Thursday, 21 May 2015

Gremlin Zoraida, or why Dom is playing her all wrong...

Even if Jack Daw recently took first place, Zoraida was my first love in Malifaux and remains one of my favorite Masters in the game. So when Gremlin afficionado Dominc Westerland posted up a blog article about Gremlin-Zoraida, I had to check it out;

http://www.wargamernation.com/uncategorized/obey-some-thoughts-on-gremlin-zoraida/

Basically, alot of people have been dissing on Zoraida lately ("Neither aggressive nor competitive"). I guess this prompted Dom to bring her out and see if he could make her useful as a Gremlin Master. His thoughts are sumarised in the above article, and anyone interested in Zoraida or the Gremlins in general should definitely give it a read!

But as I was reading it, I couldn't help but disagree with some of points he was making. Now normally I'd post a reply on the thread/article and leave it at that. But I'm in the mood for some writing so hey, why not write a blog post about it? ;)

Now first off, full disclosure - I haven't played Zoraida in a little over a year and my last game with her was my only one with her leading a Gremlin crew. By all rights, Dom is the better authority on Gremlin Zoraida. He's got far more experience with the Gremlin faction and has definitely played Zoraida more in the last 12 months than I have!

Still, one of the handy things about having a blog is that you can say whatever crap you want. So for better or worse,  I'm writing it. ;)



Obey

Probably one of Zoraida's most iconic spells, Dom's right in that Zoraida's Obey can be used on friendly models like a sort of AP bank. And he's also right in that those extra AP can make those models so much better at what they do. 

BUT if you're only ever using it on friendly models then with the odd exception, it's a waste of a Master's AP. More aggressive Masters like Ophelia or Wong can spend their AP on attacks that are both more card efficient (no need to flip/cheat a 7 just to use it in the first place) and often more damaging. Moving models around is great but Ophelia can do that too (and still shoot the crap out of everything at the same time). In fact if spending Master AP to get your crew doing stuff is your thing, you're far better off using (to borrow Dom's analogy) the real Oprah of Malifaux - Lucius. Despite a few limitations he's far more efficient with his AP than Zoraida, since his Issue Command is almost always a 2 for 1 AP effect. Okay, sure, Lucius isn't a Gremlin Master but the point stands - Zoraida's strength does not lie in Obeying her own models.

Like I alluded to above there are always going to be instances where Obeying a friendly model will be well worth it, but I don't believe it's the best way to use her. So the key to getting the best use out of Zoraida's Obey, is to use it to turn your opponents models against them. This especially becomes relevant when you start combining Zoraida's Obey with Bewitch.


My Avatar Zor...ahem... proxy Emissary. ;)

Bewitch

Put simply, I believe that Bewitch is one of the main reasons to play Zoraida. It basically adds a condition to an enemy model that lets you draw two cards whenever they walk, charge or make a non-charge attack action. Also note that you draw the cards before any duels resulting from the action, which gives you the chance to use them straight away! In an ideal activation you could Bewitch one target one enemy model, then Obey it twice to essentially draw 4 cards, and punch the crap out of another enemy enemy model. Then once that enemy model activates it will potentially net you even more card draw. Also because it lasts until the end of that model's next activation, meaning Zoraida can prime an enemy model with Bewitch at the end of one turn, and then reap the reward of all those extra cards in the next turn. 

Why is all this card draw so great? It basically tips fate in your favour - the low cards you draw will never be flipped in a starting duel and the high cards can be cheated. It gives you much more control over your deck and thus makes it much easier for the rest of your crew to do exactly what you want them to. 

The weakness of Bewitch is that aside from using Obey, your opponent can limit the cards you draw by Charging, or using tactical actions like Focus or Defensive. That's all well and good, but by changing what your opponent does you're still reducing the effectiveness of the model you Bewitched, not to mention that if you target a high-value model (eg. Killjoy or a Master), they're faced with the difficult choice of either not using them as well as they could, or giving you an ass-load of cards. 


Activating the Bewitched model late would also limit the effectiveness of the cards you draw, but that in itself can work in your favour. Just target high-priority models your opponent will want to activate early. Once again that gives them a hard choice between leaving that model vulnerable for most of the turn or essentially doubling the size of your hand!


Teeny Tiny Puppet - the Voodoo Doll

When I started playing M2E Zoraida I was not very impressed by Zoraida's Voodoo Doll. It cost a (2) action to summon so you generally had to spend a full activation just getting the Doll out. But over time I warmed up to it. It's an easy summon in turn 1, when Zoraida hasn't much else to do, and its potential to just wreck an enemy model shouldn't be underestimated. 

