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Broken Promises Upgrades Review: Guild

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Home stretch, Musers. One faction to go. Before we jump in, though, one last word about our Patreon account. Inspired by Kyle AKA Kyodee (I mouth it to myself everytime he says it on Schemes and Stones) I decided to add a monthly drawing for models from my patreons, which will start next month. Next month's model is a Miss Ery, an alternate Teddy model from a previous Gencon. Only people who've signed up for our Patreon by September 30th are eligible for this drawing. So, if you want a cute, adorable li'l Teddy Bear of horrible murder, and you've got a dollar to help support our blog, we'd love to have it.



Lady Justice

               The symbol of the Guild in many ways, it’s been a shame that she hasn’t seen a ton of table time for most players. To address this, Lady J’s upgrade Swordfighter was the first one to be released in the original preview ads for the book in Wyrd Chronicles, and it’s easy to see why. Her (2) Acrobatic Assault Tactical Action changes her from being a balls out offensive model to one that can act tactically and function for area denial. It allows her to place within 4” and then take a (1) Ml attack, then place 4” away from that. If she damages an enemy with the attack, she gains a condition called Counterstance which grants a + to Df flips and adds a mask to her defense. Translation: do not attack Lady Justice in melee. Adding to her offensive capabilities, Justice at the End of a Blade lets her pick an enemy Enforcer, Henchman, or Master and gain + to all flips against that model until the end of the turn. There’s some versatility there, as you can use it to add to her ability to take that model down or, if you’re expecting a countercharge, name the offensive model and add to her defense. Most Lady Justice crews run her pretty upgrade light anyways, so there’s no reason NOT to take this.
               Ashwood Coffin lets her join the rest of her Guild Marshals in crafting her casket beforehand and using it to throw the Guild’s enemies into a pocket dimension. Her coffin action has a Ca of 7, but otherwise works pretty much the same as the Death Marshals. I can see I being useful to keep in her pocket for when she runs herself into a situation where she charges multiple models and kills one but can’t take down the others, or to deal with High Df Low Wp opponents. Additionally, she gains an attack called Punishment that lets her strike buried models. It’s Ca 7 vs. Df and 3/4/5, so it’ll put some hurt on in the situations where you get to use it. It would have probably seen more anti-Arcanist play if Practiced Production-Malifaux Raptors hadn’t gotten a nerf, but could still be useful against Leviticus I suppose. I don’t think boxing someone and then attacking them (which is thematically the point of the attack, I suppose) is very efficient. I think this upgrade will be seen a lot less frequently than Swordfighter, but could still be useful.


Sonnia

               Sonnia has had a rough last few years in Malifaux. First she gets possessed by a Tyrant. Then her best friend locks her inside an iron mask. And then the Tyrant leaves her to go become the burning man, severely burning her in the process. I think she can be forgiven for being a little cranky (although I think most of the Witchling Stalkers might not have much sympathy for her.) Maybe that’s why she’s got an upgrade to make her better at melee: she needs to work out some frustration. No More Mask lets her use Ml for her Forbidden Lore ability and, if she does, adds a Blast to her moderate and severe damage. Additionally, any model that she damages in melee gains Burning and gets pushed away from her. I don’t think she’s going toe to toe with the Viktorias anytime soon, but I’ve been surprised more than once when I’ve tried to engage Sonnia in melee with a little scheme runner or something and gotten my butt handed to me. She’s already decent, it’s just that the ranged attacks are so much better. I still think this upgrade is mostly just there to discourage you from trying to engage her, but it’s interesting that it gives her some more options.
               Cherufe’s Parting Gift gives the Purifying Flame the Witch Hunter characteristic and allows her to summon it out of any enemy models that die with Burning on them (as long as you don’t summon anything else.) Free model summoning is a good thing, but nobody used the Purifying Flame before this. Partially this is because the model hasn’t historically been seen as all that effective, and partially because the Malifaux Child can copy her Flame Walls. You have to sacrifice any other totems you have in play if you bring out the Purifying Flame, so that’s not a great combination with this upgrade. Follow the Flame is maybe a little more interesting, as it lets Witch Hunters within 12” and LoS of each other activate after each other as Chain Activations. My first thought is, maybe, a Witchling Handler putting her burning buff on a Thrall and then sending it in to smash and…burn things? No, probably just “Model A sets Model B on fire, then Sonnia Chain activates and blows up model B.” I don’t know, I’m not sold.


Perdita

               My first love in Malifaux, the gunslinger has always had a reputation as being a strong option as a starter master. Wyrd seems to have leaned into this with Fastest Draw in Malifaux. It gives her +2 to initiative flips and lets her draw a card if she loses anyways. Simple. Straightforward. Effective. Especially given her crew’s propensity for wanting to chain a couple of strong activations together and seize the advantage, it’s a good upgrade for her. Not much else to say.
               Shooting Cans gives her a little bit of scheme marker removal. She gains a Tactical Action to remove target Scheme Marker with a TN equal to 5 plus the number of inches from Perdita to the marker. Additionally, with a tome she can take the action again, as long as the next target is further away than the one she just removed. Again, not too complicated (other than the math, I guess) but it’s alright. I imagine you’ll try to find space for it in pools with lots of marker placement. And, of course Perdita finds a way to solve the problem of enemy scheme markers by shooting them.


Hoffman

               Hoffman’s needed a little love for a while too, and I’m glad to see him get it. I find him to be one of the most interesting characters in Malifaux, and frankly who doesn’t like a crew with big stompy robots? Improved Harness is the upgrade you’re going to see in every game. Increasing his armor by a point and giving him a (0) action for a pseudo-leap are decent additions, but the real strength is Adaptive Armor. One of his crews’ great weaknesses is models that ignore Armor. Generally models with Armor don’t have great defense, so if you can get around it (see also: the Viktorias) Hoff’s crews go down in flames. This upgrade prevents any models within 6” of Hoff from ignoring armor. That’s going to make the Hoff ball pretty tough to crack.
               Pneumatic Upgrades is something very different, but still pretty interesting. Apparently the head of the Amalgamations Office is going full-on with his hypocrisy, as he’s going to start “upgrading” other living models to become cyborgs like his brother Ryle. Again there’s an ability we probably don’t care much about, Power Conductors, that lets him cancel Power Loop on any number of friendly models in play to increase the range of one of his Ca’s by 2” per ended loop. Don’t really see this getting a ton of mileage. The interesting part is We Have the Technology, a (1) action to attach a Cyborg upgrade to a non-construct Guild model within range. Cyborg gives them a limited ability to participate in the Power Loop (they can only use one stat a turn, but there’s no limit on other constructs using THEIR stats.) More importantly, it gives the Cyborg a (0) to attach one of Hoffman’s Modifications to itself. This is deceptively useful, as one of Hoff’s problems is his just not having enough AP to do everything he needs to in a turn. If he had been the one required to attach the Mods, this would be just kind of a side-grade. But, their being able to do it themselves frees him up to do other things. Obviously there’s a lot of interesting options for who to make into a Cyborg (there’s a Rare 3 limit on the upgrade, so you can only do so many.) Francisco comes immediately to mind, if only to let him share his Ml 7 to the other power looped models. Personally, I’m kind of interested in making a Robo-cutioner who can attach the Nimble upgrade to himself. That plus his 0 stone upgrade could make Fat Wolverine pretty darned speedy.


Lucius

               The Secretary-General may be on the outs with the new GJ, but he’s not going down without a fight. His big buffs from the 2017 erratas started the process, and Deep Pockets is some nice Icing on that cake. Essentially he gets a better version of Arcane Reservoir. His hand size is one bigger, and he can discard a card at the beginning of his turn to draw one. And if that’s not enough, you can reveal the card you drew and compare it to the one you discarded. If its value is lower, you can pitch it as well and draw again. Hand manipulation is nice. There’s a reason I play Lynch as much as I do. I’ve always felt kind of bad that my two main factions are Guild and Neverborn but, for whatever reason (read: he used to be bad) I didn’t have Lucius crew. I should probably rectify that at some point…
               The other upgrade, Condescending, I’m less crazy about. The Perks of Power lets you remove an enemy scheme marker at the start of Lucius’ activation as long as he’s ahead on VPs. Seems like a “Win-More” ability to me, which isn’t great. He can add a soulstone to his pool if he kills a friendly minion with Devil’s Deal which, I’m led to understand, doesn’t happen very often. And finally he can perform a Ca 6 v. Wp to block a target model from cheating fate. I mean, Tannen is a mimic, and he already sort of does this in an aura versus just one target. Not as crazy about this one. Lucius will just have to settle for having some of the best card manipulation in the game.


Nellie

               Much like with Sandeep, Nellie’s already really good and, frankly, probably is on top of the faction as far as tournament play is concerned. Thus, I didn’t expect a ton from her upgrades. Editor in Chief offers an interesting option, however. Headline: Guild Destined for Victory is another “Win-More” ability, but letting everybody heal a point and gain a + to WP is also kinda situational. On the other hand, she gains the (0) action Frantic Editing to discard a soulstone and change one of her unrevealed schemes for a different one in the pool. That could have some interesting uses, though I suppose an argument could be made that the best tactical players would expect to have selected the right schemes from the beginning. 2 stones for an upgrade where you MIGHT only need one of the abilities (and then, only if you’ve screwed up) is maybe not the best use of stones in the world.
               Alternate Facts would be a fun upgrade name, if it didn’t hit too close to home. It gives her a passive ability to gain a point of evidence everytime someone discards an upgrade within 8” of her. She gains a trigger on Propaganda to apply the Fees condition to an enemy, so maybe she can play nice with the Jury if she has that upgrade, as the Fees condition has previously been underwhelming.) And, finally, she can spend a (0) to draw cards equal to the value of her Evidence condition. It’d be great if it ended there, but it then makes you end the Evidence condition. That makes it tougher, as you may need the Evidence to fuel some of her abilities, but if you have a few extra points of Evidence you could get some good mileage out of this. Kind of a weird mixed bag of an upgrade, really. Like I said, Nellie’s fine without any help.
               Oh yeah, her Conflux. She has one of those. It’s kind of funny how the Emissaries all ended up being either amazing or meh, isn’t it? Like, there’s no Emissaries that are just good. Anyways, the Brutal doesn’t see a ton of play as it stands. Nellie’s Conflux gives him a mask trigger on its Rule of Law attack to send her some Evidence. Additionally, he gains a (0) to put a condition on an enemy model that lets Nellie draw three cards at the start of its activation. The model can choose to take up to three damage and reduce the cards she draws by the same amount. That’s pretty nasty, but you always have to realize that, since the choice is theirs, they will always give you the option that gives you the least benefit. I don’t like giving that power to my opponent. Still, not bad for a (0), but I imagine Nellie’s got better stuff to spend her Stones on, especially with all the new toys from Book 5.


Phew. We did it, folks. That’s all the upgrades from Book 5. We’ll be going back to the regular once per week schedule after this. Tune in next time for an in-depth review of the Through the Breach: Core Rules book. 

5 Crews I Want to Play in the Broken Promises Era!

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I’m in the middle of the Through the Breach review at the moment. Had hoped to have it done by today, but it will definitely be ready for next week’s post. So, since Broken Promises is available now, I thought I’d take a moment to recap and mention some of the things I’m looking forward to getting onto the tabletop myself. But first, a couple of mini-muses.

 Mini-Musings

-Gencon finished up a couple of weekends ago, and orders from the webstore are being processed/delivered. So far there’s only been one error, which is refreshing given some of the early releases at Gencon previously. The Cyborg upgrades from Hoffman are Rare 3, but the upgrade deck only has 1 of them. To make up for this, you can print the card for free from here.

-Derek Chu won the Gencon Tyrants tournament, playing Ten Thunders Mei Feng. Congratulations to him!

-Ostensibly the US National Championship for Malifaux, the NOVA Open, is occurring now. It’s the last major tournament pre-Book 5. So enjoy Plague-Pit-and-Flying-Viktorias-free tournament games now, while it lasts. Everybody be sure to say hi to Phiasco if you meet him there! 




-Finally, Wyrd Chronicles came out this week. It includes a number of cool articles, including a Through the Breach module written by your humble bloggist and featuring the cuddly-creature pictured above.

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               Since it’s September 1st, this is our first month on Patreon. I’m thankful to the Patrons who’ve signed on already, and I want to remind you to sign up by theend of the month to get in on our raffle. This month’s prize is the alternate Teddy model Miss Ery! You don’t need to give me $10 or even $5 to get in the drawing. Just one dollar gets you into the action! But, if you feel like giving me more, there are rewards like access to future Malifaux writings and a slot in upcoming Malifaux Musings Vassal Leagues!

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Top 5 Masters I’m Looking Forward to Playing from Broken Promises


1. Titania

I have to start here, contractually, as I’ve been a big Titania fanboy since Wave 4 playtesting. Also, I’m not allowed to say that she needed help, or she’ll tear my heart out and turn me into one of her Autumn Knights.

Titania: It’s adorable you think so, slave. Perhaps, if you’re lucky, you MIGHT be good enough to become a Gorar. MAYBE.

               Sigh, yes my queen.

               Anyways, the Autumn Queen got lit in this wave of upgrades. She has two fairly strong playstyles now, a smashy style with Pact with the Grave Spirit and a tanky version with Royal Indignation, and more importantly she has tools to possibly be successful while doing both. I think the tanky one will be the most obvious starting point, as it’s the way we’ve been playing here up until now and she essentially just became tough enough to survive it. The smashy one will be a change of gears for her, and it may be a case of “Why would you take Outcast Misaki when you could take the Viktorias?” where there are other, smashier, more efficient crews in the Neverborn, but it could be fun to have in the back pocket to surprise opponents. She’ll likely be strongest in games where you can force the action into one place (Guard the Stash, Turf War, etc.), especially if you’re bringing her best pal Barbaros for that sweet dual-taunt goodness. Additionally, she has one of the few confluxes for the Mysterious Emissary to make him really a strong part of her crew. Time will tell if this upgrade makes it a must-include for Titania crews, but it definitely makes them stronger by enhancing the rest of her crew. And I’m almost as much of a fanboy for my Poison Ivy Mysterious Emissary as I am for Titania. And, also, I made Hungering Land markers with Piranha Plants on them. And I gotta play that shit.


2. Hoffman

               Once upon a time, I built Hoffman for the Tale of Malifaux Bloggers. The paint job I did for those is one of my favorite of any I’ve done so far, including a number of rust and corrosion effects on the metal that I’d never used before. Also, Hoffman is one of the most interesting characters in Malifaux proper, being a person who is honestly trying to be good while working for the Guild but, in truth, is falling steadily deeper into hypocrisy as he goes along. He’s allowed his brother Ryle to be turned into the thing he’s supposed to be policing as head of the Amalgamations division. He has ties to the Arcanists that won’t stay buried. And now he’s been basically promoted over Lucius by the new Governor-General (it should be noted I haven’t read the fluff from Broken Promises yet, so if things have changed don’t spoil it for me.) His new upgrades seem to indicate that he’s leaning into it at this point and converting people into Cyborgs. This opens up some definitely interesting crewbuilding options. I don’t know that you’ll want to use his Arcanist upgrades and Pneumatic Upgrades together in the same crew (that’s a lot of points spent before you’ve even hired any models.) But one or the other will probably be a sort of pseudo-limited upgrade for him. Meanwhile, his new harness and its defense of his crew’s Armor makes his Hoffball nearly indestructible. You want to go through a Peacekeeper when you can’t negate his armor? Good luck.


3. Seamus

               Most masters in Malifaux have some elements of good and evil to them. The Guild are law and order, but they’re also oppressive jerks. The Neverborn are horrifying monsters, but they also happen to be right and are doing all they can to keep these dumb humans from releasing the Tyrants. Even some of the Rezzers have started to have shades of light, particularly Molly and Reva. But then there’s Seamus. Seamus is a villain. Period. He kills people, particularly women, and brings them back to undeath as his slaves. He does it because it’s fun, and because he’s an anarchist, and because the voices in his head told him to do it. He’s what you would get if you crossed the Heath Ledger Joker with a Victorian Hannibal Lecter, and he does it all with a sense of style. He’s Malifaux’s boogeyman, and that is fun to play. His AKA Sebastian Baker upgrade is nice and all, and it opens him up to a handful of new hiring opportunities (though not as many as you’re thinking, and not enough that I think it’ll be required for the strongest of his crews.) But the one I’m really drooling over is his new Do You Know Who I Am? I already preferred the Sinister Reputation version of Seamus before Wave 5, and this makes it even stronger. It lets him take advantage of Terror the way McMourning manipulates Poison, taking a mild hindrance ability and turning it into a major problem for opponents. I want to play a Terrifying: All Seamus-Yin-Sybelle crew, maybe with a Hanged to just really break your opponent’s will to live. And then, of course, you shoot them with your Flintlock. And possibly cackle.


4. Misaki

               I wrote a post a long time ago (near the beginning of this blog, actually) about theMisaki switch, pointing out that she had two very distinct playstyles to choose from. The Terracotta warrior allowed you to start with one and then shift to the other mid-game, which lets you go from defense to full-out offense as required. With Broken Promises, she gains a third upgrade that allows her to add a third mode, AoE blaster. Wow. I mean, if you’re looking for a master for a fixed-list tournament, I think she would have to be one of the best choices you could make, as you can literally go from defensive to single-target beater to AoE crowdcontroller in the same game. Man, that’s strong. AND THAT’S NOT THE BEST UPGRADE SHE GOT. Risk and Reward lets you have the benefits of soulstones for hand manipulation while keeping her perpetually in range for her 0 soulstone buffs. I don’t go to enough tournaments to say whether this makes her a top-tier master now, but I would have to think she moves up exponentially. Once I get my Throwback Misaki painted (not that I don’t have the normal one, but I have to do something to keep from just switching to Misaki straight off) you can bet I’ll be rejoining Phiasco in service to the Katanaka clan.


5. McMourning

               If you don’t know me in my real-life, I work in Science. Specifically I’m a Virologist, which you would think would point me towards playing Hamelin. On the other hand, I’m not a terrible person, so I can’t play that crew *waits for hate mail.* So if I’m going to play myself in Malifaux, Doctor Doug is probably the closest thing (plus I have a dog that most assuredly inflicts Poison on the people around him.) And, in a way, McMourning is a great choice for my chronic Magpie syndrome, because now he can build a crew containing models from every faction. You got beasts? You got academics? Come on down into the lab, and let’s see what we can do for you. (Author’s Note: Yes, you could build a rainbow crew before with mercenaries. And Marcus could probably do it before now also. I don’t care.) Beyond that, McMourning probably has some of the best fluff in the game. He’s the comedy version of Seamus’ full out horror. He and Sebastian are a classical comedy duo that you actually want to have on the board together. They gain access to the Scorpius, who becomes legitimately decent in this crew now. There’s poison all over the place in Malifaux. If you’re playing Guild McMourning and hire Kudra and give her Debt to the Guild, she can become an actually fairly scary melee beater on top of throwing out tons of Poison. There’s a lot of good stuff here, is what I’m saying. And, you know, McMourning was already pretty good. So time to borrow some scrubs and scalpels from work for cosplay, I’m thinking.


               Well, that’s the crews I’m looking forward to trying (on top of building Collodi. I haven't forgotten. Don't worry.) Who are you wanting to try out? Let me know in the comments! 

Through the Breach Core Rules Review

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-This post is going to be long enough, so I'll give the mini-musings a miss for this one. But let me take a second to thank our Patreon sponsors, and encourage anyone out there to join in supporting our blog's efforts.

-Also, special thanks to the folks at Wyrd, particularly Kai, who helped make this review happen. 

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           Since nearly the beginning of Malifaux’s time as a miniatures game, there was one recurring thread that would appear over and over on the forums: there needs to be a role-playing game set in this world. It has a rich background steeped in earth history and arcane lore. It integrates a number of genres that the fans of Malifaux and RPGs in general enjoy like Western, Gothic Horror, and Steampunk. It has a great story and vibrant, interesting characters. The only question was, how do we do that? What game system could people use to represent it? There were some Weird-West options out there at the time like Deadlands, but it was always more a matter of folding and patching the systems to make them fit rather than playing something designed whole cloth to feel like a Malifaux RPG. Then in late November 2012, Wyrd launched their Kickstarter for Through the Breach, a roleplaying game set in Malifaux based on the rules of the miniatures game. The goal was to make the games so compatible that you could port between the two freely, taking your characters to games on the tabletop or bringing any of the wargame’s rules or models into your RPG. It wanted to let you play characters that were reminiscent of the ones you used on the tabletop, be they spellcasters, melee specialists, ranged experts, or even everyday people like gamblers or workmen. It was ambitious, and like any effort to create something from whole cloth, there were bumps. Parts of the game worked well, but other parts fell short. While the general feel of Malifaux was there, the characters didn’t really feel like they had the same level of power or ability as even some Minion level Malifaux characters. At the same time, making things challenging for these characters was difficult as well, as the rules for accruing injuries and dying made actual character death a rare thing. And, like most 1st editions of games, there were rules that were clunky, awkward, or unnecessary.
After creative control passed to the current head designer, Mason Crawford, some of the philosophy began to shift and newly created character options began to reflect the lessons learned from some of those earlier bumps. The character options presented in the Arcanist book Into the Steam, the Resurrectionist book Under Quarantine, and the Gremlin book Into the Bayou were better right out of the gate, due in large part to characters gaining new abilities when they first enter a character class (called Pursuits) rather than after completing the first session with them. However, introducing newer and more effective Pursuits made some of those presented in the original Fated Almanac feel underpowered enough to be borderline unplayable. And some of that rule and skill clutter was still there, bringing down what was otherwise a strong game. It seemed like it was time to go back and create an updated version of the rule set incorporating the lessons learned from the first trial run. Thus, the project that would become Through the Breach: Core Rules began. The final product is a tighter, more characterful revised edition of the original rules which is fully compatible with all published Malifaux products to date (a rarity in today’s world of new RPG editions) that I recommend highly.

Physical Design


               One thing that is obvious straight away is that Through the Breach: Core Rules is the first hardcover sourcebook Wyrd has published (at least, to my knowledge). It features a high quality matte finished look with a glossy logo that stands out on the shelf. After a number of readings and perusals I see no sign of damage to the spine despite the book’s weighing in at a hefty 415 pages, and it comes with a trio of attached ribbon bookmarks for tagging frequently utilized sections (two of mine are permanently placed on the Skills table and the Critical Wounds charts.) The art design for the book is for the most part consistent with other Malifaux products, with a number of pieces recycled from previous offerings but with an equal number of new pieces as well. The cover art features a battle between Witch Hunters and what are likely Arcanists or Outcast spell-casters and includes something that has not previously had a large presence in Malifaux outside of the Gremlins: a sense of wry humor. Namely, one of the Witchling Stalkers has been backhanded by the Hannah-esque suit of steampowered armor one of the rogue magic users is wearing and is flying backwards, wide-eyed with its weapons trailing behind it. This feels like a bit of a departure from the grimness that the setting can sometimes convey, but it manages to not go over the top and doesn’t dominate the rest of the book’s art. The one thing present in previous Wyrd publications that I do miss is the high quality short fiction, as this book has none. This is a mixed blessing, as it means there is more room in the page count for the detailed information contained within the book, and it also means the numerous revelations regarding the background and history of Malifaux are delivered directly rather than having to be cribbed from the short stories. But still, it almost doesn’t feel like a Wyrd book without them.

