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

Saturday, 17 May 2014

Catchup Week - Neverborn Lynch

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 happiest Tyrant you'll ever meet.

The Master

Much like the other Wave 1 Neverborn Masters, I’ve already played Jakob Lynch and wrote an article on my thoughts about him late last year. Back then I used him as Ten-Thunders at a small local tournament, but only in name. The only non-Darkened models I took was 1-2 Rail Workers (who are great with Lynch, BTW) and maybe the recalled Training upgrade on the Hungering Darkness on one game.

For this game I instead stuck with him as Neverborn, and played once again against Chris (last seen tackling my Pandora Crew with the Viktorias). In this game he went with Hamelin. The last time I faced Chris with Hamelin he flattened my Tara crew in very short order. Sure Tara’s a tough Master to use, but I was still somewhat nervous about once again facing this Master.

Honestly, I'm as surprised as you are that the yellow didn't suck...

The Paint Job

Fate deck bases are some of the easiest and most effective basing schemes I’ve done for my crews. Lynch was my second attempt at this (the first being Dreamer) and together with the purple transparent bases and the yellow/purple colour scheme, I think they turned out quite nicely!

Today's table. 

The Game

40SS, Standard Deployment
Strategy: Squatters Rights
Schemes:
- Line in the Sand
- Bodyguard
- Assassinate
- Cursed Object
- Power Ritual

Not a single Illuminated in sight.

The List

Jakob Lynch
- Endless Hunger
- Woke up with a Hand
Hungering Darkness
Doppelganger
- Useless Duplications
Mr Graves
Beckoner
Waldgeist
Terror Tot

I’ve already used Jakob with a “Brilliance focused” crew build, so I thought it would be interesting to try a different kind of list. I jotted down a few different possible iterations and what I ended up with is actually a kind of Mimic crew, with Graves as the muscle, the Beckoner for movement tricks and a Doppelganger to help achieve the interact-hungry Squatters Rights Strategy. Then there was the Waldgeist to hold ground and the always handy Terror Tot to grab unguarded markers.

For schemes I went with Bodyguard and Assassinate. With so many peons, Hamelins crew seems naturally good at foiling Cursed Object, plus the rat kings can really mess with enemy scheme markers so that really just left the two kill-focused schemes. Not ideal, but I figured why not? ;)

40 SS Hamelin. It starts off so "small".

The Result

Chris and I agreed on 40SS for a relatively quick game. However it turned into a really cerebral affair, with both of us wrestling for VPs from both the Strategy and our respective schemes.

In the end, the Hungering Darkness skirted past Hamelin (who was apparently too happy to leave him be) to tackle Hanns and ensure I achieved Bodyguard, while the Terror Tot tied up a chunk of Hamelins crew on the flank. The Waldgeist held the centre for a few turns, but was taken down by Nix and Hamelin thanks to obsene levels of Blight. The other flank, however, was where all the action happened. There, a struggle played out for Squatters Rights markers between Hamelin and his various rats/rat catchers against Lynch, the Beckoner, the Doppelganger and Graves. In the end Hamelin fell to the combined might of Graves and a Graves Lookalike (yay Doppelganger!), which earned me enough VPs to win the game.

Never bring a gun to a Monster fight.

Post-game Thoughts

As I said above, I was interested to see whether Jakob Lynch and the Hungering Darkness could do well without the usual complement of Illuminated and other Brilliance-focused models. And as it turned out, he didn’t disappoint! The Hungering Darkness more or less went it alone in this game and while having some other models around to hand out Brilliance could have helped, he ultimately didn’t need it to ensure he remained a sizable threat. If nothing else, he was threatening enough for Chris to want to avoid him for the game, which worked to my favour since it allowed me to take out Hanns (whom I thought might be a Bodyguard target…it was actually Nix) and achieve Bodyguard for myself.