In Dom's article, his main concern with the Voodoo doll was the investment required to mess with just one model - requiring Zoraida, the Doll and a Nurse to handout some very nasty condtions. But I don't think it's as bad as that. For one, after she's summoned the Doll there's nothing else Zoraida needs to do. At worst you might want to heal the doll up with the Tarot Reading upgrade, but otherwise I see the doll as a sort of fire and forget weapon. After turn 1 Zoraida has far better things to do than babysit her Totem. So you're really just left with the Nurse. Dom expressed doubt as to whether she's really worth the investment but for me, I think she is. With Bewitch your card hungry Nurse should have what she needs to get her Take your Meds triggers, plus the heal from the crow trigger reduces the need for Zoraida to take Tarot Reading to periodically heal the doll. 

It's also worth noting that the Voodoo Doll can be hired. To be honest I've never really thought much of it. The choice to me comes down to whether those 3SS are worth 2AP from Zoraida in Turn 1. Right now I'd say no, but when I get back into playing Zoraida it's certainly something I'd like to test out. 

I don't have a pic of Iggy handy so here's the next best thing - my Merris Proxy! 

Iggy - because the Gremlins really need more Ht 1 models...

Enthrall can be used to hire an interesting array of different models. But IMO the best by far for Gremlin Zoraida, even moreso than a Nurse, is Iggy. As a Neverborn it seems kind of silly to pay the Enthrall tax just to bring him into the Gremlin faction, but I think it's worth it. For one, Burning from his Ignition attack is a great condition to put on a Voodoo Doll. It basically deals the Hemmed model double damage from the Burning Condition - one from the burning condition and one the voodoo doll taking damage from it's own Burning condition (note: Merris would be good for this too!). He's also got Incite, a (0) action that grants the Mood Swing condition. This lasts until the models next activation, and allows you to choose that model to activate instead of another model your opponent might want to pick. Like Bewitch, if you put it on an activated model it lasts through to the next turn. So if you combine it with Bewitch you can force an opponent to activate a certain model early to net you some additional cards. 

Incite is also like guaranteeing you'll win initative next turn. Whether you win or lose the initative flip, you can ensure your opponents first activation is a non-critical model, ensuring you'll be able to activate your own key model first! 

Finally, there's Iggy's other (0) action: Throw a Fit. This is a simple -2Wp aura for unactivated enemy models. To be honest I've rarely wanted to use it over Incite, but it does work nicely with Zoraida's Wp-centric playstyle and if nothing else, it's another incentive for your opponent to activate certain (possibly Bewitched) models early. ;)


The Raven or the Magic 8-Ball


Zoraida has two limited upgrades - Animal Shape (lets her teleport a significant distance for a (2) action) and Crystal Ball (On activation either draw a card, force a discard or look at three random cards from the opponent's hand).

Dom's opinion on the two upgrades is that he felt Animal shap was the auto-include. Normally I would disagree, but I think his conclusion is due in no small part to what he's using Zoraida for. As Dom said, Animal Shape is great for when you want Zoraida to be super-mobile or evasive. And from what I gather that is pretty much why Dom picks Zoraida over other Gremlin Masters for certain strategies/schemes anyway. Still, if you've committed to Zoraida and you aren't playing a game where Animal shape is strictly necessary, Crystal Ball is definitely the way to go.

Of course the as Gremlin Master, Zoraida has the added advantage of getting her cake and eating it too, since Sammy LaCroix can simply take the Limited upgrade the Zoraida doesn't want (most likely Crystal Ball). Is it worth bringing in Sammy for this purpose? Having never played her I can't really be sure. But the rest of her card seems custom-built to synergise with Mamma-Z, so I suspect the answer is yes!


In Summary...

...Dom is wrong. ;) But he's also right! The overall conclusion of Dom's piece was that Zoraida is very competitive in the Gremlin Faction. On that point I absolutely agree with him - Zoraida is awesome. I wrote this article because I disagree on some of the specifics, but only some. I absolutely agree with most of the other points Dom made about her strengths/weaknesses, and how she can be used. 

Anyway, I think the take home message for me is despite not playing her for more than a year, I still really, really like Zoraida. Right now I'm focussing on the Resser faction with my "Year of the Crow" but if I'm being honest, my eyes have already started to wander. I've yet to make any decision about what to play after I'm done with Ressers, but I'm starting to suspect my future will involve a saggy-breasted old woman with a penchant for sticking needles in things... ;)

Later,

Adrian

Mantic Open Day Seminar 1 Summary

So today's post is not from me, but by Sam Rounsevell - fellow wargamer and good friend of mine from Brisbane. He did a summary of this years Mantic Games open day Seminar with the founder Ronnie Renton (video linked here) and asked if I could host it on my blog. Naturally I agreed, partly because Sam's a cool guy but mostly because I actually want to read these rumours! Over the past year I've been getting into both Deadzone and Kings of War. At some point I'll probably do a proper blog post about it but for now, here's Sam's video summary!