Background Material


               The first section of the book contains 56 pages of information on the world of Malifaux and its history. For those that are new to the world and have maybe arrived here after looking up reviews online, Malifaux is a game set in an alternate earth history. Events progress roughly the same as in our world until the end of the 18th century, with the variation that magic is a real thing but works about as well in this alternate Earth as it does in our real one because there just isn’t much of it here. When the world’s magic users realize that the last of the magic is about to run out, they pool their efforts together and punch a hole into a parallel world, Malifaux, in search of a new source. What they discover is a place where magic flows almost tangibly through the air, where a magic user who could barely light a match on Earth can set an entire room on fire with their flame. And, best of all, they discover that the magic can be stored in stones called Soulstones that can be transported Through the Breach back to Earth, allowing magic to be used there as well. All was going well for about a decade, but suddenly the natives of Malifaux banded together, threw the humans back through the Breach they had opened between worlds, and sealed the portal behind them. The last thing to pass through the first Breach was a human body with the words “Ours” scratched into the chest, hurled through just before the Breach sealed.
               In the ensuing panic, the Earth is plunged into an early version of World War I, called the Black Powder Wars, as the great powers of the planet vied for control of the now limited resource of Soulstone. The result of this is the seizing of power by a collection of Soulstone dealers known as the Guild of Mercantilers (or Guild for short) out of the ruins of the cabal of wizards that created the Breach in the first place. This new power gains control of the world by seizing the global Soulstone trade in an iron grip. So things remain until about 100 years after the closing of the first breach when, spontaneously, the Breach reopens, allowing humans to once again travel to Malifaux. Prepared for trouble, the Guild brings a small private army with them, only to find the city once again sitting empty as was the case when the First Breach opened. Relieved, they nonetheless use the ever-present threat of Malifaux’s natives to establish a military dictatorship and monopoly controlling Soulstone mining and trade with Earth. They are opposed by rebels called the Arcanists who resist their efforts to control the study of magic. Meanwhile, the humans who have travelled through the Breach to try and make their living in Malifaux are constantly menaced by necromancers called Resurrectionists and the various natives of Malifaux, including the Bayou pests known as Gremlins and the nightmarish Neverborn who twist the human’s fears against them. And in the shadows of it all, a Far-Eastern crime syndicate known as the Ten Thunders slowly spreads their influence through all the other factions, quietly stealing power and wealth for themselves.
               The background section next discusses the city of Malifaux itself, former capital of the Neverborn which is now occupied by the human forces. It goes into a great deal of detail regarding each of the districts of the city, including the well-developed Downtown district where the Guild keeps their headquarters, the Slums where most of the city’s people try to eke out a living, and the Quarantine Zones walled off by the Guild that serve as sanctuaries for The Guild’s enemies. This section is dripping with potential campaign or adventure hooks. It then goes on to describe some portions of the world outside of the main city in slightly more general terms, as much of this material is described in greater detail within the other Through the Breach sourcebooks. Finally, the background chapter finishes up by offering information about the seven factions operating within Malifaux, including some new revelations regarding the early history of the Miners and Steamfitters Union that the Arcanists use as their front, the methods by which the Ten Thunders rose from humble street gang to become one of the most powerful factions in Malifaux, and some information regarding the true form of Lillith, leader of the Neverborn vampiric-creatures known as the Nephilim.

Character Options


               The next six chapters detail the numerous character options offered in the book. As with the 1st edition Fated Almanac, the only character race available is humans. Options for playing undead, gremlin, or partially cybernetic characters are presented in the other sourcebooks. Presumably, players who want to play as Neverborn will be able to do so once the appropriate book is published at some point in the future. This section begins by detailing the very unique method of character generation used by Through the Breach: performing a Tarot reading that simultaneously provides you with information on your character’s background, skills, and attributes as well as spelling out a Destiny for your character to embrace or resist over the course of the campaign. This Destiny serves both as a source of plot hooks for your gamemaster (called a Fatemaster in TTB) to use, as well as a means of character advancement, as the most potent increases in abilities for your character will come when they face part of their destiny. Once all your players have completed their destinies (presumably in one big-blow out final adventure) players are recommended to wrap up that campaign and start a new one with new characters. One consequence of this is that Through the Breach campaigns are, by their nature, more linear and limited than what some players may expect from other RPGs they’ve played. While not impossible, a sandbox style game where a Fatemaster simply drops his players into the world of Malifaux and turns them loose to see what happens is more challenging than one with clear adventure hooks, follow-up, and resolutions. I like to think of my TTB campaigns as being episodic, very much like a western like Gunsmoke or Bonanza with a cold-open prologue that gives the players an idea of what’s coming for them in that game session, the meat of the adventure itself, and an epilogue that wraps up some of the action and possibly sets up the next episode.

Next, the book details the various Pursuits which Fated characters can follow over the course of their adventures. The fourteen basic pursuits available in the Core Rules cover a number of roles in the world, ranging from Dabblers who craft magical energy to produce powerful spells, Tinkerers who animate robotic constructs to serve them, Gunfighters, Mercenaries, Gamblers, Performers, and even every-day laborers like Drudges and Pioneers. One of Through the Breach’s most unique rules compared to other RPGs is the ability to choose which pursuit your character will be on at the beginning of each game session based on information presented in the game’s Prologue. To help encourage switching, each Pursuit includes a Rank 0 talent which Fated characters receive when initially embarking on a Pursuit, allowing even new characters to have a taste of the flavor inherent in each. Additionally, the book contains five Advanced Pursuits: the Death Marshal, Freikorpsmann, Grave Servant, Steamfitter, and Torakage, giving your character the ability to become a member of some of the iconic organizations in the world of Malifaux.
Next, the book details the skills your character will use during their adventures. Almost everything you do in the game involves flipping a card from the Fate deck and adding your ranks in a skill and a relevant attribute (the equivalent of Ability Scores from other RPGs) to overcome the various challenges and obstacles put in their path by the Fatemaster. The list of available skills is the same as in the previous edition of Through the Breach with some trimming to remove and consolidate some of the redundant skills together (a sidebar includes information on which skills should sub for some of those that were deleted out.) One addition to the Core Rules is the inclusion of skill triggers, bonuses you can use for skills with which your character is particularly adept based on the suit of the card you flip from the Fate Deck (explained in more detail later.) Every character who gains three ranks in a skill becomes eligible to add a trigger, and each skill has an example trigger listed in the book for each of the four suits.

His skill trigger is: Come at me, bro!
 Following the skills, the next chapter details Talents, abilities that further help to flesh out and define your character. One of my favorite parts of the original Through the Breach was the inclusion of a number of talents that require you to have a poor score in one of the game’s core attributes, representing means your character has developed over the course of their life to get around some of their deficiencies. Next, the equipment chapter contains a much more concise list of the various weapons, armor, prosthetic replacements, and gear available to Through the Breach characters in the Core Rules. While I appreciated the numerous historically accurate options for, in particular, the guns in the first edition of TTB, trimming the lists down makes it a lot more useable and removes a great deal of redundancy. If someone has a particular antique weapon they’d like to see represented, they can always just reskin one of the guns presented in the book and say it’s the one they prefer. I think it was a great change.

"I cast Magic Missile at the Darkness"-A thing that can actually happen in a TTB game.

               Finally, the Magic chapter describes how Fated characters are able to manipulate the magical energies available within Malifaux itself. Magic use in TTB is not limited to characters from one of the magic using pursuits (though they have the easiest time getting into it.) Each character who uses magic must acquire a magical theory detailing their means of accessing these energies. Some of these are familiar to players of the Malifaux miniatures game, including the Oxford Method used by some Arcanists, the Whisper that teaches necromancers to raise the dead, and the Thalarian Doctrine used by the Guild to suppress other forms of sorcery. Others are unique to Through the Breach (at least as far as I’m aware.) The Lifewell Doctrine is a theory that enhances a character’s ability to use restorative magic at the cost of their ability to use magic to do damage. The Darlin theories (named, presumably, with a tongue-in-cheek reference to Aaron Darland, head designer of Malifaux) focuses on animation of mechanical constructs. The Balanced Five is focused on the balance created by the five elements in Malifaux (Air, Earth, Fire, Metal, and Water) and creates magical effects by throwing this balance out of whack. Additionally, magic use for the Core Rules characters involves the acquisition and utilization of Grimoires, which can range from your traditional spellbooks to the writings of madmen on sanitarium walls to a special magical shovel that whispers the secrets of the spells to its wielder. Spells themselves are crafted by the players by combining Magia, the base spell effects, with Immuto, modifiers to the spells that allow for the alteration and manipulation of the magical effects to increase their range, change the types of creatures they can target, cast them faster, etc. etc. etc. Each Grimoire contains a selection of Magia and Immuto with which the Fated character can craft unique spell effects on the fly during the game, at the cost of making them more difficult to cast for each positive modifier they tack on. Finally, the magic chapter discusses Soulstones, the reason humans are in Malifaux in the first place. The rules for these are very much trimmed down from their previous iteration. Soulstones are given a Lade based on their size and clarity which affects their monetary value, but ultimately the only effect this has in game is to increase the range at which they can be recharged by someone’s death. Otherwise, each stone carries one charge which can be used for specific functions: augmenting the casting of a spell or manifested power, animating magical constructs for a number of weeks equal to the lade of the stone, or healing the bearer. It’s a vast simplification, and Tinkerers and Graverobbers in particular will miss being able to use stones that would recharge faster than their creatures would consume them in order to keep their creations alive into perpetuity, but I suppose sometimes sacrifices must be made for the sake of clarity and ease of use.

Game Rules


               The Core Rules contains all the information one needs to run a game of Malifaux, combining all of the material that previously would have been found within the Fated and Fatemaster’s Almanacs. As previously stated, the rules for Through the Breach are based very closely on the Malifaux miniatures game. All interactions are resolved by flipping cards from a central deck of cards, the Fate Deck. The number flipped on the card plus a modifier from the character is compared to a target number set by the game’s Fatemaster to determine success or failure. If a situation delivers particularly positive or negative circumstances for the action, players receive + or – modifiers and flip additional cards to reflect this. And, much like the miniatures game, players are not stuck with the result of the card flip. After generating their characters, players build a 13 card Twist Deck that they can use to replace cards flipped from the Fate Deck, allowing them to Cheat Fate and seize control of their own destiny. Since everything is done with static target numbers, the FM never actually flips any cards, as resisting attacks or effects delivered by non-player characters (or Fatemaster Characters) is done instead by the players (Fated) flipping a card and adding their relevant defense versus a static number. This can lead to a few head scratchers early on when odd interactions occur (for instance, remembering that FM characters receiving a + modifier to their attack actually results in the Fated character receiving a – to their defense flip) but, from experience, it usually takes about one game session for everyone to learn the ins and outs and get a feel for the mechanics. After that, everyone plays like a pro.
The suits on the cards are used for triggers as previously mentioned or, in the case of spellcasting, are usually a required part of the Target Number for casting a spell. In the updated Core Rules, effort was made to tie each of the schools of magic (Sorcery, Prestidigitation, Illusion, and Necromancy) to one of the four suits and keep that consistent throughout, while at the same time reducing the number of effects which allow Fated to build a suit into their relevant skill and negate this cost early in their careers. So, no skill mastery as your first general talent to let you ignore the suits required for your spells, an overall positive change. This change leads me to recommend that most groups bring an Overseer, as its ability to discard Twist cards and add their suits to their party members’ Challenge flips can be huge early on. The Red and Black Jokers in the deck represent incredibly good or bad twists of fate, as per usual. The Red counts as a 14 with any suit, while the Black counts as a 0. If you flip the Red Joker out you may always use it, even if you have a negative modifier to your flip. If you flip out the Black, you have to use it even if you have a positive modifier. And, of course, if you flip both you have to use the Black, because this is Malifaux and Bad Things HappenTM.
               Damage also works the way it does on the tabletop. Characters’ attacks have 3 damage values, Weak, Moderate, and Severe, corresponding with the three ranges of cards (1-5 for weak, 6-10 for moderate, 11+ for severe.) After you make a successful attack flip you receive a modifier based on the amount by which you beat the opponents’ defense, flip cards, and the relevant fate card leads you to deal the damage. The Red Joker deals severe damage as well as an immediate critical effect (more on these in a moment) while the Black, as per usual, deals 0 damage (other than the crushing of your soul, of course.) Characters have a number of wounds that represents their ability to take and/or shrug off damage. Once they drop to 0 wounds, any additional damage they take results in an immediate Unconsciousness Challenge to avoid passing out and a flip on the Critical Effects table. Depending on the severity of the injury, these can result in as light of an effect as the character being rattled and incurring a minor reduction to any actions they take next time or as harsh as losing a limb or, eventually, their life. Any time you take damage past this point results in another flip on the Critical Effects table until, eventually, the character expires. Facilitating this, the tables themselves have been revised, compressing them and removing a number of the less impactful critical effects to make them really hurt when you suffer one. Since characters usually don’t have a ton of wounds to lose before these critical effects start happening, the end result is that combats in Through the Breach are quick, brutal, and vicious. It can still seem, at times, like some combat-oriented characters are nearly unkillable, particularly later in their careers. But then you run into the wrong group of opponents that match up poorly with their defenses, or you fight a lot of opponents with Black Blood or another passively damaging ability, or you just flip badly, and you find out how quickly things can go wrong in Malifaux.
               One of the things I like best about this game system is the use of Ongoing Skill Challenges. Most Challenges require only a single skill flip to resolve. However, larger activities like searching a library for a lost tome, crossing a desert, or presenting a case in a court room require a bit more of an extended effort. In these cases, you use an Ongoing challenge to represent this, introducing a list of skills that apply and giving a static target number to hit along with a number of successes required before a certain number of failures. If you succeed, the challenge is overcome and the Fated meet their goals. If they fail catastrophically, typically a consequence is introduced that they will need to overcome before the adventure can continue. This basic framework can serve in and of itself, but I find the best Ongoing Challenges involve modifications that crop up as the Fated go along. One of the most memorable Ongoing Challenges came from the first chapter of the Nythera event where the Fated get caught in the middle of a firefight between two Masters in Malifaux’s streets while trying to fetch the head of Phillip Tombers. After every round of action, a new complication would creep up (fireballs raining down from the sky on them, someone summoning ghostly spirits in their path, etc.) that would have to be overcome or taken advantage of before the Ongoing Challenge could progress. Between this and the combat rules, the game offers a variety of challenges for the Fated to overcome on the path of their destiny.


Bestiary and Sample Adventure

Two opponents from the Bestiary. Oh, you don't have the core rules? Then you don't get to find out who they are! Ha ha!

                The final section includes the last of the tools required for the game, a Bestiary. Trying to cram a comprehensive bestiary for the world of Malifaux into 87 pages would be next to impossible, but the creatures provided do an admirable job of presenting a cross-section of the flora and fauna of that Fated characters will face, and if a particular critter from the tabletop game isn't in here yet, you can usually just use their stat card from the mini to at least pass as a Through the Breach creature. Representative creatures are presented for each of the seven factions so no matter what antagonist your campaign is built around, you can always find something to use for it. Additionally, the system of assigning models to their stations in life (peon, minion, enforcer, henchman, master, and tyrant) allows for built-in scalability of the bestiary contents. Have a game involving rogue spellcasters and enjoy Witchling Stalkers as enemies but not sure if they’ll be a challenge for your higher level players? Just increase them to Enforcers or higher and adjust their station accordingly. As Fatemaster Characters’ stations increase, so does the card they’re assumed to flip for every action, so all the things these new elite Witchlings do will scale up along with them. Additionally, to counter the disadvantage at which FM characters are placed due to not flipping cards or having a Twist Deck to cheat with, FM characters receive a certain number of Fate Points based on their station to spend to either give themselves a + modifier to a challenge, add in a suit of their choosing, or heal some damage, making fighting a Master or higher level opponent a truly intimidating proposition. Speaking of which, the final entry in the Bestiary is a master level character, Leopold Von Schill, leader of the Freikorps and general all-around badass. Included mostly, I think, to give a ball-park range for what Fatemasters should shoot for in the capabilities of other masters (though it’s not like an adventure where the Freikorps have a contract to take out one of your characters would be boring) it’s still nice to see the old man in action. And if you're thinking "But, I have Von Schill's stat card. Why would I need a new one?" Well, Mr. Smartypants...this Von Schill has a rifle. So there! But seriously, some of the mini game abilities don't translate well to the RPG every time, so it's usually worth the effort to redesign them slightly to iron out those wrinkles.

               After the Bestiary, the Core Rules contains a very short adventure meant to serve as an introduction to a game of Through the Breach. Fittingly, it features your characters doing just that: boarding the Iron Ram and travelling from Breachtown (built in what was Santa Fe until the first breach opened and destroyed it) to Malifaux. Of course this is a role-playing game so the Bad Things from the title of the adventure end up happening, and the Fated end up having to step in and save the train from getting stuck in the ether between the two worlds. As I said, it’s very short, and it features a skill challenge that, if failed, ends the adventure (and the career of your newly minted Fated characters) which is a personal pet peeve, but otherwise it’s a good introduction to the game and to the world of Malifaux itself.

Final Thoughts


               Through the Breach isn't always going to fit with every gaming group. I know of at least one local group in particular that likes the campaign world but chafes at how it lends itself to linear versus sandbox storytelling due to the idea of your characters’ destinies being spelled out at the beginning of the game (for clarity, you get a vague idea of the important events in your characters’ careers with the Tarot, but nothing says you have to go along with what Fate has in store for you when the time comes.) Some may find the system of flipping and adding in a skill and an attribute while remembering various Talents and building spells from Grimoires to be too complicated. Paradoxically, others may find the game to be too rules light, preferring a more tactically oriented system. What Through the Breach does have, however, is tons of character. Malifaux is a fantastic world in which to run a campaign, as I’ve previously effused. The diversity of the character options presented in the Core Rules makes it possible to build any character a player might want, honestly. The “heroes” are larger than life and characterful, and the “villains” are grotesque, stylish, and terrifying. It ranges through a number of different genres from steampunk to gothic horror to the Wild West, so it shouldn’t be tough to find something to pique your players’ interests. And the bottom line is, when you play Through the Breach it feels like you’re playing a Malifaux RPG. You’re flipping cards. The jokers and the suits are all there just like you expect. You’re cheating fate and trying to embrace or outrun your character’s destiny. I recommend it highly. The changes to the Core Rules are nothing but improvements, and my hat is off to the game designers for making the choice to keep everything backwards compatible so as not to invalidate previous Through the Breach publications. If you like Malifaux and you want to try an RPG set in the world, you enjoy episodic style storytelling, or you want to find a new RPG that plays differently than anything you've previously tried, I think this is the best way to do it. Some come join us Through the Breach!

Dress Rehearsal: How Not to Collodi

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Greetings, Musers. With the launch of the patreon account and the signing on of some of our members, we have reached our first goal: commitment to a weekly schedule of posts here on the blog. I’m excited (and slightly terrified) of the prospects of having a regular schedule and deadline to meet on a weekly basis. Hopefully, I’m up to the challenge. I’ve laid out a rough preliminary schedule for the topics for the foreseeable future.

Week 1) General Hobby update: Thoughts on crews I'm working on, some pictures of painted models, etc.

Week 2) Book Review: Review of a physical Malifaux product of some kind. Likely to be Through the Breach related, as their publishing schedule is more frequent. 

Week 3) Tactics Articles: Tournament reports, crew list theory, etc.

Week 4) Story Article: A look at the fluff of the world of Malifaux. Could be some articles that, say, would break down one of the factions or masters through the development of the Malifaux story, or would include my efforts at writing some short fiction.

          I’ve also considered including “Musing on a Meme” articles, where I make a meme list that focuses on some oddity of the Malifaux game or fluff to make a unique crew that, perhaps, isn’t the most competitive thing out there. These posts would be in addition to material written by Phiasco, of course, so that’s even more content, all thanks to our Patreon Supporters!
          Speaking of which, our Patreon campaign is still going, and we’re still looking for more support. I don’t need to replace my income with Malifaux Musings or anything crazy, but it would sure make me feel better about taking time away from my family or job or free time (ha ha, like I have much of that) to write here when I know it’s going towards bringing in some cash for us. Plus, the money from it can go towards buying more Malifaux stuff to feed the blog. Enjoy the Through the Breach review last week? We can do more stuff like that in the future, even including some of the models, using the cash brought in through Patreon. I’m not asking for a ton of cash from you, either. Can you afford $1 a month? I’ll take it! With the new publication schedule, that’s literally .25 cents per post. I don’t even want to think how silly the word count payrate would be for that. If you want to give me more, I won’t stop you, but $! is all I ask. Let’s see what we can turn this thing into together.

***

          Ah, Autumn is here. And you know what that means, folks. It’s time for the Autumn Queen! With Lillith out of the way, no one can stand in her way as she ascends to power over the Neverborn and can begin purging the scourge of humanity from Mali-

*Marionette scuttles into the room*

          -faux. No more will our people be held beneath the oppressive heels of the Gui-

*Marionette scrabbles next to me, tugging insistently on my pant-leg*

          -ld. Um, excuse me. Hello, little man. I’m in the middle of a Malifaux Musings post at the moment. I’m going to talk about Titania. Can I help you?


*Marionette shakes his head and points at his chest.*

          Well. Yes. I know. But it’s Autumn now. Thematically, I should be playing the Autumn Queen. And, you know how she gets when she feels like I’m not paying enough attention to her.

*Marionette makes an angry face, pointing sternly at himself.*

          Look, tell your master I’m sorry, but he didn’t get anything good in Broken Promises. It’s hard to get excited for a master who is essentially not changing and didn’t get any new toys-

*Marionette holds up picture of Hinamatsu.*

          Ok, ok. He got one new toy. But I don’t know how it works! And I wa-

*Crosses arms. Taps foot impatiently.*

          Sigh. Alright. Let’s go play some Collodi.

*Marionette does a quick cartwheel, grabbing me by the hand and skip as we head to the laptop for some Vassalfaux.*

***
          *ahem* Take two.  It’s Autumn, and you know what that means, time to honor the Autumn Queen by playing her loyal servants, The Neverborn! This of course includes (presumably) the Puppet Master Collodi, the master you voted for me to build! My opponent was Phiasco trying out Parker Barrows (who, you’ll recall, won the poll. Phiasco agreed to pick him up and give him a whirl.) We were playing in Vassal and I randomly picked a map, which turned out to be one of the interior maps for which that platform is (in)famous. My goal was to play a minion-heavy crew with the Mysterious Emmisary and Collodi providing support, so I went with the Fated limited upgrade, lots of Effigies, a couple of Stitched, and some Marionettes. This was really a trial-run/dress rehearsal, since I had never used several of these models before. I learned a lot of lessons this game, though I don’t remember exactly what happened all the way through (for reasons that will become apparent shortly.) Rather than go through it turn by turn breaking down every (in)correct decision I was making, therefore, let me put up a visual aid and walk you through the lessons I learned from this game.





Lesson 1: Don’t Drink and Malifaux.

          Ok, I know that people like to have a drink or two while they’re playing. That’s fine. What I’m saying is don’t get hammered as the game goes along if you’re interested in actually winning. Refilling my double gin and tonic at the beginning of every turn seemed like a good idea early on. It didn’t play out that way by the finish. And it definitely didn’t seem like a good decision the next day (a Wednesday) when I had to get up at 6:15 to get my kids to school and go to work. Make good choices, folks.

Lesson 2: Keep Your Crew Together

          This is probably the most “drunk-faux” thing I did in the game, but for some reason I decided to send my Mysterious Emissary, who was carrying the generic conflux to feed all my puppets + flips, off by himself to go hunt down an enemy Wokou Raider. I know why I did it (to stop Phiasco from scoring Leave Your Mark) but the whole point of this crew was overlapping buffs and to summon Changelings to copy strong attacks from the other crewmembers (Stitched, Lucky Effigy). Neither of those things were happening with him all the way out on the flank like that. On the other flank, there’s my dumb Shadow Effigy, also out where he can’t help the fighting or score points. If I had taken Leave Your Mark, of course, he could have been scoring that. But like a dummy, I thought “Well I try that every game. Why don’t I mix things up?” You do them every game because they’re reliable points, stupid. Go with what works!

Lesson 3: Puppets Aren’t That Good at Killing Stuff

          I mean, I kind of knew this one already, but for this game I wanted to just throw some things up against the wall and see what stuck. It turned out that very few of the puppets were all that sticky. The Effigies don’t do a ton of damage, so sinking 20ish points into them is not a good move, as almost half your crew is basically just there to buff Collodi and the other little minions who are also kinda puny. I had thought Lucky was a good choice for the silly damage buff he receives, and he still might be since he got popped pretty early in this one, but it wasn’t enough. On the other hand, Stitched Together are real good. Most of the damage you see on Maddox and Hans came from the two Stitched I brought along. Again, this isn’t exactly a revelation, but it was good to see what they can really do. I seem to have some fairly horrendous Gamble Your Life luck when I’ve used them, and they mostly just seem to blow themselves up. If I had been trying to complete Leave Your Mark, the Shadow Effigy would have been a fine inclusion. But I wasn’t, so there was no reason for it to be there. I hear a lot of fanfare for the Arcane, and I can see where it would be useful, but it did nothing at all in this game. So, basically, I need to build crews where I include puppets because they have a specific job that they do well, not just because they say “puppet” on them. And, also, the ME was probably again not the best choice for this crew. Sigh. Someday, Mysterious Emissary. Someday.

Lesson 4: Pick Better Schemes

          I thought that with all the activations in this crew I’d be in good shape for Marked for Death, and I thought that Parker wouldn’t be an especially tough model to at least knock down to half wounds. Neither of those things really turned out, mostly due to my opponent having me out-ranged. By the time I got close enough for melee most of my puppets had been shot to death. I needed to use Collodi and the Stitched’s Creepy Fog to better effect and shield their advance by disrupting the opponent. I was trying to keep Collodi back as a support piece, which meant that I couldn’t bring his strong attack actions to bear until turn 4, which was too late for them to make a difference. If I wanted to play a killy scheme pool, I needed to bring killy models. Illuminateds work well with C because he can toss out his focus and his effigy buffs to them, as Minions. Basically, pick a lane and stick to it. Don’t try to do all the things.