Jakob Lynch gets some great benefits from having Brilliance on enemy models, especially when taken with his Woke up with a Hand upgrade. But with Pay for Blood and his Pistol he’s good enough at putting it on models himself, so I never felt as though he was unnecessarily restricted by the lack of other Brilliance models around. He still hits like a truck when he wants to and it was thanks in no small part to him that I eventually brought down Hamelin. 

Mr Graves was a model I really enjoyed using. Armour, Hard to Kill and Black Blood makes him tough as nails, he does some great damage with Fence Post With the Hungering Darkness going AWOL for most of the game, Mr Graves provided my crew with the melee power it needed, and he kicked arse and took more than a few names in the process! But most importantly, Mr Graves has an excellent push effect in the form of “Show ya the Door”. If you want to know what I think of push effects, you need go no further than the article I wrote in Wyrd Chronicles 10. Suffice to say that they’re awesome, and I used it to good effect to push both friendly and enemy models into better positions.

 So much sleeze right there

The Beckoner was taken mostly for Lure, and she didn’t disappoint. Early in the game she pulled enemy models out of position and into danger, and later on she was able to pull the likes of Jakob Lynch out of danger and Graves into danger. She even managed to use Sales Pitch to kill a pair of Stolen next to Lynch before he activated to take some Blight. To be honest none of this was a surprise. As above, I’ve found Lure and other push effects to be invaluable in any games I’ve used them!

This is arguably the first time I’ve really appreciated having a Doppelganger in my crew. As per my original Pandora blog post I’ve always been a little wary of her. She just seemed so resource intensive and I’ve often had trouble justifying her over other models with better defined roles, like an Illuminated. This game, however was the first time I really started seeing the value in her flexibility. For the most part she paired up with Graves, mimicking Show ya the Door to push herself and another model (often Graves) into better positions or borrowing his Fence Post to deal serious damage to Hamelin and co. There wasn’t a single turn in which I felt the Doppelganger was wasted space. Adding Useless Duplications was a great trick too. It took me a bit to explain (and understand) exactly how it worked with Chris, but it certainly gave both her and Graves a measure of protection throughout the game, which was quite nice.

Just in case you're considering alternative schemes...apologies to the original owner, I never caught his name when I took the pic of his crew.

One of the key characteristics of the Neverborn Masters is that they all tend to have a lot of specific synergy with other models. For instance Pandora has her Woes, Dreamer has his Nightmares and Collodi has his Puppets. For some this synergy feels like an essential part of their playstyle. For instance I can’t imagine playing a Collodi or Dreamer game without a sizable complement of Puppets or Nightmares, respectively. But other Neverborn Masters have much less reliance on their model synergies – Lilith (Nephilim) and Zoraida (Swamp Fiends) being key examples.

As I’ve already said in my Dreamer and Collodi posts, I’m a little wary of Masters that feel tied to taking certain model types to work well. So by extension, I’m quite glad that Jakob Lynch is not as reliant on Brilliance as I thought he might be! In this particular game I went heavy on the Mimics, but I can imagine he’d actually slot nicely into most other crew builds too, be they Neverborn or Ten Thunders.

Anyway, I think I’ve said enough. Suffice to say that I’ve quite enjoyed playing Jakob Lynch. :)

As usual, I’m happy to field any questions or comments. :)

Until next time,


Adrian

Thursday, 15 May 2014

Catchup Week – Collodi

My aim with the Rainbow Challenge this year has been threefold – Play all the masters (going well), Paint lots of crews (falling behind, but not a disaster yet) and keep up to date with this blog. That last part has been….um, a bit of a challenge, made all the worse by my insistence that I write 2000+ words every time I post something up!

At this stage I’ve played no less than 6 Masters for which I haven’t yet written anything for my Blog! This simply won’t do, so to recitfy this I thought I’d make this a bit of a Catchup week. So for the next 6 days I’m going to post up one article each day for each Master I still need to write about – Lucius, Pandora, Collodi, Lynch, Rasputina and Kaeris! In order to make this feasible I’m restricting myself to no more than one hour of writing per article. Well, hopefully not much more than an hour at least. :P

Today, it’s all about Collodi!