Later,

Adrian

This isn't specifically related to the seminar below - I just wanted to add a vaguely relevant picture. ;)


Summary of Seminar 1 (Ronnie & Jake) - Mantic Open Day - May 2015

Hi guys, these are my paraphrased notes on the first seminar.  
My comments are in (brackets) so they are not mistaken for Ronnie's or Jake's words.

Note I am Werewomble on the forums, not a Mantic employee and all of this is totally legally binding.
If a single prediction does not come to pass I get to repossess Ronnie's fringe to make a toupee and 12 Molochs for my Abyssals army.  
And some spare Enforcers.  Any Dreadball teams I didn't back that look cool, too.  

1:00
Ronnie hands around production model of the Dungeon Saga Dragon.  
Visible on Youtube - its 3-4 inches tall, size is not apparent in the linked picture from Facebook.  
There is an alternate neck piece allowing a rider.

2:00
Fantasy version of Deadzone (Mantic Mordheim) is on the list of things to do.    
Short list of 4-5 things order to be determined.  
(Refer later comments re: fewer Kickstarters better - a couple of these will be done properly, not an avalanche of them)

3:00
Ronnie states Warpath/Dreadball are in the same universe as are Kings/Dungeon Saga/un-named Fantasy Deadzone.  
This creates great world-building opportunities.  
He says he's not doing a Mad Max game.  
(Notable that a Mad Max / Gorka Morka game could be slotted into the Warpath universe, though - parallels with future vehicle development for Warpath)  
Sci-fu Dungeon Saga is on said list.
(so presumeably Space Crusade / maybe Space Hulk equivalents)
All these are mentioned with the proviso that Kings, etc. are bedded down first.  
(Note later on Ronnie states they want to do a smaller number of Kickstarters better)

6:45
Only hold-up with Warpath is being able to make excellent vehicles - no point in doing it without vehicles.  
(pre-alpha Warpath rules to be released on Beasts of War 21st May)

7:30
Question about modelling materials.  
Ideal solution is hard plastic sprues.  
Kings of War and Deadzone: Infestation were restic free Kickstarters.  
Hard plastic for majority of troops types.  
Metal and resin for heroes and one-offs.  
Restic only for big things - Jake chimed in that its advantage is having big stuff with less parts (Ogres being an example).  
Ronnie quickly responded that they've heard us loud and clear and restic is not something they want to do any more of.  
(While Jake's comment that restic works for bigger models is true, it was obvious he was being a loose cannon and going off on a tangent Ronnie did not share)

14:30
Q: Dwarf plastic kits?
If Kings 2nd edition sells well they can churn out hard plastic sets to fill holes without Kickstarter.  
2nd edition Kickstarter focussed on getting two new armies out.  
Getting older armies' individual units in hard plastic is on the to-do list.  
KSers are better at to doing close to whole armies rather than bits for all armies.  
(My experience buying up Basileans from Kings 1.0 backers reflects this - I must have bought units from 5 different people, none had a use for Basileans but me)

17:30
Ronnie wants to service stores & pathfinders better going forward.  
Promoting Kings, Dungeon Saga and Dreadball is a big focus.  
Focus has been on quality control on restic and packing issues which are now manageable.  
Focus can now move to community/retail support.
Community created online content needed.  

20:00
Q:Unit bases for Warpath?
Ronnie says they will be optional like Kings...
Not necessary to have individually based models.  
Dioramas/trays make more sense.  
Ronnie relates his own evolution of keeping single model bases to be able to go back to Fantasy, realising it'll never happen and going nuts with dioramas on movement trays.  
(Me and all my Kings playing friends went through that exact same process - its trays all the way now and dioramas are pretty)
If you are playing Warpath with 100+ figures you may well end up sticking models to movement trays/dioramas.  
Warpath measures everything from the Commander.  
Keep the Commander figure loose to show the unit is in a building.  
Interaction is between "big bloody tanks", flying vehicles, infantry units, objectives to blow up, clear people out with grenades and flame throwers, etc.  
(This sounds better than just a 40K replacement - reminiscent of Dropzone Commander's infantry and objectives - awesome!)

25:00
On the lowest points level Warpath will crossover a bit with Deadzone models.
(Only reason to keep models separate I can see unless 40K becomes a game again)  

26:00
Jake:  Learning curve of Deadzone is quite steep.  
Rules could be cleaner.  
Layout, graphics, rules could be slicker.  
Deadzone 1.1 is a chance to remove stumbling blocks to learning.  
Rules review.  
Book layout to be fixed.  
Not having unit cards as a requirement.  
Simplifying statlines like the Command stat so there is less to remember.  
Nothing is final yet - there will be a public playtest session in "a month or so".  
(All sounding good - I taught two new players last night and I felt like an old silly explaining Command, etc. and they were asking what the symbols meant a lot more than you'd think)

28:00
Special Rules in Deadzone are straight forward individually...this makes for too many Special Rules.  
Some of these can be integrated into a statline or clumped into umbrella Special Rules.  
Which is easier to remember during play?
(Jake is having way too much fun talking about where the line can be drawn on Special Rules - good thing he makes fantastic games!  Going to be great pitching in with Deadzone 1.1 testing - he needs feedback.)

