one part and focussed on supporting those models. Same goes for the Nurse.

The Silurid also should have kept far, far away from Seamus. Instead of going up the centre he really needed to keep away from the action and focus on claiming objectives. That would be obvious lesson number two – assume your opponent will gun for your Silurid if you give them the chance.



The Warpig has served me well in the few previous games I’ve used him, but this time around he was definitely underwhelming. I think the crux of the problem was that he ended up getting bogged down into combat with multiple other models, where he really should be taking on a more spread out crew where his stampede trigger in particular can really shine. When I was building my list I was actually deciding between the Warpig and Pere Ravage. In retrospect I think Pere would have been a better idea. His Wp may be awful but he is still an excellent area denial tool, which in itself can keep my opponent away from a table corner and/or Squatters Rights marker. Pairing him with Francois also would have allowed me to throw Pere in first, let him explode and then clean up the remnants with Francois. Given the interact-heavy objectives in this game Fingers would have worked a charm as well.

The one other model I want to talk about is the Voodoo Doll. In this game I cast it in Turn 1 and it helped Zoraida deal with Sybelle and a Canine remains that was threatening Squatters Rights Marker. It didn’t do much else, but I’ve used it in other games too and I have to say, my opinion on the Voodoo Doll has improved considerably.
Previously I said that while it was good, I’d generally found I had better things to do than to spend 2AP creating a Voodoo Doll. Fortunately, it’s actually a decent action to take in Turn 1. Basically spend that first activation making one Wk and then summoning the Voodoo doll 6” up the field, hopefully in range of a potential Hem Target. Zoraida doesn’t mind starting a little further back from the rest of her crew and I’ve found that the summoned Voodoo is often close enough to a potential Hem target to make himself useful from the start.
After Turn 1 I doubt I’d recast the Voodoo Doll (as I said before, I tend to have better things to spend those AP on), so once the Doll is dead, I’m not sure I’d bother getting a new one. However I’ve found that my opponents are usually too distracted trying to kill the rest of my crew to think about dealing with a Voodoo doll, especially when hurting the voodoo doll will also hurt the Hem target. So while the Voodoo doll isn’t guaranteed to survive the entire game, it’s at least going to last for most of it.

Now that I’m using the Voodoo doll, I’m starting to see a lot more value in Zoraida’s Tarot Reading, purely for the Mend Action. Healing the Voodoo Doll back to full should both keep it in the game longer and allow me to abuse it all the more. 2SS is still a bit steep just to heal a Voodoo Doll though, so in the future its value as an upgrade will probably depend on how much use I can get out of Fickle Winds of Fate and Bayou Servants. The former is still pretty situational depending on schemes, but I suspect Bayou Servants will prove much more useful with all those new Swampfiends in the Gremlin Faction!


Final Impressions

This is the bit where I talk about what I think of the Master now that I’ve played him/her. Of course in this case, I’ve already played Zoraida quite a lot and honestly, I still love her to bits! One thing I will say though – at least in Wave 1 she still feels stronger as a Neverborn Master. Gremlins benefit a lot from Zoraida’s card drawing and obey-related tricks, while their relative cheapness allows you to take some cheap fodder to both tie up your opponent and grab objectives. But the Neverborn tend to be both more mobile and offer a better selection of high damage or high resilience models. Part of this might be my relative inexperience with gremlins compared to Neverborn though, so hopefully as I play through the  other Gremlin Masters some more I’ll see more potential for using Zoraida with the Gremlins.

Till next time,


Adrian