The Master

Ah Collodi. What can I say about Collodi? Back before M2E Collodi was a Henchman, and a fairly broken one at that too – her mobility and model count meant she was just a little too good at a whole bunch of the strategies and schemes. From memory, I believe I took her to a tournament, played a few games with her and put her straight back into my case, never to be seen again. I’m not a fan of using overpowered models and with her crazy model count and multiple push effects, Collodi was complicated Henchman to use too.

Anyway, fast forward to M2E and it looks like it’s finally time for me to give Collodi another try. I did give her a game or two in the beta but I didn’t find her to be very fun. That, and against beta Molly they all just got mauled  by her “everyone takes a Wound” summoning trick. I sort of moved onto playtesting other Masters after that, but I have heard good things about Collodi – Mike Marshall (of Malifools fame) has certainly found him to be pretty strong.

For this game, I was up against Mary with her Seamus crew.

The rest of the crew is below but hey look! A Stitched Together!

The Paint Job

There’s not too much to say about the paint job I did with Collodi. His base set was done back when all my Neverborn had the same “enchanted forest” type basing, but after I’d improved my technique for painting Pink. A lot of people apparently dislike Collodi’s pose but I actually enjoyed it. It might be because I mixed the top and bottom hand around (or maybe everyone else did? But in any case, the model works for me! The Stitched were my favourite models to paint though – lots of blood and guts, plus I went to the effort of painting little hearts on them, as if they were once some kid’s pyjamas. ;)

I initially wanted to wait until I had some Corphee before giving Collodi a run but actually, once I’d thrown in the Widow Weaver and proxied some Effigies from my Puppet Wars collection it turns out I could still make a half decent crew without them. The one model that’s missing is Vasillia. I actually have a proxy for her undercoated, but I didn’t get the time to actually paint her so she stayed at home.


The Game

45SS, Standard Deployment
Strategy: Reconnoiter
Schemes:
- Line in the Sand
- Bodyguard
- Breakthrough
- Entourage
- Plant Evidence

For some inexplicable reason I missed the Widow Weaver  in this pic, who's base you can JUST see on the right...

The List

Collodi
- Fated
- Threads of Fate
- Breathe Life
Widow Weaver
- Handbag
4x Marionettes
Stitched Together
Brutal Effigy
Mysterious Effigy
Shadow Effigy

So basically Collodi, a pile of Puppets and the Widow Weaver with the ability to make more Puppets. Seems logical enough Reconnoiter Strategy, right? I initially thought about taking Wicked Dolls, but eventually I decided that the Effigies would be better and I could probably summon Wickeds from the inevitable scrap counters anyway!

For Collodi’s upgrades I decided that buffing the puppet horde seemed like a better idea than buffing Collodi himself, so Fated was chosen over Bag of Props. After that I went with Breathe Life for the healing and push shenanigans, and Threads of Fate for a bit more puppet resilience and the anti-push shenanigans (which seems pretty important when so much of Collodi’s playstyle seems to revolve around staying near his Puppets).

 The puppet horde advances on the alley way, as Collodi throws out conditions like it's candy

The Result

With Collodi being so focused on having Puppets around him I decided not to focus too much on achieving Reconnoiter. Thus Collodi and the Puppet-ball mostly moved up and got into a brawl with Seamus and some of his undead minions. Being Paralysed (thanks to the Widow Weaver) slowed him down for a turn, but ultimately a Teddy, summoned frm the corpses and scrap of belles and dolls, proved his undoing. He didn’t die by the end of the game, but another activation would have finished the job. On the rest of the table, a Brutal Effigy (supported by a Marionette for its push action) and  Stitched Together were put on scheme marker duties, with the Stitched dispatching a Rotten Belle and Canine Remains, and the two of them both placing friendly and removing enemy scheme markers to achieve plant evidence and Line in the Sand. The Mysterious Effigy and another Marionette planted a literal pile of scheme markers on the other flank and together with some scheme marker removal on both sides, Collodi edged out the win against Seamus.