30:00
Rules wangling will impact balance between units and require testing.  
Jake begins to talk about scaling Deadzone points values to match Warpath.  
Ronnie steals the mic.  
(This is interesting as Deadzone naturally scales up to Warpath but is currently Alessio's baby.  
There are pros and cons to both - Alessio writes elegant reductionist rules hiding a deep strategic core whereas Jake puts in all the bells and whistles then cuts back to the gold - I want to hug them both - interesting Ronnie took the mic off Jake when he started talking Warpath.  Whatever happens they both need lots of playtesting feedback from us - I don't think we'd be seeing Deadzone 1.1 now had there been a Kings 2nd edition style public beta)

30:30 
Q: Are you going to be doing a Deadzone campaign?
Ronnie: A very droll "Yes."  
Hilarity ensues.  

31:00
Deadzone Special Rules
New Deadzone player points out its Special Rules system is overwhelming, possibly reminiscent of Games Workshop.  
Jake woffles on about pros and cons to lots of granular Special Rules or one big grouping of Special Rules for a particular weapon.  
(This does sounds like its up in the air - please make sure to pitch in when the beta test opens!)

33:00
Dungeon Saga's learning escalation...
Ronnie segues from Deadzone complexity talk into the simple introductory step-ladder of scenarios that add complexity in steps to Dungeon Saga. 
A professional writer who'd never seen the game before put together a Getting Started sheet included in the game.  
Can get through the first game without the rulebook in the first couple of games.  
Ronnie Notes there is no Heroquest dungeon crawler equivalent.  
Descent is a wider scope and complex.  
Super Dungeon Explore is a different aesthetic.  
(Having personally played and loved both these games I agree - SDE's mechanics are fine but aesthetic is not.  
Decent's aesthetic is Heroquest-ish but mechanics are needlessly complex.  I gave up playing at 4am)
Stat sheets on one table for Dungeon Saga - no need to have individual cards like Deadzone 1.0.  

38:00
Dungeon Saga & Deadzone: 
Its not the rules.  
Its the presentation of the rules.  
Lessons learned on presentation of Dungeon Saga may be applied back to Deadzone 1.1

On new rulebook for Deadzone:
Free digital copy of Deadzone 1.1 for KS backers.  
Ronnie says it is a year too early to replace the rulebook.  (damn straight!)
Make sure people don't feel forced to buy the new rulebook but there is a need to streamline. 
Ronnie and Jake seem to appreciate the sensitivities involved.  
(Can't help but feel a public beta on Deadzone would have avoided the need for Deadzone 1.1
Having said that - bring it on!  I love Deadzone and would love some corners knocked off to make it easier to teach new players.  Reckon I will pick up the $100 pledge now, much more faith in Deadzone's future)

40:00
Deadzone was originally envisioned as more of storytelling, less tense game with simpler rules.  
It is played more as a competitive battle game and less narrative than planned.  
(How good is it that they are aware we play the game differently?  Yay Mantic!)

Deadzone missions:
Faction missions to be reviewed - each army wins in different ways is a good idea to avoid a straight kill game. Current missions require review.  
Current method is a bugger's model, requires refinement.  
Ronnie says "nothing will happen unless we bring the community with us" implying public testing.  
(This is perfect.  Our current Rebs player feels he can't win the majority of missions and I agree.  
The faction-specific missions are great flavour but more general objectives are required.  
Something like Rebs can always Scavenge for VP regardless of missions rather than narrow objectives.  
Can't wait for the public beta!)

43:00
Q: Are all Kings armies "safe"?
Ronnie: Yes. 

Two new armies are human-themed.  
One that "accessed the undead but don't see it as evil" (that would be Ophidia)
Fan: "So its basically dead are on community service."  Hilarity ensues.  
Other new army is human-based but mixed with Nature with the idea of balance.  
Basilean are extreme good.  These guys are about balance.  

46:00  
Ronnie wants big tent armies which don't over-define what the player can do.  (a reaction against GW's micro codexes?  Kings beta showed evidence of this with Warlocks still benefiting from Braves but not forcing restrictions)

47:30
Mantic needs a community manager to market the retail side.  
Trade team and marketing teams weren't resourced well.  
Q: Do you accept ... too many KSers at one time?
Ronnie: Kings and Dreadball KSers went well (Deadzone notably not mentioned - guessing due to packing hell caused by complex custom pledges) 
Q: The end product is great...
Ronnie:
Could have got it right the first time...Dreadball Xtreme aspects could have been in the core book.  
Dreadball was a 2 million dollar KSer by the time it finished...scope creep could have been handled better.  
Kings of War 2nd edition was a chance to go back and re-do Kings right.  
Likewise Deadzone:Infestation let the Deadzone diamond in the rough shine better (possibly a step-up?)
Ronnie acknowledges issues in communication and is looking for good people to fix that.  