Lesson 5: Get Collodi into the Game

          The best I did in this happened after the puppet master got involved. He’s just so disruptive! Passing out slow or Obey type effects to the enemy or, worse, combining the two is so strong. That attack action is the reason you play this master. He can’t do that when he’s trailing along behind his puppets trying to play it safe and stay out of the fray. Now, obviously, if your opponent is playing Pandora or something you don’t want to be mixing it up with things that can attack your WP if you can help it, but still. Not getting him into the action was a big tactical mistake. I don’t know if it would have been enough to swing things, but it certainly would have made it closer.

Summation: Learn to Play, Newb.

          So I ended up grabbing the last point for extraction and blocking it from Phiasco again. I could have possibly made this competitive on the last few turns if I could have either started marking and killing things or knocked out Parker, but there just wasn’t enough time to recover from the way the game started. I’m relatively pleased that I at least was able to take the strat points, but I had to deny schemes somewhere if I was going to get into this thing (surprise, Adam occasionally forgets to play defense. This is not a new occurrence.) I need to get some real hitters into this list and get some of the useless puppets out of there. I was not super blown-away with the Marionettes, either, but I think their best work comes when they’re able to take hits for Collodi, which didn’t become necessary here, or pass out points of Burning from the Arcane’s (0). I’m looking at my Illuminated, obviously, but I think Ronin could be interesting as well. I’ve heard good things about incorporating Lazarus into the crew, but I’m trying to stay with things I actually own for the time being. If/when that alternate Lazarus they teased ever comes out, maybe I’ll pick it up and he can join the puppet show.

          I’ll ask Phiasco to (if he has time) come in and add his thoughts on Parker at the end of this. I think our next games with these masters will be not facing off head to head (IE I play Collodi versus him with someone else, and then we play another game where he has Parker and I play someone else) to keep the diversity up. But, in any case, we had our first rehearsal. It was ugly, but you don’t get better without practice. The show must go on! 

Coordinated Heist - Parker Barrows vs Collodi game 1

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Greetings all.  So Adam and I recently finished our first game with our project masters (game 1 of 30 for me.  Uncertain if Adam has a number of games to play goal).  Without further ado... the quick and dirty rundown.

I took :
Parker w/ Coordinated Heist, Black Market, and Human Sheild
Mad Dog w/ Crate of Dynamite, and Lucky Poncho
Wokou Raider x 2
Doc Mitchel
Librarian
Hans

Vs.

Collodi w/ Fated, Strum the Treads, Breath Life
Emissary w/ Mysterious Conflux
Shadow, Brutal, Arcane, lucky effigies
Stitched x 2
Marionettes x 3

Standard Extraction
Claim Jump
Leave your Mark
Mark for Death
Eliminate the Leadership
Last Stand

Crew Selection limited to models owned (my Parker box was on order).

 I looked at the map but not close enough to realizes Hans is garbage on this map  My thinking is when I play into neverborn I like to have at least 1 ruthless model to mitigate Doppleganger and/or Barberos.  I picked up the Wokou to support a Misaki build I have yet to use mostly because I need to get the models painted.  So I threw a couple in to see what I thought.  Librarian because outcast.  Wasn't sold on the Bandidos because the look too squishy but with Run and Gun would have been gold on this map (I can picture Adam vs my Tau crisis suits and a little PTSD). So I threw Doc and Mad Dog in to round out the crew.

If I had it to play again I might have swapped a Wokou for a 4th qualifying model on Last Stand.  But considering Extraction was the goal I don't think a Parker crew is suited to do both.  And due to Adams list I was playing vs 4 schemes.  So basically you can look at this map as 3 parallel hallways.  I sent Doc and a Wokou off to my left, ignored the right and sent the bulk of my crew up the center.  My plan was to get the Wokou in the middle into melee to eat up cards or tie up model but she run into the pair of stitched and melted.  But that let mad dog slide into position to unload with his shotgun and blow up the cover at the entrance to the middle chamber.  I knew once the Wokou on the side started scoring Mark for me he would have to send something to deal with it or seed me 3 points and doc was over there to back her up and help score the strat for the one turn he could squeak in range.  He sent the shadow down my right side and his Emissary came to deal with my Wokou.  I knew the emissary could reach claim jump by turn 3 and if he did Doc could walk over.  Shadow was way out of range to hit Mark by turn 3 but he could have done part of claim if he could carve a spot in the main chamber.  So I ignored the shadow since I would have time to adjust after Adam scored a point with him.  He turned out to be a decoy to attempt to draw one of my more expensive models to go deal with.  Once I got into the Marionettes I was able to lock up 3 for Mark for death.  In return he got my Librarian with a mark.  Hans did slightly more than nothing but ended up being clutch for the 1.5 rounds of combat he got in.  And the Wokou on the flank got 2 Marks left via 0 action kick ball.  Not being able to cheat Ml vs defense works almost like agile. I was able to disengage, drop a scheme, and 0 punt it but the Emissary blocked the third one by walking around me.  And when the smoke cleared in the center Adam got 4 for the Strat to my 2 leaving the final 7-5 for me.

Things that worked.  I like the Wokou but I'm not certain 2 or more is worth it.  I will put them on the table some more before I give them a definitive rating.  Mad Dog was the MVP but it probably had more to do with the match up vs what he brings to the table.  Also this probably goes without saying Librarians are good.

Things that didn't.  I flipped 0 upgrades.  Didn't use 2 upgrades that I brought but I see a synergy with the Wokou and Dynamite that I need to look into.  Hans plus this map should have been complete fail.  Things that work in Thunders don't work for outcast.

I picked up some Ronin.  I own most of the outcast Mercs.  I need to learn what outcasts do better than other factions.  Maybe the leaders just tend to do more on average compared to Thunders so the support models tend to feel weaker by comparison.  If that is the case Parker will be an uphill battle. I think the wave 5 models will fit my play style a little better but they are down the line.  Crew has since been acquired, assembled, and primed.

Until next time...

By Any Other Name: Prelude

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It’s fluff week, everybody! *waits for groans to subside.* So a few mini-musings, followed by a brief word on the continuing Collodi misadventures, and then I’d like to submit the beginnings of a short-story I was writing for the first round of the Storied Soundtracks competition (before running out of time. Whoops.)

“Wow!” you say, “I love fluff short stories. How can I read more like this?” Well, glad you asked. Enforcer level patrons on our Patreon (you’ve heard of our Patreon, right?) will get access to a shared Dropbox folder wherein I’ll be dropping off files for things I write that are related to Wyrd. I’ve updated Shadows and Void since last time I posted about it in here, and that’ll be going in there for patrons only along with versions of my Through the Breach modules published in Wyrd Chronicles. That level of support is just $3 a month. $3? That’s nothing! You spend more than that on Starbucks! And Starbucks doesn’t give you Malifaux related fiction and RPG content.

What I’m saying is, screw Starbucks. Give me your money instead.

Mini-Musings

-Everybody say hey to Wyrd’s new designer, Matt Carter! Welcome to the Wyrdness and Wyrditude.

-Malifaux has commissioned the creation of an official app! Nathan has updated later in the thread to reveal that their target release date is February. There are some preview images in the thread that seem to indicate you’ll be able to track your models owned and painted, have access to full stat cards, build encounters and, of course, create your Malifaux crews in it. Bummer for the guy that does Crewfaux (although there could maybe still be space for a free app if/when this ends up costing) but it looks pretty good.

How Not To Collodi pt. 2: The Double Deuce

               Started a second game with Collodi that I’m not going to actually write a full post on, as I’m pretty disgusted with myself for how it went. A lot of this is because I got on tilt pretty early when I realized that all the things my crew was built to do were just not going to work this game, but I think I also realized that the mistake I’m making right now with Collodi is trying to take ok to bad models and use Collodi’s Fated bubble to make them good, when I should be using good models and using Collodi to make them awesome. Beckoners are ok, and in a circumstance where I’m playing headhunter or the like I’ll want to use one to pull a model in for murderin', but otherwise they’re not that good even with free focus. And if I unchain her from Collodi and have her go do her own job, she’s just a regular old Beckoner that few people use. Marionnettes are good cheap activations, but they don’t do stuff. I’ve not been overly happy with their performance rather than what I could get out of a Primordial Magic. Plus, I don’t think there’s nearly as much of a focus on activation control in and having higher and higher model counts coming in GG2018 versus what we all saw in 2017. Ours! can be done just as well with high soulstone models as with low, there just isn’t as much flexibility in how granular you can get when dividing your crew among table quarters. And, finally, I need to understand how my models work before I put them on the table. Hinamatsu has a surprising amount of complexity to her, especially when you’re trying to run her in a Fated crew and gain buffs from the Puppet Master. He doesn’t block you from using My Will on your own models within her bubble like I thought, which helps, but I ended up totally misplaying her in the game and basically wasted her points. This, paired with my not realizing just how much a crew of Mei Feng, Fuhatsu, and a Katanaka Crime Boss was going to just flat out block my crew’s design and intent to use Lure and Snatch to pull enemy models out of position and block their ability to score the strategy led to a very frustrating game for me, and I’m annoyed that I let it get to me the way it did. I’m not giving up on Hinamatsu yet, but she’s basically in the same “high ss beater” slot that Nekima occupies, and a large part of the potential synergy between her and Collodi is blocked by “Without a Master.” Maybe it would be a different story in a crew where I could pull things to her, but right now it doesn’t feel like a good trade-off.

***


By Any Other Name



I would rather be almost anywhere than here, Charles Hoffman mused as he watched the snow drift down around his carriage. He wasn’t in any danger, as far as he knew. The hordes of gibbering fish-monsters had been driven from the city months ago, apart from the occasional discovery of nests hiding in the sewers. He didn’t have pressing business elsewhere, though as head of a Guild of Mercantilers Special Forces unit, busy work could always be found if one was properly motivated. He didn’t even resent coming back through the Breach to Earth, though he bitterly missed the intense feeling of connection to the machines around him to which he had grown accustomed since his arrival in Malifaux. He tried, out of habit, to force the harness strapped around his frail, weak frame to move on its own with a touch of his mind, but was again disappointed to find it unresponsive. He had hoped the change was permanent and that someday he could return to Earth and keep the new degree of autonomy he’d found, but this trip had refuted that completely. The manual controls he’d cobbled together before his journey were nowhere near as agile or refined as those to which he’d become accustomed, and he had cursed their clumsiness since the first minute of his arrival and the near-fall he’d experienced trying to disembark a train’s passenger car.

But no, all this he could have dealt with, if he had not known where he was going, the purpose of this visit. He held the envelope in his left hand, the cream colored paper wrinkled and dog-eared on the corners from its numerous openings. He swiped his thumb over the writing on the return address, “Ms. Tessa Beamont, 138 Vinton St., London, UK” as if trying to erase them. Tess, he thought, Who would have ever believed you’d be sending a letter to me?

***

There was a time when the girl wouldn't have spared him a glance. He was, after all, just the crippled kid brother of the true object of her desire, Charles’s brother Ryle. Those two… he mused, Well, there are poems written about love affairs like that. Ryle had never had trouble meeting girls, of course. Possessing an attractive, tall, broad shouldered frame, having your own fortune established, and being a brilliant scientist on top of it certainly had that effect. But despite the availability and relative ease he had with them, the fairer sex had never been a priority for Ryle. Between taking care of Charles, completing their educations, and constructing ever more elaborate and ingenious machines, there had never been a lot of time on his plate for romance, and not much interest on his part to seek it out.

But there was something different about he and Tess. Charles couldn’t remember when they’d met, though he didn’t think there’d been any sort of dramatic first encounter like you’d find from a novel. It seemed like their relationship fell from the sky, like it had always been meant to be and the world had been waiting to get the two of them together and make it happen. It was so natural, and it was the only time Charles had ever felt like he had come second in Ryle’s eyes.

Naturally, he and Tess had disliked each other from the start.

Whatever warmth shown in her blue eyes when she looked at his brother would melt away like the snowflakes on Charles’ carriage window when she looked at him. In a way it was a refreshing break from the detached pity he received from the majority of people he knew in daily life, but Charles had always quietly resented whenever Ryle had left to meet her at a café for a quick afternoon tea that, inevitably, ended in his staggering back home in the middle of the night, cheerful, drunk, and not understanding the scowls Charles would flash at him from his bed. Charles wasn’t sure he’d ever been angrier with anyone than when, after one of these excursions, Ryle had showed him the tattoo he’d gotten in some dingy, back-alley shop of Tess’s name curled around the stem of a rose. It was an incredible cliché, but one that confirmed what Charles had dreaded this whole time: that he was losing his brother, his protector, the only person upon whom he could rely, to this woman. He told himself it was because he needed Ryle, that he couldn't survive without him. He tried not to admit that it was because he hated how happy she made him, how carefree, and that seeing Ryle in such a state only served as a reminder that, without Charles, Ryle could have that all the time. 

“What about our studies?” Charles had raged, citing Ryle’s marks which, after meeting Tessa, had slipped from exceptional to merely above-average. “What would mother say if she could see that?” he’d accused, pointing at the fresh artwork on Ryle’s bicep, which was already beginning to show a red ring of inflammation flaring around it. The argument had gone into the night, with neither side willing to admit what was really at stake. Charles Hoffman didn’t want to be alone, and Ryle Hoffman was, for the first time in his life, considering a world that wasn’t dominated by caring for his broken brother. Finally, Ryle had stormed out, throwing an overcoat over the offending body illustration and driving across town to Tess’s flat to stay the night. He’d stayed away a week that time, longer than the two had ever separated, and Charles had finally started to admit to himself that Ryle might really be gone.

***

That was before the telegram, Hoffman thought with a regretful smile. He'd gotten by well enough on his own, which should have been an indication that he was more ready for independence than he'd previously admitted. Instead, it fueled his resentment to the point that, when he heard Ryle's keys in the door, he'd turned his wheelchair away and pushed himself back to his work bench without sparing his brother a glance.

When his Ryle returned, Charles had expected him to box up his things and move out for good rather than the whirlwind of activity that had blown through their door that morning. Ryle had heard from Doctor Victor Ramos, a preeminent machinist the brothers had studied for years. He had offered to work his technological magic to try and restore some mobility and quality of life to Charles. It was like their dreams ever since childhood had been answered: a remedy for Charles’ paralysis and a mentor to take Ryle’s prowess beyond the limited resources of the University. All they had to do was pack up their lives and come join his workshop in Malifaux.

Malifaux. It was like a fairy tale land back them, something from fiction rather than a real place. He knew too much now to see anything besides the transparency of the Guild's propaganda, but when Ryle told them about their coming journey to the Breach in America and then to a magical world far beyond the earth, Charles had felt like one of the old pioneers crossing the Atlantic to explore the new world.

The two brothers had packed up almost immediately, closing up their affairs and buying their steamer tickets before Charles had even thought to ask what had happened with his brother and Tess. Ryle had paused a moment, barely a heartbeat, before stating that it had been fun while it lasted, but it was over now. Charles was so caught up in the turn of events he had ignored the obvious lie and the flash of hurt on his brother’s face at the mention of her name.
 



Production Design: The beginnings of my Collodi Crew Painting/Overhaul

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Mini-Musings

-The big news coming up soon is the Homefront worldwide campaign. Tying in the story of Malifaux with The Other Side, players will compete in games of Malifaux to help establish a new Syndicate, a small faction that can be hired by the main factions in TOS. One is the Council, built from the remainders of the cabal of wizards that opened the first Breach. The second is the Sandmen, who are effectively being driven by the Tyrant Nytemare. And, finally, there's the Order of the Chimera, an Egyptian syndicate led by Marcus. Players will report games on Wyrd's Website, with wins supporting one of the new syndicates as well as the Malifaux faction you used. More on this in later posts.

-If you're going to Pax Unplugged, Wyrd needs volunteers.

-Through the Breach core rules launched on DriveThruRPG, and Wyrd is running a raffle for anyone who buys it and puts in a review by the end of October. If you win, you get the entire Through the Breach catalog available on DriveThruRPG.

***

So, I'll briefly look at what hobby work I have in front of me for the Collodi crew I'm constructing. Per most of my crews, there's going to be a mix of metal and plastic here. I don't like rebuying models I already own, so this is unlikely to change anytime soon. I drug out what models I have that I think would be useful, and took a picture.


Taking a look at what's there, I have this list of models:

-Collodi-Needs repainting
-4 Marionettes-Need Repainting
-Brutal Effigy
-Shadow Effigy-Needs Painting and Basing
-Arcane Effigy-Needs to be remounted to a base, requiring drilling and pinning. Also, could use some painting.
Mysterious Effigy-Needs Painting
Lucky Effigy-Needs Paint
Primordial Magic
Nightmare Teddy
Mr. Graves
Mr. Tannen
Ronin x3 Need Painting
3x Evil Baby Orphanage Models-I use them as Changelings right now, but I have...
3x Changelings-Need assembly and paint. If I'm going to tournaments, probably best to avoid proxies if I can.
Doppleganger
2x Performers
2x Stitched Together
2x Depleted
3x Illuminated 1 needs painting
2x Sillurids
Mysterious Emmisary
Nekima-Because Neverborn
Hooded Rider
3x Wicked Dolls Need paint and assembly.

At some point, Lazarus would be a good addition to this bunch, as he and Collodi have fun together. Also, I need to find some proxies for Hinamatsu and Bultungins. Hrmm. I have a lot of work to do. If there's anything obvious that I need to add, let me know.

The paint job on the Collodi crew itself isn't terrible. At one point in time I really fell in love with Games Workshop's washes and tried to use them as the paint themselves to make a crew that looked like watercolor. It kinda worked, but I'm going to just do a normal paint job on them. As tends to be the case with most of my painting, they're too dark. So I need to work on that as well. Maybe I should just strip them and reprime them with white instead of black? I know that would help....

Trying to come up with more to write, but there's not much else to say at the moment. I'll be posting new stuff as I progress, once per month, so that'll at least keep me motivated. Now, if I could manage to not get my ass kicked every time I play him, that might help too...

***

Next week, I'll be doing a book review of Broken Promises, the new Wyrd book (because I haven't written enough about it, apparently.) After that will be a tactics article featuring the master everybody loves to hate, Pandora. And why am I writing about Pandora? Because I was commissioned by one of my Patreon supporters to do so, that's why!

Speaking of Patreon! This is the last post before the end of the month raffle for a Miss Ery, an alternate model for Teddy. Anyone whose pledged $1 or more a month gains entry to the raffle, and right now you've got an excellent chance of winning. Plus, it's a way to help this blog grow and prosper and can open up new opportunities for Malifaux Musings content. So head over to our Patreon page and sign up! 

Malifaux Book 5: Broken Promises Review

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                   I’ve already written about Broken Promises extensively from a game perspective, and I’ll be writing about it more in the future (watch for this month’s Wyrd chronicles), but one thing I haven’t done yet is break down the actual physical product that Wyrd released. So, since it’s Review Week on our new Malifaux Musings publication schedule, let’s do a review of Book 5. But first, some Mini-Musings and a word from our sponsors.

***

Mini-Musings



-The biggest news, of course, is the beginning of block 1 from the Homefront campaign. It will run for 2 weeks, going from October 2ndto, presumably, the 15th. I like the tie-in between Malifaux and The Other Side, but I’m not as amped for this one as I have been in the past. The reason came to me when I saw that the Syndicate and Faction forums were up, I went to go read them, and realized “Wait, there’s no point. There’s no strategy for this other than ‘play as many games as possible.’” So I’ll still be playing and reporting my games (Sandmen all the way, baby, and not just because I’m a big Metallica fan.) I just won’t probably be spending a lot of time in my faction forum.

-Iron Painter rd. 1 voting is going on as we speak, and ends on Monday. The first round’s theme was OSL, and from what I’ve seen, there’s some very cool stuff out there to check out.

-We’ve completed one month on Patreon, so it’s time for our first drawing. *reaches into raffle box* And the Miss Ery model goes to….Kevin Tapper! Kevin just joined this month, and he’s won a prize already. You’re not trying to win from out of a pool of hundreds of contributors, folks. We’re a small blog right now, so the prizes have never been easier to win. Come on down to our Patreon and sign up now, and you can get an entry for October’s drawing, a Miss Terious! This model works as an alternate Death Marshal and will fit nicely into most Guild-y crews, particularly Perdita. And if you knock the casket off, she’d probably make a pretty decent Monster Hunter proxy until the model comes out. And because it’s Halloween, I’m going to throw in an All-Hallows Eve surprise for the winner, as well. Even a $1 a month contribution earns you an entry, so come on over to our page and supportMalifaux Musings!

***

               The cover image on Broken Promises is something quite unique, as all of the covers for Malifaux books that I can remember have usually had some kind of action scene featuring full-body artwork of one of the models released in the product. Perhaps fittingly, since this features the first effort to go back and release new upgrades for old masters, this features a different style of cover image. It’s a collage of signature masters for each of the factions separated like a broken pane of glass, with a Guild seal at the center. The message is pretty clear: the Guild, and more specifically, the new Governor-General, is going to smash things up and make their presence felt. In response, the other factions are starting to fragment. It also gives Wyrd’s new graphic artists a chance to show their stuff. Lillith’s primal scream and McMourning’s trademark maniacal grin are really striking, and it makes for a sharp looking cover.

               The book itself weighs in at 257 pages of content, which feels like about par for previous Malifaux offerings. Each faction gets their own section with a new lore story, a special story scenario related to that short story, followed by the new content for the miniature game. The factions each received a new henchman, a selection of enforcers and minions, and the biggest change to the game, new Upgrade cards for each master. While I wouldn’t say that every single model in this book is amazing and going to find significant table time, there also don’t appear to be very many which make me say “This is a dog turd. Why would anyone play this?” This is a significant achievement, considering we’re in the 5th book of this limited-scale skirmish game. Anything new that the designers introduce has to compete with everything that’s come before and do it without introducing power creep, something with which many games can struggle. They’ve achieved this here in a number of cases by introducing models which explore regions of design where factions have previously had a weakness. As an example: the Guild previously had a reputation for strong top-end models but more lackluster low-soulstone stuff. To counter this, Broken Promises introduces a bevy of 6-stone models, all of whom perform different roles. This was done masterfully. Additionally, some models were very clearly intended to sit with masters that needed a power boost, like the Riotbreaker for Hoffman or the Cyclops and Bultungin with Titania. This was done subtly, by providing a model that is useable and effective with any crew that can hire them but which really shines when paired with the appropriate leaders. The approach varied in different factions, but the end result is the same: new options and new design space being opened up. The new models are a big win for Wyrd and, in my opinion, the most effective part of the book.

               Since the start of M2E, I’ve wanted to see them release new upgrade cards for the old masters. It was something that was promised as an option from the start and, especially where Limited upgrades are concerned, gave the Malifaux designers the ability to radically alter the way a crew works without having to release a new edition of the game or a new version of the model with redesigned or Errata’d rules. However, besides the occasional errata for severely gimped masters like Lucius or Ironsides, masters have lived with what they received at release. It’s easy to see why it took a while to try new upgrades, especially on this scale. You can’t very well just add new options for some masters but not for others unless you want a lot of community belly-aching, so you have to design for all of them at once. Much of a crew’s power runs through the master, so there’s danger that you can end up making much more drastic changes than you intended when you tweak them like this. And, tbh, Wyrd probably makes much more money off of new models than they do from decks of upgrade cards, which reduces the incentive to put them out. As such, I applaud the effort behind getting this work done.