The Widow weaver is faced with a tough choice - Paralyze Seamus or summon Teddy? 

Post-game Thoughts

Collodi definitely has the potential to be a brutal Master when he wants to be. Pull the Strings in particular is just amazing. If it just gave out slow it’d be good, but the damage and the other “take a (1) action” triggers are just nuts.  If anything it kind of felt as though it superceded his My Will Action – why get another puppet to attack when Collodi will usually do it better? But now that I think about it, My Will is any (1) action, so it could have potential for some out of activation interacts in particular.
Collodi’s base resilience isn’t great, but his Decoy ability plus the Run away home trigger for an easy push out of danger keeps him relatively safe. And that’s ignoring the fact that he’ll probably have any number of other protective conditions on him, either from the Effigies or through his own actions.

One of the things that really struck me about Collodi is that he LOVES his conditions. Being able to pass on Conditions to all nearby Puppets with the Fated upgrade really encouraged that, and most turns I was making sure I had either Armour or Defensive, as well as an Effigy condition on Collodi (and thus on his Puppets). In fact, I feel like I had too many conditions available, and not enough ways to use them. As above, Fated can only pass on one Effigy condition and one “self” condition, and there’s only so much benefit a back line-style Master like Collodi can get from piling on anything extra. In retrospect I probably would have done fine with just one Effigy, rather than three, with the extra SS being spent on something with more hitting power.

Between Pull the strings and this focus on conditions, I never got much of a chance to actually summon any puppets. He just seemed to have better things to do with his AP (ie. Pull the Strings or Defensive Stance, for instance) and in any case, I was sort of hoping I’d have enough scrap markers around to eventually summon a Teddy. More on that below. ;)


...Teddy it is then. :)

This is starting to get longer than I hoped so I’ll just say one thing about the Marionettes – I actually found it handy to have one supporting any Puppets away from Collodi with his Push effect from Dragging along. It helped get the Brutal Effigy out of melee with a Punk Zombie, who then went on to plant some scheme markers for me so all in all, having that Marionette around was actually worth it!

The Widow Weaver was amazing. Just. Amazing. The Web counters proved to be an excellent area denial tool, and any poor shmuck who got close enough (Seamus, for example) was paralysed thanks to Seize Prey! It will only work once or twice in a game at most, but the threat of it should be enough to keep your opponents models away. Actually I’d seriously consider ranking the Widow Weaver second (after the Nurse) on the list of reasons why you should have condition removal in your crew! Failing that, I can definitely see the Widow Weaver being a prime target on your opponent’s “to kill” list, and with some very average defensive stats she’s definitely squishy.

When I took the Weaver’s Handbag I was secretly hoping I’d get a chance to summon Teddy, so I was quite pleased to see that happen! In reality it was a cool trick, and while two turns of Teddy helped me take Seamus out of the equation, VP-wise, I’m not sure it was enough to make the Handbag an auto-include. The summoning is great, sure, but to me the main reason you take the Widow Weaver is for the Web Markers. The Handbag gives her something else to do, but the higher SS investment means it’s probably not always the best thing to take.

The Shadow Effigy guards its precious pile of scheme markers from the ugliest Madame in Malifaux. 