52:00
Ronnie strokes his glorious bouffant and talks about white hairs.  

53:45
Kings of War has benefited from extensive tooling (beta testing)...
...Warpath is going to be worked on until they have a mass combat sci-fi wargame that does something the market wants like Kings.  
Ronnie is playing Warpath alpha now and he likes it.  
They are going to put it out in alpha, see how people like it, go to beta if it works.  
..."awesome vehicles"...first put out the book then the first expansion will be "interceptor"...this year (2015), maybe, early next year (2016) but only when its perfect and we have team capacity to handle it.  

56:00
Q: A lot of stuff competing for KSers...
Ronnie: If we are doing a new gaming system like Warpath...
I don't want more guff to come out.  
I want it to come out big and that requires money.  
Ronnie would love to do a smaller number of Kickstarters better.  
The next Kickstarter will have local gaming store exclusives so you have to buy it in-store 
(very important for community development - Mantic has gravitated towards an online model that unintentionally penalises retailers - A local stockist who should be all over Mantic has stopped stocking because Kickstarter cuts them out of the deal.  Great to see.).  
He wants retail to show off the quality of games.  
He wants to use KSer as it is intended - to Kickstart, not to make their money.  
Retail exclusives to get people in stores.  
(Notable that the Dungeon Saga tome-like box is perfect for retail shelves)

1:00:00 Ronnie shows and tells Dungeon Saga cards.  
Worth checking out the visuals if you are Dungeon Saga oriented.  
Legendary version of characters on the back of cards.  

1:02:00 3D prints of Deadzone:Infestation minis
Not visible on Youtube sadly.  
(Great to know they are at that stage already - 3D prints are what production molds are made from)

Stay tuned for seminar two featuring Ronnie unleashed.  

Quote from Ronnie in Seminar 2:
...Brawler is +1 combat dice? "You know what? PUT IT ON THE ****ING CARD" 
(a sentiment I can only echo)

Sunday, 3 May 2015

ToMB2 Month 3b: John Carpenter

I didn't get much painted last month. Fortunately, one of them was this guy;


John Carpenter (Rogue Necromancy)
One of the little known facts about Douglas McMourning is that he is a teetotaler - he refrains from drinking alcohol. This was not always the case. Back in his University days, a younger (and saner) McMourning was a regular at the local tavern and in fact held several drinking records among his colleagues. Unfortunately McMourning's drinking habits got him into a great deal of trouble too. The staff and undergrads could always tell when McMourning had been on the drink the night before. Whether it was obscene images burnt into the faculty lawn, tables and chairs hammered to the ceiling of lecture halls or live plucked chickens stuffed into the Deans closet, McMourning's talent for grandiose, booze-fueled pranks was well known. 

One night, however, Douglas McMourning went too far. Nobody will speak of the details, but those in the know make a point of avoiding the east wing of the library, oranges remained strictly banned from University grounds and the Vice Chancellor has never looked at a goat the same way since. McMourning only barely escaped expulsion - evidence proving his involvement was circumstantial and nobody but the Vice Chancellor wanted to see the University lose such a brilliant young mind. Nonetheless, McMourning learnt his lesson and vowed never to drink alcohol again. 


Despite its high demand and plentiful supply, McMourning continued to refrain from slipping back into alcoholism after relocating to the Bayou. For several months he was never tempted to try the local brew. But working in the Bayou isn't as easy as his days in Downtown Malifaux, and the stresses of everyday life took its toll. Eventually, after a particularly frustrating day in which his assistants were proving unusually incompetent during his experimentation with a warpig, McMourning caved. In a fatal lapse of judgement, he reached for the nearest bottle of moonshine and took a sip...

The next morning the Good Doctor awoke, half submerged in a pig trough with a splitting headache and covered in grime and blood.  The village was almost completely destroyed and the locals were even more terrified than usual. Pulling himself up he stumbled back toward his lab. The building itself was in bad shape but surprisingly intact. On the barricaded door, however he could make out the words "John Carpenter", painted in pigs blood...


What McMourning found inside was either his greatest creation or most horrifying failure (he hasn't decided which). An amalgamation of Pig, Gremlin, Insect and who knows what else, "John Carpenter" was a terrifying, barely controllable undead monstrosity. McMourning has never since been able to remember, let alone replicate what he did on that moonshine-fueled night. He remains tempted to once again take to the bottle and replicate the conditions that created his latest monstrosity. The locals, however, have since made a concerted effort to ensure not a drop of moonshine ever gets within his reach again...


Money Money Money!