Overall, I would call their effort successful with a few stumbles. A number of masters that needed help got it in spades with these upgrade cards. We’ll have to wait and see how many of them end up being as effective in the game as they look on paper, but just the fact that people are excited to play Toni Ironsides, Mah Tucket, and Lady Justice can only be considered good things for Malifaux overall. Other masters that were already pretty good got new tools added to their toolbox. Dreamer can play a melee oriented game. Pandora can act as a limited summoner. Dr. McMourning greatly expanded his hiring pool. I think this was the best part of what was done here, and I wish we would have seen more of it. It seemed like an effort was made not to take some of the already strong crews and make them stronger, but rather give them some different choices to try. This was for the most part effective, but there were some odd glitches. Both of Collodi’s upgrades have been dismissed by every reviewer I’ve seen, as adding a melee attack when he can already use his main attack, one of the best in the game, in melee is redundant and unnecessary. The teleportation/summoning upgrade he got feels janky. Contrast this with Hamelin, who is arguably one of the strongest masters in Malifaux Gaining Grounds 2017 (if, paradoxically, one of the least played due in part to the large number of models required and the general “uck” feeling he inspires in most people.) His new Plague Pits is a flat-out strong upgrade that is going to be played often, allowing Blight become a viable main attack strategy, and doesn’t seem to cost him a whole lot (Hamelin crews usually could afford dropping an upgrade to make room for it.) Add to that the ability to work around the “no-unburying-on-turn-1” clause of Viktoria’s Soaring Dragon upgrade using the Scion of the Void, and the top 2 Outcasts seem to have the majority of the potentially negative-play-experience upgrades in the book. This feels like a mistake, and I would expect that the Soaring Dragon thing will get fixed with an errata, but that won’t be happening until January. And, look, it’s early yet. Some of these things may end up being overblown. Plague Pits may not be such a big deal, and Collodi’s Doll upgrade may actually be really good and we’re all just not seeing it. I don’t know, and I’d be the last one to stake my reputation on theory-craft (as I’m, frankly, quite bad at it.) But, the thing to remember is that these are the exceptions, not the rules. Most of the new upgrades are at least interesting, and it blows open crew design from the end-of-GG-2017 funk I think many players have felt. It’s hard to consider this aspect of the book to be anything but a win, and I applaud the effort Aaron and the other designers put into this.

               One of the highlights of most Malifaux books (for fluff nerds like me) are the stellar short-fiction offerings included to advance the story of the game world. It seemed, however, like the fluff wasn’t as big of an emphasis here as we’ve seen in other Malifaux books. Where, previously, the factions sections would have been bookended with stories that incorporated elements of each of the factions and (usually) provided the big thrust of the story developments, in Broken Promises there were just the 7 short stories for each faction. The overarching theme was two-fold: the Guild cracking down in Malifaux and the other factions trying to endure while individuals advance themselves through acts of betrayal. Most of the stories were well-written, and I liked what they offered. The McMourning focused story from the Resurrectionist section felt a little odd, in that the doctor effectively threw his Guild badge in Lady Justice’s face but will remain a dual-faction master from the game’s perspective. The Outcast story, while feeling a little bit like fanfic in terms of the need to have major-character after major-character show up for a cameo, was at least interesting from the perspective of solidifying the faction and giving them a home-base in the Outlands in the wake of the Guild outlawing mercenary work. The Gremlin story was…well, it was what you expect from Gremlins. If you like it, you were probably delighted. If you don’t, this won’t change your mind. I’d like to see the Gremlins mix it up with some of the other factions more frequently, personally, as we’ve been told since the beginning of M2E that they were going to be important in the coming wars with the Tyrants but, apparently, seem content to sit in the bayou and argue amongst themselves rather than doing anything meaningful. But the story I found to be least in keeping with the overall aesthetic was the Guild story. I get what Mason was going for here: trying to craft a comedy piece featuring the masters of the Guild in their off-hours, mingling inside their Enclave’s break room downtown. It was reminiscent of shows like the Office, with only the individual confessional-style interviews missing. But it felt tonally incongruent with the rest of the book, and I don’t think it worked. Personally, I think something could have been done to explore a member of the Guild getting screwed over in the new regime (or vice-versa) and this story would have felt more at home in an issue of Wyrd Chronicles. Plus, how does Lady Justice play poker? She can’t see what’s printed on the cards?

               The graphic design of the new book is really strong. A number of masters got the sort of touch-ups and updates that we’d previously seen for Dreamer and (if you had access to Through the Breach’s Core Rules) Von Schill, leading to tantalizing speculation on whether some of these incredible redesigns are going to be converted to alternate sculpt miniatures. One assumes the Dreamer is coming for sure, as the kid in the nightshirt feels odd to play as the Cricket-Bat wielding sociopath he’s becoming. For whatever reason, the Ten Thunders masters got a number of updates, including a very cool image of Lynch with cards flying around him and burnt-out eyes, as well as a much more lithe-looking Yan Lo and a grungier McCabe in a duster. I wonder if they’re not in line for a refresh simply because they were released as Wyrd’s first efforts at plastic and, to be honest, many of the models don’t live up to the current sculpts. The only place that the art design falls down, in my opinion, is where they’ve recycled art from previous publications for use here, as the styles don’t always match with the newer, grittier pieces. It wouldn’t be as jarring if they were consistent (IE new art in the short fiction stories, old art with the upgrades) but when they switched back and forth it was a little jarring. It was particularly weird in the Resser section, where some art of McMourning and Nicodem were resurrected (fittingly) from the 1st edition days to represent them. Weird.


               So, overall, I think the crew at Wyrd really succeeded with Broken Promises, especially from the perspective of Malifaux the Game. There are no obviously dead models coming out (arguable, but it’s my review so you can deal with my opinions) and the new upgrade cards improve the game by expanding the options available to the masters. The production for Broken Promises had a few more rough edges than I’m used to seeing in Wyrd products, but if sacrifices had to be made somewhere, I suppose some hiccups with the fiction and art can be forgiven. Broken Promises is a fine product, overall, and keeps the strong tradition of Malifaux sourcebooks going. 

Misery and Woe: A Pandora Tactica

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It’s the strategy article this week, and it’s going to be an extra-long one. Why? Because you asked for it! Or, specifically, because one of our patrons asked for it. Patreon user CobalttheUnicorn requested an in-depth tactica for Pandora, so that’s what we’re going to do. Hopefully your recovery is going well, Cobalt. We at Malifaux Musings wish you the best, and let’s get on with the misery!



Background


The Mistress of Sorrow, Pandora carries a mysterious puzzle-box which contains one of Malifaux’s Tyrants, Despair, who grants her power while slowly corrupting her mind. She can use it to release some of her minions, spirits called Sorrows that inflect negative emotions on those around them. Her own powers amplify this, prying the insecurities, fears, and mental derangement from the depths of an enemy’s mind and using it to drive them mad. In 1st edition Malifaux, Pandora was probably the poster child for “This is why everyone hates Neverborn,” as she could chain together unlimited strings of her Incite action, giving her nearly unlimited movement on any given turn, and would take advantage of the way Terrifying used to work to essentially sweep enemy models off the board without letting them react in any meaningful way. It’s somewhat fitting that a master like Pandora would be a negative play experience, using her Misery ability on opponents, but a slightly reduced version was necessary in M2E to improve game balance.
There are a number of short stories featuring Pandora in the Malifaux canon, too many to mention here. One of my favorites is The Malifaux Orphanage for SickChildren from Storm of Shadows, which describes Iggy’s transformation from a normal (albeit troubled) young boy to become a Woe like Candy and Kade. She’s conspicuously absent from the action in Book 5, which may tell more about her allegiance in the Neverborn Civil War than is immediately apparent.

Base Abilities

Outside of her Willpower of 7, Pandora sports one of the least impressive stat lines of any master in Malifaux. Df of 3 is just pitiful. 10 Wounds is average (possibly slightly below, as Wd totals on Masters have started to bloat as the game’s gotten older). Wk and Cg 4 is pretty sad, too. But, as is often the case with the Neverborn, it’s what’s below the surface that counts.
Her abilities are what really define her playstyle. Misery creates a 6” aura around her where, any time an enemy model fails a WP duel, they then take 1 point of damage. This “death-by-a-thousand-cuts” ability is significant because it counts as a separate damage source than the action that initially triggered the WP duel and, as such, the damage isn’t reduced by Armor (as Armor can’t reduce damage below 1) and gets around Hard to Kill (as the initial action’s resolution would do the damage to put the enemy model on 1 Wd, and then Misery finishes them off.) This becomes more significant when you add in other models with overlapping Misery bubbles, as we’ll mention later, but it can add up more quickly than you would think. Because of Misery’s limited range, many Pandora builds revolve around bringing enemies within short to medium range to maximize the number of failed WP duels over the course of the game.
Her next two abilities work hand in hand in many cases. Expose Fears allows Pandora to resist with her WP instead of her DF in any opposed duel. Thus, her sad DF of 3 is much less significant, as any attacks your opponent throws your way will let you use the better stat. However, any Simple Duel will still require the use of DF, so watch out for those in the enemy crew. Additionally, she considers the duel to be a WP and, thus, succeeding at resisting an attack triggers the next ability: Fading Memory. Whenever she wins an opposed WP duel against an enemy model, Pandora immediately pushes up to 4” in any direction. So, if an enemy charges her and misses the first attack, you can push out of basically any model’s engagement range to prevent the rest of the attacks. If she’s getting shot, she can use the ability to get out of LoS or at least behind some cover for any subsequent attacks. Basically, if an opponent is going to come at the Queen, they’d best not miss. Her final ability is Martyr, and it doesn’t come up quite as often. It lets her pull a point of damage onto herself if it would affect a friendly Woe within her 6” bubble. She isn’t exactly overflowing with excess wounds and her crews typically don’t feature an excess of healing, but this can end up being a lifesaver for weaker Woes like her Sorrows.
All of these abilities combine to create a master who is very interested in getting to medium-short range, pulling as many enemies as possible within her sphere of influence, and inflicting Misery upon them (literally and figuratively.) Expose Fears and Fading Memory make her hard to hit, but brittle. Thankfully FM isn’t a trigger, so it can’t be negated by abilities like the Executioner’s Certain Death ability, but if an opponent can hit her she’s going to snap and break quickly.
Pandora’s two main Attack Actions are Self Loathing and Self Harm, both of which cause a target that fails a WP duel to inflict the damage of a melee or shooting attack on themselves after they fail (plus one additional point for Misery.) Self Loathing is slightly better with a Ca of 7 as opposed to Self Harm’s 6, which is of course off-set by the latter’s longer range. On the base card you’re stuck with the damage track of the target’s attacks but, with an upgrade, you can at least ensure that you have a 2/3/4 available in-case theirs is worse. Her (0) action Incite is one of her main mobility tricks, as it is an opposed Wp duel and succeeding at it counts for Fading Memory to give her an upfield push. Additionally, it places the condition Mood Swing on the opponent, allowing you to select that model to activate whenever it is able to do so, in place of the model your opponent chooses to activate. Being able to dictate your opponent’s activation order to them is very powerful, and can allow you to get away with leaving the Doppleganger at home from time to time, as forcing a sub-optimal model to activate first will often be even better than being able to cheat to go first. If you can flip a Tome for the Mass Hysteria trigger, you can immediately take the action again, giving you more mobility. Finally, she has a (1) Tactical Action called Inflict which forces all enemy models in a 4” pulse to succeed on a TN 14 WP duel or suffer 1 damage (plus 1 for Misery.) This one isn't utilized as frequently, but can be put to good use against clumps of low WP models to, at least, drain some cards from their hands.

Upgrades
 

               The second defining factor in Pandora’s playstyle comes from her choice of Limited upgrade. She will almost always bring one of them, and will more often than not fill all three of her upgrade slots. I’ll go through three common Pandora load-outs and describe how they’re typically built and played.
               The first Limited option is The Box Opens. This upgrade lends Pandora towards what has been described by many as her “melee build,” which focuses on taking her Misery aura and adding on more and more things to make it a bubble of bad for the opponent. TBO gives her Terrifying all 13 which, given that her melee range is a respectable 3”, lets her tie up a number of models in it at once. Often this upgrade is paired with the generic Neverborn upgrade Fears Given Form which forces any model that activates inside the bearer’s engagement range to take a TN  14 DF duel or take 3 damage immediately. You do have to be careful with this one, though, as friendly models have to take the same test, so Pandora will often be running around on her own when this upgrade is equipped. You may want to pair it with something like Aether Connection to give her some added damage prevention to offset the isolation, though this may fall under the category of “a good idea for newer players, but not necessary for the more experienced.” Often, you’ll find models working to fan out and stay out of her bubble, only feeding her non-essential models or those that are able to stand up to her punishment while the rest of the crew scores VPs, so pairing it up with something like Nekima or another heavy beater to support where she can’t go is typically a good idea.
               The next, and probably most hated, option is the Voices build, or Paralyze-Dora. Most of the M2E “negative play experience” commentary from Dora comes out of this build (for more on this subject, see the April 1st episode of the High Fauxdelity podcast.) The upgrade gives her the relatively innocuous ability “There is no shelter here” that makes the damage from Misery irreducible. That’s not such a big deal. However, it also adds a crow trigger to Self Harm and Self Loathing that reduces the damage to 0 and applies the Parlayzed condition to the target instead. In order to make this trigger more reliable, you also include the Depression upgrade, which gives her a (0) action to discard a card and add the suit to all of her duels for the remainder of her activation. Thus, for a low crow, you can now paralyze 3 models a turn. Players will often pair this with Fugue State, punishing models that take Interact actions within 8” of her by forcing them to succeed at a hefty TN 15 WP duel or take a point of damage (plus one from Misery, if they’re within 6”.) This is probably the safest of the builds for her, as Paralyzed models are incapable of hitting you back, but it can be vulnerable to crews with efficient condition removal like Ten Thunders Low River Monks and Sensei Yu or, if you’re unlucky, a turn where you fail multiple duels and only get a small portion of the enemy crew locked down. It is not, however, a great way to win friends among your play group. Most folks that bring their little plastic toys want to actually play with them, not activate and pass because you keep beating them at WP duels. Definitely not a friendly thing to do to someone who is just learning the game.
               The new Limited Upgrade Pandora got from Broken Promises, Woe is Me, lets her act as a summoning master. Because we Dora players weren’t hated enough already, apparently. Ok, it’s not that bad of a summon, as it “only” lets you call in Sorrows. Moreover, it can only be done by placing the Sorrow next to an enemy model with one or more conditions, and the enemy can subsequently choose to end any of those conditions they wish. On the plus side, this upgrade gets around two of the weaknesses of the Sorrow, their slightly-too-high soulstone cost and their limited mobility. Now you can just drop the nasty little blighters in the middle of the action where you want them and call it a day. Moreover, unlike most summoners, Dora’s Sorrows come in at full health, which is not insignificant. Base contact with an enemy is where a Sorrow wants to be, as they can then pull a Wd off of that enemy model when they activate with Life Leech. And, of course, there’s the fact that Sorrows bring their own Misery aura which stacks with Pandora’s, turning those little 1 damage slaps-to-the-wrist into 2, 3, or 4 damage wallops every time the enemy fails against Incite. This is even more significant when you consider the other ability from Woe is Me, Growing Woe. Any time an enemy is killed by the Misery Aura while the upgrade is in play you can summon her totem, the Poltergeist, for free. Any time you can swing 4 AP like that, it’s a good thing, and the Poltergeist is an underrated totem that didn’t see a ton of play due to the relative ease with which it can be killed and it’s relatively high cost (who ever heard of a 5SS totem, anyways?) You’ll probably want to bring Depression with this build as well, as the summons require an additional Mask. Moreover, it gives other friendly Woes within Pandora’s LoS (read: the Sorrows you just summoned) an attack targeting WP (meaning it triggers Misery) that can force a model that fails to activate last. Good stuff. It’s still pretty early in the Broken Promises era to come to any conclusions, but the limited testing I’ve done with this so far leads me to believe I may have initially underestimated Woe is Me. There are a lot of conditions in Malifaux. I mean, a WHOLE LOT of them. this upgrade doesn’t distinguish between positive and negative conditions, either. An opponent who spends an AP to give a model Defensive or Focus has now provided you with a summoning battery. It’s possible my experience with this isn’t typical (Phiasco typically plays 10 Thunders and they’re notorious for throwing Focus around like it’s candy,) but I've had no trouble having good targets with positive conditions they don't want to remove availabe. Two of the new strategies from Gaining Grounds 2017 place beneficial conditions on models that can’t be removed by actions, even if the model WANTS to remove them. And you can always use your Incite or condition applying actions to put them out yourself in a pinch. Iggy would be pretty clutch for this (more on him later.) And we already know how potent an effect summoning can have on the game. So, to be determined, but there may be some real meat to be found in this version of Dora. Time will tell if it’s good enough to replace Voices as the go-to Limited.
               In addition to these, she has a handful of other upgrades as well. Cry for Me gives her a (1) Ca 7 attack to hand out a condition imposing a negative flip to WP duels on enemy models that fail until the end of the turn, with a double Mask trigger to place a blast marker and spread it around. This used to see a little bit of play, particularly if you thought you were going to go up against something that had a decent chance of resisting your attacks, but as more upgrades are added to the game and slots get tight I’ve seen it fall out of favor. Her other new Book 5 upgrade, Rile Them Up, has a few more interesting possibilities. It costs 2 stones, which is a little hefty, but it gives her the ability Mania to discard a card and take the Incite action an additional time using one of her general AP. I could see this being useful for games where mobility will be at a priority or, if you’re feeling feisty, where you’re going to try for a late-game Undercover Entourage run for the opponent’s deployment zone. It also adds a Mask trigger (so, built in) to Self-Harm and Loathing that lets you replace the attack’s normal damage track with 2/3/4 and makes the damage irreducible. Potentially, this could be useful for any of the Limited builds, though the most obvious synergy goes with Melee-Dora (who could have some odd hiccups killing models that don’t have good attacks for her to steal) and Woe is Me (who can use the additional Incite either to throw out some more conditions for summoning or because she had to use her (0) for Depression to gain masks.) This one may end up being scheme pool dependent, where you bring it for the aforementioned Entourage run or to give her a better shot at Master killing in Neutralize the Leadership. Still, it’s got some decent utility.

Support Models        

      

               Obviously, anything with Woe under its characteristics has potential to be added to her crew and used effectively. Her box set is one of the few that you can pretty much open, assemble, and run and have a relatively effective crew. Candy finds her way into a lot of Pandora crews to this day, mostly because of the potency of combining the Mood Swings condition from Incite with her Sweets ability to paralyze an enemy model. Kade falls in and out of favor, mostly due to his fragility. If you bring him and he can get a couple of his damage buffs running, his Carving Knife can dish out a horrific 5/6/8 damage track. If you can afford it, equip him with Depression instead of Dora to let him pitch a crow and make one of his triggers built in. Also, if you’re bringing Kade, bring Teddy. You wouldn’t make a sweet little baby go out without his Teddy, would you? What kind of a monster are you?

               Oh, right, the kind that plays Pandora. Never mind. Forget I asked.

               We already talked about Sorrows a bunch above, so let’s move on to other stuff to hire in. First of all, it’s the Neverborn, so I’ll just point at Nekima, the Doppleganger, and the Primordial Magic and assume you already know why you might want to bring those. Moving on.
Besides Candy and Nekima, there are a couple of other henchman options that can play well with Pandora. The Widow Weaver would be an interesting henchman to bring along if you could ensure her safety, as the Web Marker Willpower penalties can be devastating. The problem, of course, is that she can only place them within 6” of her and a stiff breeze will blow her over, taking her Webs with her. She’s not my favorite option, but if you’ve got some amazing defensive tech to keep her alive then by all means, bring her out. Barbaros is a little bit pricey, but I don’t think he gets the praise he deserves. I’ve written about how rude challenge is before, but that WP duel to target anyone but Barb is just disruptive as hell. I think he could be particularly useful in a Woe is Me build to help protect your newly summoned Sorrows. And if they fail the WP duel to target anyone else, their action fails AND they take damage. That’s just rude. Plus there’s something to be said for not entirely focusing your crew on WP attacks, as the wrong opponent will end up laughing at you since WP is, on average, higher throughout Malifaux than Defense. Opposing Nekimas, in particular, will be thrilled with your choice. So Barbaros and other DF targeting models can help broaden your focus a bit and offset some of those bad matchups.
The minion pool is actually a bit more shallow from a Pandora-oriented focus than you might think. Normally one would think Beckoners would be a natural fit, and they can be under the right circumstances, but their 7 stone cost puts them in direct competition with the enforcer Lillitu, and Lillitu’s just better in most cases. Some people don’t care for them due to their relatively low wounds, but I think Insidious Madness makes for a pretty good scheme runner that can change gears and support your offense in a pinch when necessary. If you’re playing Woe is Me Dora you can hire Guild Reporters, who have obvious synergy with Dora. It’s kind of your choice which scheme runner you prefer, and in some cases it may depend on the job you’re asking them to do, but the reporter is a stone cheaper and is better at removing enemy markers than the IM. And performers are solid mercenary hires, as Siren Song and Seduction both play well with what a Pandora crew is trying to accomplish. Not to mention we could all use a bit more "Don't Mind Me" in our lives.  
There’s a lot for Pandora to like in the Enforcer slot, by comparison. I already mentioned Lillitu, who has the Rotten Belle level Lure spell available on a sturdy enforcer’s body. Lure is especially important for melee Dora, as you need to draw models into her bubble so she can be fully effective and they’ll likely be trying to stay as far away as possible. Iggy is a workhorse enforcer that, for a measly 5 stones, gives you another source of Martyr, another (0) Incite, a Rg 12 attack to hand out Burning +2 (hurray for more conditions to use for summoning), and/or a pretty decent WP penalty on enemy models within 6 of him that haven’t activated yet. Having 2 Martyrs gives you a great deal of ability to manipulate wounds, as you can either pull 2 wounds off of a Woe and split them between Pandora and Iggy or chain one single wound down the line (IE if you can afford to put the wound on Pandora but she’s more than 6” away while Iggy is closer but on low wounds, Iggy can snatch a wound off with Martyr and then pass it on to her.) Teddy is a sentimental favorite that would see more play if he was a little faster and a little bit tougher to hit. He’s good for a themed crew and fun to use with Kade. Plus, if you’ve been playing as long as I have, you probably have at least three sculpts of him lying around. And Bishop can be an interesting Merc to hire in, as his melee attacks can target either WP or DF.
The last few books have been kind of a desert for new Pandora crew members, but the Crossroads Seven enforcer Lust is an exception. Nine stones with the merc tax is a little steep, but she brings a pretty solid suite of unpleasant abilities when combined with Pandora. Her “Now, Kiss!” Attack Action can potentially force the enemy to make 3 separate willpower duels in exchange for 1 single AP from Lust, which is some potent Misery activation on top of potentially disrupting the enemy’s plans and positioning. Pair two uses of that with her (0) action which also triggers a WP push, that’s a grand total of 7 potential damage per Misery bubble in which the targets are trapped when doing it. That can get nasty. Book 5 doesn’t have anything specifically for Dora outside of her new upgrades, but there could still be some useful tools here. One of the things you see often with most Pandora builds is a tendency by the opponent to spread out and stay away from her auras. Adding a Grootslang or two to your crew gives you a way to rapidly redeploy to counter this. I envision Pandora and team deploying in the center of the board with the two lair markers deployed in what you think will be high-traffic areas on the flanks, allowing your Groots to deploy rapidly to them and cut off the enemy’s retreat. Bultungins have interesting potential to serve as low-stone beaters and potentially to avoid shoe-horning your crew into being all WP all the time, but they’ll likely have more synergy with other masters like Titania or Collodi who can better exploit their abilities. There are a couple of mercs as well, though none immediately trip my trigger. Soulstone Prospectors have to compete with other 7 stone positioning models, and I don’t think they do well versus Lillitu. Bayou Smugglers are interesting as well, as 6SS is relatively low, can grant you some abilities to manipulate your hand, and their The Swap attack targets WP and either gives you a card or lets you screw with positioning. Don’t know if it’ll be an amazing addition at first blush, but there are possibilities here as a defensive flank holder to grab and position markers to mess up scheme completion.

Harvester of Sorrow: Putting it All Together





Pandora is a tough but brittle master that lives off of projecting auras of sadness and badness to the enemy anywhere near her. There are three main builds defined by which of her Limited Upgrades you bring along, and all of them are effective in their own way. The Melee Pandora wants to get up close and personal and force the opponent to take incidental damage for doing the things that they want to do in an average turn anyways. Voices Pandora is going to try to paralyze models at range, and it actually says on the Voices upgrade card that your opponent’s soul takes a point of damage every time you do this. And the new Woe is Me upgrade lets her summon her small Sorrow minions and, potentially, her Poltergreist totem off of models with conditions on them. Her crew has never historically had a set of “in every Pandora crew include X” type models outside of the standard Neverborn staples of Nekima, Doppleganger, and the Primordial Magic who, in several cases, have alternatives which can even make them dispensable. But it’s really more about building a crew to exploit the area of denial that she creates by her very presence and ensure that you can run down and foil anyone who tries to fan out to escape her wrath. Pandora really isn’t as nasty of a Master as everyone thinks she is (though don’t tell people that. 1) they won’t believe you and 2) it’s more fun to keep the mystique in place) and can be fun to play if you enjoy her style. So give her a try, already! 

Halloween Fluff Week!

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We’ve got a little bit of a potpourri post today (I have a feeling the fluff/story posts are going to be like this in the future.) We’ll run through some quick Mini-Musings, take a look at a Dreamer Trick-or-Treating crew I’ve been testing in honor of the holiday, and end with an excerpt from a longer piece of Malifaux fiction I’m working on at the moment, Shadows and Void, themed around the origin of a Death Marshall. I’m planning on turning this into a novel for NaNoWriMo in November, because I’m a masochist and I enjoy hurting myself. So look forward to hearing more about this in the future.