Playing with multiple Effigies in one game certainly gave me a good impression of how they work and perhaps more importantly, their strengths and weaknesses. On the plus side, they’re tough and they are fantastic for buffing their Leader in some way. On the other hand, their hitting power is just terrible, which really relegates them to a support role and by extension, probably made taking three a bit overkill. Of the Puppets I took, the Shadow Effigy was really the standout. Blend into Shadow helped blunt any attacks coming my way and Remember the Mission was phenomenal for putting out scheme markers. In fact three of my Line in the Sand Markers were safely (sort of) piled onto a single flank thanks to this little guy. The other two, the Brutal and the Mysterious, were somewhat lacklustre. I had to use the brutal to help plant scheme markers away from my main force, so his talents were somewhat wasted aside from the potential with Finish the Job. The Mysterious did pretty much nothing all game. The push from Rapid Acceleration never seemed worth giving to Collodi (and friends) compared with the Shadow Effigy’s own (0) action. I also never actually bothered with Disguised Fate – cheating face down just didn’t seem worth the effort when most of the crew consisted of cheap puppets. That said, I can see both puppets being useful in other crews, and in fact I got a lot of use out of the Brutal back when I played Perdita. It’s just that for a Collodi crew, and in this game, the Shadow Effigy outshone the rest.

One thing I noticed was missing from the Collodi crew I took was killing power. For all the conditions I could layer on, I was still just using Marionettes and Effigies to fight off my opponent and honestly, they don’t hit all that hard. Perhaps should have I’d tried harder to get the Marionettes working with Collodi’s buffs? Or if I’d added a Wicked Doll or two to further boost nearby models damage output?

The Stitched together was the sole exception to this – if I had the cards on hand his Gambling abilities allowed him to hit pretty hard. So if I played this again I’d probably consider adding another Stitched, purely for some half-decent killing power that doesn’t rely on the Collodi ball.

Collodi convinces a Punk Zombie that placing scheme markers for Breakthrough is a bad idea.

Final Impression

Okay, so most of the above is pretty positive about Collodi, but when it comes down to it, I still didn’t like how he played. With the buffs he can hand out, Collodi seems to almost demand that you keep his puppets close by. So you end up spending most of your crew allowance on the likes of Marionettes and Effigies to work with Collodi, leaving little room for something that can fulfil its duties away from the main Collodi/Puppet ball. Hell, even the Widow Weaver practically begged to hang out with Collodi thanks to his +1Wk aura with Playthings and his summoning potential from the handbag.

To me, that style of play, where you’re clustering most of your crew together, feels very constricting. I’d much rather have my crew spread out, projecting power all over the board and not be forced to sit in a big clump somewhere. You might argue that by the same logic I shouldn’t like Guild Lucius, but even in that case Lucius’s support tricks can have a hefty range to them, plus the strong shooting allows the crew to project their power all over the board, even if they are a little clumped together.

Anyway, I hope that makes some sense. Maybe my negative impression of Collodi was more a factor of the crew build I went for and if that’s the case, I’d definitely like to know. So as usual, please feel free to comment below. :)

Until next time,


Adrian

P.S. Yes, this took longer than an hour to write. I'll try harder tomorrow! :)

Hey look! It's the Widow Weaver!

Wednesday, 14 May 2014

Catchup Week - Pandora

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
I guess I should start by pointing out that I’ve talked about Pandora in great detail before, back when I was focusing on the Wave 1 Neverborn last year. She was my first Master in Malifaux and while I quickly moved onto Zoraida after realising how unfun she was at the time, I liked her enough in Wave 2 to actually paint an entirely new crew for her!

Anyway, for this game I was playing against Chris (Kadeton on the Wyrd Forums) with his Viktorias crew.


The Paint Job
Like I said above, this is the second version of my Pandora crew and I’m definitely happy with how it turned out. If I get back to playing her regularly I’ll probably need to add some more puppet versions of models she’d work with, like the Insidious Madness, Poltergeist, Lilitu and Barbie (yes, Barbaros…think about it. ;) ), but for now this is all I’ve got!

Todays table, this time part way through the game. 

The Game
45SS, Standard Deployment
Strategy: Stake a Claim
Schemes:
- Line in the Sand
- Breakthrough
- Deliver a Message
- Frame for Murder
- Protect Territory

As the Joker Strategy, Stake a Claim is not something you see often. It IS really fun, although you do want to take a crew that’s capable of achieving the strategy – (2) Interacts are not a walk in the park!