So here's an update on what I bought for the month. As usual, prices are from http://elementgames.co.uk/

Allowance for this month: £15.00
Left from last month:  £8.27
Warpig: -£10.19

Left for next month: £13.08

I was originally planning to also add Merris LaCroix this month's purchases, but sadly she wasn't available in time. She's thus been moved back to July when she should hopefully be available (assuming we have a Month 6 for the ToMB). Piglets would have been another possibility, but I'm running low on 30mm translucent rootbeer bases so they're waiting on my Easter Sale order to come in. 

Anyway, what all that means is that I'll have plenty to spend for next month. :) 
...Which probably also means I'll have plenty to paint too. :(

The unpainted model, minus greenstuff to fill the gaps for course.

It's alive!

When I started this project my original plan was to use Warpigs as the base models for my Flesh Constructs. However as I though about it more I decided that the models themselves were just too bulky for what Flesh Constructs are supposed to be. I also liked the idea of keeping my Warpig models on a 50mm base, if only so I could keep using them as a proper (if very unusual) Warpig should the need arise. 

So I decided on another model for my Flesh Constructs and the Warpig became the base what I considered the most fitting model in the Resser faction - a Rogue Necromancy!

Probably the hardest thing about building this model was deciding how I could make it horrifying enough to pass for a Rogue Necro. I didn't have another two Warpig heads and simply cutting him up and painting the model with undead flesh wasn't going to work. Fortunately I still had the Skeeters from So'mer's boxed set lying around, so once I committed to replacing his front legs with a mass of chitinous legs, the rest fell into place. Oh and for those interested, the tentacles coming out of its mouth are actually tail spikes from the Skeeter bodies. ;)

Post-painting, pre-basing.

Anyway, that's enough for now. Next month I'll FINALLY be getting some models for McMourning to summon with his Moonlighting upgrade - Flesh Constructs and (more) Canine Remains. I'm still not sure how my idea for the Flesh Constructs will turn out and I doubt I'll be able to top this months creation. So right now I'm hoping they at least pass for the models they're supposed to be! 

Adrian

Wednesday, 29 April 2015

ToMB2 Month 3: Dirty Rotten Cheater

NOTE: I actually thought I'd posted this up a few weeks ago, but apparently not! So here's what I was up to, ToMB-wise at around the beginning of April. :P Give me another week or two and I'll have my Month Three painting for ToMB2 to show you!

Okay, so first off, I have a confession to make. You know that tournament I ran a month back, where I played as the Ringer and won 3/4 games with my McMourning crew? Well after looking at the crew I took I recently realised something. Including the 7SS cache it's 9SS over the limit. Nine Soulstones. Holy crap. I don't think I've messed up my math in any game quite as bady as this. I mean, how the hell did I screw up so completely?!

Needless to say I'm not happy about that and have set about apologizing to all my opponents. I guess it's fortunate that I at least wasn't in the running for any prizes, and that I was handing prizes out to everyone like candy anyway. Still, if nothing else it means I'll be much more careful about building my crews in the future. :(

Anyway, what this also means is that those games I played with McMourning aren't really a good measure of how he's supposed to perform. So it's back to square one, this time with the recently added Nurse and Canine Remains!

Just in case you forgot what my crew looks like...

A Game in Which I Don't Cheat...

So my latest game with McMourning was against Kyle and his Guild. Unfortunately I didn't manage to take photos so you'll have to deal with some walls of text instead. Sorry, I'll make up for it next time. :(

50SS, Standard Deployment

Reckoning
Line in the Sand
Bodyguard
Deliver the Message
Take Prisoner
Distract

This was a really interesting set of objectives - Reckoning required you to kill stuff while most of the schemes involved not keeping your opponents models alive!

My own crew was basically everything I had;

McMourning
- Evidence Tampering 2
- Plastic Surgery 1
- Corpse Bloat 2
Sebastian 7
- Transfusion 1
Zombie Chihuahua 2
Student of Sinew 7
Nurse 5
Rotten Belle 5
Canine Remains 4
3x Guild Autopsies 12 (=48SS)

Not a great crew at all for the objectives involved, but as above I was using what I had, so I didn't really have a choice!

Kyles crew was basically Sonnia with Judge, Samuael, 2 Witchling Stalkers, Witchling Handler and an Austringer.It was a crew well suited to the objectives on hand, so I wasn't expecting to score alot of VPs!

Turn 1 began with the usual advancement and positioning. Sonnia did some initial damage to the Student and I was able to Lure in a Witckling Stalker, who was subsequently Poisoned at range by the Guild Autopsies and Killed with an Expunge from McMourning. The Nurse primed McMourning with Poison +8 from her Syringe attack and McMourning himself advanced to a safe position behind a building. The Guild Austringer also took a shot at the Canine Remains, dealing 3 damage and almost killing it!