-The PDF of Broken Promises is available on DriveThruRPG. So…go get it? Assuming you don’t have it already. I mean, come on. You’re reading this blog. You’ve probably got it already.

-The Homefront campaign has entered Block 2. The Sandmen score 2 Strategy Points. The Order of the Chimera scores 1 Strategy Point. The Council pulls up the rear with no points. For Factions, the Gremlins receive 2 Scheme Points. The Ten Thunders, the Resurrectionists, and the Guild all receive 1 Scheme Point. The remaining Factions score 0 Scheme Points. One assumes that the Neverborn’s votes were cancelled out by the Sandmen winning, but that’s the way the cookie crumbles. I’m actually a little sad the Council isn’t doing better, as I like the story behind what they are. Hopefully Council stuff finds its way into the game at some point in the future.

-A new issue of Wyrd Chronicles has been released, with some good stuff in it. Rathnard put in an article for starting Guild on a budget, which I think will interest a lot of folks. There’s a Tactics article submitted by your humble bloggist discussing four masters who Broke Promises in the most recent book and the power increases they’ve received in exchange. And there’s a fun Through the Breach scenario where your Fated take some kids for Trick-or-Treating in Malifaux. Hint: It doesn’t turn out well. Additionally, they announced that Lady Justice won the story event based off of Gencon sales. So, eat it Rezzers. I guess. We’ll get some fluff for what happened later.

-Wyrd has announced the Get Gourd pumpkin carving contest. Carve a pumpkin with some sort of Wyrd theme. Post the picture. They’ll draw five random folks to get a Carver miniature, and they’ll vote internally on a winner to receive a Through the Breach Hannah. None of you reading this should enter, so I can win. Seriously, don’t follow this link. Don’t post pictures. I want 5 carvers and a Hannah.

-Once again, I’d like to thank our Patreon supporters, Richard Nave, CobaltUnicorn, Kevin Tapper, John Spencer, and our newest patron Moritz Hampel. We’re halfway to our next goal, unlocking a Malifaux Musings Twitch channel for streaming games played over Vassal. And remember, if you’re signed up as a patron for even $1, you get an entry in our monthly raffle to win some kind of cool Malifaux limited models. This month’s raffle is an older Miss model from Gencon, Miss Terious, an alt Ortega themed Death Marshal. Additionally, I’ll be throwing in a Halloween surprise, some miniature Jack-o-Lanterns to be used on the bases of your models. And I mean, come on, it’s a $1. You’ve got a dollar, right? Just follow the link, throw us some shekels, and let’s see what we can build this thing into.

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Dreamer Goes Trick or Treating


               So I mentioned above the Tactics article I wrote for this month’s Wyrd Chronicles, and one of the issues I ran into with my plan was this: I was going to write about the Dreamer (or, more properly, his patron Nytemare) and how he had screwed over Lillith in the Neverborn story from Book 5. The idea was that I would then talk about the upgrades and models from the book that boosted their power level, ostensibly as a reward for breaking their promises. Here was the thing: it’s obvious what Dreamer got in Book 5. Growing up and Sleep Cycles lets you play him as a melee master that swaps back and forth between the little Clockwork Orange wannabe and LCB. But when it came to models, there wasn’t a ton that jumped out and screamed “this is specifically of use for Dreamer.” Serena Bowman was there, of course, and she has some synergies with him, but I was a little lost on what exactly she was supposed to do. Give models Nightmare and Black Blood? Ok…why wouldn’t you just have Lelu and Lillitu? But then I heard the Arcane Reservoir podcast episode discussing the Neverborn and, specifically, heard them gush about how solid the Bultungins seem to be for their cost. This tends to be a bit of a blindspot for me: I can see the super awesome high-costed models and can picture their role, but I miss at times how effective low-cost stuff can be. And then it hit me: Bultungins get a free (2) ap attack when they get pushed into melee range by another model’s actions. What crew has a lot of those? Well, Dreamer has Empty Night and Daydreams have Lead Nightmares, but Bultungins aren’t that...except when you have Serena, and she gives them an upgrade so they count as one. And thus, this crew list was born.

50 SS Neverborn Crew
Dreamer + 4 Pool
- Growing Up (1)
- Sleep Cycles (2)
- On Wings Of Darkness (1)

Daydream (2)
Daydream (2)
Lilitu (7)
- On Dreaming Wings (2)
Serena Bowman (7)
Doppleganger (7)
Bultungin (5)
-Warped Reality (1)
Bultungin (5)
-Warped Reality (1)
Bultungin (5)



So the main theory here is to use the numerous pushes, pulls, lures, etc. that are available in the base crew to lead the Bultungins (little kids) around the neighborhood so they can trick people (smash them with big axes.) I wanted to test Growing Up, so I included it even though the summoning upgrade is probably better. It makes sense with the theme as well, as we know that Dreamer has developed a fondness for going around and smashing pumpkins with his new cricket bat. From the Shadows on the Bultungins can be used to get them up into an early strike/surprise position, but I don’t know that it’s really necessary. Plus, the benefit of leaving them close by is that you can target them with Serena’s “The Things I’ve Seen…” and give them Black Blood (while hopefully also triggering to put Black Blood on other stuff, like the Dreamer himself.) That would be your Treats that your crew is handing out to the other whenever they get hit.
I played this with Jon’s Parker crew on Vassal a few nights ago using a version of Gaining Grounds 2018…from several weeks ago. We set the game up then, and only just finished it Tuesday, so of course many of the schemes had changed (and one no longer existed.) So I’ll not belabor the details of the game (and this is certainly not because I lost. You’d be a fool to think so.) I was kind of surprised in game which parts of the crew worked and which parts didn’t. Fortunate draws let me hit Serena’s trigger so that, by the time combat started in earnest, I had made two of the Bultungins, the Dreamer, and the Doppleganger have Black Blood. This let her serve as a reasonably effective force multiplier later on in the game. Also, using the Daydreams and Dreamers’ pushes to throw the Bultungins into combat worked surprisingly well. What I needed to do was A) Equip the Dreamer upgrade to give him accomplice and B) Remember to use Accomplice when possible (IE with the Daydreams.) At one point I left a Freikorps Librarian on 2 wounds from a Savage Mauling attack but forgot to Accomplice and finish him, and that Librarian’s heals would plague me the rest of the way. Even better, Dreamer’s Empty Night lets you push, attack, then triggers the Savage Mauling as well! That’s pretty spicy! On the other hand, Dreamer’s LCB shenanigans really didn’t end up doing what I wanted at all. I’m not that experienced with him, so in my head I thought I’d be floating up to Waking +4 and popping out the big guy every turn or something. I only really could do it 2 out of the five turns, and he didn’t do as much damage as I was hoping when he was out there. On the other hand, the cricket bat+summoning+ranged attack+Empty Night made for a pretty versatile, solid all-around master, which I also didn’t expect.
               There are a few changes I’ll probably try out with this crew.  Obviously, working in the Accomplice upgrade will be important. I think the Summoning version of Dreamer may almost be better at this after all, as Dreamer was kind of stuck between wanting to support his crew and wanting to get stuck in every turn. I think a more focused crew could actually be pretty solid.

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As stated above, this is an excerpt from a story I’m writing about the recruitment, training, and eventual early missions of a Death Marshall named Burns from the early days of the second Breach. I hope you enjoy. As a reminder, one of the perks of being a $5 or higher patron on Patreon is access to early drafts of my fiction as I’m working on them.



 “I want you to join the Death Marshalls.”
Sometimes, I wonder if my answer would have changed if I could see the hell hiding behind those words. The Death Marshalls. It sounds ridiculous when you say the name out loud, like something from one of those cheap adventure novels they sell in the shops. I have a hard time imagining Lady Justice or the Judge ever saying it, let alone thinking it up in the first place. I would come to find out soon enough, however, that the ridiculous name fit exactly with the mission to which I would soon dedicate my life. Death Marshall. A law enforcement officer for the dead. Only a hole of a city like Malifaux could need something like that.
Of course, at the time the name meant nothing to me. The grim faced coffin-slingers with which the average Malifaux citizen is today familiar had yet to make their appearance in the streets in those early days. Most of them were like Vinton, a man in a relatively fine looking duster with a shiny new gun and a shinier, newer badge pinned to his chest. I almost laughed in his face, but reminded myself that this was my only ticket out of this cell. I tried to play it coy, but we both knew my answer before I ever gave it. All it took was a nod of ascent, a word from Vinton to the Guardsman posted at the end of the hall, and I was out and freed. There wasn’t even any paperwork to sign, and for the Guild that is really saying something. 
What happened after that? Sometimes I’m not sure I remember it rightly. Other times it’s all I can do to drive the memories out of my head. Imagine the worst physical exertion you’ve ever experienced, coinciding with mental stress designed to push you to your limits before shoving you so far past them you forget they were ever there in the first place. It was Hell, if Hell gave you the option to quit at any time, so long as you were alright with being executed. 
We drilled our bodies to the point that they were an interconnected series of scar tissue and hard, lean, whipcord muscle. We drilled our senses until we could spot the tiniest signs of necromantic magic, even while being shot at. And our minds...well a Death Marshall’s mind has to be a fortress, since the gift of necromantic magic also tends to come with an ability to warp people’s perceptions or fill them with terror beyond the mortal ken. We were subjected to constant mental assault, often when we were in the middle of some other exercise, and never with warning. Some of the magics they used on us would earn an average citizen a bullet just for talking about them. It was constant. It was unrelenting. It was torture dressed up as education.
Many who went into the academy sane came out broken and cold, and those were the Marshalls who graduated. In our first weeks, our instructors encouraged us not to fraternize with our fellow recruits. I didn’t understand why, thought it was just some BS to keep us focused on our training. A young woman named Winters hit it off with me after the first day when she deflected my fumbling attempt at a wristlock and left me on my back with a knot the size of a potato growing from my forehead. She was a no-nonsense, balls to the wall soldier, one of the toughest people I’ve ever known. I watched her reset her own dislocated shoulder in the middle of a hand-to-hand combat drill and then go on to win the damned thing. She was one of the early guardsmen, first through the Breach when it reopened and, unlike many of her peers, actually still cared about keeping the people of the city safe. She should have been exactly what the recruiters were looking for, but they could see something I missed.
She cared TOO much. It turned out she had been pregnant once, years prior. It was going to be a daughter if she hadn’t been stillborn. It was the sort of entirely mundane trauma that makes up the background of most people, but Death Marshalls can’t be most people. Our instructors filled our minds with images of failure: innocents murdered, children stolen, friends and family members lost as a result of our actions. It went on for months, and the rest of us didn’t see it eating away at her until it was too late. One morning they played reveille and she didn’t leave her bunk. The instructors went into the dorms to find her clinging to her mattress, a picture of some little girl she’d found and decided was hers clutched in one clawed hand. She had convinced herself that it was her fault these phantoms in her mind kept dying, and unless she hid herself away it would keep happening. She thought she had even gotten her daughter killed, though how she could have come to that conclusion I’ll never understand. As we stood in the drillfield listening to her howling shrieks, we knew it was too late for her before the instructors hauled her bodily out the door, two men dragging her by the arms. We didn’t even resent them for it when they took her behind the barracks and we heard the pistol shot.
Frankly, it was the least they could do.


Dia de los Malifauxs

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When I was putting together my monthly rotation of post subjects, it seemed natural to throw in a regular hobby article. After all, getting models painted up and looking sharp is a part of this game that doesn't always get the credit it deserves. Plus, one of the few advantages the blog has over the numerous Malifaux podcasts is that this is a visual medium. I can put pretty pictures on here! And if it really took off, maybe it would even kick me in the butt and get me to start working on my stuff. 

Of course, then I remembered I have a family, a job, and lots of other things that take away my hobby time.

So I was in a bind. Do I need to alter the schedule? Drop the hobby post? I didn't want to, because it was a good idea regardless of my lack of painting time. And then this last week an idea occurred to me: I could use the blog to highlight some of the cool Malifaux models that other hobbyists have done! I see them all the time on A Wyrd Place, Twitter, and of course the painting forums on the Malifaux site. Why don't I email people and see if they want to show their work off? 

So this is my first efforts in that direction. For the probably 0 of you paying attention, I've decided to strip and repaint my Collodi crew. The puppet master and his marionnettes have had their old, bad paint jobs knocked off and are now waiting with several other models to get primed and painted. Also, I found an attachment for my dremel to use ultra-fine drill bits, so I pinned and touched up my Arcane Effigy. He looks like this: 


I know, still needs work. Anyways, let's look at some pretty stuff, beginning with our featured artist, Haydn Dean, and his Dia de los Muertos Ortega crew. 


From the first time I saw pictures of this crew, I was in love. It combines all of the best features of this hobby: a cool and creative theme, significant conversions/greenstuff sculpting, and a beautiful paint job. Plus it brings some attention to a holiday that is huge in the latin american community but is maybe just starting to reach the mainstream attention it deserves, the festival of the dead. All of the models from Perdita's boxed set are featured here, along with a converted Abuela Ortega and an Executioner. I'll just put the models up and let them speak for themselves. 







Pretty cool stuff, eh? If you want to see more of Haydn's work, check out his website at https://haychdee.com/ or follow him on Instagram at @haychdee. He's making a pretty savage looking Marcus crew right now that emphasizes the more bestial, horrific side of the Arcanist master, but here's hoping we see some Domadores added to the Ortega crew at some point in the future. 

Meanwhile, here are a handful of other models/dioramas that caught my eye this week. The first is a diorama by Paul Buntman from the Iron Painter rd. 2 voting, which is full of cool stuff and can be checked out here. 


Next is one of the most Halloween appropriate models I've ever seen, a Carver with some corn stalks from railroad hobby sets by Cade Zenner. 


With The Walking Dead starting back up last Sunday, it only seems right to include a TWD themed version of Asura Rotten by Bakti Victor. 



And, finally, I'm sure I'm not the only one eager to see a painted up version of Hungering Darkness's new alternate model. Well Brian Schlottman provided one! 


If you have work you'd like to see featured in future hobby articles, please feel free to drop us a line. We have a Malifaux Musings facebook page and twitter account (@MalifauxMusings) where you can contact us. Also, if you liked this post or any of our other content, consider pledging $1 a month to patreon.com/MalifauxMusings tohelp us grow and expand. Thanks to our new Patreon supporters, Craig Bishell and Moritz Hampel, who are entered into the drawing for this month's raffle. 

Product Review: Nythera

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Mini-Musings


-The November FAQ came out. There aren’t a ton of overwhelming things here, but a few things were clarified. First of all, the so-called “Schrodinger’s Hungering Darkness” question that arises with the Death Contract upgrade, wherein Death Contract could potentially be triggered repeatedly when paired with Rising Sun. Specifically, you Huggy doesn’t die, so it doesn’t trigger Death Contract. Additionally, Trixiebelle can’t redirect attacks from charges or flurries to other models, as she is the only legal target for them, you can’t butterfly jump into melee to block a ranged attack, and moving “up to” a certain difference can choose to move 0”. There are a few others. Go read it yourself. What am I, your secretary?

-The Get Gourd contest winner was Rene Luthje (I don’t know how to put accents and/or oomlots on with my English keyboard, so apologies for their absence.) Here’s a link to the images. Congrats to the winner and those who get carvers. Sadly my strategy of “Run out of time and don’t carve a pumpkin” failed me yet again.

-Round three of iron painter started Monday. The topic this time is Stranger Things. So, good luck to those who are still participating. We’re all counting on you.

-The winner of October’s Malifaux Musings raffle is Moritz Hampel. I’ll be putting your stuff in the mail shortly. Next week I’ll let you know what’s up to be won in November. How does one with this raffle, you ask? Well, I’m glad you asked, because the answer is by becoming a Patron on our Patreon page. Just head over to patreon.com/MalifauxMusings, become a subscriber on any level, and you’re entered into the drawing!

-Finally, I'm writing Shadow and Void to full novel length for NaNoWriMo. Come join me on my page, and maybe throw me some support. Cuz god knows, I'll need it...


***



Through the Breach-Nythera: Or The Political Ramifications of the Discovery of Neverborn Ruins for the City of Malifaux.

Writing & Design: Mason Crawford
Additional Design: Aaron Darland
Editing: Brandi Edgmon
Art: Harry Fowler, Jorge Gomez, and Bram ‘Boco’ Sels

               Released some time back, this book contains the material published during the worldwide event two years ago. It features the story of Malifaux’s discovery of a second ancient Neverborn ruin, Nythera, and the subsequent scramble by its players to claim it for its own. I played through this during the event itself, but the individual chapters have been collected and pooled together in a Penny Dreadful that is available on DriveThruRpg. Let’s take a look at how it all turned out. Also, if you’re a player, some spoilers may come out here.
The Nythera adventure consists of four acts and does an interesting job of taking characters from relative nobodies up to major players in the city of Malifaux. It literally begins with the misfit band being led to their execution on the Hanging Tree, just prior to their rescue by a pair of Wastrels with one foot in the Guild and the other in the Ten Thunders to do a job for them. The Fated are engaged to track down information on the newly discovered Nythera ruins and the efforts that people are taking to claim it for themselves. Along the way, they’ll have to retrieve Phillip Tombers from the middle of a firefight (literally) between two of Malifaux’s Masters, navigate between your saviors’ two factions as they try to pull you in separate directions, coerce a Brilliance addicted Friekorpsman to escort them into the badlands to Nythera itself, and eventually join a Friekorps assault alongside Von Schill while the winter witch Rasputina rallies her forces against you. In the end, it will come down to them to decide whether to release what is contained within or make sure it stays sealed forever. Either choice has consequences for the future of Malifaux…
The real highlight of this module is the amount of hobnobbing with major figures from the miniature game that occurs. Over the course of this adventure, the characters will come into contact with no less than 8 (and possibly 9) masters. Additionally, they plan a heist with Phillip’s Head (as an aside I, no joke, only got that joke when I played through this the first time,) enter an underground boxing ring, and encounter a wide swathe of the various creatures and nasties from the Badlands. Probably the most dangerous combat encounter comes at the end of Act 3, mostly due to the protracted combat against monsters with Black Blood (passive damage is very harsh in TTB), unless of course the players release [XXX Redacted by Order of the Guild XXX], in which case death is almost certainly assured. The investigation and journey through the wilderness makes up the brunt of the non-combat events. The module also includes stat blocks for 30 opponents in the “People” chapter, which greatly adds to the repertoire of what Fatemasters can bring to their games.
I liked this publication overall, but I have a few quibbles. For the most part, TTB goes to lengths to have the Fated have their own adventures without interacting with some of the more important Fatemaster characters. This serves a dual purpose, both by giving the Fated more agency and to avoid the feeling some players used to get when playing in established settings like the DC Universe or the Forgotten Realms where players know that, if things get too out of hand, Superman or Elminster can always show up to save the day. Additionally, if you keep the cameos down to a minimum, it helps to ensure that it feels special and cool when a character your players recognize pops up in the story. This module runs completely in the other direction. I thought it was fun, but I would understand why some people would feel otherwise. Also, to be honest, the second act of the story drags a little and likely is unnecessary to the overall story, as it mostly involves the players realizing and then confronting the Wastrels’ attempts to kill them at the demands of the Ten Thunders, but the rest are very interesting. Still, overall, I feel the plusses very much outweigh the negatives.
As an extra bonus, the module includes pre-generated characters which new players can use in the story. They’re a diverse group representing members of each of the factions, including an Ortega relative, a cyborg Doctor, and a human who was raised by pigs. One of my favorite parts of the Nythera event, unfortunately, isn’t included here, as the pre-gen characters had their own personal goals to complete every chapter when we were playing it live. Some of these were straightforward enough, but many were rather unorthodox like “make someone call you ‘Arizona’ during the game’ or ‘Squeal like a pig at someone until they demand that you speak English.’” Unfortunately, players will need to do a bit of adjustment to correct them for M2E, but they’re a good starting point.

So, in summation, I recommend this module for most Fatemasters. If you want your characters to go through the Malifaux equivalent of starting at the bottom and pulling themselves up through its tangled web of intrigues. It makes for a great self-contained story, and I honestly recommend cutting the campaign off after finishing the last Act and moving on to new Fated and a new storyline. So, check it out! 

Malifaux App Early Review

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               NaNoWriMois taking up a lot of my writing time and energy (writing a novel takes a lot of effort. Who knew?) So this is a bit late, and a bit brief. My apologies.


Mini-Musings


-Obviously, the biggest news of the last week was the launch of the Malifaux app. If you haven’t gotten a chance to check it out yet, you should probably go download it here. I’ll be taking a look at it in more detail below.

-There’s 2 days(ish) left on the Iron Painter. Good luck to everybody who is competing.

-The last several Malifaux Monday Preview articles have been showcasing pursuits coming with the next Through the Breach sourcebook, Above the Law. This book details the Guild and its various iterations. So far, we’ve seen the Marksman, Commander, Magewright, and Bureaucrat. One assumes we’ll see some of the various members of the Special Divisions detailed therein, perhaps akin to the Death Marshall Advanced Pursuit from the Core Rules.

***

Malifaux App mini-review




               The new app for Malifaux launched this week for Android and iOS. The app allows players to build crews, track their collection, and set-up and run games all from their phone. Furthermore, for only $10, players gain access to the full stat cards of everything in Malifaux, from now to perpetuity. You read that right: you aren’t going to have to pay $5 for every new expansion book that comes out. A one-time payment gives your Google or iTunes account lifetime access to every Malifaux model’s stat cards. That seems like a great freaking deal. I honestly expected it to be much higher and work like so many other fremium apps, with micro-transactions from here to the end of the game’s lifespan every time something new comes along. Plus, this prevents the need for constantly reprinting stat cards from Wargames Vault every time an errata comes out, which is a welcome change for many players, especially those who have to pay to have their new cards to be shipped overseas.
It feels slightly unfair to do a full review of the app at this time, as it’s still early in its release and, with a game as complicated as Malifaux, there are certain to be bugs at launch. The actual release itself was a little shaky as well, as there was an unexplained “region lock” that Wyrd had to scramble to repair that prevented its download in other markets (that should be sorted out now.) The main thing the app has to overcome in many people’s minds is the ease and speed of the Crewfaux app, which has served in this capacity for several years prior to this. The first major difference between the two, besides the inclusion of the stat cards of course, is that the Malifaux app is a lot more resource intensive. I have an older phone, so it takes a couple of seconds to load and switch between screens. Not a huge issue, but it definitely makes using it feel more ponderous than Crewfaux. The trade-off, of course, is having an app that can use images from the game without breaking IP. The Malifaux app is visually very pleasing. It comes with several pre-loaded backgrounds (mine is an interesting piece of art featuring a battle between the Dreamer and Dr. Grimwell. It’s not every day you see someone in a lab coat holding a kid hostage with a syringe.)
So far, crew construction is easy enough to understand, though replacing one set of muscle-memories from the old app to with the gestures for the new one is taking some time (I keep double tapping models to add upgrades to them, which of course deletes them.) Most of the hiccups experienced so far involve oddities of crew construction, as would normally be expected. For whatever reason, I can put Warped Reality on Changelings right now but not Bultungins. That kind of thing is to be expected, and I would expect that they’ll be corrected over time (though expect to have more hiccups from every new book.) And as I said, access to all the stat cards is a huge advantage. It’ll be nice not to have to scroll through a pdf or dig out a book every time I want to look up an interaction. Plus, when I’m testing something new on Vassal I won’t have to drag books around with me.
Of course, the hotly debated topic right now is whether the app can replace bringing cards to games. People go back and forth on this one. Personally, I think I’ll still bring the cards as long as I own them. I don’t like having to flip between pages on my phone while I’m playing the game, especially while mine is having to chug a bit to load everything. That’s one of the main concerns for tournaments, effect on speed of play. The other is the possibility of player misconduct. If your phone is not visible to the other person, there’s nothing stopping you from changing something mid-game to protect yourself other than your own honesty. That’s unacceptable for some people, and inevitably some jerk would get caught cheating in a major tournament if the concern isn’t addressed. It would be technically quite a bit more challenging than what’s currently available, but the only way to really address this would be to have the game records update live between people’s devices. Personally, I don’t mind using it on my own during games to keep track of things, but I can see where some people wouldn’t be alright with it. So, the debate is ongoing.

Overall, I think the app is a great start. It’s visually quite good. $10 for lifetime access to the stat cards is a surprisingly good deal. Most of the crew construction works find, and the kinks can be ironed out over time. I think it’s well worth a download. 