Effectiveness aside, that Hooded Rider is easily the coolest of the four. ;) 

The List (45SS Stake a Claim)
Pandora
- Fugue State
- Depression
- Voices
2x Sorrows
2x Silurid
Hooded Rider
Primordial Magic

A depressingly small list, but I was insistent on trying the Hooded Rider so between him, Silurids for Stake a Claim and Sorrows for Pandora, there wasn’t a lot of space left in the crew!

With so many interact-based objectives in this game I figured Fugue State (for the Nullify attack) would be worth the investment, then I added Depression for the damage potential it gives the Sorrows thanks to the Wp-based Melancholy attack. Finaly, Voices was there because I wanted to paralyse stuff, plus I forgot how vulnerable to attacks Pandora can be if you’re not careful. ;)

Chris's crew for the evening

The Result
Chris’s Viks crew basically consisted of the Viks themselves, Bishop, and three Ronin. The turning point of the game was when Chris decided to burn Ash Vik forward and take out the Hooded Rider in Turn 1 (which gave me my frame for Murder Scheme). My response was to surround, Paralyse and kill her with Pandy and the Sorrows, although Pandora herself nearly died from the counterattack by Bishop (who left his flank specifically to take her out) and Sword Vik. Using the Sorrows and a Silurid to run interference, I managed to get Pandora out of danger and help my second Silurid plant markers to achieve both Breakthough and Stake a Claim to seal the win. The remnants of Chris’s crew (I can’t remember how many, if any, Ronin I killed) struggled to achieve Protect Territory and Breakthrough, on account of Pandora and the Primordial Magic having made them Insignificant earlier in the game. :)


The Sorrows cover Pandora's escape, before being cut down very quickly by Sword Vik.

Post-game Thoughts
Probably my biggest lesson for Pandora from this game is that she’s VERY killable. She came very close to getting wiped out in this game, mainly because I forgot I needed to succeed on a Wp duel to push from away with Fading Memory. With Wp 7 it’s not usually hard to so, but against the high Ml Viks that was a real problem. It definitely reminded me how well the combination of The Box Opens (for Terrifying) and Cry for Me (for the negative twist to all Wp duels) can protect Pandora. So even though Paralyzing models with Voices was nice, once again I missed not having The Box Opens.

The other thing – Incite is awesome! I found in this game that by using Incite on an activated, relatively unimportant model (like a flank-Ronin, as per this game), I could force that model to activate first in the next turn and effectively guarantee I’ll activate Pandora to escape/kill/generally just be a pain before my opponent can respond. And that’s regardless of whether I win initiative!

Other than that, Pandora and her Sorrows performed about how I expected them to in this game. Massed Wp duels, especially when you can layer multiple Misery auras over a target, will kill things very quickly! On that note, it’s worth pointing out that positioning for the Sorrows is key. On one turn, having two Sorrows in range of Ash Vik guaranteed her demise, but it also meant that next turn they were out of range of Sword Vik and Bishop. Thanks to the lack of Sorrow support Pandora’s killing ability just wasn’t going to see her through either models activation, so she had no choice but to flee.

Pandora’s tendency to function as an area denial tool never came into this game, mainly because Chris chose to charge headlong into the danger. That’s something that can work really well with the Viks (even if it’s often a gamble) and it’s Chris’s preferred style of play anyway, so no surprises there. ;)

Sadly, the Hooded Rider didn’t get much of a chance to shine, although as it turned out he did make a great Frame for Murder target! I’m assuming it’s mostly because of how insanely tough he can get in the late game, so Chris felt it was necessary to take it out as soon as possible. It was an expensive model to lose in turn 1, but it did put Ash Vik out of position, which allowed me to finish her off myself. Regardless of that, I feel like the Hooded Rider doesn’t quite feel as good as the other Riders. I don’t want to go into detail here, but his (0) actions in particular don’t feel quite as game-changing as what some of the other Riders can do (especially the Mechanical). Basically if I played this game again, I would gladly replace the Rider with something, anything, else.