Turn 2 saw the Judge walk around a corner and into melee with McMourning to deal a few points of damage. McMourning dealt a pile of damage in return but thanks to some well burn soulstones failed to kill him completely. Kyle figure Judge was safe for at least that turn... until the Rotten Belle lured McMourning out of melee, enabling Sebastian to charge Judge and finish him off.
Some surprisingly great shooting by the Guild Autopsies dealt enough damage and Poison to the Witchling Handler to kill her at the end of turn. Seeing its inevitable demise the Canine Remains used it's (1) action to charge the Witchling Stalker anyway, but failed to do any damage. With no better targets, Sonnia finished off the Student of Sinew and placed down a few Flame Pillars to keep anyone getting too close. I did manage to engage her with a double walk from an Autopsy, with the intent of delivering the message next turn. 

Unfortunately Kyle activated first for Turn 3 and killed off my engaged Autopsy with Sonnia, removing any hope I had of completing that scheme. McMourning didn't do much better, with Corpse Bloat failing to do any damage to the clumped up (kind of) Austringer, Witchling Stalker and Samael. Not much else of note happened, although I did push McMourning into melee with Sonnia at the end of turn. 

Turn 4 saw the inevitable showdown between McMourning and Sonnia, with McMourning's scalpels proving too much for Sonnia. After that Kyle declared Bodyguard on Samael, but made the critical mistake of running him back toward his board edge to keep him alive. Being within 8" of his deployment zone prevented him scoring any points for Bodyguard so he finished the game with 3VP for Reckoning. Meanwhile I scored nothing for Reckoning, but managed to finish the game with McMourning next to the Guild Austringer to score 3VP for Take Prisoner and ending the game in a 3-3 Draw.
Both Kyle and I completely failed to score any points for distract (stuff died too quickly, and often too far away), and I never got close enough with a non-Master to Sonnia for Deliver a Message.



Post-game thoughts

Both Kyle and I were pretty happy with the draw. With the crew I had to take I was not expecting to score many VPs anyway, and Kyle was just happy not to lose!

The more I play with McMourning, the more he feels like a bit of a glass cannon. Under the right circumstances he's incredibly fast and can deal ALOT of damage, but he's also pretty easy to kill if your opponent can pin him down. Being able to recover wounds as he deals damage in melee helps keep him going, but between damage from your opponent and damage from Poison, he's really quite a "fly by the seat of your pants" guy. So he needs the Poison to stay mobile and getting killed, but he also needs to get stuck into melee to heal the damage he takes from both Poison and the enemy.

I've heard of (and seen) people using McMourning as a kind of suicide unit - load him up on poison, then watch him fly down the field and wipe out your opponents Master in the first or second turn with Transfusion and Expunge (usually losing McMourning in the retaliatory attacks). It seems to be an effective approach but I'm not convinced it's worth losing McMourning over. At the moment I'd rather use him more conservatively, taking out more isolated targets but making sure he can threaten key targets in my opponents crew as the need arises.

For this game I decided to swap out Decaying Aura for Corpse Bloat on McMourning and in all honesty, it's a decision I regretted. While I had more than enough Corpses available to blow up, my attempts to do so proved to be little more than a waste of AP. On reflection it's still great for draining cards, which it itself is powerful in a crew full of Embalmed models like the Guild Autopsy and (once I have them) the Flesh Constructs. My error, then, was in putting it on McMourning. He honestly has much better things to do than blow up corpses.

The Student of Sinew didn't do much this game, basically getting burnt to a crisp in short order by Sonnia. I guess someone had to feel her fiery wrath, but I'm thinking about swapping him out anyway. He's a respectable minion and all but I feel like he's a little too reliant on his synergy with McMourning's Plastic Surgery Upgrade. When he's close to McMourning it's great, but McMourning is way too mobile for the Student to reliably keep up with. Then again, he's the most resiliant model I have outside of McMourning, which does at least provide something for my opponent to focus on while the real threats do their business. So I might give him a few more tries, but he's on notice!

The fact that Guild Autopsies can Poison enemy models from range is just excellent. It allowed my Canine Remains to (1) charge a poisoned Witchling Handler and Expunge became that much easier when I could load up the Poison from range before the Good Doctor activated. So the more I see them in action, the more I'm convinced that they should be a staple of every McMourning crew that plans to do anything with Poison.

The Canine Remains almost met an early end in turn 1, thanks to 3 damage from the Guild Austringer's Raptor attack. Fortunately it got a second activation and as above, took advantage of a Poisoned Witchling Handler for a (1) Charge on her. Of course as it turns out, Df 6 on the Witchling Handler makes her a pretty tough target for the Canine Remains, especially when you forget about the -1 Df aura from Hunting Dogs! So the little guy wound up doing no damage for his efforts. But even if it was attacking something weaker, I'm still not convinced it has the damage potential of a Guild Autopsy. I suppose Hunting Dogs gives him utility when used to support other melee units (like McMourning?), but I'm not sure I'd take more than one. Especially when I could be taking Autopsies instead! 