Whisper and Void Excerpt: Battle in a Graveyard

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Mini-Musings


-There's a new Penny Dreadful for sale on Drive Thru RPG, Jurassic Faux. If you needed some dinosaurs running around and causing trouble in your version of Malifaux. Plus, I'm sure there are some Fae in here, also. Here's the synopsis. 

The University of Malifaux is launching an expedition into the Wildlands, the primordial forest that sprang up around the ruins of Nythera when Titania was released from her prison. The purpose of the expedition is to gather biological samples for further research, but one of the professors has his eye on a specific prize: the fabled Malisaurus Rex.

Unfortunately, the Wildlands are more dangerous that the University expected, and the Malisaurus Rex is very, very hungry...

Jurassic Faux is a challenging One Shot adventure for the Through the Breach roleplaying game. It requires the Core Rules to play.

-A patch for the Bad Things Happen app was pushed out on the 13th. It fixes a ton of the known issues. I'm not going to copy and paste the whole list here. Go ahead and check it out.



-We don't actually know what's going to be sale on Black Friday, yet, which is odd. We do know one thing that will be there, however, and that's the alternate Rasputina box featured in the image above. I like it a lot. Don't know if I'll be able to pick it up, but it's very cool. Plus, the Krampus counts as a Snowstorm, making it so you don't have to buy another box to have this key critical piece for Raspy crews.

-I've been plugging away at my novel (you can follow my progress on the NaNoWriMo page here.) As I've been working on it, I've been letting my Pandora (the music app, not the master) wander through some new inspiration music and pulling pieces out into a Spotify playlist. It's called Malifaux Musings. Follow the link and, if you have a song that you think really embodies the spirit of Malifaux, it'd be cool if we all built this together. 

-Speaking of doing things together, what little forward momentum we had on the Patreon account has kind of stalled. The page is here, and I'd like you to really consider chipping in and helping out. I'm not asking for a lot. If you have an extra dollar a month, I'd love to have it to help expand Malifaux Musings. As always, I appreciate the hell out of everybody who has contributed so far. 


***

Whisper and Void

A Death Marshals Story


By: Adam Rogers

Author’s note: This section occurs between chapter 1, detailing Burns’ recruitment and training, and chapter 3 when his recruiter teaches him the magic to use his casket. 

Chapter 2


Vinton wasn’t the worst of the lot, not by a long stretch. He wasn’t easy, mind you. I couldn’t tell you how many of my bones he ended up breaking, but I’m sure he’d tell you every one of them was a lesson. He had the very annoying habit of letting you know, every time you failed, how easily avoidable your discomfort should have been. “Oh, you didn’t notice that rune scribed in the door frame? Hmm, if you had, perhaps your arm wouldn’t currently be on fire. Let that be a lesson to you: the enemy will never face you on your terms. They will lay traps. They will stab you in the back. They will try every underhanded, sidewinding trick a man’s ever pulled on another man before they stand and face you, for you are Justice come to end them. Now, quit your belly-aching, put yourself out, and reset to position one.” The difference between Vinton and the others was that you got the impression, from time to time, that he actually wanted you to succeed rather than just gaining grim amusement from your suffering.
               He came to us one hot summer evening when we were dragging ourselves back to our barracks and the sweet oblivion of the four hours they allotted for us to sleep. He pulled a half-dozen cadets out of line, myself among them, and took us towards a horse cart resting on the drillfield grounds. “You lot have a job tomorrow morning. Do it well, and you’ll get double food ration in the evening. How does that sound?”
               The beige, flavorless gruel that served as our “rations” weren’t quite the enticement we had hoped for, but all of us knew better than to turn down an instructor. We reluctantly nodded, but a cadet with more attitude than sense stepped forward anyways. “What’s the job?” he asked, disregarding the warning looks everyone else was shooting him.
               Vinton smiled. “Nothing too difficult or dangerous, Burns. You’re just going on bag duty.”

***
               Bag duty. It was a euphemism with which we were all familiar, as the groans elicited by Vinton’s announcement would testify. Malifaux is an old city, you see, even though our arrival in it is relatively new. Who or whatever built the place did so a long time ago and lived, worked, and died there just as we do. And when one of their own died, the city’s residents had to do something with the bodies. In one of the numerous parallels between their culture and ours, the dead of ancient Malifaux were interred in cemeteries scattered across the city, their final resting places marked with gravestones inscribed with names and dates in their own, indecipherable language. These cemeteries were sprinkled throughout the city, often in places that defied logic. More than a few of the early explorers were following what appeared to be a major thoroughfare through the heart of the city, only to discover that it dead-ended in a graveyard right where they expected to find a hub connecting several side streets. The logic of this city’s Neverborn architects never ceased to baffle.
               Normally this would just be a nuisance of navigation, but Malifaux was not a normal city. Instead, it was a city filled with people who spontaneously manifested magical abilities they didn’t know how to control, and some of them learned to manipulate the dead for their own ends. No two necromancers ever seemed to use the same methods, but the need for corpses was a recurrent theme. You can’t raise a dead body without some bodies to work on, after all. More inexperienced Rezzers had an even greater need, as they were only just learning to control their power and their early experiments often ruined the corpse without yielding anything useful. A lot of them start out working on animals, but for whatever reason they all seem to move on to people, which presents a problem. They needed a lot of raw materials for their craft, and you can’t exactly pick up a new dead body at the store when you need one. Many a burgeoning necromancer has turned to serial murder, of course, but that takes skill and craft that most don’t possess to do it undetected for long. No, it was easier if you had a supply of corpses ready to hand. Thus, we learned to keep an eye on any human corpses, making these Neverborn cemeteries too tempting a target for your average necromancer to ignore and too dangerous a threat for us to overlook.
Whenever we found one, a detachment from the Marshalls would be sent to “sanctify” the site. This process involved digging up often dozens of ancient graves, buried beneath hard-packed soil that hadn’t been disturbed in centuries. Once the body was exhumed, the heads of the bodies were removed, bagged (thus, bag duty), and shipped to a crematorium. With no intact skull, the body was ruined for most practices, which was good enough for us. If the crew doing the job was particularly dutiful, the bags were catalogued so the ashes could be returned to their proper resting place afterwards. When we farmed the work out to laborers from outside the Guild, however, they usually ended up dumping them somewhere and forgetting them. Thus, cadets were often given the job instead. If we shirked on doing it properly, we could at least be lashed afterwards.
The graveyard we were assigned was located in the western slums, tucked behind a warehouse whose broken windows glared at us like angry eye sockets while we worked. There were a dozen of us that day, muttering imprecations against our instructors and their relatives while driving our spades and pickaxes into the earth. We had abandoned our woolen uniform tops in the hot summer sun, leaving them slung over the side of the cart we’d checked out from the academy to transport our tools. It raised a few eyebrows when Elizabeth Heffron had joined us in disrobing, but none of us had much time or use for modesty anymore. This particular cemetery was about an acre and filled with easily a hundred graves, so we knew this was going to be a multiple day job. I didn’t mind the work, since it meant having a day free from the shouts of “encouragement” our instructors often chose to lather on us. Many of the others, however, would gladly have driven their picks through Vinton’s abdomen rather than digging up another wooden box.
It was midday when I first saw something out of the corner of my eyes. It was nothing but a flicker of movement at the edge of my vision, but I still reflexively spun in place, scanning near the wrought iron fence surrounding the graveyard for any sign of what had drawn my attention.
There was nothing there.
“The hell you doin’, Burns?” shouted Mobera from the grave next to mine. He flashed his wide, easy smile from his dark-skinned, sweat soaked face. It was all I could see of him at the moment, as he was currently standing in the bottom of the almost six-foot hole he’d dug. “You’re not wearing out, are you? It’s barely past noon!” The Abyssinian had taken a personal interest in giving me a hard time from the first day of our training. I never knew why, but I’d always suspected that the open secret that Vinton had recruited me personally probably had something to do with it.
“Of course not, Alton,” I shot back, “You know I only really get into a rhythm after the first six hours of work, anyways.”
He’d laughed at that. “Well, from what I can see, I could go for a bit of your ‘rhythm’ myself. Looks like about the level of effort I’d expect from a –“
“I saw something, you pain in the ass,” I cut him off. “Something on the outside of the graveyard. Felt like it was watchin’ us.”
Without another word, he hefted his massive frame up and out of the hole to stand next to me. We both scanned the perimeter slowly, the only sound coming from the other work crew and from his idly dusting his hands off on the front of his work-slacks. “I don’ know, Burns,” he finally said. “I don’t see anything. You sure you don’ got heat stroke? I know you got a delicate constitution, an’ all.”
I was about to let him know exactly where he could shove his opinion of my constitution when a shout came from the other side of the graveyard. We whirled in place, ready to find that the enemy I’d imagined was standing there waiting, only to spot another cadet waving sadly for the others to come lend a hand. They’d struck a coffin, and this one was made of marble rather than wood.
These were the bane of our existence. They were solid stone, weighed a ton, and getting them hauled out of the hole without special equipment was nearly impossible. Whenever we found one, activity ground to a halt camp-wide as everyone took the opportunity to suggest a solution. Some favored smashing through the lid with sledgehammers, though our superiors frowned on that. If a convenient tree was nearby, we could rig up a pulley and all work together to haul it out. Otherwise, it fell to the strong-men like Mobera to get a pry bar into the side and force the lid off. Given that it was in the middle of an open field with no trees, this one looked like it would require the third option.
Mobera, not one to complain (or at least knowing I’d call him on his BS if he did) grabbed a crowbar and jumped in immediately, trying to dig around the side of the coffin lid to find an edge where the tool would fit. The rest of us took the opportunity to stop for a break, relocating to the small bit of shade being cast by our cart. We passed around a waterskin, making sure the trio of cadets standing around the grave saw us doing it (and earning a few hateful glares in the process.) I had just taken a long pull from the neck and passed it off when I saw the flicker of movement again. I froze, my arm partially outstretched towards Heffron, as I saw a shimmer move stealthily from behind one granite tombstone to another about 50 yards away from me. It was creeping towards Mobera and the others.
“Hand it over, ye bastard. The hell’s your problem?” Heffron asked, snatching the partially-proffered waterskin away in irritation. “Ye look like yer passin’ a kidney stone!”
I raised a finger to shush her, which of course just led to a longer string of angry Irish brogue being sent my direction. I turned, fumbling inside the cart for the double-barreled rifle I knew was stored there, when I heard Mobera shout in triumph from inside the grave. He’d apparently gotten the lid loose. His triumphant shout was followed immediately by a scream that ended in a wet, choking gurgle. Those of us near the cart whirled in place, watching as a nearly eight-foot tall skeleton wrapped in the dry, desiccated remains of what had once been its skin forced its way from the bottom of the grave. Its right hand and the wicked black talons it ended in had impaled Mobera through the chest, lifting his two hundred pound frame into the air as easily as a mother lifting a babe. We could see the long, curled horns sprouting from its head and the torn, rotten remains of a pair of bat-like wings sprouting from its back and knew immediately what this thing had once been: a Nephilim.
Many of the natives in Malifaux can pass as humans in the dark or from a distance if you don’t look too closely. Of course, if you do get close enough to spot their nearly translucent skin or the black, spidery veins that web beneath the surface, it’s probably too late already. Others, however, take on forms from our nightmares. The Nephilim fell into the latter category. From birth they resemble demonic cherubs with black horns, claws, and cloven hooves emerging from their violet skin. They grow rapidly, sprouting wings that make them uncannily resemble a devil from one of the more graphic literary versions of hell. The largest stand nearly nine feet tall and can smash through the side of a brick building if they take a mind to it. And, much to our surprise, someone seemed to have crammed the massive frame of one of these creatures into this marble coffin at some point in the city’s distant past.
For a second, as the behemoth rose to its full height and tossed the now limp form of Mobera onto the ground next to the grave, we froze. It was only an instant, but it was long enough to let the creature haul itself over the side of the grave, moving with a speed that would have seemed impossible even when the thing was alive. A moment later it unfurled to its full size and charged another pair of cadets, slashing them to ribbons with its talons. As I pulled the rifle to my shoulder and fired a shot into the beast’s rotten shoulder, I could already see it was too late for the pair on the ground. One was trying to hold his guts inside his eviscerated torso while the other was lying senseless near the bloody remains of his severed arm.
The shot only served to get the creature’s attention. It turned towards me, dropping into a crouch and releasing a long, raspy breath that I would later realize was its attempt to bellow a challenge through the decayed remains of its vocal chords. I knew I had a chance to end this before any more harm was done. I sighted the beast’s head down the length of the rifle barrel, timing the shot so I pulled the second trigger between breaths as I’d been trained. At that range I couldn’t have missed, but the shot was fouled as something impacted me from behind, hitting me in the shoulder and sending sharp pain shooting through my back. The rifle jerked up and the second barrel discharged uselessly over the creature’s head. I feared at that moment that I had killed us all.
               With another raspy bellow, the ancient Nephilim charged. I dropped to a knee and rolled beneath the swipe of its talon as it smashed into the side of the corpse cart, reducing it to kindling. I turned, expecting to see the heads we’d collected rolling randomly across the pavement. Instead, I found a cloud of half a dozen of the nearly decayed skulls hovering in the air over the shattered remains of the vehicle and the thrashing, violent Nephilim skeleton.  The other Marshals and I watched with stunned fascination as they twisted and spun in place, shaking like dogs trying to get dry, and cast off the burlap shrouds we’d wrapped around them. It dawned on me then what must have struck me from behind. With my stomach churning, I twisted against the turf, trying to dislodge one of the heads that had latched on and was gnawing its way into the meat of my shoulder. A part of me reeled in horror, but shock helped shove that part into a corner until the present crisis was resolved. There would be time for horror later.
I rolled, using the ground as a wedge to dislodge the damned thing’s jaws from my back, and turned to see something that looked like a human’s rotted skull chattering its yellowed teeth at me from the ground. It started to rise up, hovering with magical force towards my eyes, but I brought the stock of the rifle around and smashed it into the thing’s temple. The viscous black remains of its brains spilled onto the hard-packed dirt, rendering the rest of the head inert.
I came up to a knee, watching as my fellow cadets tried to ward off the flying skulls. Heffron was closest to me, trying to extract one with a lengthened snout and sharpened, canine teeth from her thick, curly mane of hair. Her instructor had given her trouble about that hair since the first days of training, but she’d stubbornly insisted on keeping it, pointing out that Lady Justice had famously long red hair that trailed almost to her ankles. We’d pointed out that she was also a supernaturally skilled swordswoman, as opposed to a cadet who had barely fired a gun before these first few months of training, but she’d kept it anyways. As I charged forward, swinging the rifle like a club and sending the lupine abomination flying towards the smashed remains of the corpse wagon, I guessed she’d have it cropped down almost to her skull tomorrow. Assuming she survived, of course.
               “What the hell is doing all this?” she said, a slight hint of panic creeping through despite her efforts to regain her composure. I had my suspicions, but there was no time to relay them to her.
               “The ammo box,” I growled, scanning frantically for the extra rifle ammunition. Across the clearing, I watched another cadet fly bodily through the air after the skeletal Nephilim had picked him up and hurled him effortlessly. “The reloads! Where’d they land!”
               “There! By the wheel!” she shouted a moment later. I saw in an instant that the box of shells had tipped over on its side, spilling the contents across the ground. I mentally thanked whoever might be listening that they had avoided falling into a puddle from the morning rainstorms, as that would surely have ruined the powder. I sprinted forward, crouched at the waist, until I reached one of the red cylinders on the ground. I snapped the breach open on the rifle, draping it over my arm as I jammed the rounds home. A blur of motion appeared on my left and I flinched, preparing to throw the rifle into the way to block the blow I was sure was coming, only to see Heffron had grabbed a spade and was using it to smack one of the heads out of the air. The thing would have bitten through a good portion of my face if she hadn’t, and I nodded my thanks as she turned towards where the thing had landed and jabbed the blade of the shovel through the bridge of its nose.
I turned and started scanning the graveyard for who or what was controlling these creatures. There are few hard and fast rules with necromancy, but I knew whoever was doing this hadn’t had time to animate them properly. That took preparation, usually some kind of ritual, and we had only just dug these bodies out of the ground. This felt like more of a quick-and-dirty job, and I knew exactly how to end that. Unfortunately, I needed to spot the bastard to do it. With a satisfying snap, I closed the rifle’s breach and brought it up to my shoulder, scanning the graveyard from behind the pitiful cover of a wagon wheel propped up on half of its broken axle.  As I searched frantically for any sign of a target, Heffron dropped in behind me.
               “What’re ye doin’, ye daft fool?” she shouted, tugging at my shoulder, “The damned thing’s right over there! Shoot it!”
               I was irritated by the distraction, but there wasn’t time to shove her away. A sudden raspy bellow from my right told me that the Nephilim skeleton had spotted us and was preparing to charge. Heffron gave a final exasperated sigh and stood, readying her shovel like a broadsword. At best it might annoy the thing, but it might buy me another half-second to find…whatever I was looking for. I heard the pound of the thing’s heavy hooves against the ground as it came towards us, and I was preparing to turn and waste one of my shots to try and put it down, when I found my quarry. A shimmer, like a heat mirage, was crouched down behind one of the tombstones. Without stopping to think if maybe my eyes were playing tricks, I fired what could have been the last shot of my life at the image. It exploded with a red spray that turned an incredulous bearded face my direction before slumping to the side, senseless. 
               The flying skulls dropped, clattering against the ground with a horrible sound I’ll hear in my nightmares for the rest of my life. The nephilim creature gave one final, frustrated bellow before falling apart itself, its momentum carrying it all the way to the wagon wheel and sending it rolling. I closed my eyes, as many of the thing’s aged bones broke down all the way to dust from the impact.
“Jaysus, Burns,” Heffron muttered a moment later, breaking the stunned silence. “Ye coulda told me. I nearly soiled myself.” I couldn’t answer, could barely hear her over the sound of the blood pounding in my ears. With shaking hands, I lowered the rifle to the ground as Heffron walked over to the Nephilim’s skull, shattering it with a solid blow from her shovel. “That’s fer me friends, ye great bastard.”
               It was a sentiment I would come to know well.

***
               Clean-up from the assault took the rest of the afternoon. Heffron (once again properly dressed) had flagged down a carriage and made her way back to the Guild Enclave while the rest of us remained to tend to the wounded. We lost three that day, though it could have been much worse. Mobera actually survived, though the doctors ended up replacing his right arm and some of his insides with steam-powered prosthetics to repair the damage. Within an hour, Heffron returned with a trio of Death Marshalls that included Vinton to search the site for any other signs of what the necromancer had been up to. I stood to join them when they arrived, giving Mobera a comforting pat on his uninjured shoulder. I expected the three senior officers to order me to back off and leave the investigation to them, but Vinton turned and spoke to them quietly as I approached. After a moment he turned my way and gave an encouraging nod, waving me to accompany him.
               “This,” he began, “This was obviously not what I expected when I sent you here. There had been rumors, of course, but every cemetery in the city is supposedly haunted by vengeful spirits or robbed at night by some wannabe Burke and Hare types. Most of it turns out to be nothing.”
               “This wasn’t nothing,” I said, looking down at the dead Resurrectionist.
               “Quite so,” he grimly agreed. I knew it was the closest to an apology I was going to get, and I didn’t push it.
               We hadn’t bothered to move the dead necromancer’s body, other than to check that he was really deceased (namely, by separating his head from his neck) and relieve him of any weapons. It was rare but not unheard of for a Rezzer to have some kind of magical failsafe to bring him back to life sometime after his passing. Other than that, we were content to let him bake in the summer sun. None of us had much desire to stash him somewhere or cover him with a tarp. Truth be told, if a vulture had come down and started pecking at the man, we’d have offered it a swig from our flasks to help wash the meal down.
               He didn’t look like a murderer, I had to admit. Now that he was dead, he looked like a hundred other homeless men I’d passed in the streets. He had a scraggly, oily mop of salt and pepper hair with an unkempt beard to match it. His clothes were roughspun and gray, having spent too many nights sleeping on the ground or in a sewer. He had shoes, which put him ahead of some in his position, but they were falling apart and had obviously been repaired several times. In contrast, I could see from his straight, white teeth that he most likely hadn’t been living this way all his life. At some point in the not too distant past, this man had a normal existence. He’d most likely had a home to go back to at night, people that he cared about. Most do, until the voice starts to whisper to them. It always starts out small, but over time drives them to greater and greater acts of depravity until, finally, everything from their old life is left behind. When we found his hovel an hour or so later, leaning pitifully against the side of the abandoned warehouse, we found an old, yellowing picture of a young woman inside. It was stained with oily handprints from frequent handling. Was it a wife? Girlfriend? Daughter? I never found out, never even learned his name. It didn’t matter. Once they turned, once they started listening to that voice in the back of their heads, their old identity became unimportant, anyways. With any luck, the woman had just woken up one day to find him gone with no explanation. It was far more likely, however, that the voices had driven him to kill her.  
               We knew it was his home from the writing scrabbled on the walls. Most of it was nonsense phrases involving bones. The bones were calling to him. He could hear the song of bone. Soon he’d join their dance. That kind of thing. In the reports we’d file later, this led to us calling him Bone Man. The words were written into the soft, rain rotted wood with whatever he had been able to find. Chalk. A stone. Blood. He was agnostic to his medium. Any doubt whether we were in the right place disappeared when I rooted through the man’s bed roll, waving away the cloud of fleas that sprang into the air as soon as I touched it. There was a book there, an old leather-bound journal with every page covered in the Bone Man’s willowy handwriting. The script on the walls was downright sensible compared to the blasphemies recorded in that tome. I shut my eyes reflexively and slammed the book closed, knowing what this had to be.
               “Sir,” I said, holding the journal towards Vinton as he stood in the doorway. “I’ve found a grimoire.”
               Without a word he crossed the room towards me, taking the book into his own hands and nodding. Grimoires were often books, but they could be anything. The words weren’t really important, so much as the way reading them organized your mind or guided you to a particular mental state. They were a focus, a way for mortal minds to grasp and manipulate the energies of magic without a natural talent. In theory, anyone who spent enough time studying one could learn the spells contained therein, though I certainly didn’t fancy spending any time indulging in the Bone Man’s mad ramblings. Still, Vinton looked at the book with some interest.
               “Well done, Burns,” he said, “This conjurer used a number of effects we’ve never seen before. They’ll be interested in examining this back at the home office. I’d say you’ve more than earned yourself a commendation, today.” His wry smile reminded me that, of course, there are no such commendations in the Marshall service, but I took the rare compliment for what it was.
               “I’ve never heard of one that could do what he could do,” I answered, “Animating that many of them from a distance in that short of a time? And making himself invisible?”
               Vinton nodded. “He was a rare talent, no doubt about it. You and the other cadets are lucky to still be alive. I’ve heard of some powerful necromancers who could pull off some of those things, but not all at once. And I have to confess, the invisibility is a new one on me.” He sighed. “They’re learning all the time, and they seem to be getting stronger.” He shook his head, looking down at the book again. “All the more reason to study this carefully so we’ll be ready next time, eh?”
               I couldn’t muster enough false cheer to answer him, so I stood for a moment in the remains of the madman’s world, swatting idly at the fleas I knew it would take weeks of bathing to get rid of. Finally, Vinton broke the silence. “Well, in any case, time for you to get back to the cemetery and rejoin the others.” I looked at him in confusion as he gave me an innocent look. “The job’s only half done, Burns. You still have the rest of those graves to dig up. Now that you’ve started, you have to finish. A job that’s worth doing is worth doing right, you know.”
               I locked eyes with him for a moment, waiting to see if he was joking, but of course he wasn’t. With a snort of irritation I turned and tromped out the door.
               “You’ll want to hurry,” he shouted after me, “You don’t want to be caught in one of Malifaux’s cemeteries after dark. Bad things can happen!”

               No, Vinton wasn’t the worst of the lot. But he sure as hell wasn’t the best, either.

November Hobby Round-Up

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It's time for what is rapidly becoming one of my favorite parts of this blog, the chance to showcase some premium artwork of Malifaux models from around the world. 

 


 The third round of Iron Painter has come and gone, and we're on to round four. There were a number of great entries, including this one submitted to us by Bozydar Nowicki of KPR Miniature Painting Studio. The theme was Stranger Things, and there were some awesome takes on that. You can follow the link here to the voting thread to check out people's submissions. Round four has started, with the theme "Anything that can go wrong will go wrong." Hopefully we'll see the creativity really continue to take off!

***

My efforts so far have consisted of working on my LE Barbaros, after having gained an appreciation for him in a test game of the new Titania (will probably discuss that more in the next strategy blog post.) He looks like this now. Not entirely done, and realized later that his torso is supposed to be skin, not metal. Not sure if I'm going to fix that or just assume he has really, really tight-fitting armor.