So of the two Silurid I took, one of them held up Sword Vik for a turn (or at least enough AP to keep her fully wailing on Pandy) while the other slipped by the main brawl in the centre and helped me claim both Stake a Claim and Breakthrough. In retrospect I’m not sure I should have taken two. A terror Tot would have been just as good (better?) at holding up Sword Vik and really, I didn’t need both to achieve the objectives. My reason for taking two was for redundancy but really, I think I could have achieved the same by replacing one with a Tot or Insidious Madness.

As usual, I’m happy to field any questions or comments. :)

Until next time,


Adrian

Tuesday, 13 May 2014

Catchup Week – Guild Lucius

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. 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. First up is Lucius, although I’ve already written a bit on him so I guess this is kind of a cheat day. ;)

 Drill Sergeant Dash, filling in for Lucius in this picture. ;)

The Master
Being a dual faction Master, I had a choice of using Lucius as either Neverborn or Guild. However I’d already tried Lucius as Neverborn in the playtest (well, Guild as well but that was in his very early, near-useless incarnation). With their great array of solid minions to choose from I feel like I know what I’d do with Lucius in Neverborn. So instead I thought I’d take him as Guild and see if I could make him work with his Guardsmen.

My Lucius game was played against regular Kyle who once again chose to use McMourning, this time as a Guild Master. Clearly the good Doctor had some explaining to do about his plastic surgery job on Lucius’s face! On this particular game I’d decided against dragging my massive Breach Bag along and instead went with a reduced selection of models that could fit into my PACK mini carry case. This gave me a more limited selection of models to choose from, but I hoped it was enough to use Lucius without feeling I was handicapping myself.


The Paint Job
I actually painted most of my Lucius crew somewhere off the East coast of Australia, on a Cruise ship! It was my first Guild crew, and arguably the first time I didn’t go too crazy on the pink either. The pink is still there, of course, but mainly as a secondary colour for the trimmings and the like. Since its original inception I’ve added Puppet Lucius as my Scribe proxy and the Guild Riflemen. One Guardsman model I’m missing (badly) is the Warden, whom I just haven’t gotten around to buying yet. Hopefully I’ll have him for Hoffman!

The Game
50SS, Standard Deployment
Strategy: Reckoning
Schemes:
- Murder Protege
- Breakthrough
- Deliver a Message
- Protect Territory
- Line in the Sand


The List
Lucius
- Secret Assets
- Watch your Back
Ryle
Guild Sargent
2x Guild Guard
2x Riflemen
Austringer
Witchling Stalker

For Reckoning, I’d normally take a good complement of heavy-hitters for this but as above, I was sadly restricted to Lucius and the Guardsmen I’d taken with me that night. Lucius himself seems to prefer a crew of minions for him to order around too. Most of the Guilds hitting power seems to come from the enforcers and above however, so it seemed like Guild-Lucius was shit out of luck when it came to this Strategy!

In the end, I went with the heavy hitter I did have, Ryle, followed by a complement of Guardsmen in the shape of the Sargent, 2 Guardsmen and 2 Riflemen to take advantage of Lucius’s minion synergy. Finally there’s the Witchling Stalker and Guild Austringer, because they’re amazing. ;)

The Result
Basically Kyles crew ran at me, while I did my best to shoot them to hell! Kyle threw McMourning into my crew early on, which ensured his death but also brought Killjoy out! Needless to say he made a mess of anyone whom I didn’t manage to pull away with Lucius, and I spent the last part of the game running away and achieving/denying schemes. In the end Kyle managed to get VPs on Reckoning and Deliver a Message, but a surprisingly agile Ryle escaped the clutches of Sebastian to deny Murder Protégé. I edged out the win with VPs for Deliver a Message, Protect Territory and to a lesser extent, Reckoning.