My opinions on the Rotten Belle stand. Outside of a Seamus crew I'm not sure I'd take more than one, but just having her around gives you a powerful tool for both pulling enemy models into vulnerable positions (like the Witchling Stalker I killed turn 1) and getting your own models out of harms way (Like McMourning, which gave me the chance to charge and finish off Judge with Sebastian). As far as I'm concerned, the Rotten Belle remains an auto-include.

Speaking of auto-includes, the Nurse also debuted in my Bayou McMourning crew this game. In practice she didn't end up doing alot. She poisoned McMourning to get his push effects going and healed up a wounded Guild Autopsy because, well, she just could. ;) Still, it was nice having her around and even just the threat she represents with her Take Your Meds action means its a model your opponents can't ignore. Not to mention that she's the best option available for putting a pile of Poison on McMourning. For now then, she's a keeper.

Until next time,

Adrian

Not part of my crew, but I will be converting/painting a replacement for this guy as my ToMB Month 3 project. ;)

Saturday, 28 March 2015

ToMB Month 2b: Pigs and Pigtails


So it's the end of Month 2 for the Tale of Malifaux Bloggers, and it's time to show you what I've been painting! 

As of my last ToMB post I was left with a few options for this months purchases. Either I start working on getting some models for McMourning to summon, or I try and add some models who don't need to stay close to the core of my crew (ie. McMourning and Sebastian). In the end, I decided on a Nurse and Canine Remains....wait, what? 

Okay, so it doesn't necessarily cover what I've been looking for - that'll have to wait another month. But the Canine Remains should pair well with my Poison-granting Autopsies and lets face it - the Nurse is plain amazing with or without McMourning (but especially with!). 


Spending some Moneys

As usual, I'm using prices from http://elementgames.co.uk/

Hog Whisperer £9.34
Left from last month: -£2.61

Left for next month: £8.27

I'll admit, I feel a little guilty using a limited edition model like the Gremlinette for this challenge, since she's all but impossible to find these days. But she's been begging for a paint job for some years now and I can't think of a better proxy for a Nurse.

The closest approximation to my Gremlinette would be the Hog Whisperer (who comes with a piglet), so that's what I've listed as my purchase for the month. If I didn't have the Gremlinette though, I'd probably use a Slop Hauler. Rules-wise they're the closest Gremlin approximation to a Nurse and thus wouldn't be too hard to mistake for anything else. 


Spare Parts

Anyway, while the Gremlinette's been sitting untouched in my box, the Piglet was re-purposed from an existing model I'd painted years ago;


I have (had?) three of these little guys, and they started life as night Terrors for my 1st edition Dreamer crew. All well and good, except in M2E Dreamer lost the ability to hire Night Terrors. So my magical flying piglet proxies have been left without any rules. :( 

Anyway, I removed the wings and rebased one of the piglets, leaving me with this pair as my models to paint for the month;


I was originally going to cut a slot into the Rootbeer base to glue the Gremlinette's tag into, but as it turns out the transparent bases are much more brittle than the standard ones, so I instead just removed the tag, drilled a hole through her foot and pinned her in place. The holes in the piglet were filled with greenstuff, of course. Other than that I did no converting for this pair - I was relying on the paint job to convey what minions these are supposed to represent.

Anyway, onto the finished products! Apologies for the lighting on the pics - hopefully I'll do a better job next time. :P



Gremlinette "Nurse"

It took some weeks, but the rare talents of Sebastian II eventually convinced Dr McMourning of the value of Gremlins as more than just spare parts. Most are useless of course, but now and then a gremlin would prove him or herself capable of working in the Lab without losing limbs (both to the undead creations and McMourning himself). Oddly, most of them have been females and so McMourning has dubbed them his "Nurses". The duties of these Nurses are much the same as their human equivalents - assisting McMourning in his surgical work and administering "medications" to the test subjects. The lifespan of a Nurse is typically short, but there's always more than enough volunteers willing to replace them. 



Porcine Remains

When he first came to the Bayou and Gremlins were proving hard to catch, McMourning's initial test subjects were Piglets. The good Doctor was not going to stoop as low as pig farming but once the mother was dealt with, her litter made for a good source of material for his work. Fortunately, the results of his experiments were as successful as his original work with Malifaux's local dog population. His new "Porcine Remains" proved just as loyal and hardy as their furry cousins, although they regrettably did show a tendency to eat McMourning's other creations and in some cases, themselves. Their ease of creation have encouraged McMourning not to abandon his new undead critters altogether, although it did him the impetous to renew his studies on the other dominant species in the Bayou.


That's it for this week. Next time I'll report on how my games with McMourning are going, and admit to a horrible, horrible mistake I've made. ;)

Until next time,

Adrian