Next weekend is the Southeastern Malifaux Players Group's holiday tournament, Treacherous Allies. Phiasco and I had a blast at it last year, so I'm going again. This year's tourney is going to include a cosplay award, which I may even take a stab at. But, I have to get my proxy for Gwynneth Maddox ready. I built her from the TTB multi-part kit, but gotta get some paint on her so she can go hand out all the tasty, tasty drugs (the first one's free, you know.)



And in case I didn't totally spill the beans there, I also have these two mooks and a third Illuminated to get some paint on for the tourney as well. Could be a busy week at my painting table. Or not. It also could be a slow and boring week, because I'm too busy elsewhere. We'll just see.



Now, from people who are better painters than I am, let's take a look at some more stuff. First of all, Havok100 actually sent videos of the three Guild masters he's painted, the original femme fatales, Sonnia, Perdita, and Lady J.



Next up, Maciej Bonclawek has some Kentauroi that are ready to ride.


For an interesting conversion theme, Wiezman Painting Studio has done up a full Tara crew in the theme of Cthulhu mythos. Here's a pic of the man himself. Follow the link to check out more.


And, like the Macy's Thanksgiving Day Parade, we'll finish off this Thanksgiving feast of painting with a little holiday cheer, a Christmas card from Pandora and pals by James Molini.


Seasons Greetings!

Atomic Empire 12/2/2017 Tournament Report

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I travelled south to Durham for the Treacherous Ties Tournament hosted by Sassylady, admin of the Southeastern Malifaux Players group, last weekend. The planning for this tournament had been going on for a while, as Phiasco and I played in it last year, took second, and had a lovely time. I don’t get to go to all that many tourneys, but I’d set aside time for this one. We were going to play Ten Thunders as we had done previously. I’d painted Gwynneth Maddox, a Terracotta Warrior, and a Ten Thunders Brother to take them out for a spin. Our team name was Sex, Drugs, and Malifaux because were basically just trying to cram as many Illuminated into a list where Maddox was spreading the Brilliance around. I was even going to blacken my eyes in and wear a suit, to cosplay as Lynch. It was gonna be great.
So, of course, the tournament format changed the day before.
Too many partners flaked out at the last second, so Dawn changed it to a standard single-faction individual tournament. Then, they changed strats and schemes to 2018, so I could go ahead and toss any of the thought I’d put into pre-building crews in the dumper as well. And, of course, when I asked Phiasco if he was ready to redesign his stuff on the fly for the tournament, he texted back “Yep, I should be good to go for next weekend.” Because he had his days mixed up. So I was going to be there by myself…



But on the plus side, at least the weather was super dreary...

 
I considered skipping, as Atomic Empire is three and a half hours away and my main reasons for attending were now gone, but I’d been chatting with Dawn about the tournament, had set aside the time, and had made a plan. My wife said “Don’t you need to go for your Malifaux blog?” So, with that permission, I rolled out of the sack at 6:15 to make the drive to Durham and play Malifaux. I figured that it would, at the least, be a good end to the all-Neverborn fall season I’d been undertaking.

 
Round 1 was played on a carnival board. It was standard deployment supply wagon with the scheme pool Guarded Treasure, Dig Their Graves, Undercover Entourage, Search the Ruins, and Take one for the Team. I played against Kemp, who brought the Brewmaster, a Whiskey Golem, Thunders Emissary, Wesley, some Akaname, and a Tanuki. I thought the action might concentrate in one area, so I brought Titannia with Pact, Behold, and Audience, Barbaros with Thousand Faces, the Mysterious Emissary with Titannia’s conflux, Doppelganger, a Young Nephilim (cheap bigger based model to push the cart), and a couple of Changelings. We set up on opposite flanks and pushed our carts more or less unopposed into the other side of the board. Combat was joined as the Whiskey Golem, who I had underestimated in terms of sheer killing power, stomped over and punched my Emissary to death. Titannia went in to hold him up, but the rapid healing ability of the golem in a brew crew meant he could outlast her. Thankfully, I was able to reroute Barbaros to go finish him off and start holding points. I was using a combination of Changeling and Dopp plus Changeling and Barbaros to score a couple of points for Guarded Treasure, while scooping up a handful of the Scheme Markers that Titannia had dropped while fighting the golem for Dig Their Graves. Finally, it came down to Chiaki tossing my wagon back over the center line while I tried to find a way to get a Changeling to do something meaningful to score me another scheme point on the last turn. He couldn’t get free to drop a marker for Barbaros to pick up Guarded Treasure. He couldn’t get close enough to an Akaname to kill him with his own attack. I was beginning to think a draw was inevitable, but Kemp pointed out that I could hop the Changeling within 3” of the Thunders Emissary and copy his attack to blast the Akaname, killing him for Dig Their Graves and scoring me the point to win 6-5.

Round 2 I played against Alex Schmid. You may know him from his Youtube videos, here. Or, you might have known him from this.

*psst* he's the name at the top


So, yeah, an uphill fight, to say the least. First thing I did was start setting my models out while he was still list building, which is a rookie mistake. We were on a swamp board with lots of open terrain, and I joked about how that would be critical to all the shooting our two Neverborn crews were going to do. Because, again, I’m dumb.
The strat was Ours! in Flank deployment. I don’t remember the scheme pool, because it didn’t matter what schemes were in there, because I got housed so hard. He played Collodi with Fated and Strum, a Changeling, Mysterious Emissary, Freikorps Trapper, Brutal, Shadow, and Arcane effigies, and some Marionettes. I had Lillith with Beckon and Wings, Dopp, Nekima, Graves, 2 Depleted, and Changeling. I had intended on using the Depleted to tie things up for Hold their Forces and for Tangled Shadows bait. I was having a grand time pushing things around by copying Graves’ show you the door ability, when I learned what happens when you push into range of a pair of Changelings standing next to Trappers. Hint, it doesn’t end well. I thought my best chance was to try and pull Collodi out of his crew and send my beaters into his backline to try and smash them up while he wasn't there to buff them. Unfortunately, that left Lillith to deal with Collodi on her own, which she doesn’t do well with a WP of 5. Nekima and Graves got tangled up in a pile of Marionettes who would then push out of range to let the snipers shoot Nekima to death. It was basically a shit-show. I called it after t3 because I was obviously not going to get anywhere. For a little extra salt, in Alex’s battle report he said I seemed like a newer player, which I think he meant to be kind. To be fair, that’s definitely how I played. Feels bad, man.
We chatted afterwards for a while (turned out we had some time on our hands, haha *kill myself.*) and he’s a nice guy. He gave me some Collodi tips that I’ve since put to good use. We’re facebook pals now. You should go chat with him and listen to his Youtube videos or listen when he makes guest appearances on Max Value. You might learn something (without having to get pummeled 10-1 first.)
 
All Lynch wanted was to take his friends for a nice night of dealing drugs at the fair, but then...rats!

Aaaanyways, Rd. 3 was next. Knowing I was well outside any shot at winning anything for this tournament, I decided to have some fun and get my Gwynneth on the table (I did take the time to paint her, after all.) For this game we were playing corner deployment Symbols of Authority with Punish the Weak, Dig Their Graves, Inescapable Trap, Take Prisoner, and Vendetta. I knew my opponent was playing Hamelin, and Plague Pits basically meant “Get your scheme points, cuz you’re not getting anything from the strat.” He had…Hamelin stuff. It was basically a theme crew with no Benny Wolcomb. I don’t remember. They all kinda die and recycle anyways outside of the master. Clint was my opponent’s name, and he was playing Hamelin for the first time (to be fair, I've never played against him, so we were on equal footing). I took Lynch with Cheating Bastard (!) and Wings, Huggy with Malifaux Provides, Maddox with Thousand Faces, a couple Illuminated and a couple changelings. We set up across a carnival from each other and deployed our Symbol markers in triangles with the point aimed towards the opponent.
I was, basically, hoping to bait him forward into the kill zone and take his crew down there while sending Illuminated and Changelings to go run strat. Against Hamelin I figured there would be no shortage of easy things to kill for Dig Their Graves and Punish the Weak, so I took those schemes. Cheating Bastard would hopefully help me spit out scheme markers to help complete the former scheme. It…kinda worked. They flooded forward into the kill zone conveniently, but Nix managed to jam me up by blocking pulse effects (like Gwynneth's Come Play at My Table). Also, he doesn’t take conditions, so no making him Brilliant to deal with him. Basically, I was not going to be killing that stupid dog. I did, however, pick off a bunch of his weaker stuff to get the job done from a killing standpoint (though, Hamelin obeying Gwynneth to remove the Symbols marker she was defending was a bit of a low point.) I did realize that I could turn 1000 faces into Fears Given Form and walk Maddox into the middle of a cluster of stuff to make Hamelin sad, but he responded by Obeying me to walk back out. Sad face. Unfortunately, my attempts at running around the flanks were foiled by Wretches throwing rats at me, tying my dudes up and preventing me from scoring. Worse, I cottoned on to the fact that my opponent was setting up for a Vendetta on one of my Illuminated and building Blight through the roof on him to get it done. Thankfully, I managed to get that Illuminated out of there and save him from being killed by a small child. I scored six from the schemes and 1 from the strat for still having markers left at the end of the game. I managed to hold my opponent to three VPs, so I won 7-4.

2-1 isn’t a terrible record, but with a diff of -5 I only ended up at 6th out of the 11 people present. Still, a day playing Malifaux is better than most other days, so I had a good time. Also, I picked up some pointers on how to play Collodi properly and made a new Malifriend, so that was a good use of time. 

Malifaux Musings 2017 Christmas Special: I'm Dreaming of a Green Christmas!

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Your humble bloggist has been somewhat slack at the wheel of late. Life's been kind of nuts these last several weeks. Hopefully we'll get back on track for 2018. To make up for it, I threw in a little extra this time. In addition to the standard Mini-Musings, we've got an article on 5 tips to improve combats in the Through the Breach RPG, followed by a Story Encounter themed around a...non-traditional Christmas story. 

Mini-Musings

-To no one's great surprise, the Sandmen won the Homefront event for The Other Side. As an aside, if you're trying to bet on who's going to win a worldwide event for Wyrd, just figure out where the Neverborn fans, particularly the Dreamer fans, are going and bet that way. It's a thing. Along with it, the Gremlins managed to pull out the victory Malifaux side, so the Nightmare box will be themed around them at Gencon this year. What could it be? Well, my family and I were watching the aforementioned unorthodox Christmas movie last night, and I might have some ideas...

If Phoebe Cates is included in the boxed set, that'd move a lot of units all by itself.

-In other TOS news, an image was released of the Guild models that will be joining their Syndicate for the game, including a familiar face. Looks like Nytemare isn't the only Malifaux resident with an interest in how the war is going Earthside.




-Iron Painter has moved into the fifth and final round. The theme is Snowpocalypse. Best of luck to all the competitors. 

5 Ways To Improve Your Through the Breach Combats!

Through the Breach doesn't always get the love that it deserves, and I'm going to do my best over the next year or so to try and correct that. To start, I thought I'd mention a few tips I use to make combats better for my groups. Enjoy!

1)     Include more variety!
One of the things that I see newer referees for RPGs do is line up a series of encounters where the party faces, essentially, a squad of guardsmen, followed by another squad with a few more guardsmen, followed by even more guardsmen, this time with a boss of some sort. While this horde of faceless minions works great for action movies, if you don’t do something to break up the monotony it can get stale pretty fast. Repetition leads to dull, bored players most of the time. Mix your encounters up. Throw in some other stuff. Maybe that second encounter is with a team of riflemen, and the third features a Riotbreaker or a Peacekeeper. Adding in varieties of opponents helps to offset the monotony and keep your players engaged figuring out what is coming for them next.  

2)     Describe the action!

Way too often, I see combats turn into players and fatemasters quoting numbers at each other. If your players’ attacks keep turning into “I shoot my gun at him. I do three damage,” it falls on the Fatemaster to spice it up. After they tell you how much damage they did, describe the action back to him. “You drive the edge of your saber along his side, gashing his ribcage,” is much more exciting than “you hit him with your sword for two.” If you do it well and are gently encouraging to your players, you’ll notice them start to do it on their own. The critical table helps a lot with this, as they tell you A) where you hit and B) the effect it causes when dealing crit damage, but you can always punch up the narration from there. And the absolute best way of using this I’ve found comes from the Dungeons and Dragons podcast Critical Role. Expert DM Matthew Mercer hands narrative control over to his players when one of them kills the last enemy in a combat or the main villain of an adventure by letting them describe how their character delivers the final blow. The positive effect of this “how do you want to do this” technique is to add some personalization to the action and to give your players a chance to add some characterization to their Fated, by showing if they’re quick, efficient killers or brutal, sadistic monsters that take pleasure in dealing out the gore.

3)     Location, location, location!

This one probably doesn’t need as much explanation to the miniature gamers that make up the vast majority of the Through the Breach playing population, but the terrain in which a combat occurs can make a huge difference in increasing its memorability. A fight against Jacob Lynch’s Hungering Darkness is going to be scary, but it’s made that much more intimidating if it happens in a storm sewer on the edge of a rushing torrent of sludge headed out to one of Malifaux’s rivers (especially when he starts compelling your drug-addled minds to jump in for a swim.) Bandits running down your wagon is a pretty standard wild-west encounter, but the most memorable versions of it usually involve the stagecoach driver getting shot and killed, causing the horses to run out of control while your characters try desperately to fend off their attackers and stop the carriage from going over a cliff. How much more epic is the final struggle of the Lord of the Rings between Frodo and Gollum that it happens on the lip of a giant pool of magma? The knowledge that one wrong step could lead to certain doom will always ratchet up the tension!

4)     Don’t be afraid to be cruel but fair!

For people that are new to roleplaying games, the first time you take the helm and serve as Fatemaster you’ll be tempted to go one of two ways: crush your players underneath the weight of your killer encounters or try and protect them by fudging dice rolls and shifting things in their favor. The former is just you being a hateful kid frying ants with a magnifying glass, and will likely end with you not having any more players. The latter is harder to do in this game, since everything happens off of the same fate deck and no actions get resolved behind your Fatemaster’s Screen, but you can always nudge down the damage on an attack or a creature’s acting value to help your Fated out in a pinch. And I’m here to tell you: don’t. Don’t do it. If the encounter is fair and things are just not going in your players’ favor, let them struggle. Let them fail. Besides creating D&D and, more indirectly, roleplaying in general, the thing that E. Gary Gygax is most famous for is being an absolute killer Dungeon Master. You’re not the players’ friend when you take your seat at the head of the table, you’re the referee. And, trust me, they will remember the game more fondly if it feels like they had to overcome real challenges to succeed. The best DM I ever played with was an absolute bastard who once had a possessed NPC throw my character’s five your old child OFF OF A CLIFF IN FRONT OF ME, and believe it or not that isn’t the worst thing I’ve seen him do during a game!
               Now, to temper that message somewhat, I don’t like that DM because I’m some kind of masochist who enjoys being punished at the RPG table (I enjoy that sort of thing in an entirely different context…I’ve said too much.) I like him because the stakes feel real. His monsters are REAL monsters, who REALLY have evil intentions and will cause the characters REAL harm if given the opportunity. If you screw up, there will be no grey-bearded wizard flying down from the sky on a deus ex machina to bail you out. You’ll deal with the consequences, no matter how dire they turn out to be. However, his games are not inherently unfair. Challenging? Yes. But not unfair. Just as often, we’ve mopped up his encounters faster than he’s expected because we rolled well or did something he didn't expect.
                 In Through the Breach this can be a real issue, as the damage system and low numbers of wounds for both Fated and Fatemaster characters can make combat very swingy. A Red Joker for damage at the right time can spell disaster for a character who was otherwise succeeding valiantly, and as a Fatemaster it is up to you to recover from it. Red Joker for damage, followed by a 13 on the critical table? That character’s in bad shape. Sometimes you get unlucky. That’s combat for you. I promise you, however, even if they never tell you this to your face (and possibly curse you for being such a jerk), they will appreciate a game more where they feel real danger than one where it feels like they’re always buckled into their seatbelts with an airbag ready to deploy in case of emergency.

5)     Run with your players’ ideas.

This one ties in a bit with the previous entry, but it’s really about working with your players rather than against them. The real magic of an RPG comes from the interplay between the encounters you create and the ideas your players devise on their own. All of the best stories from tabletops come when the characters wander off the route you had charted for them and come up with something you never anticipated. At the base level, playing a roleplaying game is very much like participating in an improvised theater scene. Learning the basics, particularly learning to “Yes, and…” or “No, but…” the other players’ ideas can increase the enjoyment a hundred fold. If your players ask a question like “Is there any rope nearby?” it probably means they had a creative idea they want to try out, and they need you to give them permission to put it into action. In those circumstances, even if I had absolutely no intention for there to be any rope handy when I wrote the encounter, if I can rationalize it for the setting where the combat is occurring, I try to do it. IE: You’re in the middle of a Knotwood forest. Sorry. There’s no rope…but maybe you can use a vine?
Of course, the standard caveats apply. If it doesn’t really fit with the theme of what you’re trying to create in your game to allow someone to use a Mind Control Magia to force a Cerberus to shove its heads up its butt (you can laugh, but watch a game with comedian Brian Posehn and you’ll probably hear something equally silly before the game is over), then maybe you’ll have to step in and do something to discourage it. Maybe the creature just gets stuck trying to twist and contort in an odd shape for a round, until it shakes it off and realizes how ridiculous its being and goes back to mauling you to death. But, again, don’t just say “No.” Work with your players. They’re as much a part of creating that vaunted story and theme as you are, possibly moreso (they do outnumber you, after all.) If they’re trying to play one kind of game and you’re trying to play another, then maybe you need to find your way to some kind of middle ground.
Hopefully, these tips will help people improve their Through the Breach combats, and help you create memorable games your players will be talking about afterwards.

                                                                        ***

So, as alluded to previously, I watched Gremlins with my kids yesterday. I like to throw in something Christmassy to honor the season (here’s a link to my version of the three ghosts from A Christmas Carol. I’m still particularly proud of the Ghost of Christmas Present.) This year I decided to try something new: a story encounter. 

               Is it fair or balanced? Probably not. Have I playtested it? Nope! Does it make sense that these Gremlins aren’t friendly to models from the Gremlin faction? Definitely not. But here it is anyways. If it’s chaotic, that’s sort of the point, right? Hope some people have fun with it.

Gremlins!




It’s Holiday time in Malifaux, but some mysterious creatures from the Three Kingdoms have gotten loose. Stop them before they spread havoc throughout the city!

Special: After both crews have deployed, both players take turns (staring with the player who deployed first) placing 6 30MM Mogwai markers on the board. Mogwai markers must be placed within a piece of terrain on the board, and may not be deployed within 6” of either player's deployment zone or another Mogwai marker. Any model may make a (1) Interact Action to push a Mogwai marker 4”. Any push performed by a Mogwai marker stops if it comes in contact with a model or impassable terrain.

At the end of turns 1 and 2, after both players shuffle their discard piles back into their decks, players take turn activating the Mogwai markers. Select a marker and flip a card from the fate deck, resolving them as described below.

Ram: Yum, Yum!-Push the Mogwai marker 4” towards the nearest scheme marker. If the                    Mogwai marker ends the push in contact with the scheme marker, remove it.
Crows: Bright Light!-Push the Mogwai marker 4” away from the nearest model.
Masks:-It's singing. It does that sometimes.-The model nearest to the Mogwai marker draws                 a card.
Tome: Don’t get it wet!-Immediately place 3 Mogwai markers within 4” of the Mogwai                       marker that was activated.
Joker: You let him listen to the Aethervox?!?-Make a Sh: 4 / Rst Df/ Damage 2/3/4 attack on               the nearest model.

At the end of turn 3, players take turns (starting with the player who won initiative) placing a Gremlins! special model on a 30mm base in base contact with each Mogwai marker on the board and then removing the Mogwai marker. Gremlins! special models have the following stat line and do not count as friendly to any model other than Gremlins! special models. Any duels performed by the Gremlins! special model are performed by the player activating the model, and any resist flips are performed by the owner of the model doing the resisting. 



Gremlins!

Df 5 Wp 4 Wd 4 Wk 5 Cg 7 Ht 1
Abilities:
Reckless: At the beginning of this model’s activation, it can suffer 1 damage to gain one additional General AP.
Unimpeded: This model ignores penalties for severe terrain when moving.

Attack Actions:
(1) Scratching Claws: Ml 5/ Rst: Df/ Rg: (Claw) 1: Target suffers 2/3/4 damage.
Triggers: Mask-Maniacal Cackle- After resolving, this model immediately takes this action again on the same target or another legal target.
Ram-Yum, yum! : After resolving, push this model 4” towards the nearest scheme marker. If it ends in base-to-base with the scheme marker, discard it and heal 2 damage.
Crow-Where’d it get a gun?!? : After resolving, the closest model that isn’t the original target of this action suffers 2/3/4 damage. 
Tactical Actions:
(2) Time for dress-up!! (Ca 6. / TN: 10) Gremlins! special models within Aura 6 are treated as having the Disguised and Manipulative 12 abilities.
Triggers: Mask: They’re watching Snow White. They love it! - Gremlins! special models within Aura 3 cannot be the target of actions from enemy models and cannot be pushed, buried, or placed.

At the end of every turn (including turn 3) players take turns activating Gremlins! special models, starting with the player that won initiative, until all Gremlins! special models have activated once.

Victory Points

At the end of every turn after the second, if a crew has no Gremlins! special models on their half of the board, that crew scores one victory point.

***

Merry Christmas, to those that celebrate. Happy Holidays to the rest. 

2017 Wrap-Up Post

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It’s the end of the year. This is a point in time where we look back on things. Reflect. It’s weird that we do that, right? I mean, all we did was go around the sun. But, anyways, that’s what we do, and that’s what we’re going to do in today’s post. Whether you like it or not! Why am I being so aggressive? Have the voices finally gotten to me? Maybe you’re being too aggressive! MAYBE IT’S YOUR PROBLEM!
*gloved hand rests on my shoulder*
Pandora: Calm down, dear. It’s just a Malifaux Musings intro. Nothing to get so worked up over.
Ah, of course. Yes. Nothing to get worked up over. It’ll all be fine. Let’s just talk about 2017, shall we?
*Pandora smiles, while quietly closing her puzzle box behind me*

***

               The last half of this year brought me the objective of focusing on a faction. I have a terminal case of Magpie Syndrome, which I’ve mentioned before, and it takes a conscious effort of will to force myself to sit with one crew/master/faction for long enough to actually become good at it. To counter this, I used my platform on facebook to post a poll and pass the burden off to you: what do you want me to play? I composed a list of masters I’ve owned for a while but haven’t actually gotten onto the table. The Facebook universe, of course, pointed out to me that polls allow you to add your own choices to the list. Suddenly, I discovered that the public had added Parker Barrows who I don’t own and Collodi who I didn’t particularly like. Well, I guess that made the choice clear, and yet I knew I was going to start cutting if I had to play Collodi over and over again. I didn’t get him. I knew it was going to be hard. And I knew there were other things I would rather play more. Thankfully, Jon volunteered to run Parker and the solution appeared: we would alternate our games, and I would focus on the Neverborn faction as a whole.
Well, the reality is that this isn’t exactly the same as focusing long enough to get good at something. My first couple of games with Collodi  were…painful. I didn’t understand what his role was in the crew. I tried putting Hinamatsu out onto the board and I totally boned her activations and placement, ending in more failure. I was about to wrap up the Collodi experiment entirely after the first few games out of sheer frustration. And then, somehow, getting my ass-kicked by Alex Schmid taught me how he’s supposed to work.
I thought, initially, that Collodi’s purpose on the board was force multiplier/debuff spreader/support piece. I was wrong. Collodi’s role on the board is to murder things. He doesn’t look like it, since his main attack only does 2/3/4. Don’t let that fool you. He’s a machine gunner, and his job is to get pushed into position to shoot whatever model from the opponent’s crew goes too far forward until it dies. That’s it. He has an aura that lets things take a couple points of damage to gain fast. He does have the ability to put personal puppet on things and use My Will at clutch moments to score VP. But that’s not why he’s there. He’s there to kill things. That’s his job, period, and he’s very good at it.
There is a bubble in the crew, but this isn’t a bubble crew. The Marionettes can feel free to run all over the place, and honestly that’s what they should be doing because they’re very cheap activations and, if there are no schemes to accomplish, they should be running around being obnoxious. It takes way too much AP for the opponent to kill them off, but there’s so many of them that they can’t be ignored. The effigies are good at their job, but the Shadow only really needs to do it for the first couple of turns to keep the crew safe on early days and then he can wander off to go do what he needs to do. The Arcane Effigy should be amazing on paper, but mine has literally never done anything in any game. I treat him like an umbrella: every time you remember to bring it you won’t need it, and the first time you forget it’s going to be a downpour. Hinamatsu needs to stay in there until it’s time to attack, because gaining Fast on her is just silly (5 AP on my beater? Sure, I’ll take that.) But it isn’t the most important thing, and she can go do her job without it (I think she’s almost better as a Linebacker, but then again I’m starting to look at most beaters that way.)
The Brutal Effigy is the most important model in the crew beyond Collodi. If the opponent can kill it, they bloody well should, because Collodi can be absurdly reckless with the knowledge that his attacks can heal him back without a whole lot of effort. Also, his little pop-gun is pretty useful to push Collodi up the board. That’s the other thing I didn’t think about, because I never think of these types of tricks. Collodi’s Mask trigger on defense lets him push 3” on resolution, so you either 1) Miss the shot and get a free push or 2) Get hit for, most likely, 1 damage, and then push. I often miss these sorts of things because, honestly, they feel “game”-y and I don’t like them. I wish they weren’t in Malifaux, and it’s one of the things about the Collodi crew that I still don’t find to be “fun.” It’s effective, because every AP you spend on walking is one you don’t have for machine-gunning. But, at the same time, I wish it didn’t have to be there to play the crew to the best of its abilities. Sigh. I’m griping, I know, but this stuff irritates me.