The obligatory table shot - this one's at the end of game

Post-game Thoughts
I could have put a Neverborn Lucius crew together in seconds but Guild Lucius? It turned out to be MUCH more difficult! The problem with Guild is that if you’re taking Guardsmen (and that’s pretty likely with Lucius), it’s difficult to balance your main line of Guardsmen (Guild Guard, Austringer, Riflemen etc) with the great support options you can also take. Captain Dashel and the Guild Sargent , you are presented with this array of great support models for those Guardsmen. Captain Dashel and the Guild Guard Captain are the main ones, but then there’s the Lawyer for Wp duels and Hard to Wound, a Witchling for condition removal, Pistolero for the positive to Df duels, it keeps adding up to the point that you end up with too many support models for a meagre selection of Guardsmen. And god help you if you want to throw in a heavy hitter, like I did with Ryle! Finding that balance was the main challenge when designing my Lucius list and while I think I managed to do that, I went through quite a few iterations to find it.

Speaking of list building, I also toyed with going down the Mimic path, using the Scribe and other mimics like Graves, Tannen the Doppelganger and the Lawyer to synergise with each other and especially the Useless Duplications upgrade. In a less kill-oriented strategy I would have liked to give this a good shot, but I didn’t think this was the game for it.

One day you'll have your time in the sun my pretties...one day...

Lucius himself was definitely fun to play. With Commanding Presence and the triggers from Issue Command, his ability to get multiple actions out of a single AP was phenomenal. In fact that AP efficiency is a big part of why I’ve enjoyed playing him. His Issue Command might not be as flexible as Obey (specifically, you can’t target enemy models) but damn, it lets him do A LOT with his crew! Reinforcements proved invaluable too. Early on it allowed me to get a Rifleman into position to shoot up an exposed enemy Lawyer, and then later on it got him out of Killjoy’s kill-zone to plant scheme markers for Protect Territory.

In this particular game I didn’t find myself with much need for Lucius’s upgrades. Without any Mimics and as a support Master (and without Assassinate), Surprisingly Loyal didn’t seem necessary, and I’m not yet convinced as to the value of the melee attack from Secret Objectives. With the right Schemes I might have taken Legalese, but ultimately I just stuck with Watch your Back and Secret Assets. The crew-wide Accomplice from Watch my Back  felt well worth it, and gave me some good options for chaining model activations together before Kyle could respond. Unfortunately, Secret Assets was pretty mediocre. Without any other (0) actions it’s not as if the Hidden Sniper action is competing with anything else Lucius could do, but at least in this game it never seemed to do all that much. I’d probably still take it in games though – if nothing else I like the idea of Lucius having this extra guy, hidden away just picking off targets with a sniper rifle. :)

Ryle looking dapper, while another bloody Witchling Stalker photobombs him. 

The rest of the crew performed about as well as I’d hoped. Ryle certainly has a nasty punch to him, but I admit I underestimated just how nasty Sebastian’s poison tricks were so in the end he wound up just keeping away from everyone to deny Kill Protégé. The Guild Guard and Guild Sergeant both did okay, even though they ended up as fodder for Killjoy and McMourning but the standouts were the Riflemen! I’ve played against these guys once before, when I saw a pair wipe out Fransisco in one turn and in this game they were definitely my main damage dealers. I quite like that they can keep their Focus conditions from turn to turn and when they do finally let loose, the extra rams they get for critical strike plus the positive damage flips ensure that when they hit, they’ll hit hard. Their weakness in melee means I doubt I’d take more than two (and in this game, I didn’t pair them up either) but they definitely have their role, especially in a Lucius crew with his ability to hand out Focus so easily!

Seriously cool models, these ones. :)

So overall I really enjoyed playing Lucius, which probably isn’t a surprise given how similar his support role is to that of another favourite of mine – Zoraida! For this game I used him in his “Guild Guard” incarnation, but I’d certainly be keen to try him out with Mimics and also in a Brilliance-heavy crew, where he can really abuse the minion status of those Beckoners and Illuminated.  

As usual, I’m happy to field any questions or comments. :)

Until next time,


Adrian