***



As for the rest of the faction, I dipped a toe into a lot of crews. I’m really intrigued by Dreamer, mostly because the idea of using Empty Night to push a Bultungin for 2 free attacks sounds amazing and because I haven’t played a summoner before. Plus, I have a feeling that the Dreamer is currently falling into the category of “nobody plays this master anymore because of the nerfs, despite the fact that the nerfs really didn’t hurt him that much.” I really feel like he’s stronger than he looks, and I want to find out in person. Also, I think Serena Bowman is really a lot better than people give her credit. She’s expensive, and the question of whether those points could be used better is real, but I want to try it out for myself. A Mature Nephilim that counts as a Nightmare and can be led around by the crew sounds pretty ok.
As an aside, I’m also learning a lot of that last lesson: Go play the models on the board, because the internet is wrong a lot (this blog included). Malifaux is a very complex game with a whole lot of different models that do a whole lot of different things, and nobody can possibly understand how all of this stuff works together. Most peoples’ opinions of models comes from secondhand opinions rather than firsthand experience. The Mysterious Emissary, I’ve always thought, was a very good model that I liked a lot. And yet, somehow, every podcaster and online opinion I listened to for a long while said “It’s the worst. It’s anti-synergy. The summons are unreliable. Don’t take it.” So, you know, I kept quietly trying it every now and then, but I let it sit aside and assumed I was wrong. Thankfully, I started listening to the Max Value podcast and interacting with Alex on Facebook and twitter, and I realized that “Oh, yes, actually this model’s really good. You just have to be flexible with what you expect and assume that any summons or hungry land markers you get off of it are a bonus.” So, yeah, I guess the lesson is “use the online opinions as opinions, not truth. Only use your own experiences to make your final conclusions.”
Anyway, back to the wrap-up. I also tried Titania with Barbaros a couple of games. Interstingly, Titania didn’t do a damned thing in either game I used her, while Barbaros was the MVP of both games. Go figure. I think that guy is a lot better model than he gets credit for, and I want to play him more. If he was, like, one stone cheaper he’d be in every crew, I think. If we somehow end up playing in the future, expect to see Barbaros, because he’s most likely going to be there. I tried Pandora’s summoning list and it was ok, but the reality is that I didn’t play it as well as I could have and, coincidentally, ran into a hot pile of Charm Warders making my summons die almost immediately. Also, I was sort of looking at the Sorrows as the real purpose of the upgrade, but a recent episode of Max Value pointed out that the Poltergeist is really the gem of that list. I’m excited to give it a try and make people sad. Sad, sad, sad. Beyond that, I only got the one game with Lillith against Alex, and that sort of underscored that I need to play her more, and stick to gameplans. I think she’s a good defensive model, but she’s brittle. She’s a lot like the rest of the faction in that regard, really. Also, I need to stop thinking of Tangled Shadows as an offensive ability. It looks like one. It has the ability to target enemy models. But her low Ca for that action means that, in truth, that spell is much more reliable and, therefore, much more effective, when used to move your stuff around rather than to snatch enemy models to you. Don’t fall into that trap. She’s much better at rooting things, disrupting the enemy with terrain, and acting as an ambush predator to pick off enemies that are exposed.

***

Speaking of Phiasco and I’s crew building challenges, we played a sort of “wrap-up” game with them on Vassal. This all started back in August with a game between Collodi and Parker, and this was our chance to match them up again and see what we’ve learned.

               We’ve been steadily working through the Gaining Grounds Jan-Mar rotation, and were now up to Standard Deployment-Ply for Information. The scheme pool was Surround Them, Dig Their Graves, Set Up, Recover Evidence, and Public Demonstration. My crew was Collodi with Fated, Strum, and Aether Connection. 4xMarionette, Hinamatsu w/ 1000 Faces, Mysterious Emissary-Conflux of Music, Arcane, Brutal, and Shadow Effigies. Phiasco had Parker with Black Market and Crate of Dynamite, Hannah, 1 Wokou Raider, 2 Librarians, 2 Ronin, and 1 Malifaux Child. I deployed on the right side of our board because I thought it would take away the most of Phiasco’s access to blocking terrain. Everybody was inside the Collodi 6” bubble to start with. Parker’s crew was mostly together, outside of one of the Librarians who was sitting in the upper right corner, presumably to work on Surround Them.

               Turn 1 had the usual assortment of jostling, prepping, and positioning. I saw that the Parker crew was likely going to have to squeeze through some choke points to get to me, so I used the fast M.E. to jump up and clog the one he initially moved towards with a Hungry Land marker. Shadow Emissary buff was spread through the crew to protect them from shooting (though, in retrospect, this was really unnecessary against the crew Phiasco brought.) Hinamatsu sort of cagily redeployed himself to block the surrounding Librarian. At the end of the turn I sent Collodi up to go take some shots at Hannah. She’s pretty resilient to Collodi’s damage (is there an effigy buff to get around armor? Cuz that’d be neat…) but I did manage to use Obey to make her walk through a Hungry Land marker, which was cute.

Hungry Land Markers are annoying.

               Turn 2 Jon won initiative and used a Librarian to heal Hannah and counter-punch at Collodi. She got one shot before I pushed back out of her way. Meanwhile the Emissary moved to go block the other path, forcing Phiasco’s crew to walk through the forests or risk getting chomped. I moved a Marionette to go Ply Hannah for information, which seemed to make her mad, as she then turned around and dropped a Red Joker damage smash that pummeled Marionettes, Shadow Effigies, and the Mysterious Emissary. Realizing how tough of a nut Hannah was going to be to crack, Collodi changed targets to kill a Wokou Raider for Dig Their Graves, using an incidental scheme marker one of the puppets threw down earlier. Phiasco had moved his Ronin to try and either set up an easy kill on a Marionette or had sniffed out my Surround Them and wanted to stop him from going after it. Hinamatsu soaked up some Fast and snatched the Ronin out of the way, knocking him down to her Hard to Kill but falling short of killing her. Parker moved in behind to also cut off the Surround Them and get in a better position to smoke Hinamatsu. The Librarian shuffled down to take advantage of the opening from Hinamatsu’s repositioning. Figuring that he wasn’t going to get another chance for it, he revealed Public Demonstration at the end of the turn to at least score 1 off of it from the Ronin and Hinamatsu.

Really, really annoying. =

               Turn 3 Jon won initiative again and activated the Ronin, stabbing Hinamatsu for a big chunk of damage and then sacrifices it to keep me from killing it for Dig. Parker used his ability to nudge the Librarian along towards completing Surround Them, but Hinamatsu ran her down and killed her first. Collodi used My Will to instruct the Brutal Effigy to ply the other Ronin in the crew for information and then killed him for Dig Their Graves. The Mysterious Emmisary shifted one of his Hungry Land markers so he could walk into it and engage Hannah in melee, as well as creating a running lane for another of my Marionettes to move to the bottom left corner of the board for Surround. Another Marionette ran up and plied Parker, ensuring I scored the strat again this turn.
               Phiasco went ahead and called it at this point, as he wasn’t sure he would be able to score anymore VPs. Assuming worst-case scenario for me, the game was likely going to end something like 6-3, but we were pretty confident I would end up with the win.
               At this time, I’m starting to get Collodi and understand what he does to be effective. As I said, using the triggers for pushes is a pet peeve, and I don’t think the crew will do particularly well in games where the board is very spread out or where the enemy has a lot of armor. That armor problem could be a real bugbear, actually, so I’m going to have to figure out a way around that at some point.
               Phiasco's thoughts on Parker seem to be that he does a number of interesting things, but it’s too hard to get them to work. There’s an expression some Magic: The Gathering players use where you ask what a card asks of you to make it work. All of the TNs, suits, and resources required to do Parker’s stuff makes him kind of sub-optimal. He might be better in single-master environments where his versatility is an asset rather than making him a Jack-of-All-Trades and Master-of-None, but right now he’s not sure how much he’s going to go forward with him. For now, we’ve suspended our “First I play Collodi, then you play Parker” rule. We’ll see how much we see of each crew going forward.

***

               Lastly, I’d like to say a word about Malifaux Musings itself. It’s been a bit of an up-and-down ride for me in Malifaux this year. It’s undoubtedly been a year of growth. If you google “Malifaux blog,” we’re the first thing that comes up, and I’m pretty proud of that. Also, I’ve had the good fortune to be tapped regularly by Wyrd to write for their bimonthly ezine, Wyrd Chronicles. I’ve written a couple of Through the Breach adventures and a few tactical articles, most of which I’m quite proud of. I’m actually getting a little bit of money for my gaming, rather than it just being a drain on my family’s finances every month, which makes me happy. I also managed to put together a draft of half of a novel about my Death Marshal character, Thaddeus Burns. I’d hoped to get more done, but novels are hard.
               On the other hand, I had thought to tap into the massive popularity surge the blog picks up annually when Gencon is rolling around to launch a Patreon campaign. Inspired by a couple of other content creators, I thought that I would ask for only a dollar from the people who read the blog on a regular basis (much like Dan Carlin’s Hardcore History podcast) and would offer a monthly raffle of Wyrd stuff as an incentive to get people to chip in. This is what Kyle (aka Khyodee) does for Schemes and Stones, and he has been quite successful with it. Imagine my surprise, then, when we barely got off the ground. At most we had half a dozen patrons, and that number has actually started to shrink! Needless to say, I’m a little bit stumped. $1 doesn’t seem like that much to me, but maybe I’m not offering the sort of content people are specifically looking for. I’ll be putting up some polls in the New Year to try and correct this. But, in any case, for the time being I’ve suspended the raffle (as I couldn’t rationalize continuing it when it was costing me money every month).

               2017 was a tough one for a lot of us, as most of you know. On a personal level, my wife is finishing up her nursing degree. A member of my family had a medical emergency and moved in to live with us. Money’s been tight. Science funding is getting scarcer and scarcer, which has left me evaluating just exactly what I want to do for my career in the immediate future. And, of course, an authoritarian government has seized control, cracking down on a number of groups and individuals we all hold dear (I’m referring to the new Governor-General, of course. Who did you think I meant?). There’s been a lot of struggle, but I’m grateful for gaming and Malifaux specifically for a respite from it. I’m hoping that 2018 is going to be a year of growth, when I’m able to participate more frequently in tournament events and where I can keep Malifaux Musings expanding towards our goal of becoming the best Malifaux resource on the web. I hope you’ll come along with us. 

First Hobby Round-Up of 2018: Iron Painter 2017 Gold Finalists

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We're still in the early stages of recovery from holiday break, so it's perhaps a blessing that today's post is a hobby roundup. To begin with, let's take a look at the Iron Painter. The last round's theme was Snowpocalypse, and has finished up. Voting is going on now. Congratulations to everyone who made it through to this point! I'm going to feature the entries of the two Gold finalists, but everybody who made it through to the end is a winner.

The first competitor for the final prize is Octavus, who submitted this entry, featuring an encounter between some gasmasked figures with a "Spirit of Christmas." The diorama is highlighted by photo-realistic images of missing people pasted to the board of the building behind them (click and blow it up to see them more clearly).


The second entry was submitted by Whirler. This diorama features a party of elves travelling through the snow, along with a Tolkein quote. The realism of the faces, particularly on the crouching woman, is stunning.


I don't envy the judges their choice between these two amazing entries. And, again, let me point out that these two are not the only entries. The Silver, Bronze, and even those who had been eliminated but continued to paint submitted some great work as well. Check it all out, and go submit your votes for the Bronze categories. 

***

To swing hard in the other direction, I did a bit of work since the last of these posts. I was going to Dawn's team event last month that ended up not happening and needed to play Ten Thunders, so I got some paint on a couple of staples, the Terracotta Warrior and Ten Thunders Brother, and a proxy for a Wave 5 model, Gwynneth Maddox. This was my first real try at working with white primer. I'm pleased with how it went, though I'm not crazy about the specific primer I used (too think, chokes out some details.) Still, I think they turned out well.




***

Finally, I've done my usual perusing of the Wyrd place painting submissions, picking out a few things that jumped out and drew my attention. First, there's a Spawn Mother that looks very impressive, painted by Adam Huenecke.


Next, there have of course been a number of people painting the holiday themed alternate Rasputina boxed set. I appreciated this version of the Festivus Arboreus by Al Jardines.


Next, continuing with the winter theme, here's a version of the more classic Rasputina crew staple, the Snowstorm, painted by Dragon Slayer Models.



And lastly, to warm things up a bit, here's the alternate Santiago Ortega model, Santana, done by Ravenswood Studios.



Every time I see this sculpt, I want to play my Ortega crew again, especially as I can now use her as Monster Hunter. Hmm. *gets wrist slapped by Pandora* Yes, ma'am. Neverborn or bust. I know...

***

Lastly, I'd like to direct some of you to a poll I put up on the Malifaux Musings Facebook page. I'm collecting data to try and aim posts to more of the content people specifically are interested in. Go over there, give us a FB like, and make your voice heard! I want to keep the blog's growth going!

And with that, I'll pass on one last bit of Holiday cheer, sent to me by the people of Wyrd. I know some of you read the blog, so I thought I'd let you know that the holiday card really made my day. It's my privilege to contribute my small part of making Wyrd grow, and I'm looking forward to what I can do in the coming year.


January 2018 Errata Initial Overreactions

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Science joke!


I mean, what else could we be talking about this week than the errata? Let’s just get to the mini-musings and then we can talk about the new stuff.

 But first, did you know we're supported by Patreon? Yeah, dude, we totally are! Thanks to our patrons, I was able to actually buy the first Malifaux mini I've picked up in almost a year. Every person my Iggy Incites will be thanks to you guys! And the best part is, I just want $1 a month from you. So why don't you go join in?!?Punctuation!?!?


Mini-Musings

-There’s a new PDF available for Through the Breach. It’s a Penny Dreadful collecting the story from the previous year’s time travelling world event, A Stitch in Time. A terrible accident has happened, and your characters are tossed into Malifaux’s past, into the days of the first breach. You have to find a way to get back without significantly changing the future, battling an infamous necromancer from the city’s history and facing a terrible threat that still menaces the city today. It’s $15. Go get it.

-Wyrd’s also getting into the terrain business, starting with their Wyrdscapes line. There was a preview posted about a month ago. It looks like this.

-Aaron’s looking for a new moderator for the forums. PM him if you want to throw your name in. If you need me to give you a link to the thread...maybe you aren't right for the job.


-Results from the Iron Painter are in. The Bronze finalists joined with everyone who completed the painting to be entered into a raffle, resulting in the winners argailwall, Annanas, Zanna, Nathillien, Dlenok, beergod, Reservoir Dog, sycorax, Citames, and Senya1987. The silver tier winners were sleepwalker, Demonn Agram, icatsai, and glamage, while the runners up were TheArtofWargaming, Joe Cool, Hellogre, and neveroddoreven. And finally, in the duel for first place, Octavus came out ahead of Whirler. Congrats to them, and to everybody who made it through to the end!

Overreaction Theater!


               So, if you weren’t around for the silly story behind it, about a week ago an update pushed for the Bad Things Happen app that contained what we would later discover was the updated stats for the cards. It was an odd sort of glitch and feels like it wasn’t intended, as it also kinda broke the thing. About a day later, the errata document released (along with Gaining Grounds 2018. Keep an eye on next month’s Wyrd Chronicles for my thoughts on that.) And, of course, people went a little nuts. Not as nuts as one tends to expect from gamers when you mess with their toys, but there were certainly pockets of people losing their collective shit. It happens, not a big deal.


               So what changed? Actually, surprisingly little. Some folk were expecting quite a bit more (your humble Bloggist among them). Nicodem crews were essentially untouched, for instance, despite the collective wailing and tooth gnashing of seemingly the entire UK. Nothing was done about the seemingly unintended first-turn-unburying of a Viktoria by the Scion of the Void, though this could just be a matter of "wait and see." Most of the changes came in the form of soulstone adjustments, usually 1 stone up or down. That may not seem like much, and in a lot of cases it isn’t really that big of a deal, but in some others it is a huge difference. I've found it’s useful to think of it in terms of overall percentage of the soulstone cost that was changed. So, while a one stone increase on Yasunori might not make that huge of a difference, reducing the cost of a Hoarcat Pride by a stone brings it down by 20%. That’s a big deal. In some cases, these soulstone changes are exactly what the doctor ordered, as the problem with an otherwise good model was just the cost. In some other cases, changing soulstone cost can’t fix a model that flat out needs a redesign. The Ice Golem is probably the posterboy for this. It’s an awesome model. People want to play with the thing, but it has Defense of 2. No number of reduced soulstones will make up for that.

               So, let’s get the pain out of the way now: Gremlins players are probably a little bummed, as they got by far the largest number of “cuddles.” Specifically, McTavish, Burt Jebsen, and Francois Lacroix all went up by a point. In exchange, there were relatively few reductions to models that most would classify as “good,” though expect to see a few more Bayou Bushwackers and Whiskey Golems on the board. Taken individually, none of the increases are debilitating. If you liked Francois, there’s nothing to stop you from still playing him, and he’ll work just as well as he always did, killing things worth way more points than he costs. And I honestly doubt that many people are going to argue that those models didn't need to have their value increased by 1 (especially Franc, who was pretty much in EVERY gremlin crew.) The thing is, though, if you were bringing all of them (which was not uncommon) then now that’s an increase of 3. That’s starting to hurt. That's a whole Bayou Gremlin. Additionally, Bert and McTavish’s value as mercenaries is probably in the tank, and Nellie crews (which often took the two of them) take a small hit as well. That’s where these nerfs hit hardest, when you’re selecting several models whose cost was increased. Now, how much of an effect will this have overall? I suppose it depends how reliant on these models your crews were, and how unwilling you are to experiment with something else. It’s painful to get your stuff nerfed, there’s no doubt about it, but you’ll survive. Maybe take this opportunity to try something new, a master you’ve had in your bag for a while and not tried or maybe even dip a toe into another faction for a little break before you come back to your greenskins. Ulix, Mah Tucket, and the Brewmaster all got some nudges in the good direction recently, so maybe consider giving them a shot. The crews you’re playing now will still be waiting for you when you decide to come back and figure out how best to make them run.

               The only non-soulstone cost changes were for Misaki’s Thunder Upgrade and Seamus’ Sinister Reputation. The former reduced the range at which her blast markers could be placed down to 8” from 12 and removed the clause that made the damage irreducible (arguably the bigger of the two nerfs.) This isn’t exactly unexpected, as the main feedback from the UK Grant Tournament were horror stories of her blasting nearly entire crews on the first and second turns. I haven’t had the pleasure of facing it in person, but those I’ve spoken to have let me know that, while it isn’t an unbeatable combination by any stretch, getting caught on the wrong side of it when not prepared is kind of a negative play experience and bad for Malifaux . So, while I’m sad that the Mistress of the Thunders is getting knocked back down right after finally starting to pull herself up, I’m glad to see things change in a way that’s better for the game. The Gremlin changes kinda fall into the same category, tbh, as it should promote diversity away from the more standard builds to some new ideas and some increased variety. One might be surprised that more wasn’t done to do the same for Outcasts (who have a similar problem), but I’m not a game designer. Sinister Rep, on the other hand, actually got a buff, in that it now is able to be used as a 1” close combat attack in addition to a ranged attack. 1) I think that this is a good change, though it probably makes Bag O’ Tools completely unnecessary and 2) I don’t understand why this needed to be done right now. There are other things that one would have expected to be more pressing and require more immediate attention, and I don’t recall hearing a great clamor in the community to buff Seamus. But, then again, he is kind of the face of the faction, and in addition to Teddy was probably one of the two main draws to pull people into Malifaux in the first place. Maybe this was a marketing move? I don’t know. In any case, it exists, so use it. The boogy man of Malifaux just got a lot...boogier? Sigh. Ignore me. 

Other factions were more of a mixed bag. Most of the Resurrectionist cost reductions really just translate to “now it’s easier to summon them” rather than increasing the likelihood of their hiring, and the Nurse going up by 1 hurts Zoraida more than anybody else. Hayreddin dropping by a point is interesting, though, as I’ve always thought there was something pretty good with that model. The Outcasts got probably the most even split of buffs and nerfs, as Johan, the Trapper, and Ashes and Dust all went up by 1 (making A&D the first 14 point model in the game) but reductions to Bishop, Hans, the Scramble upgrade, and Desperate Mercs (3 pt Mercs!) help them out in unexpected ways. The Ten Thunders models that went up in cost people will probably keep using anyways (Terracotta Warrior and Yasunori.) Yamaziko at 6SS is a bargain, so expect to see a lot of ninja granny in the future, particularly as she can carry the upgrade for the automatic 3 point score on public demonstration. The Dawn Serpent coming down by one is a welcome sight for McCabe players as well as Marcus. I don’t know if Ototo coming down by 1 is enough to warrant fielding him, but I hope so, as I like Ototo in general. The Guild are probably the biggest “Meh” of these changes, though given the fact that they got a lot of love in Book 5, maybe they didn’t need a lot of help. Guild Guards are now in the 3ss club. Lead Lined coat being a point cheaper means you’ll maybe have to stop and think if you want it versus a third Debt to the Guild. The Judge has always been overcosted, but moving him down one just puts him the same pile of 8ss hench’s that Guild’s always had, and he’s still not as good as Franc or Phiona. The rest is pretty forgettable.

Get your paws ONTO this damn dirty ape. No? I'll see myself out...

               Now let’s talk about fun stuff. A lot of interesting models had their costs reduced as well. Probably the biggest of these was the Arcanists’ favorite ape, Cojo, who got a whopping -2 reduction. Cojo’s abilities were always good, but at his old price tag he was just too expensive to be worth the buy. Not so, now. Expect to see lots of him throwing your scheme markers and models around soon. Additionally, the Hooded, Pale, and Dead Riders all saw their costs reduced by 2 as well. I don’t know enough about the other two to comment for certain on the viability of this, but I love the Hooded and often preferred him over Nekima when they were only two points different. I’ll take him at 10 all day every day. More generally, the Riders are some of the coolest models in the game, so anything that gets more of them on the table I support. My current faction, the Neverborn, probably saw the biggest spread of reductions to decent models in general, with Baby Kade, Bad Juju, the Beckoner, Lelu, and Bunraku all going down a point. The Arcanists are the other faction that could potentially make an argument for “most improved,” as the handful of good models that saw buffs from this saw significant improvements, including the aforementioned Cojo, the now spammable Hoarcat Prides, and The Captain+Patron’s Blessing getting a cumulative -2 cost as well. This helps offset the pain of Johan going up, and lets people use what most people thought was a very good but too expensive model. 

               What difference will all of this make overall? Tough to say, though I would put money on “not as much as you might think.” In the end, most of these changes were still just a stone. There were a reason a lot of these models weren’t being hired, and after an initial burst of experimentation, don’t be surprised if a lot of people just go back to using what they had before. Some, however, will definitely stick, and just the fact that it brings things closer to the middle and promotes diversity is likely better for the game overall. I can appreciate the philosophy behind sticking to soulstone cost modifications rather than rewriting rules in general, and the logic behind leaving book 4 and 5 alone for now is sound, but I do feel there were things that could (and maybe should) have been addressed that weren’t handled here. Maybe we’ll see some more tweaks over the summer. The next round of major tournaments (keep an eye on Winter Murderland in DC and the UK Masters) will tell us more.


               I’m sure you have a number of opinions that differ from mine. Feel free to comment and share them, and as always, thank you for reading! 
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